Really? Here's something you can do to test: a touristic trip to Solstheim. Go to the Isinfier Plains, the Moesring Mountains, or the Hirstaang Forest. Tell me if you see "Region" appended there.Haplo wrote:Must be an .ini tweak. Mine does it that way
Map 3 Download (Almalexia/Old Ebonheart)
Moderators: Haplo, Lead Developers
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
Haplo, upload the file with the almas thirr exterior please.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
-
- Developer
- Posts: 110
- Joined: Sat Jun 16, 2007 6:33 am
- Location: Tel Uvirith
Hi Found some errors:
[b]Missing Objects (ID's changed):[/b]
Missing object "TR_ex_longboatTF01" for reference during cell "Old Ebonheart" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-310-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-108_07" load.
Missing object "TR_act_De_Bed_02" for reference during cell "TR_i3-119, Upper Floor" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-20-Ind, 2 Saint Nerevar Lodge" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-36, 4 - Apartment Building" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-261-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-261-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-86 Dalamus Theray: Pawnbroker" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-100-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-178" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-294 2, Apartment Building" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-294 2, Apartment Building" load.
Missing object "TR_act_De_Bed_02" for reference during cell "TR_i3-294 6, Apartment Building" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-294 6, Apartment Building" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-33" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-33" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-33" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-88_02" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-88_02" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-88_02" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-216-Imp" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-276" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "Old Ebonheart, Imperial Archaeological Society" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-273 Cirwena, Pottery and Glassware Trader" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-277_01" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-289_Upper Floor" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-289_Upper Floor" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 North Tower" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 North Tower" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 South Tower" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 South Tower" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-393-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-398-ind" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-400 Sandil Manor" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-592-Imp" load.
[b]bad spots in the exterior[/b]
Near Old Ebonheart, Fort Wavemoth:
Terrain_rocks_WG_03 Old Ebonheart, Fort Wavemoth (6,-17)
55147 -135948 892 "see under side of rocks (which do not exist!)"
Terrain_rocks_WG_03 Old Ebonheart, Fort Wavemoth (6,-17)
55595 -136481 890 "see under side of rocks (which does not exist!)"
flora_tree_wg_05 Old Ebonheart, Fort Wavemoth (6,-17)
55195 -137121 1247 "see through roots"
Also other problems near those three (lots of other rocks in the piles of the rocks I selected.
Pacific Morrowind
[b]Missing Objects (ID's changed):[/b]
Missing object "TR_ex_longboatTF01" for reference during cell "Old Ebonheart" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-310-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-108_07" load.
Missing object "TR_act_De_Bed_02" for reference during cell "TR_i3-119, Upper Floor" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-20-Ind, 2 Saint Nerevar Lodge" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-36, 4 - Apartment Building" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-261-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-261-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-86 Dalamus Theray: Pawnbroker" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-100-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-178" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-294 2, Apartment Building" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-294 2, Apartment Building" load.
Missing object "TR_act_De_Bed_02" for reference during cell "TR_i3-294 6, Apartment Building" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-294 6, Apartment Building" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-33" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-33" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-33" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-88_02" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-88_02" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-88_02" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-216-Imp" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-276" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "Old Ebonheart, Imperial Archaeological Society" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-273 Cirwena, Pottery and Glassware Trader" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-277_01" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-289_Upper Floor" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-289_Upper Floor" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 North Tower" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 North Tower" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 South Tower" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 South Tower" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-393-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-398-ind" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-400 Sandil Manor" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-592-Imp" load.
[b]bad spots in the exterior[/b]
Near Old Ebonheart, Fort Wavemoth:
Terrain_rocks_WG_03 Old Ebonheart, Fort Wavemoth (6,-17)
55147 -135948 892 "see under side of rocks (which do not exist!)"
Terrain_rocks_WG_03 Old Ebonheart, Fort Wavemoth (6,-17)
55595 -136481 890 "see under side of rocks (which does not exist!)"
flora_tree_wg_05 Old Ebonheart, Fort Wavemoth (6,-17)
55195 -137121 1247 "see through roots"
Also other problems near those three (lots of other rocks in the piles of the rocks I selected.
Pacific Morrowind
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
I don't know why you don't have any of the beds, but I assume that can be fixed by a TR_Data update.
As for the errors near fort Wavemoth, there were some terrain problems there that haven't been fixed yet. They will be fixed during detailing. In the mean time, how about you test map 1 or a finished map 2 detailing claim.
