Map 9 Error Reporting

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Noirgrim
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Map 9 Error Reporting

Post by Noirgrim »

Map 9 error reporting open for version 0.6:

-----
Cell:
-----
Error:
-----
Fix:
-----
(Coords if necisary):
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Post by Xui'al »

-Stable, bleeding hay.
-Hammerfell Bridge Inn needs set ownership
-The road is lovely, but certainly needs a legion patrol.
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Post by theviking »

The stone gate inn;

I couldnt walk past most of the upper floor doorjambs with my nord. Strange, because in the basement was a smaller door which i could walk through. The door linked the interior to the exterior you cant always select, but only on certain places like the keyhole.

Stone Gate:
I had the same problem with the door linking the interor to the exterior.
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Post by grumble_dog12 »

I had the same problems as theviking
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Post by Thrignar Fraxix »

theviking wrote:The stone gate inn;

I couldnt walk past most of the upper floor doorjambs with my nord.
Fixed for the only door jam that should have caused the problem.
theviking wrote:The door linked the interior to the exterior you cant always select, but only on certain places like the keyhole.
I have no idea what is causing this, so I can't fix it as of now. Any ideas?

Fixed version will be uploaded when I finish the AI and NPCs
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Post by Thrignar Fraxix »

Thrignar Fraxix wrote: Fixed for the only door jam that should have caused the problem.
Fuck, well I checked it again in game, and there is an inherent flaw with the piece that keeps the taller races from being able to pass through. any ideas?

BTW: AI is progressing nicely. I almost have the HF bridge inn done.
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Post by Xui'al »

- Landscape conflict with the Battlehorn Castle DLC in cell (-22,24)

- There are numerous road texture conflicts (as well as others) in the whole Battlehorn region.
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Post by theviking »

Hey, this map has quests now! I've noticed that the inhabitants of the fort in Fort Brena still need AI and misc dialogue, this is already done for Stone Gate. This is the new version: (version 0.7)
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Post by Lady Nerevar »

excellent, great work viking.

who wants to fix the DLC incompatibility?
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Post by theviking »

Whoa, the road to fort Brena disappeared in the file above. So I had to fiddle around to find out how to merge the two files in the best way, it was using TESGecko. Although there are still some landscape issues, there are less of them than in the file above.
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Post by fstony »

Quest/Object/NPC/whatever Name: Fort Brena ground surface
Location: inside open shed with crates
Error: triangular shaped piece of ground slopes 45 degrees too much, leaving a hole.
Dialogue:
Suggested Fix: repair landscape
and anything else you think i need to know: This may be related to the duplicate landform/bad pathgrid errors that the CS throws up.

Quest/Object/NPC/whatever Name: Fort Brena ground surface
Location: between open shed and fort
Error: sloping ground above river is not aligned. (Fort side is 5 feet higher.)
Dialogue:
Suggested Fix: repair landscape
and anything else you think i need to know:

Quest/Object/NPC/whatever Name: Sobriety Guide
Location: pg 1
Error: spacing
Dialogue: "into your men.by Bacarius"
Suggested Fix: add a line break after "men."
and anything else you think i need to know:

Quest/Object/NPC/whatever Name: Love in Strange Places
Location:
Error: Bacarius's yes topic doesn't show.
Dialogue:
Suggested Fix: In order for dialogue to work, quest stage needs to be advanced to 30 in the quest script.
and anything else you think i need to know:

Quest/Object/NPC/whatever Name: Note
Location: Fort Brena Bastion
Error: extra line break
Dialogue: "visiting the Census and Excise Office."
Suggested Fix: remove break between "the" and "census." In fact, get rid of all breaks except the first.
and anything else you think i need to know:

Quest/Object/NPC/whatever Name: Brena ripple marks
Location: along steep banks below inn and near ship
Error: ripple marks are not realistic for the steep banks of this channel.
Dialogue:
Suggested Fix: None, because I think it's typical of Bethesda's work and not ours. But if I'm wrong, we should fix it.
and anything else you think i need to know:
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Post by Haplo »

theviking wrote:Whoa, the road to fort Brena disappeared in the file above. So I had to fiddle around to find out how to merge the two files in the best way, it was using TESGecko. Although there are still some landscape issues, there are less of them than in the file above.
This file crashes the CS whenever I load the cell TRFortBrena in the Tamriel Worldspace. It's also dirty
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Post by theviking »

I attempted to merge the two files again, again slightly more succesfull. But now I spotted a devious bug because if you select cell 1 to 5 from exterior claim 3, the CS crashes. I traced this problem back to fstony's claim, but it might be caused by my division of the two quest claims. So I'm giving you all the latest file (v0,71) but also the two original quested plugins, so hopefully someone else can fix the merging problem.
Attachments
TR_q9-2-Mis_fstony_3.esp
(695.63 KiB) Downloaded 76 times
TR_q9-1-Mis_Herennius Volsinius_2.esp
(538.3 KiB) Downloaded 73 times
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Post by fstony »

Because I got several land and pathgrid errors when opening version 0.71, I made a new map 9 from thegooch's final file (the last unsplit version, I think.) My CS doesn't give me any error messages and I was able to play through the stone gate quest completely. Nevertheless, this version is a thick mass of paste and eraser crumbs. Any edits made by theviking to our files are gone. All of Herennius's work should be intact. There are probably some duplicated objects. I deleted all the duplicates I found, but I'm sure I missed some. Many object names now terminate with X. That means they are the most recent version of a given object. Don't delete them unless you are sure you know what you're doing.

.72
Attachments
TR_q9-1-Mis_TheGooch_4b.esp
fstony's merged version 0.71
(1.13 MiB) Downloaded 79 times
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Post by Lady Nerevar »

here is a cleaned version of Tony's file, from which i will be working.

this file includes all quests, right?
Attachments
TR_q9-1-Mis_TheGooch_4b.esp
edited file, now with texture fixes.
(1.17 MiB) Downloaded 100 times
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Post by fstony »

Yes, although I can't verify whether Herennius's quest is in the same shape he left it in. My quest is intact. I'm not aware of any others.

So you've taken a quick look at it and it looks like a successful merge? I'm sure there are tons of normal fixes to be made, but I didn't want to spend much time testing a file that had to be made from scratch.
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Post by Lady Nerevar »

i did a quick check and it appears to be intact and functioning. the interiors are fine, the exteriors are fine (i fixed the texture errors), and the quests appear to be fine too, though i havent tested them yet. so my hope that it really is a successful merge :)
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Post by Aeven »

Am I a total moron (probably) or does that latest cleaned file only include the interior for the bastion? In my testing run that was all there was, and nothing such as quests.
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Post by Lady Nerevar »

not sure on the moron issue, but all interiors are included and linked to the exterior.

seem to have found the issue: the door to the Hammerfell Bridge Inn became duplicated, resulting in unlinked a door obstructing the view to the linked one. now removed. the rest of the doors seemed fine.

Also removed removes some items (including rare and skill books, potions, and expensive jewelry) from Hrol's Hillock and changed clothes on some of the NPCs.
Attachments
TR_q9-1-Mis_TheGooch_4b.esp
new file. please test.
(1.17 MiB) Downloaded 70 times
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Post by fstony »

Looking in the CS, all the quests should still be intact. I haven't playtested the newest file, but one of the quests worked a few posts back. The other had a couple of issues listed in my post from last October. I'm certain it's not a comprehensive list of problems.
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Post by Katze »

I just tested your quests, the two I found in Stone Gate work absolutely fine (save for the quest markers on the goblins perhaps being a little slow to update, and there being no journal entries for the wine quest).

However, the "Love in Strange Places" quest in Fort Brena I cannot finish. Once I receieved the guide to making an anti-alcoholism potion, reading it adds the required ingredients to the player's inventory, but the questgiver (I forget his name) does not acknowledge the player has the ingredients, making it impossible to progress.

