TR_Mainland up to SE 1.2 (now obsolete!)

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

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Post by Haplo »

Derp. I forgot to upload the file with stuff according to Not's text files done. I'm at work now so hopefully tonight I can upload another file. If I'm unable to upload another file, Why is capable, certainly. It's just merging the quest plug-ins with TR_Mainland, with no active file set.

EDIT: Even if the file won't work in-game, though, it can still be checked in the Construction Set for dialogue, filters, and (possibly?) reference IDs.
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Post by Haplo »

Use this file for testing and for updating, it's the most up-to-date version of TR_Mainland. It's missing "Free at Last" and "Walk the Talk", both of which are still being developed.

http://dl.dropbox.com/u/15602672/TR/TR_Mainland.7z

All of the text files, by Not and by Why, still need to have their instructions carried out. So until that happens, the game will likely CTD if you try to play it.

Once Why or Not or whoever does those fixes, I'd like for an up-to-date file to be posted so that arvisrend can fix some greeting 7 errors. Then people can playtest the quests! ALL THE THINGS
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Post by Not »

Here is the fully merged version, and it works, everything that needed to be added in has been taken care of.

http://www.mediafire.com/?cnbycc7g03loadh
Not another memory

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Post by arvisrend »

Not done yet, but here is probably the first version suitable for playtesting:

http://mit.edu/~darij/www/TR_Mainland_TEMPORARY.7z

Please don't edit this file as it's not final.
Please check the few dialogue lines I've inserted (all of them are in the changelog below).

Changelog as of now:

- Fixed some dialogue typos.
- "help me" topic renamed again. This time it came from TDF's claim. The topic is now called "prove my innocence", and the linking greeting (from the prisoner) is:
"Psst! Can you help me prove my innocence and get out of here?"
- Some doubling (probably not all) and a few floaters fixed.
- Fixed greetings-7. Now, being the Nerevarine ("the Nerevarine"? "a Nerevarine"?) should no longer prevent the player from getting local greetings. The bug was due to some... weirdness in the greetings-7 linked list; I'm not claiming I have fixed all of this weirdness (some placeholders are still out of order), but I have fixed the part that made some TR replies appear after all Vanilla replies.
- In q2-22 (Helnim Imperial Cult), added some links between subsequent quests, e. g. in the shape of the following sentence:
"Cantorius, in particular, might have something more interesting for you to do."
at the end of the reply
"Excellent. I hope you didn't have to go through too much trouble to get this... Here, take these potions as a reward. I don't have any more tasks for you for now. Check with the others, if you want more work."
- Fixed an endless dialogue loop in a q2-22 quest. If you return to TR_m2_Tiunian Veltrus (an IC lay priest) with a book he wanted you to get, but you decide to "keep the book", he now answers:
"A pity, but you can always change your mind. Feel free to read the book, but please don't lose it."
- In q2-22 (Helnim Imperial Cult), added a reply to the "ingredients" topic for Tiunian Veltrus (a questgiver who asks the player to find some red lichen and willow anther) for the case when the quest is already done:
"Red lichen and willow anther share the effect of curing ailments, which is why we needed them. You have done the Cult a great service."
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Post by arvisrend »

Up-to-date version:

http://mit.edu/~darij/www/TR_Mainland.7z

@everybody: feel free to test, but please ignore Helnim Fighters' Guild; it is broken and outdated.

@Why: I'm giving this file to you in the hope that you somehow are able to remove all 2-20 content from it and re-merge the most recent version of 2-20 (and that's the file attached to BC's Dec 08 post, not the file attached to Not's post) into it. I don't think you have to clean 2-20; as far as I am concerned, it is easier to first merge and then clean whatever is duplicated directly from the Mainland. The only thing that can go wrong is dialogue topics (we might add up introducing loops in the linked list; but let me hope we don't).

I think this worked well with 2-22. At least, after I fixed some expected duplicate/undelete errors, the quests were playable and no weirdness happened (except for bugs that were there pre-merge). I haven't done serious testing, but I've playtested each of them at least once.

