Uvirith's Legacy Beta 1.10

Post » Thu Apr 01, 2010 1:25 pm

To Karpik777:

Stuporstar's avatar may have disappeared because of the forum's upgrade.
Mine did at first as well.
Fortunately, mine came back after a little while, maybe Stuporstar's will too.
If it doesn't, she can reactivate it in her personal settings.

If anyone else has this problem, just mention this.
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casey macmillan
 
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Post » Thu Apr 01, 2010 4:55 pm

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 :(...


I'll have to fix the avatar situation once I get home.

As for banning teleportation, I've never tried that before. How is it done? It's a really good idea. There's actually a couple of other cells that I should do that in as well, such as Uvirith's Tomb, since
Spoiler
Arnamir says he can't teleport out if he escapes and gets trapped there
and the teleporting door out of that cell was supposed to be cleverly disguised as a way of presenting a bit of a challenge to the player.
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Nauty
 
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Post » Fri Apr 02, 2010 12:09 am

As for banning teleportation, I've never tried that before. How is it done? It's a really good idea. There's actually a couple of other cells that I should do that in as well, such as Uvirith's Tomb, since
Spoiler
Arnamir says he can't teleport out if he escapes and gets trapped there
and the teleporting door out of that cell was supposed to be cleverly disguised as a way of presenting a bit of a challenge to the player.

As far as I can see in the scripts (never done it myself though) there are two commands which you'd need to use: DisableTeleporting and EnableTeleporting. The part which disables teleportation in Akulakhan's chamber is
if ( teleportDisabled == 0 )	DisableTeleporting	Set teleportDisabled to 1endif

while the endgame script simply uses the EnableTeleporting to reactivate it.

Obviously the best way to use them would to toggle the ban when the player uses the doors, but I'm not a scripter, so I have no idea how the script to do it should look like...
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Dj Matty P
 
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Post » Thu Apr 01, 2010 8:02 pm

From what I've seen, the way teleporting is usually disabled in a cell is to have an activator item in there somewhere with a script on it which includes the DisableTeleporting command. Any cell which can be reached from there without teleporting should have an activator with the EnableTeleporting command in its script.

If you do this, you should put a warning in the readme that if the player cheats his way out of the room with the console or a teleport ring, he may find that he can't use Intervention or Recall anywhere.
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Bryanna Vacchiano
 
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Post » Thu Apr 01, 2010 2:27 pm

If you do this, you should put a warning in the readme that if the player cheats his way out of the room with the console or a teleport ring, he may find that he can't use Intervention or Recall anywhere.

Actually, you can ensure that the player doesn't simply cheat his way out. I did something like that in RoHT: have a look at the RoHT_Woronac_TeleIn_Script / RoHT_Woronac_TeleOut_Script / RoHT_MindWhisperer_Script combination for details. Of course, those scripts can't completely prohibit cheating, but a simple coc "somewhere" won't suffice as long as they are active.
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Jonathan Egan
 
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Post » Fri Apr 02, 2010 1:37 am

I'll give that a try. Thanks everyone!
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steve brewin
 
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Post » Thu Apr 01, 2010 1:28 pm

OK, as soon as I took Sara back into the Deep Tunnels (by walking through the door, not teleporting) she gave a little speech about establishing that as a meeting place and visiting Craough. Didn't have to go to his lair or anything. After that, I tried the -combat- and -follow- dialogues, and they had all the choices I'd expect.
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leigh stewart
 
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Post » Thu Apr 01, 2010 12:51 pm

OK, as soon as I took Sara back into the Deep Tunnels (by walking through the door, not teleporting) she gave a little speech about establishing that as a meeting place and visiting Craough. Didn't have to go to his lair or anything. After that, I tried the -combat- and -follow- dialogues, and they had all the choices I'd expect.


Yep. It's supposed to happen the moment you exit the Sanctuary. I think disabling teleportation inside the Sanctuary will help. I'm going to try it on the doors and have a look at bhl's scripts.

