[RELz] Darknut's Greater Dwemer Ruins

Post » Sat May 28, 2011 2:06 am

DARKNUT: Hello, and thank you for this mod! I've never beaten Morrowind before, but after playing some other Bethesda games, I always thought the endings could use a little... Extension.

But I have an issue. Seeing as I won't be experiencing this mod for some time, I want to ensure there are no bugs so I don't get to the ruins and get a CTD. I am getting a conflict between this and the voice add-ons for Vivec and Dagoth Gares. I can live without Gares, but I rather liked the timber of Vivec's voice. You set a global short called MrTSVoiceID to 53, whereas the two voice add-ons have this global set to 0. If I set the variable in these other two to 53, can I have my cake an eat it, too, or are they going to have to go?



All I did was integrate the "Dagoth Voice addon" by MrTS and Tyana Rie into DNGDR .... they also made the Vivic voice addon & as far as I know they work fine together.

I use Vivic & Gares voice addons myself.
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Lory Da Costa
 
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Post » Fri May 27, 2011 11:13 pm

Man that was fast, thank you very much!
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Alycia Leann grace
 
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Post » Sat May 28, 2011 1:30 am

So is anything new happening on the GDR front?
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Nathan Barker
 
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Post » Fri May 27, 2011 1:22 pm

Darknut, I say you should do this for Sotha Sil.
Because if you won't, I probably will.
(Hah, that kind of rhymes.)
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Mike Plumley
 
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Post » Fri May 27, 2011 7:17 pm

Darknut, I say you should do this for Sotha Sil.
Because if you won't, I probably will.
(Hah, that kind of rhymes.)


I plan to eventually revamp TB & BM's main quest endings as I found them a bit underwhelming in vanilla form (by today's standards).

But even If I do doesn't mean you should not do one too .... just gives people more reasons to replay the game.
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Christine Pane
 
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Post » Fri May 27, 2011 1:37 pm

Really great mod-work here. I hadn't played Morrowind in something like 1-2 years but when I saw this release I had to reinstall the thing and give it a go! Truly inspiring, with the feel that I was always convinced the conclusion of the game should have. No longer is the final encounter so anti-climactic, and all of the steps leading up to it have been given what I consider to be the proper attention. While I understand the importance of the ruins altered in this mod calling for all of the work, I'd really love to one day see some of the other areas of the game tackled in much the same way. You'd be the person to go for it by the looks of the completed product, though I'm sure you could use one hell of a vacation after wrapping this up! :P Looking forward to digging into more of your work when time allow! Definitely the sort of visionary modder that keeps me coming back for more year after year. :goodjob:
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Christie Mitchell
 
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Post » Fri May 27, 2011 7:00 pm

Edit: Deleted
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Sweets Sweets
 
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Post » Sat May 28, 2011 2:24 am

GREAT MOD!!! Just spent 3 day's getting to the Croisius. You are evil. Thanx.
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Phillip Hamilton
 
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Post » Fri May 27, 2011 10:37 am

Before I get to that part of the quest, I want to know if there are any red herrings in these new dungeons? In TR map 2's Kemel-Ze, there are a bunch of red herrings (movable cranks that don't do anything, levers/power boxes that don't do anything, etc.) that drove me crazy. I assume that when there's a crank or lever or power box etc. that it DOES something. I would just like to know of the presence of any red herrings before I tear my hair out in frustration trying to figure out what they do. :)
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emily grieve
 
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Post » Fri May 27, 2011 6:11 pm

Before I get to that part of the quest, I want to know if there are any red herrings in these new dungeons? In TR map 2's Kemel-Ze, there are a bunch of red herrings (movable cranks that don't do anything, levers/power boxes that don't do anything, etc.) that drove me crazy. I assume that when there's a crank or lever or power box etc. that it DOES something. I would just like to know of the presence of any red herrings before I tear my hair out in frustration trying to figure out what they do. :)



This mod is def not a "lead you around by the hand" type mod .... there are def a some parts that could qualify as a "tear my hair out in frustration" sections if you don't pay attention.
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zoe
 
