Obsolete TR_Mainland Scripts/Quests/NPC bugreports
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Re: TR_Mainland Scripts/Quests/NPC Error reporting
The secret door in "Firewatch, Census and Excise Offices" comes with no way to open it (the activator TR_m1_FW_Trigger_A_UG has no script attached to it), so noone can enter the basement. When we fix it, we should add guards or something similar to the basement, and potentially a loose stone on the other side of the secret door to allow the NPCs to leave.
Last edited by arvisrend on Fri Aug 10, 2012 10:34 pm, edited 1 time in total.
- Terrifying Daedric Foe
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a23682
6/7/2012 (16:30) TR_sc_IndorilCallArms_HP Sailen, The Toiling Guar 3511 4109 11330 "says
Signed - is it meant to be signed by a mer /
organisation?" apparently fixed -- it says "Signed - Barys Hrothmalen" now - arvisrend
6/7/2012 (16:37) TR_m3_Saryn_Arns00000000 Sailen, Temple 4135 4307 12418 "can't find out about
pilgrimages - he mentions 3 but cannot inquire further"
Signed - is it meant to be signed by a mer /
organisation?" apparently fixed -- it says "Signed - Barys Hrothmalen" now - arvisrend
6/7/2012 (16:37) TR_m3_Saryn_Arns00000000 Sailen, Temple 4135 4307 12418 "can't find out about
pilgrimages - he mentions 3 but cannot inquire further"
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Sacred East bug
Hello. Whenever I get arrested by an Indoril guard, and click go to jail, it crashes Morrowind. The only place this doesn't happen is at Ayemar, where it sends me to Fort Windmoth.
Not sure which of the 3 this goes in.
I started on the west most part of the new map because that was the nearest point to swim to the new segments of the mainland. I go to an "abandoned egg mine" with a golden dagger, and head down the road south, I get a crash with some error along the lines of
"TR_Velk00000[number] has no animation class".
It's consistent crashing in that area, though the exact space down that road isn't exact (newly loaded saves in that area, not just Restore, will crash instantly).
[url=http://www.rpgcodex.net/forums/index.php?threads/why-tamriel-rebuilt-will-be-completed.54750/page-3#post-2134923]Someone else[/url] also got the same error by Icarian Flghting to someplace random.
I'm going to assume it is related to Velks having no animations and the game trying to spawn them.[/url]
I started on the west most part of the new map because that was the nearest point to swim to the new segments of the mainland. I go to an "abandoned egg mine" with a golden dagger, and head down the road south, I get a crash with some error along the lines of
"TR_Velk00000[number] has no animation class".
It's consistent crashing in that area, though the exact space down that road isn't exact (newly loaded saves in that area, not just Restore, will crash instantly).
[url=http://www.rpgcodex.net/forums/index.php?threads/why-tamriel-rebuilt-will-be-completed.54750/page-3#post-2134923]Someone else[/url] also got the same error by Icarian Flghting to someplace random.
I'm going to assume it is related to Velks having no animations and the game trying to spawn them.[/url]
Re: Sacred East bug
This means we need to add jailmarkers to locations outside of jails in Sacred East. Thanks.megamandude wrote:Hello whenever I get arrested by I Indoril guard and click go to jail it crashes morrowind. The only place this doesn't happen is at ayemar and it sends me to fort windmoth.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
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Re: Sacred East bug
A quick look at the UESP just made me aware of the fact that quests TR_m2_He_lostfound and TR_m3_Me_Lost share the same name ("Lost and Found"). Apart from being a bad showcase of creativity, this can confuse the player big time (quests with the same name are automatically combined into one in the journal ingame, and finishing one of them makes this combined quest disappear). I propose renaming the former as "An Unexpected Visit" or "A Dunmeri Friendship".
That said, I'd like to bring up (again) two other inaptly-named quests: TR_m2_Wil_RuinOfStrife aka "Ruin of Strife", which in my opinion is way too epic-metal for a quest about two gangs of bandits fighting over a Dwemer ruin; and TR_m2_Mar_SaveSlave aka "Save a Slave". I proposed "Factory of Strife" for the former as a partial improvement; now I'd like to propose "Folk Medicine" for the latter. What do you think about these?
