Riller-Mosh BETA

Post » Fri May 27, 2011 5:32 am

the broken imperfect is in riller-mosh -43 -15. it should probably change to a daedric statue since there's a daedra ruin close.

found out that the esm i still ( beta 2.2) have has both the new and the old shack (es_s_foodhut, and sm_rm_hut).

The Hut thing i may have fixed only in this version and forgot about it. But there is no imperfect around at all. I searched every item in cell -43 -15
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Kat Lehmann
 
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Post » Thu May 26, 2011 9:48 pm

maybe the imperfect was already addressed, but in the 2.2 beta, you can clearly see a broken imperfect looking underwater crossing the planks from the harbor to Riller-Mosh.

here's a list of object entries you can delete from the master file, unless they are altered specifically for the mod. can't imagine why though.
activators:
active_de_bedroll

alchemy:
potion_comberry_brandy_01
potion_comberry_wine_01
potion_cryo_whiskey_01
potion_skooma_01

alchemy apparatus:
apparatus_a_calcinator_01

creature:
ancestor ghost

ingredients:
ingred_moon_sugar_01
ingred_rat_meat_01
ingred_raw_glass_01

miscellaneous:
misc_clothbolt_01
misc_com_bottle_07
misc_com_bottle_09
misc_com_bottle_11
misc_com_bottle_14
misc_com_bucket_01
misc_com_candlebra
misc_com_metal_goblet_01
misc_com_metal_plate_04
misc_com_pitcher_metal_01
misc_com_silverware_fork
misc_com_silverware_spoon
misc_com_wood_cup_01
misc_de_foldedcloth00
misc_de_lute_01
misc_de_muck_shovel_01
misc_uni_pillow_02

weapons:
chitin arrow
chitin short bow
iron arrow
long bow
short bow

i'm still checking entries, i'll post more if i find some.
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Nymph
 
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Post » Thu May 26, 2011 9:58 pm

maybe the imperfect was already addressed, but in the 2.2 beta, you can clearly see a broken imperfect looking underwater crossing the planks from the harbor to Riller-Mosh.

here's a list of object entries you can delete from the master file, unless they are altered specifically for the mod. can't imagine why though.
activators:
active_de_bedroll

alchemy:
potion_comberry_brandy_01
potion_comberry_wine_01
potion_cryo_whiskey_01
potion_skooma_01

alchemy apparatus:
apparatus_a_calcinator_01

creature:
ancestor ghost

ingredients:
ingred_moon_sugar_01
ingred_rat_meat_01
ingred_raw_glass_01

miscellaneous:
misc_clothbolt_01
misc_com_bottle_07
misc_com_bottle_09
misc_com_bottle_11
misc_com_bottle_14
misc_com_bucket_01
misc_com_candlebra
misc_com_metal_goblet_01
misc_com_metal_plate_04
misc_com_pitcher_metal_01
misc_com_silverware_fork
misc_com_silverware_spoon
misc_com_wood_cup_01
misc_de_foldedcloth00
misc_de_lute_01
misc_de_muck_shovel_01
misc_uni_pillow_02

weapons:
chitin arrow
chitin short bow
iron arrow
long bow
short bow

i'm still checking entries, i'll post more if i find some.


All those that you have listed are used by the mod. They are either sold by merchants, used as decoration/statics in houses lol. You dont wnat to remove entries like that. they are flagged because they are used.

Still no sign of the imperfect..... would you be able to take a screenshot?
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Thomas LEON
 
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Post » Fri May 27, 2011 7:36 am

All those that you have listed are used by the mod. They are either sold by merchants, used as decoration/statics in houses lol. You dont wnat to remove entries like that. they are flagged because they are used.

