Arktwend English 3.2 Beta

Post » Fri Jun 22, 2012 9:52 pm

http://deannainfinland.blogspot.com/2011/02/hyva-paiva.html! Greetings! (Updated June 21)


So, a user named ChaosLord contacted me recently about fixing up problems in Arktwend English. And things happened. So here is a Beta for a new version that will come out soon. You can get 3-2-Beta2 from the "Optional files" section of the release page at nexusmods:

http://morrowind.nexusmods.com/mods/29239

Please Test and report problems! (Note: due to cell changes, previous savegames will be invalid with this release).

Here is some stuff that has been addressed (see further below if the words "Arktwend English" mean nothing to you!):

The major changes in 3.2Beta: (detailed list is in the Changelog):
  • Improved and more comprehensive Readme!
  • For a little fun, you can now climb the ladders and construction scaffolding around "Stormwend, Church" before the restoration work completes. Don't fall!
  • Added a new method of forbidding access to Stormwend before the Tournament.
  • Made a few changes for compatibility with latest German version (fixed enchantment on the chargen ring, for example).
  • Fixed glitchy sitting animation for people in Melee, Church by replacing it with some nice animations from Arcimaestro Antares' Animated Morrowind. Added a few of his other nice animations to a few other NPCs around Arktwend.
  • Added advice that is actually about Arktwend to the "Arktwend Advice" topic.
  • Finished "opening up" Arktwend by removing invisible collision boxes from places like "Upper Mines". Quests are better bulletproofed to avoid ruining by being in the wrong place at the wrong time, or doing something unexpected. Levitation/Teleportation are disabled in the sections of quests where it would cause problems. It should be virtually impossible for the player to ruin a quest now.
  • A handful of enemies are now harder, a couple are scripted to be smarter.
  • Fixed an important dialogue bug with Salvadore in the Stormwend marketplace that would prevent initiating the Thieves Guild quest line with Golia.
  • Fixed Crime handling, so "Go To Jail" in some places no longer crashes game.
  • Added cosmetic covering to areas that should only be visible during the "Zwergen Mission". Now the player can adventure around these areas without seeing stuff they shouldn't because they haven't started the quest yet.
  • Fixed Hydor Wesen "NiBone "Bip01 Tail" not found!" bug.
  • Fixed Gargart stuff so you couldn't pooch the quest by visiting early while adventuring.
  • Fixed minor side-quests for Tatian's purchasable store and Keiron stuck in the mountains.
  • Fixed the Lorum runes and added proper bloodmoon summons.
  • Tweaked a handful of placements of things in the world.
A little about Arktwend, a Total Conversion for Morrowind from Sureai.de, from the Readme:
The game takes place in a land called Arktwend. The size of the landmass is around 30 square kilometers, making it larger than Morrowind. The player traverses idyllic forests, birds are flying through the air, animals such as sheep, deer, rabbits, wild boars and wolves cavort on the ground and fish swim underwater. Leaves fall from trees, grass and grain sway in the wind.

Stormwend, the largest city in the game, is about the size of Vivec. A large part of the game takes place in Stormwend, which is the intellectual and cultural center of Arktwend. There are many guilds you can join in Arktwend: the City Guards, the Clerics, the Gladiators, the Brotherhood or the Thieves Guild. And rumor has it that somewhere in the woods of Arktwend there still is a guild of Hunters that has kept hidden, a group of rough boys.

The player can join each of these guilds and receive quests from them. In Stormwend itself resides Kanzler Brutus, a power-crazed tyrant. He has withdrawn into the big tower on the outskirts of the city, where the fate of the whole Arktwend will be decided. Furthermore, there are small villages and castles throughout the country in which the player can do side quests.

The player begins his adventure in a monastery where he grew up, blissfully ignorant of the faroff land of Arktwend. Outside the monastery the whole wide world awaits him. But strange things are happening in Arktwend. Putrefying revenants roam the frontier and long-forgotten dark forces seek a return to power. The Age of Heroes has begun!
Just a quick note about installation. All you should need are:
Required:
  • http://sureai.de/projects/arktwend/download/
  • Arktwend English http://morrowind.nexusmods.com/mods/29239 + Readme (marked as advlt, due to use of BB)
Optional (but recommended):
  • http://morrowind.nexusmods.com/mods/28293 + Readme
  • http://morrowind.nexusmods.com/mods/33639
  • http://morrowind.nexusmods.com/mods/28293
[Note that since the "Arktwend English" archive is to be unpacked in your Morrowind directory, it will overwrite files there. Recommendations on how to handle this are in the Readme].

