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

Post » Fri May 27, 2011 6:19 am

I've been following this topic for some time now and I want to express first my interest in this mod and to congratulate the modders who are actively working on it. I planned on starting a fresh Morrowind game with some of the best mods out there and this is high on my list - actually the only one I am still waiting for.

Thanks. We're doing our best to make this as best we can.
I read all the discussions and though I have most of the answers for my questions I'd still like some confirmation on some of them. So:

1. I understand that having the future 1.3 version of this mod installed I can complete both the Mages Guild and the Telvanni questlines, being both the head of the Mages Guild and of the Telvanni House, as long as I make certain choices. Is there a sequence I should follow between the Mages Guild questline and the mod questline?

Not really. As long as you don't decide to crush the Mages Guild you're fine. Once you give the marching orders for House Telvanni's troops it's too late to do any Mages Guild quests, that's all. Personally, I'd play through the Mages Guild quests first and have their Guild houses http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/MGBalmoraburning.jpg afterwards, but it's really up to you what you'd like to do first. :whistle:
2. The mod is compatible with Uvirith Inside and Uvirith Rebuilt (the two being compatible with one another) with the possible exception of a certain teleport?

It is definitely compatible with Uvirith Inside: I'm using that mod myself and haven't run into any trouble with it yet. RoHT is probably compatible with every Uvirith mod. http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelUvirith.jpg is the only thing added to Uvirith's grave by RoHT, and even the frame is part of unmodded Morrowind. The only possibly problematic Uvirith mods are those that add quests. So far I know of only one merely logical conflict (Uvirith Unleashed), and both Stuporstar and I are willing to make our mods completely compatible with each other.
3. The mod is not compatible with Nevena's Twin Lamps and Slave Hunters Mod due to overlapping theme?

It's not completely compatible yet. Both mods already play together absolutely fine until Duke Dren leaves the political stage. I need to add some dialogue for his successor in office to make them completely compatible again. I originally wanted to implement a Twin Lamps and Slave Hunters (TLSH) patch directly into RoHT, but unfortunately TLSH doesn't feature an easy way of injecting other mods into its questline. I'd either have to copy a whole lot of dialogue or write some kind of a shourtcut for it. I'll see if I can contact Nevena and hear what she has to say about it.
4. Finally the most annoying question - when can we expect a release?

Erm... :shocking: :bolt:
[Carefully peeks around the corner] [Notices that you're still there, waiting for an answer] [Slowly comes back to front] :embarrass:
Well... in the foreseeable future. :D I'm not giving an estimation on how long it's still going to take but here's RoHT's current development status:
I'm far into writing the second and final side quest. Yes, folks, that's right. there'll only be two side quests. I have scrapped the plans to write more in favour of an earlier release date. That, and I've pretty much run out of good detailed quest ideas. Next thing after finishing the quest will be an orthographic overhaul. That should be a matter of only a few hours, because Tyraa Rane has already done most of the work and provided me with an excellent list of things I need to fix. Thank you, Tyraa! I'll need a wee bit longer for adding lots of patches for standard Morrowind quests affected by RoHT. And finally I'll do some Betatesting myself. There are already a couple of other people testing RoHT, but I will only release it after I have assured myself that it is playable and almost bugfree.

B
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Fri May 27, 2011 6:23 pm

Thanks for the info.

There are very few mods which really improve the game either by creating new content or by improving existing one in a manner which reflects the general Morrowind feeling. Making sense story-wise, providing quality gameplay, storyline and technical elements is a rare occurance. This really seems to be one of the best mods out there talking from an old RPG fan point of view, not concerned with the latest graphics or the stats of some equipment.

There are a lot of great mods out there and the simple fact of providing something for the community is already an achievement which deserves a rightful thanks. However, having the skill and the patience of creating a truly great mod is quite a challenge, which this mod seems to meet.

(Un)patiently waiting for a release
Dwyn
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Fri May 27, 2011 9:38 pm

Well... in the foreseeable future. :D .... I have scrapped the plans to write more in favour of an earlier release date.
Outstanding!

