[Relz] Uvirith's Legacy Beta 1.10

Post » Tue Oct 13, 2009 6:24 am

John44, if you successfully enchant the bag you should get a journal entry "I have successfully enchanted the bag. I should now be able to access it from anywhere using the smaller bag." If you got this but still can't equip the access bag, I don't know what's wrong; Stuporstar will have to figure that out. If you didn't get that entry, the bag hasn't been enchanted.
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Jade Muggeridge
 
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Post » Tue Oct 13, 2009 9:15 am

Hi guys. I'm new on these forums, but I had to register because this mod is soooo awesome. I couldn't imagine playing morrowind without it. Just wanted to point out a couple of bugs I found in it.

One of Gavyn's "vampire cure" dialogues could never be triggered because it depended on a journal entry that doesnt exist (MS_VampireCure >= 60....The last one is 50 in the game).

Also after loaning Gavyn to Fyr, the "follow" option isn't there.

Keep up the awesome work Stuporstar!
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Quick Draw
 
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Post » Tue Oct 13, 2009 10:04 pm

John44, if you successfully enchant the bag you should get a journal entry "I have successfully enchanted the bag. I should now be able to access it from anywhere using the smaller bag." If you got this but still can't equip the access bag, I don't know what's wrong; Stuporstar will have to figure that out. If you didn't get that entry, the bag hasn't been enchanted.

I have reinstalled everything the game and all my mods. I got the bag of holding to work by putting it on the ground and space barring it. I guess thats the way it is supposed to work right? I do have a new question where can I get the corrrect version of srikanki"s alchemy?
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Meghan Terry
 
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Post » Tue Oct 13, 2009 1:07 pm

I got the bag of holding to work by putting it on the ground and space barring it.

If you're referring to the large bag, that's how you keep it working; after some amount of time has passed, it stops working unless you activate (space-bar) it. This apparently is due to the well-known Morrowind 72-hour effect. Usually if you try to equip the access bag after this need has kicked in, you'll get a message which gives you the option to teleport back to the large bag, activate it, and 'port back to where you were. But sometimes this doesn't kick in; you get a message saying you opened the Bag of Holding, but nothing actually happens. In this case, you have to go back to the large bag yourself and activate it.
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Lori Joe
 
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Post » Tue Oct 13, 2009 8:57 am

Ash-Kosh has gotten stuck in some kind of limbo. She was following me through Dagoth Ur's citadel (Darknut's expanded version) until at one point I looked around and she wasn't there. I went outside and contacted her using the ring, asked her to come to me, and she gave the "I will join you outside" response--even though I was outside. After that, every time I contact her, her greeting says that she'll meet me outside (even if I am outside) and the response to the -follow- dialogue topic also says she'll meet me outside. This means I can't send her back to her lair, and that in turn means that if I enter the Caldera mages' guild or the Ebonhart council chambers, the game freezes. (See my last two emails.)

Let me know if there's anything I can do from the console to help track down the cause of this.
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Kelvin
 
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Post » Tue Oct 13, 2009 11:08 am

Ash-Kosh has gotten stuck in some kind of limbo. She was following me through Dagoth Ur's citadel (Darknut's expanded version) until at one point I looked around and she wasn't there. I went outside and contacted her using the ring, asked her to come to me, and she gave the "I will join you outside" response--even though I was outside. After that, every time I contact her, her greeting says that she'll meet me outside (even if I am outside) and the response to the -follow- dialogue topic also says she'll meet me outside. This means I can't send her back to her lair, and that in turn means that if I enter the Caldera mages' guild or the Ebonhart council chambers, the game freezes. (See my last two emails.)

Let me know if there's anything I can do from the console to help track down the cause of this.


I believe DNGDR said companions may disappear for parts of the ruin, and that it was intended. Finish the dungeon and see what happens.

