[Relz] Pozzo's Rise of House Telvanni v1.4

Post » Sat Apr 02, 2011 4:11 am

Well, I've read Wrye's explanations on the subject, but if I should need more information, I'll ask. The thing is that I'm not too sure about the demand for a BAIN-compatible archive. I see the advantages of it, but so far only 11 people besides me have downloaded that version. That isn't exactly overwhelming.

And now for something completely different: I have found a way to test those two troublesome issues myself. For the internal Great House Dagoth (GHD) patch, I used a fresh character, Consoled her to some decent stats, placed Dagoth Gares in front of her, and got her infected. After she had metamorphoses into a Corprus Stalker, I went to Telasero, and everybody was peaceful. Most wouldn't speak with me, but I knew that from the beginning. What troubled me a bit, though, is that RoHT's 6th House creatures were the only peaceful 6th House creatures. I manually started GHD's Calm_Corprus script, but their behaviour didn't change. Well, that's an http://en.wikipedia.org/wiki/Somebody_Else%27s_Problem.

The reason why my game hated Melian's Teleport Plugin (MTP) was simple. Some months ago, I reverted to the "stable" MGE 3.8.0 which only features MWSE 0.9.4. But MTP requires MWSE 0.9.4a. :facepalm: Stupid mistake on my part. I've switched to MGE 3.8.0. SVN rev0118 again and started testing. According to the first test, I'll have to work a bit more it.

Edit: Corrected a number.
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Katey Meyer
 
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Post » Fri Apr 01, 2011 6:27 pm

For what it's worth, I would be pleased if RoHT were distributed in a BAIN-compatible version by default, since I love Wrye Mash's Installers feature. (But if anyone says they would prefer NOT to have it BAIN-ized, I would stick with that -- it's pretty easy to BAIN-ize for one's own use if necessary.)
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James Baldwin
 
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Post » Sat Apr 02, 2011 3:26 am

Well, I've read Wrye's explanations on the subject, but if I should need more information, I'll ask. The thing is that I'm not too sure about the demand for a BAIN-compatible archive. I see the advantages of it, but so far only 11 people besides me have downloaded that version. That isn't exactly overwhelming.

You can blame me because like I said to you earlier that BAIN archive of RoHT 1.41 version was my first release to the community. :whisper:

And now for something completely different: I have found a way to test those two troublesome issues myself. For the internal Great House Dagoth (GHD) patch, I used a fresh character, Consoled her to some decent stats, placed Dagoth Gares in front of her, and got her infected. After she had metamorphoses into a Corprus Stalker, I went to Telasero, and everybody was peaceful. Most wouldn't speak with me, but I knew that from the beginning. What troubled me a bit, though, is that RoHT's 6th House creatures were the only peaceful 6th House creatures. I manually started GHD's Calm_Corprus script, but their behaviour didn't change. Well, that's an http://en.wikipedia.org/wiki/Somebody_Else%27s_Problem.

The reason why my game hated Melian's Teleport Plugin (MTP) was simple. Some months ago, I reverted to the "stable" MGE 3.8.0 which only features MWSE 0.9.4. But MTP requires MWSE 0.9.4a. :facepalm: Stupid mistake on my part. I've switched to MGE 3.8.0. SVN rev0118 again and started testing. According to the first test, I'll have to work a bit more it.

Edit: Corrected a number.

Since you and I have a non-US OS installed I suggest that you can still use MGE 3.8.2 SVN rev-178 and I've no problem with that version.
Why should you have problem?
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Blessed DIVA
 
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Post » Sat Apr 02, 2011 5:37 am

Thanks, aqualectrix. :) I'll hear some more opinions on this before I decide. In the meantime, I still have a couple of things to do/test in RoHT. http://www.gamesas.com/index.php?/topic/1100327-relz-pozzos-rise-of-house-telvanni-v14/page__view__findpost__p__16763223 is updated with the latest progress.

@Leonardo:
MGE 3.8.2 SVN rev0178 would probably work as well. I just had the older subversion 118 lying on my harddrive, so I didn't bother to look for an update - and SVN 118 is also the version recommended in MelTPP's Readme file.
The problem with 3.8.0 (stable release, not SVN) is that it features a slightly outdated version of MWSE. Most MWSE-mods don't need the very latest version 0.9.4.a, but MelTPP is one of the exceptions. With the "old" MWSE, teleportation was disabled in all interior Cells. And since I need to perform my tests from interior Cells... Anyway, it's all sorted now, and I can finally start troubleshooting that part of RoHT.
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naome duncan
 
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Post » Sat Apr 02, 2011 12:27 am

Anyway, it's all sorted now, and I can finally start troubleshooting that part of RoHT.

