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

Post » Fri Apr 01, 2011 2:45 pm

No, it doesn't conflict at all. I've worked closely with bhl to ensure that. In fact, they're very complimentary to each other.


Oh brilliant. Thanks. :)
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ezra
 
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Post » Fri Apr 01, 2011 1:25 pm

When the consulate in Ebonheart is built, the player is told about
Spoiler
"a large cavern that undermines the rock on which Ebonheart Castle is built."
Is this the one already in the vanilla game, which
Spoiler
leads to the Imperial Commission backdoor
Or is it something else, added by RoHT?
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RObert loVes MOmmy
 
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Post » Fri Apr 01, 2011 3:11 pm

It's the one from vanilla Morrowind. That comment is chiefly a reminder of its existence as you might need to remember it later on.
Spoiler
(i.e. for one of the side quests)

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JESSE
 
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Post » Fri Apr 01, 2011 11:08 am

May I report bugs/glitches here? I just need to report a few things.

On a side quest that leads you to the Oubliette, once you enter, and leave, you can never go back inside through the hidden entrance. Not sure if that was intentional, but I left a little too early because I thought the keys were somewhere else, and I could not enter again. I had to console my way in.

A second concern I had was with the Uvirith's Legacy compatibility patch that adds a few Telvanni Teleport pads. I posted this in the UL forum, but I might as well post it here too.

In the Tel Dwemeris corridor, some of the walkway is deleted, (Or moved). Then in Tel Koj-Ruskthss, (I think it was it) the Telvanni Teleport pad's chamber was blocked off, as if it hadn't been built yet, even though it had. It was easy removing the obstacle in front of the teleport pad, but I wasn't sure what to do with the Tel Dwemeris Corridor.
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mimi_lys
 
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Post » Fri Apr 01, 2011 5:32 pm

Of course you may report bugs and glitches! I even encourage you to do so. :)
I have already added my 2c about the UL-RoHT-compatibility patch problem in http://www.gamesas.com/index.php?/topic/1092898-wip-uviriths-legacy/page__view__findpost__p__16239707, so I'll concentrate on the Oubliette door script here: that's indeed a bug you've found there, and the same bug also effects the Ramoran Ancestral tomb's door. I'll fix both issues in v1.42. Thank you for reporting them!
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Naomi Ward
 
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Post » Sat Apr 02, 2011 1:27 am

Of course you may report bugs and glitches! I even encourage you to do so. :)
I have already added my 2c about the UL-RoHT-compatibility patch problem in http://www.gamesas.com/index.php?/topic/1092898-wip-uviriths-legacy/page__view__findpost__p__16239707, so I'll concentrate on the Oubliette door script here: that's indeed a bug you've found there, and the same bug also effects the Ramoran Ancestral tomb's door. I'll fix both issues in v1.42. Thank you for reporting them!


Argh - I will have to wait now before I start your mod...will I need to start a new game with v1,42?
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Emma Louise Adams
 
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Post » Fri Apr 01, 2011 5:42 pm

Um, why do you have to wait? You can enter both the Ramoran Ancestral Tomb and the Oubliette when it's necessary. The bug only bars you from re-entering them after you've left. And since you know how to use the Console, you're not limited in any way. To boot, both Cells are part of a side quest that doesn't influence RoHT's main quest at all.
And maybe the name "UL-RoHT-compatibility patch" is a bit misleading: RoHT and UL are compatible with each other, with or without that patch. The patch merely (not meant derogative in any way) ties them closer together: it includes RoHT's books in UL's book sorter, includes RoHT's new towers in UL's teleportation system, and extends Gavyn's dialogue after a certain event. Those are great achievements, and I recommend using the patch, but you can safely use both mods together without that patch: your game will still work.

About v1.42: You won't have to start a new game to play it. In fact, its improvements over v1.41 are rather few: until now, I have 3 fixes on my agenda: the two door scripts into the Ramoran Ancestral tomb and into the Oubliette, and a bug that'll only appear if the player is also using Melian's "Teleport mod" or C.D. Cooley's "Improved Teleportation" mod. None of these bugs is game breaking, so I'll concentrate on finishing http://www.gamesas.com/index.php?/topic/843827-relz-ushindra-beach first before I start working on RoHT again.

