Version:
Active:
Released
Checked out:
No
File versions:
Description
Workflow
This is the file where dialogue, quests, and claims for Old Ebonheart 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)
Development Plan
The Ebon Tower interiors need to be finished and merged, then the rest of the NPCs and Quests need to be developed. The southern field with the Aanthirin flora needs a bit more detailing so that the border between the OE and Indoril-Thirr section is not so obvious.
Comments
File v.0106 is up with
File v.0106 is up with MinerMan's added room in the Mages Guild
Some things not done: (updated march 20)
Slavehunters in OE file needs a quest claim?
- Eulix Festius: Brickmason can't path through his house
- minor bugs
- NPCs without autocalc
- Can start “A Criminal Lawyer” infinitely ? seems fixed
- Malarunubi narrow passage collision issues
- MWEdit Script Revisions
- Old Ebonheart - Legion Map Tapestry touching nails causes bounty
- collection of bugs in Thirr /OE
- Renewing my suggestion that some NPCs be given cyrodilic clothes from P:C if the style/resolution allows it (nothing overboard since apparently all those available at this time are nibenese, plus you don't want to ruin the novelty in P:C itself, but a cap here and a shirt there on a street merchant can't hurt)
edit: also reposting other comments from the previous OE section page minus what Rats listed as fixed since,
– some NPCs may still be unintended trainers (list)
Guild of Fighters - coordinates in this post
in_com_traptop_01 Old Ebonheart, Grand Chapel of Talos: Towers -1328 0 3180 "coming from this trapdoor = sends a bit too far forwards, chin into plants"
TR_sc_m3-278_placeholder Old Ebonheart, Imperial Archaeological Society: Top Floor missing assets have been named "blank scrolls" for now
ownerships:
TR_m3_Sallus Pepander Old Ebonheart (6,-19) "vanilla isn't respectful of nolore for trader class, many topics - if these aren't supposed to have any other dialogue give them another or make a custom StallVendor class"
TR_m3_Uttrashi Old Ebonheart, Tail Tales "more loquatious greetings than khajiits but Background is default khajiitspeak"
TR_m3_Ra-Zihad Old Ebonheart, Tail Tales "same"
TR_m3_Izon Old Ebonheart, Hostel of Stendarr's Mercy "is this where freed slaves go? should dialogue indicate that?"
TR_m3_Potemus Marolus Old Ebonheart, Imperial Navy Command Post "might need nolore"
TR_sc_m3-771_note " extra word ''I'm not going there down there'' "
should be already fixed:
Hi I'd like to add 2-4 new
Hi I'd like to add 2-4 new NPC's to the OE Fighters guild. It feels empty right now.
#1 would be in the upper level sleeping quarters (probably an argonian who acts like a squire/maid and tries but fails to keep the place clean). This NPC has the added benefit of acting like a guard to prevent the player from mass looting the bedroom.
#2/#3 would be sparring in the basement, which is currently a massive open cell with two npcs.
#4 would be wandering the guildhall
none of them have very in depth dialogue but they sure would make the fighters guild seem larger
https://drive.google.com/open
https://drive.google.com/open?id=0B4cIEs6yUh9KN1BabHl5Nkw1aUk
merged http://tamriel-rebuilt.org/asset/oe-fighters-guild-npcs
tr_m4_mashag_agum is named Mashag_Agum in game, whoever merges stuff please remove the underscore, whoops. The rest of it looks like it merged great
10/17/2017 (22:13) TR
10/17/2017 (22:13) TR_OldEbonheart_v.0107.ESP 10/17/2017 (21:53) skraeling TR_m3_Reynant Alciente00000000 Old Ebonheart, Guild of Barristers 3830 3946 12034 "typo in 'lawyer' dialogue: 'intricasies'"
10/17/2017 (22:14) skraeling TR_m3_q_OE_CriminalLawyerNote Old Ebonheart, Guild of Barristers 3992 4003 12034 "this would work better with a specific high rock location"
Quest "TR_m3_OE_Inspiration":
Quest "TR_m3_OE_Inspiration":
- Stage 70, "Emlia" -> "Emelia".