I can give you a first report of my issue with Ajira. I've reinstalled Morrowind and the mods I want to use including MCA, but I've not installed RoHT 1.41 yet and I just wanted to check out if Ajira is talking or not. Now she is talking so that makes sense that the *silence* script could actually affect Ajira, but not the rest of Balmora's Mage's Guild is affected. Is that a reasonable conclusion?
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Averielle Garcia
 
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Post » Fri Apr 01, 2011 7:48 pm

Did you also install the Morrowind patch 1.6.5? I see two mods in your http://img513.imageshack.us/img513/1658/tespcdsearch.png that alter Ajira directly. And as I wrote in http://www.gamesas.com/index.php?/topic/1100327-relz-pozzos-rise-of-house-telvanni-v14/page__view__findpost__p__16623696, this is what RoHT does with Ajira:
"ajira"->disable

That doesn't affect her dialogue at all, it just takes her out completely of the game. I don't know what MPP 1.6.5 does with her, but it also isn't necessarily the cause of your trouble. It could also be a mod that alters all Khajiit, a mod that alters all alchemists, or something completely different.
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SexyPimpAss
 
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Post » Fri Apr 01, 2011 3:06 pm

No, I did not install MPP 1.6.5-BETA mod but I do install MPP 1.6.4 version. :no:
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Charles Weber
 
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Post » Fri Apr 01, 2011 6:13 pm

Well, what are you waiting for? Install RoHT and see if Ajira will still talk with you.
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Richus Dude
 
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Post » Sat Apr 02, 2011 4:34 am

Well, what are you waiting for? Install RoHT and see if Ajira will still talk with you.

Okay. I'm will test this right away so you will probably have my report on this just before the release of the next version. :D
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cutiecute
 
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Post » Fri Apr 01, 2011 8:39 pm

I just tried it myself: Ajira isn't nearly as talkative as the other Guild members, but after I waited for a few seconds, she eventually greeted me with "May you walk on warm sands".
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+++CAZZY
 
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Post » Sat Apr 02, 2011 3:17 am

I just tried it myself: Ajira isn't nearly as talkative as the other Guild members, but after I waited for a few seconds, she eventually greeted me with "May you walk on warm sands".

She did. :sweat: That's great. :happy:

After that do you visit her again and she is still talking?
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Avril Churchill
 
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Post » Fri Apr 01, 2011 10:57 pm

Yes, of course. What did you expect?
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Angus Poole
 
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Post » Fri Apr 01, 2011 11:47 pm

FWIW, I'm a BAIN user and manually BAIN-ify every mod I download before installing it.
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Klaire
 
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Post » Fri Apr 01, 2011 8:56 pm

Yes, of course. What did you expect?

Just a total success of my so called mod issue I've earlier and I think we can put that behind us now. :thumbsup:
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Lilit Ager
 
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Post » Sat Apr 02, 2011 6:33 am

Good. Especially since I've completed work on the new .esm/.esp files. All that's left to do now is a bit of work on the Readme and some archive restructuring. I'm too tired to complete that now, so I'll probably release RoHT v1.5 early next week.
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Katie Samuel
 
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Post » Sat Apr 02, 2011 3:10 am

Good. Especially since I've completed work on the new .esm/.esp files. All that's left to do now is a bit of work on the Readme and some archive restructuring. I'm too tired to complete that now, so I'll probably release RoHT v1.5 early next week.

That's great and I will do my part with the mod package installer for Wrye Mash. :D
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Harry Hearing
 
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Post » Sat Apr 02, 2011 2:50 am

Thanks! :) But hopefully that won't be necessary: by "archive restructuring", I meant "restructuring to a BAIN-compatible format."
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Dawn Farrell
 
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Post » Fri Apr 01, 2011 8:47 pm

Thanks! :) But hopefully that won't be necessary: by "archive restructuring", I meant "restructuring to a BAIN-compatible format."

