[RELZ] Almilia's Daughters 4.0

Post » Sat May 28, 2011 9:50 pm

Damn. My bad again. I'll have to choose different items for LGNPC_detect, ones that don't use custom meshes. For a quick solution, download http://www.lgnpc.org/mods/lgnpc_paxredoran_1.20.zip from http://www.lgnpc.org/downloads and install it (or, if you for some reason don't want to play with it, at least unpack its meshes and textures into Data Files.


ILet us know if/when you update this. I don't like Pax Redoran one bit. I can DL it again and install the meshes, but that just sends chills down my back :whistling:
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Sudah mati ini Keparat
 
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Post » Sat May 28, 2011 10:35 am

I actually uploaded a version of LGNPC_detect that is supposed to work... although I'll have to get home where my game is installed to see whether it does, and that's plus few hours.
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Calum Campbell
 
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Post » Sat May 28, 2011 8:55 am

For the record, the LGNPC_detect *does* work.
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Rachyroo
 
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Post » Sat May 28, 2011 1:46 pm

Ok, so far both on these forums and in the Wolflore thread there are some responses from people who *expect* to play the mod someday, or from those who tried but stumbled upon a bug preventing them from playing (two found, both fixed), but not a single one from anybody who actually *played* the mod. Also, from download statistics, it looks like both the new updated pack and bugfix patches were downloaded much less times than the first pack with bugs. Which means that most of those who got the first pack didn't bother to try it in game (otherwise they'd notice at least one of those two bugs). Well, I can understand if somebody's cautious and doesn't want to try until bugs are ironed out, but on the other hand, without proper feedback there's small hope for proper bugfixing. Also, I'd like to know whether there's anything too obscure or simply inconvenient in the gameplay for a player who doesn't see all the nitty-gritty from inside like me. Doesn't anybody play at all?
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Tania Bunic
 
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Post » Sat May 28, 2011 10:14 pm

I've played a bit with the mod and the only bugs I've found are those I've already mentioned, for LGNPC detect I've run into some missing meshes or textures coming from non installed LGNPC mods but nothing serious. I think it's the structure of the mod who disturb most of the player. Form the readme My first impression was this mod was a normal faction mod : a plethora of quests, progression of rank corresponding to the difficulty of said quests and some surprise in form of new objects and scripted actions.
As a mod, he is very good : various paths for the resolution of mods, surprising quests or event ( Desele's Orgy among others), complete overhaul of certain quests ( Indarys's party crashing). This good for a classic faction mod,but the Daughters are much closer to the LGNPC philosophy : run it and let the surprise coming to you.

And I found this LGNPC approach ill-advised : the minimals skills for joining the Daugthers are far too high : 45 to 50 in personality, sneak, mercantile, speechcraft, alchemy... these skills are hard to raise in the wilderness and by the time a character gain them he has already ended a good part of the low level vanilla quests edited by your mod.
Another problem with these skills is in their choice : they are too much focused on a gameplay of diplomatic, merchant an a bit of spy classe. Only a nightblade or a agent stick to these. And even for a custom tailored class I have to wait a level 6 to 8 before joining.
I've a hard time to meet these criteria with an assassin so how difficult will it be for a barbarian, warrior, enchanter, battlemage,...

Joining the Daughters offer with the "making love" topic an opportunity to train in Speechcraft or Illusion with the constant need of a good level of persuasion so why don't you lower the requirement if only for the flower's levels since the missions for the order are for mid to high ranking members.
Another thing, while not a bug, a significant portion of the alternate to vanilla morrowind need to speak with another daughter but it not something somebody will think about it so indicate it in the journal if only during the recruitment speech.

About the numerous others members : whiles they are scattered around Vvardenfell there is only one guildhall : the Earthly Delight of Suran, and four Senior Sisters to report located in Morrowind : Balmora Fighter's Guild dorm, Crassius Curio's chamber in Vivec, Tel Naga Great Hall, Redoran Palace in Ald'ruhn and they are not located in the readme or in a topic.

The reason I've stopped played this mod is because I had to stop playing Morrowind altogether, I will return to Morro and the Daugthers that it certain but when it another story.
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Bones47
 
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Post » Sat May 28, 2011 10:42 pm

Ah, now that's something more material.

I think it's the structure of the mod who disturb most of the player. Form the readme My first impression was this mod was a normal faction mod : a plethora of quests, progression of rank corresponding to the difficulty of said quests and some surprise in form of new objects and scripted actions.
Hmm, I mentioned in readme that there's just a couple of original quests, and most of quest-type additions are alterations to existing ones. But maybe I didn't state it obviously enough and should stress this point more.

