[Quest Mod] The Dwarves Of The Mountain

Post » Wed Mar 30, 2011 4:22 am

Sorry for the double post...

I've fixed the following:

Edited the original "dripper01" object...
Edited the original "Undgrddoorfull01 "Wooden Door"" object...
Edited the original "BravilLoadDoorLowerINT02 "Door"" object...

As for Olav, I couldn't find what was different about him, the same with the Imperial Forester...

As for Cell 38,2, that's the cell with the Deceitful Bandit, and I named it for a reason...I just can't remember what...

I also deleted all enemies even remotely close to Morgal's Camp, so the attacks should stop now...

I just wanted to see if that's everything I should do before I post the new .esp on TESNexus...

User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Wed Mar 30, 2011 10:22 am

I recommend using TES4EDIT for this sort of cleaning up.
Here's a http://bildr.no/view/619192v. I don't know if the FNAM-Unknown has any practical use in-game, but since it's not a deliberate edit doesn't hurt to remove it.
As for the Imperial Legion Forester, the only edit is changing "Calc min" from 0 to 1-
TES4EDIT is much more convenient than the CS for this kind of work. Just right click on the Olav and Imperial Legion Forester under Non-Player Characeters to the the left and choose Remove.
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Wed Mar 30, 2011 10:44 am

But that's the thing; I never did edit either of those NPC's...

It's peculiar that it's showing up that I did...

User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Wed Mar 30, 2011 7:01 am

But that's the thing; I never did edit either of those NPC's...

It's peculiar that it's showing up that I did...



That's a quirk/bug/undocumented design feature with the CS. No matter how careful you are and how good you are there will nearly always be some "wild edits". Fortunately they are quite easy to spot and fix with TES4EDIT.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Wed Mar 30, 2011 9:09 am

Probably because they started as common dwarves at the beginning of the Elder Scrolls series, but then somewhere along the road, lore started to get more shape and became something unique.
So dwarfs would be just a relict from generic fantasy first concept of Arena justified by http://www.uesp.net/wiki/User:Wrye/Somewhat_Acerbic_Modders_Dictionary#Weasel_Lore that the dwarves was the name by which giants called Dwemer, that were their allies and the name is still incorrectly used by some ignorant people of Tamriel.

IMHO, I like that, but I don't understand why items in Oblivion were called dwarven again instead of Dwemer now that everything is clear?



hahahaha.............i love that link.............was a very entertaining read. :)
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Wed Mar 30, 2011 1:59 am

Alright, I downloaded TES4EDIT; I loaded just the Oblivion.esm and the Dwarven Mines.esp, then, I lowered the bar for the .esp, found Non-Player Characters, right-clicked on Olav, selected Remove, then did the same for the Forester, then saved...

Did I do that right?

User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Wed Mar 30, 2011 12:07 pm

Alright, I downloaded TES4EDIT; I loaded just the Oblivion.esm and the Dwarven Mines.esp, then, I lowered the bar for the .esp, found Non-Player Characters, right-clicked on Olav, selected Remove, then did the same for the Forester, then saved...

Did I do that right?



That sounds completely correct. :nerd:
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Wed Mar 30, 2011 7:46 am

Alright, some more problems have come to light, and I should be having assistance cleaning them up, after which I will then release the newest .esp on the file page...

Until then, does anyone know how to take an NPC you made in one mod and put them into a new one?

User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Wed Mar 30, 2011 3:29 pm

Alright, some more problems have come to light, and I should be having assistance cleaning them up, after which I will then release the newest .esp on the file page...

Until then, does anyone know how to take an NPC you made in one mod and put them into a new one?



With TES4EDIT:
Load both mods, making sure the old mod loads first.
Go to the old mod, right click on the NPC you want to copy and choose "Copy as new record into". Change Editor ID at the prompt and then select the new mod and press OK. Press OK at the new prompt. Note that this makes the new mod dependent on the old one. So go to the File Header part of the new mod and in the right hand pane there will be a list of Master files. Right click on the blank field right above the name of the old mod and choose Remove.
That should work. But right click on the new mod and choose Check for Errors just to make sure. If it worked correcty you will get no error messages except perhaps one harmful one relating to Weather.


