[Relz] Uvirith's Legacy Beta 1.10

Post » Tue Oct 13, 2009 1:40 am

I've added another file with just the .esp to use in place of the old one. I'll be doing this as more bug reports come in rather than updating the main package. Thanks for catching that one Boggart. :)

Another dialogue bug has been found along with a couple missing texture files. The new hotfix is available, updated today - 10/27/09.
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Andrea P
 
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Post » Tue Oct 13, 2009 1:41 am

Thanks for the update!

Sorry if this has been asked before or covered somewhere else, but what is the best way to update the mod from the previous version?
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Ridhwan Hemsome
 
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Post » Tue Oct 13, 2009 8:02 am

The main issue will be dirty refs in the cells. The way to fix this is to move everything of yours out of the tower, and make a new save somewhere else that UL doesn't alter. Then load your game with no versions of UL loaded, click through all the error messages and make another save. Then you should be able to load the new version with no problems.

There's also ways to clean your saves using Wrye Mash or EE, which is available in the documentation for both programs. :)

Also, make sure to grab the new .esp file from the hotfix released today. I've made a few more minor fixes and another tester noticed a few missing meshes which I've included there. Nothing game-breaking, but it's a good idea to update it.
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Aaron Clark
 
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Post » Tue Oct 13, 2009 1:58 pm

I had some trouble updating (my fault, not the mod's), so I ended up just replacing the old version with the new version and deleting the duplicate NPCs and modified some things via console.

That being said, I don't know if this is a problem other people are encountering, or just me. I am still encountering the Gavyn's Desk enabling issue (which you already mentioned) and the barrels from Solsteim and Mournhold being enabled in the storage room. With the update, I noticed the same thing with the wine racks, inscription table, and alchemy table note (but not the table itself), all in the study. Checking their respective scripts, I was thinking the line "If Cell Change == 0, then Return" might be causing the items to fail to be disabled when teleporting into the tower. The alchemy table, which doesn't experience this issue, uses different checks to enable\disable itself. That would be my guess anyway. Once you get far enough into the quests though, it doesn't matter. But it might be something to check out.
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Rhi Edwards
 
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Post » Tue Oct 13, 2009 4:22 am

Ok. It seems that triggering on CellChange is unreliable. I've tried a different method for all the scripts and re-uploaded the hotfix file. Let me know how they work out. :)
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JESSE
 
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Post » Tue Oct 13, 2009 5:48 am

Sorting one's books and then getting them out of the closets and then resorting them causes the books to not reappear in the closets.

They just disappear into thin air.
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kristy dunn
 
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Post » Tue Oct 13, 2009 3:10 am

:o Wha? Why has no-one reported this issue before? I've not altered the book sorting scripts in a year except to add a few new books. I'll look into this. :(
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Kristian Perez
 
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Post » Tue Oct 13, 2009 6:23 am

Ah HA! It seems this has always been always been an issue, but perhaps few have encountered it because it only happens if you completely empty the book closet and then ask the librarian to sort them again. This is classic "empty chest" syndrome as cyran0 puts it. A script will only add items to a chest if it is a. unaltered by the player, or b. contains something in it. If the player removes all the items from the chest, then items can no longer be placed there by script unless something remains in the chest.

There is a workaround however. I'm going to place a light (a non-carry-able and invisible one) in the chest. This means the container will always have an object in it so that it can always place the books correctly.

I am currently working on another bug report involving the dremora's following script (another one...sigh), so a new hotfox won't be ready tonight. Until then, just don't do that. Leave something in the chest if you're going to ask the librarian to re-sort your books for you. I will have a fix soon enough so you won't have to take those precautions in the future. :)
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Nancy RIP
 
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Post » Tue Oct 13, 2009 4:59 pm

Ok. It seems that triggering on CellChange is unreliable. I've tried a different method for all the scripts and re-uploaded the hotfix file. Let me know how they work out. :)


Works fine for me now.

Very nice work on the new features, by the way - I really like the elevator :lol:
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Scott Clemmons
 
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Post » Tue Oct 13, 2009 11:31 am

Thanks! :)

I've updated the hot-fix file. It now includes the changes to the book sorter changes and another small fix regarding the dremora's teleporting options.
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Matthew Aaron Evans
 
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Post » Tue Oct 13, 2009 8:14 am

I've found a very small misspelling on the 'note from the councilors' in the treasury it reads "Divayth fry" instead of "Divayth Fyr".
It really says something of how good your 'mod' is when the only error i find is this.

