TR_Mainland up to SE 1.2 (now obsolete!)

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Post by Mortimer »

Using my last posted file (on this page) as the latest, plus this file, if these are merged that would be wonderful.
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Post by Bloodthirsty Crustacean »

"I'm a young Dunmer woman looking for a single companion who has a good, nice house and a quiet, uneventful life. I don't suppose you would know of any? Oh, and they have to like piña coladas as well."
I'll confess I lol'd. Andres?


Attached is Mortimer's file with the correct usage of Almsivi in place.
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a man melts the sand so he
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Post by Andres Indoril »

Seriously? You'd expect me to write dialogue that did not fit the setting? I had nothing to do with NPCs or dialogue on map 1.
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Post by arvisrend »

Hey. There are no mum jokes in the dialogue, so let's not jump into premature conclusions.

@BC: thank you, but I'm going to do the changes manually anyway, so no ALMSIVIâ„¢ is going to be decapitalized.
Last edited by arvisrend on Tue May 08, 2012 6:03 pm, edited 1 time in total.
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Post by Andres Indoril »

Do I really need to go and make my questing showcase so you would be more familiar with my style of dialogue? :P
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Post by Bloodthirsty Crustacean »

Arvis, do you mean 'none at all ever' or what?

Andres, just seemed like your kind of easter egg. :P
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Post by Mortimer »

arvisrend wrote:Hey. There are no mum jokes in the dialogue, so let's not jump into premature conclusions.

@BC: thank you, but I'm going to do the changes manually anyway, so no ALMSIVIâ„¢ is going to be decapitalized.
Take the two files I posted and add in the new changes?
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Post by Andres Indoril »

Bloodthirsty Crustacean wrote:Andres, just seemed like your kind of easter egg. :P
I.... I probably would not even be able to recall what a piña colada is. Hell, the only line of dialogue I have written for TR was unintentionally an easter egg. The artifects have removed the need for another rebuild though, if I understand correctly.
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Post by arvisrend »

Bloodthirsty Crustacean wrote:Arvis, do you mean 'none at all ever' or what?

Andres, just seemed like your kind of easter egg. :P
I meant that (if it's me who is going to do these changes) no "ALMSIVI" will be changed from how they are now. (@Mortimer: I'll just do a diff, like abot, and manually edit in the changes you made. There are 99 of them only.)
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Post by Bloodthirsty Crustacean »

Arvis, I really don't want to get dragged into another pointless argument over a question of fact here (I really don't enjoy them) - It's just wrong: it is never used in vanilla. To have a word all in caps in dialogue means it is being shouted.

It's the same as British spellings or actual typos, which I'm sure you have been correcting.

I'm not sure if you realise, but to say you'll not include these changes yet make Mortimer's ('only 99') is actually somewhat insulting. Why is it somehow fine to ignore a correction if I make it? I'm making a statement of fact, not arguing a point of taste.

I hope you don't take this correction as a personal argument with you or anyone else; I am, again, making a statement of fact here.
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Post by Nemon »

New file up: http://dl.dropbox.com/u/75536686/TR_Mainland.rar

No .esps has been merged, sorry but I'm afraid to screw up dialogue and that stuff. Leon's .esp will probably be included in my next round.

What I have done, however, is to detail a ton of stuff. Literally, tons of stuff. I have no numbers but a fair amount of rocks were shipped all over the mainland today.
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Post by arvisrend »

Sorry, BC, but this is what happens when I try to be concise ;). No offense taken at all; I don't have an opinion on this and even if I had, I wouldn't be offended.

I wasn't saying that I have something against the lowercase Almsivi. I basically didn't want to do the change myself: Being a TR modder for a whopping three months or so, and barely knowing lore apart from a piña colada, I don't want to mess things up (given that I already have an annoying habit of forgetting vertexshading when moving statics). Mortimer's typos were actual 100% typos most of the time.

Now Haplo has confirmed that Almsivi is the way to go, so I will do that change.