I have been waiting for you to finish this great mod. Glad to hear you are nearing the home stretch.:)
And echoing Dwyn. :goodjob:
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Fri May 27, 2011 1:13 pm

Thank you both for your kind words. :touched:
I have just sent an eMail to Nevena: I can only hope that she still uses her modder's account after all these years... In the meantime, I'm testing the first side quest and I'd like to ask for some "administrational" help with it.
The quest is yet another variation of a "witch and a naked Nord" quest. This time, the bone of contention is the "witch's" family axe. I'd like to use a unique mesh for the axe and I have set my eyes on RundwulfWulfsson's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4865, originally created by Malleus. I have tried to contact Rundwulf at CI's forum for permission to use it but haven't got a reply yet. I have also tried to track down and contact Malleus in early April. There's actually a Malleus at these forums, but he hasn't really been active here and his last logon was in January 2009.
Does anyone know how to contact either of these modders? Or does anyone know if Malleus released his axe as a modder's resource? I have tried to find it but so far without success.

B

Edit: Nope, Nevena doesn't use her modder's account anymore. The mailer Daemon just gave up trying to deliver my message. So here's another call for help: Does anybody know how to contact Nevena?
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Fri May 27, 2011 8:43 pm

The original axe is likely from the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1161 mod (the readme doesn't say anything about the usage conditions) - sadly this is the only help I can give you with your search.
User avatar
Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Fri May 27, 2011 2:03 pm

It's a start. But unluckily it leads into a dead-end pretty quick. I think that this "MarcusX" is the same person as "Malleus". Unfortunately the site www.marcusx.com is dead so I can't send an email there. And to boot, he has quite a common real name which he shares with an ice hockey player and a mud motorbike (?) driver.
Well, thank you anyway. :)

My request for help still stands: Does anyone know how to contact RundwulfWulfsson aka RundwulfWolfShield, Malleus aka MarcusX or Nevena?
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Fri May 27, 2011 4:41 pm

This is not for me to say, but I think most of those who are waiting for this mod would prefer an early release to any other improvements. Of course, a mod is ready when the modder says it is and features like compatibility patches and new textures are worthy improvements. Going that extra mile is what separates good mods from great mods.

However the main idea of this mod seems to be the roleplaying part of providing end-game quests for House Telvanni and I think that is the reason why I, at least, am anxious for version 1.3. Mods like Nevena's, offer the same kind of roleplaying however, not being up to date and the author no longer modding, I don't think it would be a compromise towards the quality of the mod if some features are discarded in favour of an early release.

Anyway great work until now and sorry if I seem to pushy but, as there are very few mods of this type, I am really looking forward to it.
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Fri May 27, 2011 6:07 am

Don't worry, I can handle it. :) I have completed testing and troubleshooting the first sidequest yesterday and made lots of progress with the second side quest today. I hope to finish it within the week.
Concerning compatibility with older mods that aren't updated anymore: Personally, I don't care how old a mod is. As long as it suits my taste I'm keeping it. And I haven't found a better Twin Lamps mod than Nevena's up to this very day, bugs and all. I want that patch myself, and I'll definitely write it. It's a rather simple yet lengthy Copy-and-Paste job that I should be able to do within two to three hours - including cooking and drinking a pint of East Frisian tea.

And now for something (not) completely different: It looks as if though I won't be able to contact either Marcus Johansson aka MarcusX aka Malleus or RundwulfWolfShield aka RundwulfWulfsson. That means that I can't ask permission to use the Frost Axe. I can always settle for a standard Morrowind Mesh, but maybe there's a better solution. Do you know a modder's resource of an elegant, believable Nordic Axe? Maybe a silver one or maybe a patinated one?

B
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Fri May 27, 2011 5:54 pm

I like the sound of this mod. A lot!
I'm now torn between what I wanted my next character to be and being a Telvanni mage.
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Fri May 27, 2011 9:32 am

And now for something (not) completely different: It looks as if though I won't be able to contact either Marcus Johansson aka MarcusX aka Malleus or RundwulfWolfShield aka RundwulfWulfsson. That means that I can't ask permission to use the Frost Axe. I can always settle for a standard Morrowind Mesh, but maybe there's a better solution. Do you know a modder's resource of an elegant, believable Nordic Axe? Maybe a silver one or maybe a patinated one?

B

Hmm, nordic axes... http://tamriel-rebuilt.org/?picture=NordicSet1.jpg&p=screenshots&gallery=20, kept in the style of vanilla nordic weapons and I could live with the http://planetelderscrolls.gamespy.com/fms/Image.php?id=71572 from the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6768 being used ;) Other then that, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=924 has a silver battle axe.

