Uvirith's Legacy Beta 1.10

Post » Thu Apr 01, 2010 4:05 pm

Apparently I can't do that with MWSE because it won't check the condition of items in inventory, so her armor warning idea is out the window.

If it can check to see if any given piece of armor is equipped, she could at least tell the player if anything is completely broken, as armor is un-equipped when its condition falls to zero. That's how I first realized that her armor breaks, when I saw her wearing only one paldron.
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Hope Greenhaw
 
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Post » Thu Apr 01, 2010 8:50 pm

Maybe there's a way by attaching a script to the armor using xGetCondition and xGetMaxCondition?

Regardless, I've been following this mod's development with interest for a long time and continue to be amazed with all the tweaks/additions that make their way in. I can't wait to see what the final version looks like.


The only problem with that is it requires scripting the armor itself, and her armor is completely replaceable. I've designed her, unlike Ash-Kosh, to be able to wear whatever armor you give her. Ash-Kosh on the other hand, has armor that can't be taken, and that can be auto-replaced if it breaks.


If it can check to see if any given piece of armor is equipped, she could at least tell the player if anything is completely broken, as armor is un-equipped when its condition falls to zero. That's how I first realized that her armor breaks, when I saw her wearing only one paldron.


Yes, but again, unless you're checking for the armor she comes with, and my script attempted to check for all broken armor in her inventory (yes, she would complain if you asked her to hold on to something that was broken, but the likelihood of that is a bit smaller), it will return false if you ask her to hold on to some armor that she won't equip, or can't because she's already filled that slot, or ask her to take her armor off (because it then remains un-equipped in her inventory).

Also the point of the script was to warn you before it was completely broken. If the xGetCondition function had worked the way I wanted it to, it would have warned you at just under 10% durability. It was a good idea, but it just won't work. I don't think there's any good way to do this, given the limitations of scripting, even with MWSE. Unfortunately, I think we're going to have to stick to the visual cue of her not wearing her armor anymore.

The MWSE patch is almost ready btw. I'm working on one last script that's giving me a bit of a headache at the moment, but once it's done I'll release it.

While we're at it, here's what's going to be changed:

The Alchemy Table : now accepts all ingredient types.
The Bag of Holding: now can be restored from any interior cell after a game load or the 72 hour "bug" kicks in.
The Nifty Magical Rock Dingus: now is a spell you can cast when you equip the wand, and no longer uses pre-greetings and dialogue.
Companion follow scripting: now they can follow you everywhere, and be called to interior cells now, except if certain teleportation bans are in effect (Ash-Kosh is the exception here and can move around even under these conditions because of her/his daedric nature). Their scripting is incompatible with Improved Teleportation and Mel's Teleportation Mod, so it's been disabled, but it also has the full functionality of these mods, so they're uneccesary for them.

Was there anything else you found a bit clunky that could potentially be improved?
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Neko Jenny
 
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Post » Thu Apr 01, 2010 3:46 pm

unless you're checking for the armor she comes with

Oh yeah, it didn't occur to me that she might be wearing different armor than she came with--but now that you mention it, I should upgrade that for her. I see that her main armor skill is medium, so I won't make her wear ebony or glass, but with a steady supply of adamantium coming in from Mournhold every week, I can have set of that armor made for her. A couple of questions:

1. If I give her a piece of adamantium armor, will she automatically equip that because it's better than Orcish? Or would I have to take the Orcish piece (her original) away from her? If I do that, will she object?

2. If I put a constant-effect enchantment on a piece of armor that she then wears, will the enchantment work? (If it's a cast-when-used enchantment, I assume her AI isn't sophisticated enough to actually cast it.)
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flora
 
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Post » Thu Apr 01, 2010 7:09 pm

Actually, the AI is sophisticated enough to cast spells and enchantments, but it's kind of random. There's a bug with npcs and constant effect stuff, so don't do that. Don't use any constant effect stuff with companions ever. At least, that's what I read on Emma's companion FAQ. The constant effect actually starts doing nothing, or the opposite of what it's supposed to do after a while.

She should equip the armor of her type with the most value, so you can probably leave the other stuff in her inventory. Oh, and she only objects to you taking her tiara. The rest is fair game to replace.

Edit: and now, the Nifty Magical Dingus works even better! (or worse depending on how you look at it) I've added a tiny random chance that it will backfire and turn you into a rock instead! if this happens you have to go to Tel Fyr and ask Divayth Fyr to make a cure for you.