Still no sign of the imperfect..... would you be able to take a screenshot?


you can delete them. these are the object entries, not the references of them placed in the world. what happened is that when the author placed these items, and tweaked either the scale or ownership, the author hit 'save' instead of closing out those entries. this saves the object instead of just the reference. this just means that this master file will cancel out any changes to those entries from plug-ins/masters loaded before it.

screenshot of the imperfect: http://img203.imageshack.us/img203/5919/imperfectrillermosh.jpg
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Katey Meyer
 
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Post » Fri May 27, 2011 3:17 am

some more items:

belladonna in -43 -15

chargen oar left in -43 -15 - i don't think this is used in chargen, but generally not a good idea to use chargen stuff

misc_com_silverware_fork_uni in a16 crater bed - this is a unique item for mournhold quest, it should use misc_com_silverware_fork instead
|->same issue in slather-mar headquarters

misc_com_wood_knife_uni1 in riller-mosh, trader ship - this is used for balyn omavel's quest, and will mess up script. use misc_com_wood_knife instead

misc_com_wood_spoon_01_uni2 in a13 crater's bed - this is used for balyn omavel's quest, and will mess up script. use misc_com_wood_spoon_01 instead

misc_de_goblet_01_redas in b03 mushroom glen - quest item, use misc_de_goblet_01 instead

misc_com_bucket_boe_UNI in riller-mosh -42 -15 & -43 -15 - will mess up boethiah's daedra quest, use misc_com_bucket_01 instead
misc_com_bucket_boe_UNIa in riller-mosh -43 -15 same as above
misc_com_bucket_boe_UNIb in walk the plank armory, c05 strider galley, a02 crater bed, & -42 -15 - same as above

misc_com_metal_plate_07_UNI1 in riller mosh -41 -16 - used in balyn omavel's quest and messes up script. use misc_com_metal_plate_07 instead.

is the comberry juice suppose to be an ingredient? seems like it should be a potion. not sure about the porriage or soup though. though all three of these seem more fitting as potions rather than ingredients.
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Svenja Hedrich
 
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Post » Fri May 27, 2011 3:13 am

you can delete them. these are the object entries, not the references of them placed in the world. what happened is that when the author placed these items, and tweaked either the scale or ownership, the author hit 'save' instead of closing out those entries. this saves the object instead of just the reference. this just means that this master file will cancel out any changes to those entries from plug-ins/masters loaded before it.

screenshot of the imperfect: http://img203.imageshack.us/img203/5919/imperfectrillermosh.jpg

Nope thats not there in my version :S

some more items:

belladonna in -43 -15

chargen oar left in -43 -15 - i don't think this is used in chargen, but generally not a good idea to use chargen stuff

misc_com_silverware_fork_uni in a16 crater bed - this is a unique item for mournhold quest, it should use misc_com_silverware_fork instead
|->same issue in slather-mar headquarters

misc_com_wood_knife_uni1 in riller-mosh, trader ship - this is used for balyn omavel's quest, and will mess up script. use misc_com_wood_knife instead

misc_com_wood_spoon_01_uni2 in a13 crater's bed - this is used for balyn omavel's quest, and will mess up script. use misc_com_wood_spoon_01 instead

misc_de_goblet_01_redas in b03 mushroom glen - quest item, use misc_de_goblet_01 instead

misc_com_bucket_boe_UNI in riller-mosh -42 -15 & -43 -15 - will mess up boethiah's daedra quest, use misc_com_bucket_01 instead
misc_com_bucket_boe_UNIa in riller-mosh -43 -15 same as above
misc_com_bucket_boe_UNIb in walk the plank armory, c05 strider galley, a02 crater bed, & -42 -15 - same as above

misc_com_metal_plate_07_UNI1 in riller mosh -41 -16 - used in balyn omavel's quest and messes up script. use misc_com_metal_plate_07 instead.


will get on to fixing these problems :)

is the comberry juice suppose to be an ingredient? seems like it should be a potion. not sure about the porriage or soup though. though all three of these seem more fitting as potions rather than ingredients.

Comberry juice is the CS id name for matze or sjumba - cant remember off the top of my head.
Porriage and soup are no longer in the ESM - they were removed early on as dirty refrences to morrowind crafting.
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HARDHEAD
 
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Post » Fri May 27, 2011 12:39 am

2.3 is now avalible to download. See first page for link.

