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

Post » Fri May 27, 2011 5:41 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.

You really should send BHL a PM, not post this stuff here. That solves the spoilers issue.

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

Latest rumors mention the robot arena and bhl said a little searching wouldn't be that bad for ya. That being said, I believe he has added a hint in the dialogue and journal entries with part of the guy's name.

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

He was intending PCRank. It's just that Tjalk is not in a faction so it doesn't make any sense there. I think he has changed it to PCName as a fix.
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Fri May 27, 2011 12:29 pm

You really should send BHL a PM, not post this stuff here. That solves the spoilers issue.
Or use the spoiler tag - that's what it's there for.
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Fri May 27, 2011 11:52 am

You really should send BHL a PM, not post this stuff here. That solves the spoilers issue.

I prefer to have it out in the open for other beta testers to see too, that way they can quickly put me right when I'm just being dense a-la the summoning chamber incident :P May also save duplicate reports going to him.
Or use the spoiler tag - that's what it's there for.

Meh, I always forget about them (and whatever other fancy stuff has been added here over the years). I'll get there with practice.
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Fri May 27, 2011 8:12 pm

May also save duplicate reports going to him.

That is certainly a concern that could help ease work for him. Luckily you didn't catch most of the things I did and I failed to catch hardly any of the textural errors you did. I have a bunch of stuff to post later when I get back home and will post it here instead of sending a PM so we can make sure there is no overlap.

@th3undon3on3:
Spoiler
I'll go ahead and let you know that there is a game-breaking error later when you need to go back to the the East Empire Trading Company guy (the new one not the one you assassinated) to get some tools that takes the manual setting of a variable using the console to get past for now. Should be easy enough to see which one to set from the script attached to RoHT_Mehitabel_2 or whatever the NPC is in the construction set that enables him and disables the old pre-promotion Mehitabel and Ponius.

User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Fri May 27, 2011 5:12 pm

Hi there :wave:.
I'm sorry for replying thus late: This thing called "real life" has demanded a lot of time over the past days. So, let me catch up with the discussion...
First, I have fixed all those punctuation mistakes. Thank you for reporting them!
Spoiler
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. Directing the player to "Tureynulal, on the eastern slope of Red Mountain" should be good in my eyes.

Spoiler
Well, please read it again. :angel: Both your advisor and your Journal speak about Dagoth Tureynul's citadel. Anyway, Llovin will now mark Tureynulal on your map.

Yay, talking in spoilers is really creating a bit of mystery around here. :ninja:
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 :|

It'll probably take me a lifetime to compete with James Joyce's punctuation, but I'll do my very best. Thank you for that link: I will work through it as soon as possible (this post does not yet benefit from that new knowledge).
[Off Topic]
A preposition is a word that expresses a relation towards something. A word like "before", "after", "over", "under" or "next to". So a long prepositional phrase (with "long" being defined as "over four words") would be something like "After I had dealt with Canctunian Ponius, I returned to Sadrith Mora." or "Cowering next to a giant log, the rabbit was almost invisible to the hunter's eye." (I know my way around German grammar; it's the English grammar that I still need to learn.)
[/Off Topic]

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

:D Well, that book originates from Pozzo's quill, but I'm sure glad you like it.

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.

Hi Elim,
great to see you here. :wave: I would love to add those Telvanni to RoHT. Unfortunately, I haven't played Oblivion and I have no plans to do so in the foreseeable future. I did buy and install it when it was released but lost interest in it before I even left the CharGen dungeon. I can't put my finger on what was wrong, but I was bored within minutes. So I think that I need to leave this task to someone who has played your mod in Oblivion and has detailed knowledge on its protagonists. RoHT does provide an interface for extensions, so that should be a feasible task. I'll gladly help anyone who wants to take up that task with information on how to weave this extension into RoHT. (Currently, I can even alter RoHT's extension interface to cater those needs.)

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).

Thanks for the compliment. You've got a PM. :)

Spoiler
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".

Spoiler
It may be old-fashioned, but http://www.merriam-webster.com/dictionary/instanter is a real word. Originally, I intended to write "stante pede" which means "with standing foot" = "without the slightest delay". I'm not sure if "instanter" really expresses that, but "instantly" seemed too weak an expression to me.

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.

Let's not worry about unlaid eggs. Neither RoHT nor Tel Ranas are done yet. I'll have a look at Tel Ranas as soon as Kithal releases a WIP or Beta version.

You really should send BHL a PM, not post this stuff here. That solves the spoilers issue.

Latest rumors mention the robot arena and bhl said a little searching wouldn't be that bad for ya. That being said, I believe he has added a hint in the dialogue and journal entries with part of the guy's name.

