Riller-Mosh BETA

Post » Fri May 27, 2011 5:50 am

browsing through mods at PES and I came accross this mod: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5327. It looks promising, was wondering if anyone has played it/triedit out before?
Perhaps it could be a community project to finish it off???


I have now taken it upon myself to improve/update/add to Riller-Mosh. Anyone wanting to help is more than welcome too :)

Riller-Mosh was a landmass reource released by Avrahama back in 2007 based around Argonianlore and concept. His origonal BETA version 1.3 can be downloaded here:http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=105077&id=5327Though it is NOT required to play this version of the mod. The mod is essentially a landmass mod based in the region of Riller-Mosh. A secludedArgonian landmass near morrowind. Just like the Black Marsh the Hist used to thrive in Riller-Moshuntill imperial invasion saw almost all of the Hist Trees destroyed. Dunmer slave practices in Black marsh, combined with the violent history from the destruction of the Hist on Riller-Mosh had seen the Argonians of Riller-Mosh close their boarders. However, recently they have opened up again due to the changing empire and the change in attitudes towards slavery. Are you ready to venture to Riller-Mosh, a city that contains a free Argonian society. Prepare yourselffor dirty boots and lots of swamp muck!


The Current version is BETA 2.3:

http://www.box.net/shared/dato2nuerf

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 usedBETA 1.8 - Fixes the following:- Changed embassadors clothing and hair. This was due to them being clones of Morrowind NPC's and some had unique items on them.- Removed Dependency on Aduls Arsenal- Changed BETA 1.8 esp to ESMBETA 1.9 - Fixes the following:- fixes dialogue spelling mistakes to some NPC's.- New NPC added.- Fixed dialogue concerning Pralina- Added Journal Entries for Pralina quest- Added Dialogue concerning the swampy wet enviroment of Riller mosh ( an asthetic change ).- Full Newtscale armor avalible to buy.- Added Enchanted boots which give a swiftswim ability to a merchant for sale.- Re-textured the hut in the east section of Riller-Mosh so it doesnt have a snow roof any more- Add New creature "Vissed" to the east section of Riller-Mosh behind huts near alchemist- Added New levelled list to east section of Riller-Mosh behind huts near alchemist- Added some Luminoss Russila Plants around the Telvanni Trees.BETA 2.0 - Fixes the following:- PATCH 0.1 and 0.2 were merged with BETA 2.0- Added new greetings to the following NPCs: Mendle, Menrich, Stalks-The-Muck, and Weela.- Added two new topics to Stalks-The-Much; One about Vissed's, and the other about "Unfortunate Outsiders".- Changed the name of the Vissed that was added from Guar to it's proper name.- Adjusted the Vissed's poison to be much more potent, and made them faster.- Adjusted Hiraaji's dialouge a bit. Not my much though.- added more topics to Rumors. Now you will get some Riller-Mosh specific rumors and gossip- Expanded the vissed topic. Watchers will now warn you about Visseds and Shimon the Liar has a claim to them as well.- Expanded Uliah's dialogue adding in. the Vissed and Vissed Meat Topics.- Added Vissed meat for sale- Fixed terrain around light house- Added more clutter around light house.- Added more general clutter and flora to Riller-mosh.- Removed Bloodmoon quesitem "nordic Picaxe" from Laadis invnetory and replaced with iron club.- Gave Laadis more clothing and armor.- Removed Water hight from interior "Real estate Office"- Added clutter to Real estate office ( it had nothing in it previously)- Fixed dialogue for buying houses- Changed prices fo houses to reflect the property brought- Removed refrences to deleted dialogue- Fixes Journal index which could cause CDTBETA 2.1 fixes the following:- Fixed issuie with Vissed meat not turning up in Uliah stock- Reduced the quantity of each potion Uliah sells- Made it so important potions (water breathing for example) re-stock. Same with ingrediants. (This effects Uliah shop only)- Increased the Price of Vissed Meat- Reduced the ammount of gold Uliah would barter with from 2000 to 800BETA 2.2 fixes the following:BETA 2.2 - fixes the following:- Added missing icons for Newtscale armor- Added Barter Gold for Reekus- "Dwemer grass" and "Fern, Dwemer" changed to "Grass" and "Fern"- Removed Water hight from Alchemist shop- Alchemist sign name changed to "Alchemist"- Fixed Latest rumors so NPC's dont talk about rumors concerning them- Made access to Alchemist shop easier- Lowered Hist guardian barter gold to from 50000 to 2000- Fixed Vissed AI and made it less agressiveBETA 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