Also, NPCs will now remember being turned into a rock if you change them back and ask them about it.

There's just one teeny issue I have to resolve regarding the rock wand, and it'll be finished. I need to figure out a way to remove the memitem for companions during companionshare so the player can't remove it and make them forget about being turned into a rock (it will just disappear from your inventory if you happen to pick one up). You can't access their inventory while they're a rock, but the memitem remains after changing them back in order to retain some rock related dialogue. I will not do it through pre-greetings, because that was a bit unstable for people and was the whole reason I gave the rock wand an overhaul in the first place.

Edit2: I've got it all figured out and it's now ready for testing. It's just a shame that PES is down for maintenance. I'll see if I can post it tomorrow.
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Baby K(:
 
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Post » Fri Apr 02, 2010 12:10 am

A possible fix for your memitem - make it a light with 0 radius and colors, with cancarry unchecked. Then it can be added and removed from the npc iventory by script, but is unseen by the player.

edit: oh, you figured out a way just before i posted this, lol.
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Conor Byrne
 
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Post » Thu Apr 01, 2010 3:47 pm

Lol, yeah. I did it by scripting the memitem to be removed as the player targets the npc, and replaced with a spell. Then, when the player moves away from the npc, the spell is removed and the memitem is replaced (because spell checks don't work in the long term for generic npcs). It seems to work very well, and it also has the beneficial side-effect of removing memitems from dead npcs permanently. The script is constantly running in the background, but I added a framecounter to the heavy script, and the other only returns if the target is an npc, so the fps hit is very light. I use an ancient PC (almost as old as MW itself!) to test my mods, so that I can make sure they run well on almost anything. I have a newer quad core for actually playing the game though.
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Sunny Under
 
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Post » Thu Apr 01, 2010 8:29 pm

Ok, I'm having trouble uploading the file to PES, so I'll make it temporarily available for download here:

Removed link temporarily for retooling.

Please let me know how it works for you. I've only tested it myself, and need to know if it's working on other people's set-ups. MWSE can be finicky that way.
Oh, and make sure to read the readme! There's some stuff you need to do to make sure it doesn't crash with current saves. The Bag of Holding in particular really doesn't like having its scripting changed, so it requires a minor save cleaning to get rid of the old one.
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JESSE
 
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Post » Thu Apr 01, 2010 11:13 pm

I'm doing some work on my laptop right now, but I'll be happy to look this over shortly.
I'll post again with results later tonight.

This is already looking good, can't wait to test it. ^_^
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loste juliana
 
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Post » Thu Apr 01, 2010 5:11 pm

Stuporstar, you have a great mod going here. However, I have a few questions, and maybe I'm just not figuring it out. I already found Sara, and made it to Uvirith's Tomb. When I talk to the lich that appears after touching Uvirith's remains, he says that I have already done everything he has asked of me. Also, Verena asked me to get rid of the lich, but to talk to the dremora first. I can't find the dremora anywhere.

I feel like a dummy right now, because after reading through some of the posts here I realized that there is a compatibility patch for Building Up Uvirith's Grave. What svcks is that I have spent the last two weeks working on making a mod which combines both of them and makes them compatible with each other. I've put at least 60 hours into it and was pulling out my hair in frustration at some points over weird glitches (like a desk which will not appear in the room :P), only to find one ready made. :P
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Jay Baby
 
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Post » Thu Apr 01, 2010 8:36 pm

That's really odd. Was Verena already there in the tomb when you first went there? Because it sounds like you somehow managed to trigger quest completion before even entering the cell somehow. Verena shouldn't even be there unless the quest triggers her appearance. Did you do this while using your combined mod?

Edit: It seems I need to retool the MWSE plug-in a bit, so I've temporarily removed the download link until I get the new version ready.
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Amy Siebenhaar
 
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Post » Fri Apr 02, 2010 2:44 am

That's really odd. Was Verena already there in the tomb when you first went there? Because it sounds like you somehow managed to trigger quest completion before even entering the cell somehow. Verena shouldn't even be there unless the quest triggers her appearance. Did you do this while using your combined mod?

Edit: It seems I need to retool the MWSE plug-in a bit, so I've temporarily removed the download link until I get the new version ready.