Fixed - arvisrend, 16 June 2012
That said, I'd like to bring up (again) two other inaptly-named quests: TR_m2_Wil_RuinOfStrife aka "Ruin of Strife", which in my opinion is way too epic-metal for a quest about two gangs of bandits fighting over a Dwemer ruin; and TR_m2_Mar_SaveSlave aka "Save a Slave". I proposed "Factory of Strife" for the former as a partial improvement; now I'd like to propose "Folk Medicine" for the latter. What do you think about these?
Fixed - arvisrend, 16 June 2012
Last edited by arvisrend on Sat Jun 16, 2012 1:45 pm, edited 1 time in total.
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Nethyn Veroth in Senim Manor in Akamora should be made a member of House Indoril.
In the Akamora Egg Mine Head Office there is a mine ledger that the lists the names of Akamora's egg mines. The problem is that they are the mines' old names from way back that have long since been changed.
For some reason the head of Akamora's Fighter's Guild is behind a locked door. Doesn't really make sense.
In Akamora's Mages Guild, there's a table with a lot of potions on it but no NPC in the room, so the player can just steal all the potions easily. This error is entirely my fault since I NPC'd the Mages Guild
In the Akamora Egg Mine Head Office there is a mine ledger that the lists the names of Akamora's egg mines. The problem is that they are the mines' old names from way back that have long since been changed.
For some reason the head of Akamora's Fighter's Guild is behind a locked door. Doesn't really make sense.
In Akamora's Mages Guild, there's a table with a lot of potions on it but no NPC in the room, so the player can just steal all the potions easily. This error is entirely my fault since I NPC'd the Mages Guild
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Bugs or mistakes so far seen in Sacred East
So just me going through Sacred East--I've only seen two bugs that I have come in contact with.
The first being in the City of Akamora, concerning the quest "Character Flaw". When first conversing with the character Dulis Llenda--the character replies with "He and have been very good friends" more or less. It is missing the subject 'I' and is a small dialog mistake.
EDIT: Never mind on Tel Muthada--you just have to be away from the place in general to get a journal response that leads you to 'oh I should check on him now'.
The first being in the City of Akamora, concerning the quest "Character Flaw". When first conversing with the character Dulis Llenda--the character replies with "He and have been very good friends" more or less. It is missing the subject 'I' and is a small dialog mistake.
EDIT: Never mind on Tel Muthada--you just have to be away from the place in general to get a journal response that leads you to 'oh I should check on him now'.
cell: Port Telvannis, Redram Oran's House
location: Dead body (script: TR_m1_Q59_MaI_Script_1 or something like that. The font does not make it easy to recognize i, l and 1...)
problem: the "your journal has been updated" phrase appear each time you "use" the dead body container. At least, the entry is added only once, but I suppose the notification should not appear each time...
location: Dead body (script: TR_m1_Q59_MaI_Script_1 or something like that. The font does not make it easy to recognize i, l and 1...)
problem: the "your journal has been updated" phrase appear each time you "use" the dead body container. At least, the entry is added only once, but I suppose the notification should not appear each time...
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I have just noticed that getdeadcount is quite a resource hog when the savegame is large. (It messed up the FPS in Wizards' Islands long ago, it messed up my FPS in Dren Plantation, and it causes a noticeable decrease in FPS during the Galseah quest. Apparently Bethesda never have heard of binary search.) Scripts which should be changed:
I'll do these next time I get the Mainland.
TR_m1_Q62_KtM_Script_11: between lines 28 and 29 add
TR_m1_Q62_KtM_Script_12: between lines 18 and 19 add
TR_m1_q_FakeSlavesHitmenBScript: move line 34 above line 32 (onActivate is fast, getdeadcount is slow).
TR_m1_q_FakeSlavesHitmenScript: same.
TR_m1_Q_KhifzahScript: semantics of lines 7-10 should be moved into Medenb's local script.
TR_m1_q_KobK_AssassinShowdown: semantics of lines 7-9 should be moved into Dilave's local script, but it should be ensured that the global script isn't started if GetDeadCount TR_m1_Q_Dilave_Ralvani >= 1.
