Uvirith's Legacy Beta 1.10

Post » Thu Apr 01, 2010 10:22 pm

Yes! Thanks, Set Stronghold to 6 worked! :)
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Lisa
 
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Post » Thu Apr 01, 2010 7:50 pm

It would be interesting to find out how Stronghold is getting set to 5 in the first place. Someone else had that happen a few months ago, which is how we discovered the "great empty hole" bug in the script that Stuporstar fixed. Near as I can tell from reading the stronghold building script, the Stronghold variable should never have the value 5; it goes straight from 4 to 6 when the appropriate construction stage is reached.
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c.o.s.m.o
 
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Post » Fri Apr 02, 2010 9:01 am

Yeah, it's really odd. I don't think it has anything to do with UL though. I didn't touch any timing scripts that set that variable. It could be an original game bug that's never really caught any real notice.
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jessica Villacis
 
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Post » Thu Apr 01, 2010 9:52 pm

I think I found the reason for Alkain's problem - the "join all houses mod" uses three seperate variables for the stronghold states of the 3 houses, and sets the original stronghold variable to 0. The script you put on the blocks (to fix the stronghold == 5 issue) causes those blocks to look at the old stronghold variable. There doesn't seem to be any issue in "join all houses" mod with setting the stronghold variable to 6.

Maybe the original problem, at stronghold == 5, was from another mod changing the "stronghold" variable. :)
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Ray
 
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Post » Thu Apr 01, 2010 9:11 pm

That could be. I may have to remove my altered script from the next version and let it default back to the original just to prevent such potential conflicts in the future.
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CArla HOlbert
 
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Post » Fri Apr 02, 2010 12:17 am

A few quick questions about the Apprentice. . . you can train him to a certain point in your tower, but then he doesn't seem to progress anymore. I guess that to get him to train up any more after that, you have to take him with you adventuring, and he'll train up as he uses his spells and attacks? Does he level up as slowly as the player character (most of my character advancement has come from buying training, because it seems to take forever to train most of the skill through battle)?

Can you get him to fight your summoned daedra by attacking it with a weak weapon 3 times so it goes agro?

Once you teach him a weak version of a spell, as he levels up, will he automatically 'learn' stronger versions of those spells? (For example, if you teach him a weak shield spell, or weak restore health spell, we he automatically get stronger versions of those spells as he levels)?

Is there any way to gauge how levelled up he is, or how near he is to levelling, or even when he *has* levelled up?
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Kortknee Bell
 
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Post » Fri Apr 02, 2010 8:40 am

To get him up the rest of the way you have to go adventuring with him. There's only so much he can learn sitting around your tower. ;) You have to sleep with him in follow mode for his leveling script to kick in, and it will level as you do.

I'm pretty sure he'll attack whatever you're attacking, even if it's technically in follow mode. You'll just have to try it out.

He will not automatically learn stronger versions of the spells, you have to teach him once he reaches the level where he can learn them.

There's no real way to gauge how leveled up he is.
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Vicki Blondie
 
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Post » Thu Apr 01, 2010 10:56 pm

To get him up the rest of the way you have to go adventuring with him. There's only so much he can learn sitting around your tower. ;) You have to sleep with him in follow mode for his leveling script to kick in, and it will level as you do.

I'm pretty sure he'll attack whatever you're attacking, even if it's technically in follow mode. You'll just have to try it out.

He will not automatically learn stronger versions of the spells, you have to teach him once he reaches the level where he can learn them.

There's no real way to gauge how leveled up he is.


Thanks for the reply.

Maybe in a future version, you might consider adding some sort of menu that allows you to view the attributes and skill levels of companions (like the apprentice, Sara, and Ash-Kosh), similar to the player's character sheet?

Also, completely unrelated, but something I just thought of - Tel Uvirith has a training room with a straw dummy. Straw dummies might be great for Guards, but a *real* Mage practices on summoned minions. :wink_smile: Going with the theme of Tel Uvirith as the Archmage's Tower, maybe have a different training room, other than the little closet in the barracks, where you can summon deadra or undead to practice spells on (maybe the player summons them themselves, or perhaps you have some sort of device or NPC who will summon for you). Something a little bigger, too.

Anyhow, just some suggestion. I'm quite enjoying UL so far - it's obvious you put a lot of time and thought into it. I appreciate the great work you've done.