Edit: Typo
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Tarka
 
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Post » Fri Apr 01, 2011 6:47 pm

Argh - I will have to wait now before I start your mod...will I need to start a new game with v1,42?


Don't wait, RoHT is way too awesome for that, and 1.42 sounds like it will only be an incremental update.

Seriously, install it and start right now. Hmm... I think after my current character retires I'll need another Telvanni...
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Karl harris
 
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Post » Fri Apr 01, 2011 11:29 am

Does anyone knows if ROHT and LGNPC are compatible?
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claire ley
 
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Post » Fri Apr 01, 2011 8:17 pm

They are campatable as of the new LGNPC Uvirith's Grave version, or so they seem to me.
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Laura Samson
 
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Post » Fri Apr 01, 2011 11:22 am

This is an amazingly great mod, but I've run into something really jarring in the Seizes Power quest. I'm told to
Spoiler
discredit Orvas Dren
, even though in my game he's been dead for months. This should really have been anticipated, because killing him is the easiest way to
Spoiler
become Hlaalu Hortator
if the player is powerful enough to do it.

If you ever make a version 1.5, you may want to address this. It wouldn't be hard. If the guy is dead you could just omit that part of the quest, or you could invent a relative who inherits his position and has to be dealt with the same way. In the latter case you might also replenish the guards at his place. In my game I'd killed them all previously, which made the "don't be seen" part of the task rather easy.
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Christina Trayler
 
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Post » Sat Apr 02, 2011 1:51 am

Thanks for pointing this out! :) I will make an updated version in the near future (3 updated scripts and this issue). I'm not sure how I'll handle this, but it'll probably be a simple workaround.
I can't just omit that part of the quest, because I need a scapegoat for the assassination. Should the Empire suspect House Telvanni behind it, the consequences would be severe.
Inventing a relative is a solution, but if I do this, I'll need to flesh out his character, come up with a reason of why he'd take hold of the Dren Plantation, and more importantly I'd need to find a reason, why he'd make a good scapegoat for the assassination. All that seems a bit excessive for a character whose only purpose is to be arrested in case Orvas Dren isn't available anymore. I'll think about it when I've completed work on my other modding project.

B
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Umpyre Records
 
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Post » Fri Apr 01, 2011 1:13 pm

Does it have to be a character though? Perhaps put the blame on the Camonna Tong as a whole?

Also, in one of the older WiP threads someone posted screens of some fairly unique towers (there was a spider one I'm sure of that) - do you remember by any chance, who it was?
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Skivs
 
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Post » Fri Apr 01, 2011 2:36 pm

Tel Arachnidae, Tel Scorpidae, Baba Yaga, and Tel Skinko? Those were Harlequin's towers. I still don't know whether he created interior Cells for them, but I'd certainly like to see them if they exist.

About the Camonna Tong as a scapegoat: that could work. As I said: I'll think about it when I've completed Ushindra Beach. One mod at a time is enough for me at the moment. ;)
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suzan
 
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Post » Fri Apr 01, 2011 12:52 pm

Hmm, would you have the links to those pics by any chance? Harlequin hasn't visited the forums in a months time, so it could take a while before he replies to a PM ;)

And one mod at a time seems to be a good rule to mod by - too bad I can't concentrate for long enough on one mod... Oh well, I've still got nearly 8 years to finish my work :D
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phillip crookes
 
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Post » Fri Apr 01, 2011 3:45 pm

A real simple fix just popped into my head: have the planted evidence show that Orvas set up the assassination plot and gave the orders before he died. Then all you have to change is what the advisor tells the player (i.e., don't say that Orvas was arrested if he's dead).
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Amanda Furtado
 
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Post » Fri Apr 01, 2011 10:47 pm

Another problem just now came up in my game. There comes a point in Brother Juniper's Twin Lamps mod where the player has to talk to Duke Dren to advance the questline. By an unfortunate accident of timing, I reached this point shortly after poor Vedam met his untimely end.

This isn't anything the authors of RoHT should be concerned with; if every mod had to be sure it was compatible with every other mod, nothing would ever get written. Just a warning to anyone who's playing both RoHT and Juniper's Twin Lamps: do all the Twin Lamps quests while the Duke is still alive.
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tiffany Royal
 
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Post » Sat Apr 02, 2011 1:07 am

Hmm, would you have the links to those pics by any chance?