- TR_OldEbonheart_v.0107.ESP 10/17/2017 (21:53) skraeling TR_m3_Juilecca Suvia00000000 Old Ebonheart, Neel Gymont's Fine Art 127 -788 -126 "topic 'Wayrest painter': replace 'some these ingredients' by 'some of these' to kill typo and avoid duplication"
Checking this out to fix the
Checking this out to fix the bugs arvis mentioned as well as fixing a line of dialogue that was at odds with P:C.
Dropping. - fixed the typos
Dropping.
- fixed the typos arvisrend reported
- added a more specific location "ALCAIRE, HIGH ROCK" to the lawyer's note (TR_m3_q_OE_CriminalLawyerNote)
- changed Mashag_Agum to Mashag gro-Agum and also gave him a weapon
- gave TR_m3_Tienius Cedus a more vanilla-style face. I think we should refrain from using P:C and SHOTN head and hair assets if only for aesthetic consistency's sake. Love the two fighters sparring though.
- fixed a "latest rumor" that previously referenced the count of Leyawiin. Now references the count of Bruma; also made the rumor more rare.
- added NoLore conditions where they were erroneously missing
- added Hammerfell style tapestries to "Hamal's Redguard Goods"
- added a "latest rumor" entry hinting at the "Oh What Customs!" quest
- assigned Faction memberships to IAS and Imperial Navy NPCs
- made "TR_m3_Narusya" stand still instead of wandering around in her shop
- fixed a dialogue bug that caused the publicans to hate you after you rented a room
Uploaded a new version and
Uploaded a new version and dropped again.
- Fixed a few dialogue filter errors
- Some of the Navy NPCs were erroneusly members of the Western Fleet. Fixed that.
More on the painter
Sorry, I wanted to post this days ago, but the server broke down...
TR_OldEbonheart_v.0107.ESP 10/17/2017 (21:53) skraeling TR_m3_Neel Gymont00000000 Old Ebonheart, Neel Gymont's Fine Art -114 -830 130 "script ignores stoneware and silverware bowls on player"
10/18/2017 (19:29) TR_OldEbonheart_v.0107.ESP 10/17/2017 (21:53) skraeling TR_m3_Neel Gymont00000000 Old Ebonheart, Neel Gymont's Fine Art -114 -830 130 "in 'a new dealer' topic, i think 'equisite' is a typo"
Checking this out for some
Checking this out for some sewer merging. Will add generic critters and NPCs as well as some planned ones while at it.
In v.0107: TR_m3_Cortos
In v.0107:
Dropping. Merged sewers and
Dropping.
The NPCs I added to the
The NPCs I added to the sewers were:
five guards NPCs? I thought
five guards NPCs? I thought the whole point was the sewers weren't full of guards so it was free reign to play a thief in. Maybe one or two but the player should be encouraged to break into these places.
Checking out. Going to remove
Checking out.
Going to remove some of the guard NPCs, modify their behaviour; link one missing door; add some Ebon Tower NPCs that were already planned, as well as generic guards.
Dropping. Fixed the bug rot
Dropping.
In the Legion building:
In the Summerset Isles mission:
Also added a bunch of generic guards in the interiors that were NPC'd.
Checking out for some NPCing
Checking out for some NPCing fun. The merged Ebon Tower ints are going to get some guards and other residents.
Just to post it someplace
Just to post it someplace relevant:
I've gone though the current version of the section file, and found 2 missing interiors which aren't featured in any claims in the browser.
The first one is a room below the Valenwood Mission. Rats told me on Discord it's already been taken care of.
The second is a shipwreck off the coast. There's a finished interior claim on the old forums, which can be found here.
What I did was going through each exterior cell, finding the doors and checking if there's a DoorMarker nearby. Someone with more experience with the CS could tell if it was thorough enough, or there's more to be done.
