[WIP] Uvirith's Legacy

Post » Tue Sep 28, 2010 9:19 am

I could always add more just for eye candy, though I don't want anything that just screams "mod content". It would have to fit in. :)


Definitely a good reason.
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Ebony Lawson
 
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Post » Tue Sep 28, 2010 11:09 pm

I am having a problem with Askotoshs ring I get the messages Script Uvirith _Ash_RingScript Trying to RunFunction idex greater than function count the script will no longer run. I have tried using wyre mash repair all it detects no problems and does not reslove the issue.
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neil slattery
 
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Post » Tue Sep 28, 2010 12:01 pm

Have you downloaded the latest prerelease? Because I found that problem in the MWSE patch and fixed it. It was a problem with compiling that script in MWEdit when it needed to be compiled in the CS.
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Mistress trades Melissa
 
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Post » Tue Sep 28, 2010 7:13 pm

I have downloaded again today. I will start a new character and try again. I have a question though do the links to the pre-release posted in this topic lead to the latest release?
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Marine Arrègle
 
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Post » Tue Sep 28, 2010 1:00 pm

Yep, I just overwrite the old file whenever I update it. The most recent changes shouldn't require a new save game. Wrye's Repair All should be enough to clean up the few dirty refs it might create.
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BrEezy Baby
 
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Post » Tue Sep 28, 2010 7:54 pm

I wasn't sure that would work well enough and I start new characters often anyway. I am playing the newer pre-release now and ash kosh and his ring are working with no problems. This is a very impressive mod, I like it very much, thankyou. I am going to play some more now goodbye.
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Steve Bates
 
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Post » Tue Sep 28, 2010 8:09 am

Hmm, I'm having some issues with the new brown book. For example, the old brown book is in Gavyn's chambers in the lower tower, but when I ask Fast Eddie for the new brown book, instead of replacing the old ones with the new ones, it just removes them. Could be a mod conflict though.

Also, I have a question. Does it matter whether you picked the Smith or Trader at Raven Rock? I always pick Trader, but I'm curious if I pick Smith, will it be just like asking the Trader for supplies?

EDIT: Also final question: What determines the possibility of finding the rest of the missing silver? And when you do get the rest of it, do the ones you find in the chest automatically sort back into the vault?
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DeeD
 
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Post » Tue Sep 28, 2010 8:58 pm

The one in the lower tower isn't replaced because you get a couple copies from Eddie directly. I didn't want to remove it though because it was there in the original cell. I know it looks kind of odd having a space there, but I would have assumed you would shuffle things around a bit anyway to make yourself more at home. ;)

The current beta version requires you to build the Trader at Raven Rock. The Prerelease version, and the eventual final release, removes that requirement and exchanges it for needing to choose between Falco and Carnius. Once you prove your loyalty to one or the other, they will arrange shipments to your tower for you. If they're both dead, then the third NPC who makes you Factor of the EEC will arrange shipments after completing the EEC questline. I wanted to open up the choices and make it available no matter how you play the EEC questline.

Finding the rest of the silver is kind of random, depending on time and when you wander into the Treasury after a certain period. I left the scripting local to kind of randomize the event rather than having a global script initiate it after X many days. The stuff you find in the chest doesn't automatically sort back onto the shelves, since they could be in your inventory or not at the time.
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Alexxxxxx
 
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Post » Tue Sep 28, 2010 9:53 am

The final preRelease is up! Not long before official release now!

I'm afraid I dirtied up the kitchen a bit. I added some new stuff from NoM 3.0 and had to shuffle a lot of stuff about to make it look good. Cleaning out that cell with EE will take care of it (in your current save games I mean).

I've also included a backwards compatibility patch for NoM 2.13. What it does is add the old NoM scripting to the new Telvanni oven, since I removed the old Dwemer oven. If you're testing the NoM 3.0 beta, make sure you redate it so that it loads after UL. Also, don't use the patch with NoM 3.0. I added the NoM books to the library book sorter as well.