2.3 fixes/changes the following:

BETA 2.3 - fixes the following:

- Removed the quest related item in Muck_sack_01
- Added Owner ship tags to item's inside a14 Crater's bed and Tidy's Thing's shack.
- Added some items to the SS Deliverance ship, and added ownership tags to the items in the captain's room.
- Added two New NPC's to the SS Deliverance ship, and removed a table and two bracers.
- Fixed Vissed bounding box
- Fixed Stalks-in-muck's dialogue
- Fixed start and finish journal entries for ambassador quest
- Added a script to the hist door to make the player remove all boots/shoes before entering
- Added waterwalking script to Hiraaji
- Fixed scaring fish quest
- Added journal entries for scaring fish quest
- Added Vissed Meat quest to Stalks-the-Muck
- Changed Slather-Mar faction ranks to Argonian equivilants
- Changed Ladeesa from a wise women to a healer
- Changed Rattler-sithyorn's dialogue to match book refrences about her name for consistancy
- Changed Rattler-sithyorn's dialogue on "my trade" getting rid of ashlander refrences
- Fixed typo in book "Slather-Mar Clan"
- Fixed typo in book "An apologetic correction"
- Fixed typo in book "expansion plans"
- Changed Watcher dialogue to reflect the new Argonian ranks
- Removed siltstrider for lore reasons
- Added three new armors:Leafweave, fishscale and crab armor
- Remove Galss armor from watchers and replace with Firstguard armor
- added swamp sound effects to Riller-Mosh
- Removed Belladonna plants from Riller-Mosh
- Added waterbreathing scripts to Wathcers and Ancient ones to prevent them from drowning
- Removed all iron, fur and nordic armor from walk the pkank armory to fit with lore
- Removed adamantium helms from trader
- Fixed issuie with in cell a16 Craters bed where plates were sunk into table
- Replaced quest item unique silver fork with regular silver fork to prevent quests breaking
- Replaced unique knife with regular wooden knife to prevent quests breaking
- Replaced unique wooden spoon with regular wooden spoon to prevent quests breaking
- Replaced unique goblets with regular goblets to prevent quests breaking
- Replaced unique buckets with regular buckets to prevent quests breaking
- Replaced unique plates wtih regular plates to prevent quests breaking
- Made access to the mushroom houses on the cliff easier
-Added a map of Riller-Mosh. One map is in the Warmblood Ambassador's meeting room and one is in the Warchief's Headquarters
-fixed dialogue with Blardy Blard quest
-add journal entries for Blardy Blard quest

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Alexander Horton
 
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Post » Thu May 26, 2011 9:09 pm

Perfect! I'm sorry I couldn't get here earlier, school and all, but I'll work on the mod asap!
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Natalie J Webster
 
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Post » Fri May 27, 2011 2:35 am

This mod sounds cool. But some questions...

Where is the island placed? Is it Tamriel Rebuild compatible? Any conflict with other landmasses?
How many quests compound it?

Regards.
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Mandi Norton
 
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Post » Fri May 27, 2011 1:53 am

It's to the left of Vvardenfell, far away from any TR landmasses. I can't confirm compatibility with other landmass mods. As for the quests, I think there are around Five so far? We have more than are planned.
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Lisha Boo
 
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Post » Fri May 27, 2011 4:55 am

awesome! i'll start checking through this version! good work!
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Del Arte
 
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Post » Thu May 26, 2011 8:35 pm

Oh dear: When I used the coc command to enter Riller-Mosh, the game crashed instantly, before even loading. I started a new game as well, and I didn't make any edits to the mod yet (I was going to test it in game).
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Jack Moves
 
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Post » Fri May 27, 2011 3:28 am

Awesome!

