Riller-Mosh BETA

Post » Fri May 27, 2011 3:25 am

I will test this out with a New game and check if everything works fine. I'll then report back my findings ;) I'm curious about the missing faces. I know a save-game issue can cause that.
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Adam
 
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Post » Fri May 27, 2011 4:28 am

I will test this out with a New game and check if everything works fine. I'll then report back my findings ;) I'm curious about the missing faces. I know a save-game issue can cause that.

I think the missing faces are due to the removal of Abots Waterlife mod as thats the only thing that has changed.

If you want i will upload the current version of the mod that i have been working on and you can test that and report any problems that havnt yet been addressed above. Also remeber only a handful of the problems above have been fixed so far.
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Kelly James
 
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Post » Fri May 27, 2011 4:03 am

Not necessarily, I downloaded the version of the mod from PES and indeed, there were NPC's with missing faces. My guess, the author used a head-replacer mod that added unique heads, and he gave said heads to certain NPC's. I'll fix this up and post the ESP.
EDIT: If you could post your ESP, that would be great. Should I set it as active though?
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Liv Staff
 
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Post » Fri May 27, 2011 3:43 am

Ok here is the current version of Riller-Mosh (version 1.4)

Please note that it has no readme as of yet, its a temp download link.

Also be aware of the bugs/problems on page one of this thread. If you find a bug/problem that isnt already listed on the first page feel free to report it. If you find a bug/problem that is on the first page of this thread and it has been highlighted blue (indicating its been fixed) and it hasnt please let me know.

In regards to the heads dont fix Srioryayn in eight plates or Reekus in Riller-Mosh as they have already been fixed in the version 1.4.


Link redundant - see first post for updated files/link
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no_excuse
 
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Post » Thu May 26, 2011 8:44 pm

EDIT: If you could post your ESP, that would be great. Should I set it as active though?

No dont set it as active.

New problem found:

All greetings placed above oath of silence dialogue ( this can cause quests to break in Morrowind ) / Move Oath of silence dialogue to the top


EDIT and fixed :D
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Marie Maillos
 
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Post » Fri May 27, 2011 1:18 am

This looks interesting!
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Skivs
 
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Post » Fri May 27, 2011 10:39 am

Ok in regards to the Ambassodor quest. I am gonna change it slightly. Turns out there is ingame dialogue as to why the Ambassador isnt there.

Its very strange how the author has set up some of his dialogue into mini quests. None of them have journal entries. Before i make any new quests i am gonna have to go through all the dialogue and see which bits are actual quests and assign journal entries for them.
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Bethany Short
 
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Post » Fri May 27, 2011 9:40 am

I've found something stranger: You know the High-Elf Ambassoder? In The Embassy? Examining her carefully, it turns out that she has the same robe as Elanande in Tribunal (Of the Warlords quest). I'm not sure if the robe's unique or not though, but it shares the same mesh. She also has the same head and hair, leading me to believe that she is a clone, with a unique ID.
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Kayla Oatney
 
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Post » Fri May 27, 2011 8:17 am

I've found something stranger: You know the High-Elf Ambassoder? In The Embassy? Examining her carefully, it turns out that she has the same robe as Elanande in Tribunal (Of the Warlords quest). I'm not sure if the robe's unique or not though, but it shares the same mesh. She also has the same head and hair, leading me to believe that she is a clone, with a unique ID.

hmmm well i guess we cloud change that ;) Thats an easy asthetic change.
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TIhIsmc L Griot
 
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Post » Fri May 27, 2011 8:02 am

Nice work, I think Avrahama would be very glad :) :thumbsup:
Some suggestions: not 100% sure, but probably some cells could be discarded,
CELL -6 -5, Hla Oad
CELL -2 -8, Bitter Coast Region
CELL -1 0, West Gash Region
CELL 0 -1, Ashlands Region
CELL 0 14, Kogoruhn
CELL 1 -1, Ashlands Region
CELL 9 15, Grazelands Region
CELL 4 -3, Marandus
CELL 8 -20
CELL 17 6, Azura's Coast Region
CELL -40 -14

The RillerCrabGathering script is a little betaish, I think it could be replaced by something simpler, like
begin RillerCrabGatheringshort questend

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Doniesha World
 
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Post » Fri May 27, 2011 2:08 am

First post updated with new progress report ( i.e chaging text to blue :P)


Nice work, I think Avrahama would be very glad :) :thumbsup:
Some suggestions: not 100% sure, but probably some cells could be discarded,
CELL -6 -5, Hla Oad
CELL -2 -8, Bitter Coast Region
CELL -1 0, West Gash Region
CELL 0 -1, Ashlands Region
CELL 0 14, Kogoruhn
CELL 1 -1, Ashlands Region
CELL 9 15, Grazelands Region
CELL 4 -3, Marandus
CELL 8 -20
CELL 17 6, Azura's Coast Region
CELL -40 -14

The RillerCrabGathering script is a little betaish, I think it could be replaced by something simpler, like
begin RillerCrabGatheringshort questend


Awesome thanks abot will take alook.

