[RELZ]Guars 1.0

Post » Mon Mar 14, 2011 7:46 pm

As I have seen this happen 2 times already, I'd like to better explain one important thing in the readme that should not be misunderstood:
USAGE:
abotGuars.esp if you have both Tribunal.esm and Bloodmoon.esm loaded
abotGuarsTribunal.esp if you have Tribunal.esm only loaded
abotGuarsBloodmoon.esp if you have Bloodmoon.esm only loaded
This means that you should never have more than one of these loaded: I'd try to make it clearer:
if you have both Tribunal.esm and Bloodmoon.esm loaded, you should load ONLY abotGuars.esp
if you have Tribunal.esm only (not Bloodmoon.esm) loaded, you should load ONLY abotGuarsTribunal.esp
if you have Bloodmoon.esm only (not Tribunal.esm) loaded, you should load ONLY abotGuarsBloodmoon.esp

The only difference between abotGuars.esp, abotGuarsTribunal.esp and abotGuarsBloodmoon.esp is in the long-range teleporting scripts, which consider
- standard Morrowind teleporting locations + locations added by Tribunal only for abotGuarsTribunal.esp
- standard Morrowind teleporting locations + teleporting locations added by Bloodmoon only for abotGuarsBloodmoon.esp
- standard Morrowind teleporting locations + teleporting locations added by Tribunal only + teleporting locations added by Bloodmoon only for abotGuars.esp

If you load more than one of these 3 .esp, you will have doubling because the content is nearly the same.

tech note: I could have done a single big .esp for Morrowind plus 2 small extra .esp (with just the changed scripts) to add for Tribunal and Bloodmoon.
This would have been simpler to maintain, but this way you would have been forced to load more than one .esp to have Tribunal/Bloodmoon teleporting.
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Tue Mar 15, 2011 12:30 am

Thanks for the info Abot. I'm still messing around with the positioning but I think I'm getting the hang of it. And once again, awesome mod :foodndrink:
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Tue Mar 15, 2011 2:20 am

I tried this out the other night. Fun :)
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Mon Mar 14, 2011 8:35 pm

Sometimes, there seems to be a problem when i am mounting a guar, rarely, instead of mounting the guar i get the effect of a perminant levitation spell, water walking and another. The effect seems to be constant. Not a big problem, i think it seems to happen when i right click very soon after mounting.
Other than that great mod!
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Tue Mar 15, 2011 3:34 am

Sometimes, there seems to be a problem when i am mounting a guar, rarely, instead of mounting the guar i get the effect of a perminant levitation spell, water walking and another. The effect seems to be constant. Not a big problem, i think it seems to happen when i right click very soon after mounting.
Other than that great mod!

This thread seems to have quieted down a bit...I'm hoping Abot is still around!
I'm having the same exact issue as the previous poster. For some reason (happens quite a lot) if I mount the guar while near any creatures that I don't happen to see(friendly or non) my character (and sometimes the guar) get into a perma-levitation state. I wouldn't mind if I knew how to reset it, but changing cells and even trying a couple dispel potions yielded no remedy. Is there a way to reset the state (or script) to get rid of the spell effects and try mounting again?
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Tue Mar 15, 2011 1:55 am

Great!
I never thought that horses fit that much into morrowind..but this is just perfect
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Mon Mar 14, 2011 7:17 pm

Sweet!
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Mon Mar 14, 2011 7:40 pm

this is a great mod but it seems to conflict slightly with my companion mod beryl (its a grumpy companion if it helps) it ands the mount and dismount dialog options to her and i wanted to know if there is a fix?
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Mon Mar 14, 2011 2:01 pm

I have the same problem, but with constance, it was recommended to make constance lower on the list than the guar mod, i haven't tried the solution yet though
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Mon Mar 14, 2011 2:19 pm

thanks i will try that with beryl thanks


Edit: it didn't work any other ideas ?
User avatar
Luna Lovegood
 
Posts: 3325
Joined: Thu Sep 14, 2006 6:45 pm

Post » Tue Mar 15, 2011 12:14 am

this is a great mod but it seems to conflict slightly with my companion mod beryl (its a grumpy companion if it helps) it ands the mount and dismount dialog options to her and i wanted to know if there is a fix?