As for the errors near fort Wavemoth, there were some terrain problems there that haven't been fixed yet. They will be fixed during detailing. In the mean time, how about you test map 1 or a finished map 2 detailing claim.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Yeah I gotta fix that. PS Gez this is Map 3 not Map 1
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
@Aeven: yes, both are very well known problems. The texture seams / landscape tears are the result of exterior claims merging, the CTD near the Silt Strider port is due to a Bethesda bug which has been already fixed for someone by making that part of Almalexia as a new region. The next version (which will include all the new completed interior claims and the southern part of the 'old' Map 2) will have this CTD fixed.
Map 3 is still very WIP, so of course there are errors.
Map 3 is still very WIP, so of course there are errors.
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.
Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
My book sucks cause it´s a vampire.
Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
Well me just say that I have the most updated version of Map3 (7/6/08)and for a while there were no CTDS in the Stilt Port, but suddenly, I started getting them again. And no I do not have 2 versions of Map3, nor have I updated my version. So I dont know what's wrong with it.
NOTE:
Haplo, its Triffith Sandil Plaza, not Triffith Sandril
NOTE:
Haplo, its Triffith Sandil Plaza, not Triffith Sandril
Really? 'cause Sandril is so much cooler than Sandil
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
- immortal_pigs
- Developer
- Posts: 582
- Joined: Thu May 15, 2008 2:45 pm
- Location: Utrecht
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
For those interested, it looks like the issue of the Almalexia CTD may well have been [url=http://www.bethsoft.com/bgsforums/index.php?showtopic=881267&st=20]solved once and for all[/url] (check the bottom of this page), to a certain extent.
It requires a third-party patch to Morrowind, but people with this patch will be able to name that cell.
Just thought folks'd like to know.
It requires a third-party patch to Morrowind, but people with this patch will be able to name that cell.
Just thought folks'd like to know.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
- daedren
- Developer
- Posts: 114
- Joined: Sat Nov 25, 2006 4:59 pm
- Location: "City of the Strong Shield", Resdayn
Glad to hear that, as map 3 is one of my favourites
I haven't been around for some time, because I got some complications in my life. As soon as I'm done with them I'll return.
Despite my ausence, I've been always reading news about our team and so on. So I see work is being done well!
Hope to get to work as soon as possible!
I haven't been around for some time, because I got some complications in my life. As soon as I'm done with them I'll return.
Despite my ausence, I've been always reading news about our team and so on. So I see work is being done well!
Hope to get to work as soon as possible!
-- "From the heart, the light; from the head, the law." - Excerpt from "Book of Dawn and Dusk"
-- The Elder Scrolls will become even better with Tamriel Rebuilt.
-- Thanks to Minttu Hynninen - creator of my avatar - who gave me permission to use it.
-- The Elder Scrolls will become even better with Tamriel Rebuilt.
-- Thanks to Minttu Hynninen - creator of my avatar - who gave me permission to use it.
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
I'd assume so. It's a patch to the .exe, not an .esp or anything dependant on languagey stuff, I think.
Of course, I'm not the guy to ask.
Of course, I'm not the guy to ask.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
-
- Developer
- Posts: 835
- Joined: Mon Oct 27, 2008 11:18 pm
- Location: London
I know this has been mentioned before, but personally I feel being able to see a big empty space inside Mournhold really ruins the realism factor. And you just know people are going to try it, especially since you can't get in through the gates.
So in the spirit of procrastination, I put together a tiny add-on which prevents you going over the walls. It's consists of an item right in the centre of Mournhold with a script on it. As soon as you get within a certain distance of the walls and are above a certain height, the screen fades out and you are transported into Mournhold with the message:
"As the powerful magic of Mournhold takes hold, you feel yourself being transported.."
The script is only a local one so only runs in the 9 exterior Mournhold cells and will have a negligible effect on FPS.
The .esp is attached if you want to try it. I can change the message if you'd like and also the teleport location (if you'd like the player to be sent to jail in Almalexia or something). If you don't like it, I'll probably just make it into a 3rd party mod once Map 3 is released.
Edit: if you'd prefer something a little less elaborate, I can just disable jumping and teleporting in these 9 cells. Sometimes I get carried away..
So in the spirit of procrastination, I put together a tiny add-on which prevents you going over the walls. It's consists of an item right in the centre of Mournhold with a script on it. As soon as you get within a certain distance of the walls and are above a certain height, the screen fades out and you are transported into Mournhold with the message:
"As the powerful magic of Mournhold takes hold, you feel yourself being transported.."
