[RELz-BETA] Riller-Mosh v2.3

Post » Sat May 28, 2011 7:02 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 2.7:

http://www.box.net/shared/r8c6f0vyfh

Changes made


Riller-Mosh BETA VERSION 2.7BETA 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 questBETA 2.4 fixes the following:- 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 questBETA 2.5 fixes the following:-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's2.6 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 used2.7 Fixes the Following:- Changed Ancient argonians back into normal argonians due to problems with the white argonian meshes- Reduced lighting in Riller-Mosh for better FPS- Fixed spelling mistake in cell name- fixed Floating carpet in Mages guild- Set Scamp wander to 0- Removed Travel service to Riller-Mosh from Dilami androm- Fixed spelling mistake in First Guard Helm- Removed the Dummy Boots from sale- Removed conflicting potions- Fixed The Cave Inn scripts for renting a room- Added Guild Guide to Riller-Mosh Mages Guild that allows travel to Caldera- Added Guild Guide to Caldera Mages guild that allows travel to Riller-Mosh- Added More generic Magic items to NPCs- Added Enchanter to Riller Mosh near mages guild- Added dialogue for enchanter- Added New NPC near mages guild- Added more statics to Mages guild- Added path grids outside of mages guild



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.

User avatar
Jodie Bardgett
 
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Post » Sat May 28, 2011 4:33 am

Which armors are they? The ones created by Quorn, or the Watchers?


Both, Quorn and the watchers. Thats the only new meshes. Oh that and the Vissed having their bounding box fixed.

Also theres the swamp sound activators i used.
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GPMG
 
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Post » Fri May 27, 2011 10:15 pm

I really hope we can resolve this soon; I could gladly help, but my lack of experience in the CS might only make thing's worse.
EDIT: All right, I'm going to see what will happen if I disable my other mods, and then remove some of the armors in the CS.
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Paula Ramos
 
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Post » Sat May 28, 2011 2:13 am

I really hope we can resolve this soon; I could gladly help, but my lack of experience in the CS might only make thing's worse.

Well i ahve disabled/removed the following:

- Vissed
- Swamp sounds
- water breathing scripts

see how it goes :D
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Melanie
 
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Post » Sat May 28, 2011 5:30 am

the armor should be easy to check, just spawn it outside of riller-mosh and see if any parts crash.

are the sounds new ones or just existing activators?

ah, didn't think about the vissed, maybe try spawning them outside of riller-mosh?
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leigh stewart
 
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Post » Sat May 28, 2011 5:29 am

ok still a crash after removing the obvious stuff hmm.
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Ernesto Salinas
 
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Post » Sat May 28, 2011 7:55 am

Well, I spawned an NPC with First Guard Armor in Toddtest, no other mods running: No crash.
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dav
 
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Post » Sat May 28, 2011 10:11 am

what about the waterwalking script?
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Kanaoka
 
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Post » Sat May 28, 2011 1:21 am

what about the waterwalking script?

removed it, still crashes
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Flesh Tunnel
 
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Post » Fri May 27, 2011 7:29 pm

Is it still in the same spot? I'm going to try checking that area to see if anything's off.
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lucile
 
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Post » Fri May 27, 2011 10:18 pm

I have tried everything - still nothing :(


all i can think it is is a corrupt ESP.... which is bad as i would have to make all the changes again....
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Trish
 
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Post » Sat May 28, 2011 7:13 am

Oh no. That's terrible! Perhaps it's related to one of the references you deleted?
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:)Colleenn
 
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Post » Fri May 27, 2011 6:36 pm

Oh no. That's terrible! Perhaps it's related to one of the references you deleted?

nope they were just quest items for vanilla morrowind quests so nothing to do with that
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roxanna matoorah
 
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Post » Sat May 28, 2011 7:53 am

:sad:
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Jesus Duran
 
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Post » Sat May 28, 2011 2:45 am

do you still have the .esp version that you edit? does that crash when loading the cells? sometimes converting to .esm can cause corruption depending how it's done.

i was surprised with all of the quest items used, the author must not have known that they were unique for script purposes.
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Siobhan Thompson
 
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Post » Sat May 28, 2011 9:58 am

ok off to work i go lol. No one send me any ESP files for now. I am going to go through my list and add the changes one by one. Testing each change as i go.
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Avril Louise
 
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Post » Sat May 28, 2011 1:55 am

Let's hope you're successful then. Anything we can do, let us know ;)
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Sheila Reyes
 
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Post » Sat May 28, 2011 9:20 am

Let's hope you're successful then. Anything we can do, let us know ;)

keep testing the 2.3 ESM and try to find the problem? That would help narrow things down.
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GRAEME
 
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Post » Sat May 28, 2011 4:36 am

I'm as stumped as you are I'm afraid. Everything seems fine to me. Here's a thought: Do you have any backups of this ESM? Also, have you thought about re-uploading 2.2 for now?
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Madeleine Rose Walsh
 
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Post » Sat May 28, 2011 1:48 am

though i know it's not the time for suggestions, but i think the ancients should all be white argonians. mainly because they stay underwater and are under the hist, it would seem likely that they would take on white pasty color, perhaps even glowing with bioluminecense. they should also have a high swiftswim ability so they can move really well in the water.
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Jessica Nash
 
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Post » Sat May 28, 2011 6:38 am

Glowing Argonians?
Well, if that isn't an amazing Idea. Perhaps making the Hist tree have glow-mapped textures as well? *sigh* Let's just try and fix this crashing problem though.
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Darrell Fawcett
 
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Post » Fri May 27, 2011 11:51 pm

It works on the dock but as soon as I try to cross into the swamp, it crashes, so there's something in that swamp that is causing it. :confused:
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Rachie Stout
 
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Post » Sat May 28, 2011 3:51 am

what we need is a tool to tell us whats happening lol. Anyone know of anything like this?
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Kim Kay
 
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Post » Fri May 27, 2011 11:21 pm

good luck! :goodjob:
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Emma louise Wendelk
 
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Post » Sat May 28, 2011 8:45 am

did we rule out the new armors?

i blame that broken imperfect at the bottom of the sea, jokingly of course. i don't know what the root cause is yet. too much swamp and trees to find that root.
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Marnesia Steele
 
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