[REL]Daedric Sanctuary Fix

Post » Fri May 04, 2012 6:25 am

Well, I haven't seen anything like this yet, and I thought maybe someone would use this, so:

==================
Daedric Sanctuary Fix
==================

By gaddgadd

1. Description
2. Requirements
3. Installing the plugin
4. Save games
5. Conflicts
6. Credits
7. Contact
8. Where to find this
9. Usage/Mod Maker Information

===============
1. DESCRIPTION
===============

This incredibly simple plugin changes the Tel Fyr amulet and Daedric Sanctuary amulet to be more like I think Bethesda originally envisioned it.

Now, instead of
killing the Daedra at Magas Volar and immediately being transported back to Tel Fyr with the Daedric Crescent in your inventory, you must loot his corpse for the Crescent,
and the Tel Fyr amulet, which you can use to teleport back to Tel Fyr. The best part is that you can use these amulets an infinite amount of times, so you have a quick way
to get to Tel Fyr, and you can use Magas Valor as a bizarre house.

Detailed list of changes:
Lord Dregas Volar (dremora_special_Fyr) - removed script, so you won't be teleported to Tel Fyr as soon as he is killed
Daedric Sanctuary Amulet's script (amuletDaedraScript) - removed the effect where it would be removed after one use
Tel Fyr Amulet (amuletTelFyrScript) - Fixed it, and removed the effect where it would be removed after one use

===============
2. REQUIREMENTS
===============

Morrowind (obviously)
Nothing else

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3. INSTALLING THE PLUGIN
========================

1. Extract it using a program like 7zip, Winrar, or any program that supports the 7z format to the "Morrowind\Data Files" folder.
2. Check it in the Morrowind Launcher, and play!

===============
4. SAVE GAMES
===============

This should work on any save game in which the player has not picked up the Daedric Sanctuary amulet. If you have (and you have neither amulet currently),
you can get the amulets by typing in the console:
player->additem daedric_special 1
player->additem daedric_special01 1

============================
5. CONFLICTS
============================

It conflicts with virtually nothing, but these do conflict:

Morrowind Patch Project
GOTY Script Tidy
Merged Objects from Testool or Smartmerger

However, you can fix all of these by setting the esp to load after these. In fact, the esp you get from the archive is set in the future, so you usually can just plug n' play.

================================
6. CREDITS
================================

Bethesda for Morrowind (although sometimes I think that's a mixed blessing)
Bryss Phoenix for his Readme Template (yes, I'm lazy)

==========================
7. CONTACT
==========================

I'd rather not release my email address, so if you need to contact me for some bizarre reason, just PM me at the official Bethesda forums.

=================
8. WHERE TO FIND THIS
=================

You can find this at:
Planet Elder Scrolls (not yet approved)
http://morrowind.nexusmods.com/downloads/file.php?id=42107 (works now)
http://download.fliggerty.com/download-53-640

Just search for "Daedric Sanctuary Fix", or click the links (for now download from GHF or Nexus, until PES is ready)

=================
8. USAGE / MOD MAKER INFORMATION
=================

You can use this for anything Morrowind-related, although I can't fathom why you would use it. You don't strictly have to credit me, but if you don't, remember: You just made baby Jesus cry.
User avatar
Bethany Watkin
 
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Post » Thu May 03, 2012 11:05 pm

I can't seem to find it on PES and on Morrowind Nexus it seems the file isn't ready yet.

http://morrowind.nexusmods.com/downloads/file.php?id=42107#content
"Some newly uploaded files can take some time to propogate across our file server network. Typically it should take no more than an hour. So take a look at the upload date for the file you're trying to download. If it's been less than an hour, please try again a little later. If it's been more than an hour then please get in contact with us and we'll take a look for you. Thank you for your patience."

Fliggerty.com seems to be down right now. :(

Looks like a good idea, though! :D
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Emma Parkinson
 
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Post » Fri May 04, 2012 12:31 pm

Fliggerty.com seems to be down right now. :(

Really? Fliggerty.com works for me. In fact, I just finished making a [REL] thread over there.


I can't seem to find it on PES

Yep, having some problems uploading. I'll try and fix it.
Update: It seems it's pending approval.

on Morrowind Nexus it seems the file isn't ready yet.

Yeah, I think it takes awhile. If it doesn't upload soon, I''ll try to fix it.


So, for now, try to download from GHF or Nexus, until the PES approve it. Shoulda uploaded before making a release thread. :blush:
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Adam
 
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Post » Thu May 03, 2012 11:54 pm

Whee! The Nexus download now works!
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Ronald
 
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Post » Thu May 03, 2012 9:39 pm

i could see a use for this where you could make his sanctuary a lager place that you would have to hunt him down in it. could be cool. may have to look his place over. could turn it into a pocket realm of oblivion maybe.
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Scotties Hottie
 
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Post » Fri May 04, 2012 9:40 am

i could see a use for this where you could make his sanctuary a lager place that you would have to hunt him down in it. could be cool. may have to look his place over. could turn it into a pocket realm of oblivion maybe.

if you do it, please release it. That's a great idea.

Also, I may try and make Magas Volar more "house friendly", and try and update it to be more "current". Although, if I do, it won't release it for some time, as I have a dozen projects, and the eternal plight of the modder, NO TIME.
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-__^
 
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Post » Fri May 04, 2012 7:07 am

A simple yet good idea. Nice work!
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I’m my own
 
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Post » Fri May 04, 2012 11:45 am

A simple yet good idea. Nice work!

Thank you. The code in the scripts were already there, so I'm not sure why Bethesda didn't just debug the scripts instead of making a needlessly complicated workaround. (no disrespect to bethesda intended)
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Esther Fernandez
 
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Post » Fri May 04, 2012 7:13 am

That is a great idea. Although, I always enjoyed getting to his body in time to loot it before being teleported back.
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Richard Dixon
 
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Post » Fri May 04, 2012 1:19 am

Not sure if I would call this what they intended or they would have simply made it differently as it wasnt that difficult. Otherwise, not a bad idea.
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Kelvin
 
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Post » Fri May 04, 2012 4:55 am

Tanks for this, downloading and will endorse after an hour..
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Charleigh Anderson
 
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Post » Fri May 04, 2012 7:22 am

Not sure if I would call this what they intended or they would have simply made it differently as it wasnt that difficult. Otherwise, not a bad idea.

If you look in the original scripts, everything was already there. It looks like they couldn't figure out what was wrong with the script, so they commented out several lines, and made a workaround by attaching a script to the dremora that would teleport you out when he was killed. I could be wrong, but I have a suspicion that they were in a rush, and just hurriedly smoothed out the ruffles.
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Carys
 
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Post » Fri May 04, 2012 1:47 am

If you look in the original scripts, everything was already there. It looks like they couldn't figure out what was wrong with the script, so they commented out several lines, and made a workaround by attaching a script to the dremora that would teleport you out when he was killed. I could be wrong, but I have a suspicion that they were in a rush, and just hurriedly smoothed out the ruffles.
Oh, thats interesting. Then perhaps that is what they wanted to do; or at least thought about it.
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Susan
 
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