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

Post » Fri May 27, 2011 6:10 pm

Awesome. In that case, I'm getting this!

Yup, you won't be regreting that. bhl is a genius. :wub:
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Fri May 27, 2011 12:52 pm

I was curious, does this mod conflict with the "Building up Uvirith's Grave" mod?

I do not think so this mod's headquarters takes place in sadrith mora and you never once go to Uvrith's grave.
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Fri May 27, 2011 9:03 pm

@Master Sam:
:embarrass: I don't know what to say. I'm only trying to make a decent mod. Thank you!

Thx bhl another thing you need to look at is disabling some of the npc's. The person west of dagon fell that makes the guys tower is their and you can do the quest anytime leading to problems. Same with the quest where you try to find a new master.

Both issues are fixed. With v1.3, Tel Llarelah's forewoman will only be on site during the tower's construction. By the way: Did you ever wonder what she needed those building bricks for? I did, and since there isn't a single brick in all of Tel Llarelah, I couldn't come up with an answer. So I removed those bricks completely. On the "Gothren's successor" quest: Mallam Ryon, Bols Indayn, and Zubadaiah Rethosa won't comment early on this quest anymore. Thanks for reporting it, though. :)

I was curious, does this mod conflict with the "Building up Uvirith's Grave" mod?

I'll answer that with a decided: "Most unlikely." I honestly don't know for sure. I have never played BUUG; maybe I'll get around to it after the next Beta release. Speaking of which: I have completed one way through the final quest, and chances are that I'll complete the other ways till Wednesday evening CET.

B
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Fri May 27, 2011 1:21 pm

Hehe another SMALL bug report you might nothave noticed as it took me forever to notice. In the vivec guild of mages the paper disapears but the dagger on the door does not. Meaning before you invade the MG their is still a dagger stuck to the door.
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Fri May 27, 2011 3:26 pm

It's possible that, in v1.25, that one dagger was actually just that - an iron dagger. In v1.3, it's a special dagger that is equipped with the same script as all the other debris in the Guild Halls. That leaves me with a different problem though: What if I decide to revert the Guild Halls to their former state while the player is carrying one of the daggers? I'd produce a weight bug. There are a couple of possible solutions. I could make the dagger an activator, I could add a NoPickup part to its script, ... My solution so far: I don't revert the Guild Halls. That's one of the things I need to take care of before the final release.

Speaking of which: RoHT has passed its latest tests with flying colours. Well... let's say "sailing colours". There were four minor problems I'm going to fix now.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Fri May 27, 2011 4:14 pm

Hmm. all ive got is OLD Bug reports O.o well this is a great mod. Would go well with grow your stronghold ( or watever that mod is called )

Ill vote a 10/10 when it comes out :P
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Fri May 27, 2011 7:21 pm

Hi there :wave:

It's late in the week, but I have actually completed my tests of RoHT, and all Beta Testers have received PMs with download links. In case I have forgotten anyone: I'm sorry! Please write me a PM, and I'll reply as soon as possible.

@Wolf3131:
Well, I've spent months on testing it, so I should have found most bugs. Don't be discouraged though: maybe you'll actually find a new bug. :)

B
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Fri May 27, 2011 6:58 pm

sweet. So we can expect this to come out soon...albeit if there are no new bugs found...
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Fri May 27, 2011 6:33 am

Much longer now? I'm really interested in trying it.
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Fri May 27, 2011 6:01 am

Is that an offer to do some Beta Testing? :deal:
I have only released the latest Beta version on Sunday, so most Testers haven't had the time to actually look at it. And I haven't found the time to work on the readme files, the Havish patch, the Nev TLSH patch, or the GDR Aleft patch, either. I reckon that it'll take at least another three weeks to prepare this mod for release. (Partly because on August 16th, I'm going to participate in the http://www.vattenfall-cyclassics.de/index.2.html, and I intend to be faster than last year. That means that I'll spend more time on my bike than on RoHT during the next two weeks.)

B
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Fri May 27, 2011 10:42 am

Hi there :wave:

I have spent some time to write the patch for Nevena's Twin Lamps and Slave Hunters (TLSH) and have come to the conclusion that it is far easier and most probably better to write an RoHT compatible version of TLSH than to write an external patch. I hadn't even finished copying all required dialogue when the patch's file size exceeded 100 kB which is about 12% of TLSH :blink:. I reckon that by the time I have copied everything that's needed for this patch, it will have grown to 150 kB. And I couldn't even guarantee that it would work. After all, I'm creating copies of various Journal quests and dialogue topics here. I'm not sure if topics would show up at the appropriate time; I'm not even sure how TLSH would deal with an other mod reintroducing some of its topics. Would it work? Would the patch overwrite TLSH's topic thus making TLSH unplayable?
Facing all these unanswered questions, it is all too clear to me that TLSH isn't made to be altered by an other mod. That understanding leaves me with two feasible options: Either I bundle an edited version of TLSH into RoHT's download, or I scrap that patch altogether.
I prefer the first variant, but wouldn't want to do so without Nevena's consent. So: Does anybody know how to contact her?