---------------------------------------------------------

A few more changes I've done:

- Added more pointers towards Cantorius' quests:
Kamlen, in the ending dialogue of the last quest he gives the player, now says:
"As for now, I have no further almoner work for you. You seem to have outgrown this kind of chores anyway; I think Cantorius can give you some more serious missions now."
(The part I added is underlined.)
Cantorius, after his first quest, if the conditions for the second quest are satisfied:
Calaciren has agreed to join the Cult? Excellent! Good work, %PCRank. I hope this means we can get even more work done in the future! Actually, I have one final errand that has been waiting for an eager and intelligent %PCRank who knows his way around Morrowind, and now it seems that such a %PCRank is standing before me. But first, take these as a reward.

- Apparently, if a script moves a wall using "setpos z", then you save your game, exit Morrowind and reload, the wall is back on the old place. This messed up the Sword of Taldeus quest. Fixed by using BOTH "setpos z" and "disable".
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Post by arvisrend »

Exorcism complete. URL is still the same:

http://mit.edu/~darij/www/TR_Mainland.7z

Note that I only exorcised the stuff *added* by the 2-20 claim, not the stuff *changed* by the 2-20 claim. That's intentional and should be the right way.

----- Notes on other issues:
abot wrote:TR_Mainland.esm ex_common_building_01 Firewatch (18,15) 148016 125968 672 "there is a hidden ex_common_house_addon below"
That's not completely hidden: the windows are being used.
abot wrote:TR_Mainland.esm Ex_velothi_win_01 Akamora (30,-12) 251563 -94342 3277 "window X axis rotation should probably be 0"
Leaving this to whoever fixes Akamora.
abot wrote: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."
All of these fixed.
abot wrote:[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.
This is for Why.

abot wrote:[EDIT2]TR_Mainland.esm terrain_rock_gl_12 Nedothril Coast Region (41,-15) 341010 -122362 -938 "terrain seams between cells"
Nemon, fixed June 2nd

Probably for Nemon.

Also, something from BC:

Please make the walk up to Berantus actually usable (and more geologically feasible).
Nemon, June 2nd fix

I have not done that. All the rest of BC's 2-22 merge notes is done.
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Post by Why »

File!

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

This one should contain all the quests that were to be merged into TR_Mainland. I say should because I've talked about so many quests the last few days that I feel a tad confused. Fixed a few obvious unfiltered dialog entries, too. Should be completely ready for testing now!

See [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=305572#305572]Thrig's post[/url] for a guide on what needs testing.
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Post by Thrignar Fraxix »

Newer file. Error reporting still goes in the other thread.

http://www.mediafire.com/?mk0dh03u9wl41js
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Post by arvisrend »

Posting these here just to keep all the claim borders in one thread. Nemon, this is probably for you, as well as the similar bugs reported in the pages before...

terrain_rock_wg_10 Mephalain Mountains Region (30,-16) 253263 -123432 4212 "former cell border, with visible shading mismatch"

terrain_rock_wg_18 Mephalain Mountains Region (30,-16) 249087 -123315 3937 "former cell border, with visible shading mismatch and land tex mismatch"

flora_tree_wg_04 Boethian Mountains (32,4) 263477 40144 1009 "claim border here"

Nemon, June 1st
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Post by arvisrend »

All bugs up to this point are either fixed or listed in http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=305753#305753 .
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Post by Why »

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

.esp version for upcoming quest claims. Fixed some ownership issues and other stuff in the Akamora Guilds of Mages and Fighters.
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Post by arvisrend »

New version up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

EDIT: Don't use yet. Still working on it.

Here are the changes I've done, except for the ones I have been able to bold out myself (due to them being in my own posts).

The current news on the creature sound bug has convinced me that we need an update very soon. That doesn't necessarily mean that we need a TR_Mainland update (the bug lives in TR_Data), but why not? I'd say TR_Mainland needs 1-2 rounds of Nemoning (the Mainland World error thread is longer than I've expected it to be) and some Whying (NPCs with no topics).