Ah ha! So if the player tries to COC out of the cell, they get pulled back into it. I used something similar to make sure you couldn't leave Ash-Kosh's lair if you steal a certain possession. Brilliant! I don't think I'll go that far though. I only want to impose a soft limit so that the player is pointed in the direction of the door. I'll use a tiny global script to detect if the player is still in the cell, and remove the teleportation ban as soon as they leave that way. That way COC won't break the game if the player really needs to get out.

Edit: Ok, I've made it so that you can't teleport out of certain areas, and also added this limitation to the companions, except for Ash-Kosh, who can go anywhere she likes because she's a daedra and not using ordinary teleportation magic. These areas are:

N'tashra's Sanctuary, because it's a magical realm created by Azura and not technically on Nirn.
Asharakumuk, because it is Ash-Kosh's realm on the edge of Oblivion. You have to ask Ash-Kosh to teleport you to and from this place.
Uvirith's Tomb, because it is cursed by Lord Uvirith.
Tel Uvirith High Security Prison, because it's specifically designed to dampen magic and hold wizards captive. It wouldn't do the job very well if you could just teleport out of it!
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Sun of Sammy
 
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Post » Thu Apr 01, 2010 5:01 pm

A couple more questons about Sara:

1. Does she repair her armor on her own? It doesn't look that way; after the last fight she was in, I noticed she wasn't wearing her left paldron, so I checked her armor and everything was at zero repair or very close. No problem for me to remove her armor, repair it and put it back; just wanted to know if I'm supposed to have to do that.

2. If she's no good with ranged weapons as she says, why does she carry arrows in her starting inventory?
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Rhiannon Jones
 
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Post » Fri Apr 02, 2010 3:35 am

A couple more questons about Sara:

1. Does she repair her armor on her own? It doesn't look that way; after the last fight she was in, I noticed she wasn't wearing her left paldron, so I checked her armor and everything was at zero repair or very close. No problem for me to remove her armor, repair it and put it back; just wanted to know if I'm supposed to have to do that.

2. If she's no good with ranged weapons as she says, why does she carry arrows in her starting inventory?


That's really odd, because I didn't put any arrows in her starting inventory. I just doubled checked in the CS, and there's none in there. :shrug:

And yeah, you have to repair Sara's armor. She doesn't know how to repair it herself, and it's not magical armor like Ash-Kosh's.

I've made a whole bunch of tweaks to all the cells. Thanks to bhl's good eye, I fixed all the little misplaced things. Unfortunately, this means the next release will dirty your saves badly. I'm thinking of doing the full release next, instead of a hotfix...maybe even the final release.

I'll be looking for alpha testers soon to test all the little changes and additions I've made recently. PM me if you're interested.
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Angus Poole
 
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Post » Thu Apr 01, 2010 9:01 pm

That's really odd, because I didn't put any arrows in her starting inventory. I just doubled checked in the CS, and there's none in there. :shrug:

Weird. First time I did a Share/Store on her, I saw three or four different kinds of arrows, but no bow. (I gave her a bow, hoping she'd use it; that was before I knew she had no ability with ranged weapons.) Must have been somehow caused by another mod, or when I 'ported her out of her sanctuary. Oh well, not worth worrying about unless maybe someone else reports seeing the same thing.
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Rachell Katherine
 
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Post » Thu Apr 01, 2010 3:36 pm

Having a great time on your mod, I Would be happy to do any alpha testing for you. One small niggling thing though, was during the quest to get things from the corrupt leader of caldera's mining operations. I was told to look for someone (cannot remember the name at the moment) after I had talked to my contact at the council club but it gave no direction what so ever to where he was. So me being silly wandered back to caldera and searched for the next 30 mins for him.

Minor request; not sure if you'll be bothered to do it but I play RoHT as well as this and I find it a bit of a shame that the new Telvanni Towers that are made do not have the same teleport devices your tower and the others have. If you could add them it would be great.

