[RELZ]Guars 1.0

Post » Mon Mar 14, 2011 3:49 pm

If you added the mod to a saved game, you may need to use Wrye Mash to "clean" your save.


Yes, I did all of that and upgrading actually worked seamlessly in my old game. The issue here is purchasing the guar on a new game.

So, I added some info above, though I think it was after your post, Jac..
It worked when I reverted back to version 1.03, I now have the topics to mount the guar. So, now to test if 1.04 works when upgrading on this new game.
It worked no problem upgrading on my older game...More info to come.

edit: Upon upgrading to 104 while already owning a guar from 1.03, the mount topic now appears on my guar. Hooray! Now, I'm not sure if this is 1.04 specific or just my game. It'd be cool to hear from anyone else who has bought a guar for the first time with 1.04. I'd be interested to know if the mount option showed up on the guar.
While I was testing 1.04, I tried using startscript ab01guAddTopicsScript but when I checked my guar, I still didn't see the option to mount.

Anyway, it's working fine now but, perhaps it's worth looking into in case it's a problem with the mod and not specific to my game.
You're welcome to point and laugh at me if it's only me who has the problem. :biglaugh:
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emily grieve
 
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Post » Mon Mar 14, 2011 4:50 pm

Yes, I did all of that and upgrading actually worked seamlessly in my old game. The issue here is purchasing the guar on a new game.

Milady, you are my best debugging aid :wub:
Problem with mount/dismount topics in new games fixed in version 1.05.
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ILy- Forver
 
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Post » Mon Mar 14, 2011 10:16 pm

Milady, you are my best debugging aid :wub:
Problem with mount/dismount topics in new games fixed in version 1.05.

Aw, it's my pleasure....I love this mod, as I'm sure you've noticed, so I am playing the heck out of it.
That's why I have so much to report. :lol:
This version (well, since 1.04) has really worked well where Constance is concerned. Much more stable in my game, though once in awhile my game will quite when I press sneak (to slow down) while riding. It seems to get overloaded easily while riding....It is especially sensitive while in combat if you are pressing a lot of buttons. But, it's rare and for the most part, I just ride around to get to my destination and avoid enemy encounters....especially when Constance is following on another guar.
Awesome work as always, abot!
:icecream:
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Project
 
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Post » Tue Mar 15, 2011 3:23 am

Sorry it has taken me so long, Abot. RL stuff intrudes. I'm almost done right now with my edits [edit: and have now sent them to you], though I had a question on something.

Perhaps it may be better to reflect in the dialog the fact that one can only tame the orphaned smart guars you have placed in-game. From reading the dialog (e.g., "You buy it, then burden the guar. Simple. The smarter the guar, the better the burden you can use. Or, you can try and see if you are able to tame a guar... if you dare.") one may come away thinking that normal guars can be tamed, and then spend an hour trying to do so and wondering why it doesn't work.

My suggestion would be to modify the dialog to account for that. Example: "You buy it, then burden the guar. Simple. The smarter the guar, the better the burden you can use. Or, you can try and see if you are able to tame a smart guar that has gone wild... if you dare." Smart Guars Gone Wild -- is that a skin flick? Anyawy, that may not be the best way to phrase it -- after all, these tamers would probably not be quick to suggest you tame someone else's smart guar -- but that is, in effect, the only thing you can do, no?

It's probably a good idea either way, however, to reflect that limitation in the dialog to avoid confusion. I have included such changes in the files I sent, but feel free to ignore those or any other particular changes.

Edit: By the way, I love the "a sort of lovely guar-mum" bit. Made me laugh when I read it.
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Emerald Dreams
 
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Post » Mon Mar 14, 2011 7:12 pm

