[RELz] Morrowind Rebirth

Post » Thu Feb 06, 2014 1:12 am

Exactly. While loops are wonderful in concept, but in Morrowind they mostly freeze the game and cause CTDs. After having to convert most of my while-loop scripts back to if-blocks, I just use this format instead for this stuff now. It's much stabler.

Edit: also, you may notice I didn't add blocks that remove ingredients in multiple stacks because in this case it would only be removing a max-20 ingredients at a time. Therefore, doing it one at a time doesn't make the script stall the game like a player alchemy sorter can.

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Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Thu Feb 06, 2014 12:53 am

Your work is fantastic here Fulgore.

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Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Thu Feb 06, 2014 2:32 pm

@Wollibeebee: Thanks!

@Stuporstar: Do you mind if we use your scripts in Rebirth's future versions (I'll have to check with my boss if he's okay with that :D )

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Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Thu Feb 06, 2014 8:06 am

Of course you may. In fact, I've just been writing a universal ingredient removal script like I was talking about because I realized it was a needed improvement on my own alchemy vendors. Here's the new complete one that you can target on any NPC with an activator. You can straight-up copy/paste this one.

Spoiler
Begin ST_Vendor_Ingred_Remove
;global script is targeted to vendor container or NPC in another script
;script cleans out inventory to make room for new randomized stock
;this keeps the restocking scripts from piling on too many ingredients and simulates trade with other NPCs
;removal can be done one at a time because this in conjunction with limits on how much vendors restock should keep the amount of ingredients down to a manageable amount (unlike player alchemy sorters that may be sorting ingredients in the hundreds)
;unique ingredients (especially required for quests) are not removed

