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arvisrend
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Post by arvisrend »

New file: http://mit.edu/~darij/www/TR_Mainland.7z . It's up for grabs again.

IMPORTANT! Don't edit this file with an TR_Data.ESM older than the one uploaded by Haplo yesterday!!


I didn't get much done. A couple of floaters, some typos, some of the mainland-topic bugs, two more alch merchants supplied with restocking goods, and a couple of script bugs.

All non-leveled centurion archers are now replaced by their balanced counterparts.

Ruin of Strife should (in theory) be working correctly now. That doesn't mean much without testing, though.

The LoveWar quest in Marog ("To Win a Heart") now is guaranteed to be started by the very first "latest rumor" you hear in Marog (outside of the Swallow's Nest, and not from the relevant person of course). This way getting the quest is no longer a matter of luck. The rumor shuts up once you have the quest (you will still hear it occasionally, but it won't suppress other rumors any longer). Oh, and the quest now has a finishing stage.

I have not done any of Leon's bugs; nor have I fixed Complicated Competition or Quality Time. I don't have the time for it today, probably. If you want to do Complicated Competition, you're welcome; you should make one of the relevant NPCs (Drithnil or Nisirel) explain the player that the Kwama eggs competition is bullshit and really Ervul was trying to punish Nisirel for rejecting himself. Unless this opens some other plot holes that I was too blind to see.
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Post by Mwgek »

From public thread, don't know if they are fixed?

In Dagorda Cavern, a couple of bugs:
1. The Dagorda Cavern key does not work on the slave's bracers in Dagorda cavern.

2. The diamonds and rubys in the little pond cannot be picked up.
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Post by Nemon »

Claiming file for fixing then, I've downloaded the most recent data updates as well.
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Post by Mwgek »

MSam wrote:Not sure where to put this (sorry it's not a quest bug), but in the Fane of the Ancestors in Necrom, you can walk through the main mesh.

http://i20.photobucket.com/albums/b244/SamBoyd/1.jpg
http://i20.photobucket.com/albums/b244/SamBoyd/2.jpg
Bear in mind that this is cause because none of the Necrom meshes has a collision. Well not a seperate low poly collision that is. So the CS uses the excact mesh for collision detection which isn't 100% proof and very bad for framerate..
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Post by arvisrend »

Terrain_rocks_WG_04 Helnim Fields Region (28,-3) 234456 -18900 2297 "caspering at the spot where one of the roots of the tree meets the ground"

ex_de_shack_steps Helnim Fields Region (28,-3) 233258 -20276 2211 "floats"

Terrain_rocks_GL_02 Helnim Fields Region (28,-4) 229682 -26436 2164 "casper"

Terrain_rocks_WG_01 Helnim Fields Region (29,-4) 243936 -26400 2880 "serious floater"

terrain_rock_wg_09 Helnim Fields Region (29,-4) 244832 -26560 3232 "floater/casperer"

And, of course, TF needs to fix Tel Mothrivra now that the mesh of the monastery has changed. Not that I seriously expect anyone to forget this anyway.

Nemon, June 3rd.
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Post by Nemon »

Latest file, grab it : https://dl.dropbox.com/u/75536686/TR_Mainland.rar

Done some bugfixing, bolding stuff and posts.

I'll be busy a while tomorrow evening, travelling. Might have an hour or two before bedtime though.
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Post by arvisrend »

New file: http://mit.edu/~darij/www/TR_Mainland.7z . It's up for grabs again.

What was NOT done:

In the quest "Quality Time", after Morhyl is jailed, Feduro Daranith has nothing to say about that. Or at least this is what I wrote down during the test. I have no savegame to check, and I don't have the time to playtest that quest again (it is rather annoying due to the escort sequence). Do with it what you want. Also, I didn't have to talk to him through the jail door, because I immediately talked to him when he was captured, but otherwise we should ensure that the jaildoor can be talked through (i. e., its collision doesn't block LOS detection).

How is Morhyl supposed to have smuggled a key into the jail to hand it over to the player?

