Uvirith's Legacy Beta 1.10

Post » Thu Apr 01, 2010 2:03 pm

I'm using this with Rise of House Telvanni, Building up Uvirith's Legacy, and Tamriel Rebuilt. It's hilarious how much stuff there is
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helen buchan
 
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Post » Thu Apr 01, 2010 11:37 pm

Anyone else find this mod a little overwhelming? I just became Archmagister and I feel like I'm being bombarded with speech options and quests and stuff. I'm like "whoa, slow down, what?"

Also why is your assistant all goth'd up? I found that a little immersion breaking. Also, "Daedra" was misspelled as "Deadra" in some dialogue. Not a major thing, but stuff like that also tends to break immersion.


He has the same facepaint as several characters if you're using Better Heads, I only improved the resolution and eye texture, and his black robe is still quite ordinary. It's not as though I gave him a bunch of outfits from Slof's Gothshop. Give him a different robe if you want. That might help. You can even give him a different head if you're so inclined. Just pick a head you like, rename it so that it has the same file name as the apprentice's head, and pop it in the correct folder (I'm at work, so I can't look it up at the moment). I don't mind if people customize these characters. In fact, you can change my mod however you like for your own use. :)

I can easily fix the typos by doing a text search for "deadra" though. Thanks for pointing that out.

And I still haven't finished playing through all of RoHT and LGNPC Tel Uvirith. There's a LOT of stuff there. I still need to finish my own thorough playthrough of UL as well (even though I've done each quest over and over while testing them, it was done piece by piece) so that I can write a proper walkthrough. Just slow down and take your time. You can always blow quests off and save them for later. :)
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Joey Bel
 
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Post » Thu Apr 01, 2010 10:40 pm

He has the same facepaint as several characters if you're using Better Heads, I only improved the resolution and eye texture, and his black robe is still quite ordinary. It's not as though I gave him a bunch of outfits from Slof's Gothshop. Give him a different robe if you want. That might help. You can even give him a different head if you're so inclined. Just pick a head you like, rename it so that it has the same file name as the apprentice's head, and pop it in the correct folder (I'm at work, so I can't look it up at the moment). I don't mind if people customize these characters. In fact, you can change my mod however you like for your own use. :)

ah. well, i decided not to use any graphical "improving" mods this playthrough, one: to preserve the look and feel of the game as it was originally intended, and two: because my pc sux and i can't run the game at a decent res with all these crazy mods. so, it was a little startling to see somebody with a non-default morrowind face.
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Nick Jase Mason
 
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Post » Thu Apr 01, 2010 9:20 pm

Ah, well feel free to change out his head with one of Beth's originals if you want to retain the original feel. You may also want to change out Sara's and Verena's in that case as well. :)
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Emma Copeland
 
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Post » Thu Apr 01, 2010 9:06 pm

Anyone else find this mod a little overwhelming? I just became Archmagister and I feel like I'm being bombarded with speech options and quests and stuff. I'm like "whoa, slow down, what?"

Also why is your assistant all goth'd up? I found that a little immersion breaking. Also, "Daedra" was misspelled as "Deadra" in some dialogue. Not a major thing, but stuff like that also tends to break immersion.


I kinda think the "bombard"ment is a little more realistic for a faction leader, when you're the Archmagister you've collected a lot of enemies, and everyone in your house depends on you for their work. Also, consider that the previous Archmagister, Gothren, was an extreme pessimist, and now you have to make up for those few lost centuries. It really should be more taxing for other faction heads.
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dean Cutler
 
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Post » Thu Apr 01, 2010 3:15 pm

.
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christelle047
 
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Post » Thu Apr 01, 2010 10:01 pm

I kinda think the "bombard"ment is a little more realistic for a faction leader, when you're the Archmagister you've collected a lot of enemies, and everyone in your house depends on you for their work. Also, consider that the previous Archmagister, Gothren, was an extreme pessimist, and now you have to make up for those few lost centuries. It really should be more taxing for other faction heads.

I can see why that would be realistic, but it's just that Morrowind is hardly a realistic game, so it's a little startling.
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Yung Prince
 
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Post » Thu Apr 01, 2010 5:55 pm

I can see why that would be realistic, but it's just that Morrowind is hardly a realistic game, so it's a little startling.


Wait, weren't you just complaining because something wasn't immersive enough?
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john page
 
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Post » Thu Apr 01, 2010 9:13 pm

Easy everyone. Let's not start an argument here. Let's all have an ice cream and chill. :icecream:

New Progress for the next release!

I've now added a bunch of additional dialogue for Vampire children for VE compatibility. If you decide to turn everyone in your tower into a vampire, then they all have at least something to say on the subject, and greetings have been adjusted accordingly.
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Laura Ellaby
 
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Post » Fri Apr 02, 2010 1:07 am

I've now added a bunch of additional dialogue for Vampire children for VE compatibility. If you decide to turn everyone in your tower into a vampire, then they all have at least something to say on the subject, and greetings have been adjusted accordingly.