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Post » Sat May 28, 2011 1:29 am

Ok...I just wondered if you included manipulatable machinery that doesn't actually do anything, is what I meant. Like turning gears, pushing buttons, etc. that don't do anything at ALL and are just there for show. But thanks for the warning...at least I'll be tearing out my hair for legitimate reasons.
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Emilie M
 
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Post » Fri May 27, 2011 11:39 pm

Did I see that a patch for Great House Dagoth was made, or am I imagining things?
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yermom
 
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Post » Fri May 27, 2011 11:02 am

Did I see that a patch for Great House Dagoth was made, or am I imagining things?

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4319 :)
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kelly thomson
 
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Post » Fri May 27, 2011 4:35 pm

This looks like its gona be a fun play....not going to yet as I want to have a vanila play through (its been a couple years) but this I can't wait to play.

Ghost

p.s. Looking forward to seeing what you might do with trib and bloodmoon...if you get to them
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Tamara Dost
 
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Post » Fri May 27, 2011 6:24 pm

Brilliant mod so far, I just have two problems.

The first is that everything - items, creatures, doors - are doubled. This is causing a problem because I cannot open a crank operated door because it only opens one of them, and I am therefore unable to proceed. This is the only mod that I have experienced doubling with and I don't know how to fix it, so any help there would be much appreciated.

The second is that all the creatures just ignore me, they don't try to attack unless I attack them. The only mod I can think of that might affect this is 'Passive Healthy Wildlife', but that still usually makes sixth house and dwemer creatures aggressive. Agian, help would be much appreciated.

I'm looking forward to trying out the rest of your mod, things look good so far.
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Charlotte Buckley
 
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Post » Fri May 27, 2011 1:58 pm

Brilliant mod so far, I just have two problems.

The first is that everything - items, creatures, doors - are doubled. This is causing a problem because I cannot open a crank operated door because it only opens one of them, and I am therefore unable to proceed. This is the only mod that I have experienced doubling with and I don't know how to fix it, so any help there would be much appreciated.

The second is that all the creatures just ignore me, they don't try to attack unless I attack them. The only mod I can think of that might affect this is 'Passive Healthy Wildlife', but that still usually makes sixth house and dwemer creatures aggressive. Agian, help would be much appreciated.

I'm looking forward to trying out the rest of your mod, things look good so far.


Sounds like you have two copies of the mod operating. Have you tried a Mash Repair All on your save file?

Please post your mod load order and any warnings you might have.

sieboldii
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Monika Krzyzak
 
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Post » Fri May 27, 2011 11:09 pm

Turns out I had two copies of it installed, which was wierd, but I got rid of one and it all works fine now. Thanks anyway
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LittleMiss
 
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Post » Fri May 27, 2011 1:32 pm

Just finished the main quest using this mod for the first time, wanted to thank you for a truly epic mod. I can't imagine how much time and effort must have gone into making this.
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Sarah Evason
 
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Post » Fri May 27, 2011 12:51 pm

Just finished the main quest using this mod for the first time, wanted to thank you for a truly epic mod. I can't imagine how much time and effort must have gone into making this.



Thanks .... I'm glad you enjoyed it .... I really enjoyed making it ... & yes it took a long time :D
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Beast Attire
 
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Post » Fri May 27, 2011 2:32 pm

Darknut, you mentioned that companions may disappear at some point. This happened to me in Dagoth Ur's citadel, but the companion (the Dremora Ash-Kosh from Uvirith's Legacy) doesn't come back even outside the citadel. (I didn't use a console command or teleport ring to leave; just walked out a door into the Red Mountain region.) I used the same procedure to summon her which is supposed to work whenever she's away, and always did work before I entered Ur's citadel. Is this to be expected, or have I stumbled across a bug?

