[RElz] MRMDNGDR Patch

Post » Tue May 08, 2012 3:47 pm

MRM/DNGDR Patch
by Knots for mods by Darknut & Piratelord

SCREEN:
http://img515.imageshack.us/img515/4184/mgescreenshot001.jpg

FEATURES:
-Compatibility between Mountainous Red Mountain and Darknut's Greater Dwemer Ruins
-Looks pretty awesome!

DESCRIPTION & MORE INFO:
The .esp within is a modified version of the .esp that comes with Darknut's Greater Dwemer Ruins volume 1 and is meant to replace it, though you are still required to download and install DNGDR before using this replacement .esp. The changes I have made revolve around making DNGDR compatibile with Piratelord's Mountanous Red Mountain; if you try to use DNGDR and MRM without this patch, Dagoth Ur's Citadel will be sunken into the landscape and inaccesible.

REQUIRED MODS:
http://planetelderscrolls.gamespy.com/View.php?id=6068&view=Mods.Detail
http://www.gamesas.com/topic/1344967-rel-mountainous-red-mountain/

DOWNLOAD:
http://www.mediafire.com/?y4n2b1nw5vm7n70
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Roberta Obrien
 
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Post » Tue May 08, 2012 5:28 am

So, I will probably do Guarded Ghostgate pretty soon. I know Xeth-Ban's Ald-Ruhn Temple also conflicts, may do a patch for that as well.

I looked over Great House Dagoth and Illuminated Order and as far as I can tell, they don't modify anything touched by MRM. Please let me know if I am wrong.
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Megan Stabler
 
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Post » Tue May 08, 2012 4:47 am

Your screenshot appears to just link back to the Morrowind Mods section. Regardless, I'm very grateful you made this.
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Julie Serebrekoff
 
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Post » Tue May 08, 2012 8:06 am

Not anymore it doesn't :P
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Jade Muggeridge
 
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Post » Tue May 08, 2012 1:10 am

Here's the patch: http://www.mediafire.com/?8x3eo807ahi7pxn

It's getting its own thread in a few moments, but go ahead and grab it if you're waiting for it

Does your compatibility patch have the http://btb2.free.fr/morrowind.html? Or is just the Darknut′s original with changed positions ?
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Dale Johnson
 
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Post » Tue May 08, 2012 9:52 am

Does your compatibility patch have the http://btb2.free.fr/morrowind.html? Or is just the Darknut′s original with changed positions ?
Darknut's original. I don't use HfP but I'll edit the refs out anyway and put up a new version for anyone that does.

EDIT: Mod updated to v1.0.1 with refs to Luminous Russula and Violet Coprinus plants removed to improve compatibility with Herbelism for Purists. Get it http://www.mediafire.com/?y4n2b1nw5vm7n70 or at the main post.
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Bethany Watkin
 
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Post » Tue May 08, 2012 3:37 am

Been thinking about using DNGDR, now there's even less excuse :biggrin:

Thanks Knots.


Edit - just thought, once spiffyman finishes his major overhaul of Red Mountain, ashlands and blight, another DNGDR patch will be required :P
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how solid
 
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Post » Tue May 08, 2012 3:49 am

Thank you.
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jaideep singh
 
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Post » Tue May 08, 2012 7:35 am

I know it's not technically your job to make compatibility patches, BUT if you're feeling frisky wouldn't Julan Ashlander companion conflict? With the raised terrain I have a feeling he's under the sea, under the sea, darling its better down where its wetter under the sea.

Or land.

Also - Illuminated Order DOES need a patch, there's a tower at Red Mountain that's now underground, called Inverness.

I've got more land tearing just outside Ald-ruhn, no idea what's causing it though.
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Elina
 
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Post » Tue May 08, 2012 9:42 am

Knots, do you have include the new dwemer tower mesh by Darnut? ^^
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Robyn Howlett
 
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Post » Tue May 08, 2012 5:14 am

So, I will probably do Guarded Ghostgate pretty soon. I know Xeth-Ban's Ald-Ruhn Temple also conflicts, may do a patch for that as well.

I looked over Great House Dagoth and Illuminated Order and as far as I can tell, they don't modify anything touched by MRM. Please let me know if I am wrong.

I haven't checked if its been effected but there is a Mournhold style tower placed on RM for Illuminated order

edit: Nevermind Mortimer beat me to it.
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Oscar Vazquez
 
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Post » Tue May 08, 2012 9:26 am

In Darknuts download there is a esp for NOM compatability, will this mess that up?
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Alexx Peace
 
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Post » Mon May 07, 2012 11:41 pm

I know it's not technically your job to make compatibility patches, BUT if you're feeling frisky wouldn't Julan Ashlander companion conflict? With the raised terrain I have a feeling he's under the sea, under the sea, darling its better down where its wetter under the sea.

I've got more land tearing just outside Ald-ruhn, no idea what's causing it though.
Julan should be fine, NPCs always move to landscape, even if placed under the landscape.

Possible mod conflict, I had to smooth the cell edges between vanilla and the changed ones, has I had a small 30cm gap between cells. Hopefully I smoothes all the gaps, but if you want to post a screenshot and indicate exact position, I'll check it out in CS in case I missed an area.
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D LOpez
 
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Post » Tue May 08, 2012 5:38 am

@PirateLord
Spiffyman shows me sweet screens of his mod all the time on our IRC channel (in my sig). I have already told him I would do a DNGDR patch for his mod :3

@Mortimer
Thanks Mort. I'll work on an Illuminated Order patch today. It's been awhile since I have done that mod so I forgot all about that tower.

