[Relz] Uvirith's Legacy Beta 1.10

Post » Tue Oct 13, 2009 4:33 pm

:evil: I know a lot of people take the getting rid of Verena option, but I like to keep her around just to torment her. I enjoy the strife she causes in my tower, because that's just how my character rolls.
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louise tagg
 
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Post » Tue Oct 13, 2009 10:40 am

.... 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.


No I haven't. But I deactivated Usefull Summonings for now to try to teach Gavyn Conjurationspells without. Still waiting for his return from a chore, though.
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Rinceoir
 
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Post » Tue Oct 13, 2009 8:31 am

mlox is telling me that the Book Jackets add-on is missing some prerequisites, including the 1.09 beta file. Did I screw up somewhere? Last I checked I should be, as this thread indicates, 1.10 beta...
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Claudz
 
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Post » Tue Oct 13, 2009 11:41 am

Nope, mlox's rule base just needs updating for UL 1.10. I get that message myself, and it's nothing to worry about.
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Maria Leon
 
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Post » Tue Oct 13, 2009 1:24 pm

yah she isnt have annoying now that she's screaming at the Scamp all day..., though a funny thought is if you get rid of her....and the crystal ball stays....the scamp will still be serving her even away from me...driving her to insanity...especially with the annoying wizard from the dungeon... lol lol lol
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Jade MacSpade
 
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Post » Tue Oct 13, 2009 3:12 pm

Spoiler
Yep, the scamp will follow her wherever she goes for the rest of her unnatural life.
:evil:
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RaeAnne
 
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Post » Tue Oct 13, 2009 10:18 am

This can't be a common problem or someone would have reported it by now, but when I killed Gothren to become Archmagister, his key wasn't on his body. (Yes, I had UL 1.10 loaded before I killed him.) No big deal really, as I used the console to add it to my inventory once I realized it was necessary. But it would be interesting to know what might have caused it. Probably we never will, unless someone else runs into the same fix.

Is there supposed to be a clue somewhere as to the combination which (along with the key) is needed to open Gothren's chest? Or is the player supposed to just find it by trial and error, as I did?
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Chris Jones
 
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Post » Tue Oct 13, 2009 5:00 pm

Yeah, it's just trial and error for the chest. It's not too tough of a combination to figure out though, since there's not a lot of different combinations you can do, and it tells you right away if it's the wrong button pressed.

As for the key, this could happen if Gothren was still in your save data and not affected by the 72 hour cleanup before loading UL and killing him. It would take 3 game days of not loading him to reset his inventory and add the key. However, I have included another way to get the key just in case for these kind of situations. His apprentice, who shows up after becoming Archmagister, will give you the key if you didn't get it from looting Gothren.
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Lizs
 
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Post » Tue Oct 13, 2009 11:48 am

As for the key, this could happen if Gothren was still in your save data and not affected by the 72 hour cleanup before loading UL and killing him. It would take 3 game days of not loading him to reset his inventory and add the key. However, I have included another way to get the key just in case for these kind of situations. His apprentice, who shows up after becoming Archmagister, will give you the key if you didn't get it from looting Gothren.

I saw that about the apprentice in your Readme, but it said that the apprentice would have the key if you loaded the mod after becoming Archmagister, and this was not the case in my game so I didn't think to check him. If in fact the apprentice has the key any time Gothren doesn't, you might want to edit the Readme to say that.
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Shelby McDonald
 
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Post » Tue Oct 13, 2009 12:55 pm

Ah, good idea. I guess it's a little too specific in the readme, because that's the main circumstance where I thought the player would need and alternate means of acquiring it. I'll alter the readme for the future release accordingly. :)
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Alexander Lee
 
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Post » Tue Oct 13, 2009 1:39 pm

Thank you for granting me your permission.

I'm not sure if any of the following are significant problems but they stood out enough to notice them.

[spoiler]Begin fastEddie_VerenaTimerShort currentDayShort daysPassed	If ( GetJournalIndex HT_UvirithVerena == 60 )	StopScript fastEddie_VerenaTimer	ReturnElseif ( GetJournalIndex HT_UvirithVerena == 100 )	SetJournalIndex HT_UvirithVerena 60	StopScript fastEddie_VerenaTimer	ReturnEndIfElseif ( GetDeadCount "arnamir" >= 1 )	StopScript Uvirith_VerenaTimer	ReturnEndIf[/spoiler]


Spoiler
Ln 15, hanging Endif statement. Not sure if it will prevent correct triggering of following ElseIf.


