Et in Arkay Ego (fully voice-acted quest mod)

Post » Sun Jun 20, 2010 3:04 am

"Script 'EiAMainQuestFinScript' in file 'EiAmod.esp' has not been compiled."

Means that the script will never run in-game. It needs to be compiled before it can work (open the script in the CS, hit the Save icon, then save the ESP).


It's not used by anything, so harmless, but could just as well be removed.

"Could not find cell (0, -524288) in world 'Wilderness' (00023777) to add reference 'Goldenrod01' (01009DE1) to."

A persistent object has been placed in a cell in Tamriel worldspace, but the cell doesn't exist (perhaps because it had an invalid coordinate?) so the item cannot be placed. Looking at placed object 'Goldenrod01' it has a bad y coordinate. All other coordinates on this object are 0 (which can't be right either), so the cleanest way to correct this would be to remove 'Goldenrod01' from the ESP (using TES4Edit).


This one caused me some headaches (until I removed it) because TES4Edit filter kept choking on that REFR. It has bad coordinate data, so almost certainly not needed. Nothing else references it.

"Trying to access local variable 20 in script 'EiAMainQuestScript' -- variable not found."

Script 'EiAMainQuestScript' tries to do something which doesn't work. What exactly, I don't know. Assuming that variable 20 is the 20th local variable in the script (which it might be, I don't know) then the 20th listed is 'EiAGRSpeechTimer' which a FLOAT variable (which can only be a whole number). The script includes the following: 'set EiAGRSpeechTimer to EiAGRSpeechTimer + .5' which would set this variable to a non-whole number (non-integer) and most likely this breaks it, resulting in the error.


"Unable to find variableID 20 on script 'EiAMainQuestScript' in TESConditionItem Parameter Init for PACK Form 'EiAGGWilliamTravel' (01041E0E)."

AI Package 'EiAGGWilliamTravel' contains a condition which references something from the script mentioned in the previous warning, which is missing. At a guess, I'd say a line was deleted from the script at some point, causing both this and the previous error.


EiAGGWilliamTravel is not used, so it can be removed.
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Bones47
 
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Post » Sun Jun 20, 2010 2:10 am

Wow - couldn't imagine that my question or request would raise such a great attention.
Thanks for all the detailed explanations of the errors and thanks for cleaning and improving this great add-on!
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Heather beauchamp
 
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Post » Sat Jun 19, 2010 10:52 pm

"Pathgrid for cell Wilderness (28,1) in world Tamriel contains 279 inter-grid connections."
"Pathgrid for cell Wilderness (28,0) in world Tamriel contains 264 inter-grid connections."

Harmless. The CS is merely informing you that this is an unusual number of inter-grid connections. Won't affect the mod/game. Can be resolved by removing the pathgrid record from the ESP, and redoing the pathgrid changes (don't use the CS to remove it, use TES4Edit).

"Trying to get exterior cell for invalid cell coordinate. Values must be between -32768 and 32767."

New one on me. Would be nice if it gave a little more detail.

"Could not find cell (0, -524288) in world 'Wilderness' (00023777) to add reference 'Goldenrod01' (01009DE1) to."

A persistent object has been placed in a cell in Tamriel worldspace, but the cell doesn't exist (perhaps because it had an invalid coordinate?) so the item cannot be placed. Looking at placed object 'Goldenrod01' it has a bad y coordinate. All other coordinates on this object are 0 (which can't be right either), so the cleanest way to correct this would be to remove 'Goldenrod01' from the ESP (using TES4Edit).

"Reference attached to wrong cell for its location:
REFR Form " (01009DE1) to FLOR form 'Goldenrod01' (00189D1B) in WorldSpace 'Tamriel' (0000003C)"

Already covered in earlier warnings. Find and delete 01009DE1 (use TES4Edit)


Hello,

Mara Lyon here, Project Lead for EiAE. I would also like to thank you (and all of you who checked into this) for your thought and trouble shooting. We are gearing up for an update to EiAE, and I have been working on making the MOD as clean and error free as possible. I figured out almost all of the errors with the exception of the pathgrid, exterior cell, and goldenrod01 errors. This will no doubt save me much time and thought. Thanks so much :)
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kat no x
 
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Post » Sat Jun 19, 2010 8:51 pm

Hello,

Mara Lyon here, Project Lead for EiAE. I would also like to thank you (and all of you who checked into this) for your thought and trouble shooting. We are gearing up for an update to EiAE, and I have been working on making the MOD as clean and error free as possible. I figured out almost all of the errors with the exception of the pathgrid, exterior cell, and goldenrod01 errors. This will no doubt save me much time and thought. Thanks so much :)