---

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=305948#305948

Fixed and gave Pedivur some restocking alchemy. - arvisrend, 16 June 2012

---

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=305980#305980

Fixed. - arvisrend, 16 June 2012

---

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=306129#306129

Fixed all except for the second one (Maurice Falois) and the last one (which is a TR_Data bug and has been reposted in the right thread). Also, gave Dilavesa restocking alch supplies. - arvisrend, 16 June 2012

---

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=306251#306251

Fixed the following ones only:

6/6/2012 (22:02) TR_Mainland.esm 6/6/2012 (00:40) TR_m2_Daerius Vuccinus00000000 Helnim (26,1) 213210 13067 523 topic 'Temis Lorthus': refers to player as %

6/6/2012 (22:06) TR_Mainland.esm 6/6/2012 (00:40) TR_m2_q_26_Garo_Varsel00000000 Helnim (26,1) 215236 14972 381 topic 'Temis Lorthus': after returning to Garo after speaking with Temis, the 'is' in the first player dialogue option should be removed

[Note: this was a matter of style. It used to be "I've just seen Temis is staying at the Red Drake Inn." It sounds better without the "is", yeah.]

6/6/2012 (22:11) TR_Mainland.esm 6/6/2012 (00:40) TR_m2_q_26_Garo_Varsel00000000 Helnim (26,1) 215234 14973 381 journal entry: during Lost and Found after telling Temis of Garo's presence in Helnim, the comma between 'acquaintance' and 'rather' should be a semicolon

6/7/2012 (00:12) TR_Mainland.esm 6/6/2012 (00:40) TR_m2_Dravil Bradyn00000000 Akamora (30,-12) 245790 -91054 2654 topic 'Akamora': there should be a space between 'Mountains.' and 'The'

6/7/2012 (01:58) TR_Mainland.esm 6/6/2012 (00:40) TR_m2_Garer_Llenas00000000 Akamora, Parys Manor 3044 7955 17282 topic 'Background': he mentions being a baker, but he sells no bread

Sorry, I haven't had the patience to go over the whole thing and check for non-comma errors. - arvisrend, 16 June 2012

---

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=305887#305887

Fixed (and also removed an invalid journal entry for another shrine quest that used to have the same number as a valid one). - arvisrend, 16 June 2012

---

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=305999#305999

Fixed. - arvisrend, 16 June 2012

---

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=306094#306094

Fixed everything EXCEPT FOR

terrain_rock_wg_04 Boethian Mountains Region (32,-5) 270189 -36217 395 "beneath this rock goes long land/texture seam"

TR_water_SqFlow1024 Boethian Mountains Region (31,0) 261542 1531 1043 "tha water goes in wrong direction, I guess it should go down the hill"

terrain_rock_wg_17 Boethian Mountains Region (29,0) 237940 3365 89 "another long land/texture seam goes bz this rock"

terrain_rock_wg_17 Aranyon Pass (28,13) 233777 110354 3296 "the guardian is too large, so he cant move efficiently, but maybe thats the purpose, also this rock should be lower, there is a gap beneath it and some stones around should be moved slightly, so you could pass through"

terrain_rock_wg_12 Molagreahd Region (26,19) 214189 156404 -40 "another ground texture seam here"

It's done now




Also, remove the TR_w_imp_saber report; I've forwarded it into the Data thread. - arvisrend, 16 June 2012

---

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=306182#306182

Not reproducable.

---

Also, I removed all mentions of the diamond being guarded in the Helnim Thieves Guild quest. It is not, and there is no need to make a difficult quest more difficult by confusing the player.

Fixed if-endif in script TR_m1_NPC_Shavra_Gra-vatok.

---
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Post by arvisrend »

More changes made.
https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

If you open the file in the CS, it will pretend to be based on a different TR_Data.esm. Ignore this (it's just me editing the buggy sounds out of the TR_Data.esm); it is harmless.

---

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=306084#306084

Fixed Ayemar Guardhouse bug. Couldn't find the mushroom.

---

Other than that, done another portion of Leon bugs (sent them to him for verification; if he agrees, he is going to bold them out himself).

There are still very important world bugs (in particular, the landscape gaps [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=306201#306201]here[/url]) to be fixed.
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Post by Haplo »

I'm now working on the file.

Edit: Some stuff bolded. Latest version:

http://www.mediafire.com/?3rn1mqdiw499of6
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Post by Terrifying Daedric Foe »

I added some new dialogue for the topics 'Dun Akafell', 'Nobura Tayo' and 'latest rumours'. Could someone please merge this in with the Mainland file.
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Post by arvisrend »

New version up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

I *think* I fixed the bug with the Gah Sadrith Inquisition quest that I "reported" over a year ago. Now, if you give the inquisitors all the necessary evidence but don't go to battle, you still get Mjording's reward (I believe collecting the evidence was hard enough to justify this). Also, fixed a lot of bad writing in that quest (mostly language: there is no such thing as "buletproof evidence" (how about boltproof? - Nemon) in Morrowind, even with the right spelling), although much has probably remained.