Also, I noticed that in the citadel, my summoned creatures no longer attack enemies. If I summon a creature, then hit an enemy with a spell, the summoned creature used to charge the enemy and attack; now, it turns toward the enemy, takes a step in his direction, then turns back to face my character. Is this something you deliberately scripted in? This effect also persisted after I left the citadel.
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Katie Louise Ingram
 
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Post » Sat May 28, 2011 12:32 am

Darknut, you mentioned that companions may disappear at some point. This happened to me in Dagoth Ur's citadel, but the companion (the Dremora Ash-Kosh from Uvirith's Legacy) doesn't come back even outside the citadel. (I didn't use a console command or teleport ring to leave; just walked out a door into the Red Mountain region.) I used the same procedure to summon her which is supposed to work whenever she's away, and always did work before I entered Ur's citadel. Is this to be expected, or have I stumbled across a bug?

Also, I noticed that in the citadel, my summoned creatures no longer attack enemies. If I summon a creature, then hit an enemy with a spell, the summoned creature used to charge the enemy and attack; now, it turns toward the enemy, takes a step in his direction, then turns back to face my character. Is this something you deliberately scripted in? This effect also persisted after I left the citadel.


There is only one part of DNGDR where a companion can't go with you ..... PM me where you were when your companion vanished .... I don't want to spoil things for you & others by saying to much.

"summoned creatures no longer attacking enemies" there is nothing in DNGDR that would cause that ..... Are you using one of Fliggerty's combat behavior beta?
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Katie Samuel
 
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Post » Fri May 27, 2011 10:02 pm

Where do you start the ruins? Meerly cause I went to Odrosal and BAM I was in dagoth ur's cidital.
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Roddy
 
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Post » Fri May 27, 2011 3:35 pm

i thought i may as well report this.

even though you stated not to clean your mod, especially with TESTool, i've noticed when your mod is active, there's a lot of anomalies with objects reverting back to vanilla state. now, i'm not sure whether is is intentional or not, but i thought i should share what i found.

i ran this plug-in through TESTool, and found out this mod has a lot of dirty object records. now, dirty object records are object records that are exactly the same as the master file entries, these tend to get saved in mods when a modder is placing and editing an object reference from that record, and hits the save button instead of exiting out of the object window. this is common mishap when a modder changes the scale of a reference, or assigns ownership, locks, etc...where they hit the save button when finished instead of simply exiting out of the object window. so they end up saving the object to the plug-in, creating the record of the exact same info as the master files. this can cause issues with mods loaded eariler in the loadlist where their changes will get overwritten.

