[RELz-BETA] Riller-Mosh v2.3

Post » Sat May 28, 2011 8:58 am

can i add an npc? i'm thinking of adding a snooty imperial census and excise agent from the imperial city, whom was tasked with some menial census work. he won't be a vital npc or involved in any quests, but will just have some dialog about riller-mosh from a well-to-do imperial view.
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JaNnatul Naimah
 
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Post » Sat May 28, 2011 9:17 am

Hey man, we'd be delighted for some extra help! :D Feel free to post it up here.
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The Time Car
 
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Post » Sat May 28, 2011 12:35 am

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


I was thinking about the war chief and his advisors since they are still using glass armor.
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Carlos Vazquez
 
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Post » Fri May 27, 2011 8:55 pm

Really? Hmm. Well, I feel that the War-Chief Should have some unique Armor, so I'm thinking he could do with some enchanted First-Guard Armor.
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Dylan Markese
 
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Post » Sat May 28, 2011 4:03 am

Greetings, All.

My, you have been busy. Sorry to hear of al the troubles you had (Riller_v2.3 crashed on me, also).

But, my esp was so simple it could not have been the cause.
To satisfy myself, I re-downloaded the thing from Rapidshare (to check whether zipping or something they did corrupted it), but it worked fine for me with both Riller_v2.2 and/or Roller_v2.4.

It doesn't matter now, since you've moved onn th v2.4, but that CTD crash was caused by the script, "sm_blardybook_script" (which Midgetalien had added to the second Blardy note, from my .esp, which was in a container placed by the striderhome in (-43,-15). So, when the
Player reached to point on the dock where the game changes cells from (-44,-15) to (-43,-15) the "crash." Found this by putting that script back on the first Blardy note (on Blardy's corpse), and the game then crashed upon entering the Kelp Mine.

Don't know why it's wrong, but deleting it from Riller_v23 solves the CTD problem (and breaks the Blardy quest, but that's broken in v2.4 anyway). Try it yourself, if you doubt.

So, in continuing suppport of your efforts, I now offer this:

http://rapidshare.com/files/361087854/DR_Rill24a.zip.html

Contains two simple .esps -- One to add back my maps and Clan Rank books (to the Embassy, Sisters, and Headquarters cells -- just as in v2.3 originally) and one to revise the Blardy Quest so it works even without the script on the BlardyNote.

They are both dependent on Riller_v2.4, and so are named "_DRxx24" and "_DRyy24" as a reminder. Both work fine in-game for me with the Riller_2.4 ESM.

Cheers

DARoot
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FirDaus LOVe farhana
 
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Post » Sat May 28, 2011 2:40 am

awesome, thanks for solving that issue. i knew it was some sort of scripting issue. :D
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Anthony Rand
 
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Post » Fri May 27, 2011 10:31 pm

Thanks for the explanation :) We had thought that the ESM itself had become corrupted.
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Jack
 
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Post » Sat May 28, 2011 5:40 am

Ahhh now that makes sense.

It flagged up as your esp due to me working directly to your esp for the blardy script! I did think it was odd that simple changes would crash it.

So you fixed up the quest? with journal entries too?


i am not at home at the minute so i cant download the file. But will download it later, along with Kro's file that he sent me and merge them together along with the work i did last night (changing the ancients to white argonians) - shouldnt be too long before a new version is up then. some time tonight.
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Jack Moves
 
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Post » Fri May 27, 2011 8:31 pm

i would also suggest to either change the hist guardian's inventories to just 1 each of the potions set to infinite stock, or vastly increase their difficulty. killing them nets a huge profit, especially with them respawning. not exactly something to want to encourage.

i do know one thing that needs major work -- pathgrids. i think that would explain some of the wonky pathfinding of creatures and companions in Riller-Mosh. might be difficult with how uneven and undefined the terrain is though,
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Stu Clarke
 
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Post » Sat May 28, 2011 1:47 am

Is there a resource for this plant?
"Dragon's-Tongue, common name for a fern like herb found in Black Marsh. It is especially prolific around the area of Utherus Swamp. It is a beautiful wildflower. Its name comes from the fire red fronds that protect its golden flower. As pretty as it is, it is a deadly poison to most living beings and needs to be avoided by adventurers. It is said, however, that Argonians can pick the plant and use the sap derived from its roots as an enhancement to their endurance."