Here are three journal entries I have partly rewritten as they used to have too much Engrish. Please check.

When I confronted Ilwen with his involvement in the Mehrunes Dagon cult, he saw a chance to avenge the ruined sacrifice, and attacked me.

I told Eranil about Ilwen's reaction; however, Eranil was furious that I fled from Ilwen's house and left him alone. Eranil is almost sure that Ilwen is aware of the inquisition being after him and will try to escape. Eranil gave me some potions of his own making as reward for my part in the investigation, but told me that he and Arelis Lloran have no time and must go after Ilwen immediately and that I should not delay them any longer. I guess I really can do nothing more.

I have reported to Eranil that I have slayed Ilwen, after he admitted worshiping Mehrunes Dagon and attacked me. Eranil was a little bit disappointed that he could not interrogate Ilwen himself, but he was content with the evidence I had already collected about Ilwen and the Yashazmus cult. Exterminating the rest of the cult will be routine, so Eranil thanked me and rewarded me with some enchanted items. I guess I did all I could to destroy the cult.

In other news, "Save a Prayer" now finally has finishing stages, and a stupid script of mine has been fixed. And a couple of dirty entries have been cleaned out.

I have NOT fixed any world bugs this time, apart from a misplaced doormarker.

-------

Whoever merges in TDF's file should please check whether the dialogue replies don't lose their conditions.
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Post by Mwgek »

TR_Mainland.esm 6/6/2012 (07:40) TR_ex_ind_bridge_stair Dreynim (29,-23) 240776 -185624 360 "(new geometry) needs to be snapped, now collision blocks pc"
TR_Mainland.esm 6/6/2012 TR_ex_ind_tower03 Dreynim Spa, Hot Springs 7040 9856 15776 "(new geometry) needs to move a bit"

Still check other IND towers/bridges_stair.
You fixed some error reports of tower meshes posotioned wrong. Don't forget to check all the meshes, there are not many of them used so should take about 10 minutes.
--Mwgek--
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Post by arvisrend »

Done some more fixes. URL is still https://dl.dropbox.com/u/83265276/TR_Mainland.7z .
Why wrote:TR_m1_Vermai_PT in "Port Telvannis, Telvanni Council House: Vaults" needs to have its model and whatnot updated. It still uses the old Vermai model, and crashes your game when you try to enter the Vaults. The same goes for TR_m1_vermai_Rilvin, though that one doesn't seem to be used anywhere. Probably delete that one.
Since noone else seemed to care, I've replaced the models by the current ones.

Besides, corrected half a dozen errors I've found, and added some more supplies to merchants: now, most enchanters sell restocking soul gems up to common size, a few armorers also have iron/steel/silver throwing weapons, and some even restock on basic armor (up to bonemold; never enchanted).

Also, I've been working on http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=306201#306201 FROM THE END, but only got up to Terrain_rocks_WG_01 Mephalain Mountains Region (29,-16) 239009 -125804 909 "one rock floats a little" . Apparently I'm very slow with his bugs. Some of the ones I fixed might need another look, too:

In_OM_steps Dun Akafell (26,-12) 219020 -98153 3186 "floats a little" // raised the ground, hopefully not making landscape cloggy

flora_wickwheat_03 Helnim Fields Region (25,-2) 207481 -15727 2204 "some of these whickwheat floats" // this used to have some ugly unsoftened vertices in the heightmap; I made some improvements, but probably more can be done

Terrain_rocks_WG_01 Mephalain Mountains Region (29,-16) 239009 -125804 909 "one rock floats a little" // could not confirm

TR_terr_WG_Cliff_03 Mephalain Mountains Region (22,-7) 183352 -53741 -2130 "floats, or has wrong rotation" // presumably covered (unfortunately, these cliff pieces are so huge that one can easily misunderstand what bug was meant)
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Post by Haplo »

I'll be working on the file now until I upload it to this post.