B

Edit: There's also alternative no. 3. I could have Duchess Ilmeni a really simple patch that would set TLSH's global variable "TL_Abolition" to 1. That would outlaw slavery, but it would skip the Twin Lamps quests. And there'd still be the Slave Hunters quest series...
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Fri May 27, 2011 7:37 pm

Here comes the tiniest bug report in the history of Morrowind modding: with 1.25 Tiram Gadar (the Telvanni Spy in Vivec's Mages Guild) addresses the PC as %. Looking forward to the update - it's an amazing mod.
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Fri May 27, 2011 12:52 pm

I'll look into it right away...

Edit: The issue is already resolved: Tiram Gadar isn't using any variables like %PCRank anymore. I don't remember the details, but I think that this has come up before. Thanks for reporting, though! :)

B
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Fri May 27, 2011 2:00 pm

(Partly because on August 16th, I'm going to participate in the http://www.vattenfall-cyclassics.de/index.2.html, and I intend to be faster than last year. That means that I'll spend more time on my bike than on RoHT during the next two weeks.)
B


Take my advice, if you want to win, you have to come first. :)

(that was piece of my wisdom and an undercover bump)
User avatar
Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Fri May 27, 2011 12:19 pm

I hope to see this done soon. I tip my hat to you, and to House Telvanni. :rock:

If you still need beta testers, I'm open on weekends, and 4 hours every weekday.
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Fri May 27, 2011 9:33 am

Take my advice, if you want to win, you have to come first. :)

:D Well, being first wasn't realistic in this competition with 6,200 people starting in the same category. The winner rode at an average (!) speed of about 42 km/h. Compared to that, my average speed of just under 35 km/h was way too slow. If I hadn't developed a cramp in my right leg after about two thirds of the way, I might have made 36 to 37 km/h. Anyway, it was fun to ride at top speed on public roads without having to worry about cars or traffic lights. ^_^

I hope to see this done soon. I tip my hat to you, and to House Telvanni. :rock:

If you still need beta testers, I'm open on weekends, and 4 hours every weekday.

There's no such thing as too many beta testers. :) You've got a PM

@all:
I have been busy thinking about the Twin Lamps and Slave Hunters (TLSH) patch, and I have come up with alternative no. 4. It's something I usually wouldn't approve of, but since Nevena seems to have left modding, and since I don't want to rewrite half of her mod for a little patch, I have made RoHT's TLSH dependent on "Nevena's Twin Lamps & Slave Hunters 1.5.esp". I know that this is in breach of all modding conventions, but it seems to be the best solution for this problem. If anyone would like to test it, write me a PM. My character has completed the TLSH quests long ago, and I don't feel like replaying the whole mod for this test.

B
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Fri May 27, 2011 2:04 pm

How are things going with this project? I have played a telvanni up to mouthhood. Did this to have a character ready to enjoy this project so I really have to ask... How are things progressing and will I be able to install it to my running game?

Thanks in advance =)
User avatar
Markie Mark
 
Posts: 3420
Joined: Tue Dec 04, 2007 7:24 am

Post » Fri May 27, 2011 1:37 pm

How are things going with this project? I have played a telvanni up to mouthhood. Did this to have a character ready to enjoy this project so I really have to ask... How are things progressing and will I be able to install it to my running game?

Thanks in advance =)


I've just finished my run through of the RoHT main quest and it is quite simply a true hall of fame mod and drastically improves the classic original. When released this will be an absolutely mandatory mod for all Telvanni. As to how well it would work with an existing game, given that it only really starts after you are Archmagister, it should work fine, but bhl would know better than I about that issue.
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Fri May 27, 2011 4:22 pm

Things are going really well. I have completed both the "Twin Lamps and Slave Hunters" patch and the "Havish" patch (both untested as of now), and I think, I'll write the "GDR Aleft" patch in a couple of minutes. Tyraa Rane also has completed proofreading the mod, and I have received a couple of reports from Beta Testers. So far, they only encountered very minor glitches. RoHT seems to be quite stable and playable as it is. I plan to fix the remaining bugs next week, and I also plan to write the Readme files next week. All that'll be left to do then is solve this http://www.gamesas.com/bgsforums/index.php?showtopic=999972. (Well, I don't insist on solving it, I'd just like to get it done, that's all.)
And yes, you'll be able to install it into your running game. :)

B

Edit: Thanks again for your kind words, ElvisX3K. :). You're absolutely correct: RoHT can be added at any time, provided that NPCs like Aryon, Divayth Fyr, Ilmeni Dren, and Duke Dren are still alive.
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Fri May 27, 2011 8:03 am

bhl...

I have been using RoHT v 1.25 for awhile now it was a great mod and i use it all the time for Telvanni characters but this...is simply amazing! I simply need to get this mod when it releases. Even if you still need beta testers ill be happy to do so!

Also, im not sure how interested you might be but I'm trying to do a let's play of Morrowind Mods and upload them to youtube. I was hoping to have your blessing in let's playing this mod and uploading it youtube(the final version of course). I would of course feature a dl link to the mod. Ideally it would promote this mod for you.

