[RELz-BETA] Riller-Mosh v2.7

Post » Sat Apr 09, 2011 10:33 am

Riller-Mosh was a landmass reource released by Avrahama back in 2007 based around Argonian
lore and concept. His origonal BETA version 1.3 can be downloaded here:


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=105077&id=5327

Though 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 secluded
Argonian landmass near morrowind. Just like the Black Marsh the Hist used to thrive in Riller-Mosh
untill 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 yourself
for dirty boots and lots of swamp muck!


The Current version is BETA 2.8
:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8529


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 guildversion 2.8:- removed another 270+ dirty refrences- Added more furniture to Mages Guild- Fixed corrupted Vissed Model- Fixed more dialgoue with Stalks-in-Muck- fixed Topic Vissed- removed Bloodmoon items from Darakis' Hot Imports- Reduced Items avalible at Darakis' Hot Imports-Added a new Npc, Arevosi Ondoi.-Removed some over-powered robes from the Sister Of the Hist cell, and locked the chest that has the Heart of Argonia key.-Adjusted the greetings for some NPCs, such as Stalks-The-Muck and Mendle. They should no longer repeat the same greeting after you talk to them.-Got rid of the bloodmoon rugs from the walk the plank armory. Also added a chest with more leaf-weave weapons, and set ownership tags for some items.- Got rid of all the quest related corpses near the sunken ships.-Some minor edits to the mages guild.- Added New weapons: Swamp staff, Oak Staff, Hist staff, Saurian Dagger, Saurian Shield- Added more generic magic items[/quote][quote]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
Tracy Byworth
 
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Joined: Sun Jul 02, 2006 10:09 pm

Post » Sat Apr 09, 2011 7:41 pm

gah! stalks-the-muck is still having greeting issues! it's that whole broken imperfect issue all over again!
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XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Sat Apr 09, 2011 7:24 am

gah! stalks-the-muck is still having greeting issues! it's that whole broken imperfect issue all over again!

its been taken care off by Kro in 2.8, which should be up tomorrow :D
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priscillaaa
 
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Post » Sat Apr 09, 2011 6:34 am

sorry about the latness of 2.8 - but i have an idea for a quest that i am trying to implement. But if the scripting doesnt work then its not going in! lol.
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Raymond J. Ramirez
 
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Post » Sat Apr 09, 2011 8:18 am

sorry about the latness of 2.8 - but i have an idea for a quest that i am trying to implement. But if the scripting doesnt work then its not going in! lol.

While I'm not really interested in the mod I wanted to chime in to thank you for your hard work =) I can tell you've been working with this a lot =)

Best of luck!
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JeSsy ArEllano
 
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Post » Sat Apr 09, 2011 12:06 pm

While i do like the sound and idea of the mod, i downloaded it a couple of weeks back. And the whole landscape is a bit dodgy. That really kinda put me off. But keep up the good work anyways. And im sure it will be fixed anyway. Possibly
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Brandon Wilson
 
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Post » Sat Apr 09, 2011 9:05 am

Hmm, what do you mean by dodgy? Are you referring to the hills/mountains around the island?
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Brentleah Jeffs
 
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Post » Sat Apr 09, 2011 3:25 pm

While I'm not really interested in the mod I wanted to chime in to thank you for your hard work =) I can tell you've been working with this a lot =)

Best of luck!

Thanks :)

Hopfully as the mod improves and more and more quests are added/bugs are fixed you could be tempted to try it out :D

While i do like the sound and idea of the mod, i downloaded it a couple of weeks back. And the whole landscape is a bit dodgy. That really kinda put me off. But keep up the good work anyways. And im sure it will be fixed anyway. Possibly

Yeah the landscape is very ood. Some changes have been made here and there to the landscape where there were various annoying and flawed landscape areas but there hasnt been any major over haul of the landscape.