If ( MenuMode )
Return
Elseif ( CellChanged )
Return
Endif

If ( GetItemCount food_kwama_egg_01 > 0 )
RemoveItem food_kwama_egg_01 1
Return
Endif
If ( GetItemCount food_kwama_egg_02 > 0 )
RemoveItem food_kwama_egg_02 1
Return
Endif
If ( GetItemCount ingred_6th_corprusmeat_01 > 0 )
RemoveItem ingred_6th_corprusmeat_01 1
Return
Endif
If ( GetItemCount ingred_6th_corprusmeat_02 > 0 )
RemoveItem ingred_6th_corprusmeat_02 1
Return
Endif
If ( GetItemCount ingred_6th_corprusmeat_03 > 0 )
RemoveItem ingred_6th_corprusmeat_03 1
Return
Endif
If ( GetItemCount ingred_6th_corprusmeat_04 > 0 )
RemoveItem ingred_6th_corprusmeat_04 1
Return
Endif
If ( GetItemCount ingred_6th_corprusmeat_05 > 0 )
RemoveItem ingred_6th_corprusmeat_05 1
Return
Endif
If ( GetItemCount ingred_6th_corprusmeat_06 > 0 )
RemoveItem ingred_6th_corprusmeat_06 1
Return
Endif
If ( GetItemCount ingred_6th_corprusmeat_07 > 0 )
RemoveItem ingred_6th_corprusmeat_07 1
Return
Endif
If ( GetItemCount ingred_alit_hide_01 > 0 )
RemoveItem ingred_alit_hide_01 1
Return
Endif
If ( GetItemCount ingred_ash_salts_01 > 0 )
RemoveItem ingred_ash_salts_01 1
Return
Endif
If ( GetItemCount ingred_ash_yam_01 > 0 )
RemoveItem ingred_ash_yam_01 1
Return
Endif
If ( GetItemCount ingred_bc_ampoule_pod > 0 )
RemoveItem ingred_bc_ampoule_pod 1
Return
Endif
If ( GetItemCount "ingred_bc_bungler's_bane" > 0 )
RemoveItem "ingred_bc_bungler's_bane" 1
Return
Endif
If ( GetItemCount ingred_bc_coda_flower > 0 )
RemoveItem ingred_bc_coda_flower 1
Return
Endif
If ( GetItemCount ingred_bc_hypha_facia > 0 )
RemoveItem ingred_bc_hypha_facia 1
Return
Endif
If ( GetItemCount ingred_bc_spore_pod > 0 )
RemoveItem ingred_bc_spore_pod 1
Return
Endif
If ( GetItemCount ingred_bittergreen_petals_01 > 0 )
RemoveItem ingred_bittergreen_petals_01 1
Return
Endif
If ( GetItemCount ingred_black_anther_01 > 0 )
RemoveItem ingred_black_anther_01 1
Return
Endif
If ( GetItemCount ingred_black_lichen_01 > 0 )
RemoveItem ingred_black_lichen_01 1
Return
Endif
If ( GetItemCount ingred_bloat_01 > 0 )
RemoveItem ingred_bloat_01 1
Return
Endif
If ( GetItemCount ingred_bonemeal_01 > 0 )
RemoveItem ingred_bonemeal_01 1
Return
Endif
If ( GetItemCount ingred_bread_01 > 0 )
RemoveItem ingred_bread_01 1
Return
Endif
If ( GetItemCount ingred_chokeweed_01 > 0 )
RemoveItem ingred_chokeweed_01 1
Return
Endif
If ( GetItemCount ingred_comberry_01 > 0 )
RemoveItem ingred_comberry_01 1
Return
Endif
If ( GetItemCount ingred_coprinus_01 > 0 )
RemoveItem ingred_coprinus_01 1
Return
Endif
If ( GetItemCount ingred_corkbulb_root_01 > 0 )
RemoveItem ingred_corkbulb_root_01 1
Return
Endif
If ( GetItemCount ingred_corprus_weepings_01 > 0 )
RemoveItem ingred_corprus_weepings_01 1
Return
Endif
If ( GetItemCount ingred_crab_meat_01 > 0 )
RemoveItem ingred_crab_meat_01 1
Return
Endif
If ( GetItemCount ingred_daedra_skin_01 > 0 )
RemoveItem ingred_daedra_skin_01 1
Return
Endif
If ( GetItemCount ingred_daedras_heart_01 > 0 )
RemoveItem ingred_daedras_heart_01 1
Return
Endif
If ( GetItemCount ingred_diamond_01 > 0 )
RemoveItem ingred_diamond_01 1
Return
Endif
If ( GetItemCount ingred_dreugh_wax_01 > 0 )
RemoveItem ingred_dreugh_wax_01 1
Return
Endif
If ( GetItemCount ingred_ectoplasm_01 > 0 )
RemoveItem ingred_ectoplasm_01 1
Return
Endif
If ( GetItemCount ingred_emerald_01 > 0 )
RemoveItem ingred_emerald_01 1
Return
Endif
If ( GetItemCount ingred_fire_petal_01 > 0 )
RemoveItem ingred_fire_petal_01 1
Return
Endif
If ( GetItemCount ingred_fire_salts_01 > 0 )
RemoveItem ingred_fire_salts_01 1
Return
Endif
If ( GetItemCount ingred_frost_salts_01 > 0 )
RemoveItem ingred_frost_salts_01 1
Return
Endif
If ( GetItemCount ingred_ghoul_heart_01 > 0 )
RemoveItem ingred_ghoul_heart_01 1
Return
Endif
If ( GetItemCount ingred_gold_kanet_01 > 0 )
RemoveItem ingred_gold_kanet_01 1
Return
Endif
If ( GetItemCount ingred_gravedust_01 > 0 )
RemoveItem ingred_gravedust_01 1
Return
Endif
If ( GetItemCount ingred_green_lichen_01 > 0 )
RemoveItem ingred_green_lichen_01 1
Return
Endif
If ( GetItemCount ingred_guar_hide_01 > 0 )
RemoveItem ingred_guar_hide_01 1
Return
Endif
If ( GetItemCount "ingred_hackle-lo_leaf_01" > 0 )
RemoveItem "ingred_hackle-lo_leaf_01" 1
Return
Endif
If ( GetItemCount ingred_heather_01 > 0 )
RemoveItem ingred_heather_01 1
Return
Endif
If ( GetItemCount ingred_hound_meat_01 > 0 )
RemoveItem ingred_hound_meat_01 1
Return
Endif
If ( GetItemCount ingred_human_meat_01 > 0 )
RemoveItem ingred_human_meat_01 1
Return
Endif
If ( GetItemCount ingred_kagouti_hide_01 > 0 )
RemoveItem ingred_kagouti_hide_01 1
Return
Endif
If ( GetItemCount ingred_kresh_fiber_01 > 0 )
RemoveItem ingred_kresh_fiber_01 1
Return
Endif
If ( GetItemCount ingred_kwama_cuttle_01 > 0 )
RemoveItem ingred_kwama_cuttle_01 1
Return
Endif
If ( GetItemCount ingred_marshmerrow_01 > 0 )
RemoveItem ingred_marshmerrow_01 1
Return
Endif
If ( GetItemCount ingred_moon_sugar_01 > 0 )
RemoveItem ingred_moon_sugar_01 1
Return
Endif
If ( GetItemCount ingred_muck_01 > 0 )
RemoveItem ingred_muck_01 1
Return
Endif
If ( GetItemCount ingred_netch_leather_01 > 0 )
RemoveItem ingred_netch_leather_01 1
Return
Endif
If ( GetItemCount ingred_pearl_01 > 0 )
RemoveItem ingred_pearl_01 1
Return
Endif
If ( GetItemCount ingred_racer_plumes_01 > 0 )
RemoveItem ingred_racer_plumes_01 1
Return
Endif
If ( GetItemCount ingred_rat_meat_01 > 0 )
RemoveItem ingred_rat_meat_01 1
Return
Endif
If ( GetItemCount ingred_raw_ebony_01 > 0 )
RemoveItem ingred_raw_ebony_01 1
Return
Endif
If ( GetItemCount ingred_raw_glass_01 > 0 )
RemoveItem ingred_raw_glass_01 1
Return
Endif
If ( GetItemCount ingred_red_lichen_01 > 0 )
RemoveItem ingred_red_lichen_01 1
Return
Endif
If ( GetItemCount ingred_resin_01 > 0 )
RemoveItem ingred_resin_01 1
Return
Endif
If ( GetItemCount ingred_roobrush_01 > 0 )
RemoveItem ingred_roobrush_01 1
Return
Endif
If ( GetItemCount ingred_ruby_01 > 0 )
RemoveItem ingred_ruby_01 1
Return
Endif
If ( GetItemCount ingred_russula_01 > 0 )
RemoveItem ingred_russula_01 1
Return
Endif
If ( GetItemCount ingred_saltrice_01 > 0 )
RemoveItem ingred_saltrice_01 1
Return
Endif
If ( GetItemCount ingred_scales_01 > 0 )
RemoveItem ingred_scales_01 1
Return
Endif
If ( GetItemCount ingred_scamp_skin_01 > 0 )
RemoveItem ingred_scamp_skin_01 1
Return
Endif
If ( GetItemCount ingred_scathecraw_01 > 0 )
RemoveItem ingred_scathecraw_01 1
Return
Endif
If ( GetItemCount ingred_scrap_metal_01 > 0 )
RemoveItem ingred_scrap_metal_01 1
Return
Endif
If ( GetItemCount ingred_scrib_jelly_01 > 0 )
RemoveItem ingred_scrib_jelly_01 1
Return
Endif
If ( GetItemCount ingred_scrib_jerky_01 > 0 )
RemoveItem ingred_scrib_jerky_01 1
Return
Endif
If ( GetItemCount ingred_scuttle_01 > 0 )
RemoveItem ingred_scuttle_01 1
Return
Endif
If ( GetItemCount ingred_shalk_resin_01 > 0 )
RemoveItem ingred_shalk_resin_01 1
Return
Endif
If ( GetItemCount ingred_sload_soap_01 > 0 )
RemoveItem ingred_sload_soap_01 1
Return
Endif
If ( GetItemCount ingred_stoneflower_petals_01 > 0 )
RemoveItem ingred_stoneflower_petals_01 1
Return
Endif
If ( GetItemCount ingred_trama_root_01 > 0 )
RemoveItem ingred_trama_root_01 1
Return
Endif
If ( GetItemCount ingred_vampire_dust_01 > 0 )
RemoveItem ingred_vampire_dust_01 1
Return
Endif
If ( GetItemCount ingred_void_salts_01 > 0 )
RemoveItem ingred_void_salts_01 1
Return
Endif
If ( GetItemCount ingred_wickwheat_01 > 0 )
RemoveItem ingred_wickwheat_01 1
Return
Endif
If ( GetItemCount ingred_willow_anther_01 > 0 )
RemoveItem ingred_willow_anther_01 1
Return
Endif