I'll go through the three crossing locations with the beta comment system and report object errors sometime later.
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Post by Lady Nerevar »

i dont think im going to add entries for the wine quest, since its hardly a quest at all. when i did it they were standing right next to eachother, it would seem silly to have to run back and forth while all the objectives are confined in the same 10 metre radius.

ill check the other quest out, seems simple enough to fix. im not sure that its a good idea to add the ingredients, wouldnt it make for a better quest if you had to find them yourself?
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Post by Katze »

That's what I meant, currently when the book is read, the ingredients are added to the players inventory, which seemed a bit off. If I thought it was a good idea, I wouldn't have mentioned it. =P
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Post by fstony »

The wine quest is not a quest, just a bit of atmospheric dialogue. No journals or markers necessary.

The goblins' markers can be fixed by replacing all of the duplicated goblins with unique ones and adding more quest markers. (Or by scripting.) I was a little bit lazy when putting the goblins in, but not so lazy as to make them all the same and use a script to count them. As it stands, all of the goblin markers will be gone by the time you return for a reward.
Last edited by fstony on Thu Aug 06, 2009 9:43 pm, edited 1 time in total.
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Post by Lady Nerevar »

i remove the markers all together, i figure that the player can do without a little hand holding.

what i need help with is this: if you go to sidle cave w/o obtaining the quest the smugler's leader still asks you for the password and still gives you quest related dialog. what i want to do is have her ask for the password and prompt part 2 of the quest (kill goblins) but not mention the orc. i figure i can use the same script variables and just write a bit of dialog. will this interfere with the completion of the quest in the normal path? any specific advice? or how would you do it differently?
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Post by fstony »

I might not do it all. A passerby would have no chance of guessing a 3-word phrase from the millions possible. (Although it's a 1 in 4 chance in the game.) Furthermore, the smugglers are expecting a messenger from Rugarn, so they will assume that any passerby who knows the password has come at his request. If you really think we need to cover our bases, you could do the following:
1. Stash a dead smuggler in the nearby woods with a journal containing a password. The player might not find it before talking to the smugglers, but it offers an explanation for why the PC would be able to guess the password.
2. Create an alternative response to the "Bags" choice. Make sure that gold is added as a topic. (This dialogue must offer a convincing explanation for why "gold" is added as a topic. The easiest solution would be to copy the existing dialogue verbatim.)
3. Set the conditions for both of the alternative responses to be dependent upon current quest stage. (Anyone who has spoken to Rugarn will be at a specific stage.)
4. That's it. If you get steps 2 and 3 right, the quest should play perfectly, in an abridged fashion. Just kidding. Because the player hasn't yet received the quest from Rugarn and the corrupt guard, we need to write dialogue and journal entries that take this fact into account. This requires that we also create a parallel set of stages. Fortunately, I think I have a couple of simpler solutions:
  • There is a key to the cave door, which is given by Rugarn to the PC, along with the quest. (You could be creatively aggravating and force the player to walk to the cave, realize that Rugarn had forgotten yet another thing, and come back for a new bit of dialogue. Incidentally, does the extended use of skooma and mushrooms really lead to ADD?)

    If the character has not spoken to Rugarn, all options are incorrect. To make this happen, follow steps 2 and 3 above, only the response text and result scripts are copied from the response to an incorrect choice. Also, the new response must not add gold as a topic. Finally, the journal entry for stage 39 must have "remember" changed to "state", while the last sentence would have to be deleted. This kills the quest for anyone who goes straight to Sidle Cave, but offers the player the opportunity to use the cave by killing all goblins and smugglers in their way. It does not ruin the quest for normal users, and it retains realism.
As you can probably tell, I like the last option best. If you're not feeling that ambitious, go for the key. Doing nothing would leave the possibility of plot holes, while the first option would lead to a quest rewrite of Stirk-like complexity.

