[WIP]Ald-Ruhn Temple Expansion Thread 3

Post » Tue May 17, 2011 4:42 am

Hey,

I will be leaving for "vacation" tomorrow - against my will I might add - so I won't be around for about two weeks. I will continue working on this mod though, seeing as I will have a lot of time where I have nothing to do on and all.

-Xeth (I will probably pop in before I leave tomorow, so if you have any questions you want answered about this, ask them before then)
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Céline Rémy
 
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Post » Tue May 17, 2011 11:43 am

Hey,

I will be leaving for "vacation" tomorrow - against my will I might add - so I won't be around for about two weeks. I will continue working on this mod though, seeing as I will have a lot of time where I have nothing to do on and all.

-Xeth (I will probably pop in before I leave tomorow, so if you have any questions you want answered about this, ask them before then)


Can't you release a Beta like... now? :hehe:

I'm off to Japan on Monday, and I may not have the internet. I'm taking my laptop so I can play MW... :)
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Alex Vincent
 
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Post » Tue May 17, 2011 12:21 am

Gah, Japan xD You're lucky! :o

Well, I suppose I COULD let people have a bit fun with it while I'm gone...

This is a link to the pretty much latest version of this mod, and if you try it; please, at least give me a comment ;P (Oh yeah, I would definetely back up my save or something before trying out this, if you plan on saving while using it - that is...It is far from finished)
http://www.box.net/shared/78249g40c4
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jeremey wisor
 
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Post » Tue May 17, 2011 1:19 am

Ah nice. I'll what it's like then. Thanks.

Happy vacation. :)
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Sophie Morrell
 
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Post » Tue May 17, 2011 3:41 am

[...] and if you try it; please, at least give me a comment ;P (Oh yeah, I would definetely back up my save or something before trying out this, if you plan on saving while using it - that is...It is far from finished)

I haven't yet looked at the mod in game or even in the Construction Set. All following observations result from looking at it within the Enchanted Editor:
  • The mod contains all 72 dirty GMSTs
  • There are 29 Cells in the mod, many of them unaltered: Those should be cleaned out.
  • 4 Cells contain landscape changes. I can't yet comment on whether that is necessary or not, but this will inevitably cause problems if another mod also applies landscape changes within those cells. Consequentially, the mod contains 19 Land Texture Changes.
  • Pathgrids of "Ashlands Region, -1, 6" (near Ald-ruhn) and "Seyda Neen, -2, -9" have been altered. I'm quite certain that that happened unintentionally and should be cleaned.
All that is perfectly O.K. for a Beta, but should be attended to before releasing the mod. Or, as Quatloos (RIP) would have put it: "Comment only, no rating given".
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Carys
 
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Post » Tue May 17, 2011 4:51 am

Well, I'm back! I can't say I have done much(any) work on this while away...I can't say I have a good reason either, unless you count getting very addicted to the Ace Attorney games a good reason...xD

Anyways, I will pick up work on this again soon enough, don't worry. :)

@bhl:
Hehe, I expected as much, I prefer not cleaning a mod before it is finished, but thanks anyways =)
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Rachel Cafferty
 
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Post » Tue May 17, 2011 10:32 am

Finally starting to get some progress again! The remaining interior work is coming along quite nicely...I will try getting an updated version up on the box soon, for your testing pleasures....Speaking of which, please do test this if you have the time, bug reports and the like makes it a lot easier for me to work on this mod, seeing as one little suggestion can inspire me to do yet another thing, which opens for the adding of that, which results in me being able to add this. =0
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djimi
 
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Post » Tue May 17, 2011 1:28 am

I am so glad to see you're still working on this. I am sorry I cannot volunteer to test, but I am cheering you on from the stands. :woot:
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Chavala
 
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Post » Tue May 17, 2011 12:04 am

Oh, I thought you had enough testers for this. Well I started taking a look and it looks really good. Like I already said, I love the clutter. It looks very real.

Even if it's in in progress, I didn't find much problems at all.
- I did get a problem while using Max's Windows Glow. There's a warning about a reference to an object not being found.
- Two windows (singles windows, not the trios) in the #2 interior cell, one when you enter at the front desk, right door I think, then upstairs, the other right in the front desk section, had some minor clipping with the wall. Just buried a little too deeply in the wall and part of the glass section is cut off.
- Probably's gonna get changed, but lots of banners say "Dunmer Temple" instead of "Ald-ruhn Temple".
- Not a bug, but probably the only thing that bugged me. Maybe put one or two skin screens near the entrance in the pilgrims' lodging, like the one near the ladder, so it looks like people have a little more privacy. Kinda felt bad for the guy when I walked in on him half-dressed.

I still need to look at the rest. I just had a few minutes. I'll post more later cause I have to go.
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El Goose
 
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Post » Tue May 17, 2011 3:42 am

I am so glad to see you're still working on this. I am sorry I cannot volunteer to test, but I am cheering you on from the stands. :woot:


Thats okay ;) Your cheering is much appreciated =D

Oh, I thought you had enough testers for this. Well I started taking a look and it looks really good. Like I already said, I love the clutter. It looks very real.