For the Verulas pass quest, you get expensive clothes, but NPC TR_m2_Neldam_Volothre refers to them as "exquisite". This is stupid. For a simple fix one could replace the "exquisite" by a more neutral adjective, but ultimately I'm not sure whether a couple of expensive clothes are enough to convince a client of the worthiness of a shop. Unfortunately, the capital one gets for this quest is 50 gold, so there's not much one can do.

I still haven't done anything about "Complicated Competition".

Whenever you see smiths, please add replenishing (=negative amounts) ammo to their inventory. I think I have solved the problem of players running out of potions, hammers, most usual scrolls, and some standard ingredients; but I have no idea how much and what kind of ammo people use (I have never played an archer).

What was done:

In quest "Quality Time", Morhyl now kills himself when prompted.

I also fixed the two "Pestilent Magic" quests so that you don't get nonsense replies if you do them in the order different from how their author assumed everyone would do them. (Extra bonus: they can now be finished.) Please test them. To start the first quest, type "coc Kulidon" and find the Nord woman (in a sideroom, lock 50). To start the second one, "coe 31 -2" and search for Orenin Hlano (he is standing along the way). Ideally they should be solvable in any order, even in parallel.

Undead monsters in Darano Ancestral Tomb have been de-randomized. Since most leveled lists for tombs suck big time (both ours and vanilla's), I had to replace most of them by static critters which, alas, don't respawn. I am not happy with this, but I don't know a better way. But at least there won't be any paralyze-and-curse combos anymore, and no Dwemer ghosts either. We really need to revamp our undead.

Replaced each of the 5 appearances of leveled creature in_dwe_all_tribunal (this list contains centurion archers and thus shouldn't be used; we can't fix it since it's from Tribunal) either by vanilla in_dwe_all_* or by static critters (advanced steam centurions). The static critters don't respawn, but that should be OK since there are lots of respawning enemies in the same cells.
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Post by Thrignar Fraxix »

Fixed Tel Mothriva monastery interior and exterior
Fixed some inexplicably unfixed interior cell names
Fixed the errors listed by Leon in his most recent post.
Fixed every other window in Akamora that he didn't mention, wtf.

We do not want to forget to fix the names of the exterior cells still called TR_detailing_a4east

http://www.mediafire.com/?7dp3oe6ooe2nbo7

New file, work/test from this
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Post by Not »

Alright, I'm working on it now. I'll post again when I have the new version up.
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Post by Not »

Worked on it a little bit. A couple things that I feel are worth mentionin though.

1. The "Assassin's Diary" that is located on a table at the entrance of the Morag Tong hq in Akamora needs to be replaced with another appropriate reference.

2. Travel between Necrom, Akamora, and Sailen has all been fixed and you can fast travel between the three via silt strider whenever you want. However, those NPCs need new dialogue to accomodate their new traveling objects. (I can't remember their names although now that I think about it the one in Necrom should be all set.)

http://www.mediafire.com/?dfj6on0pvtlvhxl
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Post by arvisrend »

I am working on the file right now. Not yet finished. But here's a preliminary version for testing: http://mit.edu/~darij/www/TR_Mainland.7z .

Main changes are to Tel Muthada scripts. Yeah, they had a higher amount of suck than I thought them to have (including one more global script that was StartScripted every frame). I have done no testing, so it would be great if someone could test A Nord's Sad Songs again, doing it the "find a new bard" way.

In other news, "Deep Conversation" and "Lost and Found" have also received minor script fixes, but nothing serious.

Next I'll gonna finish script checking and ensure that Priest Service NPCs sell reasonable spells. At the moment we've got Temple priests selling necromancy spells, among other crap.
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Post by Nemon »

Approximately five hours from now I might be able to spend some time fixing. I'll get on #tamriel first however.
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Post by Mwgek »

Main changes are to Tel Muthada scripts. Yeah, they had a higher amount of suck than I thought them to have (including one more global script that was StartScripted every frame). I have done no testing, so it would be great if someone could test A Nord's Sad Songs again, doing it the "find a new bard" way.
Works like a charm, adding people right after she is the new bard and the journal update after a little while works great.

