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

Post » Sun Sep 12, 2010 8:48 am

Re Tamriel Rebuilt, as there won't be any major changes to Map 1 now, wouldn't it be possible to add in whatever their later release is as a dependency using tools like Wrye Mash, then remove the older one afterwards the same way? That way won't the references carry over, at least on an MCP'd game?

The Map 1 "Main Quest" will offer major changes to the area. Besides, our file structure scheme has recently been changed dramatically. It's best to wait, for now.
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Melung Chan
 
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Post » Sun Sep 12, 2010 11:26 am

Hi, I've been stuck on the quest where you have to go to Aleft and recover a dwemer coherer and another "tool" I've got the coherer but i can't find this other tool anywhere. Where do i go to get it?
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Ross Zombie
 
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Post » Sun Sep 12, 2010 12:04 pm

Hi, I've been stuck on the quest where you have to go to Aleft and recover a dwemer coherer and another "tool" I've got the coherer but i can't find this other tool anywhere. Where do i go to get it?


Spoiler
It's small and easy to miss in the darkness, but right near where you found the coherer is a small tool. The Dwemer tool looks sort of like a lockpick or probe.

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Dona BlackHeart
 
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Post » Sun Sep 12, 2010 3:59 am

I have a (minor) bug to report on this absolutely fantastic mod. In the thieves guild quest "Wizard for Hire," the altered dialogue should only be triggered if the player is the Telvanni Archmagister but currently this dialog is triggered if the player is a member of the faction. I was a little amused to see my low-level Telvanni oathman asking if the thieves' guild boss had "forgotten whose city this is." Would there be a console command to reset the script for this quest so that i can complete it normally before i am Archmagister? But, considering the size of the mod, this is a truly minor detail. Once again, good work -- i look forward to the rest of the content that i have not yet played.
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biiibi
 
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Post » Sun Sep 12, 2010 5:24 am

I have a (minor) bug to report on this absolutely fantastic mod. In the thieves guild quest "Wizard for Hire," the altered dialogue should only be triggered if the player is the Telvanni Archmagister but currently this dialog is triggered if the player is a member of the faction. I was a little amused to see my low-level Telvanni oathman asking if the thieves' guild boss had "forgotten whose city this is."

:biglaugh: I'm not sure whether this is pure self-confidence or plain chuzpa, but it's definitely Telvanni behaviour. :D I have reopened my list of known bugs with this, thanks for finding it!
There is a way for you to play this quest: when you have completed the previous quest for Big Helende, do not talk about "jobs" with her. Instead, open the Console, click on Big Helende, and enter AddTopic, "hire a wizard". Then close the Console and talk to Big Helende about "hire a wizard". Play through the quest, and avoid at all costs to talk about "jobs" until you have completed it. I have been rather thorough with this workaround so it will always trigger until you have actually finished the "Wizard for Hire" quest.


On a completely unrelated matter: Has anybody played RoHT's side quests yet? During the Beta Tests, ElvisX3K predicted that I'd get a lot of questions about one of them. Well, I haven't heard any questions yet, so I figure that either the riddles are too easy or that nobody has tried to solve them.

B
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Chloé
 
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Post » Sun Sep 12, 2010 9:32 am

Spoiler
Cannot figure out where to find the vampires sister.

Where is the axe I am suppose to bring back to tjar(sp)? Em(cannot remember her name) says it is in her room which I thought it was one of the three on the desk, but all of them caused a bounty. So where is her room in relation to her.

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Yvonne
 
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Post » Sun Sep 12, 2010 5:53 pm

Ah, so ElvisX3K was right. :D
Spoiler
Cannot figure out where to find the vampires sister.

I guess you're stuck with the first hint, so... have you ever read Shakespeare's version of "Venus and Adonis"? B)
"Though hadst been gone," quoth she, "sweet boy, ere this,
But that thou told'st me, thou wouldst hunt the boar.
Oh be advis'd, thou know'st not what it is,
With javelin's point a churlish swine to gore,
Whose tushes never sheath'd he whetteth still,
Like a mortal butcher, bent to kill.

Now where do those kind of creatures live?


Spoiler

Where is the axe I am suppose to bring back to tjar(sp)? Em(cannot remember her name) says it is in her room which I thought it was one of the three on the desk, but all of them caused a bounty. So where is her room in relation to her.