[spoiler]Begin gp_primusScript ?If info == 0	AddTopic "-follow-"	AddTopic "-repair-"	AddTopic "current duties"	Set info To 1EndIf ?[/spoiler]


Spoiler
Ln 49 is missing the opening and closing braces. Not sure if it causes an error but reporting anyway.


[spoiler]Begin gp_queenNtashra?If ( messageOn == 1 )	Set button To GetButtonPressed	If ( button >= 0 )		Set messageOn To 0	EndIf	If ( button == 0 )		If ( Player->SayDone == 1 )			player->AddItem "gp_sceptre of the sepulcher" 1			MessageBox "Sceptre of the Sepulcher has been added to your inventory."			Journal "GP_UvirithQueen" 20			MessageBox "Take this sceptre. It will show you the way to my Sepulcher, where my Champion has awakened and awaits you. Succeed and you will prosper in these blighted lands. Fail and your days end now. Good luck, my friend."			EndIf		EndIf	EndIf		EndIf 	ElseIf ( button == 1 )		If ( Player->SayDone == 1 )		MessageBox "The choice is yours. I expected more, old friend. Goodbye."		Journal "GP_UvirithQueen" 30		Set button To 0		;disable		EndIf	EndIfEndIf?[/spoiler]


Spoiler
Lns 46, 48 and 50 seem to have unnecessary EndIf statements.


[spoiler] Begin gp_saraScript? If ( doOnce == 0 )	If ( state = 333 )		Set Companion To 1		AddTopic "-armor-"		AddTopic "-combat-"     	AddTopic "-follow-"   	 	AddTopic "Tend my wounds"		AddTopic "Conversation"		Set emmasnpcid To 873	EndIfEndIf ?[/spoiler]


Spoiler
Ln 96 uses single equals operator assignment. I haven't been able to find an example of this in MWSFD 9.0 so I don't think that a single equals operator is valid in Morrowind scripting. Please correct me if I'm wrong, it would be nice to know if it's a legal operation and if it is used to get around a certain error.


[spoiler] Begin Uvi_App_Level? If ( p_shortblade > 100 )	Set p_shortblade too 100EndifIf ( p_lightarmor > 100 )	Set p_lightarmor too 100EndifIf ( p_unarmored > 100 )	Set p_unarmored too 100EndifIf ( p_destruction > 100 )	Set p_destruction too 100EndifIf ( p_mysticism > 100 )	Set p_mysticism too 100EndifIf ( p_restoration > 100 )	Set p_restoration too 100EndifIf ( p_illusion > 100 )	Set p_illusion too 100EndifIf ( p_alteration > 100 )	Set p_alteration too 100EndifIf ( p_conjuration > 100 )	Set p_conjuration too 100Endif?[/spoiler]


Spoiler
Again, Morrowind may just truncate the extra 'o' or that may not cause the script to execute as it looks like you've intended it. Not sure but I thought I'd make you aware of it.

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Michelle Smith
 
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Post » Tue Oct 13, 2009 3:32 pm

Thanks, I've made the above changes.

For the first script, it was probably best that that second part never executed since it would cause unnecessary complications. I've removed it completely.

The third script hasn't been touched from Uvirith Inside. I've fixed it, but it seemed to execute fine before. I'm going to have to test it now just to make sure I didn't mess it up somehow.
Edit: Yeah, the script is somehow broken with those removed. I'm going to try to rebuild it from scratch because it doesn't make any sense to me as it is.
Edit2: Done. This script is now working and up to current standards. :)

In the fourth script, the single equals operator was a mistake, but that part of the script seems to execute just fine either way. I've corrected it anyway.

