TR_Data Updates Thread

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MMMowSkwoz
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Post by MMMowSkwoz »

No, all 52 scripts have been changed.
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Post by Haplo »

Are all 52 scripts completely different or do they use the same base script with only adjustments for different uses? Or is it just one script used 52 times?
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Post by MMMowSkwoz »

They are all based on the same script, modified slightly for each book.

I've highlighted below the sections which are changed for each book:

Code: Select all

Begin TR_BoTs_[***Name***]

short PCSkipEquip
short pickedup

if ( pickedup == 1 )
   set pickedup to 0
   if ( player->GetIntelligence >= [***Higher Value***] )
      if ( player->GetSpell "[***Spell_ID***]" == 0 ) ;if you haven't already got the spell
         Player->AddSpell "[***Spell_ID***]"
         MessageBox "You have learned the spell [***Spell Name***] from this [***book/scroll/note***]."
         PlaySound "skillraise"
      endif
   elseif ( player->GetIntelligence >= [***Lower Value***] )
      MessageBox "There is a spell to be learned from this [***book/scroll/note***], but you cannot decipher it."
   endif
endif

; for activating if the book from the inventory screen
if ( PCSkipEquip == 1 )
   set PCSkipEquip to 0
   set pickedup to 1
   return
endif

; prevents the book being opened from the gameworld whilst in menu mode
if ( MenuMode == 1 )
   return
endif

; for activating the book when it is placed in the game world
if ( OnActivate == 1 )
   Activate
   set pickedup to 1
endif

End
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Post by Haplo »

Thanks. I'm just being overly nit-picky. This and peterboy's playable heads will be in the next TR_Data.esm update coming probably today.
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Post by MMMowSkwoz »

Piss!

There is a very small bug in that script. If

- your intelligence is above the higher value and you read the book to learn the spell
- then have your intelligence drained back down so it is between the higher and lower values
- then read the book again

you will get the "There is a spell to be learned from this book, but you cannot decipher it." message.

I should have put the
if ( player->GetSpell "[***Spell_ID***]" == 0 )
condition one line earlier, which would have prevented this.

Damn. I should have noticed that, sorry.
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Post by Bloodthirsty Crustacean »

I don't think that really needs to be fixed right away, unless we're being perfectionists, or are worried we'll forget in the future.

(If that is the case, then I think I'd say that Peterboy's "blind" Dunmer heads should be made non-playable - another minor fix, but not necessarily worth it, unless we have excess time)
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Post by Haplo »

I think there are plenty of people who would love to play a blind character. If not, they won't have to choose that one.
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Post by Hemitheon »

Think about it. If the PC is blind, how can the player see? Answer: He can't.
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Post by Haplo »

Sixth sense. Being a bad ass. Magicka. It's Tamriel, not Earth.
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Post by MMMowSkwoz »

Would you prefer the new book fix dependent on the old TR_Data or the new one?
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Post by Haplo »

It doesn't matter. Does it have to be dependent on TR_Data at all? The way I merge it is this:

1. I remove the dependency of TR_Data.esm from the loading list of the fix.esp
2. I turn TR_Data.esm into an .esp, so that I can edit it.
3. I load both TR_Data.esp and the fix.esp into the CS, with the fix.esp as the active .esp.
4. I select "merge plug-ins", then save.

But make it dependent upon one this time no matter what, just in case.
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Post by MMMowSkwoz »

Ok. I'll try to find sometime tonight or tomorrow night to get it done. Sorry about this.
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Post by Aeven »

I believe there are still several vanilla ground textures in the BSA, because some files I am sure I have replacers for are being displayed in a vanilla state.
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Post by MMMowSkwoz »

Ok, the fix is done and tested in game. It's dependent on the old TR_Data.