These objects have 0
These objects have 0 instances and (in latest file) 0 uses in scripts or dialogue:- removed in v.0300Also found a lot of bad IDs:fixed, except some remaining T_ IDsThe ky_stabbyjak is
The ky_stabbyjak is intentionally not used--he's waiting for the prison interior to be made before he gets placed in it at the end of the Criminal Lawyer. ID should ideally be updated when that happens too
Old Ebonheart, Guild of
Old Ebonheart, Guild of Fighters:
I'll sort these out. The
I'll sort these out. The flickering and other errors in the Fighters' Guild have been so egregious, I've purposefully postponed fixing them...
Uploaded a WIP version of the
Uploaded a WIP version of the new file, as per request.
No change log, as I'm not dropping the file yet. NPC'd the Ebon Tower some more, merged some interiors and added more access from the surface to the sewers.
This file requires an .esm version of the latest TR Data Addon, which you can either make yourself or can download clicking this.
OE's Census tower currently
OE's Census tower currently makes no sense to me.
The bottom floor is completely ruined and has a mini quest thing to fix it. The second floor is a complete mess. The top floor is sparse but could be used.
none of the floors are particularly detailed. There are no NPC's. The Tamriel Rebuilt tile map quest is supposed to be in this int but I don't know if the int is supposed to be abandoned or what. The NPCs are making a mosaic map of Tamriel in the quest, and I can't think of anywhere in the int they would do it.
http://tamriel-rebuilt.org
http://tamriel-rebuilt.org/claims/ebon-tower-interior-9 is in the file but not linked
the western gate to OE needs the door to the garrison unlocked
https://cdn.discordapp.com/attachments/338792207827992577/398664134780256266/Morrowind_2018-01-04_21.28.29.894.png
this is the current state of the census and excise for all of old ebonheart at the moment. the "under construction" census and excise should probably still have NPCs staffing it with only the grand inspector (pictured) moved to the fancy tower.
minor bugs
1/5/2018 (00:32) Clean_TR_OldEbonheart_v.0212.ESP 1/4/2018 (17:58) skraeling TR_m3_Ulvu Ouradas00000000 Ebon Tower, Legion 3421 5764 12034 "seller gold 0"
1/5/2018 (00:34) Clean_TR_OldEbonheart_v.0212.ESP 1/4/2018 (17:58) skraeling in_impsmall_loaddoor_01 Ebon Tower, Imperial Census Office 1344 512 640 "door to nowhere"
1/5/2018 (22:41) Clean_TR_OldEbonheart_v.0212.ESP 1/4/2018 (17:58) skraeling in_com_traptop_01 Old Ebonheart, Imperial Archaeological Society: Basement -712 952 -640 "trapdoor not connected"
1/6/2018 (02:40) Clean_TR_OldEbonheart_v.0212.ESP 1/4/2018 (17:58) skraeling in_impsmall_door_jail_01 Ebon Tower, Legion: Dungeons 502 8342 1322 "some shit caspers visibly if you go into this cell and then look back"
1/6/2018 (02:40) Clean_TR_OldEbonheart_v.0212.ESP 1/4/2018 (17:58) skraeling in_impbig_wall_01 Ebon Tower, Legion: Dungeons 894 8754 1740 "and this is the shit in question"
1/6/2018 (02:46) Clean_TR_OldEbonheart_v.0212.ESP 1/4/2018 (17:58) skraeling TR_m3_Jastta Nivellus00000000 Old Ebonheart, The Perfect Quarrel -191 -255 2 "somehow i don't like the use of 'baby' in dialogue 'colovian siegebreaker arbalest'" <-- just doesn't sound Morrowind to me
OH, and I'm getting this in the canals:
Model Load Error: Meshes\TR\l\tr_l_cav_ray01.nif cannot load file in Meshes\TR\l\tr_l_cav_ray01.nif. Will use the default object Marker_Error.NIF.