Elmera's room is in the upper tower. It is opposite Skink-in-Tree's-Shade's room. You can't miss it: it's http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/TelKR_ElmerasRoom.jpg. ;)

Edit: Added a link to a picture of Elmera's room
Edit 2010/06/24: Updated that link
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Shelby Huffman
 
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Post » Sun Sep 12, 2010 7:05 am

Hey thanks for the help on the last one. I've got another question though. I'm to where i need a storm monarchs heart, however i left it where it is. I went back and cleared it out again but the heart wasn't on the storm monarch. How can i find it, or what is the items name so i can add it with console commands? I can't get the mod to load in construction set.

EDIT: Got that part.

Now i got my Heart of storm monarch, put it on the altar looking thing in the lower level, but i'm not getting any journal updates, and no conversation topics to click on with that argonian in telesero. Any solutions?
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rebecca moody
 
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Post » Sun Sep 12, 2010 12:00 pm

Hey thanks for the help on the last one. I've got another question though. I'm to where i need a storm monarchs heart, however i left it where it is. I went back and cleared it out again but the heart wasn't on the storm monarch. How can i find it, or what is the items name so i can add it with console commands? I can't get the mod to load in construction set.

EDIT: Got that part.

Now i got my Heart of storm monarch, put it on the altar looking thing in the lower level, but i'm not getting any journal updates, and no conversation topics to click on with that argonian in telesero. Any solutions?


Spoiler
You aren't levitating, by any chance, are you? When I was testing RoHT I was levitating which didn't allow the script to work. I had to walk up to the altar. When you get close enough you'll get a pop up message and a journal update. You don't physically place the heart on the statue: the script does it for you.

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Emma Pennington
 
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Post » Sun Sep 12, 2010 9:11 am

i enjoy flying, i made a constant 4 point levitate ring which i wear all the time. Thats the problem lol. Thanks man
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Tiffany Carter
 
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Post » Sun Sep 12, 2010 4:53 pm

i enjoy flying, i made a constant 4 point levitate ring which i wear all the time. Thats the problem lol. Thanks man


I ran into exactly the same issue during the test, and I spent an embarrassing number of hours trying to position the heart on the head manually, too! :D
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Katie Louise Ingram
 
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Post » Sun Sep 12, 2010 11:39 am

Haha, i tried putting it into all kinds of places, slaying all the Sixth House people in the base, clicking every option over and over lol. Such a simple fix though, thank god :D
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adame
 
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Post » Sun Sep 12, 2010 11:45 am

The latest version of mlox claims dirty references in RoHT, and recommends TEStool cleaning. Leaving aside the contentious issue of TEStool, can anyone confirm that dirty references in RoHT in fact need cleaning, and are not required for dialog, etc?
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Epul Kedah
 
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Post » Sun Sep 12, 2010 10:22 am

The latest version of mlox claims dirty references in RoHT, and recommends TEStool cleaning. Leaving aside the contentious issue of TEStool, can anyone confirm that dirty references in RoHT in fact need cleaning, and are not required for dialog, etc?


Are you positive?

I just got the newest version of mlox released today and the only warning is it does not play nice with two LGNOC mods.
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Katie Pollard
 
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Post » Sun Sep 12, 2010 9:05 am

Are you positive?

I just got the newest version of mlox released today and the only warning is it does not play nice with two LGNOC mods.


> [SIZE 2193647 Rise of House Telvanni.esm]
This plugin contains dirty references. it is recommended that you clean it with TESTool.

My mlox base version is 2009-10-22.

Looks pretty positive, yes.
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Eileen Müller
 
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Post » Sun Sep 12, 2010 5:49 pm

hey. I've got a problem. I have killed duke vedam dren in previous version of ROHT, and know I have to bear the consequences. Is there anything I could do to make him not dead in my savegame? It doesn't work if I simply delete the old duke in the construction set, and put instead a new one.
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Miss K
 
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Post » Sun Sep 12, 2010 4:43 am

> [SIZE 2193647 Rise of House Telvanni.esm]
This plugin contains dirty references. it is recommended that you clean it with TESTool.

My mlox base version is 2009-10-22.

Looks pretty positive, yes.