Taking the file now. Not for long.
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Post by MSam »

"I'm a young Dunmer woman looking for a single companion who has a good, nice house and a quiet, uneventful life. I don't suppose you would know of any? Oh, and they have to like piña coladas as well."
I am dead. That is delightful!
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Thank you so very much."
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Post by arvisrend »

New URL: http://mit.edu/~darij/www/TR_Mainland.7z
UPLOADING COMPLETE -- 9 May 2012, 0:46 Eastern Time

So, yeah, it's a 7z this time, since my upload speed is very slow here.

All typos found by Mortimer are fixed, and so are all ALMSIVI from BC's file. Other than that, a few floating rocks less.

As far as landscaping goes, it looks to me like there is only some Leon stuff + one of my posts on p. 3 + Leon's Telvanni Isles detailing to do. As far as dialogue goes, I dunno. The sooner we merge in the quests, the sooner we will be releasing this thing.
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Post by Nemon »

Assuming direct control.
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Post by Bloodthirsty Crustacean »

Just did a test, and for when the Necrom NPCs file is merged, it seems as long as my .esp is the Active File merging works normally. If Mainland is set to Active, the new dialogue gets shifted to the bottom of the list irritatingly, but no actual bugs are introduced.

Remember also please to replace the Ordinators in the Necrom, Catacombs cells with the TR_m2_ordinator_nec_cat" variants.





NPC TR_m2_aaa_base could be cleaned out.

"TR_m2_Felms Sendas" is duplicated.

The greeting of the Inn Between barkeep has a "your" instead of a "you're".

The TR_ex_nec_h_12 block are still hiding oddly in the western corners of the Fane Courtyard in Necrom. It looks weird, so presumably is not meant to be like that, unless someone expressly added it there? I do not know.
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Post by abot »

TR_Mainland.esm ex_common_building_01 Firewatch (18,15) 148016 125968 672 "there is a hidden ex_common_house_addon below"

TR_Mainland.esm Ex_velothi_win_01 Akamora (30,-12) 251563 -94342 3277 "window X axis rotation should probably be 0"

topic: "House Redoran"
id: 8244324941745822741
House Redoran is one of the five Great Houses, located in the northwest of Morrowind. They are Temple supporters, but not as fanatical as House Indoril. They talk about ethics, and value piety,and gravity. We Telvanni have a different point of view.

topic: Background
id: 31298324312116829121
NPC: TR_m2_Kammus Uvayn
I'm Kammus Uvayn,a %class, apprentice of lord Dralothas Omothran. I am a %rank in House Telvanni

topic: Melie
id: 27104304991273330467
NPC: TR_m1_Mjording
We packed our things in hurry and took the first ship to Old Ebonheart. We decided to travel to the Telvanni regions, which are the most exotic parts of Morrowind,after the Ashlands. Who else could drink this disgusting mazte stuff? However, everyone told us to visit Wetstone Tavern and have a mug of it here."

[EDIT]also maybe Sailen silt strider could be a little bigger/more similar in scale to the others?

A couple notes on shipmasters/routes, in case anybody is interested in realistic routes that could allow real-time travel mods to work without landscape/bridges changes.
Travelling from Necrom to Alt Bosara by ship is not realistic (shallow water + low bridge) at present, if a ship has to be used from Necrom, maybe it would be better go to Port Telvannis, Bal Oyra or Tel Ouada instead of Alt Bosara.
Ideally if you could find a good way to change [url=http://youtu.be/7zVbKEol8Iw?t=1m20s]the bridge at cell 37, -3[/url] to allow passage of longboat sails, this would allow a believable Necrom <---> Alt Bosara route by longboat, making also rivality between Alt Bosara shipmaster and therionaut more believable.
At present only gondoliers or the smaller riverstriders me and Arcimaestro Antares redone to be more shallow waters/low bridges compatible seem to be believable.