2 minor things:

TR_Mainland.ESP 6/4/2012 (16:13) TR_m2_q_4_Faldil00000000 Tel Muthada, The Note In Your Eye -1122 -385 -130 "Gets stuck walking up the stair."
TR_Mainland.ESP 6/4/2012 (16:13) TR_m2_q_4_Tanyelie00000000 Tel Muthada, The Note In Your Eye -1279 -361 -65 "Should get some topic when at the bards position, like thank you etc.., maybe secrets etc"

FYI: The barkeeper still has beds topic.


For TF:

6/4/2012 (17:29) TR_Mainland.ESP 6/4/2012 in_vs_pitceil_01 Tower of Tel Mothrivra 2838 5023 11210 "need some more fixing"
6/4/2012 (17:31) TR_Mainland.ESP 6/4/2012 in_vs_pitfloor_01 Tower of Tel Mothrivra 3136 4224 11712 "need some more fixing"
6/4/2012 (17:31) TR_Mainland.ESP 6/4/2012 in_v_l_int_rail_01 Tower of Tel Mothrivra 3248 4104 11575 "need some more fixing"
Last edited by Mwgek on Mon Jun 04, 2012 3:40 pm, edited 1 time in total.
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Post by Haplo »

Anonymous wrote:@Thrignar Fraxix

My previous error list has been updated, strangely you bold the errors but some of them aren't even touched and fixed, wtf.
Some of the coordinates are strangely 100% the same when I first saw them, a reason to unbold them and they still need to be fixed.
Many of the things you reported were things we don't count as errors (barrels bleeding into the ground to rest naturally), due to the impossibility of making everything rest flush against uneven terrain.

Also, Cat has brought it to my attention that there are random Necrom-type lamps along a random (Hlersis?) road. These need to be removed.

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Post by Katze »

-In the Religious Enquire in Sailen, the Daedroth in the mage-lady's basement probably should have some dialogue to say to players who have not started the quest yet and encountered him through random exploration. Currently he gives the normal quest dialogue and presumably breaks the quest.

-In the Save a Prayer quest in Evos/Sailen, I solved the haunting problem, but the quest hasn't ended, and Duram's mother in Sailen doesn't seem to recognise that the haunting has ended.
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Post by arvisrend »

New file: http://mit.edu/~darij/www/TR_Mainland.7z . It's up for grabs again.

More scripts fixed. "Mahhjat's mistake" has been revamped in a few places, but now NEEDS TESTING!!

Sorry, I didn't have time to look at anyone else's bugreports. Nor did I fix the spelltrading NPCs. At least I've got rather far with checking the scripts (at the cost of quality and attention).

I will do the spelltraders next time I have the file, incidentally adding in the restore-skill spells that we need due to having added enemies which curse the player's skills. I'm out of time right now.
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Post by arvisrend »

New version on new URL:
http://dl.dropbox.com/u/83265276/TR_Mainland.7z
Up for grabs, this time for real.


I finished looking over the scripts. Cat's Evos bug might be fixed, might be not (haven't checked; what I did was replacing a reference to a non-existing quest stage by a reference to the right one, but the bug might also have had a different cause).
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Post by Mwgek »

More scripts fixed. "Mahhjat's mistake" has been revamped in a few places, but now NEEDS TESTING!!
Doesn't work properly, activating the crate with the wine gives a journal entry to return to Mahhjat. He says nothing new just to bring back the spoiled wine fast..

Also the spoiled wine goes into seperate spaces in the inventory. And when you first pick up the spoiled wine in the room with the imperial, you get no journal entry at all.


Other landscape stuff around Darnim (Nemon):

TR_Mainland.ESP 6/4/2012 flora_gold_kanet_01 Inlet Bog (21,-19) 180184 -149695 990 "needs to be a bit higher"
TR_Mainland.ESP 6/4/2012 flora_wickwheat_04 Inlet Bog (22,-19) 181016 -150264 773 "needs to be a bit higher"
TR_Mainland.ESP 6/4/2012 terrain_rock_bc_15 Inlet Bog (20,-18) 165516 -141594 368 "texture seam there"
TR_Mainland.ESP 6/4/2012 flora_sedge_01 Inlet Bog (20,-18) 167238 -143306 592 "floater/bleeders there"

Nemon, june 4th
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Post by arvisrend »

New version on new URL:
http://dl.dropbox.com/u/83265276/TR_Mainland.7z
Up for grabs, this time for real.