Then just activate "Arktwend English.esm", and any optional TAO plugins you want, and play. No other plugins should be activated, not from the German version, not from Bethesda.
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Fri Jun 22, 2012 7:40 pm

Thanks for the update! :celebration:
Welcome back, long time no see!
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Sat Jun 23, 2012 12:51 am

Sounds fun, I looked at this a while ago and now I think I'll have a look at it.

P.S. FIRST POST!!!

EDIT: :( Ninjad by abot.
User avatar
Adam Kriner
 
Posts: 3448
Joined: Mon Aug 06, 2007 2:30 am

Post » Fri Jun 22, 2012 7:13 pm

Thanks for the update! :celebration:
Welcome back, long time no see!

See, no time, long back!
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Sat Jun 23, 2012 2:37 am

nice! Thanks for this :)

Also - Welcome back :D
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Sat Jun 23, 2012 3:45 am

I go away for a month and it seems everybody's coming back.

I tried Arktwend a long time ago, but it was really buggy, and I just wasn't willing to spend a large amount of time fixing it when I wasn't terribly sure of quality. I'll try and test it out once RL stops being such an ass.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Sat Jun 23, 2012 5:09 am

I tried Arktwend a long time ago, but it was really buggy, and I just wasn't willing to spend a large amount of time fixing it when I wasn't terribly sure of quality. I'll try and test it out once RL stops being such an ass.
I'm happy to say that I think the 3.2 release will be very stable. A lot of work has gone into finding causes of crashes and quest bugs. I've done a little additional work on "opening up" Arktwend so you can go curiously adventuring in unknown places and not be likely to accidentally ruin a quest or get the message "come back later".But, of course, Arktwend is still a not-quite-finished world. Some interiors are empty. Combat and economy could be leveled better. There's still a lot of "Morrowind" in Arktwend, like some of the books. But that's all part of the charm. It's still a lot of fun.Version 3.2 will be final in a couple of weeks and I hope people enjoy it.
User avatar
Stacy Hope
 
Posts: 3391
Joined: Thu Jun 22, 2006 6:23 am

Post » Sat Jun 23, 2012 1:11 am

I leave for a couple months, and this place explodes with new stuff. :biggrin:
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Fri Jun 22, 2012 7:00 pm

Just a short update to say that I've fixed a bunch more stuff, and I'm pleased with the results. I'll be releasing one more (maybe last) version of the Beta towards the end of the weekend. This version will be a full distribution, unlike the current file that only has the replacement for the master.

If anyone has done any testing and wants to get their problems solved in the next release of the Beta, please let me know soon.

If you were waiting to try the Beta, you might want to wait for this new one to come out.

Happy adventuring.
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Sat Jun 23, 2012 5:08 am

Glad to see it's been updated. Going to give it a try. I really enjoy their work.
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Fri Jun 22, 2012 8:00 pm

Man, I loved Arktwend when I played it for the first time. It's great to see that the English is finally seeing a 3.2!
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sat Jun 23, 2012 9:05 am

Yeah this TC was a fun break from typical Morrowind, the original team creatively used existing resources. Having an English version is awesome and so cool that you're still working on it john!
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Fri Jun 22, 2012 11:28 pm

Greetings,
Today I have uploaded a full archive for the 3.2Beta, available from the optional files section of the release page

http://morrowind.nexusmods.com/mods/manageuploads/?id=29239

There is also an update of TAO (my little overhaul) that should work with 3.2:

http://morrowind.nexusmods.com/mods/28293/

No more issues to fix at the moment (other than game balance, which have always been there). If things look good in another couple weeks, I'll make it the official 3.2 release.

Anybody testing, please report problems to me here or at my email address (in the readme). Thanks.
User avatar
Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Sat Jun 23, 2012 6:12 am

Welcome back. I'll try this out soon, but not sure what's what and had a question or two. I d/l the file at SureAI.de Then went to tesnexus site to finish d/l the files. The site had two English versions of TAO. One was verion_0_14; the other was version_0_15. Which is the one to use?

Do I have to use the original MW installation folders or can I use a different location as described in the pinned thread "running multiple copies of MW"?

I haven't unpacked the Splash Pack yet, but it sounds like at least some Morrowind mods will work in Arktwend. What makes one mod usable and another not usable? Will MGE XE work with Arktwend? Will the Morrowind Code Patch work with Artktwend?

