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 180I 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