Stirk grumble grumble

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Macar
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Post by Macar »

Is this the same as the one in concept thread. I wish I could see it :( no oblivion.
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Post by Morden »

This isn't a discussion thread. Use the Private Tavern if you think its important.
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Sload
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Post by Sload »

OMG TEH POST BY TEH SLOAD WITH NEW FILE OMG
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Post by lb003g0676 »

I ahve a problem it says


Unable to find Masterfile:

TR_OoT_Main.esm

Maybe I am beong stupid thoguh.... is tehre a special procedure, that is too long to explain, and tehrefore I will not take part.
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Post by Amrod »

lb003g0676 wrote:I ahve a problem it says


Unable to find Masterfile:

TR_OoT_Main.esm

Maybe I am beong stupid thoguh.... is tehre a special procedure, that is too long to explain, and tehrefore I will not take part.
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Post by Noirgrim »

Did you download TR_OoT_Main.esp from the thread above this one? All TR_OB esp files will be dependant on this file (as it will be the one that adds new meshes into the game).
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Post by Dexter »

I don't think that Stirk actually uses anything from OoT at this moment, but it will in future versions, so you might as well download it now.
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Post by lb003g0676 »

Done.... as soon as I was inside the fort, my screen went black with my HUD still up and when the cursor turned into a door, I decided I'd exit the blackness, and once I'd tried to exit teh blackness it didn't fill the load bar for about 5 mins and then I got BSOD physical memory dump.
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Amrod
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Post by Amrod »

I found some pretty crazy stuff in stirk. Here some examples:


[img]http://i4.photobucket.com/albums/y128/alastriona/crazystuff.jpg[/img]

Sheogorath pay a visit to Stirk or something? I don't know if I'm missing something but this looks really weird!


[img]http://i4.photobucket.com/albums/y128/alastriona/WTF.jpg[/img]

WTF? This guy just beat his own dog to death. I'm calling the RSPCA!
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Lady Nerevar
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Post by Lady Nerevar »

GAH! I think i know perfectly what caused those bleeders in the fort (columns i used on the first floor) but they were not there when i last touched the file... so i blame nanu and/or sload!

otherwise, uber sex. im still available to help with AI sload
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Post by Gez »

Amrod wrote:WTF? This guy just beat his own dog to death. I'm calling the RSPCA!
If that's the Quested Dog (tm), then he should be set essential until the moment the player has to choose to put it down or to leave it alone.
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Post by Lady Nerevar »

errors in the fort:

-the display cases near the entery way should be locked.
-the trap doors have faulty door markers (or something) and when yoyu go down you bleed through the lader and get stuck.
-the pathgrids are also a bit off... stirk was walking into a brasier for a good hour.

yes, i just dised my own int :P more dissing to come tomorow!
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Post by Sload »

Dexter wrote:I don't think that Stirk actually uses anything from OoT at this moment, but it will in future versions, so you might as well download it now.
All that's in OoT are books and they are used. And that's all there is until Morden posts his fixed retextures and someone adds them.

I expect there's some sort of AI or something to keep people from killing their pets. The other error is just a misplaced collumn or something.

I'm thinking about making this an ESM and then letting everyone else fix it, since I sure don't wanna. Maybe I'll have AI finish first.

And N, AI is, unless I missed something, reasonably easy. I can probably finish it very quickly. But keep thinking of things for people to do so it's not just eat sleep.
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Post by Dexter »

My guess with the dog is that we need to edit it's AI so that it will not attack other NPCs. Odds are it was simply copied from a wolf, which do attack other NPCs.
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Post by Morden »

Priest Gregorio chased me deep into the mines, beating me with his fists the whole way. :P Is there a way to stop NPCs from thinking that you're trespassing in the mines? Is that NPC set for ownership of the mine cell currently?
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Post by Sload »

Morden wrote:Priest Gregorio chased me deep into the mines, beating me with his fists the whole way. :P Is there a way to stop NPCs from thinking that you're trespassing in the mines? Is that NPC set for ownership of the mine cell currently?
No, a faction with NPCs is set. But the shaft between the places is off-limits.
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Post by Dexter »