The fifth script's error is actually kind of hilarious! I don't even know how I managed to do that. Probably due to one of my 2 am scripting binges while I'm falling asleep at the keyboard. :nuts:
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Allison Sizemore
 
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Post » Tue Oct 13, 2009 11:45 am

It's good to hear that I'm not just wasting your time with this stuff. :)

I've always wondered about the robustness of exception handling for Morrowind's scripting. Stability has always been an issue for my games. It seems like it's just a matter of time before the CTDs build up to the point where it's just less stressful to quit Morrowind and go and find a different game then adjusting my load order and cleaning my saves to no avail.

Those unmatched if/elseif/else/endif statements certainly can be a nuisance. I spent hours trying to track down one error for a simple mod. I can't even begin to imagine the work that you went through with all the scripts in your mod.

Here are a few more minor things. Since no one seems to be complaining I doubt there's anything significant here:

[spoiler]Begin Uvi_Chest_Deavvo? If ( TrapSpell == 1 )	Player->AddSpell "uvi_box_trap4"	Set TrapSpell To 2ElseIf ( TrapSpell == 2 )	Set timer To ( timer + GetSecondsPassed )	If timer > 5		Player->RemoveSpell "uvi_box_trap4"		Set timer To 0		Set TrapSpell To 0	EndIfEndIf ?[/spoiler]


Spoiler
Ln 182 (shown), 194 and 206 are missing opening and closing brackets. Also present in Uvi_Chest_Gothren (Ln 177/189/201).


[spoiler]Begin Uvi_UT_Elevator_Switch? If ( Player->GetItemCount "key_teluvirith" > 0 )		If ( controlvar = 0 )			If ( Player->GetEffect sEffectLevitate == 1 )				If ( "uvirith_movableplug_UT".Moving != 17 ) ;out					MessageBox "You are currently levitating. Do you want to move the elevator out of the way?" "Yes" "No"					Set controlvar to 1				Else					MessageBox "You are still levitating. Do you want to move the elevator back anyway?" "Yes" "No"					Set controlvar to 2				Endif			Else ?[/spoiler]


Spoiler
Ln 29, single equal operator.


[spoiler]Begin Uvi_WeatherControl?If ( spelleffectmyst == 0 )	If ( GetDisabled "UviBall_SpellEffect" == 0 )		"UviBall_SpellEffect"->Disable	Endif ?[/spoiler]


Spoiler
Ln 25, not sure if that's an error but it looks like it should be reversed and dereferenced ("UviBall_SpellEffect"->GetDisabled) but Morrowind may accept both.


[spoiler]Begin Uvirith_Verena?	Elseif ( state == 45 )		AiWander 512 0 0 0 30 10 10 0 40 10 0 0 0 0		Set state to 50	Elseif ( State == 50 )?	If ( "furn_de_r_table_uvi"->GetDistance "verena_uvirith" <= 350 )		AiWander 512 0 0 0 30 10 10 0 40 10 0 0 0 0		Set state To 20	EndIf?[/spoiler]


Spoiler
On Ln 202/217 it looks like you have 2 too many variables given to AiWander. MWSFD only seems to list 12 integer arguments for AiWander. Also, the variables combatCheck, warp, and combatDone appear to be undeclared. (Ln 275/277/281/283)

Endif/Elseif combos:

Uvirith_Arnamir: Ln 71/73
Uvirith_Arnamir_VBTimer: Ln 13/15

Undeclared variables:

Uvi_Apprentice: strongholdtravel on Ln 229.
Uvi_DrathaDrem_AshWait : timer on Ln 8.
Uvi_SpellCastCheck: controlvar on Ln 14.
Uvirith_Locket: ActionFlag on Ln 11/21.

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Nikki Lawrence
 
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Post » Tue Oct 13, 2009 3:55 am

Thanks! I've made those changes. Those scripts seemed to work fine, but the more stable the better. :)
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Stephanie Nieves
 
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Post » Tue Oct 13, 2009 6:34 pm

I've just had a bug report regarding the inscription book not enabling anymore. Looking at the scripts I realized that the book rotate script I added is in conflict with the original script because it deletes the book from the game when disabled! :facepalm:

I've uploaded the new hotfix for this issue to PES. The book can be recovered by cleaning the Upper Tower cell, adding it to your inventory or placing it in the game world via. console. Cleaning the cell is probably the best method, since I also noticed the book was facing the wrong direction so I moved it. This might cause dirty refs in the rest of the cell. <_<
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Eileen Collinson
 