Very cool
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Alada Vaginah
 
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Post » Thu Apr 01, 2010 2:34 pm

Wait, weren't you just complaining because something wasn't immersive enough?

After playing a game enough, you get used to its internal logic, and when you're suddenly met with something that defies that logic, it's jarring. Not a difficult concept.
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Madison Poo
 
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Post » Thu Apr 01, 2010 4:04 pm

Picture this, you're taking a stroll through vanilla Morrowind, and then you meet a character from Oblivion (with the graphics and engine of Oblivion and all). You can't tell me that wouldn't take you out of the game a little bit? I'm not trying to trash talk this mod, I'm just describing my experience.
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Stephanie I
 
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Post » Thu Apr 01, 2010 2:33 pm

Also, where is the Golden Dawn? I figured Edwinna would have it, but she denies it. Is she lying to me?
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Mimi BC
 
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Post » Thu Apr 01, 2010 7:55 pm

Yes, she's lying.
Spoiler
You're going to have to rummage through her stuff and steal it.


Alternately, you can get Edd to steal it for you if you're willing to wait a few days. He likes stealing from wizards.

I'm currently working on an extensive walkthrough. Man is it taking a long time to write out all those quests. I'm going to make it available in the final release in html format so that I can spoiler out the sections that require you to mouse-over them to read them.

Each section will be divided by quest description, hints, spoilers, and massive spoilers, so that you can decide how much help you want and only read as much as you need. Perhaps I'll use color coded backgrounds so you can tell which is which.

While I'm at it, I might as well make and html version of my readme for easier browsing.


Edit: Oh god...I stayed up all night writing that walkthrough. I just couldn't stop. I was far too into it. I think I've paralyzed my right side. My throat hurt from smoking my tobacco pipe all night. I need morphine to numb this pain. My fingers are all fdhrinwhlblrghrb.
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He got the
 
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Post » Thu Apr 01, 2010 5:01 pm

Oh god...I stayed up all night writing that walkthrough. I just couldn't stop. I was far too into it. I think I've paralyzed my right side. My throat hurt from smoking my tobacco pipe all night. I need morphine to numb this pain. My fingers are all fdhrinwhlblrghrb.

Well, no wonder. I haven't seen the walkthrough, but if it's half as big as I imagine, then combined with that incredible readme you've put out more written content than in some Amazon best-sellers. And this on top of a mod which is easily large enough, and professional enough, to be sold as a $20 Bethesda expansion. Take a bow, then take a rest!
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adame
 
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Post » Thu Apr 01, 2010 3:48 pm

I've finished the walkthrough in text form. Now I just need to come up with something in HTML form that looks decent. I haven't built a web page since 2004. I think my copy of Dreamweaver is probably way out of date.

I may also come up with a quick FAQ and troubleshooting section for the readme. Anyone have any questions they can think of?
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Pete Schmitzer
 
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Post » Thu Apr 01, 2010 5:48 pm

So I'm now just tweaking the mod a bit while waiting for any last bugs to show up, and I've decided to do some rebalancing.

First, I decided to get rid of Ralemos' ebony armor and tone down his weapon. Long ago in UI, Ralemos was a level 60+ challenge. Being tougher than Dagoth Ur, I could imagine this armor a matching reward. However, I've toned him down quite a bit in UL, preferring to make the quest itself more epic than the battle. I never bothered to change his loot though, and I've finally decided that it's a bit much. First, how would a thief manage to sneak around in ebony armor? I wanted to keep his AR high though, so I gave him a full set of the tower guard's armor. Now it makes more sense, because it also functions as a disguise.

I've also made Trenam Faren's collection of exceptional long blades impossible to pick up. He values his collection enough to lock them down. Perhaps I'll add a key that you have to pick out of his pocket. So you'd have to be really determined to steal from your own retainers in order to get it, rather than just "accidentally" picking them up off the rack because no one is looking, and hey, free loot is free loot right?

I've also removed the Dwemer armor from the corpse in Craough's lair, replaced it with armor of a lesser value, and decreased the power of the ring of the sirine slightly.

For Uvirith's Tomb, I've left most of the random stuff found inside, it being a small dungeon crawl and all (I've also added an extra nasty to the tomb to keep all you long time UL players on your toes), but the enchanted items have been rebalanced. The magnitude of the beneficial effects have been decreased, and I've added a detrimental effect to them as well. The rings are geared towards mage type classes, so the detrimental effects are equally detrimental to mages. The drain health effect of the skeletal army belt has been increased slightly and the magnitude is a little more random. I've left Uvirith's Staff alone though.

