Map 7 Download (Stirk Internal Pre-Release v0.99)

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TheGooch
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Post by TheGooch »

This is Stirk. 1.0

There is one problem.
the ICON for the Dunedweller dagger is really screwed up ingame. (everything else is good.)
Its ready for release, other than the fixing of that texture. but it could be a render issue. (might not be the texture, coz i can open it using another tool)

srlsy.... 1.0
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TR_StirkFinal.esp
STRIK 1.0
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Post by Stryker »

So did it actually work on the file I uploaded (Which I strongly hope your file is based on)? :P

Once/If the dagger icon is fixed... Finally 1.0 :)

Edit: Bah, viking posted just as I did. Yeah, viking, I messed up the last test. There never was a problem with it. So good job on fixing it all those times :)
Last edited by Stryker on Wed Feb 04, 2009 3:04 pm, edited 1 time in total.
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Post by theviking »

Awesome, looks like I was ably to fix most things anyway. I was a little worried about Strykers comment on Alenion, but luckily that's no problem.
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Post by TheGooch »

So we set for release? or is that Icon important.
and i would like to say this:

Testers should use clean saves. even starting from scratch(pokes stryker :D). its an extra little bit of work. but its important.
theviking and MowSkwoz have it in theirs... soo: "We need quest designers!" - Stolen From teh Cutness.

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Post by Stryker »

TheGooch wrote:So we set for release? or is that Icon important.
As long as it doesn't look like, obviously awful then I say we just release. But if its noticeably bad then try to fix it.
-shrug- I never noticed a problem with it when I played, but I hadn't looked too closely at that. (So at least that must mean it isn't too bad :P)
TheGooch wrote:Testers should use clean saves. even starting from scratch(pokes stryker :D).
Grrrr.... You'll be happy to know I made a new character specifically for TR. So that won't be happening again. I'll be doing the same for MW too, to ensure it won't happen there either.
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Post by Lady Nerevar »

so the weapons work now? ill check the icon texture and fix what ever is wrong with it and add it to the updated package.

edit: also, dont rename files please, thanks :P things like voices depend on the name of the file.
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Post by TheGooch »

Here is a screeny of what the DDD icon looks like for me.
and what the the other icons will be.
in other news. teh weapons work fine. (i killed half of stirk with them) and im glad that the statue is not an <!> model.
sorry about not putting the image somewheres else.. but i can't load imagehost or any of those.. it times out...
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Post by TheGooch »

IRC me and stryker been chattin. and for her its no problem. so i was thinking its probably something to do with my graphics card. or windows7... and im doing to much work atm on Win7 to friggen reboot.
so best to just ignore it. *unless someone else has teh same issue*
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Post by Lady Nerevar »

wow, thats really strange. ive never seen anything like it, so i really dont know how to fix it (the file looks fine, but i resaved it just in case). the only texture that differed from a vanilla one was the Menu80 version, and i adapted that to be exactly like vanilla as well.

the final package will be up a little later today

[edit] final package is [url=http://www.tamriel-rebuilt.org/core/TR_Stirk_v1.0.7z]HERE[/url]
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Post by Stryker »

For the sake of keeping production going when someone who can tries to fix Stirk... This is the current to-do list:

-Ensure that the Rapier and Dagger work properly. The mesh and icon for the rapier still appear to be missing, and the dagger is missing its texture. And why is the rapier broken upon receiving?
-Fix the missing texture in Stirk Manor.
-Change where the silent voices are. (from 'voices' to 'voice')
-Make the fast travel marker to Stirk not appear until the player goes to Stirk. (Maybe this isn't necessary, I don't know.)
-From BSF:"Tr07q004ResponseR - FormID 02004732 has a GetIsID check for an NPC, but the NPC listed there is a NULL reference. I only ran into this because I wanted to have the new version of Gecko generate updated silent voice files for it that had the generic lip movements. Gecko dies when it sees this, and I'm not entirely sure the game would appreciate it either."
-Try to fix why Polle doesn't always start his monologue in the ruins.

