[Relz] Pozzo's Rise of House Telvanni v1.3

Post » Mon Sep 13, 2010 12:15 am

Hi, i asked some questions here a looooong time ago, and you guys were very helpful, so i thought i'd come back now with more! :)

Its been forever since i played and i have no idea where/what i'm doing in this mod any more. I know i had recently used the mask to find the mages tower. Then my two most recent journal entries are:

The older was about irlyn not knowing where the family tomb is but it being near the ghost gate

The newer was that i have to repay the smith by deed not money and that clan endalos might adopt me. I have absolutely no idea where i need to do at this point lol.
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Nick Pryce
 
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Post » Sun Sep 12, 2010 12:43 pm

You'll need to do as your latest Journal entry says: find a Telvanni smith who will grind Endalos' bones for you. Obviously, you'll have to bring those bones with you. Any Telvanni smith will do; I usually go to Radras in Tel Mora. When you have received Endalos' urn, search for his ancestral tomb. Irilyn doesn't recall its exact location, he supposes that it's "somewhere near the Foyada Ashur-Dan east of Ghostgate". Although that is a correct assumption, you may be searching for a while. If you can't find it, here's another description:
Spoiler
It's northeast of the Dunirai Caverns.

Enjoy your first Dunmer burial... and don't let the ghosts bite you!
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Sheila Esmailka
 
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Post » Sun Sep 12, 2010 10:07 pm

Your the best bhl! Thanks a bunch
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Assumptah George
 
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Post » Sun Sep 12, 2010 12:20 pm

I downloaded this mod off PES yesterday when I was looking to see if there were any mods suited for my current character - Archmage, but betrayed the guild by illegally killing Trebonius to sell their secrets to House Telvanni, in which she has since become Archmagister.. role play and pretending only goes so far though, so I was excited to find this mod. I've done a couple of quests and eliminated the Mages Guild - loving it so far! Great for my character, nice work!
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Sammie LM
 
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Post » Sun Sep 12, 2010 6:17 pm

I've come into a little problem.

Spoiler
I'm at the quest for the second Outer Realm, the one with all the teleportation features. The ghost said his tower was amidst water. The mask pointed west to the Bitter Coast. So I used my 110 pts jump spell to travel there on top of some water, with a water walking spell of 120 seconds. I dropped the mask to find out where to go from there, and it instead fell beneath the Sea of Ghosts. I didn't want to wait two minutes doing nothing for the spell to wear off, so I jumped somewhere else and rested for an hour. Bad idea, since I can't find it now. I don't have the mask and will likely never find it, because I was very far off of the coast, so there's no distinguishing features. My last save before this was hours ago, unfortunately.


Can somebody please tell me what to do for this quest? I'm lost now. :(
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Ricky Meehan
 
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Post » Sun Sep 12, 2010 4:32 pm

Oh my, I never thought of that possibility. Technically the mask is an NPC, so I guess I'll add a waterwalking ability to it for v1.4. Maybe a levitating ability as well.
About your problem: Just enter the following line into the Console to get a second mask:
Player->AddItem, "RoHT_Endalos_Mask", 1
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Kaley X
 
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Post » Sun Sep 12, 2010 8:37 am

Firstly, I would like to express my deep admiration for the skill, ingenuity and creativity of this mod. In fact, as someone completely new to gaming, my deep admiration for the entire modding community. I have, however, run into a wee problem. I've gone to visit Skink in his new tower in Kogoruhn but then get stuck in the dialogue box. I have the response about Skink not coming to see me then the response that I will speak to my advisor and Eddie but then return to Skink's original problems with House Telvanni giving me the original response and so on... Have I missed some important piece of information? As a side note, I'm playing UL and suddenly can't open the secret library door into Uvirith's Tomb. I'm sure they're unrelated but thought I'd throw it into the mix anyway. Any thoughts or advice would be most appreciated and to all those respnsible for this mod - more power to yer elbow. Cheers.
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The Time Car
 
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Post » Sun Sep 12, 2010 9:09 pm

Thank you for your kind words! :touched: About your problem: Skink is especially angered about Llovyn Salvu's and Edd Theman's behaviour, and he demands a written apology from both of them. Do you have those letters? If you have, your latest Journal entry should be
"Both Llovyn Salvu and Edd Theman have given me their written apology to Skink-in-Tree's-Shade. I should return to Tel Koj-Rukthss and see if I can pour some oil on troubled water."
and Skink should greet you with:
"Back again, %PCName? Let us see if your assistance is real or only typical House Telvanni smooth talk."
If you've got both written apologies, talk to Skink about "your assistance", and the quest should continue.