TR_m1_q_MorvinGirith_Script: switch lines 31 and 32.
TR_m2_ak_flaw_amuletscript: lines 17 and 28 need to go deeper.
TR_m2_q_12_Counter: all my fault. Script should be short-circuited when GetPCCell "Galseah" != 1 (this automatically includes "Galseah, Deep Caverns").
TR_m2_q_18_MaenasiScript: move line 42 beneath line 44; move line 51 beneath line 53.
TR_m2_q_20_GuarCount: add rudimentary timer.
TR_m2_q_20_TelvanniKilled: short-circuit this when player is not in "Helnim, Dolthernul Manor". not that easy
TR_m2_q_A8_1_EnnodiusScript: move lines 22-29 into the "if ( GetJournalIndex TR_m2_Ay_FallGuy > 0 )" block, as one can't kill the two smugglers before the quest anyway.
TR_m2_q_A8_1_HlorgirScript1: line 18 needs a matching "else" which sets ForceGreetOnce to -1 if Vuvil is already dead.
TR_m3_LocketSmash: short-circuit when getJournalIndex TR_m3_TT_RuinousKeep >= 70.
TR_m3_zan_indoskelScript: dunno what to do with that, but simply removing it increases FPS in Zanammu, Ancient Crypt from 50 to 100.
I'll do these next time I get the Mainland.
TR_m1_Q62_KtM_Script_11: between lines 28 and 29 add
Code: Select all
else
set state1 to 9
Code: Select all
else
set state1 to 9
TR_m1_q_FakeSlavesHitmenScript: same.
TR_m1_Q_KhifzahScript: semantics of lines 7-10 should be moved into Medenb's local script.
TR_m1_q_KobK_AssassinShowdown: semantics of lines 7-9 should be moved into Dilave's local script, but it should be ensured that the global script isn't started if GetDeadCount TR_m1_Q_Dilave_Ralvani >= 1.
TR_m1_q_MorvinGirith_Script: switch lines 31 and 32.
TR_m2_ak_flaw_amuletscript: lines 17 and 28 need to go deeper.
TR_m2_q_12_Counter: all my fault. Script should be short-circuited when GetPCCell "Galseah" != 1 (this automatically includes "Galseah, Deep Caverns").
TR_m2_q_18_MaenasiScript: move line 42 beneath line 44; move line 51 beneath line 53.
TR_m2_q_20_GuarCount: add rudimentary timer.
TR_m2_q_20_TelvanniKilled: short-circuit this when player is not in "Helnim, Dolthernul Manor". not that easy
TR_m2_q_A8_1_EnnodiusScript: move lines 22-29 into the "if ( GetJournalIndex TR_m2_Ay_FallGuy > 0 )" block, as one can't kill the two smugglers before the quest anyway.
TR_m2_q_A8_1_HlorgirScript1: line 18 needs a matching "else" which sets ForceGreetOnce to -1 if Vuvil is already dead.
TR_m3_LocketSmash: short-circuit when getJournalIndex TR_m3_TT_RuinousKeep >= 70.
TR_m3_zan_indoskelScript: dunno what to do with that, but simply removing it increases FPS in Zanammu, Ancient Crypt from 50 to 100.
Last edited by arvisrend on Thu Jul 26, 2012 11:24 pm, edited 1 time in total.
Nice catches, I'd try something like this attached to the lichand changing the other minions script like this[EDIT]missing return, formatting
[EDIT2]Oops, I just realized I pasted a previous version of the lich script using a local variable, it is updated now.
Code: Select all
Begin TR_m3_zan_lichScript
; global short TR_m3_zan_lich_dead
if ( TR_m3_zan_lich_dead )
return
endif
if ( MenuMode )
return
endif
if ( OnDeath )
elseif ( GetHealth <= 0 )
elseif ( GetHealthGetRatio <= 0.04 )
ModCurrentHealth -10
return
else
return
endif
set TR_m3_zan_lich_dead to 1
End
Code: Select all
Begin TR_m3_zan_indoskelScript
if ( GetHealth <= 0 )
return
endif
if ( TR_m3_zan_lich_dead )
ModCurrentHealth -10
endif
End
[EDIT2]Oops, I just realized I pasted a previous version of the lich script using a local variable, it is updated now.