Thanks for reading and i hope for a soon release of this mod!

Rednave
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Fri May 27, 2011 2:51 pm

This WIP is great news, if it still needs beta testers I'm happy to help - I'm hardcoe Telvanni:) Currently enjoying a replay through using 'Building up Urvirith's legacy' as always with VE and my own personal versions of the mages guild important people and things built into Mages guild rewards (for instance Edwinna Elbert looks rather like Liv Tyler and Trebonious amulet of necromancy and the mages staff both regen magicka.)

Questions, from someone who somehow missed Pozzos original work (/slaphead)

1) Is it compatible if you are already Arch Mage (or want to be)....?

2) Will it overwrite (or vica-versa) Edwinna Elberts face and clothes or will my my favourite lady turn up in a Telvanni tower as beautiful as ever?

3) Is it Vampire (Embrace) and Lich(craft) friendly?
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Fri May 27, 2011 7:59 pm

This WIP is great news, if it still needs beta testers I'm happy to help - I'm hardcoe Telvanni:) Currently enjoying a replay through using 'Building up Urvirith's legacy' as always with VE and my own personal versions of the mages guild important people and things built into Mages guild rewards (for instance Edwinna Elbert looks rather like Liv Tyler and Trebonious amulet of necromancy and the mages staff both regen magicka.)

Questions, from someone who somehow missed Pozzos original work (/slaphead)

1) Is it compatible if you are already Arch Mage (or want to be)....?

2) Will it overwrite (or vica-versa) Edwinna Elberts face and clothes or will my my favourite lady turn up in a Telvanni tower as beautiful as ever?

3) Is it Vampire (Embrace) and Lich(craft) friendly?


Well, just answered my own question for number 2 after downloading version 1.25 - the Telvanni version of Edwinna Elbert will have the default face (eugh! - I feel a Mini-ModMod coming on). I've also noted that she starts with 50 Disp - yet surely by the time you've convinced her to join house Telvanni she will have 100 Disp, as the rising Telvanni will have done some mages guild quests!!??

Brings me neatly to my suggestion for the future, why not make this depandant on the player being Arch-mage of mages guild as well as archmagister - surely the best Telvanni operative would rise up the mages guild ranks, defeat Trebonious in the arena and then have the power and sway to shut down and reorganise the local chapter of the mages guild, leaving and taking Edwinna, Skink and maybe the Telvanni agent from Vivec Mages guild with him (and Sirilonwe the Vampire hater also, as she told me she would love to open a bookshop in Telvanni HQ which would of course serve as a front for her secret Vampire killer order - obviously more liberal than the one in Cyrodil as she will hire vampires to kill their own).
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Fri May 27, 2011 6:43 am

Hi there :wave:

@Rednave21 and Malik: Thanks! You've both got a PM :)

About your questions:
1) Is it compatible if you are already Arch Mage (or want to be)....?

Yes, it is. Unless you wish to squash the Mages Guild and become Archmage afterwards. (It's difficult to be part of something you just killed.)

3) Is it Vampire (Embrace) and Lich(craft) friendly?

I guess so. What exactly would make a mod incompatible with Vampire Embrace or Lichcraft?

Well, just answered my own question for number 2 after downloading version 1.25 - the Telvanni version of Edwinna Elbert will have the default face (eugh! - I feel a Mini-ModMod coming on). I've also noted that she starts with 50 Disp - yet surely by the time you've convinced her to join house Telvanni she will have 100 Disp, as the rising Telvanni will have done some mages guild quests!!??

Yes, RoHT uses Edwinna Elbert's default face mesh. Feel free to adjust all of her five incarnations' looks, though. - Yes, there's more than one additional Edwinna in RoHT.
About her disposition: I don't see why it should be set to 100. She might have seen the player for the first time in her life. After all, House Telvanni and the Mages Guild aren't exactly on friendly terms with each other, and Edwinna and Skink are the only Mages Guild members of any interest to House Telvanni (in RoHT). Sirilonwe is ... well ... somewhere around that corner ... under that pile of debris over there ... or was it over there ... :unsure:
What I'm trying to say: If you'd like to have Sirilonwe as a member of House Telvanni, you've got another idea for an extension to RoHT. ;)

B
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Fri May 27, 2011 9:23 am

Hey, how's this going? Is the release date nigh? :)

By the way, I have a question. Is this compatible with the two other major Telvanni mods; BuuG and Uvirith's Legacy? They are more or less compatible on their own; but if I use them both, can I still add your mod too?
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Fri May 27, 2011 11:34 am

Hey, how's this going? Is the release date nigh? :)

By the way, I have a question. Is this compatible with the two other major Telvanni mods; BuuG and Uvirith's Legacy? They are more or less compatible on their own; but if I use them both, can I still add your mod too?


I think Bhl mentioned it would work with both but Uvirith's Legacy had a NPC that would try to attack you and RoHT uses that NPC although its only in a continuity sense because both mods use different ID's for the NPCs.

Btw do you use Building up Uvirith's Legacy? it allows both BuuG and UL to work together.
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

PreviousNext

Return to III - Morrowind