Edit: Done. Made some more dialogue fixes.
http://www.mediafire.com/?z132pkhirm21p2o
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Post by arvisrend »

Uploaded again: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Please check the following changed dialogue. I changed it because it gave misleading directions to Tilmeth Manor; I hope it hasn't become worse now.

Journal entry: 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 west out of town, then when it crosses a ravine on a stone bridge, head northwest and take a fork towards Old Ebonheart. The Tilmeths' manor lies along that road.

3 dialogue replies: 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 northwest and take a fork signed to Old Ebonheart, she and her husband live out down that road.

In other news, my "Preaching by Proxy" quest now allows certain TR books (Gospels of the Saints and Sermon of the Saints; NOT A Handbook for the Devout since that thing should be axed IMHO), and the two NPCs have got TR_map variables (back when I made the quest, I had no idea what those variables were for). Plus, two of the books required are now restocking supplies on traders (one in Necrom, one in Akamora), and we probably will want to add a third one in the Almalexia release.

Again, more merchants have received restocking supplies (this time the ones in Ayemar).

Cleaned out two edits to vanilla cells, a TR_data potion and three vanilla doors. Armor piece TR_m1_molecrab_cuirass_protect no longer has a spellbook script attached to it.
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Post by Nemon »

Some stuff done, errors bolded here and there... new file up: https://dl.dropbox.com/u/75536686/TR_Mainland.rar
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
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Post by arvisrend »

New version up, as usual on: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Besides fixing a dozen or so bugs that I found while playing, I did barely anything.

Skeleton in front of a tomb near Necrom killed with fire. It was too close to a road. Strange; I was told this had been done long ago.

Two merchants now restock on Summon Scamp, Fire Atronach and Frost Atronach scrolls. If this is imbalanced, feel free to revert this. (It was requested by a user in the channel long ago.)

Replaced "Assassin's Diary" in Akamora, Morag Tong Guildhall by "Anticipations" (a vanilla book that references the Morag Tong briefly in a friendly light). "Sisterhood of the Spider" also does not appear anymore.

NPC TR_m2_Polodie_Floine in Akamora, Mages Guild now sells potions and a few ingreds. She was standing behind an alchemist's table, so why shouldn't she be a trader?

A door in Necrom moved so as to not collide with a newly-modified mesh.

From Mainland public thread:
Lord Berandas wrote:ex_t_root_xl_01 Tel Oren (21,11) 179234 92240 1195 "gap/moved stone"

TR_water_Circle256_DG Dagorda Cavern 2567 439 -140 "diamonds cannot be picked because of this"

flora_wickwheat_03 Molagreahd Region (20,15) 171056 129200 645 "floats"

flora_wickwheat_03 Molagreahd Region (20,16) 169424 133631 447 "floats a little"

flora_gold_kanet_02 Molagreahd Region (19,15) 156352 126919 471 "floats"

TR_ex_NordWell_DG Firewatch (17,15) 146992 127320 432 "should be lower, compared to the character"

In my opinion all these fences, that could be found in imperial cities (Firewatch) should be lower - it looks weird, when you have fence in front of your head and nothing by your legs.
Root and flora done. I have no idea what to do with the water static. Fences not touched.
Anonymous wrote:6/08/2012 (14:54 ) TR_Mainland.esm 6/06/2012 (03:07 ) Valley of Mephala (28, -9 ) "terrain_rock_wg_10" 236870 -68895 4244 "caspering, if you look underneath the edge of the cliff"
Fixed.
OldFashionedGuy wrote:6/7/2012 (17:08) TR_Mainland.esm 6/5/2012 (22:40) flora_root_wg_04 Mephalain Mountains Region (35,-11) 288227 -83312 7765 "floating"
6/7/2012 (17:08) TR_Mainland.esm 6/5/2012 (22:40) flora_chokeweed_02 Mephalain Mountains Region (35,-11) 288271 -83297 7812 "floating"
6/7/2012 (17:13) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-11) 244928 -86588 1313 "hole in cliff mesh"
Fixed the first two, can't reproduce the third. Anyone?
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Post by Mwgek »

that is a bug with mge, there is someone on bethforums who made a on the rocks fix for tamriel rebuilt...
--Mwgek--
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Post by Aeven »

A small thing I found which annoyed me was the topic 'Lan Orethan', which basically says the river flows inland from the sea, rather than OUT to sea. Rivers do not come from the sea.

