[RElz] MRMDNGDR Patch

Post » Tue May 08, 2012 3:56 pm

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.

The game is mostly forgiving of sloppy scripting, so most of what I fixed is stuff that wouldn't have been noticed in-game. I was only prompted to investigate when someone emailed me about an actual problem he had with GDR, which I think it was caused by an undeclared variable or something.

You can easily tell which scripts I edited by downloading MWEDit and telling it to "compile all scripts" with the original GDR open. I edited everything that returns an error.
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SUck MYdIck
 
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Post » Tue May 08, 2012 4:31 am

Thank you for making this patch, its exactly what I've been looking for.

Separately,
I happen to use http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4319 to keep gdr and great house dagoth compatible, can I still use that in conjunction with mrm and this patch , since the tower has only been shifted a little higher? Im not sure if either mod actually has any scripts or conflicting items on the exterior, since I've never played either mod.
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Nick Tyler
 
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Post » Tue May 08, 2012 2:35 am

@BTB & Amenophis
Thanks for the pointers, I'll try and get the scripts over to my patched version asap.

@arizzi
I should hope so, because I am also using that patch. I can think of no reason it wouldn't work.
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Mariaa EM.
 
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Post » Mon May 07, 2012 11:44 pm

MRM is purely landscape and static adjustment (oh, and one light tweak). Almost every cell that contained a dwemer ruin or daderic ruin is exactly the same, just moved higher, and the surrounding cells adjusted to merge with that cell.
Conflicts with mods that adjust scripts, creatures, npcs, etc, etc should be non-existant or very minimal.
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Laurenn Doylee
 
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Post » Tue May 08, 2012 12:10 pm

ok thanks
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bimsy
 
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Post » Tue May 08, 2012 6:54 am

Thanks for the quick production of this patch (and the Illuminated Order one). Could I request something? Would it be possible to add something into the Description field or your edited mods? Maybe "MRM-compatible" or something. I'm just thinking of writing up some mlox rules and being able to identify the plugin by a search in the Description field is the best way to do it. Otherwise, one has to rely on checking the file size, and that is very problematic with end-user edits, tes3cmd and TESTool cleaning etc etc.

Thanks!

[Edit: typo]
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Dewayne Quattlebaum
 
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Post » Tue May 08, 2012 12:24 am

I can do that, sure. Obviously Mlox should sort these plugins the same, but I understand wanting to check to see if MRM is loaded against the original .esps and suggest the patches if they are.
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Chris Duncan
 
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Post » Tue May 08, 2012 3:29 pm

Cool, thank you :)
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Spencey!
 
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Post » Tue May 08, 2012 7:35 am

i'm getting Unable to find script 'DN_ak_rock_fall02' on object 'DN_AK_rock03'. using your patch with the latest MRM..

are you still planning on making a version with BTB's scripts?
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Melung Chan
 
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