First of all: Don't panic. Those references are absolutely harmless. You can run RoHT through TESTool if you like and see what happens. It doesn't even matter if you use "Restricted dialog cleaning" or not: I have just done that and present to you TESTool's log file:
File: Rise of House Telvanni.esm==============================  CELL  19  -8, Azura's Coast Region  CELL  18   4, Sadrith Mora  CELL  18   3, Wolverine Hall  CELL  18  -8, Azura's Coast Region  CELL  17   4, Sadrith Mora  CELL  15   5, Tel Aruhn  CELL  15   2, Azura's Coast Region  CELL  15   1, Tel Fyr  CELL  15 -13, Tel Branora  CELL  13  14, Tel Mora  CELL  11  14, Vos  CELL  10  14, Tel Vos  CELL  10   1, Uvirith's Grave  CELL   9  -7, Telasero  CELL   8  13, Grazelands Region  CELL   8  12, Nchuleft Ruin  CELL   7  22, Dagon Fel  CELL   7  21, Sheogorad  CELL   6  22, Sheogorad  CELL   6  21, Mzuleft Ruin  CELL   5  22, Sheogorad  CELL   5   3, Ashlands Region  CELL   4 -11, Vivec, Arena  CELL   2  19, Sheogorad  CELL   2   4, Ghostgate  CELL   1 -12, Ascadian Isles Region  CELL   1 -13, Ebonheart  CELL   0  14, Kogoruhn  CELL   0  13, Ashlands Region  CELL  -2   6, Ald-ruhn  CELL  -2   2, Caldera  CELL  -3  -2, Balmora  CELL -11  11, Gnisis  CELL -14  13, West Gash Region  CELL Ald-ruhn, Guild of Mages    deleted WGHT    deleted AMBI  CELL Aleft    deleted AMBI  CELL Ashmelech    deleted AMBI  CELL Balmora, Guild of Mages    deleted AMBI  CELL Caldera, Guild of Mages    deleted AMBI  CELL Dagon Fel, Watch Tower    deleted AMBI  CELL Dren Plantation, Dren's Villa    deleted AMBI  CELL Drinith Ancestral Tomb    deleted AMBI  CELL Ebernanit, Shrine    deleted AMBI  CELL Ebonheart, Argonian Mission    deleted AMBI  CELL Ebonheart, East Empire Company Hall    deleted AMBI  CELL Ebonheart, Grand Council Chambers    deleted WGHT    deleted AMBI  CELL Ebonheart, Underground Caves    deleted AMBI  CELL Eluba-Addon Egg Mine    deleted AMBI  CELL Gnisis, Madach Tradehouse    deleted AMBI  CELL Nchuleft    deleted AMBI  CELL Sadrith Mora, Fara's Hole in the Wall    deleted AMBI  CELL Sadrith Mora, Gateway Inn: South Wing    deleted AMBI  CELL Sadrith Mora, Tel Naga Great Hall    deleted AMBI  CELL Sadrith Mora, Telvanni Council House    deleted AMBI  CELL Sadrith Mora, Telvanni Council House, Entry    deleted AMBI  CELL Sadrith Mora, Wolverine Hall    deleted AMBI  CELL Sadrith Mora, Wolverine Hall: Mage's Guild    deleted AMBI  CELL Sud    deleted AMBI  CELL Tel Aruhn, Upper Tower    deleted AMBI  CELL Tel Branora, Tower Dungeon    deleted AMBI  CELL Tel Branora, Upper Tower: Therana's Chamber    deleted AMBI  CELL Telasero, Lower Level    deleted AMBI  CELL Telasero, Propylon Chamber    deleted AMBI  CELL Telasero, Upper Level    deleted AMBI  CELL Tureynulal, Kagrenac's Library    deleted AMBI  CELL Vivec, Foreign Quarter Plaza    deleted AMBI  CELL Vivec, Guild of Mages    deleted AMBI  CELL Vivec, Hall of Justice Secret Library    deleted AMBI  CELL Vivec, Simine Fralinie: Bookseller    deleted AMBI  CELL Vivec, St. Delyn Canol South-One    deleted AMBI  CELL Vivec, The Lizard's Head    deleted AMBI  CELL Zergonipal, Shrine    deleted AMBI  CELL Mournhold, Ignatius Flaccus' House    deleted WGHT    deleted AMBI  CELL Mournhold, Plaza Brindisi Dorom  CELL Mournhold, Royal Palace: Guards' Quarters    deleted WGHT    deleted AMBI  CELL Mournhold, Royal Palace: Jail    deleted WGHT    deleted AMBI  CELL Old Mournhold: Manor District    deleted WGHT    deleted AMBI  CELL Solstheim, Frossel    deleted WGHT    deleted AMBI  CELL Solstheim, Himmelhost Barrow    deleted WGHT    deleted AMBI  CELL Sadrith Mora, Archmagister's Chambers  CELL Ebonheart, Dren Family Chambers  CELL Tel Llarelah, Main Tower  CELL Tel Llarelah, Uvoo's Chambers  CELL Outer Realms, Pergamaea  CELL Outer Realms, Ulaeash  CELL Tel Azura, Greenhouse  CELL Tel Azura, Tower  CELL Tel Dwemeris, Globe of Construction  CELL Ammardunibi Camp, Bodrusa's Yurt  CELL Tel Dwemeris, Corridor  CELL Tel Dwemeris, Observatory  CELL Tel Dwemeris, Manor  CELL Tel Koj-Ruskthss, Lower Tower  CELL Tel Koj-Ruskthss, Upper Tower  CELL Nchuleft, Lower Level  CELL Outer Realms, Nueranar  CELL Ald-ruhn, Telvanni Consulate  CELL Ebonheart, Telvanni Consulate  CELL Outer Realms, Nueranar: Cottage  CELL Tel Koj-Ruskthss, Tower Dungeon  CELL Edwinna Elbert, Passage  CELL Telasero, Dome  CELL Edwinna Elbert, Globe of Construction  CELL Elwinna Elbert, Woronac  CELL Edwinna Elbert, Woronac  CELL Edwinna Elbert, Subconscious  CELL Balmora, Telvanni Consulate  CELL Ebonheart, Garos Relvani's Abode  CELL Abandoned Housepod  CELL Abandoned Housepod, Basemant  CELL Endalos Ancestral Tomb  CELL Old Mournhold: Salus Manor  CELL Ebonheart, Belatrinde's Oubliette  CELL Ramoran Ancestral Tomb  CELL RoHT_TemporaryNPCStorage==============================Saved: Clean Rise of House Telvanni.esm