This good for a classic faction mod,but the Daughters are much closer to the LGNPC philosophy : run it and let the surprise coming to you.
That's true. In fact, I *wanted* it to have more quests, but it turned out that I'm practically unable to generate original content, not inspired by some pre-existing idea. Fortunately, with the lucky idea of reporting stuff, Almies at least have *something* to do other than gratuitous fanservice. :cryvaultboy:

And I found this LGNPC approach ill-advised : the minimals skills for joining the Daugthers are far too high : 45 to 50 in personality, sneak, mercantile, speechcraft, alchemy... these skills are hard to raise in the wilderness and by the time a character gain them he has already ended a good part of the low level vanilla quests edited by your mod.
Fair enough. I looked once again at progression table of factions available to players and, well, it's even worse than I remembered - it's practically non-existent save a single primary skill you need to develop. Compared to that, AD's table must have seem a monstrosity (it was even worse in 3.2 :blush2: ). I'll tone it down further, though probably not all the way to the common level.

Another problem with these skills is in their choice : they are too much focused on a gameplay of diplomatic, merchant an a bit of spy classe. Only a nightblade or a agent stick to these. And even for a custom tailored class I have to wait a level 6 to 8 before joining.
Well, they *are* a diplomatic class (not to mention "spy" that is practically written in the want ad :laugh: ). That's the idea. Without believable setting AD would be just a mod that allows people screw without apparent reason, and I'd rather steer *from* that state than *towards*it. As for skill choice, it's hard to imagine any other skill that would make sense in Daughters' context (except probably Restoration?). Then again, even with steep progression table you only really need two of them to be high, and after I lower the requirements it probably won't be as deterrent.

About the numerous others members : whiles they are scattered around Vvardenfell there is only one guildhall : the Earthly Delight of Suran, and four Senior Sisters to report located in Morrowind : Balmora Fighter's Guild dorm, Crassius Curio's chamber in Vivec, Tel Naga Great Hall, Redoran Palace in Ald'ruhn and they are not located in the readme or in a topic.
Actually, I never thought of Earthly Delight as a "guildhall" and don't even think I plan to introduce one. The premise is that 99.9% outsiders aren't even aware of Daughters as a faction and that various scantily-clad harlets in various parts of Morrowind have anything common except their means for living (I even had a separate line clarifying this moment, but thought it redundant; I'll unblock it again in the next patch). The only reason Desele and her employees are listed as Daughters is that with their profession, it would be hard to see them not to be ones, but I didn't really think much of them as content-important staff. But it's true that something has to be done with introducing PCName to other Sisters once he's a member; I'll think of it some more.

Thanks for valuable input.
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Samantha Pattison
 
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Post » Sat May 28, 2011 6:37 pm

Well, for me a guildhall is a building housing members of the same faction, some services and act as a rally-point for member of the same faction and non-members being regulars users of the services provided.

Add to this the (in)famous reputation of Desele's clubhouse all around Vvardenfell, even Julan know of the Earthly Delights, the numerous mods adding vendors or service to the"most frequented pilgrimage site".
So yes its definitly a guildhall, now if the pub is a mere cover for a coven of sisters, a go-between under the scrutiny of the order, simply a safehouse for the order or all of it, it's up to you or the player.

For me the Daugthers of Almilia is a small sisterhood of women, without solid foundation in Morrowind but ambitious, very dynamic and with a very rich dogma outlying her tenets and structure : a small coven of Sisters (high-ranking members, priestess and executives officers) and Seducers ( mid-ranking members, disciple and intelligence gatherer) surrounded by Flowers ( low ranks, apprentices and/or worshipper of Almilia) hiding behind the throne( or in a broom-closet) to spread Almilia's Glory and the discrete but extensive influence of the cult.

On the file side how are detected the four clothes mod ?
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Chris Ellis
 
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Post » Sat May 28, 2011 8:02 am

I am playing this mod with one character (I usually have two characters going at once) but because of the speechcraft requirement, I have just been able to join at level 8 so I haven't seen too much of the unique content yet. I have not seen any conflicts so far though.

I really like the idea of this mod and it's one of the few that I have made a specially built character for. There are so many gamechanging RP possibilities that AD reinforces: Witch/Succubus/Assassin combinations seem to be the most obvious to me but I'm sure there other interesting ones in the Agent/Spy/political power direction. For example, this could be a great combination with RoHT, at least in concept. Anyway, I will continue to develop this character and will let you know if I have problems.
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Richard Thompson
 
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Post » Sat May 28, 2011 4:52 pm

For me the Daugthers of Almilia is a small sisterhood of women, without solid foundation in Morrowind but ambitious, very dynamic and with a very rich dogma outlying her tenets and structure : a small coven of Sisters (high-ranking members, priestess and executives officers) and Seducers ( mid-ranking members, disciple and intelligence gatherer) surrounded by Flowers ( low ranks, apprentices and/or worshipper of Almilia) hiding behind the throne( or in a broom-closet) to spread Almilia's Glory and the discrete but extensive influence of the cult.
You're correct, this is very much how I considered Daughters myself, and that's exactly the impression I wanted to create by grouping faction ranks to Flowers/Agents/Family layers. Although to me the secrecy of the order is the possible reason why anything important *shouldn't* happen in the place so obvious like Earthly Delights... but I admit that it might have something to do with my lack of imagination regarding *what* could happen in there behind the scenes aside from events obviously carnal :sweat:. I'll have to think of this particular angle some more.

