[Relz] Uvirith's Legacy Beta 1.10

Post » Tue Oct 13, 2009 2:53 am

When I free Tel Uvirith slaves, do they count toward the number I need to free to get the Twin Lamps password in Brother Juniper's Twin Lamps mod?
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Tue Oct 13, 2009 9:20 am

It's handled through the same dialogue as other slaves, which adds the counter. So, yes. :)
User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Tue Oct 13, 2009 8:36 am

I'm not sure, but I seem to remember a copy of the Brown Book somewhere in Tel Uvirith the first time I visited it. Now I want to give it to the librarian, but I can't find it. Could it have fallen victim to the same bug that made the Scroll Creation book disappear? Where is it supposed to be? (I think it was in the bedroom in the lower tower, but I didn't really care at the time so I didn't make a note of it.)
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Tue Oct 13, 2009 10:34 am

The new brown book is given to you by Fast Eddie. He gives you two copies in fact. All you have to do is ask him for them. There was no copy of the new brown book in the tower. :)
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Tue Oct 13, 2009 4:48 pm

Well, after a feverish night of this eating my life, I've got two issues:

firstly, the stone in the prison cells does nothing. I assume it's meant to open a passage?
secondly, I've talked to the Khajit slave in the servant's quarters and the ones in the slave pens in the dungeon and still can't make a conversation choice to free them pop up. (Yes, I am a goody two-shoes.)

Any ideas?
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Tue Oct 13, 2009 3:50 am

Do you have the "go free" topic at all when talking to them? Because it should be available, especially if you've freed slaves in the past. If you don't have the topic, try typing AddTopic "go free" in the console. You also need the key in your inventory
Spoiler
which is right near the slave pens in the dungeon
in order to free them.

Also,
Spoiler
if you mean the brick sticking partially out of the wall in one of the cells, yes it's supposed to do something when you activate it.
If you open the console, click on it and type sv it should give you the current variable values. Can you post them? I've not had any bug reports about that before, so I'm not sure what could be going on there, but I'll try to help any way I can. :)
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Tue Oct 13, 2009 6:38 am

Right, I'm being a tard due to sleep loss. (Your fault for making something this amazing. I've pulled an allnighter marveling at this mod :P) I did manage to free the slaves, and the
Spoiler
stone does what it's supposed to do, but the trapdoor doesn't open. I'm too tired to copypaste its script, but the variable was set to zero, and activating it did nothing.


One minor thing: the rats in the dungeon scream Dunmer battle cries. Frankly, the idea of rats in MY dungeon (I'm the Archmagister, I'll have you know) annoys me so much that I wouldn't mind a conversation option with the cook to "put rat poison down" or something just to be rid of them. That's a terribly minor gripe given the amount of work you've put into it though - I guess I'll keep overkilling them with whatever powerful spells I have to hand ;)

Regarding the rewards, I think a player could get rich VERY quickly with the amount of ebony longswords there are lying around the place, but it seems quite balanced given the fact that maintenance requires cash. Also, given that by the time I managed to blow up the late Gothren (mayherestinpeace), his two Dremora (maytheyrestinpeace), and and a vampire clan head (mayherestin...pieces), I've got all the money I'll ever need anyway...

Words can't express how much I love this, by the way. I pulled an allnighter with it and have noticed the vast amount of loving detail that's been put into it (crispy adventurer? your very own adorable Winged Twilight merchant that's a million times easier to access than the Mudcrab? the delightfully happy seeming Nixxy? I'll just have to imagine my character spends her time petting him every time she goes through the dungeon to offload more loot). I'd have paid for this mod over many a game. Do you take donations? Or champagne? You have entirely guaranteed that I will never play any other Great House faction. EVER.
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Tue Oct 13, 2009 6:22 pm

LOL, that's very odd about the rats screaming dunmer battle cries. That's either a very odd mod conflict, or the guards from the vault are nearby on the other side of the wall and trying to help you kill them. Also, the rats are an essential part of your tamed nix-hound diet. ;) Just open up their cages near the dungeon entrance and they'll come running whenever they hear a rat nibbling on your shoes. It's actually pretty entertaining watching them go (The runt of the litter Nixxy won't fight though, just fyi so nobody thinks he's bugged). I don't even bother engaging the rats anymore, I just let the hounds play with them as I walk away chuckling. :evil:

I upped the rats on the encounter table and decreased the number of random adventurers rampaging through the dungeon for the sake of realism, and also to make the occasional random intruder more exciting rather than, "ho hum, another orc, bosmer, whatever in my dungeon...sigh..."
Spoiler
There's a hidden hole in your dungeon, which explains how rats, and thieves keep getting in.
Also, the intruders won't be dropping any ebony armor. They wear mostly crap, though some of them have random loot tables so there's no telling what odd mismatched piece of armor might be in their inventory. It's a low level loot table though, so you probably won't see anything good drop off of them. They're there to spice up the dungeon, not be free loot vending machines. ;)