EDIT: not safe to use.
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Wed Mar 30, 2011 3:31 am

With TES4EDIT:
Load both mods, making sure the old mod loads first.
Go to the old mod, right click on the NPC you want to copy and choose "Copy as new record into". Change Editor ID at the prompt and then select the new mod and press OK. Press OK at the new prompt. Note that this makes the new mod dependent on the old one. So go to the File Header part of the new mod and in the right hand pane there will be a list of Master files. Right click on the blank field right above the name of the old mod and choose Remove.
That should work. But right click on the new mod and choose Check for Errors just to make sure. If it worked correcty you will get no error messages except perhaps one harmful one relating to Weather.


Petrus, Elminster says you should never, ever manually edit the master list in the File Header. TES4Edit will not correctly resolve any Form IDs relating to that master, nor to any relating to masters previously loading after the removed master.
To remove a master, you should right-click the ESP and choose the Clean Masters option. This is the only safe way to edit the Master list using TES4Edit.
The only reason copying a record as new into another ESP would result in the original ESP becoming master of the other ESP, would be if the record being copied references other records in the original ESP. This is likely to happen with NPCs, who might carry objects in their inventory unique to the original mod, or use AI packages unique to the original mod. Before copying the NPC record, you should first look through the record for any references to the original mod's other records, and remove them. If you need those other records as well, then copy those as new records too, then add them back into the NPC record after copying it.
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Wed Mar 30, 2011 3:04 pm

Petrus, Elminster says you should never, ever manually edit the master list in the File Header. TES4Edit will not correctly resolve any Form IDs relating to that master, nor to any relating to masters previously loading after the removed master.
To remove a master, you should right-click the ESP and choose the Clean Masters option. This is the only safe way to edit the Master list using TES4Edit.
The only reason copying a record as new into another ESP would result in the original ESP becoming master of the other ESP, would be if the record being copied references other records in the original ESP. This is likely to happen with NPCs, who might carry objects in their inventory unique to the original mod, or use AI packages unique to the original mod. Before copying the NPC record, you should first look through the record for any references to the original mod's other records, and remove them. If you need those other records as well, then copy those as new records too, then add them back into the NPC record after copying it.


I know the theory, so I guess I shouldn't have recommende the procedure that I did. But Clean Masters didn't work when I tested, and removing the Master manually did work.
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Wed Mar 30, 2011 1:44 am

I know the theory, so I guess I shouldn't have recommende the procedure that I did. But Clean Masters didn't work when I tested, and removing the Master manually did work.


It didn't work because the ESP genuinely was dependant on the original ESP :) The NPC you copied contains references to records in the original ESP, so Clean Masters is correctly detecting this and ensuring that you do not remove a required master. To resolve, you must first break all references to the original mod. Once this is done, Clean Masters will remove the original mod from the master list.
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Wed Mar 30, 2011 6:43 am

It didn't work because the ESP genuinely was dependant on the original ESP :) The NPC you copied contains references to records in the original ESP, so Clean Masters is correctly detecting this and ensuring that you do not remove a required master. To resolve, you must first break all references to the original mod. Once this is done, Clean Masters will remove the original mod from the master list.


OK, I see now. The NPC had a custom Faction and custom AI Package. Removing those from the original NPC I was able to "Copy as new record" into the new mod without making the new mod dependent on the old one.
Emerald, soory about the confusion.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Wed Mar 30, 2011 2:56 pm

I think my brain just threw up... :(

I'm afraid I don't even know where to begin with what you just said...

User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Wed Mar 30, 2011 2:55 am

I think my brain just threw up... :(

I'm afraid I don't even know where to begin with what you just said...



Using TES4Edit, open both mods.
In the mod already containing the NPC, find that NPC's record and click on it in the left section of the window.
Note the first two characters of the Form ID of the NPC.
In the right section of the window, you will see the entire content of the NPC record, every piece of info directly related to that NPC.
Some entries will refer to other records, such as AI packages, scripts, inventory objects (clothes, gold, weapons, leveled lists, clutter etc.), eyes, hair....
Take a look at each of these entries. Each will display the Form ID for the referenced record.
If any of those records has a Form ID whose first two characters match that of the NPC record itself, stop following these instructions and report back here.
However, if all those records have Form IDs beginning 00 then just right-click the record, and choose "Copy as new record" (as originally suggested by Petrus) then select the new ESP you want it copied into.
Save, it's done.
User avatar
Stacy Hope
 
Posts: 3391
Joined: Thu Jun 22, 2006 6:23 am

Post » Wed Mar 30, 2011 5:36 am

They were all "00"s, except for two things; one relating to his AI Packages, and another to his Faction...
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Wed Mar 30, 2011 4:11 pm

They were all "00"s, except for two things; one relating to his AI Packages, and another to his Faction...


