melian's multiple teleport mod

Post » Sat Jul 31, 2010 8:30 am

hey,

so I installed the mod. After I make my mark, I set the name and put it in the list. When I cast recall, the mod is called "null" and it sends me to a very frightening place.

When I uninstall the mod, I get no teleporting.

typing "enable teleporting" in the console doesn't work

When i keep the mod installed i at least have the interventions, but mark and recall are dead.

No, I'm not in Sotha Sil.
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Fri Jul 30, 2010 10:15 pm

Sorry for the trouble :(

First, a few questions:

- Are you using the latest version? (Should be 1.2)

- Is your MWSE/MGE up-to-date? If you're using the MGE internal MWSE, what MGE version is it?

- If you go to your Data Files\MWSE directory there should be some files starting with "mel_tpp" there. If you open the "mel_tpp_m[your character's name]" one, is there anything in the file?

- Is there anything strange about your character's name at all? Special characters or something like that?

I remember now that someone had trouble with mge3.8.2-rev.0178 and I was going to test it myself, but I got sick and forgot :facepalm: I'll try to test that ASAP. If you're using rev-118 or 161 it's not the MGE version, I've used those myself.

PS If you just want to remove the mod and forget about it, the comand is "EnableTeleporting" (all one word) and you have to hit enter after it - but I'd like to figure out what the problem is so I can fix it, so if you don't mind helping me out with some more info, that would be great :)
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Sat Jul 31, 2010 8:08 am

Don't really want to hijack but I would also like to ask a question.

I'm using Fliggerty's Blasphemous Revenants mod and my minions do not count as companions unfortunately. Is there any way to add these to the companion list?

Thanks.
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Sat Jul 31, 2010 2:14 am

lol, I was putting in a space.

I was gonna uninstall just to play while I troubleshoot it.

My character has spaces in his name. Forgot to post my http://www.fliggerty.com/phpBB3/cne/cne_viewmodlist?id=1129 before, in case that's relevant.

MWSE is the latest one. And I just downloaded the teleport mod a couple of weeks ago, so it should be the latest. I'll check, though.
User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Sat Jul 31, 2010 2:55 am

I'm using Fliggerty's Blasphemous Revenants mod and my minions do not count as companions unfortunately. Is there any way to add these to the companion list?

I haven't used Blasphemous Revenants, so I'm not sure what the problem is. If they're in follow mode, you should be able to add them with the spell. Are they following when you cast on them? Is there something odd about the followers in this? I'll have to check up on that.

If all else fails there is a way to add someone to the list even if they're not in follow mode. In the console:
set cdc_companion_call_script.insert to 1

then click on whoever you want to add, to focus the console for the next command:
StartScript cdc_companion_call_script

I think that should work (though I have to admit, I've never tried it like that).
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sat Jul 31, 2010 7:38 am

My character has spaces in his name. Forgot to post my http://www.fliggerty.com/phpBB3/cne/cne_viewmodlist?id=1129 before, in case that's relevant.

MWSE is the latest one. And I just downloaded the teleport mod a couple of weeks ago, so it should be the latest. I'll check, though.

AFAIK, the only mods that seriously conflict with this are other teleporting mods. So I think your modlist is fine.

Spaces in your character's name should be OK with the latest version of this mod (as long as your name doesn't start with a space), I'm just not sure about acute/grave accents, umlauts, etc.

When you say "latest" MWSE, what version is it? Are you using the standalone 0.9.4.1?

Also, if you could check your MWSE subfolder (in the Data Files folder) and see if the "mel_tpp" files are there and what's in them, that would really help.
User avatar
Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Sat Jul 31, 2010 5:25 am

Apparently I can't edit my own posts now :meh: So, sorry about the 3-in-a-row...

hamsmagoo, your character has a "-" in his name, yes? I just discovered that has the same problem as spaces :facepalm: So that would explain it - the files don't get created when they should because of the "-" character, and then it tries to read your mark back from a file that doesn't exist.

I haven't fixed it yet, just wanted to let you know what's happening - I'll see about fixing it ASAP.

I'm really sorry for this! It should have occurred to me to check that. I should probably change the whole thing to do some more string-comparing and limit it to letters, I think.
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Sat Jul 31, 2010 10:18 am

That makes sense. Because when I looked in the MWSE folder, I only saw files with my other character's name. Which I found weird. I forgot about the dash in Sa-heb.