I have yet to come accross the RillerCrabGathering, how is this utilised in game?
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Penny Wills
 
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Post » Fri May 27, 2011 8:51 am

i wonder what TESTool reports about it. at least to see what the report generates.
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Jamie Moysey
 
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Post » Fri May 27, 2011 4:43 am

i wonder what TESTool reports about it. at least to see what the report generates.

Thats a point. Anyone fancy doing a testool report? I dont use testool ( never have ) so wouldnt be sure what i am doing :S
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SexyPimpAss
 
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Post » Fri May 27, 2011 7:59 am

Thats a point. Anyone fancy doing a testool report? I dont use testool ( never have ) so wouldnt be sure what i am doing :S


sure, i'll run it through TESTool, and explain the report when I get back home.
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Mark Churchman
 
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Post » Thu May 26, 2011 7:12 pm

sure, i'll run it through TESTool, and explain the report when I get back home.

awesome - thanks.
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Dean
 
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Post » Fri May 27, 2011 1:16 am

Ok all the "bugs" listed on the first page have been corrected/fixed/tweaked ect.....

Just getting rid of the dirty cells that Abot pointed out and then a version 1.5BETA link will be uploaded. Please feel free to test it :)
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Reven Lord
 
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Post » Fri May 27, 2011 2:44 am

Okay, Here's what I've done! :D
http://www.mediafire.com/?gdwyydtolm2

And for the List of Edits:
1-Removed the Class Titles from Various NPC names.
2-Removed the Adamantium Items from the Shipmaster and gave him a fiend Spear.
3-Adjusted the Embassadors to have more suitable clothing and armor. In particular, the Altmer there no longer has Elanande's Robe.
4-Added three new npc's to the exterior: A male Argonian Hunter, a Female Argonian Commoner, and a Male Wood-elf.
5-Adjusted the number of Items available for sale in the Gills Pub. I also fixed an issue where the Bartender would not provide any services due to being Auto-calculated.
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sally R
 
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Post » Fri May 27, 2011 1:10 am

Okay, Here's what I've done! :D
http://www.mediafire.com/?gdwyydtolm2


Awesome thanks!

Just some things:

2-Removed the Adamantium Items from the Shipmaster and gave him a fiend Spear.


Whoops crossed wires lol. I removed the adamantium helm and gave him adamantium bracers and a shirt. Guess i could make "new Bracers" and have them as lower end items using the adamantium meshes. Looks like we both thought that he had uber items on him :D


5-Adjusted the number of Items available for sale in the Gills Pub. I also fixed an issue where the Bartender would not provide any services due to being Auto-calculated.

is this the one owned by Swims-too-deep? As i altared the ammount of liquor quite alot.
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Heather beauchamp
 
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Post » Fri May 27, 2011 6:29 am

Whoops crossed wires lol. I removed the adamantium helm and gave him adamantium bracers and a shirt. Guess i could make "new Bracers" and have them as lower end items using the adamantium meshes. Looks like we both thought that he had uber items on him :D

Indeed :)

Where abouts did you add them? Do they have any dialogue? services?

No new dialogue yet, as I told you I'm not very experienced, which is a shame, as I want to write some :( Know of a good tutorial? No services either, though I'll add several Trainers in the future, as the town seems to be lacking. The wood elf and hunter are nearby a small boat in the center of the town (Not far from the well)

is this the one owned by Swims-too-deep? As i altared the ammount of liquor quite alot.

Perhaps, I'm not too sure that was her name. The one I edited was inside a small Pub called the "Drink Your Gills" Pub, or something to that effect.
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Melanie Steinberg
 
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Post » Fri May 27, 2011 3:34 am

Check your pm's - we have hit a problem :(
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mishionary
 
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Post » Fri May 27, 2011 2:18 am

Check your pm's - we have hit a problem :(

Problem solved :D

Ok i am just packing up the files and will have a temp link to version 1.6!

Also i was thinking of removing all the Glass armor from the Watchers ( Riller-Mosh's versions of town guards) and replacing it with the firstguard armor. What do you all think about this??
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Eliza Potter
 
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Post » Fri May 27, 2011 4:15 am

I have yet to come accross the RillerCrabGathering, how is this utilised in game?
_RillerCrabFisherman (Vvlaras), cell -43, -15, Crab meat gathering topic
Also, something that could be of use: renaming the unused "Test Cell" interior to "Riller-Mosh" and testing for it in dialogue maybe you could be able to hide some dialog topics (Almalexia, Solstheim...)
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Scotties Hottie
 
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Post » Fri May 27, 2011 2:40 am

_RillerCrabFisherman (Vvlaras), cell -43, -15, Crab meat gathering topic
Also, something that could be of use: renaming the unused "Test Cell" interior to "Riller-Mosh" and testing for it in dialogue maybe you could be able to hide some dialog topics (Almalexia, Solstheim...)