Are you aware that there are two books that teach the same spell? TR_bk_BreakInSetofArmor and TR_bk_FollyofSteel. It's probably intended, but I thought I'd point it out just in case.
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TR_Data_BookFix_2.ESP
New version of book fix
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Post by Haplo »

Thanks, MMMowSkwoz.
Aeven wrote:I believe there are still several vanilla ground textures in the BSA, because some files I am sure I have replacers for are being displayed in a vanilla state.
Could you find which ones so I could check for/remove them for sure?
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Post by Gez »

Here's what I'd do:

1. Extract TR_Data.bsa in a temporary directory.
2. Delete all the textures with a name starting with TX_.
3. Run TESFiles on TR_Data.esm.
4. Copy the textures with a name starting with TX_ that TESFiles picked up back into the temporary directory. Those are the ones that are exclusive to TR, and not contained in Morrowind.bsa, Tribunal.bsa or Bloodmoon.bsa.
5. BSAPack the temporary directory back into a BSA file.


It's unfortunate that we do have some textures in TX_ something, or it would be easier to clean the archive.


Note that you can't just rely on TESFiles because there are some resources that it won't find, such as landtextures or meshes that are used by one of the Map files rather than directly by TR_Data.esm.
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Post by Haplo »

Gez, where can I find TESFile? Google shows up nothing.
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Post by Gez »

Really?
[url=http://www.mentalelfz.com/tesfiles.html]First result from Google.co.uk[/url]
[url=http://www.tesnexus.com/downloads/file.php?id=1540]First result from Google.com[/url]
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Post by Haplo »

Perhaps I should have put an S on the end of TESFile. Thanks
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Post by Haplo »

TR_Data.7z updated. Should have no more MW/Trib/BM textures in it. If it does let me know, somebody. Enjoy.
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Post by Aeven »

I fixed the vertex shading on the Necrom temple. I did this by hand, so it may differ slightly on different sides (not symmetric to the pixel) but should look nice and a hell of a lot better than Big Black Sploth (TM)
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Fixed
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Post by Aeven »

Added vertex shading to the tower.

Oh, and why do some Necrom pieces use vanilla textures and some use clones of these textures? (Visible when using replacers)
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Post by Haplo »

What meshes use cloned textures? Are you sure they aren't just the same file name with a different extension? (.tga -> .dds and vice versa)
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Post by Aeven »

Things like domes in Necrom sets. This may be due to UV mapping, but I don't know.

I do know some Necrom doors (that fit into round door jambs) use clones of the default Velothi door.

EDIT: I had a look at the NIF files: tr_ex_nec_h_01 uses a texture named TR_tx_block_adobe_white.tga (or dds, but doesn't matter) and several others use the vanilla (which is often replaced) tx_block_adobe_white. I suggest either making them all use the TR clone (gives consistency, even if someone releases a Necrom texture replacer) or making them all use the vanilla texture.
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Post by Theo »

There is an error in TR_DATA leveld lists. TR arrows, bolts and throwing weapons have the checkbox "generate for each item in the list" checked, unlike vanilla objects of the same kind. That is - you want an NPC to have a quantity of 50 arrows of some random kind, so you give it 50 of TR_random_arrows (or so, do not remember exactly the ID, but it is quite obvious which one is it) having it end up with random quantities of random arrows which give 50 when summed up. This should be fixed in next TR_Data, by anybody responsible for this file. It can be done in 5 minutes.
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Post by Haplo »

Theo wrote:There is an error in TR_DATA leveld lists. TR arrows, bolts and throwing weapons have the checkbox "generate for each item in the list" checked, unlike vanilla objects of the same kind. That is - you want an NPC to have a quantity of 50 arrows of some random kind, so you give it 50 of TR_random_arrows (or so, do not remember exactly the ID, but it is quite obvious which one is it) having it end up with random quantities of random arrows which give 50 when summed up. This should be fixed in next TR_Data, by anybody responsible for this file. It can be done in 5 minutes.
How, exactly?
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Post by Bloodthirsty Crustacean »

Untick the 'generate for each item in the list' box for the various projectile levelled lists.
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Post by Nomadic1 »

Some other things which you may or may not want to change in TR data:

Misc items:
- TR_furn_com_r_bkend and TR_furn_de_r_bkend are pricey at 20. 5-10 is more on the mark IMO
- Ditto TR_misc_potion_01, TR_misc_potion_03 and TR_misc_potion_04 at 10, 30 and 30 (just cheaper than standard potions). 03 and 04 also aren't that "Fine". TR_misc_potion_02 is a fancy bottle but is also overpriced IMO
- The stoneware bowls and tr_misc_stn_pot_02 aren't worth anything.