I am planing on adding a wider landscape around the outside of the "crater" to add a type of wilderness but thats a very distant plan as the main focus is patching, fixing and questing the mod atm
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Gemma Flanagan
 
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Post » Sat Apr 09, 2011 10:16 pm

Just to let everyone know - version 2.8 will be out when its done. It may be a long time. Apprently my method of working- releasing- having testers- bug reporting- fixing- releasing- repeat doesnt work and overlooks anyone who decides to help through bug reports by my apprant obvious ignorance. God forbid it might be the mod is extremly dirty and theres a lot to do that instead of thinking I might have a lot of work to do and things could get overlooked that were previously mentioned , people would instead like to claim that i am picking and choosing areas to work on and ignoring any help that is posted.

So i would just like to say that those people are completly wrong. I am not picking an chosing what to do - I am doing it as bugs are reported. It was helpful to have testers test each new small version but now due to the complete disregard for any of the hard work and effort that i have put into this mod I am now only going to release 2.8 when i can be bothered to. I have spent time and effort on this mod trying to get it into shape but apprently that wasnt enough.

Keep checking back to the thread though if your intrested in finding updates/future releases - but as of now I really dont see why i should share the updates if people are unhappy with the progress made ( which btw i think has been a substanial ammount.) The mod is still in BETA because of the sheer ammount of work involved but some feel it should now have moved past this stage as bugs that were present from the early versions are still in this version - well thats why there are diffrent versions - as diffrent version fix more and more problems

It saddens me that where help, adivce and gratitude should have been shown I instead recieved crtiicism and insult with a touch of selfishness.

=MA=
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Ross Zombie
 
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Post » Sat Apr 09, 2011 12:27 pm

The previous drama aside, with encouragement from Kro, version 2.8 is going well.

Heres a list of whats been fixed so far in 2.8 - does anyone else know of any major bugs that need fixing?

- removed another 270+ dirty refrences
- Added more furniture to Mages Guild
- Fixed corrupted Vissed Model
- Fixed more dialgoue with Stalks-in-Muck
- fixed Topic Vissed
- removed Bloodmoon items from Darakis' Hot Imports
- Reduced Items avalible at Darakis' Hot Imports
-Added a new Npc, Arevosi Ondoi.
-Removed some over-powered robes from the Sister Of the Hist cell, and locked the chest that has the Heart of Argonia key.
-Adjusted the greetings for some NPCs, such as Stalks-The-Muck and Mendle. They should no longer repeat the same greeting after you talk to them.
-Got rid of the bloodmoon rugs from the walk the plank armory. Also added a chest with more leaf-weave weapons, and set ownership tags for some items.
- Got rid of all the quest related corpses near the sunken ships.
-Some minor edits to the mages guild.
- Added New weapons: Swamp staff, Oak Staff, Hist staff, Saurian Dagger, Saurian Shield
- Added more generic magic items

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Lil Miss
 
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Post » Sat Apr 09, 2011 10:22 am

Just want to point out that Arevosi's Dialogue might be a little strange; She still has the same greetings as Dilami Androm (NOT the Vanilla NPC, thankfully). That's because I didn't want to get rid of the NPC outright, so I reused her, changing her name and clothing. Sorry bout that..
Anyway, I'll see to it that this is fixed once 2.8 is done, but I just wanted everyone to know before it's reported as a bug ;)
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Tom
 
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Post » Sat Apr 09, 2011 3:37 pm

Hey, Midgetalien and Krovosos

Been working on a NPC for the new mages guild.
The "Wizard Vista," who takes stuff out of the Player's inventory and hides it various places (unless the Player has the "XP_Compatability" spell/enchantment active), and gives generally incomprehensible and useless answers to any question posed under the topic, "Help."
And, if my "Wizard Vista" plug-in causes random CTDs, well....Hey! Fits right in.

Keep up the good work, guys. I'm behind ya.