Err, one more thing I just remembered. . . sort of a minor complaint. It seems that if you forget to grab all the alchemy stuff out of the 'Storage Room' that you've payed 1500gp or whatever for, before the end of the week, it disappears forever? Kind of an unpleasant thing to discover after spending 1500gp (although, to be fair, I have like 170,000gp so it didn't hurt that much, and I have gear I could sell for probably a million gp, so it's definitely not the end of the world. . . but someone who was a lower level character than I was when I installed UL might really miss that gold).

I propose that maybe, if it's possible in the morrowind scripting system (I'm not really sure if it's possible or not), but you might just script that room so that as your steward/accountant buys more stuff, it should just accumulate, so maybe you have 10 of a particular item the first week, and if you don't remove it, 20 the next week. There might be a maximum level where the storage containers are 'full', and the steward won't purchase any more until you empty it out, like maybe or 3 or 4 weeks' worth of purchases (I realize that, since there is an alchemy table, giving the storage room unlimited storage might be a bit redundant). So, maybe when you talk to him about 'recent shipments' after any of the containers have gotten too full, he tells you that you need to remove some of the current inventory from stock before he can purchase any more.

That way, players never lose the money they've spent. To go along with that, you might also allow the player to pay a couple weeks in advance to the steward, so that they don't forget to pay him and miss a week's purchase. Perhaps a container on Almo's desk that the player can deposit gold into, and Almo can automatically withdraw funds as needed? Call it "Steward's Coffer" maybe (or maybe not since you don't currently have any npc refer to him as the steward, but instead as an 'accountant' - somehow that sounds like too modern a word to me though, seems like it should be steward, or something like that - an old word).
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Noraima Vega
 
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Post » Fri Apr 02, 2010 5:56 am

There already is a small jewel box on Almossaren's desk; I imagine it could be scripted so that payment comes out of there. In fact, if it were made so that payment had to come from the box, that would prevent the player from cheating by dropping all his gold before talking to Almossaren and agreeing to pay him. (As it is, if you do that the script acts as if you paid him but you lose no money. But who cares--you can't reach Archmagister rank without amassing a fortune that makes the shipment fees look like pocket lint.)

Accumulating uncollected shipment items from week to week, however, would be a huge scripting task unless I'm badly mistaken. Maybe it would be easier with MWSE; I'm not familiar with how much power that adds. But using the original scripting engine, I can't see it being anywhere near worth the effort.
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Joe Bonney
 
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Post » Fri Apr 02, 2010 6:17 am

I really like the mod, but I still think that some of the rewards are a bit too much and should be toned down. Like the 50 points sanctuary cloak and the ring that fortifies enchanting by 100 points. Since people comment here on desired additions, here are mine ;)

Some magic themed chambers would be nice, especially some sort of summoning chamber and an magic forge for enchanting. Basically your own private Forge of Hilgard ;) Being in those rooms could fortify those skills by a small amount if there and offer some other interesting benefits.
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Ysabelle
 
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Post » Fri Apr 02, 2010 1:31 am

I won't be altering the shipment scripting. It's already quite complicated and running smoothly. I don't want to introduce any new bugs at this point. The same goes for the training scripting. As for shipments, you have to pay to have them arrive at the tower, and they show up the moment you exit and enter the cell again. If you're worried about them disappearing, take them out right away and store them in your alchemy table.

As for a summoning room, I'm really reluctant to add new rooms to the tower. It's has quite enough rooms already. The training room serves its purpose, and Master Llapp's training room is also a summoning room (in look and feel anyway). I will be making this room fully accessible in the next version.

I've also already rebalanced all the quest rewards for the next version. :)

The final version is almost complete, but I've been taking a break to finish up some other mods first (mostly BoV so that all the new books are present in the UL sorter).
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Dina Boudreau
 
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Post » Fri Apr 02, 2010 1:33 am

Hello there!
Thanks for this mod! It's utterly brillient!
I just have two little problems/bugs though.
I went to talk to Fast Eddie as the ArchMagister, and the topic about Gavyn wasn't there. I downgraded myself to Master, sent him off on all his chores, but still the topic would't appear. I restarted with a new character and played through the Telvanni stage again, and went back to him again when I reached Master, but it still wasn't there. I went into the CS, altered his script so the option would appear, and hooray! It worked!
So I've sent Gav out, he's proved himself but now he has to learn to heal himself before he can do anything else. I selected "teach me" and casted the healing spell, the screen faded to black and he said something like "I did it! How did I do?" but he still hasn't learned it, and even though I've repeatedly shown him how to do it he still won't learn. Am I the only one this has happened to?

Second little thing; Venora (I think that's her name). I agreed to help resurrect her, went out, cast a command humanoid spell on a dunmer women with long black hair, brought her back, but nothing happens. Is there a specific way I'm supposed to bring the body to Uvirith?