The script is only a local one so only runs in the 9 exterior Mournhold cells and will have a negligible effect on FPS.
The .esp is attached if you want to try it. I can change the message if you'd like and also the teleport location (if you'd like the player to be sent to jail in Almalexia or something). If you don't like it, I'll probably just make it into a 3rd party mod once Map 3 is released.
Edit: if you'd prefer something a little less elaborate, I can just disable jumping and teleporting in these 9 cells. Sometimes I get carried away..
- Attachments
-
- Map3_Mournhold_Barrier.ESP
- Prevents levitation/jumping into Mournhold
- (3.43 KiB) Downloaded 167 times
MaMeeshkaMowSkwoz - choose your syllables
Actually, you can get in through the Gates of Symmachus, and there will be dummy buildings in the exterior so that when people are high up and can see over the walls, it doesn't look empty.
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
-
- Developer
- Posts: 835
- Joined: Mon Oct 27, 2008 11:18 pm
- Location: London
Well I'm not really sure what your plug-in is for? Levitation will be disabled in Almalexia like it is in Mournhold, and we don't want to disallow players the option of swimming around in the waters around the capitol; after all I'm planning on there being lots of discarded goodies down there, and if they get teleported into Mournhold (not very lore-friendly or user-controllable, that) the moment they enter one of the 9 cells there they wouldn't be able to explore those waters or even small fractions of the city of Almalexia.
The Gates of Symmachus will be unlocked either upon the installation of Map 3 or upon the completion of the Tribunal MQ, I'm not sure which, although at the moment I'm leaning towards the former.
The Gates of Symmachus will be unlocked either upon the installation of Map 3 or upon the completion of the Tribunal MQ, I'm not sure which, although at the moment I'm leaning towards the former.
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
Speaking about them, a tiny little comment.
The Gates as they are currently are activators, not doors. We should probably want them as doors so that the engine knows that Mournhold is connected to Almalexia and can place the player at the proper place on the world map. Since our maps are master files (ESM) and not plugin files (ESP), we cannot move or delete references, even from other masters. So we cannot simply replace the activators by working doors.
Therefore, the solution will be to place working doors slightly in front of the activators, just at the right place so they don't look out of alignment with the door jamb but do not cause texture bleeding or flickering.
Either that or we simply change the script so that it disables the gates.
The Gates as they are currently are activators, not doors. We should probably want them as doors so that the engine knows that Mournhold is connected to Almalexia and can place the player at the proper place on the world map. Since our maps are master files (ESM) and not plugin files (ESP), we cannot move or delete references, even from other masters. So we cannot simply replace the activators by working doors.
Therefore, the solution will be to place working doors slightly in front of the activators, just at the right place so they don't look out of alignment with the door jamb but do not cause texture bleeding or flickering.
Either that or we simply change the script so that it disables the gates.
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That's not what this mod does. It teleports you if you get within a certain (very small) distance of the walls and are above a certain height (the height of the walls). There's no reason these two conditions would both be fulfulled unless the player was trying to get over the wall.Haplo wrote:Well I'm not really sure what your plug-in is for? Levitation will be disabled in Almalexia like it is in Mournhold, and we don't want to disallow players the option of swimming around in the waters around the capitol; after all I'm planning on there being lots of discarded goodies down there, and if they get teleported into Mournhold (not very lore-friendly or user-controllable, that) the moment they enter one of the 9 cells there they wouldn't be able to explore those waters or even small fractions of the city of Almalexia.
Since levitation will be disabled, this will prevent them from jumping over the wall to find the fake Mournhold inside. It has no effect on people swimming around in the water.
If you're not happy with the teleporting into Mournhold part (it is a bit dodgy, I know), any scriptable result can be placed there in its stead. I'm open to suggestions.
Re: the doors. Can you not just create a new door with the same gate mesh, then use search and replace?
MaMeeshkaMowSkwoz - choose your syllables
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Automatically. I know, it's surprising to hear that the Morrowind engine is able to be smart sometimes, but it's true! It's very true! Your position on the worldmap is determined by looking for the shortest cell-path to the exterior if I'm not mistaken.
In Vanilla Morrowind, there is no cell-path to the exterior for Mournhold. The city is totally disconnected from the outside world, and the only way to and fro is through a script (which the engine isn't savvy enough to analyze as being a path for worldmap purposes). Therefore, Morrowind figures that since your worldmap position is unknown, it can as well keep you where you were -- Ebonheart. (If you went from Firewatch, you'll "stay" in Firewatch.)