here is the list of object records which TESTool reports as edited, and are exactly the same as the master files:
deleted STAT furn_anvil00  deleted STAT furn_web00  deleted STAT furn_web10  deleted STAT in_cavern_roots00  deleted STAT in_cavern_roots10  deleted STAT in_moldcave2_s_05  deleted STAT in_mudtrans_00  deleted STAT in_mudcave_08  deleted STAT in_mudcave_10  deleted STAT in_mudcave_28_1  deleted STAT in_mudcave2_00  deleted STAT in_mudcave2_01  deleted STAT in_mudcave2_06  deleted STAT in_mudcave2_s_01  deleted STAT in_pycave2_02  deleted STAT in_mudboulder00  deleted STAT in_mudboulder01  deleted STAT in_mudboulder02  deleted STAT in_mudboulder03  deleted STAT in_mudboulder04  deleted STAT in_mudboulder05  deleted STAT in_pyboulder05  deleted STAT flora_root_wg_01  deleted STAT ex_dwrv_alcove00  deleted STAT ex_dwrv_block10  deleted STAT ex_dwrv_block20  deleted STAT ex_dwrv_block30  deleted STAT ex_dwrv_ruin00  deleted ARMO dwemer_shield  deleted STAT flora_root_wg_04  deleted STAT flora_root_wg_05  deleted STAT ex_dwrv_ruin50  deleted STAT ex_dwrv_pipe10  deleted CLOT common_robe_05_c  deleted STAT in_dwrv_corr1_00  deleted STAT in_dwrv_corr2_00  deleted STAT in_dwrv_corr2_02  deleted STAT in_dwrv_corr2_03  deleted STAT in_dwrv_corr3_00  deleted STAT in_dwrv_corr3_02  deleted STAT in_dwrv_corr4_00  deleted STAT in_dwrv_corr4_01  deleted STAT in_dwrv_corr4_04  deleted STAT in_dwrv_wall00  deleted STAT in_dwrv_wall10  deleted LIGH orange_256_01_d  deleted STAT in_dwrv_corr2_04  deleted ACTI furn_dwrv_tranny00  deleted STAT in_mudcave2_end  deleted STAT in_mudcave2_s_end  deleted ACTI furn_dwrv_beltdrive  deleted ACTI furn_dwrv_dynamo  deleted STAT furn_dwrv_fitting00  deleted STAT furn_dwrv_fitting20  deleted STAT furn_dwrv_fitting30  deleted STAT furn_dwrv_fitting50  deleted ACTI furn_dwrv_fitting40  deleted STAT in_dwrv_doorjam00  deleted STAT furn_dwrv_well00  deleted STAT in_dwrv_corr4_05  deleted STAT in_dwrv_shaft10  deleted STAT in_dwrv_corr4_03  deleted MISC misc_dwrv_gear00  deleted LIGH light_6th_brazier  deleted ACTI active_de_bedroll  deleted STAT furn_6th_ashaltar  deleted STAT furn_6th_ashpillar  deleted STAT furn_6th_ashstatue  deleted STAT furn_6th_banner  deleted STAT furn_6th_dagothsymbol  deleted STAT furn_6th_troth_01  deleted STAT furn_6th_troth_02  deleted DOOR door_dwrv_load00  deleted STAT in_6th_chalk00  deleted STAT in_6th_chalk10  deleted STAT in_6th_chalk20  deleted STAT in_6th_chalk30  deleted ACTI in_lava_1024  deleted ACTI steam_lavariver  deleted CONT dwrv_closet00_arms  deleted STAT flora_bc_moss_19  deleted STAT flora_bc_vine_01  deleted CONT flora_bc_mushroom_04  deleted CONT flora_bc_mushroom_08  deleted STAT flora_bc_vine_05  deleted DOOR door_dwrv_loaddown00  deleted DOOR door_dwrv_loadup00  deleted STAT furn_mist512  deleted STAT ex_dwrv_ruin_tower00  deleted MISC misc_dwrv_artifact80  deleted STAT dwrv_mechhead00  deleted STAT dwrv_mechhips00  deleted ACTI blight cloud  deleted LIGH blue_256_pulse_512  deleted STAT in_mold_rock_17  deleted STAT in_mold_rock_24  deleted STAT in_mud_rock_04  deleted STAT in_mud_rock_05  deleted STAT in_mud_rock_12  deleted STAT in_mud_rock_14  deleted STAT in_mud_rock_17  deleted STAT in_mud_rock_23  deleted STAT in_mud_rock_24  deleted STAT in_py_rock_02  deleted STAT in_py_rock_03  deleted STAT in_py_rock_07  deleted STAT in_py_rock_17  deleted ACTI Sound_Cave_Wind00  deleted STAT Collision Wall - INVISO!!  deleted LIGH light_dwrv_neon02  deleted LIGH light_6th_brazier_01  deleted ACTI akhul_steam  deleted STAT furn_6th_corprus_plate_01  deleted ACTI In_Lava_1024_01  deleted STAT In_Lava_Blacksquare  deleted STAT in_sotha_lab00  deleted ACTI act_hot_oil_512  deleted STAT in_sotha_gear_chamber00  deleted LIGH light_sotha_sparks  deleted ACTI active_chimney_smoke02_ovis2  deleted ACTI act_dwe_fan00  deleted ACTI Inviso_wall  deleted STAT BM_IC_cavern_03  deleted STAT BM_IC_seem_01  deleted STAT in_BM_cave_28_1  deleted STAT BM_IC_cavern_03_04  deleted WEAP bm_ebonyarrow_s

these are all object records that are marked edited, and are exactly the same as the master files (I verified in the construction set), not to be confused with their references that were placed throughout. these should be deleted, since as they are exactly the same as the master file, and this project can still reference the objects from the master files' entries, and it does not in any way affect the projects' references.