Some guidlines for those that wish to help on this:

- Check this thread to make sure that the changes you make arent already being worked on.
- Once you have made a change send me the esp to merge with the main ESM.
- Any changes made are subject to further change once submitted.
- Include with the ESP a readme detailing the changes you have made and why. This is important to see where conflicts from other changes may be and will help when updating the readme.

That should help clear up crossed wires and any potential problems :)

Any bugs should be reported here.

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Dagan Wilkin
 
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Post » Fri May 27, 2011 9:39 am

Nice mod, it would surely deserve to be cleaned a little/continued/have some quest added.
With Adanorcil's "ArgonianVillage", it is the best argonian atmosphere mod I've seen so far after Granarinth's "A Call to Issilar".
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Trevi
 
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Post » Thu May 26, 2011 9:56 pm

With Adanorcil's "ArgonianVillage", it is the best argonian atmosphere mod I've seen so far after Granarinth's "A Call to Issilar".

I have never heard of these two :S - Any links so i can check them out?

Yeah the mod does look like it a needs a clean up. For a starter it needs its dependencies on the other mods removed.....
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Jennie Skeletons
 
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Post » Thu May 26, 2011 9:15 pm

They're both up on PES: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1715 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2438. I have only tried the first (many years ago), and had mixed feelings about it: I liked parts of the quest, but other parts were ridiculously difficult. Just go and see for yourself, it's definitely worth a closer look.
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 9:11 am

You can find both at PES: :)
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1715
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2438
[EDIT]too late...

Yeah the mod does look like it a needs a clean up. For a starter it needs its dependencies on the other mods removed.....
You should strip water life dependency naturally, but I remember a spriggan-like creature, so better keep Bloodmoon dependency, and I'd verify about Tribunal.
Another strange thing I remember is that some mod cells did not appear in TESFaith# map
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Epul Kedah
 
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Post » Fri May 27, 2011 10:15 am

Thanks for the links guys.


Abot - The mod uses your Waterlife mod. Is there any reason why it would require it? Surely if i download both mods then use TESFiles to package Riller-Mosh, it should pull all the necessary files from water life? Thus getting rid of the requirement?

worth a closer look?
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Queen Bitch
 
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Post » Fri May 27, 2011 2:04 am

Thanks for the links guys.


Abot - The mod uses your Waterlife mod. Is there any reason why it would require it? Surely if i download both mods then use TESFiles to package Riller-Mosh, it should pull all the necessary files from water life? Thus getting rid of the requirement?

worth a closer look?
Just checked, it seems there is just a reference to ab01wlBook02, that can be removed with no problem.
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MARLON JOHNSON
 
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Post » Fri May 27, 2011 11:09 am

Just checked, it seems there is just a reference to ab01wlBook02, that can be removed with no problem.

ah nice. Well i am in the process of downloading it. Gonna give it a glance in the CS and maybe have a play through. Could be something to expand upon. Looks like a resource gone to waste :(
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TOYA toys
 
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Post » Fri May 27, 2011 5:45 am

Well i have decided to clean this mod up abit and see where it goes from there. I dont want this wonderful resource to go to waste!

If anyone else wants to jump on the band wagon let me know :)
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Grace Francis
 
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Post » Thu May 26, 2011 7:46 pm

I might check it out and maybe even work on it a bit ;)
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Sista Sila
 
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Post » Thu May 26, 2011 11:25 pm

I might check it out and maybe even work on it a bit ;)

Nice! I have already started cleaning up the mod (removing the Helm of Tohan and Waterlife dependencies, as well as dirty refs.) and have started some work on the areas ( such as more foilage ect...)
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Ana Torrecilla Cabeza
 
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Post » Fri May 27, 2011 9:56 am

Hmm. You think you could PM that file? Or put it up publicly. Up to you ;)
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rebecca moody
 
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Post » Thu May 26, 2011 7:33 pm

Hmm. You think you could PM that file? Or put it up publicly. Up to you ;)

Well i was gonna release it as BETA 1.1 and then continue working on it.