Also I came across a slightly odd bug, where upon first meeting Ash-Kosh she was a man but believed himself to be woman. I've sent him back to disapate back into a "man" then I'm hoping to do it again and see if it fixes it but, I've not been sitting and waiting, I've been too busy exploring and such. I think the bug may have something to do with the fact I somehow managed to aquire 2 of the daggers, which I'm not so sure how I did either.

Also you cerntainly made Verena a piece of work! No one beats my slaves except me, not some haughty upstart! An option to put her in her place would be nice, since I don't want to quite get rid of her. :)

Fanatastic mod (If you need testing or what not I'll put myself fully at your disposal.)
all the best Gwyd
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Eve Booker
 
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Post » Thu Apr 01, 2010 9:13 pm

Having a great time on your mod, I Would be happy to do any alpha testing for you. One small niggling thing though, was during the quest to get things from the corrupt leader of caldera's mining operations. I was told to look for someone (cannot remember the name at the moment) after I had talked to my contact at the council club but it gave no direction what so ever to where he was. So me being silly wandered back to caldera and searched for the next 30 mins for him.

Minor request; not sure if you'll be bothered to do it but I play RoHT as well as this and I find it a bit of a shame that the new Telvanni Towers that are made do not have the same teleport devices your tower and the others have. If you could add them it would be great.

Also I came across a slightly odd bug, where upon first meeting Ash-Kosh she was a man but believed himself to be woman. I've sent him back to disapate back into a "man" then I'm hoping to do it again and see if it fixes it but, I've not been sitting and waiting, I've been too busy exploring and such. I think the bug may have something to do with the fact I somehow managed to aquire 2 of the daggers, which I'm not so sure how I did either.

Also you cerntainly made Verena a piece of work! No one beats my slaves except me, not some haughty upstart! An option to put her in her place would be nice, since I don't want to quite get rid of her. :)

Fanatastic mod (If you need testing or what not I'll put myself fully at your disposal.)
all the best Gwyd


I can add stuff to the dialogue and journal to make the gem shipments quest a little more clear. Thanks for the feedback. :)

I could add those towers, but it'll take a bit of a tweak to the scripting, and I would have to add it to the compatibility patch since it would be fully dependent on the RoHT towers existing in the game. I believe I'm about to reach the limit to the menu options. If I can squeeze one more option in I can make it "more" and have another menu pop up.

Ash-Kosh looks a bit manly even in female form. There's really no scripted way possible to get the male version first. If you ask her to remove her armor, you'll see that she is indeed female.

Hehe, Verena is an old fashioned dunmer who believes it's a woman's job to run the household...like a tyrant. There is an option to put Verena in her place (of course I thought of that! ;) ), but you have to introduce her to Sara first and give their feud time to come to a crisis. Introduce them, try to prod them into getting angry, and then wait a few days to let them stew in their anger. Congratulations, you've started a war! :evil:
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Claire Mclaughlin
 
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Post » Thu Apr 01, 2010 10:45 pm

I can add stuff to the dialogue and journal to make the gem shipments quest a little more clear. Thanks for the feedback. :)

I could add those towers, but it'll take a bit of a tweak to the scripting, and I would have to add it to the compatibility patch since it would be fully dependent on the RoHT towers existing in the game. I believe I'm about to reach the limit to the menu options. If I can squeeze one more option in I can make it "more" and have another menu pop up.

Ash-Kosh looks a bit manly even in female form. There's really no scripted way possible to get the male version first. If you ask her to remove her armor, you'll see that she is indeed female.

Hehe, Verena is an old fashioned dunmer who believes it's a woman's job to run the household...like a tyrant. There is an option to put Verena in her place (of course I thought of that! ;) ), but you have to introduce her to Sara first and give their feud time to come to a crisis. Introduce them, try to prod them into getting angry, and then wait a few days to let them stew in their anger. Congratulations, you've started a war! :evil:



Been playing some more introduced Sara to Verena out of spite. Still annoyed at verena getting out of her place. Her beating my slaves undermines my power, and I shall not have tht happen. She pulls another stunt like that and it's into the dungeon with her till I can think of a better idea with what to do with her. I know that if you added the teleporters it would be solely for RoHT thats why I wasn't sure if you would touch it. If you do though thanks very much :D

One thing also I find the dungeon of the tower to be a little pointless not in a bad way I just cannot really find a reason to go down there often. Maybe forge or armourer down there, or make the fire atronach do it, that's the only idea i can think of for the moment, but it looks fantastic and i always feel bad I spend next to no time there.