Thanks for offering support for the mod and for perfecting this great add-on!
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Luna Lovegood
 
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Post » Sun Jun 20, 2010 8:04 am

Wow. Ok, seems I'm not alone in this impression ... thanks for posting! I'm really excited about this even more now! :)


Hi,
That's great you made the connection. Yes, Holy Blood Holy Grail and other books in the genre inspired those of us involved with working on the mod. I have been swimming in the "underground stream" for the past 20 years or so. It was fun to work with the script writer to apply some of those concepts within the TES/Oblivion setting. There is a lot of interesting material and ideas to explore. I visited some Templar sites in Spain and made a trip up to Toronto to view the James Ossuary display a few years back. It was once categorized as a fake but the story has recently taken a new twist. M. Baigent's latest book talks about his experience with the underground antiquities market. I can only imagine what other artificacts like the Gnostic Gospels and Dead Sea Scrolls are sitting in a safe deposit box somewhere. You should check out the History International Show, The Naked Archaeologist.

I am going to start a forum discussion along this theme at the mod website. Stop over and join in the discussion. Do a Google search on the mod to find us.

Glad you are all enjoying the mod and we apprecaite your feedback.

Regards,
Bill E.
EIA Project Team Member
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Roberto Gaeta
 
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Post » Sun Jun 20, 2010 2:51 am

Here are the links to the official "Et in Arkay Ego" Website (which includes the EiA Forums): http://www.gamesas.com/redirect.php?site=http://etinarkayego.com/index.html
And the "Et in Arkay Ego" page on The Elder Scrolls Nexus: http://www.gamesas.com/redirect.php?site=http://www.tesnexus.com/downloads/file.php?id=21816
Just click on the one you'd like to visit (I know it doesn't show the entire code, but it will take you there :nod:)
(I checked with a Bethesda Forum Administrator on the protocol for linking. Both links run through the Official Bethesda Disclaimer page.)
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Suzie Dalziel
 
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Post » Sat Jun 19, 2010 5:10 pm

This definitely sounds interesting. Those of you on the EiA team mentioned you were working on cleaning up/perfecting this mod. Would you suggest we play it now or wait until you've finished tweaking? (This basically depends on how long you think the tweaking will take- if it's really long, I'd rather just play what you have as long as it's a complete storyline). Anyway, what would be your advice?
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louise fortin
 
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Post » Sat Jun 19, 2010 11:21 pm

This definitely sounds interesting. Those of you on the EiA team mentioned you were working on cleaning up/perfecting this mod. Would you suggest we play it now or wait until you've finished tweaking? (This basically depends on how long you think the tweaking will take- if it's really long, I'd rather just play what you have as long as it's a complete storyline). Anyway, what would be your advice?


I would definitely play the mod now. We are working through the updates but since we want to add some new content that may take a bit of time (new scripting, voice acting, play testing, etc.)

Enjoy and let us know what you think of the Mod.

Regards,
Bill E.
EIA Mod Team
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LuBiE LoU
 
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Post » Sun Jun 20, 2010 12:01 am

Well, due to the UL conflicts, I have sadly had to deactivate the mod in my list. I shall wait for the new version and UL compatibility patches (If they get released)
It's a terrible shame, the mod looks incredibly interesting.
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cheryl wright
 
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Post » Sat Jun 19, 2010 10:51 pm

Well, due to the UL conflicts, I have sadly had to deactivate the mod in my list. I shall wait for the new version and UL compatibility patches (If they get released)
It's a terrible shame, the mod looks incredibly interesting.


The UL patches will get released once I've made them. I was going to start on them a couple weeks ago until I saw that there were plans for an update to Et in Arkay, at which point I decided to wait for the next release of Arkay to save me having to potentially redo the patches if the next release of Arkay changed the UL conflicts. However, Lore Master's post implies that the next release may be some time away, so I'll see if I can get started on the patches later this week for the current version of Arkay, and will update them if need be after the next release.
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Izzy Coleman
 
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Post » Sun Jun 20, 2010 7:48 am

The UL patches will get released once I've made them. I was going to start on them a couple weeks ago until I saw that there were plans for an update to Et in Arkay, at which point I decided to wait for the next release of Arkay to save me having to potentially redo the patches if the next release of Arkay changed the UL conflicts. However, Lore Master's post implies that the next release may be some time away, so I'll see if I can get started on the patches later this week for the current version of Arkay, and will update them if need be after the next release.