Though perhaps you should wait for a reply from Rundwulf - according to his http://rundwulfwolfshield.deviantart.com/, it might take him some time to reply...
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Fri May 27, 2011 3:36 pm

Just stopped by to see how progress was coming on this, its my most anticipated mod and will certainly get me away from Fallout for awhile and come back to Morrowind :hehe:

My Telvanni Character will love this. Keep up the good work guys. :foodndrink:
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Fri May 27, 2011 4:50 pm

Though perhaps you should wait for a reply from Rundwulf - according to his http://rundwulfwolfshield.deviantart.com/, it might take him some time to reply...

:ooo: Four kids, the fifth one on the way and on top of it he needs to rebuild a barn and replenish his sheep herd? Yep, that'll keep him busy. I sent my first message early in April via CI's forum, and I've just sent it through this forum again. If I can't reach him, I guess I could live with that beaked axe from the Art of War Museum as well. I think I even saw something very similar made by SirLuthor somewhere. The one from Tamriel Rebuild doesn't look unique enough for my purpose, but I'll be sure to have a look at Assassin's Armory.

@Sir-Stabs-Alot
Luring somebody away from Fallout with a (not so) simple Morrowind mod really is an incentive. :) I'll do my best to get it done real quick.

(But there's also another very promising mod for House Telvanni that I offered to contribute a little something to... I really should get something done for it. :bolt:)

B
User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Fri May 27, 2011 9:18 pm

Yay for progress! My various Telvanni characters await the release of this mod and Sadrith Mora Expanded with great anticipation.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Fri May 27, 2011 1:43 pm

So how is this mod going?
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Fri May 27, 2011 9:00 pm

And another Yay for progress! Yeah, I'm cheering my own mod. So what? B)

I have made considerable progress with RoHT. The second side quest is complete and tested. It's probably one of RoHT's most simple quests: it only has one possible beginning and one possible end. In between...well, if you like riddles, you'll like this quest. If you don't like them, you'll hate it. It is some sort of paper chase with pretty cryptic riddles. It is by no means vital to RoHT's main quest, but it provides some background for one of the new characters and one of Morrowind's stock characters.

Concerning that axe for the first side quest: Rundwulf seems to be very busy in real life, so I settled for Michael "HelioS" Bennett's Silver Axe from Assassin's armory. Thank you, Karpik, for pointing it out. :)

I have also implemented patches for all standard Morrowind quests (11 in number) that are affected by RoHT. I have plans for two external patches at the moment: one for JOG's Havish and one for Nevena's Twin Lamps and Slave Hunters. I had originally planned to integrate those patches into RoHT, but unfortunately neither of those mods feature an appropriate interface to inject other mods.
Speaking of which: I also need to change Edwinna Elbert's second incarnation's script to refer to a global variable instead of a Journal entry. My goal is to provide other modders with an easy interface to either inject their mods into RoHT or have their mods react to RoHT without necessarily being dependent on it. Changing Edwinna's script is (probably) the last step I need to go in that regard.

I have also begun to implement the spelling and grammar fixes Tyraa Rane generously provided me with. Currently, I have worked my way through 90 of 180 pages of slightly outdated RoHT dialogue. When I'm done with that, RoHT's dialogue will need another check as I added quite a lot since the last WIP release, and neither MessageBoxes nor books or dialogue Result boxes have been checked yet.

When I'm done with all that, it's time for some testing. I will perform some thorough tests myself before I release the final WIP version. I wouldn't want my betatesters to be stopped again by some stupid oversight on my part. During that final semi-public beta test, I'll write both readme files (one for players and one for modders), and after fixing the hopefully few last bugs, RoHT will be ready for release. :)

By the way: I have finally found the time to read that http://owl.english.purdue.edu/handouts/grammar/g_comma.html that th3undon3on3 linked to. It's very well written, and if you find any more mistakes in my comma placement, feel free to point them out. ;)

B
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Fri May 27, 2011 4:42 pm

Just a quick bumb? Are you finished polishing til it shines? :-)
User avatar
Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Fri May 27, 2011 12:41 pm

This mod would definitely bring me back to Morrowind.