Even if it's in in progress, I didn't find much problems at all.
- I did get a problem while using Max's Windows Glow. There's a warning about a reference to an object not being found.
- Two windows (singles windows, not the trios) in the #2 interior cell, one when you enter at the front desk, right door I think, then upstairs, the other right in the front desk section, had some minor clipping with the wall. Just buried a little too deeply in the wall and part of the glass section is cut off.
- Probably's gonna get changed, but lots of banners say "Dunmer Temple" instead of "Ald-ruhn Temple".
- Not a bug, but probably the only thing that bugged me. Maybe put one or two skin screens near the entrance in the pilgrims' lodging, like the one near the ladder, so it looks like people have a little more privacy. Kinda felt bad for the guy when I walked in on him half-dressed.

I still need to look at the rest. I just had a few minutes. I'll post more later cause I have to go.


Actually, even though quite a lot of people have said that they would test this, I have yet to receive any testing reports ;) And thanks =)

Max Windows Glow problem:
Could you post the warning? It can be found in the "Warnings" txt file in your Morrowind folder.

Windows:
I have already addressed this issue, but thanks for reporting it anyways =)

Banners:
Actually, I didn't think of changing them. That is a good suggestion though!

Skin Screens:
Hmm, I will look into it

Thanks for your report!
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Trista Jim
 
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Post » Tue May 17, 2011 1:26 am

My pleasure.
Here's my Warnings.txt:

Object reference "max_vel_win_01_e"
missing in master file.

Current file "Windows Glow.esp"
Cell "Ald-ruhn"
Object reference "max_ex_redoran_win_02_e"
missing in master file.

Current file "Windows Glow.esp"
Cell "Ashlands Region"
Object reference "max_ex_redoran_win_02_e"
missing in master file.

Current file "Windows Glow.esp"
Cell "Ashlands Region"


When I entered Ald-ruhn, I only got a warning about max_bel_win_01_e, then walking from the silt strider port toward the Temple, when I got a "Loading area" message, I got the others about max_ex_redoran_win_02_e. I got this with a new character straight off the boat, with only Morrowind, Tribunal, Bloodmoon, Windows Glow and your mod (in that exact order).

[edit]

Another thing: when existing the eastern gate of the temple complex, first rock on the left (a "something_something_rm_08" rock) is above ground.

Not a bug, but I want to share my shame: I had the brilliant idea of jumping off the balcony of the #2 building and fell right between the building's wall and the cover above the guar stable and got stucked in there with the guar and couldn't get out. I was trapped like a guar, with a guar, while a Buoyant Armiger just stared at me. :facepalm:
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Ryan Lutz
 
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Post » Tue May 17, 2011 7:21 am

Hmmm...The window problem is odd, does anyone have any idea what might be causing this?

Haha xD The Guar felt lonely and used his mental powers to make you jump into it's pen :P
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Siidney
 
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Post » Tue May 17, 2011 10:30 am

Sounds like a http://www.uesp.net/wiki/Tes3Mod:Mod_Conflicts#Local_References conflict. Try Mash's Renumber Refs function. Or suggest the mod's users use it on mods like Max's.
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Ross Thomas
 
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Post » Tue May 17, 2011 8:17 am

I'll test for you :D
I can even do some dialogue/quests for you ;)

maybe some nifty scripting???
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Jordyn Youngman
 
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Post » Tue May 17, 2011 6:25 am

Sounds like a http://www.uesp.net/wiki/Tes3Mod:Mod_Conflicts#Local_References conflict. Try Mash's Renumber Refs function. Or suggest the mod's users use it on mods like Max's.

That's weird, because I didn't save. I loaded both mods, created a character, then headed to Ald-ruhn by silt strider.
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Krystal Wilson
 
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Post » Tue May 17, 2011 2:18 am

Oh frak...I was going to back up the files yesterday - by copying the esp's from my Data Files folder over to the duplicate folder on my External Harddrive...But not really having my mind on the task, I did it the other way around, thus replacing the newest versions with versions that are a month old T_T Luckily, my main problem is finding stuff to add, so getting the mod to the latest stage again shouldn't take too long.
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Euan
 
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Post » Tue May 17, 2011 1:40 am

Oh frak...I was going to back up the files yesterday - by copying the esp's from my Data Files folder over to the duplicate folder on my External Harddrive...But not really having my mind on the task, I did it the other way around, thus replacing the newest versions with versions that are a month old T_T Luckily, my main problem is finding stuff to add, so getting the mod to the latest stage again shouldn't take too long.


I hope you will be more aware next time, before you save an empty esp over this mod :D
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Danny Warner
 
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Post » Tue May 17, 2011 1:55 am

F**K YES YOU ARE THE BEST MOD EVER

I have been hyped for this since the first time you posted it. I'll be happy to try it out on a new file, as I don't have MW installed presently (getting back into it). Keep in mind I'm not mod-savvy or anything, I just like to play the game, so anything I tell you about the mod will likely be in idiot-speak.