Mahhjat's mistake should work now; thanks, Mwgek.
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Post by Nemon »

Claiming for fixing.
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Post by Nemon »

https://dl.dropbox.com/u/75536686/TR_MainlandDERP.rar

New link since I accidentally released Sacred East :P .
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Post by Why »

Next!

https://dl.dropbox.com/u/75781212/TR_Mainland.rar

Introduction to the Helnim TG has been fixed (may need a bit of testing, but it's not complex and should all pan out alright. I'll do it myself later since I need to look at the later quests anyway), Necrom robes added to select interiors and NPCs, linked up Tel Muthada and Amakora with silt striders. Some more minor stuff. Fixed two publicans talking about beds while they had none available.
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Post by Katze »

Can I make a suggestion that we put some statically placed velk (maybe guar, too?) in some of the farms and plantations in the Lan Orethan region? Even with the modified levelled list they're still really rare, they're cool creatures, and I think it would be nice to give the impression that the Dunmer use them in animal husbandry. Also they could replace a field of crops or two, and I imagine they don't tax the system as much as a whole dense field of crops.
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Post by arvisrend »

New version on new URL:
http://dl.dropbox.com/u/83265276/TR_Mainland.7z
Why, your turn.

IMPORTANT! Don't edit this file with an TR_Data.ESM older than the one uploaded by Haplo yesterday!!


Fixed the last existing publican-without-beds. Unlocked an exit door out of a daedric shrine. Gave some spell traders more appropriate spells, and made two Mages Guild members trade spells (we didn't have any spell sellers in the MG before). Fixed some floaters (from that SamirA post that now is bolded out).

Akamora MG still needs a guild guide, but that's a different story.

From Leon's last post, fixed some things:

Anonymous wrote:6/05/2012 (12:49 ) TR_Mainland.esm 6/02/2012 (10:00 ) Mephalain Mountains Region (34, -7 ) "Terrain_rocks_WG_04" 283972 -50316 372 "caspering"


Don't see how. Maybe I fixed it a day or so ago (your Mainland is not the newest, and I fix a couple of such things nearly every time I edit the file).
Anonymous wrote:6/05/2012 (12:51 ) TR_Mainland.esm 6/02/2012 (10:00 ) Mephalain Mountains Region (34, -7 ) "Terrain_rocks_WG_04" 284092 -52168 257 "caspering"

6/05/2012 (12:53 ) TR_Mainland.esm 6/02/2012 (10:00 ) Mephalain Mountains Region (34, -8 ) "terrain_rock_wg_01" 280768 -57358 1542 "caspering"

6/05/2012 (12:57 ) TR_Mainland.esm 6/02/2012 (10:00 ) Helnim Fields Region (28, -3 ) "ex_de_shack_awning_03" 233722 -20034 2099 "floating"

6/05/2012 (12:58 ) TR_Mainland.esm 6/02/2012 (10:00 ) Helnim Fields Region (28, -3 ) "furn_de_shack_basket_01" 233788 -20012 2029 "floating"

6/05/2012 (12:59 ) TR_Mainland.esm 6/02/2012 (10:00 ) Helnim Fields Region (28, -3 ) "furn_de_shack_basket_01" 233762 -20055 2026 "floating"

6/05/2012 (12:59 ) TR_Mainland.esm 6/02/2012 (10:00 ) Helnim Fields Region (28, -3 ) "furn_de_shack_basket_02" 233810 -20053 2009 "floating"

6/05/2012 (13:00 ) TR_Mainland.esm 6/02/2012 (10:00 ) Helnim Fields Region (28, -3 ) "com_sack_01_ingred" 233714 -20050 2001 "floating"

6/05/2012 (13:01 ) TR_Mainland.esm 6/02/2012 (10:00 ) Helnim Fields Region (28, -3 ) "com_sack_01_chpfood5" 233647 -20072 2001 "floating"

6/05/2012 (13:02 ) TR_Mainland.esm 6/02/2012 (10:00 ) Helnim Fields Region (28, -3 ) "com_sack_01_chpfood5" 233499 -20341 2115 "floating"

6/05/2012 (13:03 ) TR_Mainland.esm 6/02/2012 (10:00 ) Helnim Fields Region (28, -3 ) "com_sack_01_chpfood5" 233649 -20027 2014 "floating"


Fixed, but feel free to comment (I'm not sure how much bleeding is OK for sacks).

