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

Post » Fri May 27, 2011 8:19 pm

If everything goes as intended, I'll have the new WIP version released by Friday.

Looking at the calendar, you will imagine that not everything went as intended. The main reason for the delay was my Betatest script: I didn't pay as much attention to it as I did pay to the rest of the mod, so a couple of important things weren't done. There are still a couple of other issues I need to resolve - mainly some unimportant scripts not doing what they're supposed to :brokencomputer: - but since it's nothing gamebreaking, I have released the new WIP version. All Betatesters have received a download link. If anyone wants to join in the tests, please write a PM.

So, here's a short overview of RoHT's current status: The main quest is finally complete! I have almost completely rewritten the Duke Dren quest. With approximately 40 Journal entries, two possible entry situations and two possible ends, it's the longest quest I've done so far, and I hope that I have succeeded in creating a believable Coup d'?tat. And following my own tradition with RoHT's quests, I have also expanded the final reward for a bit. With the new version, the player's actions as Archmagister will be rated, and the rewards will range from a fool's cap (the Colovian Fur Helm) to the Helm of Boethia's Rock and a special present from a mysterious admirer.

Also, RoHT has become considerably modder-friendlier. With the new version, I have added lots of global variables that define and keep track of the player's progress in RoHT, so that other mods like Tamriel Rebuilt, for example, can easily check which tower has been built and which has not. It also offers other plugins a way to interact with RoHT without being dependent on it. For example, if you are writing a "Rise of House Hlaalu" and want to do comment on how the foul Telvanni have seized Dagon Fel in an outrageous coup de main, you will only have to add two global variables to your mod: "RoHT_RoHTIsPresent" to determine, if RoHT is loaded and "RoHT_TelLlarelah_status" which you then set to 3 in order to activate Tel Llarelah in Dagon Fel.

I'm going to devise the side quests' details now. As I stated in an earlier post, this will be a rather easy task, so I hope to have something to show for within three weeks.

B

Edit: typo
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:)Colleenn
 
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Post » Fri May 27, 2011 9:38 am

Well, after being away from Morrowind for a few years I was pleasantly surprised to see that RoHT is again alive & kicking. I just d/l version 1.25 & am starting up a new character.
Some questions - is RoHT compatible with the LGNPC series of mods? or the Sixth House mods? (aligning Telvanni with Dagoth Ur against the Tribunal :)) ...and will I have to start over when updating to v1.3 from 1.25, as it sounds like there are some major differences between the two versions.
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Sami Blackburn
 
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Post » Fri May 27, 2011 5:28 pm

is RoHT compatible with the LGNPC series of mods? or the Sixth House mods? (aligning Telvanni with Dagoth Ur against the Tribunal :)) ...and will I have to start over when updating to v1.3 from 1.25, as it sounds like there are some major differences between the two versions.

Concerning compatibility: RoHT *should* be compatible with LGNPC. I have never used those mods, mainly, because I'm using Vampire Embrace, and I have heard that VE doesn't get along well with LGNPC. I'll try it some day, but until then, I have to rely on other's experiences; so far, nobody has reported any conflicts. The same applies to the Sixth House mods; I never wanted to play as a member of House Dagoth, so I haven't had a closer look at both Endrek's and The Mad God's (?) mods. As long as those mods don't require killing prominent Telvanni members like Aryon or Divayth Fyr, they should be compatible with RoHT.

Concerning updating: RoHT v1.25 and the upcoming v1.3 are technically two entirely different mods: They don't share a single object ID, they only change the same Cells. So when you update from v1.25 and don't clean your savegame with Wrye Mash, expect to lose all your progress in its quests and also expect to see some reference doubling. That's all. So it will be sufficient to disable the old version of RoHT, load your savegame without it, create a new and fresh savegame, exit Morrowind, enable RoHT v1.3, load that new savegame, and you're ready to go. (Or you can have Mash clean your savegame.) Don't worry about broken quests through conflicting Journal entries. There are no shared Journal entries.
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Sierra Ritsuka
 
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Post » Fri May 27, 2011 9:54 am

Do you have any idea if this is going to be compatible with mods that alter Tel Uvirith like http://www.gamesas.com/bgsforums/index.php?showtopic=890241? Does RoHT touch anything regarding Tel Uvirith at all?
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Chloe :)
 