Also, about Darnim shipmaster TR_m3_Ieva Llori saying:
"From here in Darnim, my ship 'Maelstrom' will take you west to Old Ebonheart, or east to Marog and Helnim. Used to be I didn't do Marog, but the Census boys told me I had to shut down the service to Tel Branora and Seyda Neen, so a girl's gotta compensate somehow."
Is it possible at the moment to anticipate if travelling to Tel Branora/Seyda Neen will be forbidden, or forbidden only until Corprus is gone, or will this restriction be discarded? Knowing this could help me planning real-time route waypoints.

P.S. current released version of abotBoatsTR.esp is not compatible with TR_Mainland due to shipmaster id changes from TR_MapX version, I have a updated/compatible version if someone is interested in it.

[EDIT2]TR_Mainland.esm terrain_rock_gl_12 Nedothril Coast Region (41,-15) 341010 -122362 -938 "terrain seams between cells"
Last edited by abot on Sun May 13, 2012 5:23 pm, edited 1 time in total.
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Post by Nemon »

New file up: http://dl.dropbox.com/u/75536686/TR_Mainland.rar

One of arvisrend's posts on page 3 bolded. Tons of detailing done all over the mainland, started enhancing Port Telvannis a little as well.

Aw, crap. Forgot to check and merge Leon's file again.
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Post by arvisrend »

TR_in_MH_int_rail_02 Akamora, Guard Tower -264 -96 809 "this caspers through the ceiling"

TR_ex_ind_stair04 Akamora (30,-11) 251901 -82540 5708 "Caspering at left lower end (from below)"


terrain_rock_wg_05 Tahvel (33,-16) 275212 -126426 4406 "caspering"

terrain_rock_wg_01 Tahvel (33,-16) 275484 -126531 4432 "caspering"

Fixed, Nemon June 1st
Last edited by arvisrend on Thu May 24, 2012 1:02 pm, edited 1 time in total.
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Post by Nemon »

Assuming direct control again, will continue on my last file since no one posted anything.

Nevermind, I'm not working apparently :) . Feel free to do stuff to the last file posted, I haven't gotten any stuff done.
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Post by Not »

Just a few things I feel are worth mentioning, all of which have to do with the city of Akamora.

1. Upon entering Telomas Manor, Pilu Telomas is spawned on the table. (This may infact have already been fixed, but I figured I'd mention it anyways.)

2. The book "An Assassin's Diary" can be found on a table right next to a copy of "The Black Glove" when entering the Morag Tong Guild hall. Considering what this book entails I don't understand why that would be put right at the entrance of a Morag Tong Guildhall, it doesn't make any sense to me.
(Again there could be a very good reason for this and I'm just being really stupid.)

3. Ilmeni Bendalos, an NPC vendor inside the Temple of Akamora, sells three spells of particular note: Almsivi Intervention, Divine Intervention, and Temple Song. Temple Song literally is another name for the spell Almsivi Intervention. The spell itself seems a little redundant to me and I don't understand why it's there in the first place. Also, she sells Divine Intervention, which to the best of my horrible lore knowledge, a vendor of the Temple would never sell that spell, so I don't know why she sells that either.
Overall: She sells two spells which do the same thing (Almsivi Intervention and Temple Song) as well as Divine Intervention, which she shouldn't have.

Phew, hope that came out okay.
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Post by Mwgek »

Uploaded a new monastery exterior and interior in the other thread. The new exterior need to be moved a little bit. To make it blend in with the other buildings the best I suggest it should be placed like this:

[url=http://imageshack.us/photo/my-images/27/testmgy.png/][img]http://img27.imageshack.us/img27/3166/testmgy.png[/img][/url]

The interior needs a check also, because there are some error with the new shell, mostly at the sides. Since it is a little wider.

