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

Post » Fri May 27, 2011 8:10 pm

Sequel to the http://www.gamesas.com/bgsforums/index.php?showtopic=491211.

WIP Pozzo's Rise of House Telvanni v1.3

History:

Long ago, Pozzo devised a mod that would allow the Archmagister of House Telvanni to gain considerable influence on Vvardenfell by completing a series of quests to undermine the Empire and strengthen House Telvanni: Rise of House Telvanni was born.
On Oct 22nd, 2003 Pozzo released v1.2 Beta of this mod to the public. Shortly afterward, he left Morrowind modding and also this mod as a Beta. In June 28th, 2006, Karpik777 rediscovered it and presented his find to the Morrowind community. Despite its Beta status it was received very well, so after fixing the most pressing errors and balancing some over-the-top rewards, Karpik777 re-released it as version 1.21. From then on, the mod saw a quick succession of updates.
On Jul 7th, 2006 Karpik777 fixed a couple more errors that SkyShadowing had found before. The next day, he released it as v1.22 on Planet Elderscrolls, thus making it available to the entire community again.
On July 31st, 2006 Aeroldoth volunteered to fix the mod's spelling and grammatical errors. As he put it: "I LOVE to fix spelling errors, or rather, I HATE to read them." He finished this endeavouring assignment within a month, so that on August 25th, 2006 a completely proof-read v1.23 saw the light of day. In addition to proof-reading, he also fixed a lot of the mod's errors.
On Feb 17th Karpik777 fixed another quest breaking bug and released v 1.24 to the public.
That was about the time that I set eyes on this beauty of a mod. I played it and liked most of it. So I began to fix any error I could find. I also removed the formerly incorporated "Of Human Bondage Mod", thus creating what was to be v1.25. On April 20th, 2007 Karpik777 uploaded it to Planet Elderscrolls.
I was honestly flattered by that and since I really liked - and still like the mod - began to ponder how it could be further improved. On July 8th, 2007 finally, almost exactly one year after Karpik resurrected the mod, I announced that I had taken up work on it again.
Now, on Jan 15th, 2009, I'm still working on it :embarrass:, but I'm trying really hard to finish my work on it.


What is this mod about?

Rise of House Telvanni is a mod for the Telvanni Archmagister. By a series of quests and political decisions the player can either lead House Telvanni to political predominance or expand it moderately. Depending on the player's decisions, House Telvanni will gain one to four new strongholds, topple or leave alone the Mages Guild, crush or support the Twin Lamps, take over or lose all influence in the East Empire Company and shake Vvardenfell's Grand Council to the core.


What's new in v1.3?

Nearly every quest from previous versions has been expanded, either by a bit of dialogue and atmosphere or by adding new tasks for the player. In addition, there are a couple of entirely new quests, a lot of them centred around House Telvanni's new members.


The changes in detail

Quest: Gothren's successor
Freshly instated into office, the player needs to http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/MallamRyoninFarasholeinthewall.jpg http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/BolsIndayn.jpg http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/ZubadaiahinTelMora.jpg (3 screenshots) for the late Gothren.
What has changed: Bugfixes
Development Status: Complete and Tested

Quest: Dealing with the Mages Guild
Rivalry with the Mages Guild has reached a new climix. The Telvanni Council wants them http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/MGVivecburning.jpg and http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/MGBalmoraburning.jpg - except for two prominent scholars: Edwinna Elbert and Skink-in-Tree's-Shade. It's up to the player to either fulfil or deny that demand.
What has changed: If the player decides to crush the Mages Guild, Edwinna Elbert and Skink-in-Tree's-Shade will eventually demand a tower of each own. This will be handled in later quests (see below).
Development Status: Complete and Tested

New Quest: Ghosts from the past
This is an entirely new quest. The http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/ZubadaiahinTelAruhn.jpg calls the player for assistance: She has been attacked by a group of deranged mages. In order to find and hunt them down, the player will http://i271.photobucket.com/albums/jj158/bhlmods/SummoningChamber_active.jpg, confer with http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/Zafirbel.jpg and finally face Zubadaiah's assailants in the lost Daedric Realm of http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/Pergamaea.jpg.
Development Status: Complete and Tested

