[REL] Hold it

Post » Sat May 28, 2011 11:18 am

There's a Hold It MCA patch which I believed is for MCA 5.2, but does anyone have any patch for Hold It MCA 6.1?
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Richard Thompson
 
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Post » Sat May 28, 2011 6:49 pm

I don't have Hold It installed yet, but I do have LGNPC and code patches installed. And, I have discovered something about the Dreamer Prophet in the Vivec sewers that might help you. Unlike the vanilla quest, I was able to talk to her this time. And, when clicking the "woman with dagger" choice, she denied seeing anyone like that. However, once I clicked on it for the SECOND time in the same discussion, she turned around, snarled at me that I had found her and attacked as she was supposed to do.

Hope this helps.
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Jennie Skeletons
 
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Post » Sat May 28, 2011 7:00 pm

Thank you Danae for looking into updating Hold it to match MCA 6.1!!

Much appreciated!!
:celebration:
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Nitol Ahmed
 
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Post » Sat May 28, 2011 9:41 pm

Thank you Danae for looking into updating Hold it to match MCA 6.1!!

Much appreciated!!
:celebration:


You're very welcome. ;)

I'm currently working on the NOM patch and pending Taddeus' approval, I'll be adding a few new items.
The MCA patch should come soon afterwards.

I've been out of modding MW for some time, would you let me know if there are new mods out there that could use a Hold it addon or mods that have items that could recieve the Hold it treatment?
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Nicole Coucopoulos
 
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Post » Sat May 28, 2011 1:06 pm

First I would like to say how much I admire the concept of this mod. It is through such details that we find ourselves immersed in this world. It is a graphical less generic NPC. It is wonderful to see visual clues about the NPC's class before dialog is initiated. I do not play Morrowind now, but I will definitely add Hold It to my load list when I do. While testing mym's situation I could not resist wandering around a few towns to see the variety - I laughed when I saw the Redguard Stargel walking around High Town in Balmora with a jug that looked to be a quarter of his size. I think he might have a bit of a drinking problem. I expect Stargel will join me when I toast you and your clever and well-designed mod.
:foodndrink:

But to the matter at hand...

@Ian: Yes, LGNPC Foreign Quarter is responsible for the Dreamer Prophet's expanded propaganda... er... dialogue. We altered her fight setting a little via script so it would be possible for most players to speak with her, but we made no change to her flee setting. My tests confirm that she does not flee as a result of our mod, although she does not always initiate combat. That will be fixed in the next update of the Foreign Quarter. In my lean mod list Hold It by itself or with the Foreign Quarter did not interfere with the Dreamer Prophet in the Underworks of the Foreign Quarter. In the version I used the Dreamer Prophet bears the Sixth House banner (and now that I have seen it I would not want it any other way).

@Nowena: The Dreamer Prophet's first response on the topic 'woman with a dagger' is a generic one filtered for NPCs in the Foreign Quarter. It adds a journal entry that is used to filtered the second response written specifically for the Dreamer Prophet. It sounds like you bypassed talking to other NPCs to discover her location and instead when straight to the Underworks since you knew from previous playthroughs where she would be found. Her entry triggers combat with the player.

@mym: I do not think this has anything to do with Hold It either directly or as a result of a mod conflict. Since you do not use LGNPC mods it cannot be a result of our relaxing her aggression. Perhaps you are running a mod that makes general changes to dreamers. If you had completed the main quest I could understand why a mod might make dreamers more docile, but it sounds like your latest test was with a fresh game. It could be an unintended consequence of such a mod. Posting your mod list would make it easier to identify mods that could be responsible.
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RUby DIaz
 
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Post » Sat May 28, 2011 7:49 am

Thanks for this mod, I love it!
Just wondering are you still doing the Pegasus mansion mod?
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jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Sat May 28, 2011 6:57 pm

First I would like to say how much I admire the concept of this mod. It is through such details that we find ourselves immersed in this world. It is a graphical less generic NPC. It is wonderful to see visual clues about the NPC's class before dialog is initiated. I do not play Morrowind now, but I will definitely add Hold It to my load list when I do. While testing mym's situation I could not resist wandering around a few towns to see the variety - I laughed when I saw the Redguard Stargel walking around High Town in Balmora with a jug that looked to be a quarter of his size. I think he might have a bit of a drinking problem. I expect Stargel will join me when I toast you and your clever and well-designed mod.
:foodndrink:

:blush2: Thanks! I've never been able to figure out Stargel... not sure if he's middle class and recently moved to hight town (in which case he's not aware that the nobilty do their drinking in the privacy of their manors) or if he's a commoner looking for work (dutifully walking around with a bucket)

Thanks for this mod, I love it!
Just wondering are you still doing the Pegasus mansion mod?