That's great news, thank you very much :)
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My blood
 
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Post » Sat Jun 19, 2010 9:12 pm

I really enjoyed this quest mod. Personally I played the non-nvde version. Keep it up. I'd like to see more of this. Thanks for sharing.
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jesse villaneda
 
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Post » Sat Jun 19, 2010 7:39 pm

I really enjoyed this quest mod. Personally I played the non-nvde version. Keep it up. I'd like to see more of this. Thanks for sharing.


I played the non-nvde version too. It is very, very well done. I was surprised to see a mod with no violence whatsoever. I did not think that was possible.
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Kristina Campbell
 
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Post » Sun Jun 20, 2010 6:51 am

This mod is amazing (although I'm stuck at the moment) !!!!

I HIGHLY recommend this mod for anyone who hasn't played through it yet!
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Sammygirl
 
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Post » Sun Jun 20, 2010 9:25 am

:celebration: http://www.gamesas.com/redirect.php?site=http://etinarkayego.com/index.html :celebration:
http://www.gamesas.com/redirect.php?site=http://etinarkayego.com/index.html

Thanks to all of you who posted here. Your honest questions, comments, and suggestions were all valued and provided the foundation that this update was built upon.

For those of you who commented and showed interest in the mod's tie in to the themes of Baigent Lincoln, Leigh, Dan Brown, Davinci Code, Robert Lomas, Hiram Key, etc... the new original items included in the update might be a subtle treat. I don't want to give anything away, but I'd love to hear your feedback on these when you find them.

For those who hoped for compatibility patches between EiA and Unique Landscapes, patches have been created. Thank you so much Vorians. Find those patches http://www.gamesas.com/redirect.php?site=http://www.tesnexus.com/downloads/file.php?id=13834.

For those who suggested that the mod be made free of construction set errors, with great help from dev_akm, a clean and highly compatible esp file has been achieved in this update!!!

Actually, dev_akm helped even further with the creation of compatibility patches for Shivering Isles and Choices and Consequences. Find them http://www.gamesas.com/redirect.php?site=http://www.tesnexus.com/downloads/file.php?id=21816.

There was some demand for a patch that stops the EiA quest from beginning until the player has completed Knights of the Nine. This patch was also created, but it is only available by contacting me directly. (We didn't want downloaders to be confused and think this was a required patch for playing EiA with Knights of the Nine).

Thank you again newster123 for posting this here. Thanks so much dev_akm and Vorians. Thanks everyone one more time for all of your honest reactions and for playing this mod!!! I hope discussion will continue. :)
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Brandon Wilson
 
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Post » Sun Jun 20, 2010 6:59 am

First off, I greatly enjoyed this mod. Thank you for sharing it.

The Knights of the Nine issue mainly comes from just a couple of lines of dialog refferencing events in that expansion. Considering that Et in Arkay Ego is so well suited to low level characters from a combat point of view and in terms of quest rewards, I'd rather see a check on those lines of dialog that prevented them unless Umaril had been defeated (or an extra line or two explaining that the character in question had prophetic powers himself) than a patch that prevented characters from playing the mod until after KotN.

All of that said, I can see how much work has already been poured into this; I can completely understand if the team has chosen to go in a different direction.
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Shaylee Shaw
 
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Post » Sat Jun 19, 2010 6:55 pm

First off, I greatly enjoyed this mod. Thank you for sharing it.

The Knights of the Nine issue mainly comes from just a couple of lines of dialog refferencing events in that expansion. Considering that Et in Arkay Ego is so well suited to low level characters from a combat point of view and in terms of quest rewards, I'd rather see a check on those lines of dialog that prevented them unless Umaril had been defeated (or an extra line or two explaining that the character in question had prophetic powers himself) than a patch that prevented characters from playing the mod until after KotN.

All of that said, I can see how much work has already been poured into this; I can completely understand if the team has chosen to go in a different direction.

You are most welcome!!! It is our pleasure to share it, truly. Thank you for your understanding. It is our shared fear in the EiA team that if we post the KotN patch that players might believe that they are downloading a compatibility patch. That would render EiA un-playable unless they have finished KotN. While KotN has its place in the world of Elder Scrolls expansions (I like to say that it is a notch above Morrowind's Bloodmoon ((although that Santa Clause House was pretty cool)) lol), that it would be tragic to us if players believed KotN to be a necessary precursor to EiA. As we have discussed, we would like EiA to fulfill some of the spiritual dearth left for some players by KotN. It would be preferable to delete that dialogue completely rather than risk confusion. However... I really enjoy that dialogue :) and have heard other players say the same. I would need to discuss that option with the team and weigh the gain verses the loss.