Quest: The Wards of Trine: Star of Zafirbel
This is the first of three visions that Therana will have in this mod. Each leads to a powerful artifact, once owned by a founder of House Telvanni. The Star of Zafirbel is located in Pergamaea.
What has changed: This quests is now woven into the "Ghosts from the past"-quest. I wanted to have some background for the Mages there, and I'm quite content with how it turned out.
Development Status: Complete and Tested

Quest: Acting against Imprudent Imperials (Dealing with the EEC)
After those internal affairs, it is time to expand House Telvanni's economical influence. To achieve this, the player must eliminate the East Empire Company's leader, Canctunian Ponius, and http://i271.photobucket.com/albums/jj158/bhlmods/WIP%20Rise%20of%20House%20Telvanni/MehitabelLlaras.jpg.
What has changed: In previous versions of the mod, this was a simple "go-to-Ebonheart-and-kill-Ponius" mission. In v1.3, the player may still kill him in person, but that will lead to an official enquiry during which the Telvanni spy will be forced to go into hiding, thus bereaving House Telvanni of every influence in the EEC. In order to get the full benefits out of this quest, Ponius needs to be murdered silently without causing any suspicion. The player will track down a http://i271.photobucket.com/albums/jj158/bhlmods/TelAzura_Ranos.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/TelAzura.jpg and brew a strong and furtive poison.
Development Status: Complete and Tested

Quest: The Wards of Trine: Cube of Uvirith
Therana's second vision sends the player to a dangerous place to retrieve Uvirith's powerful cube.
What has changed: Some dialogue for the player's personal advisor.
Development Status: Complete and Tested

New Quest: A Mechanic's Dream
This quest will only begin, if the player has crushed the Mages Guild and recruited Edwinna Elbert into House Telvanni. Edwinna's platform in Sadrith Mora has become too small, and she wants a http://i271.photobucket.com/albums/jj158/bhlmods/Tel_Dwemeris_access.jpg to pursue her studies. Her plans are ambitious, so she needs some assistants. It is the player's task to find her four suitable candidates and ensure a steady supply of tools. Depending on the EEC-quest's outcome, there are several ways to do this.
Development Status: Complete and Tested

Quest: Building Tel Llarelah
Tel Aruhn's new mistress Zubadaiah has brought her prot?g? Uvoo to Vvardenfell. This young and aspiring Wizard has chosen Dagon Fel as his tower's location. Unfortunately, the soil isn't as fertile as he imagined, so the tower's growth rate is very slow. Zubadaiah asks the player to help Uvoo grow his tower.
What has changed: Depending on how you played the EEC quest, you can either collect all ingredients for a growth potion and have a master brew it or you can have your personal alchemist do all the work.
Development Status: Complete and Tested

Quest: The Wards of Trine: Telvanni's Chalice
Therana's third and last vision sends the player to yet another Deadric Realm. Therein lies Lord Telvanni's chalice, guarded by a horde of Daedra.
What has changed: The Storm Monarch carries an artifact that will become important for Skink-in-Tree's-Shade's quest.
Development Status: Complete and Tested

New Quest: A new member: Skink-in-Tree's-Shade
This quest will only begin, if the player has crushed the Mages Guild and recruited Skink-in-Tree's-Shade into House Telvanni. In earlier versions, http://i271.photobucket.com/albums/jj158/bhlmods/SkinkinTelKR.jpg moved to Tel Aruhn without ever having a place to live at. In v1.3, he'll get fed up with that situation and leave without notice. The player needs to http://i271.photobucket.com/albums/jj158/bhlmods/SearchforSkinkstep1.jpg. In the meantime, Skink has managed to grow http://i271.photobucket.com/albums/jj158/bhlmods/TelKR_EndStage_02.jpg at a rather dangerous spot. He is disappointed and enraged at House Telvanni in common and the player in particular. It will take some time and effort to appease him and convince him to return into the House. Among other things, he demands help for a fellow Argonian who is trying to grow himself a http://i271.photobucket.com/albums/jj158/bhlmods/TelaseroafterStoh-GeiExterior.jpg.
Development Status: Complete and Tested