NPCs without auto-calc: One
NPCs without auto-calc:
One or two might be deliberate so that they will have the skill to equip their gear instead of Unarmored, but most are probably just the result of copying other NPCs, so the extra data is unnecessary bloat. Those with services should have autocalc only if their selection of services/barter types are the same as class default.
Full list of trainers in the file in case some are still unintended:
There are a few minor
There are a few minor exterior edits that had been planned for this section but never carried out, in large part in the 2017-06-04 meeting:
-one issue was to provide convenient access to the resettlement offices, which could only be access via the battlements. This has already been fixed by adding an entrance at ground level, but the ground textures could still be changed to cobblestone to make the doorway seem a bit less isolated:
-the northwesternmost tower is the coastguard keep. That might seem a bit strange as it's the furthest tower from OE's docks. There was an idea of replacing the bell currently on top of the tower with a simple lighthouse beacon, roughly like so:
-a known issue but worth listing, the Talos statue is currently perched precariously on the gatehouse and needs to be given more solid footing.
-OE should also get a small field or two. Given performance concerns, the compromise that was reached at the meeting was to have empty patches of tilled dirt. I still advocate an approach like this:
Those are nine new references, and a smaller field with only four comberry bushes could also work for a total of seven refs. I think it's a worthwhile investment, and that if people are so concerned about the number of references it would be better to cut them elsewhere so that OE can have some kind of half-decent field.
-on which note, OE has a ton of active smokestacks, more than i think are aesthetically called for. They all correspond to lit fire in the interiors. If people are concerned about performance, I'd consider looking at interiors where the fire is relatively superfluous (the interior has otherwise good lighting, etc.), extinguishing some of those fires, and then removing the smoke activators in the exterior.
If those changes are not carried out next time the file is freed up, I intend to quickly grab the file to carry them out, though as the plants/wall around the field is not what was formerly agreed upon I would only implement the empty fields until folks express support for the idea.
I intend to claim this
I intend to claim this tomorrow to implement the changes Rats has not already implemented.
As far as the fields are concerned, I'm somewhat going back on my word and intend to add the 7-9 refs. If someone finally does complain, they can easily be removed, but I think enough time has passed without complaint.
As discussed on Discord, I would also like to carry out some changes to OE's gatehouse, which would mostly involve shuffling references around and renaming cells, and is neatly illustrated by the below infographic:
Cell renames:
Old Ebonheart, Gate: Eastern Tower -> Old Ebonheart, Imperial Guard Command Post
Old Ebonheart, Gate: Garrison -> Old Ebonheart, Imperial Guard Garrison
Old Ebonheart, Gate: Western Tower -> Old Ebonheart, Customs
Old Ebonheart, Gate: Guard Towers -> Old Ebonheart, Gate Towers
A ground level entry will be added to 'Old Ebonheart, Imperial Guard Command Post', and the Legion questgiver will be moved over there, from his current hiding place in the garrison. The planks in front of the door will be moved aside.
Mort will add an NPC as shown who will check people leaving and entering Old Ebonheart, and I will add 'nothing fancy, just a book a desk and something over their head'.
Grabbing to implement the
Grabbing to implement the above changes.
Dropping. I've implemented
Dropping. I've implemented the changes. It would be good if someone were to look over the file to make sure I didn't do something stupid again and break it.
Changelog, with CS progress images from Discord:
-added bank
-shoved neighbouring buildings aside (no rotation changes)
-murdered a tree
-textured road up to Ebon Tower Resettlement Office
-added space for customs official at the OE gates. NPC and ledger to be added by Mort or someone else
-added a small field with comberry outside the city
-killed a levelled creature and rock in the process
-renamed gatehouse cells as follows, after checking they were not referenced in scripts or anything:
Old Ebonheart, Gate: Eastern Tower -> Old Ebonheart, Imperial Guard Command Post
Old Ebonheart, Gate: Garrison -> Old Ebonheart, Imperial Guard Garrison
Old Ebonheart, Gate: Western Tower -> Old Ebonheart, Customs
Old Ebonheart, Gate: Guard Towers -> Old Ebonheart, Gate Towers
-added ground level door to Old Ebonheart, Imperial Guard Command Post, moving planks in the exterior to the side
-moved guard captain there from the garrison
-moved furniture around to work with the new floor plan
-removed platform unter Old Ebonheart, Customs exterior doorway for symmetry
Notes:
-would the new lighthouse fire actually be visible from ships? I guess to lookouts at any rate...