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Post » Tue Oct 13, 2009 7:17 am

The problems never end, eh?
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Hope Greenhaw
 
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Post » Tue Oct 13, 2009 1:17 pm

Heh, that's why it's been in beta so long. It's a big mod with almost 100 scripts. It's been a long haul to get them all working right. It's definitely getting there though. The next version will be the final one, after I sit on it for a month or so to collect the last bug reports and fix them. That's why I decided to go with the hot-fixes, so that players can benefit from the bug fixes right away and I can get quick feedback on my changes.
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Rinceoir
 
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Post » Tue Oct 13, 2009 4:47 am

When I entered my library for the first time, I got a bunch of texture/mesh error messages. None of them crashed the game or caused anything to look weird in the library that I could see, and when I left and came back they didn't happen again. Also I was using your 10/30 hotfix; hadn't loaded the 11/4 yet.

The library is awesome, BTW. Now I'll have to move my book collection over there.
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Kelsey Anna Farley
 
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Post » Tue Oct 13, 2009 8:23 am

Hmm, do you happen to remember what the error messages were? They might still be in your warnings.txt.
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FirDaus LOVe farhana
 
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Post » Tue Oct 13, 2009 8:55 am

Here's what was at the bottom of my warnings.txt file. Can't guarantee that these are the same messages I got, but I think they are.

Model Load Error: Meshes\m\Text_BoV_Flora_V1.nif cannot load file in Meshes\m\Text_BoV_Flora_V1.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\m\Text_BoV_Flora_V2.nif cannot load file in Meshes\m\Text_BoV_Flora_V2.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\m\Text_BoV_Flora_V3.nif cannot load file in Meshes\m\Text_BoV_Flora_V3.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\m\Text_BoV_Flora_V4.nif cannot load file in Meshes\m\Text_BoV_Flora_V4.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\m\Text_BoV_Flora_V5.nif cannot load file in Meshes\m\Text_BoV_Flora_V5.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\m\Text_BoV_Flora_V6.nif cannot load file in Meshes\m\Text_BoV_Flora_V6.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\m\Text_BoV_CS.nif cannot load file in Meshes\m\Text_BoV_CS.nif.
Will use the default object Marker_Error.NIF.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.
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Theodore Walling
 
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Post » Tue Oct 13, 2009 4:21 pm

Huh, I just checked and all those files are in the original .rar archive, so they should be there. Oh wait, nope, not in the uploaded one. Crap.

I'll add them to the hotfix archive. Sigh...

Edit: Done. It's now ready for upload. Sorry about that. I thought I got them all.
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Rachel Briere
 
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Post » Tue Oct 13, 2009 3:32 pm

Huh, I just checked and all those files are in the original .rar archive, so they should be there. Oh wait, nope, not in the uploaded one. Crap.

I'll add them to the hotfix archive. Sigh...

Edit: Done. It's now ready for upload. Sorry about that. I thought I got them all.

We came very close to cross-posting. I just re-downloaded the archive, opened up the Meshes folder in RAR, failed to find the files, and was about to post that when I saw your edit. Thanks.

By the way, the subfile under Meshes which contains these files is 'm' in the archive, but 'M' on my computer. Is that going to matter?
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k a t e
 
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Post » Tue Oct 13, 2009 4:24 pm

I don't think it matters if it's capitalized or not. :)
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kat no x
 
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Post » Tue Oct 13, 2009 3:48 am

Heh, that's why it's been in beta so long. It's a big mod with almost 100 scripts. It's been a long haul to get them all working right. It's definitely getting there though. The next version will be the final one, after I sit on it for a month or so to collect the last bug reports and fix them. That's why I decided to go with the hot-fixes, so that players can benefit from the bug fixes right away and I can get quick feedback on my changes.


How is that coming along for you? Are we getting close to final code, or are there still some fixes to be made?
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Lisha Boo
 
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Post » Tue Oct 13, 2009 4:21 am

This is very close to final. I'm now waiting on bug reports to figure out what needs to be fixed from here on in. I'm not going to be making much at all in the way of changes, because I want to ensure the final release is fully stable and working. In fact, I'm trying to play through the entire thing myself just to see if I catch any errors before I release it as "final".
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Horse gal smithe
 
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