What are you thinking? I have a few asthetic changes i want to make ( such as adding more unique hairs/faces for the argonians that live there. I am thinking Silaras head pack) plus doing some dialogue work.

Perhaps we coudl have a collaberation and then combine the files?
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Veronica Flores
 
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Post » Thu May 26, 2011 11:30 pm

Then theres going through all the dialogue/lore/books ect and fixing grammer/spelling mistakes.
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Rachie Stout
 
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Post » Fri May 27, 2011 6:40 am

Nothing yet really. I still have to explore the mod in-game. When I do, I might add in a few NPC's (Would it be alright if a tiny few were non-argonian?)
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cheryl wright
 
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Post » Fri May 27, 2011 10:17 am

Nothing yet really. I still have to explore the mod in-game. When I do, I might add in a few NPC's (Would it be alright if a tiny few were non-argonian?)

yeah - the Odd Bosmer, Khajit and possibly an orc or two might make sense. ( the type that might survive in the enviroment) A hig elf or imperial/redguard/breton wouldnt be too much of a push. The only ones to watch would be dunmer?

Could i ask a favour? Anything that you do add, could it be a seperate ESP? That way i could combine it effectivly with any updates to the main esp.
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Elizabeth Falvey
 
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Post » Thu May 26, 2011 7:15 pm

Okay. I guess I could do that. Don't expect Miracles though; I'm not sure on how to write Dialogue or create quests. I can make Interiors and NPC's though. Scripting is a BIG no-no.
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Invasion's
 
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Post » Fri May 27, 2011 4:48 am

Okay. I guess I could do that. Don't expect Miracles though; I'm not sure on how to write Dialogue or create quests. I can make Interiors and NPC's though. Scripting is a BIG no-no.

thats fine :) I am ok with dialogue and scripting


I have just go rid of a load of refrences from the mod via Enchanted editor that seem to do nothing at all. So hopefully one step closer to a cleaner mod. Gonna test it and see what happens.

Ok everything seems in order - so now i am removing Abot's waterlife dependency. The only refrence in the mod to waterlife is a boo, easy to remove.
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Jon O
 
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Post » Fri May 27, 2011 7:09 am

redguards wouldn't have much issue surviving, since they basically have the same resists as argonians. i think the northshores of hammerfell are about the same as black marsh in environment too.
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Prue
 
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Post » Thu May 26, 2011 7:32 pm

Whats the word on the firsguard armor? Is it ok to use in other mods? I am thinking of using it. The author hasnt be around for some time.....
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Calum Campbell
 
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Post » Fri May 27, 2011 4:51 am

hmmmm ok problems lol

Looks like the dirty refrences might actually have been needed. I got rid of some Grazeland refrences which seem pointless but turns out that the CS doesnt like that!

I am also working on the Abot waterlife thing. While EE flaged up the book, the mod acutally uses alot of the creatures and scripts from abots water life that EE didnt pick up.
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Tamika Jett
 
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Post » Fri May 27, 2011 11:39 am

Ok i have a working BETA 1.4:


[b]BETA 1.4 Changes[/b][list][*]Removed 24 dirty cell refrences[*]Removed Abot Waterlife Dependency[/list]



[b]TO DO LIST ( before BETA 1.4 is released)[/b][list][*]Tidy up the landscape of the island[/list]



[b]Material thats going to be added in[/b][list][*]Swamp Oil potions[*]Somnilus Plants[/list]


At the momenti am just going to have a play through and see how things are dialogue and interior wise.
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Paula Ramos
 
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Post » Fri May 27, 2011 12:51 am

ok had a play through and i noticed some things that are going to be fixed. One thing that bugged me was many of the new NPC's had their profession in there name. Normal morrowind doesnt do this so i am going to remove their profession from their names.

For refrence: problems in red, planned fixes in green, if its been fixed its in blue.


