I copy&pasted my text from another section of the forum.I was suggested to report this to have it fixed in new releases.
"Hello!
First of all, I'd like to commend you for this mod. For a guy that's finished every single quest in Morrowind/Tribunal/Bloodmoon and Oblivion, this is a most welcome refreshment.
I have a problem though. I've finished the long quest line with the Nord fiance and the inquisition to get the location of the perfect blade (again, it's a great job you did joining most of that town's quests together) and the Nord guy revealed it. He also gave me some potions.
I swam to the wreck site and found it. It was creepily stashed in the deeps. Swam to the ship itself hoping for a quick find-and-loot, but then is where my troubles started.
I went to the lower deck where all the skeletons are, but once I entered, I couldn't move from my place, I couldn't find an exit (so without a divine intervention packed, I'd drown), and I couldn't reach or even find the key with the given potions.
Is it bugged, or was I unprepared?
How do I finish this quest?
Thank you in advance! "
Or
Quest: The Search For The Perfect Sword.
Cell: Entrenched shipwreck
Location: Lower Deck
Error 1: My character is stuck to the ceiling when I enter and I cannot move.
Error 2: There is no reachable exit door once I enter the lower deck. But that might not be the case, since I cannot move my character to be able to see it. So, error 1 is probably the priority.
I'm not too sure if this comes under map one or two.
[Morrowind] Map 1 Beta 2.0 Quest error reporting
Moderators: Haplo, Lead Developers
Re: [Morrowind] Map 1 Beta 2.0 Quest error reporting
some proposed script revision for Map1 in Mash script export text format, nothing critical but maybe useful if you like.
Also, is available/planned somewhere info (e.g. something like tables [url=http://www.uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt/Transport]here[/url], but updated to next release) on how missing/unassigned shipmaster/riverstrider services NPCs/destinations will be updated in next release?
As you may know, me and Arcimaestro Antares are working on real time transport mods for TR area, knowing these things could probably spare us a little work.
Unrelated, but while I am writing...
I think the migration to TR_Mainland.esm vs. TR_Map1.esm + TR_Map2.esm could be less risky for people using mods with global scripts referencing persistent objects (e.g. Rise of House Telvanni.esm, many companion mods) if you would provide also a dummy, empty new TR_map1.esm with same timestamp as old TR_map1.esm (Mash has some handy empty .esp in Mopy\Extras\ folder, just rename one and copy it to .esm).
This way people could replace old TR_Map1.esm with new empty TR_Map1.esm and old TR_Map2.esm with new TR_Mainland.esm preserving load order/mod index for critical mods loaded after.
Also, is available/planned somewhere info (e.g. something like tables [url=http://www.uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt/Transport]here[/url], but updated to next release) on how missing/unassigned shipmaster/riverstrider services NPCs/destinations will be updated in next release?
As you may know, me and Arcimaestro Antares are working on real time transport mods for TR area, knowing these things could probably spare us a little work.
Unrelated, but while I am writing...
I think the migration to TR_Mainland.esm vs. TR_Map1.esm + TR_Map2.esm could be less risky for people using mods with global scripts referencing persistent objects (e.g. Rise of House Telvanni.esm, many companion mods) if you would provide also a dummy, empty new TR_map1.esm with same timestamp as old TR_map1.esm (Mash has some handy empty .esp in Mopy\Extras\ folder, just rename one and copy it to .esm).
This way people could replace old TR_Map1.esm with new empty TR_Map1.esm and old TR_Map2.esm with new TR_Mainland.esm preserving load order/mod index for critical mods loaded after.
- Attachments
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- TR_Map1_Scripts_revised.zip
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Re: [Morrowind] Map 1 Beta 2.0 Quest error reporting
abot: This looks very nice but could you give a few comments on the logic behind?
- You didn't seem to do any changes to TR_m1_RelianeScript at all (either that, or we already incorporated them... or my kdiff3 sucks).
- In TR_m1_q50_GO5_Husband_scpt, you replaced OnDeath by GetHealth < 1; why this? Is some different script also accessing this OnDeath variable? Or is there a chance that the husband is dead before the state variable reaches 2?
- In most scripts, you replaced one way to avert divide-by-zero errors by another; apart from covering the case when the distance between the y's of player and NPC is between -0.05 and 0.05, what does it do?
- Script TR_m1_Q59_MaI_Script_4 was pretty much messed up; I see you fixed it. That one's well-done.
Thanks and please don't see this as a critique; I just like to know what these things exactly do before putting them into the file.
@Rad: yes, your bugreport is correct and will be fixed soon. The doormarker is misplaced. EDIT: fixed.
- You didn't seem to do any changes to TR_m1_RelianeScript at all (either that, or we already incorporated them... or my kdiff3 sucks).
- In TR_m1_q50_GO5_Husband_scpt, you replaced OnDeath by GetHealth < 1; why this? Is some different script also accessing this OnDeath variable? Or is there a chance that the husband is dead before the state variable reaches 2?
- In most scripts, you replaced one way to avert divide-by-zero errors by another; apart from covering the case when the distance between the y's of player and NPC is between -0.05 and 0.05, what does it do?