About RoHT and UL: they *should* be completely compatible by now. I have to admit, though, that I still haven't played UL yet. :blush: I'm too busy with real life and (subordinately) modding at the moment.
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BaNK.RoLL
 
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Post » Sun Sep 12, 2010 10:20 pm

bhl, you more than deserve the kind words. I'm afraid I don't seem to have the option for the written apologies. When I enter the dialogue with Skink I choose the House Telvanni topic this brings up Skink's general grievance and the response: "Wait a moment, you didn't even come to speak with me once !" He then details his specific grievance with Llovyn and Eddie giving me the response: "Look, I will speak to Llovyn and Eddie etc..." However, clicking on this response returns Skink to his first grievance with the original response and leaves me stuck in these two topics. I assume (perhaps wrongly) that the second response should move the dialogue on to what Skink wants but instead just loops back to the original dialogue. I'm more than prepared to accept that this is a 'user error' issue - story of my life.
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Kaylee Campbell
 
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Post » Sun Sep 12, 2010 10:00 pm

I assume (perhaps wrongly) that the second response should move the dialogue on to what Skink wants but instead just loops back to the original dialogue. I'm more than prepared to accept that this is a 'user error' issue - story of my life.

Your assumption is absolutely correct: the second response will move the quest forward. I have just looked it up in the Construction Set, and all dialogue filters are set correctly. I really don't understand why you are experiencing this loop. It doesn't seem to be a 'user error', I rather suspect a game engine error or a conflicting mod (though I don't know which mod would be changing RoHT's dialogue).
Let's try to get you going again: the second response should be
I am willing to believe you for old times sake, %PCRank %PCName. But words alone will not suffice this time. If I shall trust you again, I will require your assistance on a few matters. And I won't take any promises or smooth words: you will need to let your actions speak for you. So, will you give me your assistance?
and its Result Box would trigger the following command:
Journal, "RoHT_SkinkQuests", 70
And that's exactly what you need to enter into the Console in order to continue this quest. I wish you the best of luck! :)
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CHANONE
 
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Post » Sun Sep 12, 2010 9:46 pm

Yes, that did the trick. Very strange little gremlin. Thanks for taking the time to help me out, bhl, I'll try to let you get on with real life again. Cheers, mate.
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Sammie LM
 
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Post » Sun Sep 12, 2010 2:49 pm

Oh, don't worry. I'll get my share of real life. :) Tonight, I attended Hamburg's Japanese cherry blossom festival. It's probably the city's smallest festival, yet it features one of the largest and most beautiful fireworks. So if you run into a problem again: just ask. It may take me a day or two to reply, but I'll try to help as best as I can. :)
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Camden Unglesbee
 
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Post » Sun Sep 12, 2010 7:27 pm

When talking with Skink about how he and Ali-whatsit met, the phrase "... and stroke up a conversation ..." should really be "... and struck up a conversation ...". The mental images that go with the first phrasing are bizarre and disturbing, all things considered. :hubbahubba:
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c.o.s.m.o
 
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Post » Sun Sep 12, 2010 12:11 pm

First off, great mod so far, loving all the new additions and quests.

I'm a bit frustratingly stuck at the moment though -

Spoiler
I'm in Edwinna's mind and stumbled around in the dark until I reached a trapdoor, then a door to a large room with fans on the ceilings.. and things on the pillars that fire spells at you. On the questgivers' advice I stocked up on restore attribute potions but the spells come at me so frequently that I'm finding it impossible to get anywhere (always seem to be overencumbered and restoring strength doesn't help when I keep getting it drained again :P). Is there a way around this room that I haven't thought of? A way to avoid the spells? Or will I have to try and create an overpowered resist magicka 100% constant effect amulet or something similar? xD

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Lisa Robb
 
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Post » Sun Sep 12, 2010 11:15 am

@aeddan23
I just fixed it in v1.4 WIP, thank you for reporting it!

@Aila
Woronac is fighting with everything at his disposal, so there's no way around that room except for using the Console. Those "things" are proximity mines, and their trigger radiuses are slightly overlapping. The only way to escape them is to move behind the walls.
You could also try to greatly increase your speed and jump through the room in two or three giant leaps. That way you won't have to use restore spells/potions so frequently.
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luke trodden
 
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Post » Sun Sep 12, 2010 9:55 am

Right, thanks, time for me to be creative then :D Just hope Edwinna doesn't mind being unconscious for a little while longer.. :D
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Melis Hristina
 
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Post » Sun Sep 12, 2010 9:42 am

Another typo - in several places, "loose" or "loosing" is used when it probably should be "lose" or "losing".
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Portions
 
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Post » Sun Sep 12, 2010 8:33 pm