Containers:
- Add variants of the furn_de_RM containers with clothes in them (chest, closet and drawers). Saves interior modders creating these each per claim whenever they are used.

Clothing:
- TR_common_skirt_redoran_red and TR_common_skirt_redoran_yellow are each worth 300 gold, almost three times as much as an unenchanted exsquisite skirt
- TR_common_skirt_Necrom is worth 600

Ingredients:
- TR_Ingred_Aquamarine and TR_Ingred_Dae_Aquamarine are worth 400 gold, even though it is like a poor man's emerald
- TR_Ingred_Dae_Gold_Ore and TR_Ingred_Dae_Jet don't cost anything
- TR_Ingred_Gold_Ore weighs 5, less than the lighter Iron Ore
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Post by Haplo »

Bloodthirsty Crustacean wrote:Untick the 'generate for each item in the list' box for the various projectile levelled lists.
The two available boxes are:

Calculate from all levels <= PC's level
Calculate for each item in count


I'm going to assume you both mean the second box.

Also, thanks Nomadic

EDIT 5PM EST - TR Data has been updated and includes these fixes among others, including an updated Temple and Tower mesh for Necrom which now have proper vertex shading. The fish and cliffracer meat compilation errors should be fixed as well.
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Post by Chin Music »

Having a little problem. I just downloaded the new TR Data .esm and .bsa, and I wanted to look at the Necrom Temple, but my Construction Set crashes as soon as I put it into the render window. BSAReg.exe tells me that all my .bsa archives are properly registered, so what's going on?
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Post by Gez »

I can confirm that issue, Necrom temple makes CS go crash.

However, curiously, if a CS is already placed (as in Swiftoak's Necrom), it can load it without problem, and you can move it, and place more with Ctrl-C, Ctrl-V; and even place more through drag'n'drop from the Object Window.

It's only if none were loaded along with the cell that it crashes. Very odd.
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Post by Haplo »

Hmm, that is odd, but I'm positive it must be something to do with the vertex shading method Aeven used. The tower also crashes the CS.
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Post by Aeven »

That would be weird, as I have used it both in the CS and in the game. Try unpacking the file, if you haven't. Also, are you using the one from Haplo's BSA, or the uploaded one?
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Post by Bloodthirsty Crustacean »

A quick fix-pack for TR Data.

This fixes some problems with Indoril guards (and their helm levelled lists), High Ordinators (lack of scripts), one Redoran guard (claimed female when not), and evens out the Guar levelled lists a bit more.


Also, next time a new Data goes up, could Petiboy's skirt/robe pack (in the 'Hair/headstyling thread') be included as well? (If it's not been already)
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TR_Data_GuardsAndGuars.esp
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Post by Gez »