You're welcome. Just let me know if you don't managed to create a BAIN-archive. :)
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Ezekiel Macallister
 
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Post » Sat Apr 02, 2011 1:06 am

Hello! I'm new to the forum just now. Been a fan of Morrowind for years, but never gotten myself into (good) mods.

At the moment I'm just playing Rise of House Telvanni the first time ever! I have mixed feelings about not interfering the Mages Guild businesses - no new quests, but, heck, I wouldn't have allowed Masters from other races into my house anyway! An Argonian the very least! (I'm an Altmer myself, but... uhm, I'm so elegant and pure! <_<)

Anyway, I'm just loving the mod! After the Christmas holidays I'm getting back to Morrowind to get the third Ward from who knows what realm this time... Thus, I guess I'm not technically going back to Morrowind after all, at least for the time spent there...

One of the authors of the mod asked to report some mistakes. I haven't found any, except that on collecting the Cube of Uvirith from Tureynulal, does the Advisor guy automatically presume that I've been there? Now I'm actually in the finals of the main quest of the game, and coincidentally I had just been to Tureynulal before I started playing this mod! I guess the mod kind of presumes that you've completed main quest (even though it hasn't really used the title Nerevarine yet...). I think it would be better, with this quest, that the Advisor just told the PC to go to Tureynulal and not say anything about him/her being there before. How would he even know? I wouldn't tell every single Spellwright I was in Tureynulal! :P (I later promoted him to Wizard though, with Archmagister's Privileges mod).

Any other possibly spoiling events from the main quest I haven't encountered, yet, although somehow I get the vibe the mod presumes the main quest is done. With the content I've played thus far, it really doesn't have any need to presume. How about taking all the main quest clues away from the 1.5.?

I surely hope I can say the same after I've come to an end of the mod... But, really, even Tribunal tries to be main quest neutral but fails. At first Almalexia just hints at your possible other name. Later on Tribunal, without advancing in the main quest in between, she ultimately tells you're Nerevarine and "her lover". This would've come as an ugly spoil hadn't I finished the main quest years ago... As great as Rise... has been until now, I wouldn't like it to do the same if at all possible, not even the Tureynulal part.
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Ellie English
 
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Post » Sat Apr 02, 2011 6:53 am

I just came to tell you how grateful I am for this mod, it is so wonderfully done, easily a must-have.
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JLG
 
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Post » Fri Apr 01, 2011 9:03 pm

Hello! I'm new to the forum just now. Been a fan of Morrowind for years, but never gotten myself into (good) mods.

At the moment I'm just playing Rise of House Telvanni the first time ever! I have mixed feelings about not interfering the Mages Guild businesses - no new quests, but, heck, I wouldn't have allowed Masters from other races into my house anyway! An Argonian the very least! (I'm an Altmer myself, but... uhm, I'm so elegant and pure! <_<)

Anyway, I'm just loving the mod! After the Christmas holidays I'm getting back to Morrowind to get the third Ward from who knows what realm this time... Thus, I guess I'm not technically going back to Morrowind after all, at least for the time spent there...

One of the authors of the mod asked to report some mistakes. I haven't found any, except that on collecting the Cube of Uvirith from Tureynulal, does the Advisor guy automatically presume that I've been there? Now I'm actually in the finals of the main quest of the game, and coincidentally I had just been to Tureynulal before I started playing this mod! I guess the mod kind of presumes that you've completed main quest (even though it hasn't really used the title Nerevarine yet...). I think it would be better, with this quest, that the Advisor just told the PC to go to Tureynulal and not say anything about him/her being there before. How would he even know? I wouldn't tell every single Spellwright I was in Tureynulal! :P (I later promoted him to Wizard though, with Archmagister's Privileges mod).

Any other possibly spoiling events from the main quest I haven't encountered, yet, although somehow I get the vibe the mod presumes the main quest is done. With the content I've played thus far, it really doesn't have any need to presume. How about taking all the main quest clues away from the 1.5.?

I surely hope I can say the same after I've come to an end of the mod... But, really, even Tribunal tries to be main quest neutral but fails. At first Almalexia just hints at your possible other name. Later on Tribunal, without advancing in the main quest in between, she ultimately tells you're Nerevarine and "her lover". This would've come as an ugly spoil hadn't I finished the main quest years ago... As great as Rise... has been until now, I wouldn't like it to do the same if at all possible, not even the Tureynulal part.