Last edited by abot on Fri Jul 27, 2012 1:53 pm, edited 3 times in total.
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Some spell merchants should sell TR_Restore_constitution, TR_Restore_fortitude, TR_Restore_finesse, TR_Restore_sorcery. DONE
Last edited by arvisrend on Tue Aug 14, 2012 9:07 pm, edited 1 time in total.
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Just a small detail -
NPC: Sul (TR_m1_Sul, Argonian, Agent, Cell: Bal Oyra, The Elfmaid)
[possible] Error: The name "Sul" is suboptimal in terms of lore. It's a typical and traditional Dunmeri name (Arden-Sul, Alandro Sul, Sul-Matuul, Sul from Infernal City / Lord of Souls)
Solution: renaming TR_m1_Sul
Why edit: this sounds like a good idea.
arvisrend edit: now he's Sur-Hessei.
NPC: Sul (TR_m1_Sul, Argonian, Agent, Cell: Bal Oyra, The Elfmaid)
[possible] Error: The name "Sul" is suboptimal in terms of lore. It's a typical and traditional Dunmeri name (Arden-Sul, Alandro Sul, Sul-Matuul, Sul from Infernal City / Lord of Souls)
Solution: renaming TR_m1_Sul
Why edit: this sounds like a good idea.
arvisrend edit: now he's Sur-Hessei.
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Re: Originally posted elsewhere probably wrongly mea culpa.
I'm not getting Falanos Ancestral Tomb. Lots of doors with very high (85-90) locks, almost no loot, and a book called "I'm my own grandpa" is standing on a lecturn. WTF?
-- making this a quest proposal
-- making this a quest proposal
Duplication of NPCs
I downloaded version 1.1 of SE (I had been playing version 1)and now have every character in the game duplicated. Any idea how to get rid of this?
This does not happen if I start a new game but I do not want to have to.
This does not happen if I start a new game but I do not want to have to.
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Re: Duplication of NPCs
I think Wrye Mash knows how to fix your savegame, but I don't know what exactly to do with it (I think it's called something like update master).
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Cannot reproduce it, although this is the second time this bug is getting reported.Anonymous wrote:A guard in Ayemar has a Kemel-Ze greeting dialogue: [url]http://i.imgur.com/lEMvm.jpg[/url]
It was reported by schallwert, on the Bethesda forums.
I suspect that whoever gets this bug has a different mod which renames the Kemel-Ze cells, leading to the Kemel-Ze dialogue losing its cell condition. Such a mod needs not even be active to cause this conflict; it would be enough if it had been active at some point (I have no idea how, but Morrowind seems to remember regions and cells beyond a disabling of the mods that created them).
Suggested fix: reinstall Morrowind.
I blamed trouble with dispelling Arfil on the wonky projectile aim and the Morrowind Code Patch dispel fix [url]http://www.uesp.net/wiki/Tes3Mod:Morrowind_Code_Patch#Added_features[/url] which you might be using too.
Not sure whether these go here or in Dialogue but here we go:
- Helnim Fighters Guild quest,
NPC Joran,
topic "interior task"
there are 2 ways to complete the quest, but once this topic is selected player is locked out of the other option :
"What if I pay you the equivalent of the militia's bounty as well?" ->pay 250gold and complete quest if disposition and gold requirements are met, is the only option to get out of the dialogue sequence, a "cancel" option would be nice. To complete through the other way the player has to attack / taunt him without ever selecting the topic
FIXED -- arvisrend
- on same topic, NPC Hartise and the corresponding journal entry (TR_m2_FG_Joran 25) will assume the player got a bounty from the assault even if it's not the case through taunt/frenzy
FIXED -- arvisrend
- Helnim Fighters Guild quest,
NPC Hartise
topic "Saruse Evenas"
seems to indicate wrong or incomplete directions to the cave: (Galseah is south /SW of Helnim, no other directions given)
"The daedra ran off out of town to the northeast, up the northern road at the fork east of town, and took his staff with it. Saruse tracked it to the cave of Galseah, but that place was already overflowing with daedra."