Also, TESTool picked up some redundant references in a few cells:
CELL   3   7, Odrosal  CELL   2   8, Dagoth Ur  CELL   1   8, Red Mountain Region  CELL   0  10, Vemynal  CELL Akulakhan's Chamber    deleted FRMR 197602, heart_akulakhan    deleted FRMR 197818, in_akulakhan00    deleted FRMR 197603, in_akulacave00    deleted FRMR 197771, ex_dwrv_enter00  CELL Dagoth Ur, Facility Cavern    deleted WGHT  CELL Dagoth Ur, Inner Facility    deleted AMBI  CELL Dagoth Ur, Lower Facility    deleted AMBI  CELL Dagoth Ur, Outer Facility    deleted AMBI  CELL Odrosal, Dwemer Training Academy  CELL Odrosal, Tower  CELL Vemynal, Hall of Torque    deleted AMBI  CELL Vemynal, Outer Fortress    deleted AMBI  CELL -25  23, Solstheim, Hvitkald Peak    deleted FRMR 7466, Terrain_rock_BM_09    deleted FRMR 7473, Terrain_rock_BM_01  CELL Dagoth Ur, Lower East Passage  CELL Dagoth Ur, North Passage  CELL Dagoth Ur, West Passage  CELL Dagoth Ur, Lower South Tower  CELL Dagoth Ur, Upper South Tower  CELL Dagoth Ur, Upper Entrance  CELL Dagoth Ur, North Tower  CELL Dagoth Ur, Lower South Passage  CELL Dagoth Ur, North Hall  CELL Lost Dwemer Ruins, Sub Level  CELL Dagoth Ur, Power Facility  CELL Dagoth Ur, Hall of Passage  CELL Forgotten Dwemer Outpost  CELL Lost Dwemer Ruins, Upper level  CELL Lost Dwemer Ruins, Upper Level West  CELL Dagoth Ur, Tunnels  CELL Akulakhan's Chamber, Tunnel  CELL Dagoth Ur, Sub South Tower  CELL Dagoth Ur, Mid South Tower  CELL Dagoth Ur, Upper Inner Facility  CELL Dagoth Ur, Power Facility Tunnel  CELL Dagoth Ur, Lava Core Extraction Facility  CELL Odrosal, Southeast Tower  CELL Odrosal, Northwest Tower  CELL Odrosal, East Corridor  CELL Odrosal, Southwest Corridor  CELL Odrosal, Southwest Tower  CELL Odrosal, Lava Core Passage  CELL Vemynal, Torque Tube Chamber  CELL Vemynal, Outer Fortress Tower  CELL Vemynal, Torque Tube Core  CELL Vemynal, Dagoth Tunnel  CELL Vemynal, Torque Tube Passage  CELL Vemynal, Torque Tube Access  CELL Vemynal, Torque Tube Habitation     CELL Vemynal, Torque Mechanical  CELL Lost Dwemer Ruins, Upper level East  CELL Maze of Galom Thaneus  CELL Vemynal, Torque Tube Access East  CELL Lost Dwemer Ruins, Passage to Mournhold 

TESTool lists all of the cells found in the plug-in, and modified a few of them.
CELL Akulakhan's Chamber    deleted FRMR 197602, heart_akulakhan    deleted FRMR 197818, in_akulakhan00    deleted FRMR 197603, in_akulacave00    deleted FRMR 197771, ex_dwrv_enter00   CELL -25  23, Solstheim, Hvitkald Peak    deleted FRMR 7466, Terrain_rock_BM_09    deleted FRMR 7473, Terrain_rock_BM_01

TESTool reports these references [FRMR] are exactly the same as the master files'. references will get saved in this way if they are accidentally edited and undo-ed, the construction set still saves them as edited. So these should be cleaned.