And I am pleased to say that I am completely right. Because I've just tested it. And it's true. Which shows I am awesome.
Here is a short little story. There is no missing episode, I did not cheat somehow to obtain this fantabulous result which will stun the whole world. Only tool used were MGE and an MCPed Morrowind.exe with the map fix.
[url=http://img354.imageshack.us/img354/2784/mgescreenshot28os0.png][img]http://img354.imageshack.us/img354/2784/mgescreenshot28os0.th.png[/img][/url] [url=http://img175.imageshack.us/img175/3581/mgescreenshot29ww1.png][img]http://img175.imageshack.us/img175/3581/mgescreenshot29ww1.th.png[/img][/url] [url=http://img175.imageshack.us/img175/6720/mgescreenshot31oz5.png][img]http://img175.imageshack.us/img175/6720/mgescreenshot31oz5.th.png[/img][/url] [url=http://img53.imageshack.us/img53/6307/mgescreenshot32tp6.png][img]http://img53.imageshack.us/img53/6307/mgescreenshot32tp6.th.png[/img][/url]
As you can see, I was in Ebonheart, minding my own business, asking random women to whisk me away to Mournhold, when -- suddenly and for no reason that I could see -- I was whisked away to Mournhold. This had never happened to me before; usually I'd stay in Ebonheart. But my friend, Giant Floating World Map, convinced me this wasn't a dream, I really was in Mournhold. Woohoo! I had never set foot there before; you can see the world map is totally blank around me.
So, what happened? Why such a hallucinating result? Well, it just so happened that I had happened to use the word "happened" a bit too often. No, no, I mean, I had put a two-way teleporting door system between Sandril Triffith and Brindisi Dorom.
[url=http://img368.imageshack.us/img368/7513/omgitworksdh6.png][img]http://img368.imageshack.us/img368/7513/omgitworksdh6.th.png[/img][/url]
And now you know, and knowing is half the battle, and fighting is the other half, just so you know.
(I need sleep.)
In Vanilla Morrowind, there is no cell-path to the exterior for Mournhold. The city is totally disconnected from the outside world, and the only way to and fro is through a script (which the engine isn't savvy enough to analyze as being a path for worldmap purposes). Therefore, Morrowind figures that since your worldmap position is unknown, it can as well keep you where you were -- Ebonheart. (If you went from Firewatch, you'll "stay" in Firewatch.)
And I am pleased to say that I am completely right. Because I've just tested it. And it's true. Which shows I am awesome.
Here is a short little story. There is no missing episode, I did not cheat somehow to obtain this fantabulous result which will stun the whole world. Only tool used were MGE and an MCPed Morrowind.exe with the map fix.
[url=http://img354.imageshack.us/img354/2784/mgescreenshot28os0.png][img]http://img354.imageshack.us/img354/2784/mgescreenshot28os0.th.png[/img][/url] [url=http://img175.imageshack.us/img175/3581/mgescreenshot29ww1.png][img]http://img175.imageshack.us/img175/3581/mgescreenshot29ww1.th.png[/img][/url] [url=http://img175.imageshack.us/img175/6720/mgescreenshot31oz5.png][img]http://img175.imageshack.us/img175/6720/mgescreenshot31oz5.th.png[/img][/url] [url=http://img53.imageshack.us/img53/6307/mgescreenshot32tp6.png][img]http://img53.imageshack.us/img53/6307/mgescreenshot32tp6.th.png[/img][/url]
As you can see, I was in Ebonheart, minding my own business, asking random women to whisk me away to Mournhold, when -- suddenly and for no reason that I could see -- I was whisked away to Mournhold. This had never happened to me before; usually I'd stay in Ebonheart. But my friend, Giant Floating World Map, convinced me this wasn't a dream, I really was in Mournhold. Woohoo! I had never set foot there before; you can see the world map is totally blank around me.
So, what happened? Why such a hallucinating result? Well, it just so happened that I had happened to use the word "happened" a bit too often. No, no, I mean, I had put a two-way teleporting door system between Sandril Triffith and Brindisi Dorom.
[url=http://img368.imageshack.us/img368/7513/omgitworksdh6.png][img]http://img368.imageshack.us/img368/7513/omgitworksdh6.th.png[/img][/url]
And now you know, and knowing is half the battle, and fighting is the other half, just so you know.
(I need sleep.)
Last edited by Gez on Fri Dec 12, 2008 12:42 pm, edited 1 time in total.