[Beta-Relz] Arktwend TC translated to English

Post » Fri May 27, 2011 8:49 pm

If you will be removing stuff, please remove the Adamantseus slave key :blink: . I remember finding it in the cave which was created from the Adamantseus cave. I know it's a small detail, but it felt so immersion breaking to find it.

Addamasartus slave key? I don't think it's in 2.014, but I would like to find any remaining Morrowindisms, including books, and just remove/rename/reimplement them. There's lots of naming issues to be resolved. If there's any documentation on lore, that would be great, but I don't read German, so I don't know if such a thing exists. Maybe we can just make something up :)
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casey macmillan
 
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Post » Fri May 27, 2011 2:31 pm

Ok, got some time now. Have Windows 7 and fresh install of Arktwend using the new installer that SureAi has up on their site. It doesn't find Morrowind if it is in another folder besides default so you will have to browse for it. Other then that it installs correctly.

Will now start implementing fixes.

Concerning books and the story look at the book "a_The Story of Arktwend 01" that is the only one that gave any background I could find in the German. Also, you can find some of the story as you go through the ending time events. So if any one would like to write any books or stories that is what little there backgrouund there is. I'll extract that background and put it into a text file so if anyone wants it.

@John.moonsugar concerning the extra NPCs. I was leaving them in so I could convert a head pack that way most of the work will be done and we can have a greater variety of faces. I would like to see some one put together a head pack for the dwarves since there are very few heads and lots of dwarves.

Back to work now.
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HARDHEAD
 
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Post » Fri May 27, 2011 11:23 pm

Hi Golden Thief, let me know if you need any specific help.

I've put up a new version of my patch.
http://sites.google.com/site/johnmoonsugar/downloads/Arktwend-jms_patch-0.8.7z?attredirects=0
http://sites.google.com/site/johnmoonsugar/downloads/Arktwend-jms_patch.txt?attredirects=0 (warning, contains many spoilers).
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Ellie English
 
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Post » Fri May 27, 2011 10:44 pm

John Moonsugar
Maybe a spoiler
Spoiler
Just wonder if you could find a way to get the sounds to trigger sooner when you land in Artwend. I mean the ones when you met the ghosts and the dark figure. It would be better immersion if they happened at the time they show up rather then after they left. I haven't come up with a way to do it.

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maria Dwyer
 
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Post » Fri May 27, 2011 8:02 pm

John Moonsugar
Maybe a spoiler


Fixed in: http://sites.google.com/site/johnmoonsugar/downloads/Arktwend-jms_patch-0.8b.7z?attredirects=0&d=1.
Spoiler
I adjusted their scripts (ArktrandGeistScript and ArktrandArktGestaltScript) so that the sounds happen just about as the figures meet the player. They could be adjusted to happen earlier than that even, if you like.

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lucy chadwick
 
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Post » Fri May 27, 2011 9:23 pm

I know it's too soon, but here's a new version of my patch: http://sites.google.com/site/johnmoonsugar/downloads/Arktwend-jms_patch-0.9.7z?attredirects=0.
Canonical location as always: http://sites.google.com/site/johnmoonsugar/Home/morrowind-mods.

The reason for this update is that I found the 72 hour bug that was causing all my savegames to crash after Trun Telur. This also obsoletes LongCorpseClearDelay-jms.esp which was included in earlier versions of the patch to work around this bug, so if you used that, you should uninstall it now, but if you have a current savegame, you'll probably need to remove all references to the following objects from your savegame (or alternatively, delete the cell Wilderness (17, -19)):

# [Filetype: Wrye Mash Remover]"EnderalFireball01"	"Deceased Guard""EnderalFireball02"	"Deceased Guard""EnderalFireball03"	"Deceased Guard""EnderalFireball04"	"Deceased Guard""EnderalFireball05"	"Deceased Guard""EnderalKatapult01"	"Deceased Guard""EnderalKatapult02"	"Deceased Guard""EnderalKatapult03"	"Deceased Guard"


The above is in the format of Removers file for Wrye Mash. you could just put it in a "fireballs.txt" file in Mopy/Data/Removers, then use Wrye Mash's Removers feature to remove the offending objects.
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Alycia Leann grace
 
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Post » Fri May 27, 2011 8:00 am

@john.moonsugar
Could you test something for me concerning the summons creatures you get a crash for. I had looked this over before and what I found out comparing the enchantments with Morrowind. All the summon creatures are not set as "corpses persist" but the enchantment types are set as "Cast When Used" not "Constant Effects". Arktwend enchantments are set as "Constant Effects". I think this is the problem, for how can you have a constant effect ring that continually summons?
Try setting the following enchantments to "Cast When Used":

Skelettsring
w_Greater Soul Summons
w_Immortal Soul Summons
w_Lessor Soul Summons
w_Mighty Soul Summons
w_Soul Summons

I think that is all of them.
Thanks,
GT

Now back to more bugs.
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teeny
 
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Post » Fri May 27, 2011 8:25 pm

@john.moonsugar
Could you test something for me concerning the summons creatures you get a crash for. I had looked this over before and what I found out comparing the enchantments with Morrowind. All the summon creatures are not set as "corpses persist" but the enchantment types are set as "Cast When Used" not "Constant Effects". Arktwend enchantments are set as "Constant Effects". I think this is the problem, for how can you have a constant effect ring that continually summons?
Try setting the following enchantments to "Cast When Used":


Well, the purpose of the "Constant Effect" is not that it is continually summoning, it's so that the summoned creature does not disappear after the spell wears off, but hangs around until killed or the enchanted item is unequipped, so I think the use of "Constant Effect" is intentional here.

You should look at the Morrowind Patch 1.6.4 or later, as updated by quorn. He set the summoned creatures to be persistent to solve this very problem in Morrowind.
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P PoLlo
 
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Post » Fri May 27, 2011 11:32 pm

New patch: Arktwend-jms_fixes-0.10.7z, mostly clean up of statics placement and dialogue.
Note the name change. This is because my addon is getting big enough to not just be an addon anymore, it is now:
TAO-0.10.7z (The Arktwend Overhaul)

The overhaul now includes a half dozen little mods that I like from Morrowind, including some model/texture replacers to make things look a little nicer. I've redone some stuff in Tredomar to make it a little more interesting place to visit. I'll add more when I can.

These are available from http://sites.google.com/site/johnmoonsugar/Home/morrowind-mods.
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chloe hampson
 
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Post » Fri May 27, 2011 4:47 pm

Great stuff, thank you.

Is this going to be a continuing development for the time being? Am asking as I've got lots of things to play at the moment so waiting a while for a 'final' release is ok with me.


Cheers
kwm
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Amy Cooper
 
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Post » Fri May 27, 2011 12:46 pm

Is this going to be a continuing development for the time being? Am asking as I've got lots of things to play at the moment so waiting a while for a 'final' release is ok with me.


Yes, I'll probably keep chugging away until I lose interest. Never know when that will be. There's really years of work to be done on Arktwend to turn it into what I'd like it to be. But at some point, I will release a 1.0, which will be "this is as far as I'll get for a while, and it's mostly stable, so please enjoy". Not there yet, although stability is coming along pretty well.
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Jordyn Youngman
 
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Post » Fri May 27, 2011 3:13 pm

@john.moonsugar
Does Martin appear in Hamlet of Gron in your game because he does not in mine. When I was helping Darij work on the German one this is something that we could not get to work was to have Martin appear outside in the Hamlet. The script will place him inside one of the buildings but it seems like he will not appear anywhere outside for some reason. The only way we could get it to appear that he came home and playing outside was to use a second disabled Martin.
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Flutterby
 
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Post » Fri May 27, 2011 7:18 pm

@john.moonsugar are you and golden theif working on seperate translations then? are your patches being included into golden theifs? Or has golden theif stopped working on this and your picking it up? So do i need golden thiefs esp and all your patches? Would be helpful if the front page could be updated....
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Ray
 
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Post » Fri May 27, 2011 3:47 pm

@john.moonsugar
Does Martin appear in Hamlet of Gron in your game because he does not in mine. When I was helping Darij work on the German one this is something that we could not get to work was to have Martin appear outside in the Hamlet. The script will place him inside one of the buildings but it seems like he will not appear anywhere outside for some reason. The only way we could get it to appear that he came home and playing outside was to use a second disabled Martin.


Yes, he appears in Gron with my fix. I have a couple notes about Martin in Arktwend-jms_fixes.txt.

Spoiler
I believe the reason he does not appear for you is probably because he has the MenschenControl script on him (so you wouldn't see him at certain times of the day). But that doesn't make any sense for when he's in the fisherman' hut, so I removed that script. The second problem I had with him was that if you talked to Mrs. Marnbs twice in a row, little Martin appears out of thin air, and it's as if it took zero seconds for her to find him. So I implemented a delay before he appears in Gron.

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Arrogant SId
 
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Post » Fri May 27, 2011 9:33 pm

@john.moonsugar are you and golden theif working on seperate translations then? are your patches being included into golden theifs? Or has golden theif stopped working on this and your picking it up? So do i need golden thiefs esp and all your patches? Would be helpful if the front page could be updated....


Not separate translations, I am just making some fixes to Golden Thief's "Arktwend EMaster v2.014.esm" as addon, not as a replacement. Golden Thief is posting in this thread that he is working on it, so I don't think he's stopped :) The project is Golden Thief's so your questions should really be directed to him.

If you want to play with my patches, just install the usual stuff following the instructions on the front page, then install my patches, activate them and play. My patches include a Readme with installation instructions. And if you find any problems, please report them.
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Katie Samuel
 
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Post » Fri May 27, 2011 6:02 pm

@john.moonsugar
boy that is odd. still can not get it to work the simple way. have to come back to it later since it is more of a cosmetic touch. thanks.
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Dustin Brown
 
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Post » Fri May 27, 2011 8:22 pm

@john.moonsugar
Used your script for the Runes cause you corrected the error. Now was wondering though if you could change it to work also on equip because one has to place it on the ground and pick it up to activate it. It would eliminate that step. Thanks.
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Louise Lowe
 
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Post » Fri May 27, 2011 8:30 am

hi all.

I am glad that I came back here to check this thread, Moonsugar has, on his site, put up yet another update and fix, which was stated, a few threads back.

I got one error messege, when clicked, the game loaded up ok and i got to the intro section where the window opens onto the sea.

my warning text is....
Unable to find script 'EnderalTurm02a' on object 'MarkerEnderalTurm02'.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.


is this "ok"?!

tao loads after the fixes.

I do not have the "scripte.esm" checked, I gather that I am not supposed to have this one enabled. right?!

am i supposed to leave this extra esm unchecked?!

When i trieds the conversion, months ago, without the fixes, i do not think that those errors were there. what am i doing wrong?


here is a link to photobuck image of my data launcher, what is checked.

http://s6.photobucket.com/albums/y220/freestonew/?action=view¤t=dataimage.jpg

I look forwards to playing this conversion and thank you for the fixes.

freestone
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Symone Velez
 
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Post » Fri May 27, 2011 9:51 am

Are you using the patch that I have posted on the page?
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Amy Cooper
 
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Post » Fri May 27, 2011 2:50 pm

Are you using the patch that I have posted on the page?



aha!!

[smile smile!]

I did not realize that you made a patch yourself.

the script error is gone, now. the game now goes up to the new game room with the opening window.

even though there is no error messges, the warnings text still gives to me...

Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.
Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.

one of the morrowind clothing mods had a "famous" error with foot parts and shoes! an innocent error, but still came up, until someone made a patch for it. are these errors like this?! the only way that they are seen is in the warning text after loadup.

and it does not matter if your patch is loaded before or after the other fix..tao updates! same error messeges/

and then what about that scripte esm?! i am not supposed to use this one, right?!

thanks for your quick reply, Golden thief.....freestone
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GabiiE Liiziiouz
 
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Post » Fri May 27, 2011 2:47 pm

Right you do not have to use the scripte esm. I don't get those errors right now so I must have fixed them in what I'm working on or I deleted those parts that were not used. I have a totally fresh install that I'm working from using the latest install package from SureAI plus all the little extras which should be included with my patch. So I don't know what to tell you on that one. Sorry.
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barbara belmonte
 
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Post » Fri May 27, 2011 10:02 am

ok,

got some more questions:

have you guys added anything else or is just translation and bug fixing happening??? From what i have read it seems like you are.......


...which brings me to the bank. What does the bank addon actually do?


and to follow up on my previous post: So none of Johnmoonsugers stuff is included in Golden Thiefs work? And Golden Thief please update the fornt page to links with the recent patches Johnmoonsugar has made. Sorry to keep bugging you, but i need clerfication on what to install, what not ect...


Thanks.

=MA=
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jesse villaneda
 
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Post » Fri May 27, 2011 11:31 am

The bank addon is a spin off of the Morrowind Bank mod. I haven't had time to see how well it works and nobody has said anything.

As far as I understand of what you can install.
You can use the latest install from SureAi or the old one if you still have it. Then use the patch I posted then Johns patch and any of his addons you want.

What I have been trying to do is fix all the spots that needed plugged so you can go almost anywhere in the game without triggering a sequence of the main quest ahead of time. That is why I have not posted a new esm yet. Also if a person does not follow path a to b then some informaton is missed like one person found a way to leave Stromwend via a route that would not trigger a variable that was needed. It is patched in what John has done but the one Darij and I used is different but both achieve the same result.

It seems like I never get any where in this game since I have to start over after just so many changes. Then I play it a little different and find a certain NPC should not be accessable until a certain event so plug that hole. It is like John posted Markus shouldn't be around if the Kanzler is dead but with the story flow I find now you need to enter the tourny for it to make sense so I fixed it so you have to. But now I have to fix it so you are not given two certain quest at the same time if you delay until the last possible time or you're really in trouble. Well, any way I'm almost finished with Stormwend and ready to head for the mountains.

As to some new dialogue, I have added some just to make things clearer and so NPC don't repeat certain key dialogue until the next Journal entry.

Hope that clear it up alittle.
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Lindsay Dunn
 
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Post » Fri May 27, 2011 4:33 pm

@john.moonsugar
Used your script for the Runes cause you corrected the error. Now was wondering though if you could change it to work also on equip because one has to place it on the ground and pick it up to activate it. It would eliminate that step. Thanks.


I've put up a new version of my fixes mod that allows you to equip the runes from inventory:
Arktwend-jms_fixes-0.11.7z
(http://tesnexus.com/downloads/file.php?id=28293).

In order to do this I had to make a number of changes, as it's a bit tricky getting things to remove themselves from the inventory. From the Readme:
* Modified the Runes so that they can be activated from the inventory screen by equipping them. To do this I had to write separate remover srcipts for each rune, since their local scripts would crash if they try to remove themselves. Also modified the Spell effects RuneLorumZauber and RuneWetrimZauber, and now the spells are applied by a proxy object, in this case, "a Maria Schrien 01", which has been changed to have references persist. Since the new versions of the rune scripts must run on a single type of object, I have replaced all the other numbered versions of runes in the world with the 01 version. For example, all the Rune-Arka02 and Rune-Arka03 have been replaced with Rune-Arka01s. (In the future, I'll try to coalesce all such duplicate items where appropriate as unnecessary duplication only leads to tears and pain).

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Sheeva
 
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Post » Fri May 27, 2011 3:32 pm

Well, my overhaul has gotten too big for my google site, so I've uploaded it to TesNexus:
http://tesnexus.com/downloads/file.php?id=28293
That will be the new home for it.

And, I've put up a new version (0.11) that includes more Morrowind mods, inclluding:
Windows Glow by Max
Textures from Darknut and AnOldFriend
Moon's Soulgems (converted to be a pluginless replacer).
Nangsid's Taps and Rugs

So Arktwend now looks even spiffier.
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IM NOT EASY
 
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