I was using the combined mod, but I never touched Verena, Sara, Ash-Kosh, Lord Uvirith, or the tomb cell. She was already in there when I finally made my way there.
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Mr. Ray
 
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Post » Thu Apr 01, 2010 8:28 pm

Ok, well your journal entry got set somehow, and the combined mod kind of adds a complication where it comes to figuring out why, and is the probable cause, because this has never been reported as a bug by other users (and it's serious enough that it would be). You need to somehow set HT_UvirithTomb back to 0. You could try using SetJournalIndex in the console, but it will reset to the highest number during a reload, so you'll have to do the entire quest in one run.
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kat no x
 
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Post » Fri Apr 02, 2010 4:23 am

Ok, well your journal entry got set somehow, and the combined mod kind of adds a complication where it comes to figuring out why, and is the probable cause, because this has never been reported as a bug by other users (and it's serious enough that it would be). You need to somehow set HT_UvirithTomb back to 0. You could try using SetJournalIndex in the console, but it will reset to the highest number during a reload, so you'll have to do the entire quest in one run.

I will try that as soon as I get in. I can't even get in the game anymore though because of some expression error. :brokencomputer:
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laila hassan
 
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Post » Thu Apr 01, 2010 6:39 pm

Here is the latest version of the new MWSE patch. The rock transformation scripts have been re-tooled to be more efficient and all seems to be working great now.

Please use this version instead of the previous one.

Edit: I also made an amendment to the readme. The rockwand cannot use xGetPCTarget on an npc in combat, so changing npcs into rocks while in combat with them is not an option.
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Kitana Lucas
 
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Post » Thu Apr 01, 2010 5:52 pm

The new MWSE patch is now available for download from PES.
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Joanne Crump
 
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Post » Fri Apr 02, 2010 3:38 am

The new MWSE patch is now available for download from PES.

Thanks Stuporstar ! I'm gonna to grabbed it right away. :bowdown:
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Hannah Barnard
 
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Post » Fri Apr 02, 2010 12:27 am

Just getting back to Morrowind now after a break for other games. Glad to see you still hard at work Stuporstar!
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Ria dell
 
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Post » Fri Apr 02, 2010 2:35 am

I should probably give a small update on progress here. The new changes to Zhariphel Mine are almost completed, and mosty tested. I need to do a proper run after finishing the schedules. It's a real town now, with a few useful services. It has repair services, a trader (who will have some NoM supplies), and now one of the npcs will sell potions and ingredients (and will restock some select herbs and gems...including those Sri's Alchemy gems included in UL that you need to make inscription ink). There's also a bath house. If you choose to build the Council Club, you can do an optional side-quest to find a publican to maintain the place who will sell drinks, a small selection of local NoM dishes (all re-stocking), and even some soaps from the Bathing Mod to use in your nice new private bathroom in the Council Club. If you choose to go all the way and help furnish the place, you'll also get your own luxurious private chamber on the top floor of the Council Club with your own bed to sleep in, and they'll rename the club in your honor.

Traveling to and from Zhariphel is also a lot easier now. After you complete the first quest and return to the Telvanni Council House, Eddie will give you a note from Galdin that contains a travel ring. You can also trade this travel ring in for a much nicer one that will take you directly to the Council Club if you finish the side-quest to find a retainer for the club. I've also added a teleportation crystal to the study in Galdin's Manor that will teleport you directly to the Telvanni Council House. All you need is your teleportation platform key to activate it.

The Zhariphel NPCs have had their characters a little more fleshed out, especially the guards and slaves who previously had little to say. Each guard is less generic now as well, and one of them will repair your weapons and armor for you. I've also added a basemant cave to the guard house in the warrens that has a functional practice dummy. On top of this, all of the NPCs in Zhariphel will now have schedules that are started after completing the first quest and returning after getting the quest reward from Eddie. If you build the Council Club, they'll even start hanging out there in the evenings.

Finally, last but not least, you actually get to see the results of your work in the first quest. After making the mine safe again, and building the Council House, they will begin to rebuild the deep tunnels. First they will start growing more bloatspores in the deep tunnels, and in the final stage, Master Galdin will build a fantastic garden. You only need to complete the Council Club quest, and they will get working on the deep tunnels and gardens on their own. All of this takes weeks at a time to complete, but you'll be able to watch the housepods grow over this period.