The kitchen is a little more spacious now with only the one oven and I made sure it's easier to get to the cellar trap door. I also added an oven to Zhariphel while I was at it.
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Miragel Ginza
 
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Post » Tue Sep 28, 2010 6:07 pm

Sounds great! I am eager to see the official release.
I should probably download NoM, it seems odd that my character is the only one in the world who is eating apples. :blink:
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Sian Ennis
 
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Post » Tue Sep 28, 2010 1:59 pm

I've also included a backwards compatibility patch for NoM 2.13. What it does is add the old NoM scripting to the new Telvanni oven, since I removed the old Dwemer oven.


I had no idea there was a telvanni oven resource out there. Awesome!
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Rachell Katherine
 
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Post » Wed Sep 29, 2010 12:02 am

So far there's only one in the NoM 3.0 beta. It's in the bakery in Sadrith Mora. I love that oven. I hope to see more.

I've also updated the screenshot of the kitchen on the UL web site. :)
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*Chloe*
 
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Post » Tue Sep 28, 2010 4:29 pm

I have a questions about two of the mods you list as being compatable on your website. One of them Dormouse's Upgradable Shock Centuriaon seems to reaquire another mod to provide crushed gems needed to upgrade the centurian. I did find a mod that makes crushed gems but I am not sure it is the correct mod that should be used. It says that it changes the properties of gems and I was worried that would cause problems with Srikandi's alchemy and the inscription quills quests. The other is Uvirith's Underground which requires NPC head replacer which is no longer available for download apparently. I know that these are not your mods but I use almost all of the other mods you list on your website and I would like to use these as well.
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Allison Sizemore
 
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Post » Tue Sep 28, 2010 5:52 pm

While I'm not Stupostar, I'll allow myself to reply concerning the Centurion mod - I've checked in the CS and it requires vanilla gems. So there is no need for additional mods in this case ;)
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Sxc-Mary
 
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Post » Tue Sep 28, 2010 1:05 pm

I haven't loaded up Uvirith Underground in ages, but I do remember having to go into the CS and change out all the heads, because I didn't feel like finding that head replacer. I found it wasn't really my cup of tea, so I don't tend to use it myself.

And I'll admit that I haven't tried out Dormouse's Centurion yet other than to check for compatibility. I've used Vorwoda's Centurion for years. I've been meaning to give Dormouse's version a shot on my next run.

VV I know! That's very bad modding practice. I think modders in general have become a little more sophisticated since 2004 though. We should ALL know now to just obtain permission to use a resource like that and include it rather than requiring another mod that's entirely extraneous to the regular functioning of the mod.
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Nathan Maughan
 
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Post » Tue Sep 28, 2010 12:04 pm

Hmm, I've looked at the Underground mod and I'm puzzled - requiring a face replacer for 2 NPCs?!

So, if you want to use it, I suggest doing what Stuporstar did (though I also didn't like it enough to let it stay in my modlist) ;)
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Kayla Keizer
 
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Post » Tue Sep 28, 2010 4:21 pm

While I'm not Stupostar, I'll allow myself to reply concerning the Centurion mod - I've checked in the CS and it requires vanilla gems. So there is no need for additional mods in this case ;)

I had downloaded and tried using this mod. Inside the centurian there is an instruction manual and it lists crushed gems of various types needed for each upgrade. It could have been my fault somehow the instructions weren't easy to follow for me but I tried regular gems and they didn't work. I couldn't upgrade the centurian so I looked for crushed gems mods found one but never tried it out. I was hoping someone had. I liked the description of Dormouse's mod because it had more options than the other. Oh well too bad. I may try to figure out Uvirith Underground though.
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WYatt REed
 
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Post » Tue Sep 28, 2010 7:11 pm

Perhaps you've used an item variant which wasn't recognised by the scripts? Ie. a cursed gem, a wrong quality repair hammer (the only acceptable are apprentice ones) ?
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Eileen Collinson
 
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Post » Tue Sep 28, 2010 10:05 pm

Perhaps you've used an item variant which wasn't recognised by the scripts? Ie. a cursed gem, a wrong quality repair hammer (the only acceptable are apprentice ones) ?

I didn/t try apprentice hammers I will next time thanks for the tip.
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Robert Jackson
 
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