Did you merge dialog in TESTools?
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Mon Mar 14, 2011 10:23 pm

this is a great mod but it seems to conflict slightly with my companion mod beryl (its a grumpy companion if it helps) it ands the mount and dismount dialog options to her and i wanted to know if there is a fix?



:hubbahubba: :whistle:

Anyway, this is a great mod! Just a couple of things that I noticed. I can't seem to get the saddle to work on wild guars. I go through the process of knocking them out and casting the spell, but short of making them friendly for a few seconds this does not really do anything. I do use piratelords creatures mod, could this be conflicting with the wild guars? Can I use it on the great white guar after completing that quest (that would be REALLY cool).

I too have encountered the afore mentioned permanent levitation issue. I have taken to saving before I remount, it happens maybe 10-20% of the time.

While swimming I had a guar that I have been training for a while disappear on me. It gave a message about being out of ampules, and then he was no more. There was not even a corpse for me to get my saddle back or anything. Any ideas?

Last but not least, any hope for a better bodies version of the guar pants? I hate watching my characters strip off their shirts :ooo: to ride the guar, and since they don't tend to use armor, they seem to think they need to ride around in freezing blizzards topless when they have an inventory full of clothes. Not a big deal, but it would be nice. Is there female version of the pants for companions like constance and laura?

Love the mod Abot, it is a great way to get around, I load my pack guar up with my ashlander tent, mount the smart guar, run like heck to get where I am going, dismount and kill the 300 things that took up chasing me along the way, set up my new camp, tell the guars to stay, and head off to complete whatever quest it is I am after. Its all too good to be true :D .....
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Tue Mar 15, 2011 5:07 am

abot, you are the man! This is awesome! :goodjob: This is on my list of mods to download now.


I quite agree as I have all your mods this to is a must have, thank you. :D
User avatar
Cash n Class
 
Posts: 3430
Joined: Wed Jun 28, 2006 10:01 am

Post » Mon Mar 14, 2011 11:02 pm

Did you merge dialog in TESTools?

Just curious though the question wasn't directed at me..:).. Is that something you should or should not do? I have barely used TEStools...
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Tue Mar 15, 2011 12:29 am

definately shouldn't!
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Tue Mar 15, 2011 4:46 am

definately shouldn't!

Ha, okay thanks! :)
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Mon Mar 14, 2011 10:51 pm

Did you merge dialog in TESTools?

no i haven't maby i will try editing the dialog in the CS
User avatar
Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Mon Mar 14, 2011 6:44 pm

Great Scott! Man your a miracle worker! Thank you and thats a great video.


Hail abot! The one with the loving touch of artistic creation like some modding Saint of the animals!
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Mon Mar 14, 2011 8:03 pm

Hello everybody, thanks for the kind words and the error reports.
Current version (1.02) on my site should fix a long range teleporting bug, the greeting conflict and (I hope) the waterwalking + levitating ability not vanishing.
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Mon Mar 14, 2011 10:07 pm

Hey abot :)
Sadly, my are still present even with version 1.02...Both the perma-levitation and teleportation problems still exist in my game.
I have to say, though, this mod is well worth those few little issues.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Tue Mar 15, 2011 4:34 am

current version: 1.03: dialog glitch should be solved.
The permanent riding effect experienced by Falc and LadyDeadlock is tricky, because it is not what I was thinking and I'm not able to reproduce it, so I'm starting to think about a mod conflict. If you are experiencing the problem and want to help, please post your mod list in loading order (Mash/saves/file/right click/Copy list), it may help me find the conflict.
In the meaning time, if you are stuck with the spell effect you should be able to remove it forcing dismount with the console command:
player->startscript ab01gutDismountScript
User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Mon Mar 14, 2011 6:04 pm

current version: 1.03: dialog glitch should be solved.
The permanent riding effect experienced by Falc and LadyDeadlock is tricky, because it is not what I was thinking and I'm not able to reproduce it, so I'm starting to think about a mod conflict. If you are experiencing the problem and want to help, please post your mod list in loading order (Mash/saves/file/right click/Copy list), it may help me find the conflict.
In the meaning time, if you are stuck with the spell effect you should be able to remove it forcing dismount with the console command:
player->startscript ab01gutDismountScript