From the readme of DNGDR under the companion section:
Note: There is a couple of instances in this mod where you might suddenly find yourself alone, this is not a glitch, :-)

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No Name
 
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Post » Tue Oct 13, 2009 12:54 pm

I believe DNGDR said companions may disappear for parts of the ruin, and that it was intended. Finish the dungeon and see what happens.

I remember that warning; we'll see if finishing the main quest fixes this. But whatever effect Darknut put in to cause this, it should end when the player leaves Dagoth Ur's citadel. I know there are some effects (like teleport and levitation being disabled) which will persist outside if you use the console to leave, but I didn't do that. I just walked out a door into the Red Mountain area.
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Jordan Fletcher
 
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Post » Tue Oct 13, 2009 3:49 pm

I remember that warning; we'll see if finishing the main quest fixes this. But whatever effect Darknut put in to cause this, it should end when the player leaves Dagoth Ur's citadel. I know there are some effects (like teleport and levitation being disabled) which will persist outside if you use the console to leave, but I didn't do that. I just walked out a door into the Red Mountain area.


Now that you've actually altered the companion, it might be safer to just revert to a previous save.
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roxanna matoorah
 
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Post » Tue Oct 13, 2009 1:05 pm

Now that you've actually altered the companion, it might be safer to just revert to a previous save.

I don't understand what you mean by this. How have I altered the companion?
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D LOpez
 
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Post » Tue Oct 13, 2009 6:17 am

I don't understand what you mean by this. How have I altered the companion?


You forced Dialog and instructed Ash-Kosh to go someplace besides the intended place. I just thought that might cause some confusion for the scripts either in Ash-Kosh or in DNGDR. I don't know, it's just a guess.
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brian adkins
 
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Post » Tue Oct 13, 2009 9:59 pm

When talking to Ash-Kosh, I asked her to come to me; this is a choice I normally have when she's somewhere else. After that, whenever I contacted her and picked the -follow- option from the dialog list, I got a response which said she would be with me soon, have patience. Didn't have the choice to tell her to do anything.

Later, after some time had passed (and after the above posts) I got a message which said she had grown tired of waiting for me and returned to her lair. I haven't tried contacting her since then.

Edit: and still later, I restarted from an earlier save, went back through the citadel the same way, and this time Ash-Kosh stayed with me and had no problems. So there must have been a one-time glitch rather than any real bug.
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Klaire
 
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Post » Tue Oct 13, 2009 11:44 am

Speaking of Stuporstar, has anyone heard from that fine modder lately? It's been almost a month since he last commented in this thread. Just curious.
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sunny lovett
 
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Post » Tue Oct 13, 2009 6:45 pm

Speaking of Stuporstar, has anyone heard from that fine modder lately? It's been almost a month since he last commented in this thread. Just curious.


Stuporstar's portfolio says he was last logged on 11th December 2009 - 12:15 AM

I'm not worried yet, it is/was the holidays, people take vacations.
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Amy Masters
 
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Post » Tue Oct 13, 2009 11:18 am

I sent her a couple of bug-report emails the week before Christmas which she hasn't answered either. Like Artimis says, she's probably away for the holidays.
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Mason Nevitt
 
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Post » Tue Oct 13, 2009 3:56 pm

Haven't read through the whole thread so forgive me if this has already been said:

I'm having trouble with the Brown Book of 3E 426. I cannot pick it up. Even after reinstalling the mod and starting a new game the problem persists.

If I give myself one via Additem, and drop it, it appears standing up, spine facing me, but I can't pick it up, or click on it or anything.

I did see the Book Rotate script added to brownBookScript in the CS, and I'm thinking it's supposed to be there after reading the README. I'm also thinking it's responsible for me not being able to click on or pick up the book, but maybe it's not. I have no idea what the problem is. Even when I reinstall UL, disable every other mod so that I'm only loading Morrowind, Tribunal, Bloodmoon and UL, and I start a brand new game, the problem persists.