Glad you like Hold it ;)
Pegasus Estate is still in the making, yes. For a while I thought I was cured of Morrowind, clearly I was in denial, I have an addiction and have to live with it. My only comfort is that thousands of people also have this addiction :blush:
More to the point... before getting back to PE, I want to update Morrowind Trading Cards with 3 new decks and albums.
However, with the Modding fever flaring up and thr school year finishing, I should get back to it soon.

Some news about Hold It:
The NOM addon is done and I'm now working the MCA addon. I'm doing it from scratch because quite a few things have changed in version 6.1.

As they say, stay tuned for more info :wavey:
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Queen
 
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Post » Sat May 28, 2011 11:08 am


@Nowena: The Dreamer Prophet's first response on the topic 'woman with a dagger' is a generic one filtered for NPCs in the Foreign Quarter. It adds a journal entry that is used to filtered the second response written specifically for the Dreamer Prophet. It sounds like you bypassed talking to other NPCs to discover her location and instead when straight to the Underworks since you knew from previous playthroughs where she would be found. Her entry triggers combat with the player.



Actually, the first time I ran into her (through knowing where she was located) she didn't attack and I became worried that I needed the journal update in order to get the required reaction. So, I went back to the other NPC's and asked around until I found the one who told me where she was. After that, I still needed to ask her twice before she attacked.

Sometime after this episode, I had to go back to an old save previous to this quest. Remembering the problem, I went through all the asking of people before I went to the location and got the proper location quest update. Again, I had to ask her twice. However, this isn't much of a problem, really. I think it's appropriate that she would deny knowing at first and then realize the player had, indeed, identified her on the second questioning.
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Chelsea Head
 
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Post » Sat May 28, 2011 9:16 am

I'm almost done with the update of hold it, all that is left is redo some of the uglier icons (yep, I've kept the fun part for last...)

There is still time for last minute remarks / requests, don't hesitate!
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Miss K
 
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Post » Sat May 28, 2011 10:51 am

I'm uploading the new version of Hold it! on PES. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7474.

So here it is:
version 1.7 Updated the NoM and MCA addons to reflect changes in the latest versions of these 2 mods.
Added new items (food platter, red teapot, sausages, onion braid, kagouti skewer, wooden bowl, shopping baskets.
Redid icons to give them transparency.

Let me know if I've messed something up (it wouldn't be the first time ...) so I can fix it asap, thanks!
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Hussnein Amin
 
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Post » Sat May 28, 2011 8:19 am

Seems to be a downloading issue with 1.7, Danae. When I go download it, I get:

Firefox can't find the file at http://download.direct2drive.com/ftp2/planetelderscrolls/fms/files/mods/7474/Hold_It1pt7.7z?clientid=130163895.

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elliot mudd
 
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Post » Sat May 28, 2011 7:02 pm

Try again, fable. Last time I tried PES was still giving me an .htm file. Now it's fully uploaded and I'm downloading the .7z
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Greg Cavaliere
 
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Post » Sat May 28, 2011 12:49 pm

Download is now ok. Thanks for the update
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Steve Fallon
 
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Joined: Thu Aug 23, 2007 12:29 am

Post » Sat May 28, 2011 6:02 pm

Try again, fable. Last time I tried PES was still giving me an .htm file. Now it's fully uploaded and I'm downloading the .7z


There now. Thanks!
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Brittany Abner
 
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Post » Sat May 28, 2011 12:38 pm

I'm uploading the new version of Hold it! on PES. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7474.

So here it is:
version 1.7 Updated the NoM and MCA addons to reflect changes in the latest versions of these 2 mods.
Added new items (food platter, red teapot, sausages, onion braid, kagouti skewer, wooden bowl, shopping baskets.
Redid icons to give them transparency.

Let me know if I've messed something up (it wouldn't be the first time ...) so I can fix it asap, thanks!