I've also included Bathing Mod functionality in both Tel Uvirith and Zhariphel. Aside from adding a Telvanni bathing crystal to the bathroom in the Tel Uvirith lower tower, I also added a bathroom to the prison barracks in the vault, and two to Zhariphel. In Zhariphel there's a common bath house in the warrens, and a private one for your own use will appear in the Council Club should you choose to go all the way with the quest and help furnish the place.

*****

Now what this means for current UL players is a careful save cleaning. I'v decided I'll release two versions of the mod, one with the Tel Uvirith tower interior changes and one without. This means that you won't need to move out of your tower all over again if you've already settled in. But you will have to clean select cells, which is best done with Enchanted Editor.

You will have to clean the tower bathroom, and the prison barracks. These are the only two cells in the tower itself that will require a cleaning. So you will have to move your stuff out of those rooms, delete those cells in your save using EE, and then you can carry on. All of Zhariphel needs to be cleaned though, but that's probably not an issue because that's not where you'd be keeping your stuff anyway.

*****

After I finish Zhariphel, I'll be finishing up the NPC schedules for the vault. I've already done the main tower staff, and included altered schedules if they're turned into vampires by the player using VE. I decided to do Zhariphel first and test that thoroughly before tackling all the Tel Uvirith guards in the dungeon and vault.
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Luna Lovegood
 
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Post » Fri Apr 02, 2010 3:14 am

This is awesome news! :celebration:

Great work, Stuporstar.
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Trevor Bostwick
 
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Post » Fri Apr 02, 2010 4:01 am

I'm also thinking of adding my dwemer observatory to UL and massively scaling it down in scope, mainly because as that mod currently stands, I realized that I'm probably never going to finish it. I stuck the observatory near Tel Uvirith anyway, and I just really want one a small one added to my stronghold. I could add the tinkerer's lab functionality to it, which I believe is currently removed from BuUL, so then that would be covered again. Last I heard from Artimis Fowl, he didn't have the time to work on BuUL for a while, so I think adding it to UL is the way to go. People not playing BuUL could use a way to repair their dwemer centurions as well. I already have the cells fully constructed, and some of the basic scripting done. I just need to add a quest to build it and some dialogue for the npcs who inhabit it. I think I'll cut back on those as well, and just have a tinkerer and a caretaker/curator and a couple guards.

That's on the "maybe" pile though, so no promises.
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Sarah Kim
 
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Post » Thu Apr 01, 2010 10:06 pm

Stuporstar, do you have an idea of when for the final release? Will we need to wait after the release for the updated BuUL?
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Carys
 
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Post » Fri Apr 02, 2010 3:44 am

Nah, I'm not doing anything with BuUL itself. BuUL is not my project. As for final release, it's um....coming? I still got quite a bit of work to do, so no telling yet. A couple more months at most...I hope.
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Andrea Pratt
 
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Post » Thu Apr 01, 2010 9:30 pm

This new update is going to make this mod even more awesome, which I didn't think was possible.
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Rudy Paint fingers
 
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Post » Thu Apr 01, 2010 9:37 pm

I'm also thinking of adding my dwemer observatory to UL and massively scaling it down in scope, mainly because as that mod currently stands, I realized that I'm probably never going to finish it. I stuck the observatory near Tel Uvirith anyway, and I just really want one a small one added to my stronghold. I could add the tinkerer's lab functionality to it, which I believe is currently removed from BuUL, so then that would be covered again. Last I heard from Artimis Fowl, he didn't have the time to work on BuUL for a while, so I think adding it to UL is the way to go. People not playing BuUL could use a way to repair their dwemer centurions as well. I already have the cells fully constructed, and some of the basic scripting done. I just need to add a quest to build it and some dialogue for the npcs who inhabit it. I think I'll cut back on those as well, and just have a tinkerer and a caretaker/curator and a couple guards.

That's on the "maybe" pile though, so no promises.


By the end of the day BUUL will have the Tinkerer back (hlendrisa), but she doesn't work with the interior centurions, they were prototypes (and are modded in many other projects) and she'd rather they be left as are.
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Jason Rice
 
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Post » Thu Apr 01, 2010 9:17 pm

Ah good to know. I just cracked open my Dwemer Observatory mod, and I'm still unsure what to do with it at this point. I think I'll chip away at it, but leave it a separate mod until I decide one way or the other. I forgot how impressive those interiors were though. I really want to do something with it. I have plenty of work yet to do with UL, but sometimes I just need to take a little break and work on something else for a day or so.
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Dan Stevens
 
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