New quest: A new Member: Edwinna Elbert
This quest will only begin, if the player has crushed the Mages Guild and recruited Edwinna Elbert into House Telvanni. On a trip to nearby Nchuleft, Edwinna will encounter some uncommon Dwemer spectres. Her carelessness will have a http://i271.photobucket.com/albums/jj158/bhlmods/Edwinnaandhershadow.jpg, and the player will need to go to great lengths to help her exorcize her Demon. You will need to enter her mind and liberate her mind while maintaining your own sanity. You will be assisted by http://i271.photobucket.com/albums/jj158/bhlmods/eerieconference.jpg, who has a rather uncommon and unexpected history. I might use that history for a future quest.
Development Status: Complete and Tested

Quest: Removing an Annoyance
A Bosmeri preacher is slandering House Telvanni right on the streets of Sadrith Mora. Gothren seems either unwilling or unable to deal with it, so the player needs to step in.
What has changed: Not much, only some dialogue for the player's advisor
Development Status: Complete and Tested

New Quest: Freedom ... or something like it (The Twin Lamps quest)
The Council is at the end of its tether concerning the Twin Lamps. That organisation has pestered slavers for a long time, and the Council won't tolerate it anymore. It wants to see the Twin Lamps destroyed. But Aryon and the player's advisor have different thoughts: They actually consider to support the Twin Lamps in exchange for increased political influence in Ebonheart's Grand Council. The player has to decide about House Telvanni's stance on slavery. Will you decide to abdicate from slavery, find alternate means to do slave's work, appease Telvanni slave traders and convince the Council of your plans or will you concur with the Council's stance and destroy the Twin Lamps movement?
Development Status: Complete and Tested

New Quest: Investigating Pergamaea (the teleportation system)

Zubadaiah's prot?g?, Dagon Fel's master Uvoo requests permission to http://i271.photobucket.com/albums/jj158/bhlmods/UvooinPergamaea.jpg. He hopes to rediscover and restore an ancient teleportation system. He will eventually find an artifact which will teleport the player into the Daedric Realm of Nueranar where he/she will have to find a means to restore it to functionality. This quest will send the player on a paper chase through Vvardenfell.
Development Status: Edit Feb 04th, 2009: Complete and Tested

Quest: House Telvanni grasps Power

The final quest in recent versions had the player assassinate Duke Dren, so that his manipulatable daughter Ilmeni would take over his office.
What has changed: I have expanded this quest by a large bit. If the Archmagister would openly kill the Duke, that could be a reason for military actions. So the player will hire an assassin who would do the work and then go after the assassin to destroy him. The evidence will then be used to frame Orvas Dren as his brother's murderer. As soon as Ilmeni takes office, she'll be trapped in House Telvanni's claws, represented by a http://i271.photobucket.com/albums/jj158/bhlmods/Damania.jpg and a http://i271.photobucket.com/albums/jj158/bhlmods/GarosTulvroni_02.jpg.
Development Status: Edit Mar 18th, 2009: Complete and Tested

Added Mar 18, 2009: Final Reward
In recent versions, you'd always get the same reward at the end of the mod's main quest: The helm of Boethia's rock
What has changed: Depending on the player's performance on the earlier quests, the final reward can now range from a fool's cap to the helm of Boethia's glory plus a present from a mysterious admirer.
Development Status: There's one little issue with the second reward's script, but aside from that, its Complete and Tested

Added May 18, 2009: Misc. Quest: An Axe for an Axe
This is a completely new quest. It is a tweak of the well-known "Witches and naked Nord" quests. The difference is that the Nord is neither naked nor paralyzed and that both are now members of House Telvanni. So whose side are you going to take? This quest is made to be stumbled upon; it does not jump at you, but there are four different ways to begin it and four different ways to end it. Basically, I wrote it to provide some background for Elmera Indalas at Tel Koj-Ruskthss and Tjalk Strong-Arm in Tel Dwemeris.
Development Status: Complete and Tested

Added May 18, 2009: Misc. Quest: Till Undeath do us part
This is a quest for all the Vampire friends out there. The vampire ancient Alighiere has lost his sister, and if you ask insistently enough, he might tell you his story. If you decide to help him, you will be faced with a couple of very tough riddles, and there won't be any further clues. This is only a side quest, and if an ancient vampire is unable to solve those riddles, don't expect to do it easily. This quest provides a background for both Alighiere and Dhaunayne Aundae.
Development Status: Complete and Tested

What's to come?