These meshes are missing textures in the 1.7 package, which you may have done on purpose because they are likely only used in the NoM and TR addons and depend on their textures. I thought I'd mention it in case you overlooked them and wanted to add them in:

REF. IN: meshes\__misc_as_shields\pie.nif
... NOT FOUND: Textures\NOM_pie.bmp

REF. IN: meshes\__misc_as_shields\pipe2.nif
... NOT FOUND: Textures\tr_hackle-lo_pipe.dds

REF. IN: meshes\__misc_as_shields\Platter2.nif
... NOT FOUND: Textures\nom_plattersilver.dds

REF. IN: meshes\__misc_as_shields\Sausage.nif
... NOT FOUND: Textures\nom_rope.dds
... NOT FOUND: Textures\nom_sausageguar.dds

REF. IN: meshes\__misc_as_shields\s\cookie2.nif
... NOT FOUND: Textures\TR_Tx_cookie_chunks.dds

REF. IN: meshes\__misc_as_shields\s\guar.nif
... NOT FOUND: Textures\TR_Guartoy_tongue.dds
... NOT FOUND: Textures\TR_Guartoy_Limb.dds
... NOT FOUND: Textures\TR_Guartoy_eye.dds
... NOT FOUND: Textures\TR_Guartoy_mouth.dds
... NOT FOUND: Textures\TR_Guartoy_teeth.dds
... NOT FOUND: Textures\TR_Guartoy_claw.dds

REF. IN: meshes\__misc_as_shields\s\Onion.nif
... NOT FOUND: Textures\nom_oniongreen.dds
... NOT FOUND: Textures\nom_onion.dds

REF. IN: meshes\__misc_as_shields\s\pipe.nif
... NOT FOUND: Textures\tr_hackle-lo_pipe.dds

REF. IN: meshes\__misc_as_shields\s\Skewer.nif
... NOT FOUND: Textures\nom_woodruined.dds
... NOT FOUND: Textures\nom_stewedhacklelo.dds
... NOT FOUND: Textures\nom_grilledbeef.dds

REF. IN: meshes\__misc_as_shields\s\wine.nif
... NOT FOUND: Textures\tr_misc_winelabel_01.dds

-MA
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Epul Kedah
 
Posts: 3545
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Post » Sat May 28, 2011 2:40 pm

These meshes are missing textures in the 1.7 package, which you may have done on purpose because they are likely only used in the NoM and TR addons and depend on their textures. I thought I'd mention it in case you overlooked them and wanted to add them in:

REF. IN: meshes\__misc_as_shields\pie.nif
... NOT FOUND: Textures\NOM_pie.bmp

REF. IN: meshes\__misc_as_shields\pipe2.nif
... NOT FOUND: Textures\tr_hackle-lo_pipe.dds

REF. IN: meshes\__misc_as_shields\Platter2.nif
... NOT FOUND: Textures\nom_plattersilver.dds

REF. IN: meshes\__misc_as_shields\Sausage.nif
... NOT FOUND: Textures\nom_rope.dds
... NOT FOUND: Textures\nom_sausageguar.dds

REF. IN: meshes\__misc_as_shields\s\cookie2.nif
... NOT FOUND: Textures\TR_Tx_cookie_chunks.dds

REF. IN: meshes\__misc_as_shields\s\guar.nif
... NOT FOUND: Textures\TR_Guartoy_tongue.dds
... NOT FOUND: Textures\TR_Guartoy_Limb.dds
... NOT FOUND: Textures\TR_Guartoy_eye.dds
... NOT FOUND: Textures\TR_Guartoy_mouth.dds
... NOT FOUND: Textures\TR_Guartoy_teeth.dds
... NOT FOUND: Textures\TR_Guartoy_claw.dds

REF. IN: meshes\__misc_as_shields\s\Onion.nif
... NOT FOUND: Textures\nom_oniongreen.dds
... NOT FOUND: Textures\nom_onion.dds

REF. IN: meshes\__misc_as_shields\s\pipe.nif
... NOT FOUND: Textures\tr_hackle-lo_pipe.dds

REF. IN: meshes\__misc_as_shields\s\Skewer.nif
... NOT FOUND: Textures\nom_woodruined.dds
... NOT FOUND: Textures\nom_stewedhacklelo.dds
... NOT FOUND: Textures\nom_grilledbeef.dds

REF. IN: meshes\__misc_as_shields\s\wine.nif
... NOT FOUND: Textures\tr_misc_winelabel_01.dds

-MA

Thanks for your prompt feedback.
As you guessed the TR and NOM textures are not supposed to be there since they respectively need TR maps and NoM.
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Jessie Rae Brouillette
 
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