Thanks! ^_^
~F.A
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Siidney
 
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Post » Fri Apr 02, 2010 7:56 am

You have to kill her in the tomb once you bring her back. This is what Lord Uvirith will tell you to do if you talk to him. You don't have to talk to him before killing her, but you do have to talk to him after.

Also, how did you fix the first dialogue error? I've not had any reports like this in a long while, so it could be specific to you. Maybe posting your load order might help.
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ImmaTakeYour
 
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Post » Thu Apr 01, 2010 9:12 pm

Ah ok. I spoke to Uvirith but he acted like she wasn't there. I shall try splitting her skull open when I finish my English homework XP

I went into Edd's script, and added;

If ( GetJournalIndex HT_Apprentice == 10 )
If ( GetDisabled == 0 )
Disable
EndIf
Return
Endif

Also, my current load order is;
-Morrowind ESM
-Tribunal ESM
-Bloodmoon ESM
-Better Heads Tribunal
-Better Heads Bloodmoon
-Better Heads ESM
-Book Rotate ESM
-Uvirith's Legacy BETA1.10
-UL_NPC_Schedules_Beta
-Script Test ((where I added the option.))
- UL_chess_addon
-Uvirith's Legacy Book Jackets addon
(I skipped out the other handful of mods I have because they have nothing to do with House Telvanni or anything)

Thanks for the advice for Venora :D
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Kayleigh Mcneil
 
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Post » Fri Apr 02, 2010 4:18 am

Also, are you sure you have the right Dunmer woman? There's a particular one who fulfills the quest. You should get a journal entry when you meet her telling you she's the one.
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Nathan Maughan
 
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Post » Fri Apr 02, 2010 5:45 am

OOOOOH!

Nah I just went and nabbed a random ashlander who fillled the description XD
Who do I need??
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Kayla Oatney
 
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Post » Fri Apr 02, 2010 3:08 am

Nevermind, found her! Thanks Rex :D
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Jonny
 
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Post » Fri Apr 02, 2010 6:21 am

This confuses me. How did disabling Eddie fix the dialogue issue?

If ( GetJournalIndex HT_Apprentice == 10 )
If ( GetDisabled == 0 )
Disable
EndIf
Return
Endif

Very strange indeed.
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Stefanny Cardona
 
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Post » Fri Apr 02, 2010 12:17 am

I scrolled through his script and found no reference to the apprentice option what so ever. I could see the ones about the books of summoning, but nothing about Gav. I just copied the entry above it and replaced the journal-thingy.
I have no idea how it jogged the option, it's the first time I've ever touched a script XP
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Robert Bindley
 
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Post » Thu Apr 01, 2010 6:52 pm

Weird. He's supposed to have a dialogue greeting that introduces the topic (a couple will do this actually), but other greetings may supersede them until those situations are dealt with. That's how the apprentice dialogue is typically introduced, not through a script or anything.
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Nice one
 
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Post » Fri Apr 02, 2010 8:19 am

Hm...
Eh, like I said, I'm a noob in CS. I was just fiddling with things until the option appeared XD
Any ideas to how to fix Gav's training thingy?
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Danel
 
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Post » Fri Apr 02, 2010 12:30 am

YEEEEEEEEEEEES!!! It fixed itself!!!
the only thing I did differently was train him with an enchanted item spell rather than a spell-spell.
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Pumpkin
 
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Post » Fri Apr 02, 2010 6:20 am

Well, kind of.
I managed to send him out on his first chore, got the ring and now he can't go out on any more. If I ask him to follow me it goes back into that "teaching the healing spell" loop, and if I try to teach im anything else I can only teach him healing.
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Eddie Howe
 
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Post » Fri Apr 02, 2010 2:22 am

i cant teach my apprentice a healing spell, when i click on chores i have the option to teach him a healing spell. Only i cant, i have 2 different healing spells but when i try to teach him the topic screen goes away and a few seconds later gavyn is asking me if i am going to teach him or not.
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laila hassan
 
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Post » Fri Apr 02, 2010 6:50 am

i cant teach my apprentice a healing spell, when i click on chores i have the option to teach him a healing spell. Only i cant, i have 2 different healing spells but when i try to teach him the topic screen goes away and a few seconds later gavyn is asking me if i am going to teach him or not.

When the topic screen goes away you're supposed to cast the spell you wanted to teach him; that's how he learns. Are you doing that? If you don't within a few seconds, he asks you if you're going to teach him or not. That gives you a chance to back out in case you mistakenly tried to teach him a spell you don't actually know.
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glot
 
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