Also, some cleaning needs to be done, using esplint to check what should be removed.
D:\Jeux\Morrowind\Data Files\TR_Data.esm: GETSND JUNKCEL DUP-REC DUP-DIA MOD-DIA
GetSoundPlaying possibly used to detect events:
SCPT(TR_Po_WaterSoundV4)
Junk Cells: Master Flags Plugin Flags
Bitter Coast Region (-12, 1) 0x02 0x02
Bitter Coast Region (-12, 2) 0x02 0x02
Bitter Coast Region (-12, 3) 0x02 0x02
Bitter Coast Region (-13, 1) 0x02 0x02
Bitter Coast Region (-13, 2) 0x02 0x02
Bitter Coast Region (-13, 3) 0x02 0x02
Bitter Coast Region (-13, 4) 0x02 0x02
Bitter Coast Region (-14, 2) 0x02 0x02
Bitter Coast Region (-14, 4) 0x02 0x02
Bitter Coast Region (-14, 5) 0x02 0x02
West Gash Region (-15, 7) 0x02 0x02
West Gash Region (-16, 7) 0x02 0x02
West Gash Region (-16, 8) 0x02 0x02
Wilderness (-15, -8) 0x02 0x02
Wilderness (-19, 14) 0x02 0x02
Wilderness (-19, 15) 0x02 0x02
Wilderness (-20, 15) 0x02 0x02
Wilderness (-28, 24) 0x02 0x02
Wilderness (-29, 23) 0x02 0x02
DUP-DIA: indicates the exact INFO dialog with the same ID, text and filter
exists in one of the masters of this plugin. This may be a
problem, or maybe not. Sometimes duplicate dialog is intentional
in order for dialog sorting to be correct. It's only a mistake
if it really was unintentional.
MOD-DIA: indicates that an INFO dialog with the same ID exists in the
master, but this plugin has modified the text or the filter. This
is quite common when a plugin intentionally modifies a master's
dialog.
DUP-DIA: ID=1246427467180227919
DIA=________________ONAM____dhaunayne aundae_SNAM____Vo\v\Hit_vHF003.mp3_NAME____Rarrrgh!
DUP-DIA: ID=1852077831147829296
DIA=________________ONAM____eloe_SNAM____Vo\v\Hit_vIF006.mp3_NAME____Rarrrgh!
DUP-DIA: ID=2364929234239618901
DIA=________________ONAM____clasomo_SNAM____Vo\v\Hit_vIM006.mp3_NAME____Rarrrgh!
DUP-DIA: ID=2689112858236774173
DIA=________________FNAM____Census and Excise_NAME____We will have nothing to do with a notorious outlaw. Until you have cleared your name, or paid your debt to society, don't talk to us.SCVR____01433INTV________BNAMo___;Redoran, Imperial Legion; Temple; Morag Tong; Census and Excise; PCCrime >=1000; __ModDisposition -30__Goodbye
DUP-DIA: ID=3013512161158727588
DIA=________________ONAM____fammana_SNAM____Vo\v\Hit_vIF006.mp3_NAME____Rarrrgh!
DUP-DIA: ID=22664319912626028136
DIA=________________ONAM____areas_SNAM____Vo\v\Hit_vNM006.mp3_NAME____Rarrrgh!
MOD-DIA: ID=23213323002688228604
NEW-DIA=________________CNAM____Enchanter Service_NAMEi___There's always some real experts in certain trades. Go seek them out, and who knows what you might learn.SCVR____1CsX0NoLoreINTV________SCVR____22sX4Random100INTV____Z___SCVR____33sX3TR_MapINTV________
ORIG-DIA=________________CNAM____Enchanter Service_NAME____If you want to talk to an enchanter about enchanting, try Galar Rothan at the Telvanni Council House. He's not a stiff shirt like a lot of the Telvanni wizards, and he knows his stuff.SCVR____07XX0galar rothanINTV________SCVR____1CsX0noloreINTV________SCVR____22sX4Random100INTV____Z___
Junk cells are apparently added back whenever you merge plugins together. (They can also appear in other conditions.)
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Post by Bloodthirsty Crustacean »

To clarify for the sake of Hap, DUP-DIAs are 'dirty' dialogue entries that have been marked as changed, but not for any reason. Just clean these out.

The MOD-DIA thing is where a vanilla entry is accidentally overwritten by a mod entry. This is bad. This is the kind of thing that caused the TG error. Most time, it's pretty harmless, but it's not a good idea. It generally happens when dialogue is being 'batch copied' from vanilla. To fix, right-click Copy the effected dialogue entry to create a duplicate; then mark somehow and clean out the 'original' (this will be the lower of the pair).
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Post by Gez »

Bloodthirsty Crustacean wrote:then mark somehow and clean out the 'original' (this will be the lower of the pair).
I usually delete it in the CS, save, open the "Details" window, sort by deletion markers to find it quickly, mark it as ignored, load (so it's not loaded and therefore not ignored anymore), then re-save.
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Post by Haplo »

Do I need to use esplint to remove that stuff? Also, thanks.
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Post by Swiftoak »

Just a reminder, somebody needs to fix that annoying select-box thingy issue with the Necrom Temple. This needs to be done ASAP because I can't even detail the temple with statics because I can never select any of them.

Sorry if I sound whiny here :/
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Post by Gez »

Haplo wrote:Do I need to use esplint to remove that stuff? Also, thanks.
No, esplint is purely a report tool and doesn't edit files by itself.
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