[BETA] Dance of the Three-Legged Guar

Post » Fri May 13, 2011 4:20 am

Still no progress?

I know first hand that writers block svcks and in my case it is mixed with alot of procrastination.
A deadly combination indeed.
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Lindsay Dunn
 
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Post » Fri May 13, 2011 1:12 pm

Still no progress?

I know first hand that writers block svcks and in my case it is mixed with alot of procrastination.
A deadly combination indeed.

Deadly to the mod, not to you.
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Elena Alina
 
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Post » Fri May 13, 2011 12:16 pm

It's alive! :drool: Thank the divines!

After a long exit from MW and a couple of bad computer problems, I am in the process of returning once again. My computer is still crap, but we'll see what happens. As I was assembling my new mod list, memories of this mod's old WIP threads haunted me and I began to wonder it's fate. While I was never able to help with it, because of the limits of my computer, I have always been eagerly awaiting it, more or less in the shadows.. hoping that one day I will have decent computer to try it on. I had forgotten the name of the mod lately, and was worried I would never find it when here the thread appears before me.

I would help if I could, for this mod has everything I search for in a MW mod, but all I can do for now is lend my moral support. So to that end:

Let it be known that I only ever tried one companion mod in my whole history of playing bethseda games, and that was simply because the people came with the house I was using. I had no interest in them. But this mod.. this mod changes my mind. It is the first based on such a thing that I have actually ever wanted, and has led me to wonder at times if I have not given mods of these types a fair chance. I know it is an insane amount of work, and I know it is tedious at times, but there are many practically on their knees awaiting it. lol After all, if it can turn someone to using mods they otherwise would not, you do not need doubt it's potential or the thankfulness from the community for all the work involved. :bowdown:

Uh, so there it is for what it's worth, and I will continue following what may easily become my favorite MW mod. Good luck in your endeavors, and hopefully you can find time to further your work on the mod. Should there ever be a question I can answer or way I can be of any real help on such a crud system, let me know. For now, I will simply try to get a better job so I can ditch the clunker.
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Luis Longoria
 
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Post » Fri May 13, 2011 7:45 pm

That's very sweet of you, and I'm glad you're enjoying the mod.

It's not dead but it's definitely sleeping. Since this is a hobby, we have to go where our muses take us and neither of us has particularly felt like working on this lately - but that's not to say that we never will. After all, I'm working now on something that I promised to make at least 3 years ago, so I very rarely drop things altogether. Kateri has never told me that she intends to stop work on it either, only that she's not working on it right now.

I hope you'll find it at least playable on the Arnie side, and enjoy what we've put in so far. :)
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-__^
 
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Post » Fri May 13, 2011 12:14 pm

I gotta admit you guys who create mods are such talented and you can see that one day you can become a designer for clothes or maybe game designers. Nice job on this mod!!!!! :trophy:
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Emma-Jane Merrin
 
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Post » Fri May 13, 2011 7:57 am

Here's a very late report, I hope this is of some use to you should you come back to this mod in the future. [Lots of spoilers ahead]

I played an earlier version about a year ago without any out-of-the-ordinary glitches other than those reported by others, but I am having a real hassle with the most updated version with the boss fight. Essentially there is no Arnand on the ledge (just a disembodied voice) and after Gwen frees us (from something that wasn't there) no boss turns up leaving me treading water in the dark feeling stupid. :wacko:
Its most likely a conflict with something like LGNPC or MCA but I can't figure what's causing the problem, I've tried to reload from an earlier save several times. Other than that, there have been no other problems.

1. Have you had the Evie Crash Bug? Yes
- If so, were you able to proceed in the quest? Yes, I saved before going upstairs, and it worked fine on the reload.

2. Have you had problems getting Evie to follow you to the chapel? Have you had any other problems with 'losing' the companions?
Hmm, not sure if it was Evie or my MCA companion (brought along as flower-girl). One of them didn't follow straight away, I just re-entered the Hall and they followed the second time round. I'm not sure that bringing non-TLG companions are a good idea to be honest, following is frequently problematic and the entry to the Silver Fairy Inn (with the double set of doors) is really awkward to negotiate if there is more than one companion e.g. player + one other is manageable. The other Chapel glitch is the Battle music starting up & playing right through the Joining ceremony - talk about bad omens! :laugh: Arnand didn't follow me after the ceremony until I asked him to follow. Maybe this was intentional? (not sure).