Good idea. Atm i have found a load of usless refrences to Morrowind crafting, caits models, ndibs models and some other things.

I have succesfully managed to remove all these obscure refrences ( TESFILES was havinga field day flagging up missing meshes that werent actually used in game.)

though i am still having some trouble with textures and keys:

>>> MODULE: RillerMosh BETA 1.6.esp
^[MISSING]
[OK] Misc item ID:"max_pan_05" (Frying Pan)
^[OK]
^[OK] {kitch_frying_pan.dds}
^[MISSING]
^[MISSING]

[OK] Creature ID:"Giantmuckcrab" (Hist Crab)
^[OK] {Cait_crab2.dds}
^[MISSING]
^[MISSING]
### "_Rillershackdoor" KEY<_RillerShackkey12> CELL(Riller-Mosh)
### "_RillerBottomTempledoor" KEY<_RillerHistKey> CELL(Riller-Mosh)
### "in_t_housepod_door_exit" KEY<_RillerStriderKey05> CELL(Riller-Mosh)
### "in_t_housepod_door_exit" KEY<_Rillershroom03key> CELL(Riller-Mosh)
### "_Blardy's Chest" KEY<_RillerBlardyKey> CELL(Riller-Mosh, Kelp Mine)


The sections highlight red - Apprently these textures are missing however i have no idea what they are used for and i have not seen anything missing a texture.....

The section in bold i have no idea how to fix. The doors in question have their keys assigned and a lock level put on. The keys are avalible in game... though its not flagged as any thing dangerous or game breaking it has been flagged for a reason......but i dont know why lol.


I must also point out that no errors in game (loading or playing) or in the CS appear about missing textures.
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Tom
 
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Post » Thu May 26, 2011 11:06 pm

Right well! I didnt realise that the Origonal mod was so...... Dirty :yuck:

I managed to get rid of all Dirty refrences which included not only dirty cells and items, but refrences to other mods, items, resources, textures and icons which were not used or needed! In the last 20 mins i have deleted well over 100 refrences that were not wanted. Add to that the previous dirty refrences and i am pretty sure we are totalling about 150 dirty refrences +


anyway due to me chopping and changing before i load the mod up anywhere, the mod is now at version 1.7. It was origonally 1.3 so that means its under gone 4 versions tonight alone! But its well worth it ( i hope )

So bare with me while i write up a readme, check for GMSTs, package the whole damn thing and upload a temp link.
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Carys
 
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Post » Fri May 27, 2011 3:26 am

Ok here is as promised the new BETA 1.7 version:

http://www.box.net/shared/hdbrxadiok

Changes made


Riller-Mosh BETA VERSION 1.7BETA 1.3 - Inital Release by AvrahamaBETA 1.4 - New version by Midgetalien. Does the following:- Removes Helm of Tohan requirment- Removes Waterlife dependencyBETA 1.5 - Fixes the Following:NPC in Eight Plates was Missing Face -added faceRemoved Class descriptions in namesCleaned up dialoguePrevented Shipmaster near DagonFell from wandering awayReplaced Bedroll by Shipmaster with a functioning bedrollAdded Clothing and armor to Dar Jar the ShipmasterReduced the number of Spears Rar-Asha has for sale.Moved Garjii on to boat to prevent him bloacking pathwaysReekus was Missing Face -added faceReekus now sells Crab meat and ScalesSwims too deep now doesnt sell every liquor avalible in morrowind. Instead he sells Argonian inspired Liquors and the odd Mainland beer.Fixed Landscape around main entrance and in one alcove on the other side of the city.Moved Oath of silence dialogue to the top of hte list (in the CS) as  this can cause quests to break in Morrowind if its not at the topRemoved Dirty refrences and Dirty cells from the ESPAdded New Liquor "Swamp Oil" which can be brought from Swims too deep.BETA 1.6 - fixes the Following:Removed more Class descriptions/titles from NamesRemoved all Adamantium Items from Shipmaster. Replaced with low level "metal plate" bracersAdded three new npc's to the exterior: A male Argonian Hunter, a Female Argonian Commoner, and a Male Wood-elfDrastically Reduced the number of Items available for sale in the Gills Pub.Also fixed an issue where the Bartender would not provide any servicesdue to being Auto-calculated.Rar-Asha now sells the Metal Plate Bracers BETA 1.7 - Fixes the following:Removes over 100 dirty refrences to other mods, resources, items that are not used in the mod. Adds lock level to those doors which require a keyLocated missing meshes from various sourcesGeneral tidy up of the mod in terms of files used


Now its time to start work on dialogue/already existing quests :D

:wave:

=MA=
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Emily Jones
 
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