;Tribunal
If ( GetItemCount ingred_durzog_meat_01 > 0 )
RemoveItem ingred_durzog_meat_01 1
Return
Endif
If ( GetItemCount Ingred_golden_sedge_01 > 0 )
RemoveItem Ingred_golden_sedge_01 1
Return
Endif
If ( GetItemCount Ingred_horn_lily_bulb_01 > 0 )
RemoveItem Ingred_horn_lily_bulb_01 1
Return
Endif
If ( GetItemCount Ingred_lloramor_spines_01 > 0 )
RemoveItem Ingred_lloramor_spines_01 1
Return
Endif
If ( GetItemCount Ingred_meadow_rye_01 > 0 )
RemoveItem Ingred_meadow_rye_01 1
Return
Endif
If ( GetItemCount Ingred_nirthfly_stalks_01 > 0 )
RemoveItem Ingred_nirthfly_stalks_01 1
Return
Endif
If ( GetItemCount Ingred_noble_sedge_01 > 0 )
RemoveItem Ingred_noble_sedge_01 1
Return
Endif
If ( GetItemCount Ingred_scrib_cabbage_01 > 0 )
RemoveItem Ingred_scrib_cabbage_01 1
Return
Endif
If ( GetItemCount Ingred_sweetpulp_01 > 0 )
RemoveItem Ingred_sweetpulp_01 1
Return
Endif
If ( GetItemCount "Ingred_timsa-come-by_01" > 0 )
RemoveItem "Ingred_timsa-come-by_01" 1
Return
Endif