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Post » Fri May 27, 2011 10:19 am

I have just taken a look at Uvirith's Lecagy and its RoHT patch, and I have come to a sad conclusion: As matters stand now, RoHT v1.3 and UL v1.07 are not compatible and won't ever be.
The crux is Mallam Ryon; both Stuporstar and I have devised agendas for Mallam that are utterly incompatible. In RoHT, I have developed his character as Pozzo had started it: Mallam moves into Tel Dwemeris with Edwinna Elbert and takes part in Edwinna's quest. In UL, he becomes ambitious himself, temporarily occupies Tel Aruhn's tower (which is possibly inhabitated by RoHT's Zubadaiah by then), demands a promotion and may eventually ambush the player.
I don't see any way to bring those two agendas together. So I have sent Stuporstar a message in which I have asked him, if he would consider to replace Mallam with Gothren's son in UL. I'll keep you updated when I will have received his answer. If you have an idea on this, I'd really like to hear it.

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katie TWAVA
 
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Post » Fri May 27, 2011 5:58 am

I need to elaborate on that:
RoHt is compatible with every mod that changes Tel Uvirith's inside. And it's also compatible with every mod that changes something in Uvirith's grave. The incompatibility between RoHT and Uvirith's legacy originates from both mods' quest lines. In this case the casus belli is Mallam Ryon.
In RoHT, he won't have any ambitions to take over as Master of Tel Aruhn. Depending on which way you choose, he will either drink away his sorrows in "Fara's Hole in the Wall" or move to Tel Dwemeris to assist Edwinna Elbert in her studies. If you choose the second way, he will also play a supporting role in a quest.
In Uvirith's legacy, Mallam Ryon has the completely opposite character. He will want to take over as Master of Tel Aruhn, but both the player and the Council will deny that wish. So he will ambush the player (and probably try to become Archmagister that way).

I don't see any way, how this logical (not technical!) conflict can be solved, and I haven't heard from Stuporstar (UL's author) yet. You can play both mods together, and you won't break any quests by doing so. But you will encounter one of those "What the hangmen is going on here?" moments: You might actually meet a peaceful Mallam Ryon in Tel Dwemeris, head home and be attacked by an angry Mallam Ryon who is craving for power. You might kill him, head back to Tel Dwemeris and meet the peaceful Mallam Ryon again - alive.
That's the whole incompatibilty between RoHT and UL: a mere logical one. Technically, you are absolutely fine to run both mods together.

On RoHT Compatibility with mods that change Tel Uvirith and/or Uvirith's Grave:
RoHT is indeed highly compatible with mods that change Tel Uvirith. It only http://s271.photobucket.com/albums/jj158/bhlmods/?action=view¤t=PortalatTelUvirith.jpg to Uvirith's grave, and even that portal's frame is part of unmodded Morrowind. RoHT does not alter Tel Uvirith's interior in any way.

I can confirm that it is compatible with Uvirith Inside (UL's predecessor), Town of Uvirith and Village of Mora Uvirith. It's probably also compatible with Building up Uvirith's Grave, unless BUUG adds some conflicting quests. (I haven't looked at it yet.)

B

Edit: syntax
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CHARLODDE
 
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Post » Fri May 27, 2011 4:38 pm

It is NOT compatible with Endrek's Sixth House mod, as that mod requires killing Divayth Fyr.
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KRistina Karlsson
 
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Post » Fri May 27, 2011 2:48 pm

It is NOT compatible with Endrek's Sixth House mod, as that mod requires killing Divayth Fyr.

Just made a note of this for the readme file. Thank you. :) Since you seem to have played the mod: How does joining House Dagoth affect the player's membership of another Great House? Will he get expelled or will he be able to continue with that House's quest?

If you get expelled for joining House Dagoth, then I'd still consider both mods to be somewhat compatible. Just like I would consider RoHT to be(come) compatible with Plangkye's Great House Romantic Subplots mod. As much as I know of it (and granted that's not much since Great House Romantic Subplots hasn't reached full alpha status yet), male Hlaalu members will get the chance to court Ilmeni Dren. RoHT will have the original Ilmeni Dren disabled in the course of its main quest, but if you are playing a Hlaalu, you won't be playing RoHT, and if you are playing RoHT, you aren't a Hlaalu. So everything is fine and dandy.
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Jesus Lopez
 
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Post » Fri May 27, 2011 12:00 pm

How does joining House Dagoth affect the player's membership of another Great House? Will he get expelled or will he be able to continue with that House's quest?