FIXED -- arvisrend
- Helnim Fighters Guild quest,
NPC Irelav Torvel
topic "potential contract"
Might be something obvious I missed, but couldn't apply the given directions to the tomb Assurbalhet:
"Assurbalhet, which you can reach by taking the north road out of Helnim until you get to a mountain stair."
closest I could find is a path of sorts between boulders on a mountainside, too steep to be climbed (beyond the north road, after crossing the river and closer to the dwemer ruins)
Indeed! In Journal:tr_m2_fg_famefolly 15, remove "cave" since Assurbalhet is a Velothi tower rather than a cave. The directions make no sense. The entrance to Assurbalhet is right near that of Mzankh, west of Heleran's Lodge. - arvisrend
FIXED -- arvisrend
_ Wilderness quest,
quest TR_m2_Wil_AvengeKnights : copy NPCs never appear in Helnim, The Red Drake Inn after the quest is done w/ the two knights in Galseah.
reason : tracked it down to script TR_m2_q_12_Merias_Inn, does the enabling encompassed in a "do once" condition - if the player ever enters the inn cell before reaching Journal entry 70 or 120 on the quest, doonce is burned anyway and the NPCs will never get enabled.
fix : removing the doonce from TR_m2_q_12_Merias_Inn worked for me
FIXED (thanks for the precise report!) -- arvisrend
also, NPC Tarbus Norin's Greeting 5
"W-We did it? That was amazing, %PCName... We are going to be heading to town soon... Please, try to find us there."
is probably supposed to trigger Journal entry 120 but doesn't,
FIXED -- arvisrend
also typos (NPC Tarbus Norin)
topic "take vengeance"
"Oh. I-I guess I should have known you would not help us... Its okay." -> It's
"Y-You killed the cultists?... Amazing... I guess you did not need our help then. Please, go to Helnim. We will be traveling there shortly... Perhaps we can reward in some way." -> reward you in ...
FIXED -- arvisrend
- global TR_Kick_FG default value is = 1, which means faction dialogue considers you've already been expelled once from the Fighters Guild.
(or if it is intended that the player not be given a chance to rejoin, you'll probably want to change dialogue on topic "make amends" which reads same as for Vvardenfell FG - "What? You screwed up twice, %PCName. It's too late to make amends now.")
Globals TR_Kick_IC / TR_Kick_TG / TR_Kick_TT I assume for other factions also have non-0 values 1/3/1 but I don't know what effects they have-
FIXED (and improved the Imperial Guild dialogue pertaining to expelling) - arvisrend
- script TR_m1_q_RR_MQ_MithrasDouble
disables the double and re-enables Master Mithras when he casts a spell on himself by detecting the mysticism sound,
If ( GetSoundPlaying "mysticism hit" == 1 )
Some modders consider sound detection not reliable on all installs to begin with, though in my case this didn't work I suspect just because of sound replacer mods.
The condition could maybe be replaced by a short timer?
Fixed (now both 3-second timer and getsoundplaying can fire) -- arvisrend
Now arvisrend is writing:
more GetSoundPlaying hacks remain in the file, to be fixed later...
Not as easy as the Mithras one anymore, since sometimes I have the impression that the spell isn't purely a token but actually has an effect that should occur. Will look at it -- arvisrend
FIXED -- arvisrend
Not sure whether these go here or in Dialogue but here we go:
- Helnim Fighters Guild quest,
NPC Joran,
topic "interior task"
there are 2 ways to complete the quest, but once this topic is selected player is locked out of the other option :
"What if I pay you the equivalent of the militia's bounty as well?" ->pay 250gold and complete quest if disposition and gold requirements are met, is the only option to get out of the dialogue sequence, a "cancel" option would be nice. To complete through the other way the player has to attack / taunt him without ever selecting the topic
FIXED -- arvisrend
- on same topic, NPC Hartise and the corresponding journal entry (TR_m2_FG_Joran 25) will assume the player got a bounty from the assault even if it's not the case through taunt/frenzy
FIXED -- arvisrend
- Helnim Fighters Guild quest,
NPC Hartise
topic "Saruse Evenas"
seems to indicate wrong or incomplete directions to the cave: (Galseah is south /SW of Helnim, no other directions given)
"The daedra ran off out of town to the northeast, up the northern road at the fork east of town, and took his staff with it. Saruse tracked it to the cave of Galseah, but that place was already overflowing with daedra."