Mod is looking great otherwise! Even this is just an annoyance, nothing game breaking since I can always reload the game without UL installed to move the book where I want it, then load UL again and never touch the book again.
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R.I.P
 
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Post » Tue Oct 13, 2009 5:32 pm

Now that we're a week into the new year, I am starting to get worried. If Stuporstar was on a holiday vacation, she'd be back by now. I hope nothing has happened.

Stuporstar, please let us know when you get back. I have some more information about the Ebonheart chamber freeze bug.
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liz barnes
 
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Post » Tue Oct 13, 2009 9:20 am

i'm having problem with almossaren, i used one time the give 100 gold instead of 500 when my shipment was expired before i finished the ashlender quest and now when i go for the recent shipment option he conntinue to say that i should make a deal with the ashlender (i since finished the ashlender quest and the bloat mine quest but he doesn't seem to notice and in the book of shipment it's written the ashlender shipment but not the bloat one). Waiting for a new hotfix/version what journal or UL variable should i modify for it to work as normal?
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Reven Lord
 
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Post » Tue Oct 13, 2009 9:33 am

i'm having problem with almossaren, i used one time the give 100 gold instead of 500 when my shipment was expired before i finished the ashlender quest and now when i go for the recent shipment option he conntinue to say that i should make a deal with the ashlender (i since finished the ashlender quest and the bloat mine quest but he doesn't seem to notice and in the book of shipment it's written the ashlender shipment but not the bloat one). Waiting for a new hotfix/version what journal or UL variable should i modify for it to work as normal?

Try this from the console:

Set "almossaren".state to 1

If I'm right, the next time you talk to Almossaren you should get the "Shipments are on hold" response. Let us know in another post if it works.
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Claudz
 
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Post » Tue Oct 13, 2009 11:27 am

Yes it worked thank you. He asked me to pay 100 or 500, i selected 500 he taked 1300 for some reason (the payment for those weeks i din't pay maybe?) and then when i whent for the recent shipment again he told me to go ask an haluu merchant for gems shipment so there seems to be no problems anymore. On a side note the bloat shipment arrived but i din't see it in the shipment journal, i know i don't pay for it since it's an archmagister tribute, but it wold be nice to have all the shipment listed anyway.
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Richard
 
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Post » Tue Oct 13, 2009 4:34 pm

The bloat shipments are never listed in the shipment journal; I guess that's because they're not arranged by Almossaren.

I found a mistake in the dialog scripting which caused the problem memnoch84 encountered. Until it's fixed, any time you elect to "make the minimum payment", you'll need to use that console command to fix things. I'm not surprised it took this long for the problem to show up, because I would guess that almost no one uses that minimum payment option. By the time a character acquires Tel Uvirith and builds it up to the point where Almossaren appears, the cost of full shipments should be chump change.

Stuporstar, when you read this, PM or email me and I'll tell you what I found.
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Gen Daley
 
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Post » Tue Oct 13, 2009 6:08 pm

Am I the only one having a problem with the door to the Upper Tower not appearing after reaching stronghold level 3? (master level, not archmagister)

http://img191.imageshack.us/img191/6216/morrowindscreenshot50.png

The hall plug disappeared like it should have, but so did the door? The Tower Dungeon plug and door are fine.

EDIT: It's the Uvi_UpperTower_Doors script that's causing it to disappear. If I remove it from the door it's there ingame, and I can go through it to Tower Upper. Add the script back and it disappears leaving a gaping hole.

My question then is why does the hall plug disappear if the door is scripted to not appear? Llunela Hleran gave me a key to Tel Uvirith, told me about the hidden study and told me about plans to expand the tower after I'm Archmagister. I'm only a Master. I'm wondering if maybe you aren't supposed to be able to access Tower Upper until you're Archmagister? Is Tower Upper supposed to be the Archmagister expansion?

The Tel Uvirith Travel Ring lets me teleport to Tower Upper too, even if it's not supposed to yet.