Here is my review. Some of these issues have already been stated, some of which are my fault, and others may have already been fixed.
In no particular order:
The cobblestone road near the entrance to the fort has a patch of grass on it. Further up this path, going up the hill towards the town center, there is another patch of grass.
In the Tanilla Lighthouse, there is a door which is not linked to the exterior, and a ladder which is not linked to the top of the lighthouse.
There are two Alenion Eulius' right next to each other in the same cell, with different hairstyles (quest functionality perhaps?)
The door in Alenion Eulius' house is not linked to the exterior.
There is grass waving through the sidewalk of the doorstep to Kynarius Manor.
Armondian (the dog) behaves like a wolf and attacks the owners.
The weather should be changed to be sunnier (less rain).
Stirk Manor has a candelabra bleeding into a wall. It is in the small room to the right when you enter, the room with the bay windows.
Why is Polle in Stirk Manor?
Not sure if this has been fixed, but has anyone read Guide to Stirk? It's some weird speech, containing such gems as "London", "November", and "Adam Sutler". Please tell me this has been fixed. It scares me to think that this made it into BoT.
There is a patch of grass right by the door to the miner shack closest to the mine.
In the gold mine, when you enter the room with the hole in the middle filled with water, a big section of the corner overlaps with another.
The center gold vein in the southmost portion of the mine is duped.
The stone door to the Ancient Ruin is covered up by a dupe door that is not linked to anything.
The doors on the sides of Y'Vassa lead nowhere.
When exiting the northern guard tower of the West Wing of Fort Stirk, it places the PC inside of the ladder, preventing him from moving without using TCL.
Right outside the entrance to this guard tower, there is a slight overlap of the corner tiles.
The door to the Fort passage is slightly out of center.
In the East Wing, the shelf in the southwest corner somehow lost all its crap, and it was all on the floor by the time I got to it.
The stairway up in the East Wing has a little gap between the tiles.
There is a rogue column wrecking everyone's day in the upper levels.
In the eastern corner of the upper level of the East wing, the center chair is duped.
Why is there a trapdoor/ladder in the East Wing anyways? Don't the stairs make it redundant?

That's all I found, and I took a long, careful look at the island.
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Post by Sload »

Dexter wrote:There are two Alenion Eulius' right next to each other in the same cell, with different hairstyles (quest functionality perhaps?)
Amarion was not renamed, so the second Alenion is actually Amarion.
Dexter wrote:Why is Polle in Stirk Manor?
He's having tea with Cartello, who's AI hasn't been set yet. You happened upon the one day that his AI tells him to go there.

Unless he's there constantly, in which case there's a problem.

Dexter wrote:Not sure if this has been fixed, but has anyone read Guide to Stirk? It's some weird speech, containing such gems as "London", "November", and "Adam Sutler". Please tell me this has been fixed. It scares me to think that this made it into BoT.
There are probably multiple placeholders, but this was mine.
It is not the actual guide to stirk, just something I threw into a book. I put in V's broadcast from V for Vendetta (the film version). I expect you knew that's what it was from.
Dexter wrote:In the gold mine, when you enter the room with the hole in the middle filled with water, a big section of the corner overlaps with another.
Filled with water?
Dexter wrote:The doors on the sides of Y'Vassa lead nowhere.
For the quest. The monsters come into the room from those doors.
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Post by Lady Nerevar »

Polle has some of the worste AI i have EVER seen. when i found him he was standing on top of a displaay cabinet in the stirk manor. after that he was walking into every static object imaginable untill he got to his house. part of this may be due to pathgrib problems... has the exterior of stirk even been grided?

there are some sections of the mine where the textures of the floor are wierd (lighter and dont look speck maped) i suspect this is due to light. The fort should also be a public area (its curently not)

as a random note, my parents loved it :D
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Post by lb003g0676 »

Yes, but aren't yours the parents that throw mud at your windows to get your attention?

