[RELz] Siege at Firemoth Fort -- Interior Version

Post » Wed May 04, 2011 3:12 pm

Siege at Firemoth Fort -- Interior Version
by: quorn & Bethesda Softworks
Version: 1.1

Downloads:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8268

http://planetelderscrolls.gamespy.com/fms/Image.php?id=93911

The island fortress of Firemoth was taken by the skeleton army of Grurn years ago. It's time to take it back. Sellus Gravius, Captain of the Seyda Neen Census and Excise Office, hires you to lead a band of adventurers to the Fort. Talk to any Imperial guard about 'latest rumors' to get the journal update to start the quest.

This addresses many of the issues of the original Siege at Firemoth, as well as places the entire Firemoth region into an interior cell. This will alleviate any landmass conflicts. The landmass mesh has been optimized, so there should be little if any impact on performance. This plug-in follows the original Siege at Firemoth quest to a 'T', there has been little changes beyond giving the hired help some better-suited equipment, and giving the sailor some common clothes. No enhancements or additions.

There are some visual errors with the overhead map while in the interior Firemoth island cell, due to the large size (equivilent of 16 cells) . This has no effect on the actual gameplay except for some difficulty discerning the coastline on the map.

This only requires the Morrowind.esm, no expansions required. The lich model and textures are included from the original Siege at Firemoth plug-in, these are not required to copy over if one has the Tribunal expansion.

Many thanks to Trunksbomb, Yacoby, and peachykeen for their help with making the interior landmass work with little hit to performance. Also many thanks to the beta testers for feedback.
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Markie Mark
 
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Post » Wed May 04, 2011 4:08 pm

Awesome!
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cosmo valerga
 
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Post » Wed May 04, 2011 2:15 pm

Now available at Planet Elder Scrolls! ^_^
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Brooke Turner
 
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Post » Wed May 04, 2011 11:43 pm

nice, though are you still planning to release your extended version?
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Marilú
 
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Post » Wed May 04, 2011 4:47 pm

Nice Iv been expecting this Im guessing that mark and recall spells wont work here or will they?
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Kayla Keizer
 
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Post » Thu May 05, 2011 12:13 am

nice, though are you still planning to release your extended version?


I'm still working on that one, still working on where to go with it. It's gone through a couple of revisions, as I'm trying out things that work and things that don't. ^_^

This version was to remain as faithful to the original, so I didn't change anything beyond the crew's equipment. At the very least, it should no longer generate any land mass conflicts.

Nice Iv been expecting this Im guessing that mark and recall spells wont work here or will they?


Mark and Recall will work, they aren't disabled in the region. So mark and recall as needed. ^_^

Though, once the player turns in the Ward of Akavir, there won't be a way back to the fort, as the boat and crew will be gone. I just left this as-is since a lot of feedback I received mentioned that after the mission, many don't ever return to the fort. It's easy enough for someone to add a way with a plug-in of their own though. This shouldn't need any updates, so any add-ons will be fine. ^_^

I'm keeping this close to the original, so when I do get around to releasing my enhanced version, people can choose between the original and the enhanced. It still has a ways to go though.
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Alister Scott
 
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Post » Wed May 04, 2011 6:41 pm

Cool, thank you! :) *downloads* I've never played the Firemoth plugin before...
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Kayla Bee
 
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Post » Thu May 05, 2011 6:37 am

What? There's no way back after the quest?! I use Firemoth as my hideout afterwatds... :sad:
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Erin S
 
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Post » Wed May 04, 2011 3:47 pm

If you really want to be able to travel back and forth to Firemoth after the quest, you can just open the console and type "Firemoth_Sailor->Enable". Then you'll be able to travel back and forth, and the boats will re-enable themselves through the scripts once you travel once. Alternately, you can just edit the sailor's script, and comment out disabling the boats, sailor and plank in the quest journal bit. Either way you'll have your own permanent Firemoth ferry. ^_^
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George PUluse
 
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Post » Wed May 04, 2011 9:35 pm

Side question. Slightly OT

I am getting my a$$ handed to me. What is a good level for the quest? Thanks.
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Gemma Flanagan
 
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Post » Wed May 04, 2011 8:26 pm

Side question. Slightly OT

I am getting my a$$ handed to me. What is a good level for the quest? Thanks.


Most of the quest can be handled with a low level character. Inside the tomb, it really depends on a character's equipment and tactics. Grurn is perhaps one of the toughest opponents in Morrowind due to the health regeneration. I'd say a level 12-15 character with decent equipment and potions can handle the quest.
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Hella Beast
 
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Post » Thu May 05, 2011 2:28 am

Thanks for this. Believe it or not I've never played this quest before. The introduction to it always seemed kind of lame and lazy, but with your compatibility changes this seems as good a time as any to try it while it is still stock. I look forward to your redux.

Edit: Ug, I wish the dialog in Firemoth wasn't so messed up. Not your problem but I wish you integrated the changes to the basic dialog from your beta so that it doesn't mess over chargen and stuff like that.
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Smokey
 
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Post » Thu May 05, 2011 4:39 am

Most of the quest can be handled with a low level character. Inside the tomb, it really depends on a character's equipment and tactics. Grurn is perhaps one of the toughest opponents in Morrowind due to the health regeneration. I'd say a level 12-15 character with decent equipment and potions can handle the quest.