3. Did Gwen or Diren attack you in the Reception scene? No


4. Did you find any part of the quest boring or infuriating?
- If so, which? Not infuriating, but may I respectfully submit the banter scene in Ebonheart and then another one when you get to Charborne Cove is maybe too much of the same sort of thing. Although many of us will recognise the Companions discussed, I can't see many people having one or all of them in tow given the glitchiness of Morrowind and the fact that many of them are technically rivals: I mean, my character would love to have Julan, Wulfren & Arnand; but Julan would never allow it! Its a very funny scene, but it doesn't really work unless you have all the characters there to participate. The only other thing that again are not boring, but seemed unnecessary, was Crassius' appearance in the caves & the broom cupboard scene with Gwen & Direnn - at a time when the adventure is reaching its climix they both seemed to break the pace a bit.
- Do you think the play scene and the reception speech should be shortened? No, I love the play! The reception speech seem fine.


5. Were you lost or confused at any point in the quest? No

6. Have you been able to get the puppy to do tricks after feeding? Unknown

7. Have you tried getting the companions to teleport anywhere?
- Did it work? No teleport problems. Well, except - not sure if this had anything to do with your mod - when A & E told me to meet them at Six Fishes in a week for singles night, they disappeared but when I cast Recall some time later they both appeared with me. Entering the Six Fishes with them appeared to allow the normal script to resume.

8. Have you noticed any pathing issues in the new locations? The Chapel & the Inn are quite awkward to maneuver around. If you toggle auto-move on Evie & co it helps quite a lot.

9. Have you been getting any strange expression errors? Same error as Pluto reported.
- Does it happen every time? unknown
- Even with a new savegame? unknown

10. Did you enjoy the mod? So much that I have played it twice! It's very funny, the characters are very endearing and memorable, and there is a huge amount of care and detail lavished on this adventure which stays with you long after the adventure is over.

Overall, I love this mod, the characters are wonderful & wacky. Just one last comment, even though the adventure is paced out nicely at the beginning, once Evie gets involved the player is "pushed" (very gently!) to get to the final part of the adventure and if you start this mod as a new character it means that you will be facing the final dungeons at too low a level to do it justice. I personally think the player ought to be L20ish by that stage, perhaps somewhere between the Wedding Planner & Singles Night the player character could be given the option of delaying events for a bit.

Anyway, my two cents for what it's worth. Thank you for this mod, I've really enjoyed playing it.

[edit] So I could report exact error messages - when loading in the boss fight cave:
Script error: EXPRESSION in ljw_bhc_GhostfenceScript
Right eval
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sara OMAR
 
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Post » Fri May 13, 2011 4:47 pm

Thanks so much for the detailled feedback, Ygern! :)
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CArla HOlbert
 
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Post » Fri May 13, 2011 6:57 am

You're welcome Kateri!

I'm going to have to beg for help to get through the final cave. :sad:

Spoiler
As I said above here is no Arnand on the ledge and after Gwen frees us (from something that wasn't there) Rolfgeir doesn't turn up.
I tried spawning him with the console but then he has no dialogue, and on killing him there are no updates etc and I can't get through the sealed trapdoor.



I have reloaded earlier saves from Singles Night but the same error happens when I get to this cave.
Even searching through the scripts in the Construction set has me stumped as to what to do to.
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rolanda h
 
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Post » Fri May 13, 2011 5:02 am

Afraid I can't help with this bit, but I'll mention it to the Stomper when I see her. :)
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sara OMAR
 
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Post » Fri May 13, 2011 12:36 pm

Thanks Kateri. I probably broke a script by updating one of the LGNPC mods during the game (or something daft like that).
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ILy- Forver
 
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Post » Fri May 13, 2011 6:11 am

Or it's possible that it's just broken. :embarrass:

I'm not sure how quickly I'll get around to fixing it - got a huge amount of RL stuff going on at the moment - but the feedback is incredibly useful and you are very right about the pacing being off; it's been something I've been thinking about for a long time.

Thanks again for posting such detailed and helpful notes.
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Tamara Dost
 
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Post » Fri May 13, 2011 8:43 pm

Again, you're welcome, it's a great mod.
Honestly, seeing as the earlier version had no such problem, I doubt its your mod - its far more likely to be a conflict.
Anyway, no big deal.

While I'm in my Oracle of Delphi mode, the other minor thing that would be nice if you worked into a later version is the disposition of some of the main characters in the mod towards the PC.
Evie is an old friend of the playable character, that's why Arnand recognises you in Seyda Neen. But when Evie turns up she likes you as much as any other un-factioned NPC - which in my Nord's case is Not Very Much :blush: I had to bribe my "old friend" 500 gold pieces to like me! :laugh: Direnn and Gwen don't think much of me either, nor do the guests at the reception.

I guess it's what you get when you're a clod-hopping Nord with the social skills of a kagouti.
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Dagan Wilkin
 
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Post » Fri May 13, 2011 4:04 pm

This has got to be one of the oldest mods out there, I can't believe it's still being worked on. You guys are awesome!
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clelia vega
 
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Post » Fri May 13, 2011 10:28 am

Any chance I can get the patch mentioned here?: http://princessstomper.wordpress.com/2009/08/20/new-dance-of-the-three-legged-guar-patch/

And I quote:

"A new patch for Dance of the Three-Legged Guar is now available for download. The rom-zom-pirate-com mod for Morrowind is still in its beta stage, but those who have downloaded the full test version can download the latest patch (version 0.9.5.3), which fixes an issue with Caius Cosades not talking to the player after Arnand leaves following the first meeting. The patch also adds an in-game warning that Evie’s quest is incomplete (following reports from bewildered players who hadn’t read the test notes), and changes the “boss fight” with Rolfgeir to make it a bit more interesting.

The patch is available here and, as always, please leave feedback in this thread on the official forums."

This link does not work: http://downloads.elricm.net/hosted/princess/TLG0pt95esp.zip

I'm stuck because Caius Cosades thinks Arnand is still with me.

Thanks for any help!
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Stu Clarke
 
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Post » Fri May 13, 2011 1:50 pm

I've played both this mod & Julan's many times.They are both GREAT mods, I never go without them. I've never played them together though until now. My character is married to Arnand and Julan now wants me to leave Arnie for him. There doesn't seem to be a topic to speak to Arnand about breaking up with him. Is it possible?
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Quick draw II
 
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Post » Fri May 13, 2011 11:02 am

So this is still a WiP after all this time?
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Rachael
 
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Post » Fri May 13, 2011 11:59 am

I am not sure, but I am pretty sure it still is. http://princessstomper.proboards.com/index.cgi?board=morrowindmodsboard&action=display&thread=2248
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Baby K(:
 
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Post » Fri May 13, 2011 6:15 pm

I just got this mod, and already I've had a bit of an odd problem.

Okay, so, I started a new character and got through the whole character making process, right? I walk out and see Arnand on the ground, his arms moving around and the rest of him still. I chat with him and have him follow me.... No dice, still not moving, even when he teleports to me.

I figure it's one of my animation mods that fixes the horrendous walking animations, but perhaps I'm missing something. I haven't updated morrowind script extender in awhile, either. Anyways, I'm wondering if this is a common bug or not. I didn't see anything about mods that conflict with this one.
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Dean
 
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Post » Fri May 13, 2011 6:22 am

It's pretty common. Run the fix_anim_errors program that came with the AnimKit. Now you know what it's for!
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Mylizards Dot com
 
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Post » Fri May 13, 2011 11:16 am

It's pretty common. Run the fix_anim_errors program that came with the AnimKit. Now you know what it's for!


Thanks!

Gah, I havent played Morrowind in so long I've forgotten where all my files-n-stuff are all situated. *goes rooting through Morrowind stuff*

Edit (again): It wont let me update. Says it cant find xskeleton.nif... hmmm.... Nevermind. Fixed.
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XPidgex Jefferson
 
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Post » Fri May 13, 2011 9:28 am

I've started playing this mod. In the spoilers section, it says that

After pointing out Caius’ door, he’ll rush off home.


but he didn't. He is still with me, assisting me with quests, and no new dialogue came up whatsoever. Is something wrong, or do I have to leave him somewhere and wait for 48 hours?
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Bryanna Vacchiano
 
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Post » Fri May 13, 2011 7:15 pm

Yeah, it looks like he didn't reach the trigger point for his script to fire.

You can try wandering around outside Caius's house to see if that causes it to kick in, or open the console window and type

set ajw_prestate to 11

then speak to Arnand again - he should get a "see ya later" dialogue and then cast recall/disappear.
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Jack Walker
 
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Post » Fri May 13, 2011 5:08 pm

Thanks, that console command fixed it. I hadn't gone to Caius' house when he directed me there; I entered South Wall Cornerclub instead. I think that messed up something with his scripts.
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Craig Martin
 
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Post » Fri May 13, 2011 4:42 am

Yeah, it looks like he didn't reach the trigger point for his script to fire.

You can try wandering around outside Caius's house to see if that causes it to kick in, or open the console window and type

set ajw_prestate to 11

then speak to Arnand again - he should get a "see ya later" dialogue and then cast recall/disappear.


Just had this exact same problem. Thought it would be something obscure and tiny solved ages ago in long forgotten thread. Really this is all too fast for me, I'm supposed to be in bed soon and out tomorrow, not up all night playing then hiding at home playing additional bits with Arnand!

Love him so far, thanks to this netbook not being able to handle everything I was throwing at it before, I've done the beginning twice and I absolutely LOVE the way he has his own business to take care of when you meet him in Ebonhart.
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adame
 
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Post » Fri May 13, 2011 8:31 am

Is there any news on this mod? I would love to see a finished/official release.
I loved the Beta, and hope that the few bugs get fixed, so everyone can play this mod. :)

Princess, I know you said that MW isn't a priority now, but I gotta bug you about this great mod.
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Tiffany Castillo
 
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