Also I would like to thank you for making this exellent modification, it makes playing as the Telvanni Arch-magister much more interesting.

Regards

The Mage
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barbara belmonte
 
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Post » Tue Oct 13, 2009 5:02 pm

LOL, well I won't release a separate hot-fix for that, but it'll be fixed in the next one I send out. Thanks for pointing it out. :)
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Jessica Thomson
 
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Post » Tue Oct 13, 2009 6:08 am

Ok, another few things I found.

There are a lot of Soulgems in the Lower Tower floating a few inches above the ground/shelves. I don't know if UL 1.10 or BuUL is responsibly for that. The Brown Book at Tel Aruhn, Lower Tower is floating too.
Another, probably not so minor querk:
When I try teaching Gavyn to Summon a skeleton he and his summoned Skeleton are going to attack me. Couldn't test it with any other summons yet, because his skill isn't high enough to summon any of the atronachs yet.

edith: It could be a conflict with "Usefull Summonings", but I'm not sure about this.
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Angus Poole
 
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Post » Tue Oct 13, 2009 2:06 am

Hmm, that's odd. He's just set to cast the spell, not attack with the summon spells. Throughout my tests, he just stands around with a passive summon by his side. It could possibly be a mod conflict. I'll download Useful Summonings and test it out for myself sometime this weekend. Are there any other mods you're running that you think could possibly cause this behavior? I'm thinking, if the mod altered the fight values of summoned creatures, then the creature would be set to attack the player, and being summoned by Gavyn and tied to his behavior, it could also alter his behavior to attack...which would not be a very good thing for a mod to do. <_<

I've checked out the soul gems in the CS, and they're not floating. Are you using a soul gem replacer? Because I noticed a couple of the soul gem replacers available alter the meshes and cause some of the soul gems to float because they're not repositioned in the CS to match the new mesh, especially the greater soul gems. The brown book is positioned correctly in the CS as well, so it could be a book replacer causing it to float as well (if you're talking about the original brown book). It's either that or an alteration to the cells by a different mod that's causing this.
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Sarah Evason
 
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Post » Tue Oct 13, 2009 6:29 am

BuUL is updated, it should no longer keep you awake in your own tower.
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hannaH
 
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Post » Tue Oct 13, 2009 12:33 pm

@Stuporstar: Ok, sry for the floating stuff. I use SoulySoulgems as a Soulgems Replacer, but for books only BookJackets, nothing else.
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Natalie J Webster
 
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Post » Tue Oct 13, 2009 5:10 am

^^ Oh, no problem at all. I noticed Souly Soul Gems makes the grand soulgems float in other places in the game as well. It's just a change to the mesh that did it. I don't worry too much about it whenever I find one like that. It's worth it for the better meshes. I'm not sure about the book though. I've had no issue with book jackets myself. Perhaps another mod alters the layout of Tel Aruhn some, but I don't know offhand what mod if any does that.

BuUL is updated, it should no longer keep you awake in your own tower.


Awesome! Thanks for updating! :twirl:
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Ludivine Dupuy
 
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Post » Tue Oct 13, 2009 10:54 am

I did some cursory searching and couldn't find another similarly named mod, so I assume Boggart is referring to my mod, Useful Summoned Creatures. There are a few things I would like to point out. First, I updated the mod a few months after its initial release with additional scripting checks to ensure better compatibility with other mods. If you haven't already, download version 1.1 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7626 and give it a shot; it may resolve the issue with Gavyn.

Second, it was my first attempt at scripting. With no modding experience and very little understanding of potential issues/conflicts, I chose the simplest approach I could find. This meant attaching scripts to the summoned creatures themselves (a script for each creaturename_summon objectid). While I didn't change the creatures' properties (the fight/flee/alarm/hello/damage ranges/stats/etc. remain at their default values), my simple approach, though it works well by itself, is generally not a good idea when considered as part of a larger mod ecosystem. Now, I did try to minimize potential problems with additional checks in the scripting, incorporated into version 1.1, but its fundamental design may prove difficult to work around.

Partly to ensure compatibility with other mods, as well as add further features, I am completely redesigning the mod from scratch. The new version will not modify anything found in vanilla Morrowind while still offering the prospective conjurer a bunch of nifty new features through scripted spells. Given these circumstances, please don't spend too much time working on it if the bug turns out to be a conflict with my mod. If there is one, it's probably because of how I designed my mod, which will no longer be an issue in later versions. If you have any questions about Useful Summoned Creatures, please feel free to pm me or post in its thread http://www.gamesas.com/bgsforums/index.php?showtopic=1007659.