On the question of reporting bugs here on in PMs:
Personally, I'm fine with both PMs or having them posted here. I agree that it might be easier for the Betatesters to have them posted here, so they can check if "their" bugs have already been posted. Just do what you're comfortable with. If you prefer to send them by PM, that's perfectly fine. If you post them here, please do use the spoiler tags so that those who want to be surprised by the mod don't have to read them.

And something on the search for "some specialists":
Spoiler
You need to find four specialists, two of which are very easy to find. Your advisor will suggest you talk to Divayth Fyr and Baladas Demnevanni. When you talk to Divayth Fyr you'll have the first specialist. Divayth will then direct you to Yagrum Bagarn who will send the second one to Tel Dwemeris. Baladas Demnevanni doesn't remember the third specialist's name and sends you out to search for a Bosmer in Gnisis. As far as I recall, there is only one Bosmer in the village, so this is rather easy. The last chance to add something of a challenge to this quest is the fourth specialist. Divayth will tell you of someone from the mainland, so you'll know he's in Mournhold. And since Mournhold is a rather small area I said that a little search wouldn't hurt. I have made this search a little easier, though. Even though Divayth couldn't care less for this "Gnat's floccus", you'll get an idea of who you need to find.


This information is vital for all BetaTesters:
Spoiler
I'll go ahead and let you know that there is a game-breaking error later when you need to go back to the the East Empire Trading Company guy (the new one not the one you assassinated) to get some tools that takes the manual setting of a variable using the console to get past for now. Should be easy enough to see which one to set from the script attached to RoHT_Mehitabel_2 or whatever the NPC is in the construction set that enables him and disables the old pre-promotion Mehitabel and Ponius.

That is a mistake I made while I restructuring RoHT to cater to future extensions. I have already fixed this in my current WIP version, and issues like this will hopefully never happen again. I will upload a new WIP version as soon as I have something new to show. Unfortunately, little spare time combined with a mild case of writer's block have impeded me during the last two weeks. I'll try to catch up during next week. Until then have fun with RoHT, be it the "old" version or the WIP!

B

Edit: Typo
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Fri May 27, 2011 5:43 am

I'm going to be busy pretty much all of the next week, so I doubt I'll be able to get any playing done at all. If you get the next version finished just PM it to me and I'll get going as soon as I have time.
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Fri May 27, 2011 11:06 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.

Coming back to this... I have just tried this with a new character and I wasn't able to get into the Archmagister's quarters unless I joined House Telvanni and rose to the rank of Archmagister. I'm at a loss at how you could get in. :shrug: Did you previously have an earlier version of RoHT installed?
Your idea of looting Gothren's corpse for the key is good but only if you already have RoHT installed at the moment of killing him. If you install RoHT later, Gothren's corpse might have already vanished, and I don't want to make his corpse persist. (Zubadaiah would tear my head off if I left her with a decaying Dunmer in her living room.)

So, time for a brief update:
I have inspected most interiors again and have fixed some visual glitches. I have also created a basic personality for Elmera Indalas and have completed her side quest. And I have begun to create a personality for Alighiere (formerly Laceratis). I hope to complete his quest before Easter.
After that I will finally improve my punctuation and read through the entire dialogue again. Last time I checked I was close to 65,000 words (at least that's what the editor said), so that will take a while. I will also implement two more variables to check and control RoHT's quest progress before I can finally attend to writing all kinds of patches and begin a test run myself.

B
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Fri May 27, 2011 1:22 pm

Bhl, looks great, I'm glad you still have the oppurtunity to work on it. Take care.
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Fri May 27, 2011 6:23 pm

Wow, I played a beta of this six months to a year ago and loved it, can't wait to see how it's expanded even more! (School meant I took some time off from Morrowind for a while, but my telvanni character is still very much ready to destroy the Mages' Guild!) Anyway, keep up the good work. My only note from the version I played was that Edwinna didn't retain any quests after recruitment, and knowing her she would have still wanted the same things done as in the Mages Guild once you get to the dwemer research stuff. I don't know what you've added since that version, but I'd prefer if I could still assist her with her research after recruitment. If you've already added that, don't mind me. In any case, keep up the good work!
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Fri May 27, 2011 4:07 pm

Regarding the issue with Gothrun's key: could it be possible for his Mouth to give it to you? His Mouth would have to consult with him quite frequently so it would make sense for him to have a key, and since his patron was killed he'd be wanting the PC on side, so he didn't end up being 'removed' as well.
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Fri May 27, 2011 3:23 pm

@Kukaahinui:
Thanks! :)

My only note from the version I played was that Edwinna didn't retain any quests after recruitment, and knowing her she would have still wanted the same things done as in the Mages Guild once you get to the dwemer research stuff. I don't know what you've added since that version, but I'd prefer if I could still assist her with her research after recruitment. If you've already added that, don't mind me.