- Script TR_m1_Q59_MaI_Script_4 was pretty much messed up; I see you fixed it. That one's well-done.
Thanks and please don't see this as a critique; I just like to know what these things exactly do before putting them into the file.
@Rad: yes, your bugreport is correct and will be fixed soon. The doormarker is misplaced. EDIT: fixed.
Last edited by arvisrend on Sun Apr 29, 2012 3:39 am, edited 2 times in total.
What would really need reviewing is map 1 quests in general. They were made in times where there was little to no coordination on quest implementation. Some of them were even implemented without proper testing. There may be even orphan scripts and dialogue entries for quests that no longer exist or are not implemented. Highway robbery is the one I recall. Of course, players will never notice this, but the esp is somehow dirty and messy. If someone would look into this, he would help a lot.
THEO
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- Lead Developer
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"found out that he is not" = asked him and he said no?Moonraker0 wrote:8/30/2009 (19:42) TR_Map1.esm 11/29/2008 (03:28) Sam TR_m1_Q50_GO1_Trena00000000 Llothanis, Empty House 4188 4030 15603 "She asks if I know if Ansuma is spreading Temple propaganda and I have found out that he is not, but my only dialogue option is 'I don't know yet.'"
NPC: Trena Teltereneth
Topic: Ansuma Veloth
In that case, I don't think it is a bug; this should not be enough to convince anyone.
Or did you already get some more information?
I'm making it a noble sedge flower.Moonraker0 wrote:I'm not sure what to do with this, exactly...it's a quest error, but there is seemingly no topic for reporting quest errors with Map 2. But here it is anyway.
Cell: Boethian Mountains Region 30, 3
Type: Quest error
Location: Shrine of Solitude
Error: Does not accept a noble sedge flower like it should; the script was found to check for a horn lily bulb instead.
EDIT: completely fixed:
page 3 Haplo's post 1 (alits)
page 3 Haplo's post 3 (Dral realm)
page 3 Yeti's post 1 (alits)
page 3 MMow's post 2 (alits)
page 3 rpeh's post 1 (romance)
Re: [Morrowind] Map 1 Beta 2.0 Quest error reporting
I have thisarvisrend wrote:- You didn't seem to do any changes to TR_m1_RelianeScript at all (either that, or we already incorporated them... or my kdiff3 sucks).
Code: Select all
begin TR_m1_RelianeScript
short DoOnce
short GaveGold
if (DoOnce == 0)
if (GetDistance Player < 1024)
ForceGreeting
Set DoOnce to 1
endif
endif
if (GetDeadCount TR_m1_reliane_sele > 0)
if (OnActivate == 1)
journal TR_m1_wil_WhichWitch 40
activate
endif
endif
end TR_m1_RelianeScript
and this
Code: Select all
begin TR_m1_RelianeScript
short DoOnce
short GaveGold
if ( OnActivate )
if ( GetHealth < 1 )
if ( GetJournalIndex "TR_m1_wil_WhichWitch" < 40 )
journal TR_m1_wil_WhichWitch 40
endif
endif
activate
endif
if ( DoOnce )
return
endif
float t1
if ( t1 < 3 )
set t1 to ( t1 + GetSecondsPassed )
return
endif
set t1 to Random 1001
set t1 to ( t1 * 0.0005 )
if ( GetDistance "Player" < 1024 )
ForceGreeting
Set DoOnce to 1
endif
end
OnDeath is a function set to 1 once for a single frame, so sometimes checking for GetHealth < 1 (or 2, something near zero) is more safe. When not too complicated, I tend to use GetHealth. This is my current version with some more comment- In TR_m1_q50_GO5_Husband_scpt, you replaced OnDeath by GetHealth < 1; why this? Is some different script also accessing this OnDeath variable? Or is there a chance that the husband is dead before the state variable reaches 2?