CELL Dagoth Ur, Facility Cavern    deleted WGHT  CELL Dagoth Ur, Inner Facility    deleted AMBI  CELL Dagoth Ur, Lower Facility    deleted AMBI  CELL Dagoth Ur, Outer Facility    deleted AMBICELL Vemynal, Hall of Torque    deleted AMBI  CELL Vemynal, Outer Fortress    deleted AMBI

this reports that TESTool removed ambient light settings and water height levels that were the same as the master files. these can be deleted since there's no reason to save these unless you want these not to be edited by mods loaded eariler.

so this is what i found out, and looked into. i did clean your mod and played through it without any issues. i mainly looked into this because i like this project, but noticed that some objects kept getting reverted to old values.
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Sakura Haruno
 
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Joined: Sat Aug 26, 2006 7:23 pm

Post » Fri May 27, 2011 5:33 pm

i thought i may as well report this.

even though you stated not to clean your mod, especially with TESTool, i've noticed when your mod is active, there's a lot of anomalies with objects reverting back to vanilla state. now, i'm not sure whether is is intentional or not, but i thought i should share what i found.

i ran this plug-in through TESTool, and found out this mod has a lot of dirty object records. now, dirty object records are object records that are exactly the same as the master file entries, these tend to get saved in mods when a modder is placing and editing an object reference from that record, and hits the save button instead of exiting out of the object window. this is common mishap when a modder changes the scale of a reference, or assigns ownership, locks, etc...where they hit the save button when finished instead of simply exiting out of the object window. so they end up saving the object to the plug-in, creating the record of the exact same info as the master files. this can cause issues with mods loaded eariler in the loadlist where their changes will get overwritten.