On the file side how are detected the four clothes mod ?
Currently, it's not detected. At first, I considered using the same technique that worked for me in LGNPC_Detect, but didn't succeed this time (well, maybe I didn't think of *all* possibilities... I might try something else yet). So far, clothes mod handling relies on the fact that dialogue action boxes aren't compiled by CS and can contain references to items that aren't present in the mod itself. It's player's own responsibility to not choose mods that aren't present in game.

I am playing this mod with one character (I usually have two characters going at once) but because of the speechcraft requirement, I have just been able to join at level 8 so I haven't seen too much of the unique content yet.
:sweat: That does it. I'm taking the requirements down. (Although vanilla quest alterations don't depend on rank, so they are available from start... then again, they don't always announce themselves obviously, so you might miss some stuff just for no reason. Look at it as a pile of easter eggs for kinky folks :drool: .

For example, this could be a great combination with RoHT, at least in concept.
Actually, I haven't yet seriously played for House Telvanni other than for testing purposes, and never tried RoHT. But I'll have to make a note in my plans for a next installment, thanks for an idea.
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OTTO
 
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Post » Sat May 28, 2011 8:38 am

Almilia hadn't brothers? ;)
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Dagan Wilkin
 
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Post » Sat May 28, 2011 6:38 pm

You mean, does the Order accept men? Yes, it does. They're... *honorary* Daughters. ^_^
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SamanthaLove
 
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Post » Sat May 28, 2011 7:04 pm

I added the LGNPC mods, and Almilia's Daughters 4.0 to my game. When I start a new game, I receive this error:

Expression Error Unable to find global variable "amilia_rdiff_mod" in script almilia_mklove

Continue running executable?




.... to which I click on NO, since something appears to be amiss.


EDIT: ummm ... yea ... never mind, blonde moment. I found the updated .esp that took care of that error. :)
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мistrєss
 
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Post » Sat May 28, 2011 12:31 pm

So if version 4 is the most recent, why does his page only have v3.2 available for download?
Nevermind, saw it.
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Sheila Esmailka
 
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Post » Sat May 28, 2011 10:32 am

Because I'm lazy ^_^. Thanks for reminding me.
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LijLuva
 
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Post » Sat May 28, 2011 11:36 am

Because I'm lazy ^_^. Thanks for reminding me.

I was just thinking about this mod; any schedule on an updated version with lower requirements? I want to restart my character but if a new version might be out within a week or so, I'll wait. TIA
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Marcus Jordan
 
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Post » Sat May 28, 2011 6:14 pm

Well, there's a single new quest I'd like to debug before releasing an update; hopefully a week or so.
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Mason Nevitt
 
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Post » Sun May 29, 2011 12:17 am

Well, there's a single new quest I'd like to debug before releasing an update; hopefully a week or so.

OK, thanks.
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Charleigh Anderson
 
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Post » Sat May 28, 2011 12:17 pm

I'm getting the following 3 times when I load:

Script variable "duelOndresNerano" not found for dialogue type Topic
Info "EMPTY"
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Julie Serebrekoff
 
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Post » Sat May 28, 2011 8:26 am

You mean three times during a single load or each time out of three loads?

Does it reappear if you save after the error message and load *that* save?

Did you add or remove any mod prior to getting this error?

Were you involved in (or got it done already) Redoran's quest with Odres Nerano slander?

If you weren't, but are somewhere nearby it in House Redoran questline, can you do it without error messages and things-not-working-as-intended?

Does any of your other mods somehow affect that particular quest?
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x a million...
 
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Post » Sat May 28, 2011 6:31 pm

Three times in the same warning file all fired by the engine one after another New game. First time mod installed. I don't have any idea what quest this relates to.