Anonymous wrote:6/05/2012 (13:05 ) TR_Mainland.esm 6/02/2012 (10:00 ) Veralan Farm (25, -3 ) "flora_t_mushroom_01" 208576 -20885 2706 "caspering"


I don't see it.
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Post by arvisrend »

Hi Nemon!

The following stuff is mostly from SeriesFive's post in http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17916 of Mar 18, 2011. I've removed things that are either fixed or reported in places where they're less likely to get lost. I am not sure I've identified all of them, though.

Cell: Helnim (25,1)
Location: ex shell of The Red Drake Inn (212459,9961,904)
Error: left/southern window does not touch the wall

Cell: Boethian Mountains Region 31, -1
error1: Terrain_rocks_WG_03 ( at X: 255302.594 Y: -7627.640 Z:193.222) is too high causing the underside to be visible. [fixed]
error2: a kresh weed just next to this rock is floating. [fixed]
error3: another kreshweed just northeast of here is floating as well. [don't understand] must be north, found it.
error4: the flora_tree_wg_04 (at X: 257758.422 Y: -5966.935 Z: 564.617) has a root jutting out of the ground causing a one way visible situation. [definitely unfixed]

Fixed!




3/9/2011 (01:07) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_terr_WG_Cliff_05 Mephalain Mountains Region (22,-5) 185509 -40502 -1495 "this rock shows its underbelly"

3/9/2011 (01:10) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_10 Inner Sea Region (21,-4) 179042 -27889 -1425 "here's a gap in the bottom of the sea"

3/9/2011 (01:19) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_gl_12 Helnim Fields Region (23,-4) 191043 -25780 3280 "here's a gap in the ground" fixed earlier methinks

3/9/2011 (10:07) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_07 Boethian Mountains Region (31,-3) 258169 -16434 1629 "gap in the landscape" fixed earlier methinks

3/9/2011 (10:08) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_12 Amthuandz Excavations (30,-2) 251675 -9768 2065 "caspering rock"

3/9/2011 (10:13) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer furn_de_signpost_01 Boethian Mountains Region (31,-2) 257548 -10206 179 "this signpost looks a bit lonely, doesn't it?" deleted

3/9/2011 (13:49) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_05 Helnim Fields Region (27,2) 222192 21375 1244 "caspering rock"

3/9/2011 (14:13) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_ex_Com_2Window_01 Helnim (25,1) 209904 12375 865 "window is a bit too flush to the wall, flickering when seen from a distance "

3/9/2011 (15:13) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer flora_kreshweed_02 Boethian Mountains Region (30,0) 248820 3932 1178 "floating flora"

3/10/2011 (09:45) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_07 Boethian Mountains Region (31,-4) 254057 -31865 4029 "gap in the landscape" fixed earlier

3/10/2011 (10:09) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer Misc_Uni_Pillow_02 Mu-Serrudan 4222 2953 13917 "I believe this pillow misses a bedroll" somewhat fixed now

3/10/2011 (10:25) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_12 Mephalain Mountains Region (33,-6) 274250 -41904 2566 "texture-seam doesn't fit"

3/10/2011 (10:30) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_12 Boethian Mountains Region (34,-5) 281531 -37332 1255 "this ruin seems a bit lonely outside, no one is around" added 1 monkey TR_LC_Daedric_all_lev-2

3/10/2011 (14:32) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer in_cavern_stairs00 Harru Cavern 3932 3370 12926 "get stuck here cannot use the stairs" should work now

3/10/2011 (17:20) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_10 Boethian Mountains Region (34,-5) 280239 -39327 1540 "gap in the landscape" fixed earlier

3/15/2011 (22:26) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_16 Adurin-Ouaka (32,-1) 265532 -80 212 "floating"