Also, as the lore is what I love most about the game, I'll look into dialogue and such.
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GRAEME
 
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Post » Tue May 17, 2011 8:47 am

Well, fresh install with tribunal and bloodmoon, I coc'd to ald-ruhn. Going through the original temple to the new stuff, from inside to the exterior cells, it took a good twenty seconds to load. Also, as I was making my way to Soot Scale, the game loaded the area, but it hiccuped a bit (ed-strike that, seems to be any time an area loads for me.) Also, there's and unsightly seam in the wall near...Expansion 1, I guess. I was going to say, as that wall is empty, and facing the town, why not put an arch or entrance in it? Other than that, no problems.

Other than the bloody Armigers watching a cliff racer peck my brains out. And a piece of paper sitting on a bench, while I was shielding my eyes from the blight storm.

ed-Forgot to mention, I absolutely love the place. All the random items meticulously placed are great, especially around Soot Scale.
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Ann Church
 
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Post » Tue May 17, 2011 2:59 am

I hope you will be more aware next time, before you save an empty esp over this mod :D

:ninja:


F**K YES YOU ARE THE BEST MOD EVER

I have been hyped for this since the first time you posted it. I'll be happy to try it out on a new file, as I don't have MW installed presently (getting back into it). Keep in mind I'm not mod-savvy or anything, I just like to play the game, so anything I tell you about the mod will likely be in idiot-speak.

Also, as the lore is what I love most about the game, I'll look into dialogue and such.

Thanks =D

Well, fresh install with tribunal and bloodmoon, I coc'd to ald-ruhn. Going through the original temple to the new stuff, from inside to the exterior cells, it took a good twenty seconds to load. Also, as I was making my way to Soot Scale, the game loaded the area, but it hiccuped a bit (ed-strike that, seems to be any time an area loads for me.) Also, there's and unsightly seam in the wall near...Expansion 1, I guess. I was going to say, as that wall is empty, and facing the town, why not put an arch or entrance in it? Other than that, no problems.

Other than the bloody Armigers watching a cliff racer peck my brains out. And a piece of paper sitting on a bench, while I was shielding my eyes from the blight storm.

ed-Forgot to mention, I absolutely love the place. All the random items meticulously placed are great, especially around Soot Scale.

Hm, figured it would cause certain lag-related problems to some people, but it is kind of hard to choose whether I want details or smooth running =P Either the clutteriness goes, or the lag stays and all.

Hm, yes, I should fix those damn Armigers...And the paper should be removed as well, yes.

Thanks =D
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Causon-Chambers
 
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Post » Tue May 17, 2011 6:54 am

So how goes the quests?? What do you have in mind?? Any new items???
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Campbell
 
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Post » Tue May 17, 2011 1:18 am

Hm, figured it would cause certain lag-related problems to some people, but it is kind of hard to choose whether I want details or smooth running =P Either the clutteriness goes, or the lag stays and all.
What I meant was, the game does this to me if I'm on the other side of the map, so I doubt it's your mod. I think I just have a janky version of the game, as the loading exterior cells thing happens in most places, not just ald-ruhn.
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-__^
 
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Post » Tue May 17, 2011 8:33 am

So how goes the quests?? What do you have in mind?? Any new items???


The quests are going nowhere, I don't have anyone to do them yet, and I don't really have any plans either - figured I would first get someone who could write dialogue for my NPC's, then come up with quests based on that..

And no new items of any importance yet, no...I mean, we do have the Soot-Scale items, and the bucket note...But apart from that I don't think there is anything worth mentioning. I am also planning on including the Tale of the Devious Trader book somewhere in the mod.

Any ideas?

What I meant was, the game does this to me if I'm on the other side of the map, so I doubt it's your mod. I think I just have a janky version of the game, as the loading exterior cells thing happens in most places, not just ald-ruhn.


Ah, okay then =)
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Madison Poo
 
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Post » Tue May 17, 2011 9:23 am

The quests are going nowhere, I don't have anyone to do them yet, and I don't really have any plans either - figured I would first get someone who could write dialogue for my NPC's, then come up with quests based on that..

And no new items of any importance yet, no...I mean, we do have the Soot-Scale items, and the bucket note...But apart from that I don't think there is anything worth mentioning. I am also planning on including the Tale of the Devious Trader book somewhere in the mod.

Any ideas?
Ah, okay then =)
I'll be more than happy to start up some dialogue. I've been wandering around the ghostgate area, as well as ald-ruhn and the surrounding area, doing quests (I've never actually completed the game =P), and I imagine flipping through the Imperial Library and UESPwiki would help. And your book there sounds interesting, if I could get a link to that, I'd love to read it.
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Mélida Brunet
 
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Post » Tue May 17, 2011 9:32 am

Okay, well, I would first need a sample before deciding you have the skills I have need of...So I'll give you the same mission I gave the previous dialogue writers, who have now vanished: Write up the dialogue for a bored Armiger patroling the Temple grounds. (no need to put anything in game, I just need the writing)

As for the book:
http://www.gamesas.com/bgsforums/index.php?showtopic=653256&hl=
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Khamaji Taylor
 
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