[RELz-BETA] Riller-Mosh v2.3

Post » Sat May 28, 2011 4:38 am

Update for those wating for news :D

All the propsed updates have been done apart from the mages guild. However the mages guild has been worked on! The layour of the small guild is finished. I am just working on the interiors. After that its the NPC's and then perhaps a quest or two :)
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Tanika O'Connell
 
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Post » Fri May 27, 2011 7:58 pm

Could I perhaps partake in the addition of NPC's? I have some Ideas :D Not right now though, it's late.
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Claire
 
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Post » Sat May 28, 2011 1:12 am

Sure! Theres not going to be many NPC's though as its not particularly a large guild

I was thinking:

Argonian spellmaker/spell seller
Argonian Encanter
High Elf potion master
Breton scroll selll
Khjiit Travel service

There is room for one or two more :)
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daniel royle
 
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Post » Sat May 28, 2011 1:03 am

Looks good, I have some concepts for them, unless you've already started on them. Where would the khajiit take the player though?
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Kaylee Campbell
 
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Post » Sat May 28, 2011 1:16 am

Looks good, I have some concepts for them, unless you've already started on them. Where would the khajiit take the player though?

I have some conepts already. The khajiit is a guild transport - so to other mages guilds - i am think Balmora and Caldera
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Gaelle Courant
 
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Post » Fri May 27, 2011 11:14 pm

I see :) Hoping to get back on this soon!
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Adrian Powers
 
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Post » Sat May 28, 2011 12:42 am

sounds good. just waiting for the next big release to start testing out and proposing new changes.
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Janeth Valenzuela Castelo
 
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Post » Sat May 28, 2011 3:02 am

Hate to sound impatient, but I've got some Ideas I'd really like to implement with Riller-Mosh. I could do them now with the current Beta, but that would just create conflicts. There's also the fact that the mod could use some cleaning, unless that's already being taken care of.
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Rhi Edwards
 
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Post » Fri May 27, 2011 7:18 pm

Hate to sound impatient, but I've got some Ideas I'd really like to implement with Riller-Mosh. I could do them now with the current Beta, but that would just create conflicts. There's also the fact that the mod could use some cleaning, unless that's already being taken care of.

I ahve cleaned some stuff from the ESP. I am working on the mod atm.

If you want to post a list of stuff that needs cleaning can you posta list and i will get on to it?

Also lets hear your ideas :D - when you cant work on your ideas its best to share them :)

Oh i also have a "main quest" (used very losely) which involves the embassy and ambassadors, the hist, a necromancer and an aronian war chief that wants rid of the outsiders.
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Zach Hunter
 
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Post » Sat May 28, 2011 8:15 am

EDIT: decided not to spoil it for you ;)
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Amy Masters
 
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Post » Fri May 27, 2011 9:36 pm

Sure! Theres not going to be many NPC's though as its not particularly a large guild

I was thinking:

Argonian spellmaker/spell seller
Argonian Encanter
High Elf potion master
Breton scroll selll
Khjiit Travel service

There is room for one or two more :)


there should be a couple argonian newbie mages that are new to the guild, would make some sense. though i think the service providers shouldn't be argonian, at least initially.
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le GraiN
 
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Post » Sat May 28, 2011 10:44 am

there should be a couple argonian newbie mages that are new to the guild, would make some sense. though i think the service providers shouldn't be argonian, at least initially.

no worries only the alchemist is an argonian ;)

heres whats in the new version which will be uploaded in a few moments- Its incomplete ( i.e everything i wanted to hasnt been finished yet - such as mages guild and cleaning refs but all in good time)

removed various unique items and replaced with normal items
removed various unique containers and replaced with normal ones
replaced a chargen_plank to use ex_ship_plank instead
Fixed some spells for sale that would be added to the players spell list in a new game
fixed the Vissed bounding box (i hope)
Changed the ancients to white argonians
Added mages guild (very BETA atm - no quests, no dialogue, not all NPC's there)
removed bloodmoon items/armor/weapons from shops and NPC's

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D IV
 
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Post » Sat May 28, 2011 3:24 am

version 2.5 is now uploaded
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Emma Copeland
 
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Post » Sat May 28, 2011 6:19 am

Thanks Midge! I'll try to see if I can clean the mod; I'll convert it to an ESP and clean it with TESAME from there.
EDIT: I'm not sure if this is a problem, but when I converted it to an ESM, I got this message:

Traceback (most recent call last):
File "F:\Program Files\Bethesda Softworks\Morrowind\mopy\masher.py", line 5238, in Execute
self.window.Refresh(detail=newName)
File "F:\Program Files\Bethesda Softworks\Morrowind\mopy\masher.py", line 1309, in Refresh
self.PopulateItems(selected=selected)
File "F:\Program Files\Bethesda Softworks\Morrowind\mopy\masher.py", line 784, in PopulateItems
self.PopulateItem(itemDex,mode,selected)
File "F:\Program Files\Bethesda Softworks\Morrowind\mopy\masher.py", line 1354, in PopulateItem
elif not fileInfo.isWellOrdered():
File "F:\Program Files\Bethesda Softworks\Morrowind\mopy\mosh.py", line 2863, in isWellOrdered
return not modInfos.doubleTime[self.mtime]
KeyError: 1270416610.0000079

A similar message occurs if I try to convert another ESP to an ESM. This is with Mash's 'Copy to Function. Anyhow, I shall test the new ESM now.
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Dean Brown
 
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Post » Sat May 28, 2011 8:33 am

the vissed still have bounding box issues

is there any objection to reducing a lot of the green lights around the exteriors? or at least tone it down some?

stalks-the-muck still has greeting issues

overall it's looking a lot better!

i have a couple suggestions, you should get the update to quorns argonian armor, and implement the barkwoven armor and leafweave weapons, which will help fill the void of the nordic stuff. maybe use a dreugh completion set too, like TR's.
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Louise Lowe
 
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Post » Sat May 28, 2011 7:30 am

the vissed still have bounding box issues

is there any objection to reducing a lot of the green lights around the exteriors? or at least tone it down some?

stalks-the-muck still has greeting issues

overall it's looking a lot better!

i have a couple suggestions, you should get the update to quorns argonian armor, and implement the barkwoven armor and leafweave weapons, which will help fill the void of the nordic stuff. maybe use a dreugh completion set too, like TR's.