As for other mods I'd have to upload a load list and I'm not at home now...doing this from a phone. Although a fairly recent load list is in a thread on here from January
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Thema
 
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Post » Sat May 28, 2011 8:56 am

Well, I started a new game with the version of .esp that is currently newest on TESNexus and it didn't give me any error messages. Though of course I couldn't check it with more than 100 mods listed in your post. Try to run http://planetelderscrolls.gamespy.com/View.php?view=utilities.detail&id=24, select "Choose Active Plugins" (that's supposed to load all mods in your current list) and search for "duelOndresNerano" and "athynSarethiScript" to find out what mods access that variable at all. Also, as I said, try to start the game regardless of errors, save, load and see whether the error message keeps popping out. Unless your search with TESPCD provides some meaningful data, it's possible that this error is a "false positive" and can be neglected.
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willow
 
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Post » Sat May 28, 2011 10:43 pm

I'm baack, a bug report : when I enter the Ald Skar inn I have this error message :
Model Load Error: Meshes\Anim\anim_f_sleeping.nif cannot load file in Meshes\Anim\anim_f_sleeping.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\Anim\anim_f_sleeping.nif cannot load file in Meshes\Anim\anim_f_sleeping.nif.
Will use the default object Marker_Error.NIF.

Since Ystana is here and I don't see any error marker I should be caused by something not yet there ( the courtesan for Indays manor maybe).

Now, how do you deliver information for advancing in ranks? I've bedded with all people of seyda and a good chunk of Ald'Ruhn, found quite a few time some importants info and yet they only ask what did I discovered.
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Dan Wright
 
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Post » Sat May 28, 2011 11:45 am

I'm baack, a bug report : when I enter the Ald Skar inn I have this error message :
Model Load Error: Meshes\Anim\anim_f_sleeping.nif cannot load file in Meshes\Anim\anim_f_sleeping.nif.
That's a bit weird. Although there *is* an invisible-at-the-moment character who uses these animations, I'm positive that they were included in the Almilia's Daughters pack. Are you sure that you've downloaded a full archive (~2MB packed) and not a .esp-only update (~0.5MB packed), and that you unpacked it properly, with all paths preserved?

Now, how do you deliver information for advancing in ranks? I've bedded with all people of seyda and a good chunk of Ald'Ruhn, found quite a few time some importants info and yet they only ask what did I discovered.
Bedding character by itself gives you little reputation increase for advancement (as it did in the previous version), but delivering information is something else and not related to that. Information you can deliver is about vanilla (and in a couple of events, LGNPC) quests that your character performs. If a quest is not of a simple "bring me ten XXX flowers" or "kill the bad guy who stole my teddy" variety but something that has political implications (sixual/matrimonial works too), there's a pretty big chance that a local Almie will appreciate you bringing it to her attention - and if she doesn't, then tell me I missed it and I'll include it in the next installment. Tell them about corrupted officials, bring them secret letters before delivering (after delivering works too, but grants lesser gratitude, unless you have high Intelligence and can cite the contents from memory), inform about Great Houses moves you witnessed, etc. Note that I said "local" - that is, a Vivec Almie will receive reports about Vivec and Ebonhart area events, but not, say, Gnisis.
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Monique Cameron
 
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Post » Sat May 28, 2011 7:59 am

Well, now that you mention it, I found a bit strange that they didn't care about the "package for Caius", in Balmora. Especially because the local Sister as a topic about him. ;)

On a side note, does the readme says that as a vampire you'll be unable to use the "making love" option? Could be a nasty surprise, otherwise.
Using "Vampiric Illusion" with the MWSE options enabled it's a way to work around the issue, anyway. Personally, I think it makes sense that as a vampire you can bed someone only if you have your "mask" on, but this force people to use Vampiric Illusion if they want to play a vampire character.
Well, just fodder for thought... :)
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steve brewin
 
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Post » Sat May 28, 2011 2:54 pm

Well, now that you mention it, I found a bit strange that they didn't care about the "package for Caius", in Balmora. Especially because the local Sister as a topic about him.
:facepalm: Seems obvious, but somehow I missed that. Come to think of it, I omitted *everything* related to the main quest, for if I touch it, I wouldn't be able to ignore the fact that, as much as I know Almies, they wouldn't satisfy with simply filing the report but would try to *actively* use PC's Nerevarine status to their ends, which means main quest's alteration, and most probably their own currently-absent main quest, and I don't feel ready for such a big undertaking.

On a side note, does the readme says that as a vampire you'll be unable to use the "making love" option? Could be a nasty surprise, otherwise.
Actually, I haven't ever played the game as a vampire, but from digging in the CS I got the impression that except Mages Guild, Telvanni, and few quest-related individuals you can't *talk* to NPCs in the first place being a vampire, so the question is mostly moot. Perhaps you're right and I'd have to mention the vampiric ban in the readme, but I just didn't think it really that important. Anyway, the plug is there so that I could postpone/avoid the fact that I'd have to write different lines for *everyone* if PC is a vampire, and also that making love to a vampire PC should have some long-term consequences for an NPC that I didn't think through properly either, and I'd rather not address the vampiric branch of AD unless I do.
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Chelsea Head
 
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