Another thing which I've read in some comments, and am inclined to agree with, is the severe lack of wilderness spawns. These can be both passive and aggresive (or passive-aggressive? Spawning Almalexias!) Compared to Vvardenfell, our landscapes contain very few creatures. One possible reason might be that our lands are vaster in terms of open area not interrupted by mountains, but we can work with that. For example, place some 'herds' of passively grazing Nixmounts or something of the like.

(Also, while exploring Necrom in my modded game, I noticed there is still a great deal of Velothi, rather than Necrom set doors. It's painful to see when you're using replacers, and is a simple fix.)
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Post by arvisrend »

Claiming mainland again for bugfixing.

So I've figured out how to get the correct angles for rotating the Akamora windows from Leon's bugreports. (It involves transforming Euler angles into quaternions and back in Python, but it would have taken me more time manually...)
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Post by arvisrend »

New file: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Leon's bug post http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=306385#306385 is fixed hopefully. Leon, please check.

Tealpanda's bug post http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=306572#306572 is fixed apart from the floating hackle-lo, which is not floating at all for me (probably the ground has been lifted?).

I'm hesitating to fix these two: http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=306607#306607 . Both are related to the Helnim TG questline, and should be addressed by somebody who knows the respective plans better than I do. The second bug happens if you discover and join the Helnim Thieves Guild prior to completing Herne's Soul; the bug is a consequence of somebody having deleted the second journal entry for my TR_m1_TG_ToHelnim "quest" (which wasn't very good indeed). The bug is completely harmless, since Silniel doesn't have any subsequent quests in this case.

Speaking of thieves, Hofmund in Helnim now sells restocking lockpicks and probes up to master quality (-5 for master, -10 for the lower ones). If you think this is too good, remove the master ones (but keep in mind that Hofmund isn't very easy to get to).

Also, Llonise Sarem (the Fine Clothier in Sailen) now restocks on all clothes up to Expensive. If you ask me, I wouldn't mind having *all* clothing restock, including Extravagant and Exquisite; the player shouldn't be punished for experimenting with enchantment on exquisite clothes. What are your opinions on that?

We should do something about the missing prisonmarkers and about the remaining world bugs (mostly visible cell borders); but other than this, Mainland is mostly releaseable.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

TR_m3_Lenaru Tolsen now sells lots of potions.

Fixed Leon's 2 remaining Akamora windows.

Also, fixed this:

in_dae_hall_l_corner Athrilmallilas 2912 4000 11744 "caspering"

Had to add some makeshift statics to cover up z-fighting. Hope it's not very ugly. Please look at it.

Edited a dialogue reply by Aeven's suggestion:

You can see the Orethan river just over there, which comes in to the sea from the lands of Great House Dres far in the south. Especially here in the Indoril heartlands and the Lan Orethan, the river's passage is marked by these fertile valleys and green forests, a stark contrast to what you will see out west or to the north.

Also, my farm quest now has failstates. Sathys' greeting if you killed Indrys:

Your home is the House of Troubles, murderer. Don't seek absolution from the ones you grieved.

Indrys' greeting if you killed Sathys:

Leave this place and never return.

Fixed Velothi's bugreport at http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=306382#306382 . Also, reply

It really is an awful mystery how such a kind individual could change so rapidly and become so sharp of tongue.

replaced by

It really is an awful mystery how such a kind individual could change so rapidly into someone full of scorn and bitterness.

"Sharp of tongue" is usually a positive attribute, thus not very appropriate here. Feel free to revert if I am wrong about this.

Also, some typos in that topic corrected. Also, added punctuation in choices: e.g., Choice "What did you do to him? Tell me, or there will be trouble" 4 "Please tell me what you did" 5 "I believe you" 2 became Choice "What did you do to him? Tell me, or there will be trouble." 4 "Please tell me what you did." 5 "I believe you." 2. I hope this is right.
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Post by Terrifying Daedric Foe »

Has my extra dialogue been merged in yet?
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Post by arvisrend »

Not by myself, at least. I'd leave this to someone who has a better understanding of (1) merging and (2) dialogue than I do. This someone should also [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=306251#306251]look at these[/url].