here is the list of object records which TESTool reports as edited, and are exactly the same as the master files:
deleted STAT furn_anvil00  deleted STAT furn_web00  deleted STAT furn_web10  deleted STAT in_cavern_roots00  deleted STAT in_cavern_roots10  deleted STAT in_moldcave2_s_05  deleted STAT in_mudtrans_00  deleted STAT in_mudcave_08  deleted STAT in_mudcave_10  deleted STAT in_mudcave_28_1  deleted STAT in_mudcave2_00  deleted STAT in_mudcave2_01  deleted STAT in_mudcave2_06  deleted STAT in_mudcave2_s_01  deleted STAT in_pycave2_02  deleted STAT in_mudboulder00  deleted STAT in_mudboulder01  deleted STAT in_mudboulder02  deleted STAT in_mudboulder03  deleted STAT in_mudboulder04  deleted STAT in_mudboulder05  deleted STAT in_pyboulder05  deleted STAT flora_root_wg_01  deleted STAT ex_dwrv_alcove00  deleted STAT ex_dwrv_block10  deleted STAT ex_dwrv_block20  deleted STAT ex_dwrv_block30  deleted STAT ex_dwrv_ruin00  deleted ARMO dwemer_shield  deleted STAT flora_root_wg_04  deleted STAT flora_root_wg_05  deleted STAT ex_dwrv_ruin50  deleted STAT ex_dwrv_pipe10  deleted CLOT common_robe_05_c  deleted STAT in_dwrv_corr1_00  deleted STAT in_dwrv_corr2_00  deleted STAT in_dwrv_corr2_02  deleted STAT in_dwrv_corr2_03  deleted STAT in_dwrv_corr3_00  deleted STAT in_dwrv_corr3_02  deleted STAT in_dwrv_corr4_00  deleted STAT in_dwrv_corr4_01  deleted STAT in_dwrv_corr4_04  deleted STAT in_dwrv_wall00  deleted STAT in_dwrv_wall10  deleted LIGH orange_256_01_d  deleted STAT in_dwrv_corr2_04  deleted ACTI furn_dwrv_tranny00  deleted STAT in_mudcave2_end  deleted STAT in_mudcave2_s_end  deleted ACTI furn_dwrv_beltdrive  deleted ACTI furn_dwrv_dynamo  deleted STAT furn_dwrv_fitting00  deleted STAT furn_dwrv_fitting20  deleted STAT furn_dwrv_fitting30  deleted STAT furn_dwrv_fitting50  deleted ACTI furn_dwrv_fitting40  deleted STAT in_dwrv_doorjam00  deleted STAT furn_dwrv_well00  deleted STAT in_dwrv_corr4_05  deleted STAT in_dwrv_shaft10  deleted STAT in_dwrv_corr4_03  deleted MISC misc_dwrv_gear00  deleted LIGH light_6th_brazier  deleted ACTI active_de_bedroll  deleted STAT furn_6th_ashaltar  deleted STAT furn_6th_ashpillar  deleted STAT furn_6th_ashstatue  deleted STAT furn_6th_banner  deleted STAT furn_6th_dagothsymbol  deleted STAT furn_6th_troth_01  deleted STAT furn_6th_troth_02  deleted DOOR door_dwrv_load00  deleted STAT in_6th_chalk00  deleted STAT in_6th_chalk10  deleted STAT in_6th_chalk20  deleted STAT in_6th_chalk30  deleted ACTI in_lava_1024  deleted ACTI steam_lavariver  deleted CONT dwrv_closet00_arms  deleted STAT flora_bc_moss_19  deleted STAT flora_bc_vine_01  deleted CONT flora_bc_mushroom_04  deleted CONT flora_bc_mushroom_08  deleted STAT flora_bc_vine_05  deleted DOOR door_dwrv_loaddown00  deleted DOOR door_dwrv_loadup00  deleted STAT furn_mist512  deleted STAT ex_dwrv_ruin_tower00  deleted MISC misc_dwrv_artifact80  deleted STAT dwrv_mechhead00  deleted STAT dwrv_mechhips00  deleted ACTI blight cloud  deleted LIGH blue_256_pulse_512  deleted STAT in_mold_rock_17  deleted STAT in_mold_rock_24  deleted STAT in_mud_rock_04  deleted STAT in_mud_rock_05  deleted STAT in_mud_rock_12  deleted STAT in_mud_rock_14  deleted STAT in_mud_rock_17  deleted STAT in_mud_rock_23  deleted STAT in_mud_rock_24  deleted STAT in_py_rock_02  deleted STAT in_py_rock_03  deleted STAT in_py_rock_07  deleted STAT in_py_rock_17  deleted ACTI Sound_Cave_Wind00  deleted STAT Collision Wall - INVISO!!  deleted LIGH light_dwrv_neon02  deleted LIGH light_6th_brazier_01  deleted ACTI akhul_steam  deleted STAT furn_6th_corprus_plate_01  deleted ACTI In_Lava_1024_01  deleted STAT In_Lava_Blacksquare  deleted STAT in_sotha_lab00  deleted ACTI act_hot_oil_512  deleted STAT in_sotha_gear_chamber00  deleted LIGH light_sotha_sparks  deleted ACTI active_chimney_smoke02_ovis2  deleted ACTI act_dwe_fan00  deleted ACTI Inviso_wall  deleted STAT BM_IC_cavern_03  deleted STAT BM_IC_seem_01  deleted STAT in_BM_cave_28_1  deleted STAT BM_IC_cavern_03_04  deleted WEAP bm_ebonyarrow_s

these are all object records that are marked edited, and are exactly the same as the master files (I verified in the construction set), not to be confused with their references that were placed throughout. these should be deleted, since as they are exactly the same as the master file, and this project can still reference the objects from the master files' entries, and it does not in any way affect the projects' references.