Hey abot,
I still haven't had the chance to test things out more (Mondays, ugh) but for now, I'll send you my current mod list. The only thing that isn't on the list that used to be is Stealth Enhanced by JOG which subsequently allows me to run the game without MWE. Now I'm just using MWSE (where I was using them both before) and the following list of mods.
I will try to squeeze in some play time this evening and get back to you with anything I find.

Thanks for the updates, btw!
001  Morrowind.esm002  Tribunal.esm003  Bloodmoon.esm004  Morrowind Patch v1.6.3.esm005  MCA.esm006  Better Heads.esm007  Better Heads Tribunal addon.esm008  Better Heads Bloodmoon addon.esm009  shvBugFix01.esp010  MoragTongWritFix.esp011  Nymeria's Monthly Respawn.esp012  Westly's Master Headpack X.esp013  Louis_BeautyShop_v1.5.esp014  KS_Ren's_Oblivion_Hair_for_Morrowind_1.0.esp015  vn_economy_ItemLists.esp016  Balmora, Thief Hide Out.esp017  CharGen_Revamped_v14.esp018  CharGen Revamped delay2.esp019  House of Earthly Delights, Harem Style.esp020  Textured_Signs_Neutral.esp021  Vivec Signposts.esp022  Beds4Rent.esp023  Healers.esp024  CliffRacersV1.esp025  k_weather.esp026  k_in_tent.esp027  Clean Apologies.esp  (Version 1.0)028  DB_Attack_Mod3.esp029  NOM 2.12.esp  (Version 2.12-05)030  Slof's Goth Shop 1.1.esp031  Slof's Goth Shop II.esp032  Better Bodies.esp033  MCA - Guards Patch.esp034  MCA - NOM Patch.esp035  InterventionPlus.esp036  Brittlewind fix.esp037  Drug Realism.esp038  ImprovedTeleportation2.0.esp039  TB_packdonkey1_0.esp040  abotGuars.esp041  Better Clothes_v1.0.esp042  NPCMove.esp043  Galsiahs Character Development.esp044  GCD StartScript for Trib or Bloodmoon.esp045  GCD better balanced birthsigns.esp046  GCD Restore Potions Fix.esp047  Piratelords Trade Enhancements.esp048  Clean PTE - BC Patch.esp049  Improved_No_Glow_v1-MW_Trib_Blood.esp050  DM_DB Armor Replacer-Exp.esp051  TLM - Ambient Light + Fog Update.esp052  TLM - Light Sources (Clearer Lighting).esp053  TLM - Light Sources (Lanterns).esp054  Mashed Lists.esp

User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Tue Mar 15, 2011 3:36 am