FIXED -- arvisrend
- Helnim Fighters Guild quest,
NPC Irelav Torvel
topic "potential contract"
Might be something obvious I missed, but couldn't apply the given directions to the tomb Assurbalhet:
"Assurbalhet, which you can reach by taking the north road out of Helnim until you get to a mountain stair."
closest I could find is a path of sorts between boulders on a mountainside, too steep to be climbed (beyond the north road, after crossing the river and closer to the dwemer ruins)
Indeed! In Journal:tr_m2_fg_famefolly 15, remove "cave" since Assurbalhet is a Velothi tower rather than a cave. The directions make no sense. The entrance to Assurbalhet is right near that of Mzankh, west of Heleran's Lodge. - arvisrend
FIXED -- arvisrend
_ Wilderness quest,
quest TR_m2_Wil_AvengeKnights : copy NPCs never appear in Helnim, The Red Drake Inn after the quest is done w/ the two knights in Galseah.
reason : tracked it down to script TR_m2_q_12_Merias_Inn, does the enabling encompassed in a "do once" condition - if the player ever enters the inn cell before reaching Journal entry 70 or 120 on the quest, doonce is burned anyway and the NPCs will never get enabled.
fix : removing the doonce from TR_m2_q_12_Merias_Inn worked for me
FIXED (thanks for the precise report!) -- arvisrend
also, NPC Tarbus Norin's Greeting 5
"W-We did it? That was amazing, %PCName... We are going to be heading to town soon... Please, try to find us there."
is probably supposed to trigger Journal entry 120 but doesn't,
FIXED -- arvisrend
also typos (NPC Tarbus Norin)
topic "take vengeance"
"Oh. I-I guess I should have known you would not help us... Its okay." -> It's
"Y-You killed the cultists?... Amazing... I guess you did not need our help then. Please, go to Helnim. We will be traveling there shortly... Perhaps we can reward in some way." -> reward you in ...
FIXED -- arvisrend
- global TR_Kick_FG default value is = 1, which means faction dialogue considers you've already been expelled once from the Fighters Guild.
(or if it is intended that the player not be given a chance to rejoin, you'll probably want to change dialogue on topic "make amends" which reads same as for Vvardenfell FG - "What? You screwed up twice, %PCName. It's too late to make amends now.")
Globals TR_Kick_IC / TR_Kick_TG / TR_Kick_TT I assume for other factions also have non-0 values 1/3/1 but I don't know what effects they have-
FIXED (and improved the Imperial Guild dialogue pertaining to expelling) - arvisrend
- script TR_m1_q_RR_MQ_MithrasDouble
disables the double and re-enables Master Mithras when he casts a spell on himself by detecting the mysticism sound,
If ( GetSoundPlaying "mysticism hit" == 1 )
Some modders consider sound detection not reliable on all installs to begin with, though in my case this didn't work I suspect just because of sound replacer mods.
The condition could maybe be replaced by a short timer?
Fixed (now both 3-second timer and getsoundplaying can fire) -- arvisrend
Now arvisrend is writing:
more GetSoundPlaying hacks remain in the file, to be fixed later...
Not as easy as the Mithras one anymore, since sometimes I have the impression that the spell isn't purely a token but actually has an effect that should occur. Will look at it -- arvisrend
FIXED -- arvisrend
Last edited by rot on Sat Nov 03, 2012 2:10 am, edited 1 time in total.
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I don't think the MCP is a problem. Projectile aim is more likely.rot wrote:I blamed trouble with dispelling Arfil on the wonky projectile aim and the Morrowind Code Patch dispel fix [url]http://www.uesp.net/wiki/Tes3Mod:Morrowind_Code_Patch#Added_features[/url] which you might be using too.