That said, it is always a true pleasure reading your posts; the care and thought you put into playing EiA is invaluable to us. Thank you for listening to the words, reading the books, and delving into the lore.
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Ezekiel Macallister
 
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Post » Sat Jun 19, 2010 5:28 pm

Thanks for the new version of a totally unique and combat-free quest mod!
You've ironed out all kind of little bugs and made this exceptionally well-made mod almost perfect.
Refering back to Old Book's proposal, you could probably make a version without the Umaril references optional for downloading and add in the description something like "Recommended for KOTN" as it wouldn't be a real compatibilty patch but a kind of little lore correction for KOTN.

Anyway, keep up the excellent work. I hope to play more innovative quest mods done by your team. Special thanks also to the voice-actors for the high-quality of voiceovers and great acting!
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Janette Segura
 
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Post » Sat Jun 19, 2010 9:59 pm

Thanks for posting the update! I'm at the point when I have finished the 9 shrines pilgrimage for KotN, and have visited Adaman's camp in EiAE. The mentioned line would be "I was once..."? Although I haven't finished KotN (ever), the line is funny, the voice is nice and it would be a pity to let it out.
I really like the voices and the characters, and the books that I have found so far. (some prices are too high, but I have self control :))
Great job, you should be proud!
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Brooke Turner
 
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Post » Sat Jun 19, 2010 7:26 pm

Absolutely! It is our pleasure.
Yes, I believe that is the line in question.
Thank you for your feedback on the situation.
I appologize if the dialogue served as a detraction for you at all.
I am super glad that you enjoyed the line and its delivery none the less.

Thanks again!
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Naazhe Perezz
 
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Post » Sat Jun 19, 2010 9:49 pm

Thanks for the update!

Unfortunately, I am somewhere within the EiAE plot right now, and I'd like to know if it's possible to update the mod while I'm playing it. If it's important, I am just past the visit to the prophet.

And while I'm at it, I wondered why the prophet and at least one other guy who were supposed to be completely unclothed were wearing underwear. I'm using the HGEC female and Robert's male body mods in the nvde versions, so EiAE's NPCs should appear so - or not?
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Elena Alina
 
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Post » Sun Jun 20, 2010 8:44 am

...I wondered why the prophet and at least one other guy who were supposed to be completely unclothed were wearing underwear. I'm using the HGEC female and Robert's male body mods in the nvde versions, so EiAE's NPCs should appear so - or not?

Yes, if you have nvde body mods, they should appear nvde. Hmmm. Not sure about this one. The regular EiA (non-Spiritus) version does not touch the body or clothing folders, so that should not cause any problems. The Spiritus version I have tested and re-tested many times, and the characters have been properly nvde. You might want to give a double check to you body mods and see if there is something amiss with the folders etc.

...I am somewhere within the EiAE plot right now, and I'd like to know if it's possible to update the mod while I'm playing it. If it's important, I am just past the visit to the prophet.

Great question! To answer it properly, I installed the original EiA Version 1.0 and ran through the quest until the point you mentioned. I then saved, quit and installed EiA Version 1.1. Having installed that, I ran through the entire quest from that point until the end. Everything ran perfectly for me without any errors or shut downs. I hope that is the case for you, too :) .

In short: you should be able to install V1.1 of EiA in mid quest without a problem.

PS: You are still in a good place in the quest to view almost all of the new items within the quest. Great timing ^_^
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James Wilson
 
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Post » Sun Jun 20, 2010 6:53 am

I was at the point after speaking with Adaman the Red. Updated, and continued normally with no problems.
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Heather Stewart
 
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Post » Sat Jun 19, 2010 7:52 pm

**minor spoiler alert

Hi all,

Decided to post on this thread instead of the EiA website as I would think Nexus sees more traffic. Anyways I have just started the mod and I get a crash upon exiting the Knights of the Circle house southeast of Cheydinhal. The first time I tried, the game crashed the instant I tried to leave through the door; the second time I managed to exit but the game dropped me some distance from the building itself and as I started walking away the game crashed in a couple of seconds.

Any help appreciated as I'd like to experience the quest for myself. I am running about 170 mods in BOSS load order and I am using the complete/combined UL compatibility patch for EiA.

Thanks!
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u gone see
 
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Post » Sun Jun 20, 2010 4:22 am

An old thread, but it seems the appropriate one for this question. I noticed on checking a short while ago that my EIA.esp displayed as 1.1 in Wrye Bash. I updated, first with the 1.2 update, then with the full 1.2 version. It still shows 1.1. Should I assume this was just a bit of text that never got replaced? Or is the 1.2 version out there still 1.1?
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Javier Borjas
 
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