I don't think their views are completely valid now. :P
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Post by Lady Nerevar »

um...no.... my parents are clean freaks, so they would never throw mud :P
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Post by lb003g0676 »

yes, you are correct, your parents don't throw mud at your windows.



Massey's do
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Post by Sload »

That's because pathgrids aren't set, N, not because of AI.
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Post by Noirgrim »

Sload wrote:
Filled with water?
I think he is talking about the area where you break the planks of wood (which is awesome). There is a 'mist' mesh that is not animated and kinda of looks like water (I was fooled myself, and then was confused that when I fell through I was not in water). I wonder if we could find an animated mist mesh or somehow position it differently so that it gives a different appearance. I think the main problem is that where the mist meets the edge of the rock, there is a sharp line.

Overall, Stirk is looking awesome!
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Post by Sload »

Noirgrim wrote:
Sload wrote:
Filled with water?
I think he is talking about the area where you break the planks of wood (which is awesome).
Planks of wood?!

EDIT: Oh, I've found them. Everything makes sense now and is okay.
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Post by Morden »

I have created a Stirk thread in the error reporting forum. Please post any errors you find in that thread. We'll save this one for downloads now. ;)

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=182541#182541
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Post by Sload »

Good idea, Morden.
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Post by Sload »

I just thought a progress update was in order.

AI is chugging along, but has recently taken back seat to something much more fun.

In Anvil's harbor, you will now find a third boat place on the dock, directly across from the one further out. If you're there on the right day, it will be occupied..

..by the Marvelous! The most marvelous ship on the sea. Owned by Jafan, your friendly Redguard captain. Every other morning at 9:06 (to be friendly to late comers), it leaves Anvil and goes to Stirk, it then leaves Stirk and heads back the next day at the same time. Do as the captain says, though, he doesn't like having people on deck.

That's right. This ship is actually only in one place at one time, and it only leaves for you at one time. The coolest thing ever, in my humble onion.
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Post by sirwootalot123 »

the area where you break the planks of wood (which is awesome). There is a 'mist' mesh that is not animated and kinda of looks like water (I was fooled myself, and then was confused that when I fell through I was not in water).
Thanks, I did the detailing in the mine... I tried to get the mist to work, but it looked funky if it was totally above the hole (to me at least). I put it there to add a sort of illusion that the mine is extremely dusty/smoky, because sload was explaining to me about how horrible the conditions are in there.
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Post by Thrignar Fraxix »

I am guessing I need to turn off the borders to reach Stirk, if I plan on swimming?

Edit: I turned off the borders, but it turns out I was swimming in the wrong direction anyway! (Thrignar=moron)
Last edited by Thrignar Fraxix on Wed Jul 19, 2006 11:38 pm, edited 1 time in total.
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Post by Lady Nerevar »

i dont think so. it should have its own border regions.
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Post by Morden »

Can't wait to try that boat Sload :)
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Post by Nanu »

Beats the hell out of 'coc'ing, stupid question, but is the boat for us only, or will it be released with the mod?
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Post by Haplo »

The boat's for public release :-P That's why we're spending so much time on it. (Gotta pay 50 gold, even.)
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Post by Sload »

I spent 3 days straight on a boat just for us. :P

No, the boat is for everyone. If it was for us I would've put a door in the middle of Anvil.
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Post by Nichevo »

should we also make some rumours ala 'Boat to Solstheim' ?
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Post by Gez »

With a topic that is displayed for every NPC throughout the game, for recreating the unique Solstheim experience? Nah, I don't think so. If people download the Stirk addon, they'll know there's a place named Stirk where they can go.


Of course... If we follow in Bethesda's footstep, we should do a spambox (spam messagebox) informing the player that he found an advertising leaflet telling him that he inherited a dungeon on Stirk or something.
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Post by Nichevo »

an invitation, perhaps? Getting the player involved in the island with some conflict/request/whatever reason and have the player want to get there ASAP
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Post by Sload »

We tell them that the ship leaves from Anvil. Jafan will be walking around there.
Last edited by Sload on Thu Jul 20, 2006 7:40 pm, edited 1 time in total.
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Post by Saibot »

The ship leaves from Rihad?
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