Other things in Tel Mothrivra (using old esm, maybe they are fixed already:

5/13/2012 (11:03) TR_Mainland.esm 4/21/2012 ex_vivec_w_01 Tel Mothrivra (33,3) 271697 25143 1224 "bleeding through rock"

5/13/2012 (11:06) TR_Mainland.esm 4/21/2012 ex_t_bigroot_01 Tel Mothrivra (33,3) 272746 25779 2291 "This root is not showing inside city barracks interior, and it should be"

Nemon, June 1st
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Post by Haplo »

Nemon wrote:started enhancing Port Telvannis a little as well.
How so? Hopefully by adding an exterior shell for an inn where people can rent beds? And maybe the dock area as well?
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Post by Lud »

Aren't people able to rent beds in the Gateway place?
If not, methinks they should be able to.
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Post by Nemon »

Haplo wrote:
Nemon wrote:started enhancing Port Telvannis a little as well.
How so? Hopefully by adding an exterior shell for an inn where people can rent beds? And maybe the dock area as well?
The little I got done was mainly just adding statics, flora, rocks and clutter. The dock area gets some attention as well, yes.
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Post by Thrignar Fraxix »

Lets not add any new interiors for SE.
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Post by Haplo »

The biggest complaint about PT has been that there isn't anywhere for players to rent beds.
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Post by Why »

Who rents beds, anyway. Telvanni waterproof themselves, resist cold, then levitate, and sleep in mid air.

(This is me saying I don't really care about Port Telvannis right now, but if we really need a functional inn that should be easy enough, we can just script a bed in the Gateway)
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Post by arvisrend »

Gateway = Avenue?
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Post by Why »

yes, that
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Post by arvisrend »

EX_MH_steps_01 Akamora (30,-11) 253282 -88440 5413 "upper end caspering" Nemon, June 1st

Terrain_rocks_WG_01 Mephalain Mountains Region (30,-14) 249704 -112578 5125 "float"

Terrain_rocks_WG_01 Mephalain Mountains Region (30,-14) 251228 -113563 4349 "caspering cliff nearby"

terrain_rock_wg_09 Akamora (31,-11) 254888 -82474 5825 "floats"

terrain_rock_wg_12 Akamora (31,-12) 259613 -90901 6224 "this one ..."
terrain_rock_wg_12 Akamora (31,-12) 260019 -92453 6941 "... and this one have a creek between them"
Last edited by arvisrend on Tue May 29, 2012 9:29 pm, edited 1 time in total.
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Post by Mwgek »

5/17/2012 (22:12) TR_Mainland.ESP 5/9/2012 (21:42)TR_ex_ind_bridge_pil_01 Helnim Fields Region (24,-6) 197174 -47391 2261 "pillars need to be a little bit higher, or bridge a little bit lower" Sorta fixed...

5/17/2012 (22:19) TR_Mainland.ESP 5/9/2012 (21:42)TR_m2_D_Heafida00000000 Mephalain Mountains Region (29,-14) 244513 -112868 2523 "She is dead with her legs up"

Area changed to accomodate dead NPC, Nemon June 1st



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Post by arvisrend »

Serious fuckup: Several greetings-7, some of them related to quests (e. g. Hasilius Brahn's Map-1 quest), have ended up beneath the Nerevarine greetings. Maybe best fixed after the merge, or we might end up doing it twice. If ESParser works the way I hope it does, fixing this is a matter of exporting the problematic greetings, deleting them from the ESP, changing a few numbers (probably only the parent of the first node) and reimporting.

Minor stuff:

Furn_Planter_MH_04 Akamora (30,-11) 249313 -89738 3069 "this bleeds with several things around - i think it is my fault; maybe raise this planter together with its plants?"

EX_MH_window_01 Akamora (30,-11) 249178 -87453 3925 "stupid window is stupid" This entire building doesn't make sense either. Ext door must be moved to western wing to match the interior...