Proofreading, troubleshooting, writing patches for "Havish" and "Twin Lamps and Slave Hunters" as well as writing the readme files and converting RoHT from an .esp file into an .esm file.

Briefly spoken: RoHT is almost ready for release. All that's left now is mopping up the debris left from writing it as well as polishing it a bit. My offer still stands: If you have some spare-time at your hands and enjoy throwing hammers around only to see if anything breaks, shoot me a message (either in this thread or by PM). I'll send you then send you the mod with all resources as it is now. I'll naturally credit you for your work.

B
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Nikki Hype
 
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Post » Fri May 27, 2011 5:19 pm

Good to hear that this is still being worked on, I hadn't heard about it for some time. :)

Looking forward to it! :goodjob:
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lauraa
 
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Post » Fri May 27, 2011 12:15 pm

Seconded.
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James Potter
 
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Post » Fri May 27, 2011 8:15 am

I just downloaded version 1.25. :D

I realize it will still take a long time for this version to be finished, but ones
ready i will certainly download it. :)
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Amy Smith
 
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Post » Fri May 27, 2011 7:15 am

2 questions. Is this mod (v1.25) OK to add to an existing game where the PC is already Archmagister (I've been turning over ideas for a new character anyway though), and are there any known conflicts with the Building Up Uvirith's Grave mod?

I fell in love with House Telvanni from the start and end up joining them in almost every game. It'll be nice to finally give them the power they deserve.
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Brian Newman
 
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Post » Fri May 27, 2011 7:38 pm

Awesome
*
*
*
*
This is one of my favorite mods for Morrowind, the fact that you are improving/expanding it is some of the best news I've heard recently! Good luck with this, hopefully you won't keep us waiting too long. But I don't want to rush ya either, the original was great quality :)

-Melchior
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BaNK.RoLL
 
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Post » Fri May 27, 2011 3:08 pm

Very nice. :)

Might I suggest adding a quest to retain Mage's Guild transport functionality even after destroying the guild?
For instance, spying on the Guild to find out how it works, or asking Skink and Edwinna for it, and afterwards setting up a teleport system of your own in vital locations, like Balmora, Vivec, Caldera, Ald'ruhn and Sadrith Mora. ;)
Your screens sold destroying the guild to me. ;) If I follow that quest, I will definitely re-add Mage's Guild teleport, however - it is for me absolutely vital to get around.

I will, in any case, freeze my advancement in the RohT quests for now. Waiting eagerly... :D
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Steve Smith
 
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Post » Fri May 27, 2011 9:06 pm

*Slight spoiler alert!*

^^^ I wonder if you get options in this case? I'm playing the latest release and am currently stuck on the Argonian Mission quest as I hesitate killing them off. And it seems the mod is quite linear - i.e. I have no choice, so I won't advance unless doing so. And I would never destroy the Mages Guild either. It feels a bit odd that you're basically without a choice in these matters even as a Archmagister, esp. as you do have choices in the vanilla questline leading up to it.
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emma sweeney
 
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Post » Fri May 27, 2011 4:11 pm

Wow, I forgot how time flies - it has been over 2,5 years already!?

Anyway - it's always great to see this mod progressing

^^^ I wonder if you get options in this case? I'm playing the latest release and am currently stuck on the Argonian Mission quest as I hesitate killing them off. And it seems the mod is quite linear - i.e. I have no choice, so I won't advance unless doing so. And I would never destroy the Mages Guild either. It feels a bit odd that you're basically without a choice in these matters even as a Archmagister, esp. as you do have choices in the vanilla questline leading up to it.

In the first thread there was a (quite) long discussion about it, and in the end Bhl decided to add a non-violent option. From the first post
Will you decide to abdicate from slavery, find alternate means to do slave's work, appease Telvanni slave traders and convince the Council of your plans or will you concur with the Council's stance and destroy the Twin Lamps movement?