;Bloodmoon
If ( GetItemCount ingred_bear_pelt > 0 )
RemoveItem ingred_bear_pelt 1
Return
Endif
If ( GetItemCount ingred_belladonna_01 > 0 )
RemoveItem ingred_belladonna_01 1
Return
Endif
If ( GetItemCount ingred_belladonna_02 > 0 )
RemoveItem ingred_belladonna_02 1
Return
Endif
If ( GetItemCount ingred_boar_leather > 0 )
RemoveItem ingred_boar_leather 1
Return
Endif
If ( GetItemCount ingred_eyeball > 0 )
RemoveItem ingred_eyeball 1
Return
Endif
If ( GetItemCount ingred_heartwood_01 > 0 )
RemoveItem ingred_heartwood_01 1
Return
Endif
If ( GetItemCount ingred_holly_01 > 0 )
RemoveItem ingred_holly_01 1
Return
Endif
If ( GetItemCount ingred_horker_tusk_01 > 0 )
RemoveItem ingred_horker_tusk_01 1
Return
Endif
If ( GetItemCount ingred_wolf_pelt > 0 )
RemoveItem ingred_wolf_pelt 1
Return
Endif
If ( GetItemCount ingred_wolfsbane_01 > 0 )
RemoveItem ingred_wolfsbane_01 1
Return
Endif

StopScript ST_Vendor_Ingred_Remove

End

And I started a second one for ingredients native to the mod I'm putting it in. This is just and example, has all the Srikandy ingredients plus a few added by UL:

Spoiler
Begin ST_Vendor_Ingred_Remove_Uvi
;global script is targeted to vendor container or NPC in another script
;script cleans out inventory to make room for new randomized stock
;this keeps the restocking scripts from piling on too many ingredients and simulates trade with other NPCs
;removal can be done one at a time because this in conjunction with limits on how much vendors restock should keep the amount of ingredients down to a manageable amount (unlike player alchemy sorters that may be sorting ingredients in the hundreds)
;unique ingredients (especially required for quests) are not removed

;removes ingredients native to UL
;each mod will have to adapt to whatever ingredients it adds

If ( MenuMode )
Return
Elseif ( CellChanged )
Return
Elseif ( ScriptRunning ST_Vendor_Ingred_Remove )
;wait for base-game ingredient removal script to complete first
Return
Endif

;Sri's Alchemy
If ( GetItemCount ingred_ash_proboscis_SA > 0 )
RemoveItem ingred_ash_proboscis_SA 1
Return
Endif
If ( GetItemCount ingred_amethyst_SA > 0 )
RemoveItem ingred_amethyst_SA 1
Return
Endif
If ( GetItemCount ingred_bear_fat_SA > 0 )
RemoveItem ingred_bear_fat_SA 1
Return
Endif
If ( GetItemCount ingred_bear_meat_SA > 0 )
RemoveItem ingred_bear_meat_SA 1
Return
Endif
If ( GetItemCount ingred_clannfear_scales_SA > 0 )
RemoveItem ingred_clannfear_scales_SA 1
Return
Endif
If ( GetItemCount ingred_daedroth_claw_SA > 0 )
RemoveItem ingred_daedroth_claw_SA 1
Return
Endif
If ( GetItemCount ingred_dunmer_bone_SA > 0 )
RemoveItem ingred_dunmer_bone_SA 1
Return
Endif
If ( GetItemCount ingred_dwemer_grease_SA > 0 )
RemoveItem ingred_dwemer_grease_SA 1
Return
Endif
If ( GetItemCount ingred_dwemer_pipe_SA > 0 )
RemoveItem ingred_dwemer_pipe_SA 1
Return
Endif
If ( GetItemCount ingred_feather_SA > 0 )
RemoveItem ingred_feather_SA 1
Return
Endif
If ( GetItemCount ingred_fishbone_SA > 0 )
RemoveItem ingred_fishbone_SA 1
Return
Endif
If ( GetItemCount ingred_goldnugget_SA > 0 )
RemoveItem ingred_goldnugget_SA 1
Return
Endif
If ( GetItemCount ingred_hunger_tongue_SA > 0 )
RemoveItem ingred_hunger_tongue_SA 1
Return
Endif
If ( GetItemCount ingred_lich_dust_SA > 0 )
RemoveItem ingred_lich_dust_SA 1
Return
Endif
If ( GetItemCount ingred_ogrim_flesh_SA > 0 )
RemoveItem ingred_ogrim_flesh_SA 1
Return
Endif
If ( GetItemCount ingred_opal_SA > 0 )
RemoveItem ingred_opal_SA 1
Return
Endif
If ( GetItemCount ingred_salt_fish_SA > 0 )
RemoveItem ingred_salt_fish_SA 1
Return
Endif
If ( GetItemCount ingred_sapphire_SA > 0 )
RemoveItem ingred_sapphire_SA 1
Return
Endif
If ( GetItemCount ingred_wolf_meat_SA > 0 )
RemoveItem ingred_wolf_meat_SA 1
Return
Endif
If ( GetItemCount ingred_wolf_ribs_SA > 0 )
RemoveItem ingred_wolf_ribs_SA 1
Return
Endif

;Other non-standard ingredients
If ( GetItemCount ingred_coal_01 > 0 )
RemoveItem ingred_coal_01 1
Return
Endif
If ( GetItemCount ingred_kelp_01 > 0 )
RemoveItem ingred_kelp_01 1
Return
Endif
If ( GetItemCount ingred_kollop_meat_01 > 0 )
RemoveItem ingred_kollop_meat_01 1
Return
Endif
If ( GetItemCount ingred_scales_albino > 0 )
RemoveItem ingred_scales_albino 1
Return
Endif