There could be a Dragon's-Tongue elixer that fortifies endurance and athletics!
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Andrew Tarango
 
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Post » Sat May 28, 2011 10:32 am

i was thinking about the waters of the temple. maybe when the player stands in them, you can check the z-level of the player, and start a script that adds a slight healing and curing script while it detects that the player is standing in the water from the z-level waterheight. then the script will remove it when the player gets out of the water. or it can just be a simple spell that the hist tree casts.
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Clea Jamerson
 
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Post » Sat May 28, 2011 3:29 am

Good idea, though it should work if the PC is barefoot only.
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Emma Louise Adams
 
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Post » Sat May 28, 2011 3:03 am

not sure if you can tell if the player is completely barefoot, unless you forceequip a pair of invisible boots that cannot be removed unless you exit the temple. well, beast races are alway technically barefoot too. hmm. that's kinda heavy-handed, but might be the only option.

i kinda think the hist guardians should be large argonians, rather than spriggans. not that spriggans and argonians can't get along, but as argonians revere the hist, it'd make sense if the guardians are some kind of argonian. maybe have the argonians paralyzed where they look like statues, and come to life when attacked. hmm, i think i'll play around with that idea.
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Adam Baumgartner
 
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Post » Sat May 28, 2011 6:37 am

The Invisible boots idea sounds good. I'd imagine that they should be equipped on the ankle, rather than the foot, so that beast races can wear them. Only problem would that the foot-steps would change sounds.
As for the Guardians, I've already suggested this to Midget, so we'll see how it goes.
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Beast Attire
 
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Post » Sat May 28, 2011 3:15 am

Is there a resource for this plant?
"Dragon's-Tongue, common name for a fern like herb found in Black Marsh. It is especially prolific around the area of Utherus Swamp. It is a beautiful wildflower. Its name comes from the fire red fronds that protect its golden flower. As pretty as it is, it is a deadly poison to most living beings and needs to be avoided by adventurers. It is said, however, that Argonians can pick the plant and use the sap derived from its roots as an enhancement to their endurance."

There could be a Dragon's-Tongue elixer that fortifies endurance and athletics!

working on one ;)
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Kristina Campbell
 
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Post » Sat May 28, 2011 7:01 am

Awesome!

I'm going to try and make an addition too!
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Jennie Skeletons
 
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Post » Sat May 28, 2011 6:59 am

Really? :) What do you have in mind?
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phillip crookes
 
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Post » Sat May 28, 2011 12:32 am

This is looking really good so far. I'm glad to see more argonian mods being worked on, and it's comforting to see modders getting together to finish a great mod. :foodndrink:

About the Vissed, remember you can use the 'TCB' (ToggleCollisionBoxes) console command to make bounding boxes show up in game for testing.
Also make sure you're editing the bounding box in the x.nif not the .nif. I can try to edit it, if it's causing you trouble. :)
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Chantel Hopkin
 
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Post » Sat May 28, 2011 10:03 am

Really? :) What do you have in mind?


It's just going to be a quest to get the muck farmer a muck shovel, since he's just using his hands. If you get him a muck shovel, he'll be really happy, and a couple merchants will lower their prices!
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Spaceman
 
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Post » Fri May 27, 2011 11:38 pm

Interesting, but isn't there a Muck Shovel right next to him? :P Really though, nice idea.
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Romy Welsch
 
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Post » Sat May 28, 2011 8:18 am

Gah! still at uni working on dissertation! wont be home till midnight. Once i am i will work on putting everything together.

@ Dirnae I edited both O_o - that might be the problem

Will check and see whats happening.

if its still a problem i will be passing it your way :D - if you dont mind.

but for now i would like to solve it myself - only way i learn


=MA=
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Matt Bigelow
 
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Post » Sat May 28, 2011 12:10 am

Interesting, but isn't there a Muck Shovel right next to him? :P Really though, nice idea.


Not when I get done with it! :D

Well, it'll appear by his side once the quest is finished anyways. Completing the quest will raise the disposition of the alcemist and crab merchant resulting in lower prices. Gonna see if I can do it.
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Hannah Barnard
 
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Post » Fri May 27, 2011 9:35 pm

@ Dirnae I edited both O_o - that might be the problem

Will check and see whats happening.

if its still a problem i will be passing it your way :D - if you dont mind.

but for now i would like to solve it myself - only way i learn


=MA=


Nah, it doesn't matter if you edit both, just as long as you edit the x.nif (the .nif isn't used by the game AFAIK).
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Emma Copeland
 
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Post » Fri May 27, 2011 9:57 pm

Not when I get done with it! :D

Well, it'll appear by his side once the quest is finished anyways. Completing the quest will raise the disposition of the alcemist and crab merchant resulting in lower prices. Gonna see if I can do it.

Good luck :)
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Chris Ellis
 
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Post » Sat May 28, 2011 7:02 am

looks like i'm getting another long list of fixes compiled, i'll post what i find.
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Noely Ulloa
 
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