I have already extended Edwinna's quests quite a bit. With the new version, you will authorize construction of her own tower, help her find assistants for her research, ensure a steady supply of tools, fetch her some items and help her save her sanity when her research turns against her. How's that for starters? :D There are a few screenshots in this thread's first post and a couple more in the previous post.

Regarding the issue with Gothrun's key: could it be possible for his Mouth to give it to you? His Mouth would have to consult with him quite frequently so it would make sense for him to have a key, and since his patron was killed he'd be wanting the PC on side, so he didn't end up being 'removed' as well.

That is an option although I'd give the key to Fast Eddie. In unmodded Morrowind the Mouths are scripted to disappear as soon as their respective Master dies. It seems more logical to me that Mallam would hand over his keys before he left the Council Hall. On the other hand, that key isn't really needed. I have secured that entry with a script that should prohibit the player from entering early. (And I could also write some "bouncer" script that will definitely keep him out.) But before I add a key, I'd like to understand why th3undon3on3 could bypass the existing door script.

B
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Fri May 27, 2011 7:46 pm

Had a couple of problems. The dialogue when it comes to destrying the mages guild is looping for me, and not moving forward. Eventually i clicked on the option i didnt want (destroy the mages guild one) and it moved forward.

Everything then went hunky dory until i was given the quest to go to pergamaea and kill everyone. So i went and killed every singles last thing in Sud and Pergamaea but when i return Zafirbel still doesnt recognise the fact and the Chimer / Dunmer lady doesnt either. So im kinda stuck at that for now with no clue as to what else i need to do, and yes i picked up zafirbels star too.
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Fri May 27, 2011 5:34 pm

Had a couple of problems. The dialogue when it comes to destrying the mages guild is looping for me, and not moving forward. Eventually i clicked on the option i didnt want (destroy the mages guild one) and it moved forward.

I have had a similar report before and I hope that I have fixed it now. Out of curiosity: Is your character both Archmagister of House Telvanni and Archmage of the Mages Guild?

Everything then went hunky dory until i was given the quest to go to pergamaea and kill everyone. So i went and killed every singles last thing in Sud and Pergamaea but when i return Zafirbel still doesnt recognise the fact and the Chimer / Dunmer lady doesnt either. So im kinda stuck at that for now with no clue as to what else i need to do, and yes i picked up zafirbels star too.

What is your last Journal entry on this quest? It should be
Spoiler
Chirsaedo and every one of the deranged mages are dead. I should pay Zubadaiah a visit and tell her that she is safe.

If it's still
Spoiler
I have conjured Zafirbel's spirit. Those mages who attacked Zubadaiah seem to be descendants of the mages she entrusted to take care of Pergamaea. She was furious about their attack on her grandchild and asked me to wipe out their whole order. The password to access Pergamaea is "Chirsaedo", which is the name of a Golden Saint who is also guarding Zafirbel's Star there.

you haven't killed everyone.
Spoiler
You need to kill the 3 cultists in Sud, the 10 cultists in Pergamaea and the Golden Saint Chirsaedo. If you actually did kill them and your Journal wasn't updated, is there any information in your warnings.txt? Did you save and reload before you killed the last of the cultists? Not that it should matter, I'm simply trying to pinpoint this bug.

As a workaround for further testing enter this line into the Console:
Spoiler
Journal, "RoHT_Summoning", 90

and talk to Zubadaiah again.

B
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Fri May 27, 2011 5:06 pm

My last journal entry is the one before it says every one is dead. Every living thing in Sud and Pergamaea is dead, and i checked to see nothing had fallen thru the walls or into the water, so no joy there.

on the other issue my character is not a member of the mages guild, and hasnt been expelled. Not sure what could be the cause of that, as i looked thru the CS and didnt come up with anything... :(


Really good so far, Pergamaea is far more interesting now, it used to just be plain killer!
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Fri May 27, 2011 4:54 pm

My last journal entry is the one before it says every one is dead. Every living thing in Sud and Pergamaea is dead, and i checked to see nothing had fallen thru the walls or into the water, so no joy there.

Strange. During this quest's development I have played it multiple times without any problems at all. Could you please go to both Sud and Pergamaea and look for the following bodies?
Spoiler
In Sud: Deregael, Menesmeloch, Reterelmo
In Pergamaea: Baerael, Culmulaire, Diraelande, Hadiel, Iladrewe, Lodarelmo, Nonalinde, Olarethe, Olquil and of course Chrisaedo
If you find all these NPCs and the Golden Saint dead, there's a problem with the script that is supposed to check for their death and update your Journal (RoHT_CultistsDeadCounter_Script).