On a sidenote - I think this will be the first time I'll get rid of the Guild, the quests for Edwinna and Skink sound simply too good to miss them (I only wish that Fliggerty would release the new version of BR so I could set up a necromancer's lab beneath Tel Uvirith... :evil: )
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Isaac Saetern
 
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Post » Fri May 27, 2011 8:47 am

I am playing as a Telvanni for the first time and have loaded this mod into my game. One request I have is that the door to the new area in the Council House be locked (perhaps you get the key when you become Archmagister or something). As it is, my first level character wandered in there and picked up the Amulet of Telvanni Logic which gives a very powerful attack spell which I find unbalancing for a low level character. I'm looking forward to playing the mod when I advance in House Telvanni.

Another suggestion would be an optional add-on esp which has some quests on the mainland (and would require Tamriel Rebuilt Map 1).
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Keeley Stevens
 
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Post » Fri May 27, 2011 3:08 pm

I agree that some quests involving the Mainland House Telvanni would be really cool. Or any quests involving the mainland, really. Love this mod.
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Lloyd Muldowney
 
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Post » Fri May 27, 2011 9:35 am

2 questions. Is this mod (v1.25) OK to add to an existing game where the PC is already Archmagister (I've been turning over ideas for a new character anyway though), and are there any known conflicts with the Building Up Uvirith's Grave mod?

It's absolutely OK to add RoHT to an existing game: Add it whenever you want to start it.
Concerning compatibility: RoHT v1.25 doesn't add anything in or around Uvirith's Grave or Tel Uvirith, so it is compatible with BUUG, Town of Uvirith, Village of Mora Uvirith, Uvirith Inside and all other mods that change this area. V1.3 will add a single portal to Uvirith's grave, in a location that should be quite safe (http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelUvirith.jpg).

Awesome
This is one of my favorite mods for Morrowind, the fact that you are improving/expanding it is some of the best news I've heard recently! Good luck with this, hopefully you won't keep us waiting too long. But I don't want to rush ya either, the original was great quality :)

Thanks. :) If you'd like to, I'll send you the current WIP, so you can give it a test.
This is also an offer to everyone else: If you have some spare time at your hands and are interested in hunting down some bugs, shoot me a message. (In other words: I need Beta-Testers :deal:)

Might I suggest adding a quest to retain Mage's Guild transport functionality even after destroying the guild?
For instance, spying on the Guild to find out how it works, or asking Skink and Edwinna for it, and afterwards setting up a teleport system of your own in vital locations, like Balmora, Vivec, Caldera, Ald'ruhn and Sadrith Mora. ;)
Your screens sold destroying the guild to me. ;) If I follow that quest, I will definitely re-add Mage's Guild teleport, however - it is for me absolutely vital to get around.

I fully understand, that transportation is an important matter, so I have given this some thought. But rather than recreating the Mages Guild teleportation system, I intend to present an entirely different and more powerful system. It will basically work as a central Cell (http://i271.photobucket.com/albums/jj158/bhlmods/OuterRealmsNueranar2.jpg) from which many other locations are accessible. But of course, you'll have to earn this by completing a quest. (That's the "Investigating Pergamaea" quest mentioned in the first post.)
Between crushing the Mages Guild and completing this quest, you won't have a magical means of transportation, but after that, you will have fast travel not only to http://i271.photobucket.com/albums/jj158/bhlmods/PortalatBalmora.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/PortalatAld-ruhn.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/PortalatVivecTelvanni.jpg and http://i271.photobucket.com/albums/jj158/bhlmods/PortalatSadrithMora.jpg, but also to http://i271.photobucket.com/albums/jj158/bhlmods/Ebonheart_WaterPortal.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelAruhn.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelMora.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/PortalatVos.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelVos1.jpg (http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelVos2.jpg), http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelFyr.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelBranora.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelUvirith.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/PortalatDagonFel.jpg, http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelDwemeris.jpg (Edwinna's tower at Nchuleft), http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelKR.jpg (Skink's tower), http://i271.photobucket.com/albums/jj158/bhlmods/TelAzura.jpg (The portal is missing in that screenshot, it will be located at that globe's entry), http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelasero.jpg and Ebernanit (for immersion with Elim's Hunter mod).
How's that for starters? :D

[on the Twin Lamps quest]

^^^ I wonder if you get options in this case? I'm playing the latest release and am currently stuck on the Argonian Mission quest as I hesitate killing them off. And it seems the mod is quite linear.