Sorry it has taken me so long, Abot. RL stuff intrudes. I'm almost done right now with my edits [edit: and have now sent them to you]
Nice, I did not receive them though, could you please send again? Did you send a PM link or by mail?
Perhaps it may be better to reflect in the dialog the fact that one can only tame the orphaned smart guars you have placed in-game. From reading the dialog (e.g., "You buy it, then burden the guar. Simple. The smarter the guar, the better the burden you can use. Or, you can try and see if you are able to tame a guar... if you dare.") one may come away thinking that normal guars can be tamed, and then spend an hour trying to do so and wondering why it doesn't work.
My suggestion would be to modify the dialog to account for that. Example: "You buy it, then burden the guar. Simple. The smarter the guar, the better the burden you can use. Or, you can try and see if you are able to tame a smart guar that has gone wild... if you dare." Smart Guars Gone Wild -- is that a skin flick? Anyawy, that may not be the best way to phrase it -- after all, these tamers would probably not be quick to suggest you tame someone else's smart guar -- but that is, in effect, the only thing you can do, no?
It's probably a good idea either way, however, to reflect that limitation in the dialog to avoid confusion. I have included such changes in the files I sent, but feel free to ignore those or any other particular changes.
Good idea, I added to the readme this FAQ also:
F.A.Q.:

Q: Can I tame/burden standard game guars/wild guars?
A: Nope, just the new guars added by the mod; a way to make the mod as
clean (and easy to manage/remove) as possible.
Also, unlike NPCs, the way creatures dialog works, you have to
duplicate/filter all dialog lines for each different creature, so I have
chosen to have only one creature id/mesh because scripts and dialog are
complicated enough :-).

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Jessica Raven
 
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Post » Tue Mar 15, 2011 2:20 am

Nice, I did not receive them though, could you please send again? Did you send a PM link or by mail?
Good idea, I added to the readme this FAQ also:


Oh no! I have been extremely busy and have not been able to check this until now -- you didn't receive it, huh? I sent it via e-mail at the e-mail address on your site. I'll try again.
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Dark Mogul
 
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Post » Mon Mar 14, 2011 7:08 pm

1.06 update with Gluby's dialogue revisions is up. Enjoy! :)
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kirsty joanne hines
 
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Post » Tue Mar 15, 2011 2:12 am

I've been riding my guar for quite a while, and it's great. :) Will try the update.
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Breautiful
 
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Post » Mon Mar 14, 2011 5:53 pm

I got this error what my guar was fighting

No pointer in 'CLONE ab01guGuarPackMount00000000' for this anim group Shield (144).
No pointer in 'CLONE ab01guGuarPackMount00000000' for this anim group Shield (144).

I have also noticed around a 15% failure rate to mount the guar, when it fails, i either end up inside the guar, or on the other side
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Add Me
 
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Post » Mon Mar 14, 2011 10:49 pm

My guar is blighted, what should i give it?
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stephanie eastwood
 
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Post » Tue Mar 15, 2011 3:58 am

the only thing that would make this mod better is if the guar pooped on command
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Jason King
 
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Post » Tue Mar 15, 2011 4:40 am

My guar is blighted, what should i give it?
Spoiler
try Ash Salts

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Lil'.KiiDD
 
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Post » Tue Mar 15, 2011 4:33 am

Have I mentioned yet how much I love this mod? I don't think I have....

I love it! I even finally removed Pegas from my load list for the first time in ages. Not that I don't like the horses, but this fits in with the general "lore" of Morrowind so incredibly well. Not to mention they are easy to use once you get the hang of it!

Thanks abot for this, thanks a thousand times! :goodjob:
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Katharine Newton
 
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Post » Mon Mar 14, 2011 10:56 pm

This mod is something I was looking for quite some time!
I wonder why I never noticed it!
Great work!
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Cheryl Rice
 
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Post » Mon Mar 14, 2011 3:28 pm

Thanks for bumping this up guys I would have missed out on another of Abots wonderful mods otherwise!
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sally R
 
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Post » Mon Mar 14, 2011 6:07 pm

[edit]hit wrong button, and answered to a hopefully already solved problem, please forget it
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FABIAN RUIZ
 
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Post » Mon Mar 14, 2011 5:52 pm

update time! :)

1.07
- dismounting scripts revision, should be safer
- guar magicka reset to 0 by default to avoid the possibility of guars casting dangerous area spells.
- better waterbreathing
- fixed some repeating messages
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suniti
 
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Post » Tue Mar 15, 2011 2:42 am

Abot, I liked this mod but I had a problem: whenever I would mount a guar and put my companion on there, she would wind up too close to me and all I saw was her name. I tried moving her back and she did, but as soon as I told the guar to move, she popped back into her original place. I'm using Grumpy's companion script if that would have anything to do with it. The companion itself is a non-modded Redguard (well, non-modded except for using Better Bodies, but I fail to see how that would change anything). Do you have any suggestions? Thanks.
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Lory Da Costa
 