Here they are, fresh from the archives:
Here are some screenies of my concept towers. these are the three I like best. All of them sort of grow up from the ground and then are suspended from the vines/roots. Two of them fit very well into the Telvanni moniker of "Bug Lords". Additionally, all of them require levitaion to get into.

This small tower is for a mage who does not need a grand abode. This one is similar in concept to Baba Yaga's chicken hut I suppose. The Screens are from a concept model in a test cell.
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/BY_side.jpg
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/BY_side2.jpg



This one I call Tel Scorpidae. Screens are again from a concept build in a test cell.
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/TS-front.jpg
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/TS_obli.jpg
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/TS_tail.jpg
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/TS_top.jpg


And this is my personal tower, Tel Arachnidae. My Argonian really likes Mephala..... These screens are taken in game, so they provide a better idea of the majesty.
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/TA_front-1.jpg
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/TA_rs.jpg
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/TA_LS.jpg
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/TA_top.jpg


And it has occurred to me that Skink could have a vanity tower, built in his own image! :rofl:
http://i189.photobucket.com/albums/z285/Morrowquin/Concept%20towers/Skink_tow.jpg


And one mod at a time seems to be a good rule to mod by - too bad I can't concentrate for long enough on one mod... Oh well, I've still got nearly 8 years to finish my work :D

If you're working diligently, it's the only way to go. I'm currently playing through the mod quest by quest in order to find bugs I have created by adding RoHT compatibility. It's surprising how complex even a formerly simple quest can become when you're adding compatibility features for another mod. :o Details ahead
Spoiler

Formerly:
- Did the player recruit a Guild Guide?
Now, in addition:
- When the player gets the task to recruit a Guild Guide, is the Mages Guild still alive?
- If Yes: Does it die before the player finishes this quest?
- If No: Is the player a member of a Great House? Which one?

Needless to say that this also has consequences for later quests. Things like this take up hours to consider, write, test, and fix.

When I'm working on something like that, I need to concentrate on it and can't do with any distraction, or I'll probably overlook something.


A real simple fix just popped into my head: have the planted evidence show that Orvas set up the assassination plot and gave the orders before he died. Then all you have to change is what the advisor tells the player (i.e., don't say that Orvas was arrested if he's dead).

I like the idea! :goodjob: As I said, I'll think it through when I'm done with Ushindra Beach, but on first though this idea seems like the way to go.


About compatibility with Brother Juniper's Twin Lamps (BJTL):
Well, it is possible to write a patch, just like I did for Nevena's Twin Lamps and Slave Hunters. The technique would be identical: an esp-file that's dependent on RoHT (esm-file) and BJTL (esp-file). However, I'm not going to write it as I'm not familiar with BJTL. I tried it a couple of years ago but liked Nevena's mod better. If I were to patch BJTL, I'd have to spend hours dissecting it in order to find out where to inject the patch. If anyone is familiar with it and capable of writing a patch, please go ahead and do so!

B
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Kat Stewart
 
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Post » Fri Apr 01, 2011 10:11 pm

Vielen Dank!
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Rodney C
 
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Post » Fri Apr 01, 2011 9:51 pm

I'm in the process of writing a compatibility patch for BJTL. It won't be dependent on RoHT, as I want it to be more general than that: it will get around the problem of the Duke's death whether that was a result of RoHT or something else. (It will do the same for Tholer Saryoni and Vivec, who are needed by BJTL and killed by another mod.) It's complicated by the fact that the RoHT quest doesn't actually kill the Duke (as far as the game is concerned), just disables him. But I can work with that.
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Jade
 
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Post » Fri Apr 01, 2011 11:33 pm

You can discern Duke Dren's current RoHT status by checking the global variable RoHT_PCKilledDukeDren. In order to do so, you only need to add that variable to your patch. After that, your mod can react to RoHT without being dependent on it. Here are the appurtenant excerpts from RoHT's Modder's Readme File:

********************************************************************************                    Interaction between RoHT and other mods********************************************************************************I have gone to some lengths to provide you with an easy way to inject RoHT intoyour mods and vice versa. The core product of these efforts is RoHT's plethoraof global variables that allow other mods to determine RoHT's current status.To check a variable's current value, simply add an identically named globalvariable of the same type to your game, and read its value either by dialogueor by script.ALL THESE VARIABLES ARE MEANT TO BE READ ONLY. RoHT relies heavily on them, soif another mod changes their value, it can totally screw things up. The onlycase where I endorse writing access to RoHT's variables is with mods that expandon the other Great Houses. For example, a "Rise of House Hlaalu" mod would needto actively change RoHT's variables if it is going to react to it. In all othercases, I ask you to only read RoHT's variables.Example:If you'd like an NPC to comment on House Telvanni taking over the EastEmpire Company, add the global short variable "RoHT_EEC_status" to your mod, andfilter that NPC's dialogue for "global RoHT_EEC_status = 1". That's it; your moddoesn't even need to be dependent on RoHT for this check.[...]RoHT_PCKilledDukeDren---------------------Type: Global Short VariableThis variable determines if or how Duke Vedam Dren died.It is set to -1 by RoHT_advisor in the dialogue topic "abdicate    and it is set to 1 in RoHT_VedamDrenDeadCounter_Scr or by RoHT_advisor in    the dialogue "Greeting 1",    and it is set to 2 by various other people in the dialogue "Greeting 1"    and in RoHT_VedamDrenDeadCounter_ScrIts assigned values are:-1= PC deliberately chose to let the Duke live (NEW with v1.4)0 = PC didn't kill the Duke1 = PC killed the Duke personally2 = PC had the assassin kill Duke DrenIt is used in these scripts:    RoHT_FinalRating_Script    RoHT_IlmeniDrenDisabler_Script    RoHT_lmeniDren_Script    RoHT_lmeniDren2_Script    RoHT_OrvasDren_Script    RoHT_OrvasDrenDisabler_Script    RoHT_VedamDrenDeadCounter_Scr    RoHT_VedamDrenDisabler_Script

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Chris Jones
 
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Post » Fri Apr 01, 2011 6:26 pm

Thanks! That will simplify matters. I might still eventually go to scripts which check GetDeadCount and GetDisabled for Dren, so as to accommodate any other mod which might disable Dren without killing him. But for my current needs, this will do nicely.
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Jennie Skeletons
 
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Post » Fri Apr 01, 2011 10:41 pm

Greetings bhl. :wavey:

Thanks bhl and the RoHT modders for the release! :celebration:


I've a few question and an offer for you if you're interested. :)

If I had the TR, RoHT and the UL+UL-RoHT_patch installed at same time, is there any problem with that mod installation?

I know there is a mod called http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5563 and it might be in conflict with Tamriel Rebuilt. :unsure: http://www.elderscrolls.se/forums/viewtopic.php?f=10&t=2628#p33271 (scroll down).
Could that mod be in conflict with RoHT mod? If not, I think the Tel Nechim mod could have some impact to RoHT's questline?

Thank you again bhl. :bowdown:
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Philip Rua
 
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Post » Sat Apr 02, 2011 3:24 am

Hey Leonardo,

you can safely use TR, RoHT, and UL (with the UL-RoHT-patch) in conjunction. RoHT doesn't venture into TR territory at all, and thanks to Stuporstar, RoHT and UL complement each other very well.
And I can also reassure you that RoHT and Tel Nechim are compatible with each other. I had Tel Nechim installed and running while testing RoHT, and they didn't conflict at all.

So, that's the questions answered... what's this offer about? :)

B
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Veronica Martinez
 
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Post » Fri Apr 01, 2011 3:25 pm

Thanks bhl for the reply. :)


Okay, down to business then.

The other day when I look at the mod package for RoHT, I found that could be possible to have an archive installer for Wrye Mash you know like the one is for Wrye Bash.
I was a little bored at every time when I'm going to install mods it end up with almost endless copying a file there and another file here, so I create an installer and test it in Melchor's Wrye Mash Stand Alone. I've not test it in Wrye Mash yet and I don't think that should be any problem with that.

I want you to know I didn't upload this package installer yet before I contact you first.

Here is my offer to you that I can create an installer for Wrye Mash that's working and upload the package to http://www.fliggerty.com/phpBB3/viewforum.php?f=50 and if you want the mod can be archived there as well. Just let us know if you want to change the mod status.
I can PM you the readme I made and inside it show you how it's build.
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Emilie M
 
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