Perhaps it's because you're that far along in the main quest, I just did that quest and the dialog even said that the ash vampire was still there, so no MQ mentions at all.
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Queen
 
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Post » Fri Apr 01, 2011 8:05 pm

Thanks, moneebagz721. :)

[...] on collecting the Cube of Uvirith from Tureynulal, does the Advisor guy automatically presume that I've been there?

No, he doesn't. The topic "Cube of Uvirith" checks whether Dagoth Tureynul is dead or alive. If he's dead, your advisor, Llovyn Salvu, will summarize that Tureynulal was once guarded by the Ash Vampire Dagoth Tureynul and that the player probably knows where to find it. If Dagoth Tureynul is still alive, however, Llovyn will only state that Tureynulal is guarded by the Ash Vampire Dagoth Tureynul. I consider that common knowledge for long-time inhabitants of Vvardenfell, especially if they're high-ranking House members. But Llovyn's knowledge is not sufficient to tell you Tureynulal's exact location, so he'll tell you to ask around in Ghostgate.

[...] I guess the mod kind of presumes that you've completed main quest (even though it hasn't really used the title Nerevarine yet...).

Rest assured that Rise of House Telvanni doesn't presume you've completed the main quest. It only presumes that you have been attacked by a Dark Brotherhood assassin and that you can get transport to Mournhold. For anyone who's Archmagister, this should be a safe assumption.

Any other possibly spoiling events from the main quest I haven't encountered, yet, although somehow I get the vibe the mod presumes the main quest is done. With the content I've played thus far, it really doesn't have any need to presume. How about taking all the main quest clues away from the 1.5.?

There aren't any clues to the main quest. There are even built-in compatibility patches for those players who haven't played the main quest. For example: you have destroyed the Guild of Mages, but now you're playing the main quest and need some information from Sharn-gra-Muzgob? Fine, just visit the Guild House, and talk to the Telvanni mercenaries. There are a couple more internal patches like this, but I don't want to spoil RoHT's next quests for you. If you're interested anyway, please read section 6 of RoHT's Readme file for a comprehensive list of all internal patches.

I surely hope I can say the same after I've come to an end of the mod... But, really, even Tribunal tries to be main quest neutral but fails. At first Almalexia just hints at your possible other name. Later on Tribunal, without advancing in the main quest in between, she ultimately tells you're Nerevarine and "her lover". This would've come as an ugly spoil hadn't I finished the main quest years ago... As great as Rise... has been until now, I wouldn't like it to do the same if at all possible, not even the Tureynulal part.

As I said: I consider the existence of the Ash Vampires common knowledge in well-informed circles. In unmodded Morrowind all Ordinators, Temple Priests, Buoyant Armigers, and everyone at Ghostgate talk about their existence, and occasionally they also tell you that the crater citadels are named after their respective Dagoth Lord (topic "crater citadels.")
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Nina Mccormick
 
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Post » Sat Apr 02, 2011 3:22 am


The topic "Cube of Uvirith" checks whether Dagoth Tureynul is dead or alive. If he's dead, your advisor, Llovyn Salvu, will summarize that Tureynulal was once guarded by the Ash Vampire Dagoth Tureynul and that the player probably knows where to find it. If Dagoth Tureynul is still alive, however, Llovyn will only state that Tureynulal is guarded by the Ash Vampire Dagoth Tureynul. - - There aren't any clues to the main quest. There are even built-in compatibility patches for those players who haven't played the main quest.


I thought the compatibility patches were a possibility, although I didn't think they are. With this checked, I can no longer do anything but take my helmet off for salutations. Extremely great mod! o/ Now, if only I could play the game and finish the mod during holidays... :(

I also agree that ash vampires are common knowledge, although only a few must've encountered them (let alone lived after that). If there truly ever was a Telvanni Archmagister NOT knowing about the existence of ash vampires, however, he better keep his mouth shut and pretend he knew. :)
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^_^
 
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Post » Fri Apr 01, 2011 5:27 pm

Agreed. :)

http://www.gamesas.com/index.php?/topic/1154856-relz-pozzos-rise-of-house-telvanni-v15/
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Rhysa Hughes
 
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Post » Fri Apr 01, 2011 11:11 pm

Nice work :foodndrink:
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Trevi
 
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