Right-click each of those lines and remove them from the record. Now "copy as new record" the NPC record into the other ESP. When you save changes, ensure that the original ESP is NOT ticked, so that only the ESP into which you copied the NPC gets saved. The second ESP now should contain the NPC, without becoming dependant on the original ESP. I'm assuming that his AI Packages from the original ESP wouldn't be valid in the second ESP, so now you can create new AI packages using the CS. As for the Faction, you can either recreate it in the CS if you still need it (takes no time at all), or you could "copy as new record" the Faction record too, then restore it to the NPC. Just check first that this Faction record does not reference any other new Faction records in the original ESP.
User avatar
Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Wed Mar 30, 2011 2:55 am

It's okay; the packages and the factions aren't necessary, I just need their faces...

It's very hard trying to recreate them by hand...

Anyway, this is what I did;

I started up TES4EDIT, and I had only the Oblivion.esm, and the two plugins selected, then pressed okay...

Next, I lowered the bar for the Dwarves Of The Mountain, found the NPC I wanted, clicked it, and all the information appeared on the right window...

I tried to delete the two "02"s (disregarding the ID, I'm guessing that obviously is going to match), but there was no delete function...

Wouldn't it be easier if I just made a replica of the NPC I wanted to duplicate into the new mod, and just remove the packages and factions in the CS?

User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Wed Mar 30, 2011 9:00 am

It's okay; the packages and the factions aren't necessary, I just need their faces...

I tried to delete the two "02"s (disregarding the ID, I'm guessing that obviously is going to match), but there was no delete function...



You need to right click on the blank field two fields above the Faction entry itself, next right to the Factions entry. Then chose Remove. For AI Packages, you can do the same to delete all AI Packages from a character,or just right click directly on the individual AI Packages you want to delete and chose Remove.
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Wed Mar 30, 2011 2:42 am

Wow, it took me nearly twenty tries (more because my mouse is completely stuffed), but I finally did it...

I guess all it takes is practice...lots and lots of practice...

User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Wed Mar 30, 2011 10:33 am

Wouldn't it be easier if I just made a replica of the NPC I wanted to duplicate into the new mod, and just remove the packages and factions in the CS?


No, because if you do it that way around you end up with the mod being dependant on the original mod, which is precisely what you need to avoid.

Wow, it took me nearly twenty tries (more because my mouse is completely stuffed), but I finally did it...

I guess all it takes is practice...lots and lots of practice...



Great!
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Wed Mar 30, 2011 12:47 am

Alright, the newest, cleaned up patch has been released; big thanks to "display name is already in use" for cleaning it up for me, but of course, thanks to everyone else who helped out along the way...

Let's just hope this adventure gets the recognition we all hope it deserves...

User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Wed Mar 30, 2011 4:39 pm

Thanks for doing this extra work (and learning)! I have updated my modlist accordingly.

gothemasticator
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Wed Mar 30, 2011 9:41 am

The pleasure was all mine...
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Wed Mar 30, 2011 6:28 am

First of all many thanks to you for releasing this and to Petrus and display who helped you polish it Emerald.

I downloaded a couple of days ago and started playing it. I am at the stage where you have to collect items for Brogg (thanks for the detailed walkthrough also :) )

All collecting quests worked like a charm till the "In your Sights" one:

What happened there is that all quests stages worked perfectly till the point I met the bandit at Silerfish river.
Some goblins or bandits (from either MMM or Franc's mod) had killed him when I found him where he should be. I searched his body, got the blue stone, the quest updated as it should and I returned to the Arrowsmith. Alas, there was no Blue stone topic when I talked to him <_<.

What I did was load an older save and fast travel there so that I eventually found him alive and spoke to him before killing him and taking the stone from his body.

This time the quest worked and concluded as it should.

Just wanted to inform you of this minor glitch (?)


Thanks again for your work, if I retrieve anything else I ll keep you posted :foodndrink:

take care
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

PreviousNext

Return to IV - Oblivion