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Post » Mon Mar 14, 2011 2:56 pm

Abot, I liked this mod but I had a problem: whenever I would mount a guar and put my companion on there, she would wind up too close to me and all I saw was her name. I tried moving her back and she did, but as soon as I told the guar to move, she popped back into her original place. I'm using Grumpy's companion script if that would have anything to do with it. The companion itself is a non-modded Redguard (well, non-modded except for using Better Bodies, but I fail to see how that would change anything). Do you have any suggestions? Thanks.
Position fine-tuning is separated for standing, walking and running guar animations. So you should repeat the tuning process (steps 5-7 below ) for each animation, I.E.:
1. go to an open place where you have enough space to walk/run around when mounting
2. have the companion mounted ( choose "carry a friend" option in the guar dialog, "guar mount" in the NPC companion dialog, look elsewhere)
3. have the player mounted with no weapon and no spell readied
4. go in 3rd person view mode, so you can access the positioning menu
5. keep the tab key pressed (in next steps also) to enter in "camera pan" view mode, this is very handy to optimize clipping and 3dview glitch (notice how moving the camera a little away the glitch disappears).
6. double right click (right click, like when you want to open the inventory, then give another right click in about a second). With the second right click, the inventory should close, and the positioning menu should open.
7. try positioning the NPC up/down/forward/backward (Set NPC option), press OK to save NPC position. Do the same with the player (Set PC button) if needed
8. when done, activate the guar, to make it walk, and repeat steps 5-7
9. when done, activate the guar, to make it run, and repeat steps 5-7

I know, it's a bit complicated, but it is the best compromise I've found to fine-tune, and it should be something you do not repeat often as long as you do not use different companion NPC race/six.
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Tom Flanagan
 
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Post » Tue Mar 15, 2011 3:52 am

Thanks, Abot, I'll try that out. :)
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Kim Kay
 
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Post » Mon Mar 14, 2011 7:10 pm

Finally it's complete! I remember trying out this mod back when it was still a beta!
->RANT<- I love guars and after years of absence, I got an urge to start playing Morrowind again! I scanned the forums for a bunch of my favorite mods back then and look what I found! I'm SO happy! :celebration: ->RANT<-
Thank you abot!

On Topic: I went through the replies, but I need a clarification.
Is it possible to own more than one guars?
Is this mod compatible with Guar Tamer?
My concept here is to have a mountable guar leading the pack and several others following short behind, like a caravan.
(Roleplaying Ashlander yay!)
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Princess Johnson
 
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Post » Mon Mar 14, 2011 5:27 pm

Finally it's complete!

It's been complete for a year! :P
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Chantelle Walker
 
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Post » Tue Mar 15, 2011 2:23 am

Is it possible to own more than one guars?
Yes, IIRC you can have up to 5 "intelligent" guars and up to 7 total guars
Is this mod compatible with Guar Tamer?
It should be, my guars have unique ids so there should be no conflict.
My concept here is to have a mountable guar leading the pack and several others following short behind, like a caravan.
For technical reasons guars added by my mod will follow only the player, so yes, you can have your caravans (you can see a short example at the the end of this http://video.google.com/videoplay?docid=3730219776192948872&hl=en)... 7 lovely guars following you at the same time could be a little annoying when you stop moving and they try to circle you though :)
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Carys
 
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Post » Tue Mar 15, 2011 12:37 am

Well thanks for the bump SILKE, this is a great mod. Hopefully people notice this that didn't know about it before.

I've been using it for a while and it is just TOO fun to be riding my friendly guar around in the Ashlands. Just like in POISON SONG!!! YAY!!! lol

Thanks for a great mod abot (even if you did this a while ago :))
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I love YOu
 
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Post » Mon Mar 14, 2011 3:46 pm

abot thanks a lot for your replies!
Oh, I'm aware of the "encircling" problem. My old guar insisted on standing face to face with me, whenever that was possible, blocking my way and my view!
It's not that my adorable little guar didn't have a lovely maw and all, just not in my face...
I remember there was a "bump" dialog option for this particular case, perhaps in Guar Tamer? I don't remember...
I was thinking about 4 guars this time, but who knows?

Well thanks for the bump SILKE, this is a great mod. Hopefully people notice this that didn't know about it before.


This is a mod worth looking for ;)
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kevin ball
 
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