Thanks for the reports! I'll take care of most of these next time I'm editing the file.
--------------------------------------------------
Also quoting TR_Mainland bugs you posted in the TR_Data thread so that they don't get lost:
- Tedril Draren (Akamora Fighters Guild quest, Shrine of Hindsight)
this isn't really important - he has an unusually high AI Flee rate, intentional? To my knowledge in an unmodded game Flee is mostly unexploited so all it does is make Demoralize spells more likely to push him past the limit and make him flee.
(found out since with the flee AI tweaks I use enabled, he fled right away)
- TR_w_Vaden's_fang has enchantment charge of 10 = no charges at all for its enchantment.
(I recall the same glitch happening in another mod, was due to some stupid detail - perhaps the apostrophe in the ID ? will check when able)
Fixed both. -- arvisrend
Last edited by arvisrend on Mon Nov 12, 2012 12:51 am, edited 1 time in total.
I must've been dreaming, it's just the enchantment TR_w_VadensFang that has a charge value of 10.arvisrend wrote: - TR_w_Vaden's_fang has enchantment charge of 10 = no charges at all for its enchantment.
(I recall the same glitch happening in another mod, was due to some stupid detail - perhaps the apostrophe in the ID ? will check when able)
(oh and looks like I misunderstood the "no bold" from template, sorry!)
FIXED - arvisrend
Should've mentionned, the odd part was getting that rumor from him right after saying "the bard sent me" and getting the key to downstairs. Eh, he sounds mad anyway.Falkoth can give the "latest rumor" pertaining to the thieves
(A strange bard appeared at the Red Drake Inn...)
as he's not a TG member himself and it is available in his cell "Helnim, Falkoth: Clother"
arvisrend edit: Considered not a bug since he might be recruiting that way.
arvisrend edit: Should be fixed now.
Whoops, forgot that from the original script. (only modified that one to remove the double message, no real bug)There seems to be a duplicate Player->Equip, "TR_m1_q_RancidCuirass_UNI" in your proposed TR_m1_RancidCuirassScript.
It's equipped twice when first put, doesn't do anything but might as well fix with a Return after the first (and needs one less frame skipped by doonce below)
Code: Select all
if ( GetJournalIndex "TR_m1_TG_Herne's Soul" < 120 )
MessageBox "As you put on the cuirass, it begins to take on a horrible and pungent odor."
Journal "TR_m1_TG_Herne's Soul" 120
Player->Equip, "TR_m1_q_RancidCuirass_UNI"
Return
endif
Player->Equip, "TR_m1_q_RancidCuirass_UNI"
If ( doonce < 1 )
I blame corporate laws! seriously though, I'm no native speaker, don't mind me if I point at correct stuff -"Contumious Flavius' /patent/ corruption" -> "blatant" ? :p
sure? http://en.wiktionary.org/wiki/patent#Adjective -- arvisrend arvisrend is right: patent is correct here - Haplo
Last edited by rot on Sat Jan 19, 2013 2:19 pm, edited 1 time in total.
Scanning player inventory is slow compared to OnPCEquip test
May I suggest in this and similar nested conditions/loops moving the faster test out?, e.g.
Code: Select all
if ( Player->GetItemCount "TR_m1_q_RancidCuirass_UNI" > 0 )
if ( OnPCEquip == 0 )
Code: Select all
if ( OnPCEquip == 0 )
if ( Player->GetItemCount "TR_m1_q_RancidCuirass_UNI" > 0 )
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There is a conflict between Helnim IC and Helnim TG: NPC "TR_m2_Tiron Naren" might be dead (due to the Helnim TG questline) by the time the player gets the following journal entry:
Should we move his quest role to someone else in the guild?TR_m2_IC_Pilgrim stage 10 wrote:Tiron Naren said he'd been approached by a Bosmer thief who had later headed off to the west. He thinks he may have gone to approach the bandits in Berantus.
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NPC: Vedran Gavonir and/or town guards, Bahrammu
Location: AI
Error: In "The Widow and The Sea" quest, after Journal Index = 40 (after Vedran Gavonir attacks player), the town guards all start attacking my PC no matter what I have PC do or not do.