Better wait then, Level 6 with a new character.
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SHAWNNA-KAY
 
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Post » Thu May 05, 2011 12:25 am

Thanks for this. Believe it or not I've never played this quest before. The introduction to it always seemed kind of lame and lazy, but with your compatibility changes this seems as good a time as any to try it while it is still stock. I look forward to your redux.

Edit: Ug, I wish the dialog in Firemoth wasn't so messed up. Not your problem but I wish you integrated the changes to the basic dialog from your beta so that it doesn't mess over chargen and stuff like that.


Hmm, I didn't even think about advanced chargens or the like...I guess the original introduction method was a bit heavy-handed (much like Bloodmoon as a whole, and the whole assassin bit from Tribunal). I was originally going to require a journal update (from 'latest rumors' or 'little secret'), decided against it since it'd just cause issues like when I introduced it in my beta project -- where people would go straight to Sellus Gravius and he wouldn't offer the mission yet, and complain.

What exactly messes up during those chargens?
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Naazhe Perezz
 
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Post » Wed May 04, 2011 7:32 pm

Ok, I was confused. I tested it with quick char just to see how it worked because I remember the dialog being messed up, which I think might have been caused by a chargen mod also heh, and then I referenced your beta thread to confirm. Yea, the dialog does mess up with chargen mods causing the Morrowind topic to not be there on Gravius. But, it does work with the standard generation and I thought it didn't. Yea, kind of an important issue I guess but I don't think its exactly your place to have to mess around with mod compatibility if you are shooting for Stock Firemoth. It works and I thought it didn't. I was wrong, and I hope it didn't sound like I was complaining. Thanks again.
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noa zarfati
 
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Post » Thu May 05, 2011 4:06 am

Ok, I was confused. I tested it with quick char just to see how it worked because I remember the dialog being messed up, which I think might have been caused by a chargen mod also heh, and then I referenced your beta thread to confirm. Yea, the dialog does mess up with chargen mods causing the Morrowind topic to not be there on Gravius. But, it does work with the standard generation and I thought it didn't. Yea, kind of an important issue I guess but I don't think its exactly your place to have to mess around with mod compatibility if you are shooting for Stock Firemoth. It works and I thought it didn't. I was wrong, and I hope it didn't sound like I was complaining. Thanks again.


No, you're not complaining, you're reporting a conflict. Thanks! ^_^

Well, the goal was to make this 'official' plug-in mostly conflict-free, so I may just update this to solve that particular issue through a journal entry. Seems like that's the safest route to go.
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John Moore
 
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Post » Wed May 04, 2011 10:25 pm

If you really want to be able to travel back and forth to Firemoth after the quest, you can just open the console and type "Firemoth_Sailor->Enable". Then you'll be able to travel back and forth, and the boats will re-enable themselves through the scripts once you travel once. Alternately, you can just edit the sailor's script, and comment out disabling the boats, sailor and plank in the quest journal bit. Either way you'll have your own permanent Firemoth ferry. ^_^


Thanks! That worked! :goodjob:
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Jessie Butterfield
 
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Post » Thu May 05, 2011 9:11 am

I've updated this to v1.1, which should fix any of the chargen plug-in conflicts. As a trade-off, the player just needs to talk to any Imperial guard and ask about 'latest rumors', and they should get the journal update to start the quest. ^_^
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Frank Firefly
 
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Post » Thu May 05, 2011 8:55 am

I've updated this to v1.1, which should fix any of the chargen plug-in conflicts. As a trade-off, the player just needs to talk to any Imperial guard and ask about 'latest rumors', and they should get the journal update to start the quest. ^_^


Tested and working. Thanks
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Breanna Van Dijk
 
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Post » Wed May 04, 2011 6:55 pm

Later down the road, I'll release a better quality land mesh, where I'll add vertex painting for shading and shadowing and try to diversify texturing. I'm still learning the ropes of Blender, so it'll be a bit of a wait, though.
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Cassie Boyle
 
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Post » Thu May 05, 2011 6:14 am

Can I release a patch to make all of the skeletons levelled lists of undead instead?
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Wayland Neace
 
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Post » Thu May 05, 2011 6:58 am

Can I release a patch to make all of the skeletons levelled lists of undead instead?


Sure, go ahead. ^_^
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SiLa
 
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Post » Thu May 05, 2011 2:48 am

Downloaded this yesterday and tried it out - Its the same as the orignal mod jsut with benifits :D
Upgrading the compansions was a great idea! And making it all interior meant that i could now play Firemoth without having it conflict with other mods.

:goodjob:
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Astargoth Rockin' Design
 
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Post » Thu May 05, 2011 7:51 am

Thanks!
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Céline Rémy
 
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Post » Wed May 04, 2011 6:31 pm

have you ever got around to updating the landscape? just curious, since the experience could help with other projects converting into interiors :)
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Albert Wesker
 
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