Also, TESTool picked up some redundant references in a few cells:
CELL   3   7, Odrosal  CELL   2   8, Dagoth Ur  CELL   1   8, Red Mountain Region  CELL   0  10, Vemynal  CELL Akulakhan's Chamber    deleted FRMR 197602, heart_akulakhan    deleted FRMR 197818, in_akulakhan00    deleted FRMR 197603, in_akulacave00    deleted FRMR 197771, ex_dwrv_enter00  CELL Dagoth Ur, Facility Cavern    deleted WGHT  CELL Dagoth Ur, Inner Facility    deleted AMBI  CELL Dagoth Ur, Lower Facility    deleted AMBI  CELL Dagoth Ur, Outer Facility    deleted AMBI  CELL Odrosal, Dwemer Training Academy  CELL Odrosal, Tower  CELL Vemynal, Hall of Torque    deleted AMBI  CELL Vemynal, Outer Fortress    deleted AMBI  CELL -25  23, Solstheim, Hvitkald Peak    deleted FRMR 7466, Terrain_rock_BM_09    deleted FRMR 7473, Terrain_rock_BM_01  CELL Dagoth Ur, Lower East Passage  CELL Dagoth Ur, North Passage  CELL Dagoth Ur, West Passage  CELL Dagoth Ur, Lower South Tower  CELL Dagoth Ur, Upper South Tower  CELL Dagoth Ur, Upper Entrance  CELL Dagoth Ur, North Tower  CELL Dagoth Ur, Lower South Passage  CELL Dagoth Ur, North Hall  CELL Lost Dwemer Ruins, Sub Level  CELL Dagoth Ur, Power Facility  CELL Dagoth Ur, Hall of Passage  CELL Forgotten Dwemer Outpost  CELL Lost Dwemer Ruins, Upper level  CELL Lost Dwemer Ruins, Upper Level West  CELL Dagoth Ur, Tunnels  CELL Akulakhan's Chamber, Tunnel  CELL Dagoth Ur, Sub South Tower  CELL Dagoth Ur, Mid South Tower  CELL Dagoth Ur, Upper Inner Facility  CELL Dagoth Ur, Power Facility Tunnel  CELL Dagoth Ur, Lava Core Extraction Facility  CELL Odrosal, Southeast Tower  CELL Odrosal, Northwest Tower  CELL Odrosal, East Corridor  CELL Odrosal, Southwest Corridor  CELL Odrosal, Southwest Tower  CELL Odrosal, Lava Core Passage  CELL Vemynal, Torque Tube Chamber  CELL Vemynal, Outer Fortress Tower  CELL Vemynal, Torque Tube Core  CELL Vemynal, Dagoth Tunnel  CELL Vemynal, Torque Tube Passage  CELL Vemynal, Torque Tube Access  CELL Vemynal, Torque Tube Habitation     CELL Vemynal, Torque Mechanical  CELL Lost Dwemer Ruins, Upper level East  CELL Maze of Galom Thaneus  CELL Vemynal, Torque Tube Access East  CELL Lost Dwemer Ruins, Passage to Mournhold 

TESTool lists all of the cells found in the plug-in, and modified a few of them.
CELL Akulakhan's Chamber    deleted FRMR 197602, heart_akulakhan    deleted FRMR 197818, in_akulakhan00    deleted FRMR 197603, in_akulacave00    deleted FRMR 197771, ex_dwrv_enter00   CELL -25  23, Solstheim, Hvitkald Peak    deleted FRMR 7466, Terrain_rock_BM_09    deleted FRMR 7473, Terrain_rock_BM_01

TESTool reports these references [FRMR] are exactly the same as the master files'. references will get saved in this way if they are accidentally edited and undo-ed, the construction set still saves them as edited. So these should be cleaned.

CELL Dagoth Ur, Facility Cavern    deleted WGHT  CELL Dagoth Ur, Inner Facility    deleted AMBI  CELL Dagoth Ur, Lower Facility    deleted AMBI  CELL Dagoth Ur, Outer Facility    deleted AMBICELL Vemynal, Hall of Torque    deleted AMBI  CELL Vemynal, Outer Fortress    deleted AMBI

this reports that TESTool removed ambient light settings and water height levels that were the same as the master files. these can be deleted since there's no reason to save these unless you want these not to be edited by mods loaded eariler.

so this is what i found out, and looked into. i did clean your mod and played through it without any issues. i mainly looked into this because i like this project, but noticed that some objects kept getting reverted to old values.


I'm aware of all this at this point & Have fixed it in the updated version I'm working on .... TEStool breaks some of this mod ... & there is no way for you to know what it broke ... just because it seemed like it was OK .. trust me it wasn't ... you just didn't happen to do the right combo of things for the problems to show up.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Fri May 27, 2011 5:50 pm

Do you have an ETA on your update?
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Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

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