TR_m2_D_Cornelius00000000 Akamora (31,-11) 256163 -82950 4590 "he lies half inside the rock. i don't think this was how he died"

in_mold_rock_03 Kodasha Egg Mine, Underground River 2094 -1112 -801 "hiding spot"

TR_m2-3_door_cavern_doors10_stu Sacred Lands Region (35,-15) 289820 -121521 2067 "what a fucking waste of a wonderful hideout"Added some clutter, can't have it all :p

terrain_rock_wg_09 Sacred Lands Region (35,-15) 291437 -122635 2215 "next to this rock, two terrains leave a creek between each other"

In_OM_rubble_Sm Dun Akafell (25,-13) 205592 -103148 3562 "defying gravity"

Nemon June 1st...
Last edited by arvisrend on Tue May 29, 2012 9:29 pm, edited 2 times in total.
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Post by Thrignar Fraxix »

Nemon, are you still working on this? If possible I'd like to take the file for a small while tonight to fix Tel Mothriva and look some things over in general.
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Post by Nemon »

TF, just take it a little. I haven't done anything since last upload and won't have much time the next four days.
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Post by Why »

Here, I made the smallest dialog change ever. The Helnim IC should be okay now, if we merge the quest. I really thought this would be more work.

http://dl.dropbox.com/u/75781212/TR_Mainland.ESP

The way people join the Imperial Cult in our release may still need to be changed, this edit is just me making sure the standard greetings don't override Helnim unique greetings.
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Post by Not »

http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot001-3.jpg

http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot002-3.jpg

http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot003-1.jpg

http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot004-1.jpg

I found some caspering under the water there. I tried to take detailed screenshots. In case you can't read the grid coordinates, it says 0,14.

If anyone needs additional details to fix this, just let me know, I'm sorry if I'm not clear enough in this post.

edit: If you look at the cursor from the skyview(s), thats exactly where the issue is that I found if you were to dive straight down under the water.

Edit Nemon, we'll look into this in a couple of releases, m'kay? :) .
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Post by Haplo »

Not, please use betacomments :-)

I am taking control of TR_Mainland to merge quests.

testing time! arvisrend/why/others please check this test file to see if things are working out okay (reference IDs being different or not, filters still applied or not, etc.). If so, we can proceed with actual merging. This test file contains q2-4, q2-5, q2-8, q2-10, q2-20, and q2-21.

http://dl.dropbox.com/u/15602672/TR/mainland_minus-q2-14.7z

do not use this file to work from! it's not up-to-date with other floater fixing and whatnot.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Thrignar Fraxix
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Post by Thrignar Fraxix »

Unable to find referenced object "TR_m2_q_10_Hansarat" in script TR_m2_q_10_SaveSlaveCheeseIt.
Unable to find referenced object "TR_m2_q_10_Hansarat" in script TR_m2_q_10_SaveSlaveEscape.
Unable to find referenced object "TR_m2_q_10_Hansarat" in script TR_m2_q_10_SaveSlaveKill.
Unable to find referenced object "TR_m2_Fillim" in script TR_m2_q_21_HofmundScript.
Unable to find referenced object "TR_m2_q_21_Kastav_Munia" in script TR_m2_q_21_MeetingScript.
Unable to find referenced object "TR_m2_q_4_Attia" in script TR_m2_q_4_AttiaMarkerScript.
Unable to find referenced object "TR_m2_q_4_Tanyelie" in script TR_m2_q_4_TanyelieMarkerScript.
Expression Error Unable to find referenced object "TR_m2_q_5_SedriEndavel" in script TR_m2_q_5_MohrylArrest.

All of this when trying to start a new game. Seems they also pop up when loading saves.
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Post by Why »

There are more errors, it just does a ctd before it displays them all. As far as I can tell it's all because of NPCs that simply haven't been placed though so it should be an easy fix. Except TR_m2_Fillim, that guy got duplicated somehow and we now have a version with a standard TR_m2_NPC script and a TR_m2_q_21_FillimScript. The one with the TR_m2_NPC script needs to go away - he can just be replaced by the one with the quest script and then deleted from the object database within the editor, it seems.

The other errors seem to be caused by NPC's being referenced in scripts while they're not placed in the world. The CTD (and other CTDs, after you fix the initial one) seem to be because variables within those NPCs' scripts are called from other scripts while they're not in the world. Should be easy enough to fix by just placing the NPCs in the proper places as detailed in Not's txt files.
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