I always use the rowboat in Seyda Neen to go to Riller-Mosh. I haven't tried it in this new version yet though.
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Portions
 
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Post » Fri May 27, 2011 10:26 am

Rowboat in Seyda neen? I think you mean Dagon Fel?
Also, could you please check if entering Riller-Mosh through COC is working fine?
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Joey Bel
 
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Post » Fri May 27, 2011 10:44 am

Rowboat in Seyda neen? I think you mean Dagon Fel?
Also, could you please check if entering Riller-Mosh through COC is working fine?


Well in the 2.2 beta there is a rowboat near the Census office by the Lighthouse that goes to Riller-Mosh, which I always use to get there. I haven't checked the new beta yet, but I will!
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Abel Vazquez
 
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Post » Fri May 27, 2011 5:55 am

Interesting. Should be useful :) Though please check if you can use COC to Riller-Mosh okay.
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NO suckers In Here
 
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Post » Fri May 27, 2011 5:54 am

Ok coc made me crash too, but just going there didn't. :confused:
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Lindsay Dunn
 
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Post » Thu May 26, 2011 7:33 pm

Bizarre. What could be causing this? I'll check out the town and see if any other peculiarities arise.
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teeny
 
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Post » Fri May 27, 2011 1:27 am

Well, this is just...I traveled to Riller-Mosh via the boat in Seyda Neen, swam towards the center of the town, and had the game instantly crash. I have no idea what is causing this, and I've never had any problems with the mod before this.
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benjamin corsini
 
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Post » Fri May 27, 2011 8:29 am

Well, this is just...I traveled to Riller-Mosh via the boat in Seyda Neen, swamp towards the center of the town, and had the game instantly crash.

Ok i need you to provide some details here:

1) what was your precise location
2) post your warnings file
3) what version of the mod were you using
4) was it a new game or a previous saved game?
5) were you using any other mods?
6) did any warning messages pop up?
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Louise Andrew
 
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Post » Fri May 27, 2011 9:53 am

1)I was swimming underneath the bridges that lead from the docks towards the center of the town when the crash happened. It was just past the Broken Imperfect (Which is STILL there. That damn thing just won't go!)
2)There is nothing in my warnings file related to Riller-Mosh or a CTD.
3)The latest one, I had made no tweaks to it yet.
4)A fresh, new game.
5)Yes, I was running my full-load list. I felt it was necessary to see if any conflicts would arise, as I have a large load list. Prior to this, everything seemed fine.
6)None, the game just instantly crashed to desktop.

Normally, I would have disregarded this as Morrowind being silly again, but the fact that the game crashed in the SAME way while using COC to enter Riller-Mosh, makes me worried.
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Stacyia
 
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Post » Fri May 27, 2011 7:14 am

1)I was swimming underneath the bridges that lead from the docks towards the center of the town when the crash happened. It was just past the Broken Imperfect (Which is STILL there. That damn thing just won't go!)

Nvm for some reason in 2.3 the imperfect is there. But in 2.2 it isnt :S
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victoria gillis
 
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Post » Fri May 27, 2011 10:23 am

...It was just past the Broken Imperfect (Which is STILL there. That damn thing just won't go!...


see! i knew it just wasn't me seeing that abomination under the sea! :lol:
hey midgetalien, do you have an .esp patch active that might be removing it?

i wonder if it's the script on the temple door? is there any other scripts newly added that might be a factor?
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ShOrty
 
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Post » Fri May 27, 2011 4:17 am

I don't know :nope: I was nowhere near the temple anyway :(
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Tanika O'Connell
 
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Post » Thu May 26, 2011 10:47 pm

see! i knew it just wasn't me seeing that abomination under the sea! :lol:
hey midgetalien, do you have an .esp patch active that might be removing it?

i wonder if it's the script on the temple door? is there any other scripts newly added that might be a factor?

yep the mysterious imperfect has appeared in the water! I have removed it in a patch.

Atm i thought it was the water breathing scripts, but i removed them and tested it and still a crash. It may be the temple door, i will try it :)
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Charlotte X
 
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