I was actually re-reading the 36 Lessons of Vivec on the Imperial Library, and I was suddenly reminded how lacking Oblivion and Fallout have been in terms of quality writing and story telling. I miss Morrowind and my reclusive Telvanni scholar who inhabits an island off Azura's Coast, dabbling in mysteries.
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Fri May 27, 2011 10:27 am

Hey there :wave:

I'm not finished polishing yet, but I'm making considerable progress with it. The first quests should actually be squeaky clean by now. Since my last post, I have written a lot of documentation into RoHT's scripts, so that other modders can easily find their way through RoHT's system of global variables. That's already a major part of my work on the modder's readme file. I have also begun to test RoHT.esm (the master file) and completed intensive testing on a couple of quests. The results of those tests required to rewrite the Sharn gra-Muzgob patch since it wouldn't work with a fresh game. It also required to relocate the annihilation of the Mages Guild from a global script into several local scripts. (Apparently, you can't disable an NPC whose Cell you have never visited before, and I can't take for granted that a Telvanni player has visited each and every Mages Guild). And finally, I have fixed a whole lot of dialogue problems. Most of them aren't gamebreaking, only annoying. For example, there were quite a few dialogue topics that wouldn't be hyperlinked when they were mentioned for the first time. Thanks to http://www.gamesas.com/bgsforums/index.php?showtopic=977815&st=0&p=14131033&#entry14131033, I have been able to make them work as intended. Thank you, Cyrano, for this great explanation!

I have also made an unprofessional, incomplete, yet sufficient quest tree as a guideline for my testing. Have a look at it to get an impression of how much needs to be tested and how much is already done. I'll be done testing when there's an "OK" on each and every connector. Naturally, this quest tree does contain SPOILERS ON RoHT's QUEST STRUCTURE: http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/RoHTQuestTree.png.

I'll try to complete my tests as quickly as possible, but don't expect me to test and fix more than one quest a day.

Take care!
B
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Fri May 27, 2011 10:28 am

I'd just like to thank you for working on this great mod. I find it inspirational how much time you, and many other modders, put into creating these plug-ins for us Morrowind players to enjoy.

Great work! - and again, many thanks.

User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Fri May 27, 2011 6:45 pm

Thank you for your kind words! :)

I also bring good news: I have continued testing RoHT, and I'm glad that I'm doing those tests. So far, all but the Wards of Trine quests needed to be fixed. I have http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/RoHTQuestTree.png (CONTAINS SPOILERS ON ROHT'S QUEST STRUCTURE), so you can see what's done and what needs to be done.
Due to popular request, I have also moved Zafirbel's Star to a http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/ZafirbelsStar-newlocation.jpg. ;)

B
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Fri May 27, 2011 3:29 pm

This is looking great. I can't wait to see it completed and be able to play it. Hats off to you, sir. :D I'm about to start a new game, but am going to avoid joining a house until this is finished. :)
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Fri May 27, 2011 8:35 am

I'm using v1.25 right now, and the additions in v1.3 seem even better! :)

I just hope I can replace v1.25 with v1.3 after it's released without any problems...
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Fri May 27, 2011 7:58 pm

Great mod! I would love play this when it's released! Thanks for working on it!
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Fri May 27, 2011 11:00 am

Hey there,

I'm just popping in to say that I've made some progress with my tests. Here's an http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/RoHTQuestTree.png (still contains SPOILERS on RoHT's quest structure). Today, I have worked on Edwinna Elbert's quest series and was mildly shocked to see how careless I had filtered dialogue on that quest :shocking:. Hopefully, that's taken care of now: I'll start a new test run in a couple of minutes.

I just hope I can replace v1.25 with v1.3 after it's released without any problems...

It's not possible to update from v1.25 in a way that you'd keep your progress on RoHT's quests. V1.3 is a new mod, so you'll have to start it from the beginning. But since v1.25 and v1.3 have a completely different nomenclature, there should be few to no conflicts when updating.

Thank you all for your the kind words! I'm doing my best to complete polishing the mod. :)

B
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Fri May 27, 2011 11:30 am

Do you know if Rise of House Telvanni will have any conflicts with the LGNPC mods? Specifically, I'm thinking of the Tel Uvirith mod, seeing as it adds dialogue to a lot of important Telvanni characters.
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

PreviousNext

Return to III - Morrowind