So far these seem to be the only problems so far. So hopefully they won't be too difficult to fix.

Post will be edited if any additional errors are found, assuming nobody starts fixing beforehand.
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Post by Lady Nerevar »

except for the monologue its all elementary. i think teh guy for who the weapons dont work doesnt have the latest file, i redownloaded the release and everything in there is properly linked (and the rapier is not broken). someone should check this maybe.
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Post by Stryker »

I'm on it. I'll give the final release a run tonight and have a report up quickly.
I'll take a look at the other errors (at least the errors I can test) as well to make sure there is nothing else to add to them.
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Post by Stryker »

Test done, and worked out very well.
To try to ensure I'm playing it under the same conditions as the players would be I deleted all the OoT files that I downloaded from here and only used what was in the Stirk package.
So, unless I'm missing something I couldn't find the rapier's NIF file with the Stirk package.
The Icon still doesn't work,which I find hard to understand considering Gooch set it to a vanilla Icon (The Cutlass, which does show up in the CS). But, I did find that the Rapier in the OoT esm is still trying to find the TR icon for the rapier, perhaps this has something to do with it?
Plus it keeps appearing as broken in the players inventory... I don't know what causes this.

The Dagger works, and it does indeed have its texture... Although I'm not so sure about how well that works. This time, however, I actually thought about it and uploaded screenshots:

[url=http://img410.imageshack.us/my.php?image=dddagger1wl3.jpg][img]http://img410.imageshack.us/img410/8449/dddagger1wl3.th.jpg[/img][/url]
[url=http://img156.imageshack.us/my.php?image=dddagger2zj8.jpg][img]http://img156.imageshack.us/img156/925/dddagger2zj8.th.jpg[/img][/url]
[url=http://img156.imageshack.us/my.php?image=dddagger3va2.jpg][img]http://img156.imageshack.us/img156/2059/dddagger3va2.th.jpg[/img][/url]
[url=http://img156.imageshack.us/my.php?image=dddagger4dz1.jpg][img]http://img156.imageshack.us/img156/9725/dddagger4dz1.th.jpg[/img][/url]

Judging by how it seems different depending on where I am, I will assume that it has something to do with the lighting conditions. But I'm not sure.

One more thing that needs fixing, there is an exterior cell (maybe more than just one) off the coast of stirk that doesn't have water in it, so it looks odd. I tried to find this in the CS, but I couldn't...

Oh... And change my name in the next readme file. ;)
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Post by Lady Nerevar »

looks like the vertexes arent connected and the material properties are off. i could have sworn that it appears well in my game, so im going to assume that the file includes an older version or something.
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Post by Stryker »

Okay, I played around with the esp file a bit and I found what was wrong with the Rapier. Truth is, nothing was really wrong with the item or mesh itself.
I found that when talking to Cap'n Cartello the wrong item was being added to the players inventory.
It was trying to add 'Tr07StirkRapier' to the players inventory when the actual ID of the item it 'TRStirkRapier'.
So simply changing this fixes the problem.
I'd upload this fix, but I don't think there is enough changed to bother with wasting the space, its simple enough to fix.
Heres some screenshots, so you can make sure that it looks the way it should:

[url=http://img101.imageshack.us/my.php?image=trrapier1st8.jpg][img]http://img101.imageshack.us/img101/1278/trrapier1st8.th.jpg[/img][/url]
[url=http://img134.imageshack.us/my.php?image=trrapier2kc3.jpg][img]http://img134.imageshack.us/img134/2184/trrapier2kc3.th.jpg[/img][/url]

I looked at the dagger some more and there still are some texture problems. Essentially the same as before, although it works sometimes and sometimes doesn't work.
I don't know what to say about that since I'm not an expert with it.

I tried looking at the Polle monologue part and couldn't find anything wrong with it, so I say just let it go. It has rarely happened to me when I tested this file, I'd just recommend to who ever has the problem to just reload (Which hopefully they have more than just one saved game).
I suppose the SetStage console command would work as well.