Thanks.
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Fri Jun 22, 2012 11:59 pm

Welcome back. I'll try this out soon, but not sure what's what and had a question or two. I d/l the file at SureAI.de Then went to tesnexus site to finish d/l the files. The site had two English versions of TAO. One was verion_0_14; the other was version_0_15. Which is the one to use?
--> "Version 0.15 - For Arktwend English 3.2 ONLY!"
That's the version of TAO that works with Arktwend English 3.2
Do I have to use the original MW installation folders or can I use a different location as described in the pinned thread "running multiple copies of MW"?
I suggest a separate install for Arktwend, this is described in the Arktwend English Readme, and it references the sticky post in this forum on how to do multiple installations of Morrowind. The reason I recommend a separate install is that installing Arktwend will overwrite some files (like Morrowind.ini) and you probably don't want that.
I haven't unpacked the Splash Pack yet, but it sounds like at least some Morrowind mods will work in Arktwend. What makes one mod usable and another not usable? Will MGE XE work with Arktwend? Will the Morrowind Code Patch work with Artktwend?

Thanks.

I have no idea about MGE, as I'm a linux user, and I've never been able to run MGE.
The code patch does work and I list it as a prerequisite it in the Readme file.
A mod from Morrowind will work, if it does not reference the Morrowind master files in any way, and if it does not refer to any Morrowind object instances or cells. So most mods will not work, but a few will work well with a small amount of editing.
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Sat Jun 23, 2012 8:36 am

Will MGE XE work with Arktwend?
:yes:
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Sat Jun 23, 2012 1:36 am

--> "Version 0.15 - For Arktwend English 3.2 ONLY!"
That's the version of TAO that works with Arktwend English 3.2I suggest a separate install for Arktwend.

I have no idea about MGE, as I'm a linux user, and I've never been able to run MGE.
The code patch does work and I list it as a prerequisite it in the Readme file.
A mod from Morrowind will work, if it does not reference the Morrowind master files in any way, and if it does not refer to any Morrowind object instances or cells. So most mods will not work, but a few will work well with a small amount of editing.

Shall see how it turns out then :smile: I'm still wrapping my head that there are mods that do not reference the MW master files in any way. That's amazing. For whatever reason, I assumed that any mod referenced at least the MW file, if not Trib or Bloodmoon. Seems like it'd be a very small set out there, but OTOH I thought every mod did :smile:
User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Sat Jun 23, 2012 9:00 am

For whatever reason, I assumed that any mod referenced at least the MW file, if not Trib or Bloodmoon.
Under normal circumstances, plugins all reference a master. But say you create a plugin that only provides a definition of one weapon, but does not place it in the world. You can delete the reference to the master in the pugin header, and that plugin will work fine in any game based on the morrowind engine, and you can use the console to give yourself that weapon. You really only need a reference to a master in a plugin in the case where your plugin uses definitions that exist in the master, but not in your plugin.
Wrye Mash can easily delete a reference to a master from a plugin.
So can my program tes3cmd.And, of course, any mod that does not use plugins and just replaces meshes and textures, like a face replacer will work fine.
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Fri Jun 22, 2012 6:02 pm

I forgot about the pluginless mods
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Fri Jun 22, 2012 10:04 pm

I forgot about the pluginless mods

You can try your favorite pluginless face replacer and see if it looks good. I use Visages of Vvardenfell.
Any feedback at this point would be great. I've only had one feedback so far, and he was dissappointed that the combat was too easy. And I just got killed over and over by some snow gnomes and bears while I was wearing full daedric armor :P
If you have any difficulties with the install, or if you think I can make the Readme better, that would be good to know too. Just let me know and I'll help you out.
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Fri Jun 22, 2012 8:05 pm

Just a heads up that I'll have a new version of the Beta ready in a day or two. This version will invalidate savegames from previous versions due to cell changes, etc. I got lots of good feedback from JH2011 so far, and so the new Readme will be clearer about things and more complete. And there are lots more fixes that have gone in, mostly for little things you'd probably hardly notice, but a handful of fixes are important.
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Fri Jun 22, 2012 5:57 pm

Thanks for working on this! It was really fun when I played through it.
User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Fri Jun 22, 2012 8:07 pm

Just so I can understand this correctly....the overhaul mod for Morrowind that was done by the same group that did Nehrim is now available in an English version? I can't wait to see this.
Nehrim was absolutely amazing, better than Oblivion on many levels.

Thanks!
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Sat Jun 23, 2012 7:36 am

Just so I can understand this correctly....the overhaul mod for Morrowind that was done by the same group that did Nehrim is now available in an English version?

Arktwend is more of a Total Conversion than an overhaul. It is an entirely new landmass (although a few interior cells were copied from MW). It has been available to play for many years. This release is to fix outstanding issues with version 3.1 that have been reported, and that I've found since going back to do more testing.

I've never played Nehrim, so I can't compare, but Arktwend was released in kind of a Beta state when SureAI went on to do Nehrim, so some issues remain. But my goal is to at least make the game as stable as possible, so everyone can enjoy this new and fun world.
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Fri Jun 22, 2012 11:39 pm

Do you have plan to improve/fix the first TC for Morrowind: Myar Aranath ?
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Next

Return to III - Morrowind