Silgurd Tower mod problem

Post » Thu Jun 03, 2010 7:11 am

How would one go about removing the "latest rumor" about the smuggler on the west coast of vvandenfell that is included in the Sligurd Tower mod? Its omnipresence is annoying the crap out of me, as it is the only rumor any npc seems to know (even people in Mournhold or the TR lands).

I figure this will involve messing with the coding, which i am terrible at, so the more detailed / step-by-step the explanation the better, please.

Ty in advance for any help
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ImmaTakeYour
 
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Post » Thu Jun 03, 2010 2:56 pm

Been a problem for a long time and I've never seen or attempted a fix. The work around is to travel to Gnaar Mok and witness the fight that happens there, the other rumours topics should return after it plays out. One thing to be wary of with that is you may get a bounty put on you as the pirates attack the guards, this is a problem with the way MW is coded if I remember correctly. I just use the console to get rid of it.


-kwm
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RaeAnne
 
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Post » Thu Jun 03, 2010 6:54 am

I've had this problem with a few mods. I always end up removing them because I don't want to deal with how much the author doesn't know about nolore or how to use latest rumor/little secret interjections so they only happen once (a la Solstheim) or rotate rather than dominate. Or even restricting rumors to certain regions or groups.
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Silencio
 
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Post » Thu Jun 03, 2010 5:27 am

I've had this problem with a few mods. I always end up removing them because I don't want to deal with how much the author doesn't know about nolore or how to use latest rumor/little secret interjections so they only happen once (a la Solstheim) or rotate rather than dominate. Or even restricting rumors to certain regions or groups.


So, then, the rumor will go away once the PC has witnessed the fight? I am asking because I am thinking about installing the latest Silgrad (I loved it before, so I expect to enjoy it again) and I do not remember if it worked that way when I was running it (probably not the latest version)....blah blah blah

And, I totally have to ask: Is Mr KWMonk actually kwshipman with a new handle?
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Ludivine Dupuy
 
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Post » Thu Jun 03, 2010 8:02 am

Sorry to disappoint, kwmonk is short for kaos war monk, it's long story but in essence it's a name thought up amongst friends whilst playing pen and paper warhammer fantasy RPG many many years ago.

As to ST and the rumor topic. At least on the install I've used they will return to normal once you witness the fight at Gnaar Mok, yes.


-kwm
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carla
 
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Post » Thu Jun 03, 2010 3:41 am

ages since I last attemted to get rid of the rumours, anyway found 3 that was about maria daria,afaik you still initiate the rest of the mod when close to gnaar mok but you get rid of the annoying rumors before that,worked last time at least and on my way to bed.
the rest of it was harder,a lot of scripts,npc′s and such,but iirc I took a boat from gnisis instead avoided it all together.
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Ria dell
 
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Post » Thu Jun 03, 2010 6:27 am

So, then, the rumor will go away once the PC has witnessed the fight? I am asking because I am thinking about installing the latest Silgrad (I loved it before, so I expect to enjoy it again) and I do not remember if it worked that way when I was running it (probably not the latest version)....blah blah blah


I think that aside from a few issues, the mod works fine. The two issues* I had both had to do with having it installed at the start of the game. Okay, the third had to do with land remnants staying in the world map after (temporarily) removing the mod, but that was fixed with Wrye Mash.

* Persistent rumor and the ship at Seyda Neen being visible and overlapping with the tutorial ship.
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suniti
 
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Post » Thu Jun 03, 2010 5:24 am

The problem with the fight sequence is that you get flaggad (temporarily) as having taken part in the fight and a huge bounty is placed on your head , but removed by the time you get on board the Maria Daria, that is not the issue , but the fact that temporary flagging is enough for you to also be expelled from certain guilds you may be a member of. The fighters guild being one IIRC.


To work around the oversight of guild memberships being adversely affected by the fight sequence then do the following.

1. Travel to Gnaar Mok by boat.

2. Walk slowly up the pier until you trigger the fight sequence which should occur by the time you get to the first shack on the left.
The fight occurs some distance away in the centre of town so listen for the sounds of battle.

3.The instant the fight starts, run back and jump onboard the boat you arrived on and wait for the fight in the centre to finish.

4. As soon as fight in town centre finishes , run to the centre of town and turn left where you will see another skirmish between smugglers
and a legion patrol.

5. You can run into the middle of the skirmish without getting attacked and once fight is over you can get on the small boat that takes you to
the Maria Daria.

If you are too close to the fighting at the wrong time you will have guild membership adversely affected whilst being too far away will result in the fight sequence not playing out correctly and you wont be able to use the boat that takes you to the Maria Daria.
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Beulah Bell
 
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Post » Thu Jun 03, 2010 2:42 pm

question on this mod as well. if i used tesame to delete the seyda neen cell references. would that break anything major in it?
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Catherine N
 
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Post » Thu Jun 03, 2010 6:37 am

question on this mod as well. if i used tesame to delete the seyda neen cell references. would that break anything major in it?



The Seyda Neen cell is part of Bethesdas' 'Siege at Firemoth' plugin which was merged into the Silgrad Tower mod in version 1.4.6.6.Getting rid of it wont affect anything to do with Silgrad Tower, but will mean that if you want to do Firemoth then you will have to find your own way there, as IIRC the NPC's in Seyda Neen teleport you there.
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maya papps
 
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Post » Thu Jun 03, 2010 11:56 am

alright. to get rid of the rumor, use tesame and delete the reference. that is what i did. and then i also went into the cs and made the little secret part of the same to only show up in the hlaa oad cell. i just used tasame to merge silgrad and siege of firemoth. will see if that gets rid of the ship showing up on new game problem.

nope, caused CTD
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Adriana Lenzo
 
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