[BETA] Dance of the Three-Legged Guar

Post » Fri May 13, 2011 9:48 am

When i seen tariel falling from sky i had Arnand commenting it; It was pretty funny
Main problem Arnand was no more with me at this moment he had left for Ebonheart


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Marquis deVille
 
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Post » Fri May 13, 2011 6:39 am

Changes I'm making today:

- Changing the blackout/textbox "Arnand suddenly hugs you and runs off" to Arnie casting a teleportation spell and disappearing. I just think it would work better and be a bit less jarring.
- Addition of armory/practice area to caverns
- Checking puppy dialogue/scripts Checked - The rat-meat is removed when the puppy performs the tricks; the 'you don't have any meat' dialogue only shows if you don't have any on you. I don't understand why that wouldn't work.
- Investigation of Activator10 error message. I honestly can't work out why it would cause that error message ("not found") - it's there, it's a persistent reference. Any ideas?
- "Magic field" for caverns scene - addition of visual effect
- Reduction of DisablePlayerControls in wedding speech
- Checking doors on the inn are the right way round
- Considered (and rejected) plan to remove Companion Share from Arnie until after the bedroom scene - it just isn't practical if you're carrying stuff, or if you plan to walk to Balmora from Pelagiad.
- Checking Tarhiel script - additional global script-check added. I've also added another couple of seconds to the time it takes him to react, as he was commenting too quickly.
- Two new topics "my friend Gwen" and "Diren Berethi" added for Arnie once he's become your Companion. Random responses to flesh out character.
- Addition of script to Hasphat letter to see whether player has read it or not. I can't actually find anywhere a line in dialogue where Arnie accuses the player of reading the note. If you find it, please can you post exactly where it falls?

Thanks as always
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Ilona Neumann
 
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Post » Fri May 13, 2011 9:51 am

:hugs: I am happy and waiting the new release to test it

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Jeremy Kenney
 
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Post » Fri May 13, 2011 12:37 pm

Oh yay! I'm so excited.

If you leave Arnand's companion share before the bedroom scene, can you make him remove his armor, because otherwise he passes out in it, with his shield and all, unless you know what's going to happen next and take it out of his inventory.

The part where he says I read his note is in the "Dwemer Puzzle box" topic.
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Connie Thomas
 
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Post » Fri May 13, 2011 4:32 pm

Oh yay! I'm so excited.

If you leave Arnand's companion share before the bedroom scene, can you make him remove his armor, because otherwise he passes out in it, with his shield and all, unless you know what's going to happen next and take it out of his inventory.

The part where he says I read his note is in the "Dwemer Puzzle box" topic.

ah, thanks - found it now. :)

As for the armor ... Kateri, do you know how to fix this?
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suniti
 
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Post » Fri May 13, 2011 2:49 pm

ah, thanks - found it now. :)

As for the armor ... Kateri, do you know how to fix this?

You can always have a scripting routine that removes the armor, PS:

->removeitem "armor_id"

And repeat for each armor piece. You might want to make sure he actually has it on first, though. :hehe:
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Lynne Hinton
 
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Post » Fri May 13, 2011 9:01 am

Maybe I'll give this one a shot, since (admittedly) originality in design of quest plugins seems to have been bound wrists-to-ankles and locked away in a basemant for the most part these days. Maybe, just maybe... your mod might be the one that unbinds that said "Boo Radley-ish" originality and allows it to see the light of day again. That is a moment that where a mod's perfect score will be a given. :celebration:
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Roberta Obrien
 
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Post » Fri May 13, 2011 9:04 am

You can always have a scripting routine that removes the armor, PS:

->removeitem "armor_id"

And repeat for each armor piece. You might want to make sure he actually has it on first, though. :hehe:

Uhhh ... there is already an armor removal script on there! I assumed that you meant it wasn't working properly?

Actually, I've just thought - the script as is only removes the armour that he is supposed to be wearing. I'll run the Cortex script instead of my custom one at that point in the script.

Maybe I'll give this one a shot, since (admittedly) originality in design of quest plugins seems to have been bound wrists-to-ankles and locked away in a basemant for the most part these days. Maybe, just maybe... your mod might be the one that unbinds that said "Boo Radley-ish" originality and allows it to see the light of day again. That is a moment that where a mod's perfect score will be a given. :celebration:

Boo Radley-ish, huh? Like http://www.youtube.com/watch?v=5Rff9UPbrJk?
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sw1ss
 
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Post » Fri May 13, 2011 4:29 pm

Uhhh ... there is already an armor removal script on there! I assumed that you meant it wasn't working properly?

Actually, I've just thought - the script as is only removes the armour that he is supposed to be wearing. I'll run the Cortex script instead of my custom one at that point in the script.

Sorry, PS, it was one of speaking before i thought moments. :hehe:
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Romy Welsch
 
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Post » Fri May 13, 2011 7:52 am

Sorry, PS, it was one of speaking before i thought moments. :hehe:

No, it's a good point - it's currently set up only to remove the armour he was wearing before - bit of an issue if companion share is thrown into the mix. :)
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Captian Caveman
 
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Post » Fri May 13, 2011 6:06 pm

No, it's a good point - it's currently set up only to remove the armour he was wearing before - bit of an issue if companion share is thrown into the mix. :)

So foot in mouth disease pays off sometimes? I'm glad I was able to help. :D
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LADONA
 
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Post » Fri May 13, 2011 7:04 am

Boo Radley-ish, huh? Like http://www.youtube.com/watch?v=5Rff9UPbrJk?


Actually, I meant Boo Radley as in that one character locked in a basemant by his father in the book titled http://en.wikipedia.org/wiki/To_Kill_a_Mockingbird (maybe you've read it sometime in your life? I dunno...). I just thought I clarify it.
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Red Bevinz
 
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Post » Fri May 13, 2011 9:41 am

Any news about the update ?
I am in need of my fix of fun

:embarrass:
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Jacob Phillips
 
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Post » Fri May 13, 2011 7:09 pm

Actually, I meant Boo Radley as in that one character locked in a basemant by his father in the book titled http://en.wikipedia.org/wiki/To_Kill_a_Mockingbird (maybe you've read it sometime in your life? I dunno...). I just thought I clarify it.

I know :P
I was being facetious.

Any news about the update ?
I am in need of my fix of fun

:embarrass:

heh ... I got distracted by an Oblivion mod. I'm sure I'll come back to it soon. :)
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Steven Hardman
 
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Post » Fri May 13, 2011 8:24 pm

OK, if you don't mind me being reeeeeeeally cheeky, I can speed things along a little here:

I'm uploading as we speak a new beta (version 0.95), so download EITHER the full file OR the .esp patch only - replace the .esp file you're already using. Now, here's the really cheeky bit: I haven't actually tested this. Obviously, it being a quest mod, it takes a little while to test it, and while I'm testing it, I'm not building it, so if you would be kind enough to test it, that gives me more time to work on it.

Kateri sent over some stuff to put in, so I need to do that, and the Evie story is still not in there yet.

Here's our working Bugs, Issues and Suggestions list:
Fixed as of 2 October

***- Path grids missing for Anticlere cells
Fixed (though I think there's a couple of cells still to check)

- "Arnand suddenly hugs you and runs off" - feels unnatural in gameplay. Replace with goodbye/teleportation
Fixed

- Arnie accuses player of reading note when player has not read note
Fixed

- Charborne Hall needs armory/practice area
(fixed - in fact, there is a new hidden room which is unallocated i.e. the player can choose what to do with it; an armory/practice area in the caverns, extensive renovation to the caverns ... should be more comfortable now)

- Puppy does not do tricks when fed rat meat
(I didn't find any problem with this)

- Expression error on activator on journey to Balmora
No action taken. Script checked.

- Comment on Tarhiel "incident" even when Arnie not present
Fixed

- DisablePlayerControls too long during wedding speeches
Fixed - rewritten to be shorter disable

**- Doors on the Silver Fairy Inn the wrong way round
(Switched them round - do they work now?)

- Dialogue refers to forcefield in cavern scene when no forcefield present. Rewrite dialogue and include forcefield.
Fixed - scene rewritten

- Disable companion share until after date
No action taken

**- Items missing from French Maid outfit
(Should all be there now. I hope!)

- CTD when player first meets Evie. Usually fixed by reloading, especially if player speaks promptly to Evie when reloaded.
Under investigation

- It is VERY difficult to get Evie to follow you all the way to the Chapel and back on wedding day. One time she got stuck in the stairs from the Ivy Suite bedroom and wouldn't budge. Another time she got stuck in the Chapel and kept telling me to "speak to the priest to start ceremony," even though the ceremony was over. Had to resort to the "StartCombat/StopCombat" thing to get her on-track again.
Under investigation

- Once, after the ceremony and at the Dining Hall reception, Gwen and Diren immediately attacked
Under investigation


--------------------------------------

Still to be resolved:

"Attack" issue at reception
Evie's following at wedding
Evie Crash on Enter (speak to her quickly, it seems to stop it crashing)

--

Still in progress:
Evie's quests

Extra character dialogue (some added in this version)

Need to rewrite 'strip' section of first bedroom scene to take account of player-given armor

-------------------------------------------------------------------------------------------------------------------------------------

We'd also be grateful if you could answer a few questions based on your play-through of this latest version:

1, Are there any parts of Arnie's story that "drag"? If so, which scenes?

2. If you could ask any of the main characters a question, what would it be?

3. Would you describe the number of foes in the "pirate sequence" as "too many", "too few", or "about right"?

4. If you had to pick one thing that really annoys you about this mod, what would it be?

5. Is there anything missing from Charborne Cove that stops it being somewhere your character could live? NB we don't want to turn this too much into "mission creep", but if adding in an extra room or service is
the difference between something you'll use and something you won't, we'll certainly consider it.

Thanks again for all your help
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Roy Harris
 
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Post » Fri May 13, 2011 6:38 am

Thankss princess doing it now


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Maya Maya
 
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Post » Fri May 13, 2011 12:46 pm

Cool! I'll take a look this weekend. I never get tired of playing through this story.
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MR.BIGG
 
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Post » Fri May 13, 2011 3:20 pm

When talking for first time with gwen
I have this appearing endlessly , preventing to do anything else

http://img300.imageshack.us/my.php?image=mgescreenshot4ud1.jpghttp://g.imageshack.us/thpix.php

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Stryke Force
 
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Post » Fri May 13, 2011 3:56 pm

Progress! Updates!
Do I dare to hope it will be done for Christmas? :D
In all seriousness, though, fantastic. You guys are the best.
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Lucie H
 
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Post » Fri May 13, 2011 7:46 am

Actually stuck in the mod, i cant test more with the Gwen problem :(
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James Hate
 
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Post » Fri May 13, 2011 9:05 am

I don't understand - I just looked at the script - there's no way that should happen.

Is anyone else getting that problem?
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Cartoon
 
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Post » Fri May 13, 2011 1:05 pm

I tested it several times and always same thing
It not stop to appear ,again and again, endlessly the paper sound and noway to close it

sniffff
It appear at first time talking with gwen when she escape and meet Arnand and me.
I cant even say why it appear and to who it is related as it suddenly popup without warning or anything related
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sunny lovett
 
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Post » Fri May 13, 2011 4:42 am

I tested it several times and always same thing
It not stop to appear ,again and again, endlessly the paper sound and noway to close it

sniffff
It appear at first time talking with gwen when she escape and meet Arnand and me.
I cant even say why it appear and to who it is related as it suddenly popup without warning or anything related

OK - apparently attaching scripts to books is a really tricky process - I hadn't realised this, and it explains why the script also doesn't work properly in Balmora Council Club (no looping, but you can't pick it up).

Kateri has (hopefully!) fixed it. I can't test it tonight, but I'd be grateful if you could take a look.

http://princess.elricm.net/ThreeLeggedGuar.htm - you need the 'PATCH'.

If you just want to check that script, from anywhere in the story open the console and type 'player->additem 1jw_bhc_notetohasphat 1'
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Kayleigh Mcneil
 
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Post » Fri May 13, 2011 10:28 am

OK - apparently attaching scripts to books is a really tricky process - I hadn't realised this, and it explains why the script also doesn't work properly in Balmora Council Club (no looping, but you can't pick it up).

Kateri has (hopefully!) fixed it. I can't test it tonight, but I'd be grateful if you could take a look.

http://princess.elricm.net/ThreeLeggedGuar.htm - you need the 'PATCH'.

If you just want to check that script, from anywhere in the story open the console and type 'player->additem 1jw_bhc_notetohasphat 1'

I will watch it as i can
nose kisss
Balmora coucil club the place or the mod .?
I have the mod too :icecream:
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Dorian Cozens
 
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Post » Fri May 13, 2011 3:17 pm

There is two files in the patch
which one i use
Clean Dance of the Three-Legged Guar v0pt95 ?


Clean Dance of the Three-Legged Guar v0pt951?
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lolli
 
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