DARoot
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Sakura Haruno
 
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Post » Sat Apr 09, 2011 7:14 pm

since those white argonians didn't work, how about making your own with the vanilla bodies? just would need to bleach the original textures i assume. you could also then add glow maps maybe.

any plans on making the hist tree in the temple interactive? or with the ancients?
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Alisia Lisha
 
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Post » Sat Apr 09, 2011 8:43 pm

i have an idea for some spore plants that should be placed around that, while a non-argonian player is in the vicinity, can infect the player. i call the disease "marsh fever", it drains endurance and willpower, i'm sure there's a better name to use. here's the script i'm thinking of:

begin infection_sporesshort checkfloat timer;check if argonian, and ignoreif ( player->getrace "Argonian" == 1 ) returnendif;check if immune to diseaes, and ignoreif ( player->getresistdisease >= 100 ) returnendif;check if player is already infected, and ignoreif ( player->getspell "marsh fever" == 1 ) returnendif;check player distance, ignore if too farif ( getdistance "player" > 200 ) if ( timer > 0 )  set timer to 0 endif returnendifset timer to ( timer + getsecondspassed )if ( timer == 1 ) set timer to 0 set check to random 100 if ( player->getresistdisease =< check )  player->addspell "marsh fever"  messagebox "You have contracted Marsh Fever." endifendifend

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Chenae Butler
 
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Post » Sat Apr 09, 2011 11:12 am

^
That sounds like a very cool idea. Perhaps they could be placed in some caves? I was thinking of adding some grottos around the island.
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Laura Elizabeth
 
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Post » Sat Apr 09, 2011 6:50 am

caves, grottos, overland swamps...it'd fit everywhere really, since black marsh is suppose to be very dangerous to outsiders with the diseases and all. that script might need to adjusting since it checks every second while the player is very close. this would be good for plants that you don't harvest. for plants that can be harvested, just checking when activating the plant would work well too. maybe checking alchemy skill to prevent infection too?

after a couple playthroughs, i think we should decrease the ammount of watchers overall.

an idea for the mages guild, perhaps there's a quest to acquire some hist items for study, which could upset the locals a lot.
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Cheryl Rice
 
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Post » Sat Apr 09, 2011 3:27 pm

I like the idea of one or two grottos being placed about.

Atm i am working on the main quest, fixing some dialogue, general bug fixing and some other stuff.

I have 50% of the main quest written out and it includes an argonian colony being established early on in the quest.

well i say colony its just establishing a more direct, permenant dock which provides transport to Riller-Mosh
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Joie Perez
 
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Post » Sat Apr 09, 2011 7:54 pm

Well progress has been slow but progress has been made!

The "shell" is inplace for the main quest to be written in.

However i am debating about releasing the mod as it is so Kro can work on the grottos or keep hold of it and put in the main quest..... what does everyone think?
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Sammi Jones
 
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Post » Sat Apr 09, 2011 11:16 am

I think we should work on finishing some of the dialogues and the editing the landscape before we start on the Main-quest, but I won't mind waiting to see it begun.
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Nicole M
 
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Post » Sat Apr 09, 2011 10:25 pm

I think we should work on finishing some of the dialogues and the editing the landscape before we start on the Main-quest, but I won't mind waiting to see it begun.

this was my concern too. Theres some dialogue thats been done in the new version but a lot more needs doing. The landscape two could use some work and it gets bits here and there that are worked on as versions increase. The mod has come a long way since this project was started thats for sure
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Doniesha World
 
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Post » Sat Apr 09, 2011 11:07 am

You could PM us helpers the mod, so that we can all ensure that it's ready for release. Your call.
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Christina Trayler
 
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Post » Sat Apr 09, 2011 10:13 am

You could PM us helpers the mod, so that we can all ensure that it's ready for release. Your call.

I was thinking of doing that at some point in the next 24 hours.

What i will do is upload the new version and pm it to you so you can get a chance to work on it, god knows i have kept it from you long enough! While your working on it i am just gonna look around and see what else needs doing.
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Trey Johnson
 
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Post » Sat Apr 09, 2011 10:56 am

Thanks!
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Shelby Huffman
 
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Post » Sat Apr 09, 2011 12:34 pm

HAs there been any more progress? I just finally got a new computer where I can now use this forum fast!
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elliot mudd
 
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Post » Sat Apr 09, 2011 11:01 pm

Haven't seen Midge in a while, so I'm guessing he's caught up with RL. It happens ;)
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GRAEME
 
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