If there is anything else I can do to help out with this until final testing again, do tell.
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Post by Stryker »

Stirk was my priority tonight, hence the v1.1 Test is done...
Stirk paintings worked.
The world map worked.
Voice folder is correct.
My name was changed in the readme. :P
Rapier worked just fine (Icon and all).
Dagger, did not work. It still has the same issues as it did in the previous two tests. It gets worse in darker lighting, so I don't know whats wrong with it.
If this is just a texture or mesh problem you can just send me the fixed files and I'll throw them in and give it a shot, rather than uploading the whole package again.

There are still a couple of exterior cells in the ocean missing water. Doesn't really damage gameplay, it just looks really odd.

I didn't play any of the quests. I just loaded up my older saved game from after the ruin, before talking to Marks or anyone. This should be okay since there was nothing changed in gameplay, right?
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Post by Lady Nerevar »

i didnt do any changes to the dagger short of replacing it with the version in the new OoT, so the errors should be there.

the only thing i changed about gameplay was adding the NPC reference to part of the dialog and changing the ID of the rapier.

i'm really not sure whats causing the water errors. they appear to be game glitches with LOD or something. anyone know whats causing them and how to fix them?
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Post by Lady Nerevar »

here is the updated file stryker. remove the NEW from the name and dump it into tr\weapons\dunedweller.
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Post by Stryker »

Yay for fairly speedy tests. :)
The dagger appears to work nearly perfectly now, only a little thing with the lighting, on the edge of the blade:
[url=http://img9.imageshack.us/my.php?image=trdaggerlightmx2.jpg][img]http://img9.imageshack.us/img9/5794/trdaggerlightmx2.th.jpg[/img][/url]
I don't think its that big of deal though, so I'd say its okay to just leave it as is.

Does this mean... 1.1 now? :o
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Post by Lady Nerevar »

unless you find me some more errors by tomorrow :)
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Post by Stryker »

vikings name is spelled as 'TheViking' in the readme. When clearly his name is 'theviking' on here. :P

But seriously, if you want me to test the whole file again (quests and all) or any specific part, just say the word(s) and I'll do it. Otherwise I strongly believe that there are no other errors in it.
(Now after saying that this is when I become a nervous wreck hoping I didn't miss anything again)

Oh, and change the version number for Stirk in the readme. :)
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Post by osiris »

Played Stirk a bit and noticed grass on the step outside the chapel's door. Is that an error, or intentional?
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
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*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
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Post by Beave »

osiris wrote:Played Stirk a bit and noticed grass on the step outside the chapel's door. Is that an error, or intentional?
That would mean that the ground texture that that part of the steps are on is a texture with grass, so it would be more of an engine error maybe. You could fix it by replacing the texture under that part of the steps with a NOGRASS texture, if it was that big of a deal.
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Post by Stryker »

1.1 is released already, so this doesn't matter anymore unless another fix needs to be done. (Oh, God forbid that happening)
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Post by Stryker »

dark_apostle wrote:When the player reaches the point where his inventory is removed and returned to him further on in the ruin, no quest items are returned to the player. I had the Amulet of Kings and one of the bits needed for repairing the orrery quest these were not returned with the rest of me inventory, oddly any other items required for the orrery quest disappear when they enter my inventory.
Strykah hopefully fixed this. :)
After doing [url=http://cs.elderscrolls.com/constwiki/index.php/RemoveAllItems]my[/url] [url=http://cs.elderscrolls.com/constwiki/index.php/SetShowQuestItems]research[/url], which also consisted of looking at Beth's scripts, I found that adding this line (SetShowQuestItems 1) right before the 'player.removeallitems blah blah' line and adding it (SetShowQuestItems 0) in the results box of the journal update should make this work.

I haven't tested this file yet as I cannot use my brother's computer right now (at least not for long enough). If someone can test this file out before I get to it, which will hopefully be tomorrow afternoon, then that'd be awesome. Otherwise I'll try to test it out as soon as I can.
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Post by Aeven »

Here's my quick patch for Better Cities Anvil/Stirk compatibility.