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NPC: Vedran Gavonir and/or town guards, Bahrammu
Location: AI
Error: In "The Widow and The Sea" quest, after Journal Index = 40 (after Vedran Gavonir attacks player), the town guards all start attacking my PC no matter what I have PC do or not do.
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NPC: Shaga gra-Grazgob, Windmoth Legion Fort
Topic: Naleth Llarni
Error: Script error? - CTD when I talk to Shaga on this topic after discovering Naleth Llarni's skooma stash in his trunk and receiving the Journal entry saying I have found his stash and should report back to Shaga gra-Grazgob
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NPC: Shaga gra-Grazgob, Windmoth Legion Fort
Topic: Naleth Llarni
Error: Script error? - CTD when I talk to Shaga on this topic after discovering Naleth Llarni's skooma stash in his trunk and receiving the Journal entry saying I have found his stash and should report back to Shaga gra-Grazgob
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Prophetional, thanks for your reports! I cannot reproduce the Bahrammu one; do you have any AI mods or TR Comes Alive? (There aren't many guards in an unmodded Bahrammu to begin with.)
As for the second bug: fixed, thanks! Here's an ESP for you until the next update comes out.
As for the second bug: fixed, thanks! Here's an ESP for you until the next update comes out.
- Attachments
-
- naleth_chest_persists.ESP
- fixes CTD
- (1.8 KiB) Downloaded 184 times
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I do not have TR Comes Alive; and the only AI mod that I have is NPC_Commands_V8b.esparvisrend wrote:Prophetional, thanks for your reports! I cannot reproduce the Bahrammu one; do you have any AI mods or TR Comes Alive? (There aren't many guards in an unmodded Bahrammu to begin with.)
However, that AI mod has never caused any problems before like the one I described above. And I was not "invoking" the AI command option in any way (nor had I to any guard in Bahrammu previously).
Weirdly, when I reloaded my Save game after some weeks of not playing, the Bahrammu town guards (of which there had seemed to be at least 3-4, at one time) had all disappeared but 1. This 1 did indeed still try to attack me.
Thanks a lot for that! However I seem to have managed to get around the CTD somehow by going back and talking to Naleth Llarni and Bradasou Alendu some more and then going to Shaga gra-Grazgob and trying again. (I wish I could recall better than that & be more specific.)*arvisrend wrote:As for the second bug: fixed, thanks! Here's an ESP for you until the next update comes out.
*Edit to add: Perhaps I looked in Naleth's chest again too. That might explain something as I noticed your ESP for me is titled "chest persists."
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W e i r d. I don't recall us having any scripted encounters there ;)Prophetional wrote:I do not have TR Comes Alive; and the only AI mod that I have is NPC_Commands_V8b.esparvisrend wrote:Prophetional, thanks for your reports! I cannot reproduce the Bahrammu one; do you have any AI mods or TR Comes Alive? (There aren't many guards in an unmodded Bahrammu to begin with.)
However, that AI mod has never caused any problems before like the one I described above. And I was not "invoking" the AI command option in any way (nor had I to any guard in Bahrammu previously).
Weirdly, when I reloaded my Save game after some weeks of not playing, the Bahrammu town guards (of which there had seemed to be at least 3-4, at one time) had all disappeared but 1. This 1 did indeed still try to attack me.
Anyway, feel free to post your load queue of mods; that would give us another chance at finding the culprit (though I'm not a mod expert).
Yep, there's no surprise in here -- the CTD happens if and only if the last time you visited Naleth's room before talking to Shaga was longer ago than 72 hours; it happens because the chest is not persistent and therefore is garbage-collected out of memory after 72 hours.Prophetional wrote:Thanks a lot for that! However I seem to have managed to get around the CTD somehow by going back and talking to Naleth Llarni and Bradasou Alendu some more and then going to Shaga gra-Grazgob and trying again. (I wish I could recall better than that & be more specific.)*
*Edit to add: Perhaps I looked in Naleth's chest again too. That might explain something as I noticed your ESP for me is titled "chest persists."
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