In that case please enter
StartScript, "RoHT_CultistsDeadCounter_Script"

into the Console and see if that will update your Journal. In any case we need to hunt down this bug. So: When you talked to Zafirbel about "order of Mages" and she said
Spoiler
*Your* masters? Oh... I forgot for a moment that I am no longer Archmagister. I am only worried about my grandchild. So please accept my apology - I am grateful for your support. The entrance is secured by a force field. It is protected by the password Chirsaedo.

she seems to have correctly updated your Journal to
Spoiler
I have conjured Zafirbel's spirit. Those mages who attacked Zubadaiah seem to be descendants of the mages she entrusted to take care of Pergamaea. She was furious about their attack on her grandchild and asked me to wipe out their whole order. The password to access Pergamaea is "Chirsaedo", which is the name of a Golden Saint who is also guarding Zafirbel's Star there.

In the very next line of the Result Box she should also have started that "RoHT_CultistsDeadCounter_Script". Apparently that script either didn't start or has somehow stopped working and I'm wondering why. One idea is that Morrowind minded my scripting (I forgot a comma and the quotation marks): I have changed that now. The other idea is that between talking to Zafirbel and killing the last cultist you have saved and reloaded your game. That shouldn't matter since all running scripts should also be saved (maybe not in a quicksave, though), but it could be a trace to where this bug originates. Did you save and reload your game during this quest?

on the other issue my character is not a member of the mages guild, and hasnt been expelled. Not sure what could be the cause of that, as i looked thru the CS and didnt come up with anything... :(

Well, I have revised that dialogue topic's entire filtering a few days ago. The problem was that I implemented the new entries for players who are both Archmagister and Archmage without actually testing other choices than to destroy the Mages Guild. I hoped that I only messed up the new dialogue. Anyway, I have fixed this now, and I'll test it in person before I release the next WIP version (sometime after Easter).

Really good so far, Pergamaea is far more interesting now, it used to just be plain killer!

Thanks! :) I thought it needed some background myself. (That, and I really wanted to make use of the former Archmagisters).

Thanks for testing and reporting this!

B
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Fri May 27, 2011 8:42 am

I did some testing on RoHT today. The only major glitch I noticed was the looping dialogue for destroying the Mages Guild. For some reason, the option to let them off the hook would just loop over and over, leaving me with no other choice but to destroy the Mages Guild, which after seeing the results, was not something I felt good about.

Also, this is a minor detail, but Lady Zebadaiah's (sp?) backstory about being the daughter of the Master of Tel Ouada could very, very easily be made to fit the lore of Tamriel Rebuilt, if that was something you'd be interested in. It's not really a major thing, but I know a lot of people who play House Telvanni also use TR so they can do the mainland Telvanni quests and visit the epicenter of the house. All you'd really have to do is change her lines that talk about her father, the Master of Tel Ouada, to instead reference her mother, Mistress Rathra (the ruler of Tel Ouada in TR).
User avatar
Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Fri May 27, 2011 7:27 pm

I did some testing on RoHT today. The only major glitch I noticed was the looping dialogue for destroying the Mages Guild. For some reason, the option to let them off the hook would just loop over and over, leaving me with no other choice but to destroy the Mages Guild, which after seeing the results, was not something I felt good about.

Yes, violence is an ugly thing. And that quest doesn't trivialize it. When you send mercenaries to wipe out your adversary, expect to see devastated ruins, fires and dead bodies scattered across the floor. We're lucky that there are no smell generators for computers. I wouldn't like to be in there with the stench of smoke and charred or rotting flesh. But that's the price of "victory". If you aren't willing to pay it, you can spare the Guild in the next bug-fixed release.
And thank you for your opinion: That is as valuable as bug reports. :thumbsup: I write quests to my liking, but I never know what other people think of them unless they state that oponion.

Also, this is a minor detail, but Lady Zebadaiah's (sp?) backstory about being the daughter of the Master of Tel Ouada could very, very easily be made to fit the lore of Tamriel Rebuilt, if that was something you'd be interested in. It's not really a major thing, but I know a lot of people who play House Telvanni also use TR so they can do the mainland Telvanni quests and visit the epicenter of the house. All you'd really have to do is change her lines that talk about her father, the Master of Tel Ouada, to instead reference her mother, Mistress Rathra (the ruler of Tel Ouada in TR).

