[Relz] Illy's Solsteim Rumour Fix

Post » Thu Apr 22, 2010 2:32 am

Have you ever felt your game immersion ruined when you start a new game with the Bloodmoon expansion selected and everyone on Vvardenfell seems to know about Solsteim? Did you ever wonder why every Imperial you met had their son sent to Solsteim?

I used to get so annoyed by this I'd deselect Bloodmoon from my load list just so I wouldn't see the rumour remark.

Then finally I thought I'm not putting up with this anymore and hence this tiny mod which filters the reference to Solsteim in the latest rumours topic.

Now the only person who has had their son sent to Solsteim is Jonus Maximus the Knight wearing the full Imperial Templar set of armour at Ebonheart. Other than Jonus only NPC's who are the Agent class and S'virr the shipmaster to Solsteim will introduce the topic Solsteim. I figured agents would know this type of rumour.

Once you have spoken to an agent or Jonus or S'virr about Solsteim then all the folks in Khuul (where you catch the boat to Solsteim) will now be able to tell you about going to the docks to find S'virr as per ususal - I haven't touched their filters at all.

Download at PES - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8471
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Jonathan Windmon
 
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Post » Wed Apr 21, 2010 11:31 pm

Sounds like a cool little fix, that always annoyed me as well. Thanks for uploading it!
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Tha King o Geekz
 
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Post » Wed Apr 21, 2010 10:01 pm

Does the mage outside of the Guilde in Ald'Rhun still ask you to go find his ship on Solsteim?
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Danel
 
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Post » Wed Apr 21, 2010 9:33 pm

Does the mage outside of the Guilde in Ald'Rhun still ask you to go find his ship on Solsteim?


Hi DarkDiva - I've checked in the CS and I haven't changed any specific NPC's conversation - just the general comments that were filtered for everyone

Lois Beauchamp has a unique greeting

Oh, %PCName. Won...wonderful to see...I mean...that is to say...isn't the weather...um...not too harsh...well, I know, it's quite dreadful actually...and I...um.... Well, um...can I help you with something?


This is filtered for Journal BM_Airship >= 0 and Function Talked to PC >= 1 so you should always get that greeting for the first time

After you speak to him again he'll say

Oh...um...hello...hi...that is...nice to know...um...meet you, %PCName. For a second I...I thought you were the courier...with a...a message...that is, with word of...um, my airship. Wait! Is..is that it? Up..there, in the sky..there! Oh...no, it's just a...um...a cliff racer. Ummm...ahhh...yes....ahem....


This gets him to add the topic my airship - in that topic he will utter the word Solsteim which will now get added to the list of subjects he knows

He had nothing unique to say about Solsteim so if you haven't already spoken to anyone about Solsteim he will use the comment filtered for BM_Rumours < 50 which is the catchall comment and should say

A miserable place, from what I've heard. Too cold for me. I understand there's someone in Khuul who will take folks there, though.


And that's it he has nothing of value to say specifically on Solsteim all his dialogue is linked to my airship and the relevant topics to that quest.

Does that help?
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Jessie Butterfield
 
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Post » Thu Apr 22, 2010 5:53 am

Excellent work! For some reason "Solstheim Undialogue" never worked for me (even with no mods enabled), but happily this seems to function exactly as described. It is a huge relief to no longer encounter the rumour when I step off the boat. Thanks.
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Jordan Fletcher
 
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Post » Thu Apr 22, 2010 5:52 am

I hope this is compatible with LGNPC. If it works as advertised, it should be incorporated, IMHO. I won't play without it, that's for sure. How would a slave in Sadrith Mora know about Solstheim after all? Thank you for this!

BTW, tronvillian, I'm going to check out those skulls right now.
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Amanda Leis
 
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Post » Thu Apr 22, 2010 5:17 am

The only thing I'd consider changing would be to have Scouts know about it, rather than Agents, or else in addition to Agents. Good idea, getting rid of the topic for most NPCs.
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Amysaurusrex
 
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Post » Thu Apr 22, 2010 3:39 am

I hope this is compatible with LGNPC. If it works as advertised, it should be incorporated, IMHO. I won't play without it, that's for sure. How would a slave in Sadrith Mora know about Solstheim after all? Thank you for this!

BTW, tronvillian, I'm going to check out those skulls right now.


Elaura - the LGNPC Morrowind mods are all dependent on Morrowind alone - I've checked ald-velothi, aldruhn, gnaar-mok, hla-oad, khuul, maar_gan, peliagiad, SN, telmora and vfq - this means they only have dialogue for Morrowind

My fix is dependent on Morrowind and Bloodmoon and it is Bloodmoon that introduces the topic Solsteim and adds the latest rumour variants for Solsteim therefore until the LGNPC team decide to release mods which are also dependent on Bloodmoon this mod will not interfere with LGNPC work - even then given the careful way LGNPC touch dialogue I doubt mine will interfere with their work - everyone who should know about Solsteim still does eg folks in Khuul - I've only restricted how many of the general population should know about Solsteim.

The only thing I'd consider changing would be to have Scouts know about it, rather than Agents, or else in addition to Agents. Good idea, getting rid of the topic for most NPCs.


That's a valid comment - however due to the way the dialogue was set up by Bethesda each reference to the latest rumour suggests something sinister is going on in Solsteim - a scout is more likely to offer directions and show it on your map - this would of required adding an extra line of dialogue just for scouts or changing the original wording and filtering for scouts - as agents always have that slightly mysterious comment about their trade of knowing secrets I decided to give it to them

Originally I had thought of only allowing the factions census & excise and the east empire trading company to have the filters but in testing I kept bumping into no-lore NPCS of those factions so they would never of said it - so I stuck to agents.
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DarkGypsy
 
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Post » Wed Apr 21, 2010 4:03 pm

Ooh, a nice balance :foodndrink:
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Margarita Diaz
 
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Post » Thu Apr 22, 2010 3:21 am

This is a great idea, Illuminiel! Definitely going to add this to my eventual mod list for when I actually have time to play again. xD
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Scott
 
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Post » Wed Apr 21, 2010 7:21 pm

Hi DarkDiva - I've checked in the CS and I haven't changed any specific NPC's conversation - just the general comments that were filtered for everyone

Lois Beauchamp has a unique greeting

This is filtered for Journal BM_Airship >= 0 and Function Talked to PC >= 1 so you should always get that greeting for the first time

After you speak to him again he'll say

This gets him to add the topic my airship - in that topic he will utter the word Solsteim which will now get added to the list of subjects he knows

He had nothing unique to say about Solsteim so if you haven't already spoken to anyone about Solsteim he will use the comment filtered for BM_Rumours < 50 which is the catchall comment and should say

And that's it he has nothing of value to say specifically on Solsteim all his dialogue is linked to my airship and the relevant topics to that quest.

Does that help?


Yup, One of my characters happened to stumble upon him and his particular questline was the one and only time any of my characters ever felt compelled to go to Solsteim. She was intrigued by this 'airship' and decided to investigate so I wanted to make sure he wasn't touched as I'm sure one of my characters will again stumble upon him and decide to visit the cold wastes again.
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emily grieve
 
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Post » Thu Apr 22, 2010 12:51 am

Bravo! I have gotten used to the rumor problem this addresses, so I am not likely to dl this because I see the Solsteim rumor as more filler for a repetitive topic, but this is a great mod nonetheless. I like the idea and purpose behind the mod, and just wanted to stop by to add encouragement and to thank you for efforts. :)
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ChloƩ
 
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