Also on the letter in the upper tower upon making it, can you change study to secret lab or something I was looking for my study not realising I had found it already. I feel kind of stupid for these mistakes that people are probably thinking it was very obvious but I guess I'm just thinking too much into things.

Also sorry if I'm asking alot but if it was possible can there be an option to enslave all the people in the trial concerning the stolen necklace. I feel it is apropriate considering them wasting my precious time with their petty squabbling. I've gone about decorating the tower as I see fit, though I always have the issue of not have enough places to put mannequins though thats probably because I run with as many armour mods as possible to look pretty :D
A hall way added somewhere in the barracks with maybe a larger training floor would be perfect to show them off with not too much effort required, but I'm quite the collector so it probably isn't needed.

Also I wasn't sure if I am missing secrets from my deeper tunnels because I've searched about and not found anything more than the story gives you. but that winged twilight keeps saying Azura placed pretty things for me. I was wondering if I had found them already.

Also when you get the aged telvanni armour from the corpse shortly after getting Sara, are there more pieces to it in this mod? If not could you link me the mod for the armour or if you have the time complete the set. It looks very nice :D

Thanks for the mod once again.
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james tait
 
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Post » Thu Apr 01, 2010 1:28 pm

I believe I added the complete set of the Telvanni armor. There's no cuirass or greaves, just a skirt and a shirt, which I've already added to the upper tower on the bed.

Actually, I just added a forge to the dungeon, lol. I didn't add a repair service though, because there's already an npc in the barracks with that service. The dungeon is just meant to look pretty, get you from one place to another, and be a source of random encounters. It's atmosphere.

I'm not going to change the trial though. That was way too much work to make the dialogue run smoothly and I don't want to introduce any new bugs at this point.

As for the mannequins, if you've already filled the slots in the treasury behind the moving screens, and filled the lower tower alcoves, then...um...maybe decorate the dungeon which you don't visit very often? ;)

And Llruvii is referring to Sara.

As for the RoHT teleports, I've started adding them, and it's getting rather complicated. For this reason, you need all four towers built before you can order construction on the new teleports. LLunela will explain that this is because the current network is becoming unstable with all these added teleport platforms, so she needs time to research the problem and re-engineer it. The last, Telesero is easily added later though.

I'll give you a sample of how complex it gets with adding four or five towers each at random intervals, and making new menus for each possibility:

 TA=Tel Azrua, TD=Tel Dwemeris, TK=Tel Koj-Ruskthss, TL=Tel Llarelah, TS=Telesero1	TA2	TA	TD3	TA	TD	TK4	TA		TK5	TA	TD	TK	TL6	TA	TD		TL7	TA		TK	TL8	TA			TL9	TA	TD	TK	TL	TS10	TS		TK		TS11	TA	TD	TK		TS	TA	TD		TL	TS ;not possible because TK is required for TS12	TA		TK	TL	TS	TA			TL	TS ;not possible13		TD14		TD	TK15		TD	TK	TL16		TD		TL17		TD	TK	TL	TS		TD		TL 	TS ;not possible18		TD	TK		TS19			TK20			TK	TL21			TK	TL	TS22			TK		TS23				TL				TL	TS ;not possible					TS ;not possible


So those are just the number of variables, requiring 24 separate menus (the 24th is the regular menu with no towers built). I won't even get into the logical gymnastics required to check for all of those and change the menu options accordingly in the actual script. Instead the options will be limited to:

Are the main four RoHT towers built? Yes or no.
If they are built, is Telesero builts as well? Yes or no.

Simple (actually, my script is still very complicated, but it's relatively simple).