Also, a request to everyone: please don't post bugreports and feature requests in this topic; it's way too full. I like its way we're using it for updates, but bugs should go into either the public topics or the [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23512]SE alpha thread[/url] (which, currently, has all the unfixed bugs from this topic).
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Post by Bloodthirsty Crustacean »

Just to note some things about some of the lines you just posted...

The line about the Orethan doesn't quite make sense, go for this instead. ('comes in to the sea from' is syntactically awkward on several levels)
arvisrend wrote:which goes out to sea through the lands of Great House Dres far to the south.
The 'House of Troubles' line would work better as something simpler like:
You bring only pain with you, murderer. How could I ever forgive what you've done?
Maybe even go for a ModFight value result too.
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Post by arvisrend »

Thanks for the feedback to my changes; I'm not getting it very often.

Given how I depicted Sathys in the quest, I figured he needs a heavily religious reply, with the style of and even some metaphors from Temple writings. I'm not saying my reply is particularly good, but yours is too generic. Somebody like Sathys shouldn't talk about his own forgiveness; it's the Tribunal's forgiveness that matters.

I wanted to avoid ModFight for these two NPCs. Again, it seemed out-of-character for me.

Yes, you're right about the Orethan. Can the next one to edit the file please fix this?
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Post by Haplo »

I'm working on the file now. TDF, can you link to your dialogue? Is it in this thread somewhere or in another thread?

EDIT: Finished working for now. 7.5 pages to go. I'll do more work later/tomorrow.

EDIT2: Working on it again. 3 pages left.
Last edited by Haplo on Mon Jul 02, 2012 6:59 pm, edited 1 time in total.
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Post by Terrifying Daedric Foe »

I posted it towards the top of this page, but here it is again. It's just six lines to add savant and scout topics for Dun Akafell and the Nobura Tayo and a latest rumours for Ayemar after the quest there has finished.
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Post by Haplo »

Shask's stuff done and somewhat commented. TDF's stuff is merged but you may need to reorder the entries, arvisrend. Also don't forget about that one ghostgate entry.


TR_Mainland: http://www.mediafire.com/?697v6xnw1ltvct9
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Post by arvisrend »

Great job, Haplo!

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

I've cleaned the ESP using [url=http://www.uesp.net/wiki/Tes3Mod:Tes3cmd]tes3cmd[/url] (I'm trusting john.moonsugar as far as programming competence is concerned; in fact I'm trusting him much more than I'm trusting myself when doing edits in TESAME). Also, several blighted creatures have been removed from Mainland (or, rather, replaced by normal ones), some more typos corrected, a useless variable removed from a script, and TDF's replies are now at the right positions. Oh, and the ghostgate entry for Necrom now reflects the completion of the vanilla mainquest.

Sorry, Aeven, I couldn't find the time for adding new critters.
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Post by Nemon »

I'm off on a little trip visiting my family in Bergen shortly, I'll bring a laptop but won't get much time to do anything useful the next week. I'll pop up in irc however.
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Post by Haplo »

New version: http://www.mediafire.com/?q984lpvlerdaep9
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Darnim has 2 Indoril guards now. Akamora MG has a new NPC, a trainer. One of the Akamora FG NPCs now trains Spear.
Yeti wrote: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.
In "TR_i2_16 Eggmines Ledger", I replaced Abanibadon by Abanidanon. Other than this, the names seemed right. OK, Yeti?
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Post by Haplo »

I should note that I fixed those names in my upload just before arvisrend's latest one. (aside from the fix arvisrend just mentioned, I didn't may much attention to that name since it looked the same at a glance).
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Post by Haplo »

Latest version here: http://www.mediafire.com/?ie2edl7w175bfrz

I'd like to have Patch 1.1 out by the end of this week at the latest, so take tomorrow and any more time you need to look for game-halting or experience-ruining problems. Minor floaters and bleeders are still issues that need to be fixed, but with so many already fixed for this mod (and with CTD issues still extant in the 1.0 version), our current focus before we release the 1.1 patch is any error that is incredibly glaring, like dirtiness that replaces the sounds of everything with a bowstring, or a crash any time someone tries to enter a cell with a Velk or a Vermai, etc. etc.
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