As Karpik has already pointed out, you will be able to choose between destroying the Twin Lamps or actually supporting them (with Telvanni ulterior motives). That's the "Freedom ... or something like it" quest.

I am playing as a Telvanni for the first time and have loaded this mod into my game. One request I have is that the door to the new area in the Council House be locked (perhaps you get the key when you become Archmagister or something). As it is, my first level character wandered in there and picked up the Amulet of Telvanni Logic which gives a very powerful attack spell which I find unbalancing for a low level character. I'm looking forward to playing the mod when I advance in House Telvanni.

Another suggestion would be an optional add-on esp which has some quests on the mainland (and would require Tamriel Rebuilt Map 1).

Your first suggestion has already found its way into v1.3; there will be no possibility (except for using the Console = Cheating) to get into the Archmagister's Chamber ahead of time. The door is secured by script.
Your second suggestion is something I don't want to do. It has been taking me over a year to get this far, and if I ever want to get this released, I need to limit myself to Vvardenfell. But if there's enough interest, I'll implement an interface (a base .esp file to build on and a short tutorial) for other modders to plug their addons into RoHT.
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Jeremy Kenney
 
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Post » Fri May 27, 2011 12:03 pm

This is also an offer to everyone else: If you have some spare time at your hands and are interested in hunting down some bugs, shoot me a message. (In other words: I need Beta-Testers :deal:)

Tempting - if everything goes right, I might have the most of February free, so it would be something to do...;)

http://i271.photobucket.com/albums/jj158/bhlmods/PortalatVivecTelvanni.jpg

I like it - superior in every way to the old one.
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No Name
 
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Post » Fri May 27, 2011 6:36 pm

Thank you! :)
(You've got a PM.)
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Liv Staff
 
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Post » Fri May 27, 2011 6:30 am

It's absolutely OK to add RoHT to an existing game: Add it whenever you want to start it.
Concerning compatibility: RoHT v1.25 doesn't add anything in or around Uvirith's Grave or Tel Uvirith, so it is compatible with BUUG, Town of Uvirith, Village of Mora Uvirith, Uvirith Inside and all other mods that change this area. V1.3 will add a single portal to Uvirith's grave, in a location that should be quite safe (http://i271.photobucket.com/albums/jj158/bhlmods/PortalatTelUvirith.jpg).

In that case...

Downloading...

Downloading...

Downloaded.



With regards to beta testing, I'll probably have a lot of free time from March onwards. If you need me then just let me know.
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HARDHEAD
 
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Post » Fri May 27, 2011 8:02 pm

With regards to beta testing, I'll probably have a lot of free time from March onwards. If you need me then just let me know.

I'll contact you at the end of February/beginning of March then. Thanks for the offer. :)
For the time being have fun with v1.25!

B
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Rude Gurl
 
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Post » Fri May 27, 2011 6:19 pm

Ah, right, I forgot the portals. :)
Yes, that is probably sufficient. :D

As for testing, I'll be having free time in the last week of February; if it's not released by then (;)), I'll be happy to test. :)
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Vivien
 
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Post » Fri May 27, 2011 7:57 am

As for testing, I'll be having free time in the last week of February; if it's not released by then (;)), I'll be happy to test. :)

:rolleyes: :embarrass: I'm not going to give another estimation on how long this is still going to take. So, I'll get back to you in late February, when I'll hopefully have completed that "Investigating Pergamaea" quest. Thank you for offering your help. :)

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Jose ordaz
 
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Post » Fri May 27, 2011 8:31 am

:rolleyes: :embarrass: I'm not going to give another estimation on how long this is still going to take.


Why, does it have something to do with
a first beta should be out by the end of January 2008.

