Jasmine, a Morrowind companion

Post » Tue Aug 10, 2010 9:45 pm

Regarding teleportation to Mournhold, I took a page from Katerie and adapted some of Julan's scripting. The logic goes thusly:

If the charcter is in the ebon heart council chambers, a propylon chamber or mournhold reception hall set a state variable to 1 and a last cell variable to an index for that cell.
If the state variable is 1 and the character is in one of the above cells but not the same one as the state variable indicates then move the character to the player's position.
If the state variable is 1 and the character is no in one of the above cells reset both the state and last cell variables.

Katerie was quite agreable to sharing this code when I approached her and it works like a charm.
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Sophh
 
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Post » Tue Aug 10, 2010 7:27 pm

Nich, I use CDCooley's companion teleport system and I don't know how Kat's system would interact with that. Plus, I'd rather not extend Jasmine's scripts because the game likes to reset her if her script count is different when loading a saved game. I already have the dialog system set up, it just needs testing.
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Beat freak
 
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Post » Wed Aug 11, 2010 7:05 am

Update:

2.2a
Fixed a error in one of Deandre's greetings.
Added the ability to send Jasmine to Mournhold via her "Change what you're doing" dialog topic. Jasmine will now appear near the center of the five areas of Mournhold.
Added additional dialog to Jasmine's family concerning Charon.
Fixed minor dialog errors.

I've uploaded the full version and update to PES and the update only ESP to GHF. I'll have to ask Fliggerty to upload the full version given its size.
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Tracy Byworth
 
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Post » Tue Aug 10, 2010 8:40 pm

@Daroot: I added in the ability to send Jasmine to Mournhold via her dialog, but I'll need to test it before I feel comfortable uploading the next update. Also, how did you set it up so that Elone knows Jasmine's in the same cell? I may see about implementing that in the next update. Thanks.


Hey, Jac!

Sorry to take so long to get back to you (been out of town).

Re: Dialogue Topic: I simply made a new Activator,and placed it in Arrille's Tradehouse, with a simple little script to detect whether the Player and Jasmine are in that cell, and set a Global based on the result. Then, added an additional Dialogue Response based on the result, dependent on the Global. (Didn't want to mess with Elone herself, since by default she is "Blocked", and I dunno what some of my other mods may do to her. Also, since you add the Topic, "Where is Jasmine" in a Start Script, I haven't looked into whether any other NPCs have it, so I went for simplicity).

I see you've done another update (v.2.2a) addressing the Mournhold Transport stuff. Have to download and try it.

Best of luck, hope you get more feedback from Candesco, Nicoliathan, and others whith more experience than me, and...Happy Holidays!

DARoot
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Lil Miss
 
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Post » Wed Aug 11, 2010 3:16 am

That was along the lines of what I was thinking. Elone is the only one that has the "Where's Jasmine" dialog topic, so there shouldn't be any issues changing it. I'll keep that in mind for the next update. Thanks again. :)
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DAVId MArtInez
 
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Post » Wed Aug 11, 2010 7:40 am

Jac,

I know this has been mentioned a few times but Sason does end up disappearing sometimes. Perhaps it is a while after you've already rescued his wife without having activated Jasmine's mod. I rescued his wife at the beginning of my game before I had Jasmine, and it's probably been game months since I did so. The man and his wife were completely gone from their spot so there may be something flaky going on. I'm no scripter so I wouldn't even know how to check but, are there scripts in place sometimes that would cause certain NPCs to leave an area after awhile once they are no longer needed or something?. I went to the exact cell where the CS placed him (after literally HOURS of frustratedly searching for him on foot, lol) there used "ra" (reset actors) and he and his wife never appeared where they were supposed to.

Edit
I did go ahead and clone sason with PlaceAtPC and he remembered that I saved his wife and gave me the item. I'm just not sure why it happens that I needed to use the cheat to get him back into the game.

Any ideas why it seems to be happening?

Btw, This is a really great mod. That should have been the first thing I said. It is really, really great.

Edit 02:
I noticed a dialog error in Sason's response "Take it as payment for returning to me!"
Did you mean to say "returning my wife to me" or something?

Over and out. VrOoom!
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Kortknee Bell
 
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Post » Tue Aug 10, 2010 10:56 pm

I never touched Sason's scripts, so he may be removing himself after a few days. I'll have to remember to mention that in the readme. Thanks for the head's up.