-might excessive light sources be a major contributing factor to OE's performance issues? I just noticed that a ton of doors have lanterns next to them, aside from other light sources.
-I haven't tested the changes in-game yet; I intend to do so tomorrow.
-I have checked pathgrids to make sure none got messed up.
To note: the tree placed in
To note: the tree placed in Ebon Tower's courtyard no longer exists in Tamriel_Data and should be replaced with T_Cyr_FloraJM_Tree_01.
Claiming due to Rats
Claiming due to Rats inactivity
dropping have at it
dropping
have at it
Changelog copied from other
Changelog copied from other thread
Same file that Rats posted
Same file that Rats posted today (thanks Rats!) minus dirty cells:
https://1drv.ms/u/s!Avy4r3XS1seKg0BFNQpEfaKjzuxV
Claiming when I get
Claiming when I get confirmation nothing is broken, just ping me
To fix:
-Link an unlinked door to the Census Tower
-Change the wording on the Construction note to indicate the tower is still in use
-Clean up the tower for NPCing (unlocking some doors and removing statics - they will be readded in the NPC esp)
-Unlock door to Command Post barracks (for legion use)
-Lock Ebon Tower Gate to two rooms of free loot
-Lock the upper floor to Arkay's Tower until someone can figure out what to do with it (it's full of even more free loot)
-Rename Imperial Marines to Imperial Sailors (as per PT advice)
-Remove Imperial Sailors from the Coastguard building - to be added in another esp
-Demote the Admiral in OE to Commodore (as per PT advice)
-Move Aurelia Draconis to make the FG quest less frustrating (she blocks her own doors)
-Fix a black space in the Curia Vault that fails to obscure one of the secret rooms
Will only change if someone tells me I can, I think it's a good idea!
-Fake Armistice only tells you its a fake with > 70 int, otherwise the player has no idea
-Add a few dialogue variations for the Imperial Sailors
"-Fake Armistice only tells
I would be against this, because I think it would make the fake Armistice bit of a cheap shot. If there's no warning of any kind at all, the player won't feel like they've been fooled -- they think we've cheated and made a bad design choice. What do others think?
Currently when the player examines the (fake) Armistice they get a message box saying:
"The Treaty appears to bear the signatures of both Tiber Septim and Vivec. It looks expensive and rather well preserved. Almost too good to be true..."
if the player's Intelligence is 60 or above the message is different:
"The Treaty appears to bear the signatures of both Tiber Septim and Vivec. However, there's something about the scroll that makes you suspicious. Could this be some kind of a trick?"
and if the player is really clever, with an Intelligence score of 80 or above, the deduce that the treaty is not what it seems:
"The Treaty appears to bear the signatures of both Tiber Septim and Vivec. However, you have a strong feeling that this is not the real Treaty of the Armistice, but in fact a clever magical trap. It would be unwise to touch it."
In my personal idea of how
In my personal idea of how this works, you wouldn't know its a fake unless you read one of the books talking about the armistice. There's absolutely no reason for someone to 'feel suspicious' looking at a scroll. There's no reason for someone to think 'sounds too good to be true....' given the situation. They could in real life, but that's something the player should think, not have it spelled out for them.
I think a 70 int "the paper appears to be fairly new" statement is a good compromise rather than 'you dont like the look of this! its a trap!'