Of course, if Boggart was referring to another mod then please excuse me while I quietly walk away, trying to act as casual as possible :whistle:.
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Pixie
 
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Post » Tue Oct 13, 2009 2:39 pm

@ElderScroller

I was referring to your mod, since it is the only one I use, which changes something with the summoned creatures. And thanks for pointing out, that there's an update, I totaly missed that. Downloading right now.
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MARLON JOHNSON
 
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Post » Tue Oct 13, 2009 9:38 am

The dialogue with Sara, during Sara's Revenge quest is still circler...she keeps asking me if i will help her in her revenge no matter if i pick this has gone far enough or if i pick the other option...have i done something wrong...
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Killer McCracken
 
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Post » Tue Oct 13, 2009 2:06 pm

The dialogue with Sara, during Sara's Revenge quest is still circler...she keeps asking me if i will help her in her revenge no matter if i pick this has gone far enough or if i pick the other option...have i done something wrong...


It's possible there's a mistake in the dialogue filtering there. I'll have a look at it when I get home tonight and make another fix.

Also, you posted about the CTD in the PES comments section. Did you download last nights fix and did it work? Are you able to get back into Uvirith's Tomb now?
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Roisan Sweeney
 
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Post » Tue Oct 13, 2009 4:36 am

It's possible there's a mistake in the dialogue filtering there. I'll have a look at it when I get home tonight and make another fix.

Also, you posted about the CTD in the PES comments section. Did you download last nights fix and did it work? Are you able to get back into Uvirith's Tomb now?


Yes i was able to, thank you :)
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lucile davignon
 
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Post » Tue Oct 13, 2009 4:02 pm

I found this in Uvirith's Legacy_BETA1.10.esp updated 10-30-2009. If this isn't a problem or if you've already fixed this then I'll apologize in advance. I've also spoilered out the text just in case it contained something important.

Spoiler
Script: BKU_CompleteVols


[spoiler] ; Complete 2920 Vol. 2If ( DoOnce4 == 0 )	If ( "UVI_sorter_book007".LR_book_local == 1 )	If ( "UVI_sorter_book008".LR_book_local == 1 )	If ( "UVI_sorter_book009".LR_book_local == 1 )	If ( "UVI_sorter_book010".LR_book_local == 1 )	If ( "UVI_sorter_book011".LR_book_local == 1 )	If ( "UVI_sorter_book012".LR_book_local == 1 )		"UVI_BookCloset2"->AddItem "complete2920_02" 1		Set "UVI_sorter_book351".LR_book_local To 1		MessageBox "You have completed a volume."		Set DoOnce To 1	EndIf	EndIf	EndIf	EndIf	EndIf	EndIfEndIf[/spoiler]


Spoiler
On Ln 83 it seems you're missing the '4' on the Set DoOnce To 1 command.


Given the size and scope of your mod I hope that you won't find it intrusive of me if I dig through your scripts a little. If you don't want me messing around with your mod I completely understand and I won't waste anymore of your time.

Best of luck on the mod! I hope I can get a Telvanni mage rolled and leveled soon so I can experience your work first hand.
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Richard
 
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Post » Tue Oct 13, 2009 8:18 am

I have no problem at all with you poking around in my scripts and suggesting fixes. Thank you. :)

I've made the necessary change to the script and I've also re-filtered Sara's dialogue regarding her revenge on Verena. The new hot-fix file is now available for download.

Please let me know if Sara's dialogue looping is fixed for you Jerlord. :)

Edit: oh and Boggart, in light of what ElderScroller posted above, I'm not sure there's anything I can do to fix Gavyn's summoning training for compatibility with the current version of Useful Summons. If it's indeed the case that anything summoned by another npc will attack you, it's probably a good idea not to teach Gavyn any summoning spells, because then it may bug out this way when he summons them in combat as well. Though, I wonder if it's ok for him to summon while in follow mode, since he shouldn't attack the player under this condition. Have you tried this at all? You can train him while he's in follow mode as well.
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Spencey!
 
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Post » Tue Oct 13, 2009 4:17 pm

>laughs and laughs< Sara's dialogue for the Revenge is working now, i got to see it for the first time...hilarious...thanks!
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Floor Punch
 
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