I'll make a note of that and fix it. Thanks. I'm glad you're enjoying the mod. B)
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Ash
 
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Post » Wed Aug 11, 2010 7:38 am

I plan to update to the latest version. But in the updating readme it says that you have to visit jasmine's house one time, because there are 2 npc's there which are related to the quest.
Which quest is that? The one i'm doing now is recovering some books for deandre. I've already obtained the weary warrior from surane, now i must get the following book from those ashlanders near Maar Gan.
I guess that particular quest is after Tall Papa? Haven't talked to Jasmine about my reputation, only about disturbing dreams, deandre and her family and some other things.
And do you mean with Jasmine's house the one near Seyda Neen or that from her parents? Because i haven't encountered any npc in her own house.
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megan gleeson
 
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Post » Wed Aug 11, 2010 6:22 am

Her house near Seyda Neen. You have to enter the house for her to follow you, which will satisfy the conditions of the mod. Her quest line (not Deandre's) has two NPCs that need to be initialized by the game (enter the same cell they're in) before they can be spirited around the place. I put them into the walls so I wouldn't have to worry about potential conflicts by putting them elsewhere. Anyway, taking Jasmine home after you rescued her should be enough, even after an update. :)
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Killer McCracken
 
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Post » Wed Aug 11, 2010 9:10 am

Well, i have Jasmine already rescued a long while ago. I always do that right in the beginning after creating the character and doing some quests.
At this moment i'm level 11 (started over again) and have Jasmine together with Beryl and Lady Death standing in the Riverhouse (a housemod from calislahn) in Balmora.
Ok, so it's a quest from Jasmine self. Or is this the one after Tall Papa. If i remember correctly there is also something that has to do with her ex-husband and you have to fight a bodyguard in the arena.
Did that quest before, but since i started over now i have to do that quest again offcourse.
I guess i have to visit the house after the updating to reset some scripts. And i guess those npc's appear at a certain point?
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gemma
 
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Post » Wed Aug 11, 2010 4:58 am

Her husband and bodyguard are in the walls of her house. Since I move them, they have to be initialized, otherwise the game would crash upon speaking with them.
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Sammygirl500
 
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Post » Wed Aug 11, 2010 7:50 am

Bodyguard in the house? Then who is the one in Vivec's Foreign Quarter.
Or is it changed since version 1.11 (i guess that was the version which i played that quest)
Or is that the spirit of it and is haunting the place :P Like in a particular imperial cult quest.
Anyway, i'm going to update then. Thanks for the info.


edit: did the steps as in the updating.txt file. Works like a charm now.
I followed the steps of the non-mcp cleaning option (instead i used mash)
loaded the last save, stripped jasmine completely and put all the items in a chest, then took her outside and give the wait here command. saved in a new file, exit, open mash, update the new save and repair all (didn't found any errors)
then loaded the updated save, have jasmine rejoined and gave all the items back. and then finally travelled to seyda neen by silt strider and visited the house.
jasmine has now the option to travel to mournhold, as said before.
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Sanctum
 
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Post » Wed Aug 11, 2010 6:54 am

Spoiler
The mod adds Charon, Jasmine's ex-husband and Waylas, Charon's man-at-arms. Both of these NPCs were placed into Jasmine's house to prevent the game from crashing after I moved them. If you type "tcl" into the console while in Jasmine's house, you can walk through the walls and meet them, but they won't have much to say at that point. :)


Anything after 2.0 should be fine updating because I'm not changing the script Jasmine uses unless absolutely necessary. If I do have to make a script change, then there's a chance she'll reset because her script count might be different.
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Kate Murrell
 
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Post » Tue Aug 10, 2010 11:32 pm

After Tall Papa i wasn't sure when you got in contact with waylas and charon, but i finally met them (again)
Spoiler
your reputation must be at least 16, before the quest is triggered. talking then with jasmine causes she distracted and it leads you to good old deandre

But is it normal that when you enter the Arena to fight against Waylas he is just sprouting roots there and does nothing? I would assume that as soon as you enter the pit he attacks you on sight (like trebonius and varus vantinius)
If i'm not mistaken this happened also before, but in the latest version nothing happens. I had to attack Waylas myself and just began to attack him. Luckily i got no bounty for giving the first blow.
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evelina c
 
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Post » Wed Aug 11, 2010 8:08 am

Interesting. When I did the testing, he attacked like he should. I'll take a look at it, though, and make sure his script is running properly for that piece. Thanks.
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Jade
 
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Post » Tue Aug 10, 2010 8:48 pm

Hate to say it, but i found a bug. After defeating Charon i went to the house of Jasmine's parents near Ebonheart. When i spoke to Lariah and choose the topic "charon" the game freezes, i hear a "ping" sound several times (it sound a bit like a fruitmachine which spawns the jackpot) and then the game quits and it goes back to the desktop.
I looked into warnings.txt and found the following line:
Script jac_warrenscript
Syntax Error Line 1.
Miss mached quotes.

and that 50 times repeated. Jims and Warren have no problems when talking about Charon and how he's dead now, but Lariah is a bit bugged about that topic.
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Trish
 
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Post » Wed Aug 11, 2010 4:35 am

Thanks for the head's up. I'll get this fixed as well.
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Natalie Harvey
 
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Post » Wed Aug 11, 2010 12:11 pm

I'm back at work on this and have fixed a few small errors, the biggest being [DELETE] messages I somehow forgot when I released the last version. :facepalm: My wife and I are currently testing the latest version and I'll be releasing it provided nothing else crops up.