Checking the file out 2-15-18
Checking the file out 2-15-18, it says gnomey but it's me
todo (repost from above)
To fix:
-Link an unlinked door to the Census Towerthe door I intended to link doesn't face the correct direction. I moved the door and in the process remembered why I don't do interiors. I think there's a slight seam but overall looks pretty good-Change the wording on the Construction note to indicate the tower is still in use-Clean up the tower for NPCing (unlocking some doors and removing statics - they will be readded in the NPC esp)-Unlock door to Command Post barracks (for legion use)not needed with Gnomey's rework of the gate-Lock Ebon Tower Gate to two rooms of free loot-Lock the upper floor to Arkay's Tower until someone can figure out what to do with it (it's full of even more free loot)-Rename Imperial Marines to Imperial Sailors (as per PT advice)ID is kept as Imperial Marine, hopefully this doesn't confuse people but I wouldn't want it to screw up scripts at this point.-Remove Imperial Sailors from the Coastguard building - to be added in another esp-Demote the Admiral in OE to Commodore (as per PT advice)-Move Aurelia Draconis to make the FG quest less frustrating (she blocks her own doors)-Fix a black space in the Curia Vault that fails to obscure one of the secret roomsdropped
https://drive.google.com/open?id=10yxoJIX_O5_qHNdfUEzM4JJZ2cDlrJDN
Grabbing the file shortly to
Grabbing the file shortly to sort out some doors and maybe work on the bank exterior, which not everyone is happy with.
Fixed the doors of the census
Fixed the doors of the census tower, implemented a new and probably final bank exterior, and did some light cleaning on the file. Someone who knows what they're doing should do a more thorough clean; aside from the usual dirty cells, I think some Tamriel_Data content might also be edited, but am not sure.
I won't be working on this
I won't be working on this file today as I want to make progress on Talos Tower, but there are a few small things that could be taken care of:
1. Merge the latest Grand Chapel of Talos file back in.
2. Add two windows to the exterior to reflect their addition in the interior.
3. The doorway to Talos Tower in 'Ebon Tower, Palace: High Chambers' is not correctly placed at the moment, but I'm not finding an alternative I'm satisfied with, so it's probably best to leave it as it is. Ebon Tower interiors have tossed accurately fitting the exterior to the wind anyway.
As an update, I intend to
As an update, I intend to leave the doorway to Talos Tower as it is now rather than make things complicated.
For that, I want to do something to the exterior, namely rotating the top of the tower 90 degrees, mainly to change the orientation of the top two loopholes:
That arrangement would allow for the interior to have a more space-saving layout while being fairly accurate to the exterior shell.
If anyone is wondering how that would change the exterior visuals: rather than one loophole looking out over the Inner Sea and the other over the city, one looks west over the Thirr towards the Empire and the other east to Almalexia/Necrom. One large red banner faces Vivec, the other the city.
to be fixed by me or someone
to be fixed by me or someone else:
Small things:
1. remove the dunmer and the guard encounter from the front of OE. replace them with a single generic guard opposite the excise booth2. fix the black squares in the curia vault, somehow they got messed up and don't cover everything anymore
3. on the bottom of the curia vault there is a sound activator playing the haunting ghost chorus. with headphones the effect doesn't work. If you put four of them in a square pattern around the base of the elevator that fixes it.
4. it's difficult to walk down the stairs in the EEC basement (maybe not fixable)
larger things:
1. the offices in the EEC basement are separate cells and could be combined into the basement cell
2. more items need to be taken out of the census building and tables moved around. The upper floor should have a table with a half finished mosaic of morrowind made with the misc red/yellow/blue tiles (https://cdn.discordapp.com/attachments/338792207827992577/416481840858398720/unknown.png)3. proper detailing of the census and excise building as it isn't completely ruined anymore (I would greatly appreciate the help on this one)
Checking out to merge the
Checking out to merge the cells from Hlaalu Thirr as well as for some misc fixes, and to rotate Talos Tower
And dropping.