If it's correct feel free to bundle it or offer it as an optional thing, but make it very clear.
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Post by Stryker »

Fixed.
After finally getting coc to work (apparently I can't read my own handwriting and mistakened an 'i' for a 1) I tested this out and it works now.
I only tried it with the amulet of kings, but I imagine this works with everything else as well.
If there are no other errors this should be all set.

If you want this file thoroughly tested just tell me and I'll do it tomorrow or sunday(ish).

EDIT: I also strongly suggest we release Aeven's patch as an optional .esp file. But, like he said, make it clear on what its for. It should also be noted that it should be last in the load order for that to work.
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Post by Aeven »

My patch needs some slight testing (and now I think about it, some better pathing) So don't include it just yet.
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Post by Lady Nerevar »

both PES and Nexus allow for multiple files per mod listing, so adding a patch is elementary.
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Post by Stryker »

http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=265037
Before this release, assuming nothing has been done yet, do you want me to take a look at this and see if I can find anything to solve these issues?
It obviously doesn't kill gameplay, its just odd and... not right.
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Post by Lady Nerevar »

i think these are standard AI bugs, but if you need something to do you could investigate. them claiming its their house is probably an ownership issue with the cell or something.
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Post by Stryker »

I think so as well, thats why I don't have it as a high priority.
I do have other things I can do (i.e my quest claim) so I'll look at this later today when I get on my brothers computer (Which is the only way I can try to fix it), assuming you don't decide to release it beforehand.
If I remember correctly Amarius is the only one claiming the ruin is his house, so it should be easy to check that out.

Since it doesn't do much to the game, I see no problem with releasing the current file... If the missing quest items was the last error.
But, its all up to you.
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Post by theviking »

Oh, what i tried to do to solve this issue, Amarius is darn troublesome. I tried all kinds of AI packages, checked the ownership of the cell, checked wether the player is doing something illegal, etc. In the end I made a script to lower his responsability when he enters the ruin, but apparantly it's still not enough. (I lowered it to 5). It's not wise to set his responsability to 0, because then he may try to steal or murder someone else. Could you do a check what his responsability is when you are doing "a little help from my friends"? If it's above 5 the script is not working properly.

The command to check his responsibility is:

(actorValue:long) AmarionRef.GetActorValueC 36:short

or a variation on this command, I'm not sure what the right one is.
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Post by Stryker »

theviking wrote:The command to check his responsibility is:
(actorValue:long) AmarionRef.GetActorValueC 36:short
or a variation on this command, I'm not sure what the right one is.
Yeah... I'll try this when I get to doing it later.
But I don't really understand, I just type that into the console during the quest? or what?
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Post by Stryker »

ah, double post. :?

I, for one, cannot find a problem with the scripts or anything. I even looked into the "I HAVE NO GREETING" error, and just as viking said, there is a greeting for him... unless there is something we are really missing.

So, I say we wait a day or two to make sure no other errors are reported before releasing this. Because, I'm pretty sure the last thing anyone here wants is to have to do another release.
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Post by Lady Nerevar »

Aeven, did you move the Magnificent (stirk) or the Nights Scream (Better Cities)? using the patch leaves the player with two Night's Screams.

could you please fix and upload a new version? i'd like to get the patch and 1.2 out at the same time.
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Post by Aeven »

I moved the Magnificent to an empty pier added by BC Anvil. The pathing is now also fixed.

It is safe to include this patch :)
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Post by Aeven »

Oops, wrong patch version ;)

Here's the correct one.
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Post by Stryker »

Lady N, Just posting to say the patch worked. (I got back 10 mintues too late on IRC :? )
Anyways, if this means anything, I noticed that if TR_Stirk.esp is not the last on in the load order, the map won't work at all it seems. Even if the patch is the only thing after it, and its, obviously, required that the patch is last.
So this may be the problem lots of people on BSF are having with the world map.


Edit for the sake of minor clarity. -sigh- I type too damn fast.
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