I didn't personally place any ebony weapons in the mod, but I'm sure there were some lying around the tower from the original un-modded stronghold, which I didn't remove. There might still be some left over from Uvirith Inside as well, which served as base for this mod, though it's now hardly recognizable. I don't remember it adding any though. I remember when first playing the game, I raided Tel Uvirith (as Hlaalu) and found all that ebony loot and thought "Score!" Now I get my tower with free ebony longswords and think, "sigh, another unsellable piece of encumberance that I have absolutely no use for as a mage." Yeah, they really thought that through. :P I didn't remove anything from the original tower though, just shifted it around and added new stuff, just so it wouldn't dirty unmodded saves.

The trapdoor won't open until you find the key for it, which turns up later as you do some quests given by the prison warden.
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Tue Oct 13, 2009 7:16 am

When you talk to almossaren about the desk for the apprentice, and pay for it, the game CTD's. Not sure of the reason, but I can only assume either a placement issue, or a scripting issue.
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Tue Oct 13, 2009 4:36 pm

When you talk to almossaren about the desk for the apprentice, and pay for it, the game CTD's. Not sure of the reason, but I can only assume either a placement issue, or a scripting issue.

This must be a conflict with another mod, or a random crash which won't happen the same way again. I just did the same thing in my game and had no problem.
User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Tue Oct 13, 2009 2:32 pm

I've checked the scripts and the dialogue and there's nothing there that would cause a CTD. I'm not sure what the issue is there. The dialogue returns are standard and the scripts are very basic and clean. The cause of the CTD must be something else.

Are you currently getting pre-greetings at all? This will show up as a period before the regular greeting is initialized, based off of the pre-greeting system used by Vampiric Embrace. It shows up when you start turning npcs into rocks, to check if they're rocks or not. Unfortunately, it also starts showing up if you enter Tel Mora because of an npc there that's been turned into a rock. I've had one report of the pre-greetings sometimes causing a CTD (even though VE has been out for ages and using it with seemingly no problem...go figure). I've removed the rock count from the npc in Tel Mora. If you've not started changing npcs into rocks yet, you can safely type "Set uvi_rockused to 0" in the console to disable them. You can also do this if you've already turned npcs into rocks, but then the npcs will forget they are rocks and you won't be able to change them back, so it's not recommended. Unfortunately, I see no way of checking for npc rocks differently that wouldn't require MWSE, so if this is causing any issue, I suggest you download the patch, re-set the uvi_rockused variable, and not turn npcs into rocks. I might look into an MWSE patch for this feature.

This new hotfix is now available for download.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Tue Oct 13, 2009 11:01 am

I've noticed that time passes (like, several hours) when you use the Tel Uvirith teleport ring. I don't know if this is a bug or an unavoidable consequence of the scripting method used to make it companion-compatible, but I thought I'd mention it in case it's something you didn't intend and want to fix.

Also, how long is it supposed to take the apprentice to recover from a training session? I taught him one spell, and ever since then (many days ago) he's been "too tired" every time I brought up the subject of training.
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Tue Oct 13, 2009 7:37 am

He needs to restore his magicka. I thought I added an ability to his spell list to recover 1 point per second, nothing too unbalancing. Though when I tested it he was in follow mode and rested with my player character. I'm not sure how long his magicka restores when he's on his own. I'll double check, maybe I forgot to add that ability to his spell list or accidentally removed it while changing up his spells for the training. To be honest, I have no idea how magicka restoration works when it comes to npcs not in companion follow mode.

Also, the travel ring uses the travel npc mechanics so time does pass when using the ring outdoors. It's not a bug. It's just the unstable nature of the magic involved. ;)
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Tue Oct 13, 2009 2:12 pm

Well, the rats still speak in human tongues, but whachagonnado. Next couple of queries: firstly, how DO you let the nix hounds out? I didn't spot a button by their cells, and the guards at the entrance to the vault tell me they're officers of the Imperial law and I should move along (!). Am I being special again?. Secondly,
Spoiler
Master Lapp wants an amethyst? As far as I know, that ingredient doesn't exist in vanilla Morrowind, although the intarwebz informs me it's added by Tamriel Rebuilt
. Thirdly,
Spoiler
any advice on how can I get that amazing robe to use the BB robe meshes out there?
I have become the vainest Archmagister ever, I switched to Ebony Pauldrons because they match... ;)
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Tue Oct 13, 2009 3:41 pm

There are switches between the two cages, one on each side. They look like all the other switches I use, those little triangular ones. Each one opens one side of the cages.

For the amethyst,
Spoiler
there's one on Llruvii's perching rock that you can take without her attacking.
.

