[RELz-BETA] Riller-Mosh v2.3

Post » Fri May 27, 2011 8:06 pm

what we need is a tool to tell us whats happening lol. Anyone know of anything like this?

Closest I can think of at this time is either TESTOOl or this:
http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=24
I use neither though, so I can't guarantee if they'll be of any help.
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sara OMAR
 
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Post » Sat May 28, 2011 12:29 am

maybe it's because the silt strider was removed? was everything cleaned up, like the driver in molag mar? i doubt that's it, but i got nothing so far.
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NIloufar Emporio
 
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Post » Sat May 28, 2011 2:37 am

Yes, that Silt-Strider. That Damn Silt-Strider. I'm going to investigate this.
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Cheryl Rice
 
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Post » Sat May 28, 2011 8:15 am

Any progress? I hope we can get this working because it's sad to just be able to use the docks. :sad:
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Sammie LM
 
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Post » Fri May 27, 2011 10:05 pm

:lightbulb:

i have an idea! It might work. Basically i think the ESP got corrupted after it merged the ESP and ESM together. Basically while working on 2.3 I have 2.2 loaded and then work of an ESP which becomes the patch. When a new version is done, i turn the ESM into an ESP then merge it with it with the patch esp.

NOW i know that 2.3 ESM is corrupt.

I know that the 2.3 ESP ( the file that is the merged 2.2 + patch to make it 2.3 before being turned into an ESM itself) is corrupt


BUT

What if i loaded version 2.2 and the patch ( pre-merged) and see if that works? If it does then that means all the work wont have been lost and we know that by truning 2.2 into an ESP then merging it with the ESP patch and then turning the entire thing into an ESM for 2.3 got corrupted. Lost? I dont blame you.

Essentially it means that by reverting to the stage before 2.3 became an ESM ( i still have the ESP's) and they work. I could try merging them again :D

so bare with me on this!
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Johnny
 
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Post » Fri May 27, 2011 6:31 pm

Good luck! You have our blessings.
*bearing with Midgetalien*
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Mylizards Dot com
 
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Post » Fri May 27, 2011 6:58 pm

hmm, i thought the construction set can merge an .esp into an .esm, without needing to convert that .esm into an .esp. the construction set is pretty good at combining mods, despite adding some junk cells. TESTool can remove those with ease though.
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Claire Jackson
 
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Post » Sat May 28, 2011 5:09 am

hmm, i thought the construction set can merge an .esp into an .esm, without needing to convert that .esm into an .esp. the construction set is pretty good at combining mods, despite adding some junk cells. TESTool can remove those with ease though.


well in order to combine the patch esp to a previous ESM version, the esm needs to be turned into an esp. You cant do this with other mods loaded ( as far as i know) so i use wyre to do it. Then i merge the 2 esps and the nturn the merged mod into an ESM. simples.

via this method it means i have an esp version of the pre-merged and pre-esm versions.
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Quick Draw III
 
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Post » Sat May 28, 2011 5:47 am

ah, ok. gotcha! well, godspeed!
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Jeff Tingler
 
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Post » Sat May 28, 2011 2:37 am

:celebration:
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Robert Jackson
 
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Post » Sat May 28, 2011 9:42 am

I take it it worked! :D :D
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James Smart
 
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Post » Fri May 27, 2011 11:26 pm

I take it it worked! :D :D

yes.

However it was pre-daroots esp and the work i did on it. So i have to the journal entires and dialgoue for the bard quest but then it should all work great :D
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Kat Stewart
 
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Post » Sat May 28, 2011 2:33 am

Awesome! :D :D :D
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Tom Flanagan
 
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Post » Sat May 28, 2011 8:07 am

I have found what the problem is and why it crashes. I just tested 2.4 after i merged it with daroots esp. It seems Daroots esp is messing everything up :(
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jess hughes
 
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Post » Fri May 27, 2011 8:50 pm

Well, that settles it. Don't merge DAroots esp.
Also, a suggestion: Leave the next versions name as 2.3, there's no real need to skip towards 2.4 so soon.
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Thema
 
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Post » Sat May 28, 2011 7:48 am

Well, that settles it. Don't merge DAroots esp.
Also, a suggestion: Leave the next versions name as 2.3, there's no real need to skip towards 2.4 so soon.


oh yes there is :D

1) to prevent it over riding the 2.3 esp and esm that i now have ( will save them incase corruption happens again)
2) I cant merge the mods into file name 2.3 cause it already exists
3) all these changes:

- Fixed Blardy dialogue
- Removed broken imperfect from sea bed
- Fixed Fishscale greaves texture path
- removed siltstrider (again - for some reason it came back)
- attached the remove shoes script to the temple door
- removed duplicated hut
- added more journal entries to the blardy quest
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Claire Vaux
 
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Post » Sat May 28, 2011 5:03 am

Ah, then, my mistake :P
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Andrea Pratt
 
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Post » Fri May 27, 2011 6:20 pm

Ah, then, my mistake :P

just gonna test it in game. Fingers crossed
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Rodney C
 
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Post » Sat May 28, 2011 6:22 am

all tested everything works :)

First page updated with new link, enjoy

=MA=
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Kayleigh Williams
 
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Post » Fri May 27, 2011 8:53 pm

Phew. I'm so glad this has been resolved. I'm afraid I can't do anything now, I have to go to bed, but I'll have some time left tomorrow to work and test the mod. Goodnight :)
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Elizabeth Falvey
 
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Post » Fri May 27, 2011 8:37 pm

good that this is back to working, eh?

found a couple things:

neeki the clothier has no head

_rillermoshtorch has an improper name and no icon, found in juni's inventory

vissed are still floating above the terrain and acting glitchy. http://img705.imageshack.us/img705/561/screenshot70l.jpg

the script on the temple door should probably skip asking argonians and khajiit to remove shoes, since the only boots they wear are footless anyways. only because it gives the whole "Beast races can't wear shoes" prompt when entering the temple.

the ancients should probably have nolore.
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Ann Church
 
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Post » Fri May 27, 2011 6:37 pm

Awesome! I love the new ambience of Riller-Mosh! Stalks in mucks' Dialog is still messed up though.
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RObert loVes MOmmy
 
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Post » Sat May 28, 2011 4:58 am

Do you think the Firstguard armor should have different ranks? I think that would be a neat idea.
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Jarrett Willis
 
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Post » Sat May 28, 2011 12:02 am

good that this is back to working, eh?

found a couple things:

neeki the clothier has no head

_rillermoshtorch has an improper name and no icon, found in juni's inventory

the ancients should probably have nolore.


I'll address these three issues, along with any other problems I can come across.
EDIT: Yes indeed, the bounding box for the Vissed still hasn't been fixed.
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Scott Clemmons
 
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Post » Sat May 28, 2011 10:34 am

the script on the temple door should probably skip asking argonians and khajiit to remove shoes, since the only boots they wear are footless anyways. only because it gives the whole "Beast races can't wear shoes" prompt when entering the temple.


Your right, i should look into it skiping argonians and Kahjit

Do you think the Firstguard armor should have different ranks? I think that would be a neat idea.

If i am going to be honest - no. As the wathcers dont have diffrent ranks really.

EDIT: Yes indeed, the bounding box for the Vissed still hasn't been fixed.

Yeah looks like i made it too big haha
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Joe Bonney
 
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