I'm definitely interested in making RoHT fit in with TR although I won't write an extension for it. I haven't visited the mainland myself, so I'll need a bit of information here: Is there some background about Mistress Ratha in TR? Any mention about her predecessor/a possible father for Zubadaiah? Is Ratha even old enough to have a daughter at Zubadaiah's age?
User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Fri May 27, 2011 7:07 am

Actually, now that I think about it, I'd probably just hold off on making any changes to accommodate TR lore just yet. There mod, like yours, is still a WIP; The main quest for the Telvanni Isles is all about the rivalry between the Dutchess of Firewatch and Mistress Rathra. Who knows what sort of back story and details she'll have in the final version.

And as far as destroying the Mages Guild goes, I really liked how you could
Spoiler
convert Edwinna and the Argonian steward in Sadrith Mora
. The items and bribes you had to give them with were steep, but seeing as how they are betraying their own Guild, it made perfect sense.
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Fri May 27, 2011 4:10 pm

Ok, now that I know all that about expanding Edwinna, I totally have to download this new version. She always was my favorite, especially since my mage characters are very much like her- bookish and a little obsessed with learning everything they can, usually about magic for them of course.
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Fri May 27, 2011 7:45 am

Just a quick Question about V.1.25:
My character plans to kill Master Neloth because of a certain insult he received from him after an certain quest. Is Master Neloth neccessary for any of the RoHT-Quests?
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Fri May 27, 2011 8:24 pm

Is Master Neloth neccessary for any of the RoHT-Quests?

No. For RoHT, I'll only need Aryon, Baladas Demnevanni and Divayth Fyr (and maybe Therana, if only for logical reasons). You're free to ... well ... deal with the rest in the traditional Telvanni way. That applies to the upcoming version v1.3; for v1.25 you don't even need these NPCs.
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Fri May 27, 2011 9:36 am

Thanks. My Chracacter will be pleased to finaly speak reason with Neloth.
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Fri May 27, 2011 5:23 am

Ok first I want to say this a brilliant mod. Now Ive gotten up to the find the Dukes Daughter part in the Dren Family Chamber but she seems to be in the St.Delyns south-one in vivec and has no dialogue when I put on the mask to look like her dead fathers ghost, was wondering if theres something i can do like console wise to continue???

Also I was wondering if the mod is going to be tied in with the tamriel rebuild mod in the sense of information about the whole grandmagister and who he is??
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Fri May 27, 2011 7:31 pm

The Ilmeni Dren in Vivec's St. Delyn canton is an entirely different NPC than the one in Ebonheart's Dren family chambers: She can't have the appropriate dialogue. The fact that she's still in Vivec only means that you haven't visited her home at a certain Journal entry. I just had a look at version 1.25's Ilmeni Dren script and must say that I'm a bit shocked I didn't see its flaws when I worked on that version.

I suspect that your last Journal entry on this quest is:
"I received the mask from Master Uvoo, and will now go to the Dren family chambers in Ebonheart. I should be careful not to wear the mask when in the presence of others, as I'm sure they would attack the strange apparition they thought they could see."
In that case, Duchess Ilmeni's script won't work unless you have either never visited the Dren family chambers before or you have visited her exactly one Journal entry earlier. In order to make her appear enter
ilmeni dren_2->activate

into the Console and see if that helps. If it doesn't try
PlaceAtPC ilmeni dren_2 1,1,1


I'm sorry that you're apparently the first person to fall victim to that script. I really wonder why nobody else has had a problem with it. Version 1.3 takes a different approach to both this script and the quest, so that it won't feature this particular bug.

B

Edit: I forgot to answer the second question:
Also I was wondering if the mod is going to be tied in with the tamriel rebuild mod in the sense of information about the whole grandmagister and who he is??

There has been a reference to the grandmagister at the end of RoHT for longer than I know the mod. I have never checked it for lore compliance and even if it contradicted lore, I wouldn't care. It's a beautiful idea by Pozzo, and it will stay in the mod.

On a Tamriel Rebuilt expansion for RoHT: I still haven't found the time to play Tamriel Rebuilt and I won't write such an expansion. However, everyone who is interested in writing a TR expansion for RoHT is very welcome to do so. All I ask is that you contact me before you have a go at it: I have provided RoHT with an interface to easily keep track of its progress and I may be able to help you find your way through the numerous interdependencies.
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Fri May 27, 2011 8:25 am

Hello

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.

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?

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?

3. The mod is not compatible with Nevena's Twin Lamps and Slave Hunters Mod due to overlapping theme?

4. Finally the most annoying question - when can we expect a release?

With respect
Dwyn
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

PreviousNext

Return to III - Morrowind