p.s. Let's change the file name back to: TR_Map9.esp and put version 0.71 in the description.
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Post by Lady Nerevar »

i fiddled with it a bit, adding responses and journals and stuff, but i think it might be a little out of my league (and of "stirk like complexity" :P). i think that adding a key would be easiest - it makes sense and doesnt need to much work. i was thinking that the smugglers would be aggressive if the player doesnt have the quest? it doesnt really make sense that the player can just walk in unannounced and proceed through a secret smuggling den. i suppose this would just be an if check in the quest script, seeing if the player has goten the quest. but i cant find the function to set aggression :/

basically, i want it to be possible to skip the quest all together and just fight your way through the cave. which means i'll have to write an entry for if youve killed the smugglers, but that shouldnt be too much of a problem. so a combination of your two suggestions.

anyways, i'll get back to this tomorrow.
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Post by fstony »

If you want the option of fighting your way through, the key will only make things more difficult. (Its foolproof virtue lies in the elimination of options.) My last suggestion doesn't require any stages, script editing, or new journal entries. All you need is one new line of dialogue, one new condition on an old line, and a minor journal edit. Here are the steps:
1. The journal entry for stage 39 must have "remember" changed to "state"; delete the last sentence.
2. In the Topics tab, in TR09Bags, copy the existing line.
3. From TR09Brags, copy the response text and result scripts into their respective slots in the line you just created.
4. Clear out the Add Topics box in the new line.
5. Add a new condition to the new line: GetStageTR09q002<30
6. Add this condition to the old TR09bags dialogue: GetStageTR09q002=30
7. Check Goodbye in the new line
8. Check to make sure the new line is angry and that everything but the condition matches the line in Brags.
9. That's all. Anyone who goes through Rugarn has a normal quest, and anyone else should have a fight on their hands. (The default quest stage is zero, so you shouldn't have to edit the Head Smuggler script at all.)
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Post by Lady Nerevar »

thanks, ill take a look. i think ive done most of that already.
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Post by fstony »

Quest/Object/NPC/whatever Name: Dolora's journal
Location: page 1
Error: "favourite"
Dialogue:
Suggested Fix:"favorite"
and anything else you think i need to know:

Quest/Object/NPC/whatever Name: Alchemical Mixtures
Location: pg 5
Error: "nightshade"
Dialogue:
Suggested Fix:"Nightshade"
and anything else you think i need to know: The rest of the book could use some editing, but it may be in character. I don't see this guy (Bacarius) as the next Hemingway.

Quest/Object/NPC/whatever Name: Bacarius
Location: inn
Error:
Dialogue: "Ah your back"
Suggested Fix:"Ah you're back"
and anything else you think i need to know:

Note: after adding the scripted stage update, I found the Brena quest to be intact. Not an eventful quest, but it seems ready to go.
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Post by Lady Nerevar »

could you upload the updated file?
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Post by fstony »

Mine's a little messy at the moment. I thought you were making the next version, so I didn't keep it clean. Do you want me to make a fresh file that addresses the last 10 posts or so?
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Post by Lady Nerevar »

if its not to much work it would be amazing. my situation is rather hectic atm, and it would be better that someone with questing experiance does this (my own file is not the cleanest either :P)
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Post by fstony »

Fixes made as requested:
Book spacing issues.
Deleted free ingredients script.
Deleted Love 30 and associated conditions. (Tennis elbow?)
Deleted goblin markers.
Created bandit/passerby option. See 7/7/09.
Americanized D's journal.
Grammar fixes.

Fixes made, but not requested in posts above:
Replaced Stirk icon for q2.
Edited Skooma Hole topic conditions.
Deleted duplicate npcs.
Added the guard who was deleted by file merging.
Deleted unnecessary greetings.
Deleted Cocius. (I believe that he was originally intended to be the customs chief. Not knowing this, I had made someone else the boss, and he became irrelevant.)
Hrolf to Hrol in journal.
Added "I" to Route stage 20.
smuggler chief comma fix.
Fixed Customs chief final dialogue.

Fixes not made:
Ripple marks.
Regarding Aeven's comment, both quests start in the inns.
The exit from the sg inn and the sg bastion entrance still don't show activation over the whole door. It's a vanilla door, so what's the problem?