NPC in Eight Plates - Missing Face/ add face
NPC in Eight Plates - Has Explorer at the end of his name / remove explorer

NPC in Eight Plats - Dialogue is messy/ Tidy up dialogue
NPC in Hlaalu Manor - praline Delliyn, Ambassodor/ Remove "ambassodor from name"
NPC in Hlaalu Manor - No Dialogue/ Add dialogue concerning being an Ambassodor
Shipmaster near DagonFell - wanders away from ship/set wander to 0
Bedroll Near shipmaster can be picked up and has no icon/ Remove and replace with normal bedroll
Shipmaster is wearing pants and Adimantium helm (easy to kill and get), not consitant with a "traveller" as stated in dialogue that he is./ Add more clothing, toughen up the shipmaster
Shipmaster Dialogue is messy/ Tidy up Dialogue
Llardahs the Watcher's Dialogue is messy/ Tidy up dialogue
Rar-Asha has multiple quantaties of spears/ Remove some rarer spears ( like adamantium) and reduce number of enchanted spears.
Garjii needs moving onto his boat, looks out of place standing on plank/ Move Garjii to boat
Reekus Missing Face/add face
Reekus provides transport to middle of ocean for fishing though nothing is there/Remove the boat from the middle of no where. Remove trap door that leads there.
Reekus Claims to sell crab meat / Give him crab meat to sell
Swims too deep sells Nordic beer, Vintiage Brandy, Skooma, Telvani bug musk and all morrowind drinks. Inconsistant with Lore. / Reduce number of some drinks. Remove those mentioned, add more Argonian themed drinks.
Landscape in places is steep and uneven. Very blocky/ Smooth out landscape - Fixed Landscape around main entrance and in one alcove on the other side of the city.



While i have only explored a small ammount of the mod i feel that these changes are enough to work with for now. On top of that i have 2 quest ideas that i will be looking to implement.

Thats all for now.
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Mandy Muir
 
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Post » Thu May 26, 2011 11:00 pm

Ok i have a working BETA 1.4


Sent you an email about this ( don't know why I didn't just send a pm :s )

Do you have a link to the beta version? Or are you going to finish up your own fixes first? Would be nice to hear about some quest ideas, that'll probably get me hooked and 'on the band wagon' ;)
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Lance Vannortwick
 
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Post » Fri May 27, 2011 7:40 am

Sent you an email about this ( don't know why I didn't just send a pm :s )

Do you have a link to the beta version? Or are you going to finish up your own fixes first? Would be nice to hear about some quest ideas, that'll probably get me hooked and 'on the band wagon' ;)

No link so far for Beta 1.4.

Atm i am working on all the fixes listed above. (bringing the mod up to BETA 1.5 as its now a full on new version)


As for quest ideas:

The Ambassador and the Slave Trader

Theres a Dark elf in the Census office who claims they wont let her into the city as her borther is a "smugglar". Also the dark elf ambasador is still in Morrowind. The Quest idea was to go to morrowind and give the "Dark Elf ambasodor" a formal invite to the city inorder to clear up this mess. It would then turn out that the dark elf in the census office is actually related to a Slave trader. Not a smugglar. So the objectives are:

- get the ambassador to Riller-Mosh
- Find out whats up with the dark elf lady

Telling the Dark elf lady that her borther is a slave trader coudl then have some reaction such as "So the filthy argonians found out did they. I knew the smugglar cover up would wash with them. Its only a matter of time before these argonians submit to our will" and then she returns home.


Scales and Fur

In the sunken ship tavern (run by swins too deep) there is an argonian who tells the player a secret - she fancies the Khajit in the corner. Also in the Room is another argonian whos not impressed by outsiders and shows hatered towards the "fur ball" as he puts it.

I was thinking of getting Varnsha ( the female argonian who likes tha Khajit Ravvi) and Ravvi hooked up.

The quest would be a simple one: Get Ravvi to buy Varnsha a drink -> He says that it might cause conflct with the male argonian so gets the player to buy the dirn kand say its from Ravvi -> Varnsha accepts -> The male argonian ( i think is called gives-no-mercy) confronts the player, who then states that Varnsha (his daughter) will not accept drinks of a weak outsider -> at which point Ravvi Steps in and states that the drink is from him and if he wishes to buy her more then he shall and no stinking old lizard is going to stop him -> Gives-no-mercy is impressed with this behaviour and thinks Ravii a sutible warrior for his daughter.
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Blackdrak
 
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