Short list of current fixes:

Fixed Jasmine's closet from equipping her if she's not following.
Fixed a dialog error for Sason when asking him about Deandre's books if you've previously rescued his wife.
Removed the "Where's Jasmine" topic from Elone if Jasmine is following you.
Fixed the "Nelos Onmar" topic: Jasmine no longer mentions helping Maurrie Aurmine if the quest isn't active.
Fixed Deandre's "Recovering some books topic." You can now decline his initial task.

As always, please forward any bug reports to me so I can fix them. Thanks.
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suniti
 
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Post » Wed Aug 11, 2010 8:42 am

Jasmine has been updated to 2.3 and is available at PES.

Removed [DELETE] messages from certain topics.
Fixed Jasmine's closet from equipping her if she's not following.
Fixed a dialog error for Sason when asking him about Deandre's books if you've previously rescued his wife.
Removed the "Where's Jasmine" topic from Elone if Jasmine is following you.
Fixed the "Nelos Onmar" topic: Jasmine no longer mentions helping Maurrie Aurmine if the quest isn't active.
Fixed Deandre's "Recovering some books topic." You can now decline his initial task.
Fixed minor dialog errors.

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Jessica Colville
 
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Post » Wed Aug 11, 2010 8:08 am

Hey appreciate the work you put into this mod but I have an error that happens after I rescure jasmine from the slave cave. after I bring her home and weather or not I allow her to join all she does if fall to the ground as if unconciouse she'll follow me but once she catches up she falls back to the ground and I've tried to click on her but all the comes up is her inventory screen how can I fix this I have version 2.3
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Amanda Leis
 
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Post » Tue Aug 10, 2010 11:36 pm

Did you use LizTail's animation kit option to fix animation errors? If so, just copy and paste the following files into the meshes folder and tell Windows to let them overwrite what's there: jac_jasanim.nif, xjac_jasanim.kf & xjac_jasanim.nif. If you haven't used LT's kit, try replacing those files anyway. I just ran a quick test and Jasmine was walking like normal so I'm guessing it's an issue with her animation files. Either that or her fatigue is being set to zero. If the animation files don't work, try resting for an hour to see if that helps. If that doesn't, face her, open up the console, and type SetFatigue 100. That should allow her to stand up. If it continues, I'll have to ask around to see what else could be causing it.
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Gemma Flanagan
 
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Post » Tue Aug 10, 2010 9:10 pm

Did you use LizTail's animation kit option to fix animation errors? If so, just copy and paste the following files into the meshes folder and tell Windows to let them overwrite what's there: jac_jasanim.nif, xjac_jasanim.kf & xjac_jasanim.nif. If you haven't used LT's kit, try replacing those files anyway. I just ran a quick test and Jasmine was walking like normal so I'm guessing it's an issue with her animation files. Either that or her fatigue is being set to zero. If the animation files don't work, try resting for an hour to see if that helps. If that doesn't, face her, open up the console, and type SetFatigue 100. That should allow her to stand up. If it continues, I'll have to ask around to see what else could be causing it.


Thanx I will try as soon as I can and let you know how that works
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Marcus Jordan
 
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Post » Wed Aug 11, 2010 6:32 am

Did you use LizTail's animation kit option to fix animation errors? If so, just copy and paste the following files into the meshes folder and tell Windows to let them overwrite what's there: jac_jasanim.nif, xjac_jasanim.kf & xjac_jasanim.nif. If you haven't used LT's kit, try replacing those files anyway. I just ran a quick test and Jasmine was walking like normal so I'm guessing it's an issue with her animation files. Either that or her fatigue is being set to zero. If the animation files don't work, try resting for an hour to see if that helps. If that doesn't, face her, open up the console, and type SetFatigue 100. That should allow her to stand up. If it continues, I'll have to ask around to see what else could be causing it.


I wish this was the answer but I both copy and pasted the file and set the fatigue but didn't change the issue I don't have the animation mods I have "animated morrowind 1.0"
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Leilene Nessel
 
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Post » Wed Aug 11, 2010 8:27 am

When she falls down, face her and open up the console. Click on her and type GetHealth. It should return something greater than 0. If it's returning zero, then her leveling script isn't firing properly. Type SetHealth 50 and see if she gets up. If she does, tell her to change her skills to follow yours, then have her practice her skills. If she doesn't fall down, you can try having her switch back to focusing on her scout skills then practicing again. All I can think of is that her health isn't being set properly for some reason.
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Taylor Thompson
 
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Post » Wed Aug 11, 2010 8:40 am

When she falls down, face her and open up the console. Click on her and type GetHealth. It should return something greater than 0. If it's returning zero, then her leveling script isn't firing properly. Type SetHealth 50 and see if she gets up. If she does, tell her to change her skills to follow yours, then have her practice her skills. If she doesn't fall down, you can try having her switch back to focusing on her scout skills then practicing again. All I can think of is that her health isn't being set properly for some reason.


Thanks alot Jac that did the job and great work on the mod keep up the good work looking foward to more of your work in the future
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Honey Suckle
 
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