As you can see, TESTool only found some AMBI settings (base lighting) and some WGHT (water height) settings. They will reappear every time you open and save the mod in the CS, but that's completely harmless and it won't cause any conflicts with any other (esp) mod file. So yes, RoHT could use a bit of cleaning, but no, it isn't a serious problem. If you feel better without those entries, go ahead and have TESTool clean them out. I have done it several times while writing the mod, and RoHT has come through it completely unharmed.
The only things that bug me about this are that I have forgotten to use TESTool after applying the final touches and that mlox knew something about RoHT before I did. Seriously, if there's anything wrong with RoHT, tell me. I wrote it, and I can easily fix it. There's no need to have other people worried about it. :stare:
Thanks for reporting it, though. I'll make sure that I run RoHT's next update through TESTool after closing it in TESCS. :)


hey. I've got a problem. I have killed duke vedam dren in previous version of ROHT, and know I have to bear the consequences. Is there anything I could do to make him not dead in my savegame? It doesn't work if I simply delete the old duke in the construction set, and put instead a new one.

The only way to get him back is to open your savegame in the Enchanted Editor and remove "vedam dren" from the list of "NPCs Altered/Killed by Player". RoHT checks for his dead count, so placing another instance of him won't help you.
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Georgine Lee
 
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Post » Sun Sep 12, 2010 1:04 pm

First of all: Don't panic. Those references are absolutely harmless.


I never panic (about games; life can be a very different matter, sometimes ;) ).

You can run RoHT through TESTool if you like and see what happens. It doesn't even matter if you use "Restricted dialog cleaning" or not: I have just done that and present to you TESTool's log file:


Duplicates what I got last night, though I turned off "restricted dialog cleaning." My only concern was that your mod might have used some of those so-called dirty references in such a way that dialog would be effected by cleaning, which has happened in several cases.

The only things that bug me about this are that I have forgotten to use TESTool after applying the final touches and that mlox knew something about RoHT before I did. Seriously, if there's anything wrong with RoHT, tell me. I wrote it, and I can easily fix it. There's no need to have other people worried about it. :stare:
Thanks for reporting it, though. I'll make sure that I run RoHT's next update through TESTool after closing it in TESCS. :)


My pleasure. You've really taken on quite an ambitious project, which reminds me of what the devs originally wanted for Morrowind and (later) Oblivion: houses and guilds that actually would take action against one another. Good on you for pursuing this, and for your predecessor, too. :)
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Erich Lendermon
 
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Post » Sun Sep 12, 2010 11:06 am

I never panic (about games; life can be a very different matter, sometimes ;) ).