Here is mine

Masters for Falc130000.ess:
001 Morrowind.esm
002 Tribunal.esm
003 Bloodmoon.esm
004 Texture Fix 1.8.esm
005 Beryl's_Head_Replacer_v1.0.esm
006 Assassins Armory.esm
007 Morrowind Patch v1.6.3.esm
008 Morrowind Advanced.esm
009 MW_Children_1_0.esm
010 Texture Fix - Bloodmoon 1.1.esm
011 Havish.esm
012 MCA.esm
013 TR_Data.esm (Version 1.11.)
014 TR_Map1.esm
015 GDR_MasterFile.esm
016 LGNPC_NoLore_v0_81.esp (Version 0.81)
017 k_weather (louder sounds).esp
018 The Holiday Mod.esp
019 RealSignposts.esp
020 AreaEffectArrows.esp
021 bcsounds.esp
022 LeFemmArmor.esp
023 adamantiumarmor.esp
024 EBQ_Artifact.esp
025 Siege at Firemoth.esp
026 Balance - NPC Spellcasting.esp
027 Balance - game settings.esp
028 Gameplay - Dialogue.esp
029 Balance - Magic Effects.esp
030 Balance - spells.esp
031 Balance - Character.esp
032 Balance - items.esp
033 Improved Open Spell Balance-LD.esp
034 Improved Trap Settings (Tribunal).esp
035 Stealth Enhancements-LD 1.5b (Tribunal).esp
036 Improved Lockpicking.esp
037 SpellFix_WGI.esp
038 VGreetings-Hit.esp
039 VGreetings-Thief.esp
040 VGreetings-Flee.esp
041 VGreetings-Idle.esp
042 VGreetings-Attack.esp
043 VGreetings.esp
044 BM-Fixes.esp
045 Haldenshore_1.2.esp
046 Gladiator.esp
047 BAR_PackRat_upgrade.esp
048 BAR_PackAnimalMerchant_v1.1.esp
049 Potted Plants - Trib & BM.esp
050 MW_Adv_Required.esp
051 Better Bodies.esp
052 BAR_MournholdTeleportationFix.esp
053 BAR_CreeperMudcrabRemover.esp
054 Armingers_at_Ghostgate.esp
055 EMaTa_merchants_taxes_only.esp
056 Assassins Armory - No Scripts.esp
057 Vampire Realism II.esp (Version 2.2)
058 Vampire Realism II - TB Add-On.esp
059 Vampire Realism II - BM Add-On.esp
060 Alternate Messages V1.4.esp
061 Ebony Armor Fixes.esp
062 Assassins Armory - Unofficial Patch 7.7.esp
063 MoragTongWritFix.esp
064 ImprovedTeleportation2.0.esp
065 sg1_alchemy_book.esp
066 Syc_AtHomeAlchemy.esp (Version 1.0)
067 TravelingMerchants_v2.2.esp
068 Galsiahs Character Development.esp
069 GCD StartScript for Trib or Bloodmoon.esp
070 GCD Restore Potions Fix.esp
071 GCD TEO compatibility patch.esp
072 Brittlewind fix.esp
073 Improved Skilled Magicka.esp
074 WolfCompwhite_ver3_0.esp
075 Better Solsthiem Creatures.esp
076 1gr_packgua_1r.esp
077 Juniper's Twin Lamps (1.1 Tribunal).esp
078 MW_Children_1_0_patch2.esp
079 GCD_107x_to_108_patch.esp
080 AK_PCSmithy_v1.0.esp
081 BT_Whitewolf_2_0.esp
082 Farmer Mod v4.3.esp
083 B79_Bear Companion v2.0.esp
084 Creatures.esp
085 MCA - Guards Patch.esp
086 MCA - More Enemies.esp
087 Havish - Scimitar Update + GCD (no MWE).esp
088 LGNPC_Indarys_Manor_v1_45.esp (Version 1.45)
089 LGNPC_Vivec_Redoran_v1_3.esp (Version 1.3)
090 LGNPC_Secret_Masters_v1_1.esp
091 LGNPC_SM_MCA5.esp
092 Improved Bartering.esp
093 LGNPC_PAX_Redoran.esp
094 master_index.esp
095 Tribun_Laura_3_0.esp
096 Akavirian Armor V 1.0.esp
097 Improved_No_Glow_v1-MW_Trib_Blood.esp
098 bm_wolf_greaves_fix.esp
099 vn_economy_ItemLists.esp
100 vn_economy_GameStats.esp
101 GoodAdamentium.esp
102 Nymeria's Monthly Respawn.esp
103 Syc_HerbalismforPurists.esp (Version 1.2)
104 Syc_HerbalismforPurists_BM.esp
105 Syc_HerbalismforPurists_TB.esp
106 ModMan_Hungermod.esp
107 Complete Morrowind - Tribunal & Bloodmoon.esp
108 ModMan_Hungermod+Complete_Morrowind_Full.esp
109 InterventionPlus.esp
110 Better Bodies for Beasts (sabregirl).esp