StopScript ST_Vendor_Ingred_Remove_Uvi

End

And I'm going to test this MWSE removal script, designed to completely replace the others -- it removes any and all ingredients. Most of it is tried and true scripting, but I usually have a set ref and this time I'm relying on it being a targeted script. I'll report back if it's a success:

Spoiler
Begin ST_Vendor_Ingred_Remove_MWSE
;global script MUST BE targeted to vendor container or NPC in another script
;script cleans out inventory to make room for new randomized stock
;this keeps the restocking scripts from piling on too many ingredients and simulates trade with other NPCs
;removal can be done one at a time because this in conjunction with limits on how much vendors restock should keep the amount of ingredients down to a manageable amount (unlike player alchemy sorters that may be sorting ingredients in the hundreds)
;unique ingredients ARE REMOVED, so don't sell quest items

;really longs
Long count ;item count
Long objtype ;object type
Long l1 ;temp/junk

;strings
Long filename
Long objid ;object ID for inventory items

;refs
Long invref ;inventory items reference

Float f1 ;junk var

If ( MenuMode )
Return
Elseif ( CellChanged )
Return
Endif

setx filename to xStringBuild "STIngredRemoval" ;sets the filename variable to this string
xFileRewind filename

;find out what ingredients have to be moved
;write it all to a file so we can move them all at once

setx objid count objtype l1 f1 l1 invref to xContentList 0 ;gets the first item in inventory
whilex ( objid )
set l1 to ( objtype - 1380404809 ) ;ingredient
ifx ( l1 ) ;it's not an ingredient
else
xFileWriteString filename objid
xFileWriteLong filename count
endif
ifx ( invref )
setx objid count objtype l1 f1 l1 invref to xContentList invref ;move on to the next item
else
Set objid to 0 ;exit loop
endif
endwhile
xFileWriteString filename "null" ;in case there aren't any ingredients in inventory

;now we read the file back and do the actual removing
;xStringCompare will return 0 if the strings are the same
;so use this to check when we've got to the end

xFileRewind filename
setx objid to xFileReadString filename
setx l1 count to xFileReadLong filename 1
setx l1 to xStringCompare objid "null" ;check here too, in case there weren't any
whilex ( l1 )
xRemoveItem objid count
setx objid to xFileReadString filename
setx l1 count to xFileReadLong filename 1
setx l1 to xStringCompare objid "null"
endwhile

StopScript ST_Vendor_Ingred_Remove_MWSE

End

As for the script that restocks the ingredients, those need to be tailored to each vendor to make it nice and detailed and realistic. I'm currently working on a few vendors that only sell herbs grown in the area or certain staple foods, so I might post some more examples you can adapt later.

User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Thu Feb 06, 2014 6:28 am

Thanks for all these scripts ST. I have added all five of them to my script library in case of future need. :D

User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Thu Feb 06, 2014 6:21 am

You're welcome, SH. My scripts are always free to copy and adapt to anyone who wants them. :)

User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Thu Feb 06, 2014 2:46 am

Thanks for the scripts Stuporstar. I was thinking about making the restock script dependent on world events e.g: if you go around killing all of the Kwama queens, NPCs wouldn't have any Kwama eggs restocking or something like that. Same thing could be applied to ores and so on.

User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Thu Feb 06, 2014 12:19 pm

I like the idea, fulgore. And the stock increases if the player cures the queens instead of killing them. This could be tracked with a global, initially set to the number of healthy queens, that increases if a queen is cured and lowers if a non-blighted one is killed.

Then your restocking inventory script just has to check against this global.

User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Thu Feb 06, 2014 1:02 am

Just search for your permissions on http://mw.modhistory.com/permissions and I couldn't find your permissions listed. I may have missed something in my search, but I don't think so. :smile:

User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Thu Feb 06, 2014 1:20 pm

Sorry if this has been asked before. But is there some compatible grass esp to use with MGE XE? I remember there used to be one but it seems to be outdated by now.