Can't say whether or not I will do Julan, I don't even know where he'd be located. If he's just placed as an NPC and the author hasn't made any landscape changes or made a building for him or something, then chances are Julan will automatically get dragged up onto the higher landscape surface. Pretty sure NPC spawning ignores an NPC's Y location if it is too high or too low for them to be on solid land and picks the best (highest) Y location when they spawn. Could be wrong.

@Papill6n
No, not yet anyway. Darknut hasn't had the time to look through his stuff and get back to me.

@OldFashionedGuy
Yes. I don't use NOM, but if anyone can tell me what I have to do to make an alternate NOM compatible .esp I will do that.
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Kanaoka
 
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Post » Tue May 08, 2012 2:09 am

Julan is just in front of the ghost gate entrance. That altitude shouldn't have changed at all, as it's below 4000 units.

Companions might have some trouble nagivating a few areas of red mountain (not tested), as some paths are quite narrow. They might get stuck following players.


I've seen a few of Spiffymans screenies too, it's even more epic in scope.
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rae.x
 
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Post » Tue May 08, 2012 4:28 am

@Mortimer
Thanks Mort. I'll work on an Illuminated Order patch today. It's been awhile since I have done that mod so I forgot all about that tower.

Can't say whether or not I will do Julan, I don't even know where he'd be located. If he's just placed as an NPC and the author hasn't made any landscape changes or made a building for him or something, then chances are Julan will automatically get dragged up onto the higher landscape surface. Pretty sure NPC spawning ignores an NPC's Y location if it is too high or too low for them to be on solid land and picks the best (highest) Y location when they spawn. Could be wrong.

Julan's initial position will probably fix itself automatically, but unfortunately part of his quest involves a script that makes Julan walk up Red Mountain with the player following him instead of the other way around. I'm almost sure that script won't work with MRM without a patch - it's quite touchy about minor changes to RM, nevermind big ones.

So, I will probably do Guarded Ghostgate pretty soon. I know Xeth-Ban's Ald-Ruhn Temple also conflicts, may do a patch for that as well.

I looked over Great House Dagoth and Illuminated Order and as far as I can tell, they don't modify anything touched by MRM. Please let me know if I am wrong.

It would be great if you could do a patch for the Ald-ruhn Temple :) Just wondering what the nature of the conflict is though - does MRM raise the terrain in Ald-ruhn as well? Also I think GHD adds a player stronghold, which might conflict. I'm not sure though, since I've never played the mod myself.

Anyway, thank you very much for the GDR patch Knots :D It's much appreciated.
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Flesh Tunnel
 
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Post » Tue May 08, 2012 2:31 pm

@Lucevar
Good to know, about Julan. There's no way in hell I am going to try to rewrite his script. I'm garbage at scripting to begin with, and getting up RM is a huge chore just for the player now much less trying to blindly script an NPC to do it. It'd be cool to see a patch for it, but I won't be the person to do it.

The Temple mod actually edits landscaping behind the temple close to RM which causes tears.

GHD's player stronghold I THINK is added outside of RM. I will double check, though.
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Liv Staff
 
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Post » Tue May 08, 2012 10:02 am

Yes, there was a seam at the temple, the mesh covers two cells. Just had to smooth that edge, so even though it looks like I've changed Ald-Ruhns cell, I haven't really.

Landscape conflicts are such fun :P
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Travis
 
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Post » Tue May 08, 2012 10:55 am

Illuminated Order patch is done, I'll release it soon. Is Nerevaral the player stronghold added by Great House Dagoth? GHD does not added any landscape entries, which is nice and Nerevaral is is not sunken into the landscape.
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MR.BIGG
 
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Post » Tue May 08, 2012 2:24 pm

Is Nerevaral the player stronghold added by Great House Dagoth?

Yeppers

Also you didn't miss anything, its a mod conflict. I have no idea which one, and I've gone through my list numerous times even sifting through LAND records in the cs. It's driving me insane.
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Dan Wright
 
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Post » Tue May 08, 2012 12:00 pm

Darknut's original. I don't use HfP but I'll edit the refs out anyway and put up a new version for anyone that does.

EDIT: Mod updated to v1.0.1 with refs to Luminous Russula and Violet Coprinus plants removed to improve compatibility with Herbelism for Purists. Get it http://www.mediafire.com/?y4n2b1nw5vm7n70 or at the main post.

My edited version of GDR has a lot more than just the HfP fixes. I went through it and fixed about 30 broken scripts.
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Code Affinity
 
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Post » Tue May 08, 2012 2:13 pm

My edited version of GDR has a lot more than just the HfP fixes. I went through it and fixed about 30 broken scripts.
Crud.

Any chance you could tell me which scripts so I can paste over from your version to mine? It's either I do that or redo the whole patch again based on your version.

Though I've done GDR like a million times and never had a problem getting through it, so at least it's playable until we work something out.
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Tyrone Haywood
 
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Post » Tue May 08, 2012 11:06 am

Knots

SmartMerger has the hability of import especific scripts, records and subrecords from a mod to another.
"How-to": http://rtcvb32.001webs.com/SmartMergerDocs/25/index.htm

Download: http://rtcvb32.001webs.com/SmartMergerDocs/

You could try import all the scripts from BTB Version to yours.

Link corrected.
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Bones47
 
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Post » Tue May 08, 2012 11:31 am

The how-to link is broken :x
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Kaylee Campbell
 
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Post » Tue May 08, 2012 11:43 am

Sorry. Fixed now.
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Richard Dixon
 
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