I forgot I uninstalled it, so I deleted the tpp files. So, I can't post what they say unless I reinstall the mod.

If I reinstall it, and make a new character, with no symbols in his name, will the mod work?

And then can I just uncheck it and enable teleporting when I play my other character? Or does it have to be completely uninstalled to enable teleporting?

I was debating installing this for a while because I think it's kind of cheating. But I figured, in the end, that it fits into the lore enough and it will make the game more fun.

I want to mark on target the commoners so they're all wandering around the wrong town. Or have a mark over some lava pit in the middle of the ashlands and teleport anyone who makes me mad there.

Or teleport a winged twilight to seyda neen, lol.

By the way, my MWSE is version 0.9.4.1, but my .dll and MWSE log say 0.9.4.0 Does that make any difference?
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Sat Jul 31, 2010 11:23 am

I've done some testing and I think I've worked out the best way to do this. What I'm planning is:
- check for spaces, hyphens and apostrophes, and deal with those (by taking whatever's in front of them as the filename)
- then check it's a valid filename, and if not, discard the player name and just use a number
- put the full name as the first string in the file, so you can just open it to find out which character it's for if the name can't be used.

Unfortunately it seems I can't really take the characters that are OK and leave the rest (at least, not without pulling the name apart, checking everything and reassembling the usable bits, which IMO would be overkill). The whole name-in-filename thing was just for convenience anyway, so you know what files are OK to delete without opening them.

I'll need to rewrite some scripts and test them though, so it'll probably be a few days before it's ready. And I was also thinking of adding a way to re-order your marks, since I can do that without compatibility problems (I think) - but I'll see how long it takes to do, I want the bug fixed ASAP so maybe the other stuff can wait.

If I reinstall it, and make a new character, with no symbols in his name, will the mod work?

Yes, the mod as it is will work as long as your character's name starts with a word containing only letters (and/or numbers). It will actually still work if there's a word, then a space, then a hyphenated word after (because it will stop at the space, so what's after it doesn't matter). Apostrophes are a problem too, btw.

And then can I just uncheck it and enable teleporting when I play my other character? Or does it have to be completely uninstalled to enable teleporting?

Just uncheck it, no need to uninstall.

I want to mark on target the commoners so they're all wandering around the wrong town. Or have a mark over some lava pit in the middle of the ashlands and teleport anyone who makes me mad there.

Or teleport a winged twilight to seyda neen, lol.

Maybe I should make an addon just for fun :evil:

By the way, my MWSE is version 0.9.4.1, but my .dll and MWSE log say 0.9.4.0 Does that make any difference?

That sounds right - should be fine.

Again, I apologise - I really should have thought of this and tested it out. For some reason it just never occurred to me (probably because my characters have all had one-word names).
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Sat Jul 31, 2010 6:01 am

Having the ability to re-order the marks in the list would push this mod beyond perfection! I already can't play without this mod as it is. :) Thanks for all the work you've put into this Melian!
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Fri Jul 30, 2010 11:58 pm

ooohhh . . . reordering my 100+ marks would be wonderful!
User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Sat Jul 31, 2010 7:18 am




Yes, the mod as it is will work as long as your character's name starts with a word containing only letters (and/or numbers).

Maybe I should steal George Costanza's idea and name my character 7.


You don't have to apologize. Modding the game is a game by itself.
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Sat Jul 31, 2010 12:24 am

Just a quick post to say I *am* working on this and I *will* get it done, it's just taking longer than I expected (for various reasons).

The name fix is rewritten (for all scripts) but not yet tested, and I'm just starting on the re-ordering marks thing.
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Sat Jul 31, 2010 10:01 am

OK I've uploaded version 1.3, which is just a bugfix for the player name issues (also revised the readme and added in some missing info).

Other stuff (re-ordering marks etc) is going to take a while (and just the bugfix took a lot longer than I'd intended! :blush: ). So I'm still doing that, but it's not ready yet.

Anyway, 1.3 should be able to handle any name you give your character - if it can't use your name as part of the filename it will just substitute an underscore, but it will take your first name when it can. Any new main list files created with 1.3 will have your character's full name as the first string in the file, so you can still identify them.

Links:
http://www.fliggerty.com/phpBB3/viewtopic.php?f=50&t=2717
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8153
User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am


Return to III - Morrowind