v0.222 changelog
Armistice/Curia changes:
-sound activators in the OE Curia duplicated as mentioned above
-changed wording on 'fake' armistice to not make it obvious it's a 'fake'
-shifted the position of the real armistice a few units forward
-value of 'fake' armistice changed to 50000, when picked up gives messagebox
"The scroll begins to glow in your hands. Your feel as though your body is radiating negative energy."
and gives player 'mark of the thief', a constant effect burden that is also a signifier that something bad just happened. TR_m3_OE_armisticetheft is the global indicating the player has stolen the armistice
-if the player has the 'you stole the armistice' global, imperial guards will tell you
'You bear the Mark of the Thief. Word has spread quickly once it was discovered the Armistice was stolen. No amount of money can absolve you of this crime. If you return the Armistice, you may serve a lengthy prison sentence but will go unharmed.'
The player then goes to jail for 50 days (which is a bounty of 5000 but any more than that is just ridiculously punishing)
If you stole the armistice and don't have it on you, the guards startcombat. If you refuse to give it back, they startcombat.
-Real armistice is 500000 but can't be picked up. You instead get a message to touch the armistice or leave it alone. If you attempt to touch it:
"As your hand approaches the cloth, a strong force pushes back, allowing only the tip of your finger to graze it. As your finger grazes the surface you gain a strange feeling of serenity. The Armistice forces your hand away."
permanent fortify 10 int fortify 10 personality, as a reward for this insane puzzle quest. buff can be modified but I'd say that's pretty nice. I'd rather increase it than decrease it.
-fixed the lavasquares, if the daggers are moved there's no sense in the secret rooms being too hidden
Not armistice:
-three dunmer and the unique guard are removed from the front gate until someone figures out what to do with them
TR_m3_Vals Indaram
TR_m3_Dalvor Fadras
TR_m3_Aranu Merethi
TR_m3_Nelos Seleno
All cut. They're replaced by a single guard opposite the census post. If someone wants to do something with them later, feel free.
-EEC staircase is unfixable, it's just part of the collision on the staircase.
T_Imp_Set_MW_I_PlainR2Balcony_14 - in case any modeller wants to fix the problem with getting stuck on it some day.
Kynareth's Tower upper level unlocked, one of my npc esps adds a master archer there (with a quest!) in the future
Changed some statics around in Imperial Census Office.
Fixed TR_OE_ETCensusRepair6b script, wouldn't recognize every kind of hammer, now it does.
TO DO BY SOMEONE ELSE:
1. Move the curia daggers to the palace: emperor's room (imperial) and palace: treasure chamber (chitin). I was originally going to slap them on a table and call it done. They deserve better than that, better than I can think of at the moment.
2. Add something interesting to the places the curia daggers used to be. There are two secret chambers opposite each other on the platform. Maybe add some secret poems or something, I've heard ancient bowls with dried blood might be interesting. Lots of possibilities. I'm willing to code or write whatever you want to do, I just don't have a great idea for it right now.
3. Add some more treasure to the Palace: Treasure Chambers. It's still pretty sparse. I would add some treasure chests filled with random expensive loot, maybe some unique items. There should be at least 1-2 high ticket items worth looting for how difficult it is to get in and out.
4. Finish interior detailing on the Imperial Census Building. I changed some statics around to better suit my needs but it still doesn't feel like a real office. It should be pretty cluttered for how bureaucratic the census would be. Don't touch the round table on the upper floor under penalty of death.
5. Unknown - GotoJail crashes me in old ebonheart. Maybe that's just me.TR_OldEbonheart_v.0223
I've just done a tiny update that places a few palace guards wearing the regular silver armor inside the Ebon Tower (three in the throne room and one in front of the emperor's chambers). I also made the duke's guard wear the masked silver helmet so that they still look a bit more elite than the new palace guards. Oh and I also fixed some Temple Domes, yes!
Isn't the silver mask for
Isn't the silver mask for imperial cult guards?changed to silver helmI wasn't aware of any
I wasn't aware of any particular background for the masked helmet, if that's the case this change should be reverted, naturally.
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