Hall plug script:
Begin Strong3_Notif ( Stronghold < 5 )	if ( GetDisabled == 1 )		enable	endifelse	if ( GetDisabled == 0 )		disable	endifendifEnd


Door script:
Begin Uvi_UpperTower_DoorsIf ( Stronghold < 6 )	If ( GetDisabled == 0 )		Disable	EndifElse	If ( GetDisabled == 1 )		Enable	Endif	EndifIf ( MenuMode == 1 )	ReturnEndifIf ( GetJournalIndex HT_Uvi_SaraRevenge >= 50 )	If ( GetJournalIndex HT_UvirithVerena < 50 )		If ( gp_npc_sara->GetCurrentAiPackage == 3 )			If ( GetDistance Player < 200 )				If ( gp_sara_FGS == 0 )					Set gp_sara_FGS to 10					gp_npc_sara->ForceGreeting				Endif			Endif		Endif	EndifEndifEnd


Just in case the problem is with the scripts themselves. I'm either not supposed to get the key and be told about the study yet, or something's wrong with the script. Either way something's wrong :) I know next to nothing about scripting, but it looks like the hall plug disappears before the door appears, causing the hole. Whether that's because the door should appear now because I should have access to Tower Upper as a Telvanni Master, or the plug should not disappear yet because I'm not Archmagister yet, I don't know.
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K J S
 
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Post » Tue Oct 13, 2009 5:43 pm

I'm almost certain you're supposed to have the Upper Tower as a Master; it's the Vault section (including the treasury, prison and library) which gets added after you become Archmagister. When I get a chance, I'll look over the scripts. My guess is that there's a typo in the doors script; the first if statement should be looking for <5 instead of <6. Don't know why no one's reported the problem before. In my game, I may not have visited Tel Uvirith between the time the Upper Tower was built and when I became Archmagister.
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Dezzeh
 
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Post » Tue Oct 13, 2009 8:33 am

<5 instead of <6 is my guess too, I just didn't test it yet (I have a bad habit of discovering and reporting bugs so late at night I can barely think :))

I'm using BUUL as well as UL by the way, in case that has anything to do with anything (it shouldn't).
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Monika Krzyzak
 
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Post » Tue Oct 13, 2009 8:50 am

OK, it looks like the variable "stronghold" should have a value of 6 once the upper tower is complete (see the script named Strong_Build3_T). If it had that value in your game, the door would be there. If there's a script typo, it looks like it's in the plug script; the plug should be in place if stronghold < 6.

I don't know if you can find out the current value of "stronghold" in your game using the console, but that would be a place to start. If it's 5, the question is how it got to that value. Based on the scripts I looked at, it should be 4 when the second level of Tel Uvirith is complete and 6 when the third level (upper tower) is complete, without ever getting to 5. Probably another mod is affecting it; BUUL would seem the most likely culprit. I'll set that one up as the active file in the CS and see if I can spot anything.

If the value of "stronghold" in your game is something other than 5, then we're barking up the wrong tree entirely.

Edit: after some more looking around, it may be that 5 is the correct value for "stronghold" while the upper tower is being built but before it's finished. Have you gotten the journal message which says it's done?
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joeK
 
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Post » Tue Oct 13, 2009 11:50 am

My journal says "As far as I can tell, the last stage of my stronghold is complete". She also gave me the key and talked about the study and Archmagister expansion.

Let me try changing the script to <5... ok it didn't work. Maybe I'll remove that part of the script entirely, since the hall plug does the job of preventing access to Tower Upper before it's ready anyway.

Ok removing that part of the script makes it work. Maybe it's not enabling the door properly? I don't know how it determines GetDisable (I don't know much about scripting), but the door is not enabling.

I figure since the hall plug prevents access to the door anyway, there's no need for the door itself to have that script too, especially when it doesn't work.

The level of my stronghold might be at 6, since the upper tower is complete; the outside entrance is there and the ring lets me teleport there. But I don't know, since the plug is gone but the door isn't enabled, maybe it's messed up. Doesn't make sense for the plug to disappear before the door is ready though, that's why I said I'll keep that part of the door script removed.
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Vincent Joe
 
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