3/16/2011 (09:40) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_17 Boethian Mountains Region (31,0) 259291 6522 1074 "rock floats"

3/16/2011 (10:09) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_10 Boethian Mountains Region (31,2) 254012 19883 2157 "floating rock"

3/16/2011 (10:26) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer flora_kreshweed_02 Boethian Mountains Region (30,2) 250229 20202 3870 "floating flora"

3/16/2011 (10:29) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_water_SqFlow1024 Boethian Mountains Region (30,3) 249843 27539 2084 "overlapping water"

3/16/2011 (13:31) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_10 Boethian Mountains Region (24,3) 198972 31103 2749 "floating rock" can't find this one

3/17/2011 (10:38) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_18 Lake Boethiah (35,-3) 293704 -19730 3410 "floating rock"

3/17/2011 (13:21) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_17 Boethian Mountains Region (35,-1) 291151 -3620 2195 "floating rock"

3/17/2011 (14:30) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer Terrain_rocks_WG_01 Boethian Mountains Region (33,-1) 278174 -3923 -472 "underwater - floating rocks and flora"

3/17/2011 (14:39) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer Terrain_rocks_WG_04 Boethian Mountains Region (35,-1) 292200 -5003 1113 "floating rock"

3/17/2011 (20:14) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer flora_grass_01 Boethian Mountains Region (39,3) 324369 31547 2209 "floating flora"

3/17/2011 (20:16) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_ai_03 Boethian Mountains Region (39,3) 322833 32386 2740 "floating rock"

3/17/2011 (20:20) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_m2_horror_daedra_head Pamashibabua Cavern -679 -2341 2904 "this looks incredibly cheesy - just a taste thing I guess..."

kept it, added daedric sound chant for extra scaryness

------

More from me:

terrain_rock_wg_13 Mephalain Mountains Region (37,-7) 310610 -51285 1466 "FLOAT"

Terrain_rocks_GL_04 Sacred Lands Region (38,-12) 311963 -92786 1011 "casp0r"

TR_terrain_GL_rock17 Sacred Lands Region (37,-12) 310379 -96274 810 "shading mismatch below this thing"

Nemon, June 5th
Last edited by arvisrend on Tue Jun 05, 2012 6:21 pm, edited 2 times in total.
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Post by Why »

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Post by Mwgek »

Another note from my side, I slightly changed the geometry of the ind_bridge_stair and noticed it changed some of the instances that are in use in the CS. For the next person to fix landscaping errors, please check all tr_ex_ind_bridge_stair again for flaws.

Same goes for towers, please do a fast round through these aswell.

When adding collision to nec meshes, I saw a banner at the side of the bridge to Necrom (necrom pathway) was not at the right position, it was in the water. -fixed!Why
Last edited by Mwgek on Tue Jun 05, 2012 9:14 pm, edited 1 time in total.
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Post by Nemon »

New file up, I did not check the stuff Mwgek mentioned just now. Added two velks to Nethril plantation, and removed some stuff. Recent posts bolded.

https://dl.dropbox.com/u/75536686/TR_Mainland.rar

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Post by arvisrend »

Leon, what exactly is floating about "Tomaril Manor (32, -15 ) "Ex_MH_Palacewin_03" 266716 -118368 7379" now that the Y-coordinate has been moved to -118370? Are you using a replacer?
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Post by Why »

Helnim TG: done.
https://dl.dropbox.com/u/75781212/TR_Mainland.rar
Haplo now has the file.
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Post by Haplo »

I now have the file

arvisrend: it's caspering a bit with the wall. I will try to adjust it.
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Post by arvisrend »

BC, May 04 2012 wrote:All NPCs have access to topics on Molagreahd, Boethian Mountains, Ashamul, 'challenges' and Telvanni Isles (alongside the much-reported Evos and Sailen combo). I'd either delete them (the BM one has various grammar issues) or at least filter for Scouts. I'd guess these have been spotted already though.
These look preetty much done now.
BC, May 04 2012 wrote:I don't recall the sunken pair of TR_ex_nec_h_02 that are now on the western corners of the Fane courtyard in Necrom. Presumably they should either be mirrored on the other side, or deleted?
I always thought they are supposed to be benches.
arvisrend, Apr 30 2012 wrote:@BC or whoever knows better: The directions to Tilmeth Manor seem wrong to me (I think the "north" part is, at least, heavily exaggerated). But I am the kind of person who doesn't understand half of the directions given in Morrowind, so this doesn't mean they are actually wrong. So please somebody else decide whether to change them, and if so, how.
The offending text is Journal TR_m3_Me_Lost 20:

"It seems the lost amulet belongs to Denara Tilmeth, an Indoril noblewoman who lives outside of Meralag, in Tilmeth Manor to the west. I should follow the road out of town, then when it crosses a stone bridge over a ravine, head north and follow that road north-west, until I reach a fork to Old Ebonheart, which I should take. The Tilmeths' manor lies along that road."

and several replies to topic "Indoril lady's amulet" that go like this:

"I think I recognize that amulet. It belongs to Denara Tilmeth. She lives out west of Meralag, and comes in to visit the market some days. If you follow the road out west of town, then after crossing a stone bridge head north and then north west, when you come to a fork signed to Old Ebonheart, she and her husband live out down that road."

Can a road cross a bridge? Shouldn't "the road out of town" be "the road west out of town" as the dialogue says?

More importantly, the directions are confusing. After crossing the stone bridge you can't head north; you can only head northwest. After a few steps you get to the fork (which is, I'm pretty sure, the fork that was meant in the dialogue). At the fork you have to take the way to OE (which is north/northwest).

PS. What is the most recent file now?
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Post by Katze »

After a couple of tries, I still haven't figured out how to get past the ghostfence in the tomb in the Necrom quest "A Forgotten House" I remember mention of a dagger or something, and managed to find both a chitin dagger and a firebite dagger in the tomb, but neither seem to make the fence drop. This is probably a *bad sign* in terms of quest gameplay design, and should be looked at on how to make it more figure-outable.
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Post by arvisrend »

It's called "sacrificial dagger", lies (I think) on an altar somewhere in the tomb, and is enabled when the quest has started; but I agree that the puzzle is rather disconnected from the quest and should get a hint. (I've seen way smaller needles in way larger haystacks in TR quests, though.)
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Post by Why »

It's a sacrificial dagger stuck in the ribcage of a skeleton in an obviously disturbed tomb, with fire and stuff floating in the air. It all looks pretty cursed. I suppose we could hint at a curse and human sacrifices in dialog though.
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Post by TheUnending »

Why wrote:It's a sacrificial dagger stuck in the ribcage of a skeleton in an obviously disturbed tomb, with fire and stuff floating in the air. It all looks pretty cursed. I suppose we could hint at a curse and human sacrifices in dialog though.
To be perfectly honest the dagger isn't the first thing that comes to mind as a way of lowering the ghostfence. Another thing that confused me is the ancestral ghost that you receive the quest from says all you need to do is put the skull on an altar in the tomb and the spirit will do the rest.


EDIT: I just finished up the quest and an error where after you activate the Salvarys shrine and the skull is removed from your inventory it is placed in front of the shrine(which isn't really an error) but is partially in the ground in front of the altar.
Last edited by TheUnending on Sat Jun 09, 2012 10:55 pm, edited 1 time in total.
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Post by Katze »

Wait, there's an ancestral ghost involved in this quest? I just followed the SE Testing Thread that said the ghost was in the tomb where the ghostfence was, never met him myself D: Regardless, never seen the dagger in the chest of skeleton, maybe something broke in my savegame.
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Post by Thrignar Fraxix »

if you don't have the quest then the dagger isn't there.
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Post by Why »

Oh, yeah, apparently my directions were wrong, you start this in Necrom, Catacombs: Deep Vaults. :/
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Post by TheUnending »

Why wrote:Oh, yeah, apparently my directions were wrong, you start this in Necrom, Catacombs: Deep Vaults. :/
Necrom, Catacombs: Deep Vaults. Talk to the ancestral ghost(the only one in that cell) and go through the dialogue(the ghost gives you directions to the tomb).

I said that when Cat asked how you start it :p.
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