So, while I'm at it, is there anything else you find unbalancing that I should replace or tone down a bit?
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Liv Staff
 
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Post » Thu Apr 01, 2010 4:14 pm

You might make Ash-Kosh a little less powerful. I don't see why (s)he should be any tougher than a dremora I can summon, or one I meet in a Daedric ruin. But I've stood back and let her take on a Golden Saint unassisted, and she killed it.

On another subject, there's a couple of things I've noticed about Sara since I added her to my party:

1. In her -follow- dialogue, there's no option to send her back to her home, like there is for Gavyn and Ash-Kosh. Perhaps this is intentional, and in any case that option does exist in her greeting menu when you activate her ring. Just thought I'd mention it.

2. Her -combat- dialogue option gives the reply that you can tell her how you'd like her to fight, but never actually gives you any choices in that area. I'd like to be able to tell her to stand back and throw spells, because as it stands she has a distressing habit of running headlong at the enemy and getting herself killed.
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ShOrty
 
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Post » Thu Apr 01, 2010 12:40 pm

You might make Ash-Kosh a little less powerful. I don't see why (s)he should be any tougher than a dremora I can summon, or one I meet in a Daedric ruin. But I've stood back and let her take on a Golden Saint unassisted, and she killed it.

On another subject, there's a couple of things I've noticed about Sara since I added her to my party:

1. In her -follow- dialogue, there's no option to send her back to her home, like there is for Gavyn and Ash-Kosh. Perhaps this is intentional, and in any case that option does exist in her greeting menu when you activate her ring. Just thought I'd mention it.

2. Her -combat- dialogue option gives the reply that you can tell her how you'd like her to fight, but never actually gives you any choices in that area. I'd like to be able to tell her to stand back and throw spells, because as it stands she has a distressing habit of running headlong at the enemy and getting herself killed.


That sounds like dialogue filtering problems with Sara. I'll make sure to check them out and try to fix it. Sara should give the full range of combat options after you've led her out of the Sanctuary, but not before. If it's not filtering properly it might have something to do with her state not setting properly as well. I'll look into it.

I can also see about toning down Ash-Kosh a bit. :)
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Mizz.Jayy
 
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Post » Thu Apr 01, 2010 5:00 pm

That sounds like dialogue filtering problems with Sara. I'll make sure to check them out and try to fix it. Sara should give the full range of combat options after you've led her out of the Sanctuary, but not before. If it's not filtering properly it might have something to do with her state not setting properly as well. I'll look into it.

Sounds like maybe I broke the script. I didn't exactly lead her out of the sanctuary; I used an Intervention spell to teleport out right after telling her to join me. Does it make sense that this would mess up her state?
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TOYA toys
 
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Post » Thu Apr 01, 2010 2:02 pm

Sounds like maybe I broke the script. I didn't exactly lead her out of the sanctuary; I used an Intervention spell to teleport out right after telling her to join me. Does it make sense that this would mess up her state?


Yes, that will mess it up. Have you taken her to the platform with the hammock in Craough's Lair? Because that should set her state correctly.

I'll put something in the walkthrough about that, and add something to her dialogue about wanting to visit Craough or something.
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Kirsty Wood
 
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Post » Thu Apr 01, 2010 1:59 pm

It's been awhile since I've played Morrowind, but this mod is the very one that makes me keep coming back. Kudos :thumbsup:
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Chris Jones
 
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Post » Thu Apr 01, 2010 6:06 pm

Stuporstar, about your Oblivion & LGNPC Booksorter.

Since Oblivion & LGNPC Books v2 is no longer available,
could you redo it for Oblivion & LGNPC Books v1?
If so, then you could add compatibility for the "Daggerfall Book Collection" mod, available here:
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=393

Around the time of your v1.08 release, I made for myself a plugin that does precisely that.
Together, Oblivion & LGNPC Books v1, and Daggerfall Book Collection are nearly identical to
Oblivion & LGNPC Books v2, with only four books not accounted for.

My plugin worked perfectly with your mod, but since it is old, it should probably be fixed and updated.
If you want, I can send you a copy of my plugin, and you can do with it as you see fit.
Please PM me if you are interested.
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Tinkerbells
 
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Post » Thu Apr 01, 2010 7:45 pm

Is Oblivion and LGNPC Books V1 still available? Because if so, I'll make a new plug-in for it.
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Sophie Payne
 
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Post » Thu Apr 01, 2010 8:26 pm

Yes, that will mess it up. Have you taken her to the platform with the hammock in Craough's Lair? Because that should set her state correctly.

I'll put something in the walkthrough about that, and add something to her dialogue about wanting to visit Craough or something.

Correct me if I'm wrong (it's quite a long time since I've played the game), but if the player needs to enter the cell where Sara is to be found to take her with him, why not ban teleportation there and place the thing which sets her state near the exit?

Also, did your avatar vanish, or is the problem on my end? I got used to identifying people by their avatars, and now I can't do it :(...
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DAVId Bryant
 
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