» Fri May 27, 2011 6:55 pm
Greetings, All.
To Midgetalien:
We're with you, Midgetalien! We all know, and appreciate, that what you are doing now in RL (Real Life) with your dissertation takes infinite precedence over this, and your other mods, and will have a lasting effect on you for the rest of your life.
Go for it. Best of luck!!
I'm sure Krovosos can handle things in the meantime while you're otherwise occupied. No worries, mate.
We, and the inhabitants of Riller-Mosh, can wait for your further attention (they're on an island, after all -- ain't going anywhere).
To Midgetalien, Krovosos, and everyone else:
- Firstly, I want to agree wholeheartedly with, and support, Abyssmal Terror's previous comments and posts regarding further "cleaning" (not to belittle what Midgetalien has already done in this area, but the original author did put a lot of, shall we say, maybe not "dirty" cells/references, but "unnecessary" changes to many objects, cells, and NPCs that have absolutely nothing to do with Riller-Mosh and can (as Abyssmal Terror points out) be safely deleted ("Ignored" in the CS 'Details' screen before loading and saving) without adversely affecting anything.
For INFORMATION ONLY, here is what the TesTool Log reports for Riller_v2.3:
Deleted 0 GMSTs and 138 Other Objects
Updated 26 out of 149 cells, deleting 39 fields
Just gives you an idea about the magnitude of further "cleanup" work that might/could (should?) be done before release to the unsuspecting public.
(And, yes, I know many people don't like TesTool [and Princess Stomper is particularly adamant about discouraging end-users from "cleaning" HER mods with it], and I neither encourage nor discourage anyone from using whatever editors (TesTool, Enchanted Editor, Wrye Mash, or the good ol' MW Construction Set) they prefer and are comfortable with.
Nevertheless, I often find the TesTool log file helpful as an indication of what TesTool WOULD do, if you let it, even if you don't save/use the resulting "cleaned" esp.
And it does appear that there is a LOT of excess "stuff" and an automated editor of some sort will save a lot of time and effort with further, er.., "deep cleaning" efforts.
- And there will remain certain other "artifacts(??)" that automated editors won't fix, and will still need to be addressed "by hand."
Abyssmal Terror has highlighted a few - unique, MW quest related items that need to be replaced with common items, for example.
Others include instances where the original author created an actual new object, but apparently did not pay attention to the "Create New Object? Y/N" messagebox that the CS (would have) popped up, and replaced all references to an existing MW/Trib/BM object with the new one.
(For example, the many references to the "deadhist" static in a dozen or so cells having nothing to do with Riller-Mosh, which consequently flags them as "changed" in the CS).
Some are simply hilarious -- SOMETHING was done to "Ingred_moonsugar_01" to flag as "changed" by this mod practically every NPC, container, or cell throughout Vvardenfell that has moonsugar in/on it. Not good.
Nobody likes to "clean" mods. It's tedious and unrewarding, generally requires a lit of testing to make sure you haven't broken something or introduced other errors/problems.
Conversely, working on NEW content is fun and entertaining, so everybody gravitates to that aspect. Perfectly understandable.
But nevertheless, in support of Abyssmal Terror, this "excess/unnecessary stuff" will need to be addressed eventually.
Pay me now, or pay me later.
Us "helper elves" can certainly assist (as Abyssmal Terror has done already). Just let us know.
- And then there's the other stuff- new content actually added that is either excess, messed up, or just plain wrong and needs fixing.
Dialogue, half-finished quests, non-consistent content (the "stahlrim hammer" and "snow on the hut roof" things that have already been fixed are perfect examples. But, there are more like that hiding in even v.2.4.
And the "Blardy Barl" quest is by no means as "finished" as it could be (e.g., Khajit in the bar dialogue only has 2 responses to 3 Player choices; 500 septims is imply too much to pay for the little information he offers; should be possible to "persuade" him to part with the info for much less, or even nothing, particularly if the Player is also "...in the Guild."
Shimon the Liar should, conversely, be a bit more reluctant to part with HIS info, and should also be "persuadable." Player should get some more hints toward quest completion, particularly where to go looking for Jarkis (And I got a LOT of ideas about that guy, and how he could be used in some other quests besides this one). But, that's for later.
Anybody come across the "Bob and Jim" quest yet? No? (It doesn't exist in-game, only in the Construction Set). Includes 2 NPCs, dialogue, Journal entries, a book, and a script (and, R-rated), all taking up space for no purpose.
(Suspect these are/were "placeholders" the original mod author used to copy/paste parts for actual quests/dialogue/Journal/script stuff, and they just did not get deleted prior to release of the mod (But then, even the Big Boys at Bethesda left the "Clutter WareHouse" and Todd Test" cells behind in the Morrowind.esm, so don't feel too bad).
These need to go (Midgetalien doesn't need no steenking placeholders to make quests). But do read it first, for a laugh.
Lastly, a personal gripe:
I found the "Torture of the Slaver" business in the SS Deliverance to be particularly sad, and disturbing. Immediately wanted to help the captive, but even if the great hulking torturer was eliminated, still nothing my PC could do (no "Companion Share" or "AI Follow package" for her).
Something about torturing women just rubs me the wrong way. Too much of that kind of thing going on in Real Life. Don't need to encourage or feature it in this (or any other) mod.
And, Twin Lamps? Don't think so. (But then, before Bush and Cheney, nobody associated torture with Americans, either).
Nevertheless, request most humbly that you: 1.change the captured slaver to a male, and 2.move the whole torture chamber business from the Twin Lamps area to the jail under the Slather-Mar Headquarters (now, those guys I would NOT put past torturing prisoners. But Twin Lamps? No. That's just not right).
If you do, I'll volunteer to make a "rescue the prisoner" quest (persuade/induce through dialogue the torturer to get lost; escort the prisoner to the Warmblood Embassy for "repatriation" to Vvardenfell [either bring back the Dunmer Ambassador, whats-her-name, or use the Orc or Redguard ambassadors for assistance (they seem nice), since the Wood Elf is used for a different quest, the Khajit is just unfriendly, and the other two women ambassadors seem only concerned about themselves].
Man, still in Beta, and I'm already so immersed in this thing that I'm mentally assigning unique personality traits to the various artificial pixellated people on the island!
Cheers
DARoot