Great questions. I've had the mod instaleld for years, but never actually played it...I play way too many quest mods. :biglaugh:

Good to see this mod still chugging along as well. :goodjob:
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Katie Samuel
 
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Post » Fri May 27, 2011 5:29 pm

There are other reasons I doubt it would be incompatible,
Spoiler
like invading Ebonheart and killing Duke Dren.


I'll do a test and see how Sixth House and GHD affect pre-existing house memberships.
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Kevin S
 
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Post » Fri May 27, 2011 5:19 pm

I don't see any way, how this logical (not technical!) conflict can be solved, and I haven't heard from Stuporstar (UL's author) yet. You can play both mods together, and you won't break any quests by doing so. But you will encounter one of those "What the hangmen is going on here?" moments: You might actually meet a peaceful Mallam Ryon in Tel Dwemeris, head home and be attacked by an angry Mallam Ryon who is craving for power. You might kill him, head back to Tel Dwemeris and meet the peaceful Mallam Ryon again - alive.
That's the whole incompatibilty between RoHT and UL: a mere logical one. Technically, you are absolutely fine to run both mods together.

While that's going to be weird, to me it's definitely worth it if it means I can use both mods at the same time. Thanks :)
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sam
 
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Post » Fri May 27, 2011 1:17 pm

I've yet to try with the latest beta, but from my experience with previous versions BUUG is entirely compatible with RoHT.

I've just got round to downloading the latest beta now, so I'll fire it up and give it a run now. New save with minimal other mods running so I don't get any unrelated random crashes.
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Bad News Rogers
 
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Post » Fri May 27, 2011 7:38 pm

It is NOT compatible with Endrek's Sixth House mod, as that mod requires killing Divayth Fyr.


I thought that something like this might be the case. I never got far enough in that mod to kill Fyr.
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Ria dell
 
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Post » Fri May 27, 2011 7:14 am

I have a question. I've downloaded the current version available, and I was wondering does this mod conflict with the main quest?
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Trish
 
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Post » Fri May 27, 2011 9:39 am

I only managed to get a little testing of the current beta done tonight, but the first thing that was apparant to me was that I was still able to stroll into the archmagister's quarters and pick up the amulet of telvanni logic, despite having not even joined the House yet. You should be able to get one of two things from Gothren's corpse. Either the amulet itself, or a key to the Archmagister's quarters, which couldn't be opened without it.


Talyn, there should be no conflicts with the main quest.
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Steven Nicholson
 
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Post » Fri May 27, 2011 2:13 pm

There are other reasons I doubt it would be incompatible,
Spoiler
like invading Ebonheart and killing Duke Dren.

Yes, that's definitely a problem. It will be up to the player to roleplay this bit then. You can't have House Telvanni stage a coup d'etat and simultaneously do the same with another faction.

I have a question. I've downloaded the current version available, and I was wondering does this mod conflict with the main quest?

Not at all. RoHT is strictly a House Telvanni mod, it doesn't tinker with Morrowind's main quest at all. (Though in v1.3 I will need to move a certain orc after a certain event...)

I only managed to get a little testing of the current beta done tonight, but the first thing that was apparant to me was that I was still able to stroll into the archmagister's quarters and pick up the amulet of telvanni logic, despite having not even joined the House yet. You should be able to get one of two things from Gothren's corpse. Either the amulet itself, or a key to the Archmagister's quarters, which couldn't be opened without it.

:facepalm: That's something I haven't tried: Not being a Telvanni. :lol: So far, I have only checked for the player's rank in House Telvanni. I'll see what I can do there. Thanks for pointing it out!

B
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 7:11 pm

Not at all. RoHT is strictly a House Telvanni mod, it doesn't tinker with Morrowind's main quest at all. (Though in v1.3 I will need to move a certain orc after a certain event...)