Code: Select all
Begin TR_m1_q50_GO5_Husband_scpt
short state
short control
short TR_Map
short nolore
float fPCX
float fPCY
float fPCAngle
float fdx
float fdy
float fRatio
short sPCLookAtMe
float timer
if ( MenuMode )
Return
endif
if ( state == -10 )
if ( timer > 3 )
SetDelete 1
Return
endif
set timer to ( timer + GetSecondsPassed )
Return
endif
if ( state == 0 )
Disable
set TR_Map to 1
set state to 1
return
elseif ( state == 1 )
if ( GetJournalIndex TR_m1_GO_5 >= 10 )
Enable
set state to 2
endif
return
elseif ( state == 2 )
if ( GetDeadCount TR_m1_Q50_GO5_Cultist > 0 )
if ( control != 2 )
set control to 2
endif
set state to 3
ForceGreeting
return ; avoid problems with Forcegreeting possibly skipping endif
endif
if ( GetHealth < 2 ) ; safer than OnDeath 1 frame event
ModCurrentHealth -2 ; ensure really dead
if ( GetDeadCount TR_m1_Q50_GO5_Cultist < 1 )
if ( GetJournalIndex TR_m1_GO_5 < 100 )
set TR_m1_Q50_GO5_Cultist.control to 2
TR_m1_Q50_GO5_Cultist->RemoveSpell "TR_m1_Q50_G05Paral_Curse"
set state to -1
TR_m1_Q50_GO5_Cultist->ForceGreeting
return
endif
endif
endif
return
elseif ( state == 3 )
if ( GetHealth < 2 )
ModCurrentHealth -2
Journal TR_m1_GO_5 103
set state to -1
return
endif
if ( timer < 3 )
set timer to ( timer + GetSecondsPassed )
return
endif
set timer to 0
set sPCLookAtMe to 1
;All credit to MSFD from which this was untimely ripped
if ( GetDistance, Player > 8000 )
set sPCLookAtMe to 0
else
;yay trigonometry
;this basically does a rough calculation of the PCs direction relative
;to the Actor, it only uses 45 degree chunks, though
set fPCX to ( player->GetPos, X )
set fPCY to ( player->GetPos, Y )
set fPCAngle to ( player->GetAngle, Z )
set fdx to GetPos, X
set fdy to GetPos, Y
set fdx to ( fdx - fPCX )
set fdy to ( fdy - fPCY )
if ( fdy >= 0 )
set fRatio to fdy
else
set fRatio to ( 0 - fdy )
endif
if ( fRatio < 0.0001 )
return ; divide by 0 safety revised /abot
endif
set fRatio to ( fdx / fdy )
if ( fdx > 0 )
if ( fdy > 0 )
if ( fRatio > 1 )
if ( fPCAngle < -45 )
set sPCLookAtMe to 0
endif
else
if ( fPCAngle < -90 )
set sPCLookAtMe to 0
endif
if ( fPCAngle > 135 )
set sPCLookAtMe to 0
endif
endif
else
if ( fRatio < -1 )
if ( fPCAngle < 0 )
if ( fPCAngle > -135 )
set sPCLookAtMe to 0
endif
endif
else
if ( fPCAngle < 45 )
if ( fPCAngle > -90 )
set sPCLookAtMe to 0
endif
endif
endif
endif
else
if ( fdy > 0 )
if ( fRatio < -1 )
if ( fPCAngle > 45 )
set sPCLookAtMe to 0
endif
else
if ( fPCAngle > 90 )
set sPCLookAtMe to 0
endif
if ( fPCAngle < -135 )
set sPCLookAtMe to 0
endif
endif
else
if ( fRatio > 1 )
if ( fPCAngle > 0 )
if ( fPCAngle < 135 )
set sPCLookAtMe to 0
endif
endif
else
if ( fPCAngle > -35 )
if ( fPCAngle < 90 )
set sPCLookAtMe to 0
endif
endif
endif
endif
endif
endif
if ( sPCLookAtMe == 0 )
disable
set timer to 0
set state to -10
PlaceAtPC "TR_m1_Q50_GO5_TrHusband" 1 256 1
endif
endif
End
IIRC I had something like- In most scripts, you replaced one way to avert divide-by-zero errors by another; apart from covering the case when the distance between the y's of player and NPC is between -0.05 and 0.05, what does it do?
Code: Select all
set fdx to GetPos, X
set fdy to GetPos, Y
set fdx to ( fdx - fPCX )
set fdy to ( fdy - fPCY )
set fdy to ( fdy + 0.00001 ) ; divide by 0 safety
set fRatio to ( fdx / fdy )
No prob, I consider them just as hint/suggestions then you keep what ideas you may like and disregard the rest!Thanks and please don't see this as a critique; I just like to know what these things exactly do before putting them into the file.
- Attachments
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- TR_Map1_Scripts_revised.zip
- last version
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- Lead Developer
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Oh, I messed up the Reliane part: the script is not exactly the same as in our Mainland file; the script does not even appear in our Mainland file. I don't know how I came up with that bullshit. The whole quest ("Which witch?") has been moved to map 2 territory and rewritten from scratch long ago, so that script is out of date. Sorry for wasting your time on obsolete stuff. If I was an admin, I'd just give you mainland access (and I'll talk to the admins about that).
I am going to implement your fixes to TR_m1_Q59_MaI_Script_4 the next time I get to edit the mainland file. As I said in the other topic, though, I will not replace OnDeath by GetHealth unless I can rule out definitely that the NPC dies without his health ever getting negative.
In other news, the overwhelming majority of bugs reported in this thread (not only those boldfaced in my posts) is fixed in the internal version now (so won't appear in SE anymore).
I am going to implement your fixes to TR_m1_Q59_MaI_Script_4 the next time I get to edit the mainland file. As I said in the other topic, though, I will not replace OnDeath by GetHealth unless I can rule out definitely that the NPC dies without his health ever getting negative.
In other news, the overwhelming majority of bugs reported in this thread (not only those boldfaced in my posts) is fixed in the internal version now (so won't appear in SE anymore).
I've added abot to the TR Tester usergroup and updated his title so that he has increased access to our files and forums to avoid redundant or wasted error reports. Thanks, arvisrend, for bringing this to my attention.
Forum Administrator & Data Files Manager
[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
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[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
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined