[Beta-Relz] Arktwend TC translated to English

Post » Fri May 27, 2011 10:30 am

thanks john, placing that fix in at the moment as i write. You mentioned coalesce duplicate items. Think about doing it with 1500 arrows. I have done it with so many items it gets boring.

The overhaul mods look great. Well, back to plugging holes.
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STEVI INQUE
 
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Post » Fri May 27, 2011 6:46 pm

thanks john, placing that fix in at the moment as i write. You mentioned coalesce duplicate items. Think about doing it with 1500 arrows. I have done it with so many items it gets boring.


Yeah, I don't get it. There's a zillion different Mytrehen NPCs defined. Seems like they really only need one kind of archer, one kind of swordsman, one kind of halberdier. I'm sure there was a reason behind it, but I haven't figured it out yet. There's 3 different spells called "Fireball" or some variation. It would be great to clean all that stuff up.
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Tiffany Holmes
 
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Post » Fri May 27, 2011 9:08 am

Hiho,
I made some splash screens: http://tesnexus.com/members/addfile.php?id=28293. 125 of them. I suggest you remove the old ones, and plop these in there instead.
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Samantha Wood
 
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Post » Fri May 27, 2011 10:39 am

Awesome. These look great. By the way, does anyone know of any good texture replacers for the Enderal fortress models and what-not?
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Bereket Fekadu
 
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Post » Fri May 27, 2011 8:20 am

EDIT: Sorry, had a load error. Didn't mean that.
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Crystal Clarke
 
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Post » Fri May 27, 2011 3:26 pm

Awesome. These look great. By the way, does anyone know of any good texture replacers for the Enderal fortress models and what-not?


Nothing specific, but I just took a look at the models, and they seem to use dunmer stronghold textures, like:
Tx_ex_stronghold_wall01.tga
Tx_ex_stronghold_trim02.tga

and so on. You could probably grab a stronghold exterior replacer and see if it works for you.

I've been meaning to put a nice replacer in for them at some point, so if you come across something you like, feel free to suggest it.
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Albert Wesker
 
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Post » Fri May 27, 2011 8:10 pm

Hey anyone that is changing textures. I was wondering if you are finding an increase in fps in some of the low fps areas like Stormwend itself. I don't have a problem on my machine but it would be nice help for those that do / if this is part of the reason it happens.
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Enie van Bied
 
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Post » Fri May 27, 2011 1:09 pm

Hey anyone that is changing textures. I was wondering if you are finding an increase in fps in some of the low fps areas like Stormwend itself. I don't have a problem on my machine but it would be nice help for those that do / if this is part of the reason it happens.


Just out of curiosity, what is your CPU and Graphics card?

I have a 2Ghz AMD 3800+ and an Nvidia 7950GT. The card seems to be able to handle anything, but my CPU bogs down, so my FPS in Stormwend is dismal. I'm working on a "Stormwend Lite", but have not made much progress yet.

But I don't think FPS depends much on textures. Previous investigations by Psyringe and others show that it mostly depends on the number of NPCs, the number of polys, and the number of objects in a cell, with number of NPCs usually being most significant. Scripting also plays an important role, but it's hard to quantify as some scripts seem to require a lot more resources than others.
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Tom
 
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Post » Fri May 27, 2011 10:18 am

Having a bit of trouble with the main quest,

Spoiler
On the part of the main quest where you need to meet your friends in the bar, I wait until night then I walk into the bar.Then, after being taken by the mysterious stranger,I get a message box, after a black screen saying that it is late and I should go meet my friends which takes me back to the table that I was at. Then I can't find out what to do with the quest after that.


Any help would be greatly appreciated.
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Auguste Bartholdi
 
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Post » Fri May 27, 2011 10:23 am

Having a bit of trouble with the main quest


I just played through that part, and that didn't happen to me. What is your load order? Mine is:
Arktwend EMaster v2.014.esmArktwend Patch to v2.014.espArktwend-jms_fixes.espTAO.esp

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Amy Masters
 
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Post » Fri May 27, 2011 6:55 pm

@john.moonsugar
I have an Intel 2 Quad CPU Q6600 @ 2.4GHz each and a Nvida 8800GT. I can keep it at about 17-20 fps in Stormwend with the FPS opt at max and I run around just fine. Just for testing I took an esp and deleted almost all scripts and fire but it seems that sections of Stormwend still just bogs down. It drops the most at the church which is where most NPCs are. I do recall getting a boast when I removed the oversized trees but without them Stormwend doesn't look quite right but again I would have to test to make sure because I was just seeing how much had to be removed to get an increase.

I've added NPCs in other area of Stormwend and it doesn't affect my fps. Well, if anyone figures something out it would be nice.

I'm finally being sent to Gargart so I can fix holes there.

-----
Oh, I'll have to fix the Fur Seal Tavern. I made it so that you could meet Paul and Sagrim two different ways. 1) if you got to the tavern after dark or 2) if you pass Werd. I need to disable the feature if you do one or the other.

For right now do not enter the tavern by the door. Let Werd send you to the tavern.
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April
 
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Post » Fri May 27, 2011 11:04 am

You could try deleting some of the collision boxes. Some of them, such as the ones over the sewer grating, aren't really that necessary.
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Kerri Lee
 
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Post » Fri May 27, 2011 2:50 pm

You could try deleting some of the collision boxes. Some of them, such as the ones over the sewer grating, aren't really that necessary.


What I've done for the collision boxes over the open street sewers is to replace 3 smaller ones with one larger one. It hasn't really helped much as I suspect that they are extremely cheap, since they are low poly.
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Inol Wakhid
 
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Post » Fri May 27, 2011 8:47 pm


You could probably grab a stronghold exterior replacer and see if it works for you.

I've been meaning to put a nice replacer in for them at some point, so if you come across something you like, feel free to suggest it.
Couple I know of:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6691
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3364
There're others on ElricM (IIRC, one by Clavis and another by Shannon that's in a more vanilla game style).
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Alex [AK]
 
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Post » Fri May 27, 2011 4:20 pm

I pulled up connary's old stronghold replacer from my mod archives, and it works great.
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Manny(BAKE)
 
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Post » Fri May 27, 2011 5:25 pm

Here is a new Arktwend English master. Test it to see if I have all the files needed. I think I have the game type bugs fixed. Still needs some dialogue filtering.
Have to go eat some turkey, just had a few thoughts on a few changes needed already but they are not needed to make the game playable.
If it works well will post it.

http://rapidshare.com/files/312536378/Arktwend_English_v3.00.7z


my bad used the wrong type link was in too much of a hurry.
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Pete Schmitzer
 
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Post » Fri May 27, 2011 12:03 pm

http://www.gamesas.com/index.php?act=findpost&pid=0

There's something wrong with that link. It just goes to an error message at these forums.
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joannARRGH
 
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Post » Fri May 27, 2011 10:10 pm

Link in previous post should be working now or use this one.

http://rapidshare.com/files/312536378/Arktwend_English_v3.00.7z
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Amysaurusrex
 
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Post » Fri May 27, 2011 3:02 pm

I've posted a new version of my http://tesnexus.com/downloads/file.php?id=28293. Lots of changes and fixes in this release.

This release also has readable roadsigns and more mods included. If anyone wants to suggest some mods to include, I will consider them. Here's a list of what's in there now:

* Andy's Texture Alternatives Pack (ATAP) 2.0, by Andy (selected textures)
* Area Effect Arrows, by Bethesda
* Better Blood Texture, by TheGreatSchnoopiSchnozzle
* Bottle Replacer, by Qarl
* Chalk 3.0, by ManaUser
* Correct UV Rocks, by Nich
* Creature Additions, by Demon Xen
* DNCTextures512 + Addendum + WT, by Darknut (Creature textures)
* DNCTextures512_BM, by Darknut
* DNCTextures512_TB, by Darknut
* DNDT, by Darknut (Dwemer textures)
* DNWeaponsComplete-512, by Darknut
* Dwemer Golem, by Damien
* Golden Gold, by Arcimaestro Antares (modified to be pluginless)
* Imperial Housing Add-on, by AnOldFriend (thatch texture)
* K Potion Upgrade, by J.Knez [schwaa]
* Magic Border Icon Replacers, by Marbred
* Moons Soul Gems, by Infectious Moon (modified to be pluginless)
* Morrowind Visual Pack 3.0, by Ayse, Lord Gabryael, Qarl, Raptre, & Zuldazug
* Nangsid Taps and Rugs, by Nangsid
* New Elemental Damage Effects + NEDE(NPC size mesh) add-on, by rocker
* Pluginless NoGlow, by Plankye
* Sail Cloth Retexture SCR - Tribal, by Alaisiagae
* Vivec Retextured, by AnOldFriend
* Windows Glow v. 1.75, by Max a.k.a. ~NOBODY~
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Josh Lozier
 
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Post » Fri May 27, 2011 8:13 pm

Link in previous post should be working now or use this one.

http://rapidshare.com/files/312536378/Arktwend_English_v3.00.7z


Do you have a list of changes? I see some script/object IDs have changed, so it would help to know what was changed, so I can update my mod. It's good if IDs in the master do not change, as it often invalidates dependent plugins.

I did find one little thing so far, I noticed that chicken2.wav lives in: Sound/Arktwend\ Sound/chicken/ but the .esm expects it to be in: Sound/Cr/chicken/.
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Alexandra Ryan
 
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Post » Fri May 27, 2011 5:02 pm

I can see a lot of work going on with Arktwend. It seems, that I have to play it again soon.

It was already incredible stable, when I played it in the begining of the year (I only encountered one CTD while completing the mainquest), so an improvement based on that should be very good.
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Lizbeth Ruiz
 
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Post » Fri May 27, 2011 3:03 pm

Hmm, a lot of the animal sounds are not working right it seems.
It looks like the sound definitions refer to: Sound/Cr/animalname
but you installed the sound files to: Sound/Arktwend Sound/animalname

I think it would probably be good to retain the original IDs and pathnames from Cait's Farm, as it would make it easier to port more mods that use it as a resource.
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Harry Leon
 
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Post » Fri May 27, 2011 9:16 am

Have to find a mod with Caits Farm will work on that now.
Also does anyone have a city sound we might use for Stormwend without horses because there are no horse?
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Kay O'Hara
 
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Post » Fri May 27, 2011 3:50 pm

Hey, I have a silly question which I am sure has been asked before. I played this TC once and thought it was great, but I missed Morrowind occasionally. Is there a way to have two version of MW installed at the same time so I can switch between them at will?

Thanks, Melchior
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Amber Hubbard
 
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Post » Fri May 27, 2011 7:54 pm

Hey, I have a silly question which I am sure has been asked before. I played this TC once and thought it was great, but I missed Morrowind occasionally. Is there a way to have two version of MW installed at the same time so I can switch between them at will?

Absolutely, you can get general instructions for multiple installs in the pinned topic: "How to run Multiple Copies of Morrowind".

What I did was install Morrowind to c:\morrowind then install it again to c:\arktwend, and then install arktwend stuff into c:\arktwend. Arktwend needs the .bsa's from MW/TB/BM, but it doesn't need the .esms.
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glot
 
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