Ok thanks, just wanted to make sure. Anyway keep up the good work. :goodjob:

Take Care!
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helen buchan
 
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Post » Fri May 27, 2011 1:13 pm

(spoilers coming your way, don't read if you don't want)

Ok, one big thing I noticed when testing the new beta. I spoke to Zubadaiah after the attempt to kidnap her, got her spiel about the daedric realm then went to speak to the old Archmagistrix in the firey pit in the Archmagister's quarters. Except there was no fire in the pit, nor were any of the former archmagisters there. I opened up the beta in the CS and it's all there, so I'm really not sure what's going on with that.



Other than that, just a couple of dialogue oddities so far. Speaking to my assistant to get the first quest, he says "...just tell me, when you are ready...". There's no need for that comma, and it makes the full sentence read strange. When speaking to Edwinna and Skink to recruit them, the "following objects" dialogue option is already there. I started up a new game and immediately approached Edwina, and the dialogue option was there, despite my character not even being in the House. After giving Skink his amulet and gold, he says "I shall be there", which reveals the entirely unrelated "Shal" dialogue option. Finally, when talking to Zubadaiah about the "summoning chamber", she says "Gothren didn't probably". This should be "Gothren probably didn't".
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Anna Krzyzanowska
 
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Post » Fri May 27, 2011 8:43 am

(spoilers coming your way, don't read if you don't want)

Ok, one big thing I noticed when testing the new beta. I spoke to Zubadaiah after the attempt to kidnap her, got her spiel about the daedric realm then went to speak to the old Archmagistrix in the firey pit in the Archmagister's quarters. Except there was no fire in the pit, nor were any of the former archmagisters there. I opened up the beta in the CS and it's all there, so I'm really not sure what's going on with that.


I did the same thing. You need to talk to Zubadaiah until she tells you what ritual items she needs to activate your summoning chamber. Then you'll go get them (like half can be found inside the archmagisters chambers) and then Zubadaiah will come with you and activate the chamber for you.

Also, yeah, there are several weird comma errors, but I don't really find them at all distracting. Maybe try writing them down as you come across them so bhl can polish this up a bit. I don't believe he is familiar with English comma usage rules as its not his native language.
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Nina Mccormick
 
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Post » Fri May 27, 2011 6:07 pm

I did the same thing. You need to talk to Zubadaiah until she tells you what ritual items she needs to activate your summoning chamber. Then you'll go get them (like half can be found inside the archmagisters chambers) and then Zubadaiah will come with you and activate the chamber for you.

Also, yeah, there are several weird comma errors, but I don't really find them at all distracting. Maybe try writing them down as you come across them so bhl can polish this up a bit. I don't believe he is familiar with English comma usage rules as its not his native language.

Alright, I'll give that a shot. I think it should be made a bit clearer that that's what you have to do though. Although maybe it's because it was there from the start in previous versions so I assumed it would be again.

EDIT: Having read through the dialogue again, I really did miss the obvious. No change needed there.
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gemma
 
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Post » Fri May 27, 2011 9:33 pm

@th3undon3on3
I have just fixed all errors you mentioned. The dialogue topic "following objects" was filtered too loosely. It was fine for the old versions, because Pozzo didn't write a script that adds all topics before the first quest even starts. I did write that script, so I need to apply more restrictive filters.
Concerning "Shal" popping up inside "shall": There's nothing I can do about that. Morrowind parses every word of dialogue in hopes of finding a topic in there. Whenever it finds one, it will highlight that topic. So "Shal" would also pop up in "shallow", "marshal", "shale", "shalm", etc. p.p. I could of course use "will" instead of "shall", but I like the latter's ambiguous meaning of both "will" and "must".
Concerning comma placement: Yes, that's my weak spot. So please report such errors when you find them. And if you can point me to a good tutorial/a set of rules for comma placement, I will gladly read it and try to adhere it in the future.

Concerning Zubadaiah's quest: I guess you are still used to the previous version, when you wouldn't have to reactivate the Summoning Chamber. That may be a bit confusing at first. But as DivinePanda already said: It's pretty straightforward, if you follow her line of dialogue to its end.

Thank you for reporting those bugs. :)

B
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Miss Hayley
 
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Post » Fri May 27, 2011 3:09 pm

Yeah, the problem with Zuba's quest was just that I expected the chamber to already be up and running as in the previous versions. That was a pretty sweet reactivation ritual you put in there though.