Also, which robe? The one from the N'Tashra quest? Hmm...I thought it was a BB mesh. It looks like one in the CS, but I think I'll load it with BB checked in the CS to make sure. There's no clipping with BB loaded. Do you mean it has no female version? I can try to find a female version, but I don't think there was one ever made for that robe.
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Tue Oct 13, 2009 5:16 am

I wouldn't complain, although it does have to do with the vanity you've engendered in my character - but don't let it trouble you too much, given how much work you've already done! I look forward to uncovering more secrets :D
User avatar
sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Tue Oct 13, 2009 5:53 pm

He needs to restore his magicka. I thought I added an ability to his spell list to recover 1 point per second, nothing too unbalancing. Though when I tested it he was in follow mode and rested with my player character. I'm not sure how long his magicka restores when he's on his own. I'll double check, maybe I forgot to add that ability to his spell list or accidentally removed it while changing up his spells for the training. To be honest, I have no idea how magicka restoration works when it comes to npcs not in companion follow mode.


I think something's broken. I went into the CS and learned Gavyn's maximum magicka. Then I started the game up, used the console to determine his current magicka level, and it was the same as the maximum. Yet he still gives the "I'm so tired. . ." response to the "teach me" dialogue topic.

In the CS, I also looked at the "teach me" topic to find out what the conditions are for the "I'm so tired" response, and now I'm really confused. The conditions for the "tired" response don't say anything about Gavyn's magicka level. There are three conditions, all based on journal entries:
HT_VampResearch >= 15
HT_VampApprentice < 15
HT_VampResearch != 25
What's really strange is that I don't meet the first of these conditions; I have no journal entries for the HT_VampResearch topic. Yet I'm getting this response from Gavyn.
User avatar
DAVId Bryant
 
Posts: 3366
Joined: Wed Nov 14, 2007 11:41 pm

Post » Tue Oct 13, 2009 1:24 pm

I sent you a note on what I discovered about the problem with Gavyn. I tried the fix I mentioned and it worked. Now I have another question: if I give Gavyn weapons, armor, potions and/or enchanted items, will he use them in combat? I've already put a full set of Dark Brotherhood armor in his inventory, but I don't see him wearing it.
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Tue Oct 13, 2009 10:03 am

I'm on the case! Thanks Rex Little for helping track down the culprit. I will probably have a fix sometime later tonight. :)
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Tue Oct 13, 2009 5:44 pm

Something else I just came across--not a bug, but something you might want to warn about in the ReadMe. I went to Master Llapp with the ingredients for my first inscription quills, but instead of the souls of two ordinary Hungers, I had the souls of two Aragon's Hungers (upgraded versions added in the Aragon's Bow mod). Llapp responded to the "quills" topic as if I didn't have the right ingredients yet, so apparently his script is looking for an exact match on the creature name and doesn't recognize variants like this. Quite understandable considering the limitations of the Morrowind scripting language, but it would be nice if the player knew it in advance.
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Tue Oct 13, 2009 4:41 am

Yeah, the scripting can only check for creature IDs that are already present in the game, not ones added by other mods (or the script would be reliant on that mod being loaded to function and crash if it wasn't). I can add that to the readme.

I was way too exhausted to work on that fix last night, so I'll work on it today.

Edit: The new fix is up. Even with the journal entry mis-fire (which I've made a check for so it won't go off too early), you can now properly train Gavyn, since I've fixed the dialogue check as well.

Also, Gavyn will take potions or use enchanted items that you give to him. He has a potion saver script, so he won't chug them all even if you don't have the code patch running. As for armor, his unarmored is higher than all his armored skills which is why he's stubborn about wearing armor. I never really intended him to wear armor (seeing as most pure magic class npcs don't except for battle mages), so I didn't even add training options for those skills, but if you would rather he did, you can alter his light armor skill via console.

Maybe I will increase his light armor skill a bit, or at least offer a way of increasing it. I'll think about the best way to implement this.
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Tue Oct 13, 2009 2:08 pm

The new fix is up.


I just went to download the latest hotfix file, and noticed that the .esp is dated 11/12/09. I would have expected a date of no earlier than 11/14 if you finished it yesterday. Did you upload an older version by mistake, or is that date OK?
User avatar
Louise Andrew
 
Posts: 3333
Joined: Mon Nov 27, 2006 8:01 am

Post » Tue Oct 13, 2009 2:17 pm

That's odd. It's the correct date in my file. I've uploaded it again and downloaded it just to make sure. It should be the correct file now.
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Tue Oct 13, 2009 3:04 pm

This time it showed up with today's date. Thanks for everything.
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Tue Oct 13, 2009 6:02 pm

Just another little update. I fixed an issue with Ash-Kosh's boredom timer counting while
Spoiler
she's off with the other dremora
.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

PreviousNext

Return to III - Morrowind