I can reduce lights if you want to.

What exactly is wrong with Stalks-the-muck? I have no problem with him yet everyone keeps menetioning this. I cant fix it if i dont know in detail what is wrong

Those darn Vissed.......

Will check out quorns set
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Sophh
 
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Post » Sat May 28, 2011 8:54 am

for stalks the muck, it says topic vissed not found on line 1.

other things noticed:

conjurer ring and dagger both fortify acrobatics, which seems off unless conjurers have some crazy leaping skills unknown to others ;)

magebane is way underpriced, but that sort of balance will probably happen towards the end.

the twin lamp khajiits still have nordic snow bear armor, should at least be regular bear, or just removed. twin lamp members should be using stealth over force, so some sort of stealthy suit would be better. maybe rename some of the black clothing into "khajiiti suit" (like cat suit)? daggerfall did have that clothing for stealth characters.
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Taylah Illies
 
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Post » Sat May 28, 2011 10:07 am

for stalks the muck, it says topic vissed not found on line 1.

other things noticed:

conjurer ring and dagger both fortify acrobatics, which seems off unless conjurers have some crazy leaping skills unknown to others ;)

magebane is way underpriced, but that sort of balance will probably happen towards the end.

the twin lamp khajiits still have nordic snow bear armor, should at least be regular bear, or just removed. twin lamp members should be using stealth over force, so some sort of stealthy suit would be better. maybe rename some of the black clothing into "khajiiti suit" (like cat suit)? daggerfall did have that clothing for stealth characters.

Ahh now i see. Yes that can be fixed.

Conjurer stuff is suposed to be fortify conjuration lol

I agree with the twin lamps just dont know what will suit them.....

Working on an update as we speak :)

What do you think to the start of the mages guild?
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Avril Churchill
 
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Post » Sat May 28, 2011 12:15 am

Well, I tested my cleaned ESM and everything appears to be going fine so far. But I've noticed a few things in my short period of testing:

1)I noticed that the quest related corpses I got rid of are *still* there. I thought I had replaced them with my new corpses, but it seems that isn't the case. (See Number two)

2)While cleaning the mod, I noticed that the two corpses I added were in the list of data in TESAME. But, when I went in-game and tested them out, they were nowhere to be found. So I checked in the CS, thinking I accidentally might have deleted them. Turns out they aren't even being used. Any idea on how this occured?

3)There seems to be two sets of dialogue for the Watchers: One I revised a while back, while the other still contained errors. I believe the idle watchers are the ones that speak the un-revised dialogue.

One more thing: Should I post up the cleaned ESM here? I've cleaned it of most dirty cell references , apart from the blank ones, since I'm afraid to edit them out of spoiling something..
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Javaun Thompson
 
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Post » Sat May 28, 2011 10:00 am

the mages guild looks good, i do like the organic look. perhaps add a little imperial architecture so it doesn't look too telvannish though.
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Trevi
 
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Post » Fri May 27, 2011 7:07 pm

Version 2.6:

2.6 Fixes the following:

- Fixed dialogue errors
- Fixed Dialogue topics
- Removed dirty Dialogue refrences
- Added New Barkwoven armor
- Added New leafweave weapons
- Added New generic magic items to NPCs and Shops
- Added more Argonian armor/weapons to NPCs and Shops
- Removed most imperial and dunmer armor/weapons
- Fixed Stalks-in-mud Dialogue
- Fixed Conjurer's enchanments
- Changed Magebane from Constant effect to Cast when used

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Hope Greenhaw
 
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Post » Sat May 28, 2011 2:59 am

Neat. Have you adressed my issues though? Nevermind, I'll get to them tomorrow.
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carrie roche
 
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Post » Sat May 28, 2011 6:00 am

Neat. Have you adressed my issues though? Nevermind, I'll get to them tomorrow.

Ahh didnt see your post lol.

nope havnt address those issuies, you may have to do them again as the mods been updated. I am working on cleaning the mod theres alot of dirty items that EE is picking up on. But i will wait till you send me a new ESP.
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Kelvin Diaz
 
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Post » Sat May 28, 2011 1:34 am

No no, please don't wait. I haven't even gotten to downloading the newest update, and I have to go sleep soon.
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K J S
 
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Post » Fri May 27, 2011 7:24 pm

i was thinking, for the twin lamps members, the leader can wear dark brotherhood armor, and the others can wear pieces of orc and adamantium. the leader could mention that house dres sent the dark brotherhood after him, and he now wears that assassin's armor as a trophy. at least this would look better than nord armor.

maybe the smith in the walk the plank armory could have the topics from quorn's argonian armor mod, to explain the materials to outsiders. it fits perfectly with the lore, and makes some sense as the other materials are described in other topics. add one for first guard too, which explains its importance/

i think some chameleon items would fit naturally, maybe call them 'hunting' items. or 'stalking'. maybe a swift swim belt too.

i think DARoot was right to maybe go with using a script to scale the vissed instead of altering the model.

we should look into making a cave that's an interior swamp for ingredient and hunting. more areas for vissed and new plants and such.
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Maeva
 
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