:whistle:


On a sidenote - could you perhaps tie Bal Fell into a quest somehow? It's a bit lame that we have the Mages Guild members inside and some Telvanni on the outside, but there isn't a single bit of dialogue related to it.
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Mari martnez Martinez
 
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Post » Fri May 27, 2011 7:09 am

Yeah, something with Bal Fell would be cool. At least having the Mages' Guild and Telvanni be fighting or something. That could even be a crossover quest for Mages Guild members and Telvanni members...forcing the player to choose sides if he/she's in both factions.
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Naazhe Perezz
 
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Post » Fri May 27, 2011 4:44 pm

Progress Update:
I have completed work on the "Investigating Pergamaea" quest. The teleportation system finally works as intended. After you have recharged power for the teleportation system, Nueranar's portals will open when you get near them (I've come up with a simple yet neat animation for them). Their counterparts on Vvardenfell feature the same animation, but they also require that you cast a spell, before they will show up.
That quest was quite script-intensive, so the next quest will be something completely different. I love what I can do with scripts, but I hate troubleshooting them :brokencomputer:.
I will fix a few errors (Thank you, Karpik, for reporting them!) and upload the new WIP-release today. All who have volunteered to test, will receive a download link via PM. If you don't have the time to test right now, it's OK, too. Think of it as an opportunity rather than a duty. If anyone else wants to join in, let me know. This mod offers quite a few ways to do quests and all possibilities need to be tested (Crush or spare the Mages Guild; Succeed or fail at the EEC quest; Crush or support the Twin Lamps with different tweaks depending on the Abebaal egg mine quest and also depending on whether Therana is dead or alive; Succeed or fail in negotiating with Duke Dren).

So... Bal Fell. What shall I do with that ruin? Honestly, I didn't even know that House Telvanni besieged the Mages Guild there. My first idea is to use this as aftermath of the Mages Guild quest (if the Guild was crushed) and stage a little skirmish there. I could implement it as a side quest in combination with politics on other rogue Telvanni settlements.

Concerning compatibility
I have just come from the http://www.gamesas.com/bgsforums/index.php?showtopic=890241&st=40 thread where Spiffyman reported a conflict between both mods. This has once again underlined the need for compatibility patches. So if you know of any conflict between RoHT and another mod (or even quests from unmodded Morrowind), please tell me of it: I will try to implement a patch directly into RoHT. Mods that will most likely conflict are those that add to the Mages Guild houses (if you choose to destroy the Guild) and those that require Duke Dren to be alive.

Edit: The new WIP version is out.
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lauraa
 
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Post » Fri May 27, 2011 10:40 am

I'm glad you are going to fix RoHT itself to be compatible. One less patch to use then :)
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Cameron Wood
 
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Post » Fri May 27, 2011 3:26 pm

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.

Until then, I have some progress to report:
I have completed a small addendum to the Twin Lamps quest (you didn't think you were through with a few warm words, did you? :evil: ) and have planned a sequence for the Duke Dren quest. It will take approximately 30 steps to complete, so I'll be busy for a while. Once that's done, RoHT's main questline is practically finished, and I can turn my attention to the side quests.

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Baylea Isaacs
 
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Post » Fri May 27, 2011 5:16 pm

I see... Well, then I won't be using UL for a while I suppose. Since its in my current game, if I were to remove it, would that mess up something? Would it be safer to remove it and start a new game to test this mod out so that nothing weird occurs?
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Evaa
 
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Post » Fri May 27, 2011 2:04 pm

As long as you dump UL's RoHT compatiblity patch, you should be fine - technically speaking. RoHT's Mallam Ryon (in fact, there's 3 of him) has a unique ID, as has the disgruntled UL version. You will, however, encounter some weird moments. For example, in RoHT, Mallam may be on "vacation" to Tel Azura, while his UL incarnation is waiting in your bedroom trying to kill you.

I should have made this clearer: Technically, there should be little trouble running both RoHT and UL together in one game. However, Mallam will be worse than Dr. Jekyll and Mr. Hyde. He won't just have two personalities, he will actually have two incarnations at the exact same time in two different locations.
If you can live with that, there's no need to disable either mod from your game.

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Jonathan Braz
 
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