Spoiler
Anyway, a couple more things I picked up. In one of the first conversations with Mehitabel Llahrus in Ebonheart she says "were he found that". This should be "where he found that". One of the journal entries you get when speaking with the master alchemist says "I will see, if I can win his trust. had some bad experiences with Therana.". I'm guessing this would best read as "I will see if I can win his trust, as he had some bad experiences with Therana.". Also, one of the dialogue options you get when speaking to him says "but if wont promote you", which should be "but I wont promote you". When speaking to the advisor afterwards, he says "I wish, you had spoken with me about it earlier", to which you reply "That is something, I want to entrust you with". Neither of these sentences require a comma. Back to talking with Mehitabel, she says "I can only hope, that this poison is as good as you say". While that comma does give a slight dramatic effect, I think the sentence would read better without it. Speaking with your advisor afterwards he says the duke's doctor "couldn't bring him back to live", then "guess, what her first..." [at this point my pen died :|]. These sentences should read "couldn't bring him back to life" and "guess what her first..." respectively.

And the latest quest I've got to I've been sent off to Tureynul, but have been given no directions or hints as to where it is. A guess would put it in the Red Mountain area, but that's all I can get. EDIT: Having had a look in the CS, "Tureynul" should be "Tureynulal" (which explains why I couldn't coc to it :P). Directing the player to "Tureynulal, on the eastern slope of Red Mountain" should be good in my eyes.



Anyway, it's testament to how well you're making this mod that 90% of the issues I raise are grammatical or typographical errors :)

As far as comma placement goes, just remember that James Joyce once spent a whole day putting a comma into a sentence, then the next day taking it out again. Although he also wrote the last chapter of Ulysses without punctuation at all, save for a solitary full stop around the middle of the chapter... http://owl.english.purdue.edu/handouts/grammar/g_comma.html a page on comma usage that probably goes far beyond what you'll need to know for casual writing such as this. If you ever figure out what the bloody hell a "long prepositional phrase" is, let me know :|



As a final note for tonight, I liked the book detailing the founding of House Telvanni. I don't like that my stronghold is built on the grave of a loser though :meh: :P
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matt
 
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Post » Fri May 27, 2011 9:17 pm

Hi bhl,

nice to see how things are proceeding. Since you want to add a Mouth for Daedreyon if the Hunter Mod is present, you may want to see http://www.gamesas.com/bgsforums/index.php?showtopic=969002, which i revealed to the public last weekend. If you like, i'd love to see more of the Telvanni Characters there to be involved in Rise of House Telvanni, to add a history to them.
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I love YOu
 
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Post » Fri May 27, 2011 5:09 pm

This is magnificent work - can't wait for it to be released! If you need any testers again in the future I'd love to help out (Telvanni mods are the shizz).
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mollypop
 
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Post » Fri May 27, 2011 12:41 pm

For people that aren't bhl or other beta testers, it's a fair assumption by now that my posts will be chock full of spoilers.

Spoiler
When speaking to the advisor about "Dwemer laboratory" he says "I doubt, he would approve of it so shortly after Ranos raised his greenhouse". There's no need for the comma in that sentance.
After destroying the Mages' Guild, Iniel is still there in the Sadrith Mora guild offering guild guide services.
When speaking to Baladas about "some specialists", the journal entry you get says "All he remembered was, that it started with a 'G'". No need for that comma.
I found the specialist in Mournhold a little hard to find. A bit of dialogue for the people in Mournhold pointing you towards the right house wouldn't go amiss.
After recruiting Tjalk, the journal entry says "I'm sure, they will have a great time". No need for the comma there.
Speaking to Tjalk about "Tjalk Strong-Arm" he says "Don't look any further, %", which should have been "Don't look any further, %PCName". Although looking in the CS the dialogue you've written for him is "Don't look any further, %PCRank", so I'm not entirely sure what you were intending him to say.
Once you tell Edwinna you've got all four specialists the journal entry says "She left for Nchuleft instanter", which should read "She left for Nchuleft instantly".
Speaking to the advisor afterwards, he says "I wonder, what we'll see next from our new House members". No need for that comma.
The journal entry you get at this point says "Maybe I'll pay her a visit and see, how she is progressing". No comma there either.





Also, I've been considering "logical" compatibility with http://www.gamesas.com/bgsforums/index.php?showtopic=970347&st=0. I doubt the Telvanni council would take too kindly to breakaway Houses.
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Katie Louise Ingram
 
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