User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Thu Feb 06, 2014 1:59 pm

It seems to be a crime if you touch Soot Scale's banner in Ald-ruhn.
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Thu Feb 06, 2014 8:30 am

Does this mod use http://www.gamesas.com/topic/1453777-relz-well-diversified-beta/?hl=%2Bwell+%2Bdiversified#entry22532037?

User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Thu Feb 06, 2014 1:39 pm

Nope sorry, not atm.

Oh lol. Fixed

You don't need it. Meshes from that mod are used in Rebirth.

User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Wed Feb 05, 2014 11:55 pm

I worded that question poorly, I meant does this mod incorporate the meshes.

User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Thu Feb 06, 2014 3:01 pm

found a bug in version 2.5

http://imageshack.us/f/266/sqfx.png/ in Suren

User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Thu Feb 06, 2014 1:07 pm

Oh.. Thanks for telling me!

I'm in the process of fixing some other issues too, so let me know if you find anything else! :)

User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Thu Feb 06, 2014 6:40 am

Guy floating in the underground of Balmora and there is some weird lighting. http://imageshack.us/photo/my-images/31/3ddj.png/

Another floating guy in same place.http://imageshack.us/photo/my-images/23/opoo.png/

Are we able to talk to this guy? http://imageshack.us/photo/my-images/29/wqom.png/

Floating rock http://imageshack.us/photo/my-images/203/61qx.png/ and seam http://imageshack.us/photo/my-images/818/b63r.png/. Don't know how to specify the location so http://imageshack.us/photo/my-images/13/0k0t.png/, http://imageshack.us/photo/my-images/833/9lgb.png/

User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Thu Feb 06, 2014 4:18 am

Again, thanks.

I'll fix these issues as soon as possible

User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Thu Feb 06, 2014 2:27 am

More

The one visible clam thing on the rock is weirdly placed and the one in the water is floating. http://imageshack.us/f/198/pkcz.png/

Map http://imageshack.us/f/4/691h.png/ The building is Omani Manor and that is were the guy on the roof is and where I am standing in the map is where the clam things are poorly placed.

update for the last post

Are we able to talk to this guy? http://imageshack.us/photo/my-images/29/wqom.png/ the location of the guy is Llouyn's House

User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Thu Feb 06, 2014 4:03 pm

He's up there in the vanilla game, Trance didn't put him there. ;)

He's a sharpshooter!

User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Thu Feb 06, 2014 8:25 am

It seems like the sharpshooter is supposed to be there. Looks wierd but I'd rather keep it that way for now. I'm also fully aware of tha clams, however there's a LOT of them floating about, this due to the new meshes in "On The Rocks", I'll fix all of them eventually.

User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Thu Feb 06, 2014 1:44 am

Is there a better place to post bugs? I don't want to fill this thread up.

Not a bug, or a problem with this mod but this http://imageshack.us/f/9/edwm.png/ has horrible seams.

Some nitpicking here. very http://imageshack.us/photo/my-images/849/ctw3.png/. http://imageshack.us/photo/my-images/811/vok1.png/

http://imageshack.us/f/18/349y.png/. http://imageshack.us/photo/my-images/51/ltj6.png/

Some pictures Morrowind Rebirth http://imageshack.us/photo/my-images/17/56k5.png/ & http://imageshack.us/photo/my-images/855/mevb.png/.

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TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Thu Feb 06, 2014 1:05 am

Give me a pm about the issues you encounter. That should keep this thread a bit cleaner :)

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Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Thu Feb 06, 2014 3:48 pm

Seems to be incompatible with Princess Stomper's Homes to Let mod. May I make a compatibility patch?

(as far as I know, only the Ebonheart offices are affected).

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Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Thu Feb 06, 2014 12:11 pm

Sure envy, you are free (and everyone else) to make patches/additions or whatever you like :)

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DAVId Bryant
 
Posts: 3366
Joined: Wed Nov 14, 2007 11:41 pm

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