Version:
Active:
Released
Checked out:
No
File versions:
Changelogs:
Description
Current approved changes to be made:
-change dirtroad to mainroad - fairly simple and straightforward.
-remove excess smoke from chimneys/remove excess chimneys/improve chimneys
-changing/improve the sign outside 'Eurilon: Weaponsmith', which looks rather cobbled together.
-make adjustments to the coastline to remove the lumpy rock look.
-add detailing at dock
-increase height of Old Ebonheart Castle's towers
Workflow
This is the file where dialogue, quests, and claims for the eastern Thirr should be merged. Do not edit this file without also loading TR_Mainland.esp, and do not merge other esps into it without also loading TR_Mainland.esm! (see editing guidelines)
Comments
Link to the old Merge-type
Link to the old Merge-type node
Also reposting bugreports I’d put there:
(some of these already fixed- see Rats' changelog)
This EEC bug will also require a fix in this sectionAlso common_robe_03_b is misusedSaprius Entius to wrap up a vanilla quest
the one ring is here tooNumidium plans in the IAS
Error
Getting this error with the file enabled, feels really weird. Can't find a good reason, and have clean save files.
Edit: this disappeared when the OE file was set to last in the load order. I only have TR files active, and believe InDev may be to blame for this. It has three OE cells remaining in it.
Updated. 2017-04-18 (aka v
Uploaded a new file as per Atrayonis' request.
Version 2017-04-18 (aka v.0095)
What is actually updated,
What is actually updated, Rats?
An excellent question. I didn
An excellent question. I didn't include a change log, because I'm planning on taking this back for development after Atrayonis is finished with it.
The biggest thing is the new version of the belltower. I also fixed some of the bugs rot reported and decluttered the exterior for better performance.
I'm done! There were no
I'm done! There were no signposts in it, but I fixed a couple of outstanding bugs.
random hall of fighters bug reports as of 4/20
T_Imp_Furn_RugOctagonXp_02 Old Ebonheart, Guild of Fighters 3762 -579 11968 "caspering rug"
T_Imp_SetMw_I_RichRoof_01 Old Ebonheart, Guild of Fighters 4032 -192 12224 "caspering ceiling"
T_Imp_SetMw_I_RichRoof_01 Old Ebonheart, Guild of Fighters 4160 -448 12224 "caspering ceiling"
T_MwDe_SetInd_Cul2Emptyknown issueT_Imp_Furn_RugRoundXp_01 Old Ebonheart, Guild of Fighters 3724 -621 11712 "caspering rug"
Is there a bug for this? I
Is there a bug for this? I went over them and realigned stuff, so no caspering happens (fixed a hole in the roof while I was at it too.
Taking this back for: bug
Taking this back for:
Somthing for the bug pile:
Somthing for the bug pile: The pub doors aren't reference persist-ing, so they create script errors on a new game (but not in the CS).
Gotcha. Fixing the room
Gotcha. Fixing the room renting thing.
Finally v0100 is out (Google
Finally v0100 is out (Google Drive).
See changelog here. Dropping the file.
One of the changes I made was to rename two interiors. IIRC this interior cell name change would have to be recored in a CSV file, but I don't think the OE Section File ever had a CSV file?
It should have had. However,
It should have had. However, they only covered exterior cells (they were used for Seneca's cell snipping tool) so it's all good.
Very impressive changelog!
Ah, the Criminal Lawyer quest
Criminal Lawyer still dependent on a prison cell that has yet to be made. The scripting as it is "should" work by just making the quest guy disappear, but once the right interior is created, the script for this will need to be corrected.
Taking this over, as it
Taking this over, as it produces script errors when starting up a game.
Will also see if the countryside can't be a bit oranged while I'm at it.
And dropping. didn't orange
And dropping. didn't orange up anything, just bugfixes (and the new trees).
The immediate surroundings of
The immediate surroundings of Old Ebonheart shouldn't be orange'd IMO (that is: the two cells south of OE should remain green). The environment should be "normal" to signal the player that this is Imperial territory.
Agreed, I think it should
Agreed, I think it should start around the part where the AT trees show up, roughly at the southern end beyond the hill. Although Gnomey made a good point to have some orange patches around St. Seryn's Infirmary.
Grabbing this for the one new
Grabbing this for the one new interior and the faction merge.
Done.
Done.
Need to correct a script
Need to correct a script error on startup, manually replace a tree, and there's new interiors to be merged.
Aside from the tree and the
Aside from the tree and the interiors, I placed the two statues we discussed a while ago (the Wyrm and the Talos statue) where they should be, roughly. Anyone can feel free to look at and place them elsewhere of course, this was only the first shot.