Good to know. That wasn't only directed at you, though: I meant it as a kind of general advice, similar to the http://www.bbc.co.uk/dna/h2g2/ motto. ;)


Duplicates what I got last night, though I turned off "restricted dialog cleaning." My only concern was that your mod might have used some of those so-called dirty references in such a way that dialog would be effected by cleaning, which has happened in several cases.

I didn't express myself too well there: I too turned off both "restricted dialog cleaning" and "restricted cell cleaning". So everybody may rest assured that it is completely safe to clean RoHT with TESTool. (Yes, really. Do it if you like. Dev says it's OK ;))

On RoHT and "dirty references": I have gone to quite some lenghts to make RoHT as clean as possible. I cleaned objects, Cells, and even dialogue. During development I repeatedly even used TESTool to clean out those very references that mlox is now reporting. Trouble is, that every time you use the Construction Set (TESCS) to open and save a mod that changes Cells from Morrowind.esm, TESCS saves those Cells' AMBI and WGHT settings as changed - even if they aren't. I'm completely aware of that, and I was aware of it while making RoHT. I simply forgot to reapply that knowledge for the final release version. :facepalm:
I'll collect some more error reports before I'll begin to write v1.31 (the list is still very short, and nothing on it is critical), so if you (I'm addressing all players here) find anything more, please tell me.


My pleasure. You've really taken on quite an ambitious project, which reminds me of what the devs originally wanted for Morrowind and (later) Oblivion: houses and guilds that actually would take action against one another. Good on you for pursuing this, and for your predecessor, too. :)

Thank you, on behalf of everyone who has worked on RoHT. :) I do however understand why the devs didn't implement those kind of quests: promoting one faction almost always means to step on another faction's toes. So if the player also wants to be a part of that other faction, a dev/modder needs to think about it and implement workarounds, and that's both complex and time-consuming. I only needed to do that for one faction, and it took me some time. Plus, in later quests I needed to consider multiple possible initial situations and taylor RoHT'S dialogue for each of them. I can only try to imagine how long it would have taken to do this for each faction on Vvardenfell. If the devs had chosen to add so many choices to Morrowind's quests, I'm quite sure that it would have taken them at least another year to release it.
Anyway, now that House Telvanni has made the first step, I'd like to see somebody take up the torch and do the same thing for Houses Hlaalu and Redoran. I won't complain about it, but House Telvanni really seems to get most of the modding community's attention. :)

B
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Greg Swan
 
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Post » Sun Sep 12, 2010 8:43 am

Quick compatibility question...

Is anyone playing RoHT with Building Up Uvirith's Grave? Any compatibility problems?
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Dina Boudreau
 
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Post » Sun Sep 12, 2010 7:27 am

I am playing RoHT with BUUG, no problems except that my mouth is in his house at Tel Uvirith but that could have been avoided if I just got him the house before starting RoHT.
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Angela
 
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Post » Sun Sep 12, 2010 5:15 pm


The only things that bug me about this are that I have forgotten to use TESTool after applying the final touches and that mlox knew something about RoHT before I did. Seriously, if there's anything wrong with RoHT, tell me. I wrote it, and I can easily fix it. There's no need to have other people worried about it. :stare:
Sorry. My mistake. I was a bit ill last weekend when I was writing up the rules so (i) they're not actually dirty refs are they, and (ii) I should've shot you a PM.
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Jacob Phillips
 
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Post » Sun Sep 12, 2010 6:18 am

i just want to clarify something. Is this or is this not compatible with building up uvirith's grave?
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noa zarfati
 
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Post » Sun Sep 12, 2010 5:50 pm

i just want to clarify something. Is this or is this not compatible with building up uvirith's grave?


From the description on the first page:

RoHT has unresolved non-critical conflicts with:
------------------------------------------------
Building Up Uvirith's Grave (BUUG) v1.1 by Acheron
BUUG moves Fast Eddie to Uvirith's Grave and RoHT might move him back or
vice versa. This does not affect each mod's functionality.

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Ian White
 
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Post » Sun Sep 12, 2010 8:06 pm

Talking of that section of the Readme....

RoHT has unresolved critical conflicts with:
--------------------------------------------
.....
Less Generic NPCs (LGNPC) Tel Uvirith v1.20 and earlier
I have contacted Cyrano about this, and he will add patches into both LGNPC
mods with the next update. Thank you, Cyrano!


My question: What is this conflict, and where do you get v1.20, all versions i've seen are 1.10?
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Chris Jones
 
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