Fixed those as well. Thank you! :)
Following your suggestion on PES, I have also looked into MCA to determine whether a RoHT-MCA-patch is feasible. Well, theoretically it's possible, but practically, there are too many sources for conflicts. In the end, I decided that I won't write such an addon, and here's why:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5047 doesn't place its NPCs by hand. Instead, it uses leveled creatures. For the Mages Guild halls, the leveled creature list "_MCA_mages" is used. In Morrowind, there's no way to attach a attach a script to a leveled creature, so I can't remove the spawn points this way. (It wouldn't work anyway, because only the spawn points would be removed, but not the already spawned creatures/NPCs.) So I need to look at the NPCs.
"_MCA_mages" contains 2 NPCs of each race. Each of these NPCs has the script "mca_adventurers" attached. Unfortunately, that script is also used for Archers, Barbarians, Bards, Crusaders, Knights, and Paladins. So whatever I might add to that script would apply to a whole lot of other NPCs as well. Yet another difficulty is that "_MCA_mages" is not only used in Mages Guild halls, but also in other Cells such as book sellers or magic shops.
I could of course attach a unique script to the mages, but that would inevitably conflict with other MCA addons like http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5376. Another possibility would be to add something like this to the "mca_adventurers" script:
if ( companion == 0 )	if ( GetPCCell, "Balmora, Guild of Mages" == 1 )		if ( GetDisabled == 0 )			disable		endif		return	elseif ( GetPCCell, "Caldera, Guild of Mages" == 1 )		if ( GetDisabled == 0 )			disable		endif		return	elseif ( GetPCCell, "Sadrith Mora, Wolverine Hall: Mages's Guild" == 1 )		if ( GetDisabled == 0 )			disable		endif		return	elseif ( GetPCCell, "Vicec, Guild of Mages" == 1 )		if ( GetDisabled == 0 )			disable		endif		return	endifendif

But what if the player chose one of these NPCs as a companion and told them to wait in a Mages Guild hall? The NPC would vanish without warning as soon as the companion variable is reset. But more importantly, that fix would mean a noticable intrusion into MCA's scripts, and I'm rather cautious when it comes to altering other mods. The Children of Morrowind (CoM) addon, for example, doesn't alter CoM at all: it uses separate scripts to do its job.
Long story short: in the end I decided that there are too many possible conflicts for a RoHT-MCA-addon (and I'm not keen on providing support for all of those.) You can of course always make one for yourself: I have laid out the basic functionality in the script above.

@Aila:
I have looked at the proximity mines' script again: you have a chance to sneak past them. If you're good at sneaking, you might make it to the other side of the room without being hit once. (It's astonishing how quickly I have forgotten that detail.)

Concerning the trouble Itachi62 described in post 180
I have tried to give the mask a levitation ability: it dropped to the ground nonetheless. I don't know how I could solve that problem. On the other hand, the mask currently reacts as I'd expect it to: when I drop something from a great height, I expect it to fall to the ground. :shrug:


And finally, a little progress report:
I have begun to update the readme files and, barring new error reports, I'll begin to clean RoHT sometime next week. After that, it'll be ready for release.

B
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Louise Dennis
 
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Post » Sun Sep 12, 2010 10:40 am

And finally, a little progress report:
I have begun to update the readme files and, barring new error reports, I'll begin to clean RoHT sometime next week. After that, it'll be ready for release.

B

That's great news. Time really seems to fly the last couple of months...
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brandon frier
 
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Post » Sun Sep 12, 2010 11:14 pm

Indeed. So fast that I have nearly missed my deadline. If I remember correctly, I said that I'd upload v1.4 early in 2010... Well, I'm at it, so at least it'll be released in the first half of the year. :rolleyes:

Edit: http://www.gamesas.com/index.php?/topic/1100327-relz-pozzos-rise-of-house-telvanni-v14/
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pinar
 
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Post » Sun Sep 12, 2010 9:53 am

Hey back again. I just beat the mod! Woooo. Great work on everything bhl. I just have one final question. It'll go in a spoiler though.

Spoiler
Alright so i was given my rewards, the first was Boethia's helm which is quite sweet. Secondly i got a book from Xerxes. Now i'm just wondering what the other reward possibilities are? Wondering how well i did lol


Thanks!
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Bellismydesi
 
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Post » Sun Sep 12, 2010 1:48 pm

You did really well: that's the highest reward you can get. :) The alternatives would be:
Spoiler

for a not-so-special, somewhat mediocre achievement: Boethia's helm (wihtout the present from Xerxes)
for an under-achieving Archmagister: a dunce-cap. Actually, it's a Colovian fur helm, but I've always thought that it looks live a dunce cap.


In general, RoHT is a bit damped down on direct rewards. When you're playing it, you are Archmagister, so lower-ranking members of the House come to you for assistance. You'll get a lot of rewards along the way, i.e. (maybe) your personal Alchemist, (maybe) a teleportation system, a couple of ancient Telvanni artifacts, or a couple of ancient staves from Endalos' home, but I consider this as a bonus, not as a direct reward.
When you're Archmagister, people don't give you chores anymore. They ask their Archmagister/-trix for assistance, and they expect you to help. In that position, it's not a chore, it's a duty to help.

PS: :whisper: Did you notice http://www.gamesas.com/index.php?/topic/1100327-relz-pozzos-rise-of-house-telvanni-v14? The discussion is continuing there. :)
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Gracie Dugdale
 
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