It seems to me that we are close to Beta. However, we really need to get a couple of testers to finish each quest. I have played through Brena and both Sidle alternatives, but that's not enough.
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TR_Map9.esp
(1.13 MiB) Downloaded 98 times
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Post by Lady Nerevar »

awesome, thanks. not sure when i'll get a chance to play through this.

need for testing seconded.
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Post by poiu »

I've playes the quest at Fort Brena, and will play the rest when I have the time.

- Overall, the dialogue goes to fast. I'm not a slow reader, but since english is not my native language, it is almost impossible to read the dialogue.

- Sobriety potion guide:
error: "the following potion recipe, makes the drinker..."
fix: The comma is not needed (I think).

error: "arrow roots"
fix: Arrowroot is one word, so I think it should be: two portions of Arrowroot. Or: two roots of the Arrowroot plant.

error: All the ingredients need capital letters.
fix: Alkanet flower, Arrowroot, Whisp Stalk caps.

- Carus Itirus at the Bastion and Dolora Torius both keep following me, that is a bit strange and anoying. I think they both should stay behind their counters.

- Dolora's diary: 2nd line:
error: "...my son. he..."
fix: "...my son. He..."

- Journal: love in strange places: last entry
It says that they had dinner together, but thats a bit strange, since you just watched them talking. Maybe it should be: they are going to have dinner together.


Edit: I also played the other quest now.

- king Hrol's hillock, basement
error: the crate besides the be is bleeding into the stairs.
Fix: move or resize the crate.

- Journal: A Cheaper Route 3th entry
Error: "...his "friend", a group of smugglers.."
fix: Shouldn't it be "friends" or "a member of a group of smugglers"?

- Journal: A Cheaper Route 4th entry
error: "The smuggler says..."
fix: All journal updates are in the past tense, so shouldn't it be "said"?
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fstony
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Post by fstony »

- Dolora's diary: 2nd line:
error: "...my son. he..."
fix: "...my son. He..."

This needed a comma. Fixed.

error: "arrow roots"
fix: Arrowroot is one word, so I think it should be: two portions of Arrowroot. Or: two roots of the Arrowroot plant.

Fixed.

- Sobriety potion guide:
error: "the following potion recipe, makes the drinker..."
fix: The comma is not needed (I think).

Fixed.

error: All the ingredients need capital letters.
fix: Alkanet flower, Arrowroot, Whisp Stalk caps.

I don't think ingredients need to be capitalized. A perfunctory search through vanilla books showed "vampire dust." Hardly conclusive, but it fits with normal American English capitalization. (Normal prior to the invention of text messaging, anyway.)

- Overall, the dialogue goes to fast. I'm not a slow reader, but since english is not my native language, it is almost impossible to read the dialogue.
I agree. We can do this, but I haven't done it before. I don't think it is possible to fix this without adding a bunch of voice files to the download, which would make testing it a little more tiresome.

- Journal: love in strange places: last entry
It says that they had dinner together, but thats a bit strange, since you just watched them talking. Maybe it should be: they are going to have dinner together.

Changed to: "Everything went well with Bacarius and Dolora. She loved his honest gesture. They plan to share dinner." I still don't like this ending, but it's a little more accurate. I wonder if the ai was supposed to have them sit down for supper right away.

Thanks for the input, Poiu.

Also, I tried a total door replace of the malfunctioning Hrol's door. Let me know if it's working.

I have not yet playtested this file, but the changes here are minor.

Edit: The door still does not work. If anyone has any ideas, let me know.

2nd Edit: I just fixed the doors. It turns out that the problem was misplacement of objects. The wall was covering up most of the activation surface. I believe that the problem with the door in Stirk could also be fixed by moving the door away from the wall. Something for interior and exterior modders to check in the future.

Anyway, I have now posted the fixed file.
Attachments
TR_Map9.esp
The 12/26/09 version
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Haplo
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Post by Haplo »

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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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