111 VA_Ymsidril.esp
112 Mournhold, The Great Bazaar.esp
113 Tribunal Relighted.esp
114 Bloodmoon Relighted.esp
115 Morrowind Relighted exVivec.esp
116 constance1_0.esp
117 Lights_300_V4.esp
118 LittleHazel.esp
119 abotWhereAreAllBirdsGoing.esp
120 Max's Quest Fixes.esp
121 DOV_Armor Hunters.esp
122 frostmoth_repaired_v0_31.esp
123 The regulars - Sitting NPC's v2.02.esp
124 K_Potion_Upgrade_1.2.esp
125 Gold_Has_Weight 1.1.esp
126 Sound Enhancements.esp
127 Healers.esp
128 Erengard Mines.esp
129 Dulsya Isle.esp
130 AK_PCClothier_Balmora_CS.esp
131 Clean_AK_PCClothier_patch_v1.67.esp
132 Master Thief's Privileges.esp
133 Umbra-True Warrior.esp
134 Improved Postitioning.esp
135 ss_DBNRDZ_NV.esp
136 Bal Molagmer Fix.esp
137 Werewolf_Evolution.esp (Version 1.0)
138 rank_advancement_revamped.esp
139 LGNPC_GnaarMok_v1_10.esp (Version 1.10)
140 LGNPC_Pelagiad_v1_10.esp (Version 1.10)
141 LGNPC_HlaOad_v1_31.esp (Version 1.31)
142 LGNPC_AldVelothi_v1_20.esp (Version 1.20)
143 LGNPC_Khuul_v2_00.esp (Version 2.00)
144 LGNPC_MaarGan_v1_10.esp (Version 1.10)
145 LGNPC_TelMora_v1_10.esp (Version 1.10)
146 LGNPC_Aldruhn_v1_11.esp (Version 1.11)
147 LGNPC_VivecFQ_v2_00.esp (Version 2.00)
148 Thirsk Expanded Family.esp
149 Armor Mannequin.esp
150 Balmora Council Club EV.esp
151 Windows Glow.esp
152 Ald_Ruhn_TG_Devil_Tanto_Tweak.esp
153 Thief's Mask.esp
154 Thief Training Room.esp
155 Vvardenfell Footpad MWSE.esp
156 Better Clothes_v1.0_nac.esp
157 horationpcenhanced12-bm.esp
158 npce_mwse_patch.esp
159 Jamies tweaks.esp
160 ARJAN_A_Lords_Men_v2.0.esp
161 DN-GDRv1.esp
162 Distant Land Fix for MGE.esp (Version 1.6)
163 abotGuars.esp
164 Less_Generic_Bloodmoon.esp (Version 1.1)
165 Protective Guards.esp
166 BLLDV_ALL.esp
167 Mournhold Expanded COM NC.esp
168 Fire_Hurt_All.esp
169 Clean Solstheim_Castle_v1.1.esp
170 Clean SCastle_LoKKen_Patch.esp
171 Complete ABCs for Barbarians.esp
172 Museum of Artifacts Improved Expanded.esp
173 PTE - my edited version.esp
174 Merged_Objects.esp
175 Mashed Lists.esp
176 GMST Fix.esp

Any idea what could be causing constance to have mount and dismount as well?

Does anyone else have the effect of other companions like constance having mount and dismount as a dialogue topic?
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Mon Mar 14, 2011 7:07 pm

Any idea what could be causing constance to have mount and dismount as well?

Does anyone else have the effect of other companions like constance having mount and dismount as a dialogue topic?


I have that as well (at least on the MCA companion I'm using). I think it's actually supposed to be there so that you can instruct your companions to get on/off the guar, not to mount your companion. :biglaugh:
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Tue Mar 15, 2011 5:36 am

I have that as well (at least on the MCA companion I'm using). I think it's actually supposed to be there so that you can instruct your companions to get on/off the guar, not to mount your companion. :biglaugh:
exactly... I'm open to better translations :lol:. You need to speak with both the (soon-to-be mounted) guar and the companion (soon to be mounting the guar) not for courtesy, but to be able to attach the scripts to the proper target.
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

PreviousNext

Return to III - Morrowind