Actually, if you don't mind doing a bit of testing for me, I'll send you the new RoHT compatibility add-on once I'm finished working on it.

Edit: I've finished, and my tests are complete. The new doors are all working. Once any of the towers are built you can talk to the tower owners about building the teleport platforms. Talk to Llunela Hleran about building them, and she'll tell you she can't...until you get all four towers built. Once they are completed, talk to her again and she'll have them built in a week. Telasero is added afterwards. You'll have to talk to her again once the others are built to build this one. It will take only a few days, because she's already worked out all the kinks building the other four.

There is no quest so to speak. Just ask her to build at the right time, and it will be done. I didn't want to make it too involved since it's only an add-on.
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Tyrone Haywood
 
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Post » Fri Apr 02, 2010 4:13 am

Thanks for adding the teleporters! Sorry it was so much effort for you, I was hoping it would of been a bit easier :(

I would be happy to test everything for you, and I have started filling up every available space with mannequins it has started to spill outside and onto the roof. I had a minor idea though it may require some work, you could add an event of another wall being kncoked down in the dungeon revealing a small colony of vampires who have taken up residence and in return for being able to stay there will pay some form of rent. and if you talk to almossan (sp.?) he will say if you pay a flat up fee of 10k? or some such they can send the vampires prisoners and generally people no one cares about to be turned into a vampire and promptly killed for their ashes. Placing wise it could be done just after your caged nixhounds over the natural bridge near the lava. It would fill the gap in the alchemical ingredients things. Though would probably be limited to 2 per week, with the upside of them bringing in loot from their hunts every week in a chest where they are. which just respawns and adds random small amount of gold, random 1 or 2 items.

Would it also be possible for them to renovate uvirith's tomb a bit(where that annoying lich was), so it could be used without the crumbling walls :(
Sorry for the flurry of requests and what not, I've kind of lost it a bit :D got a little too into my character.

Sending you my email incase you need me for anything. While I search about I'll try look out for any bugs and misplaced items and note them all down.
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lillian luna
 
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Post » Fri Apr 02, 2010 2:56 am

Thanks for adding the teleporters! Sorry it was so much effort for you, I was hoping it would of been a bit easier :(

I would be happy to test everything for you, and I have started filling up every available space with mannequins it has started to spill outside and onto the roof. I had a minor idea though it may require some work, you could add an event of another wall being kncoked down in the dungeon revealing a small colony of vampires who have taken up residence and in return for being able to stay there will pay some form of rent. and if you talk to almossan (sp.?) he will say if you pay a flat up fee of 10k? or some such they can send the vampires prisoners and generally people no one cares about to be turned into a vampire and promptly killed for their ashes. Placing wise it could be done just after your caged nixhounds over the natural bridge near the lava. It would fill the gap in the alchemical ingredients things. Though would probably be limited to 2 per week, with the upside of them bringing in loot from their hunts every week in a chest where they are. which just respawns and adds random small amount of gold, random 1 or 2 items.

Would it also be possible for them to renovate uvirith's tomb a bit(where that annoying lich was), so it could be used without the crumbling walls :(
Sorry for the flurry of requests and what not, I've kind of lost it a bit :D got a little too into my character.

Sending you my email incase you need me for anything. While I search about I'll try look out for any bugs and misplaced items and note them all down.


Nah, I think BuUG has a vampire colony added already, and since BuUL works with UL, I don't want to replicate any more of its content. I think Tel Uvirith is big enough already with UL, and really don't want to expand it or add any new quests and stuff at this point. I'm just adding little tweaks here and there and fixing the existing content.

If you're willing to play around in the CS a bit, feel free to renovate the tower for your own personal use though. You could add another level to your treasury easily for example. Just open UL in the CS, don't set an active file, and save to make a little add-on for yourself. This way it won't be undone when the latest version of UL comes out. Then open the treasury cell and from the statics menu, drag and drop new room pieces in. With grid snap turned on, they click together like LEGO. :clap: Make sure to hit cancel every time you open an object to look at its info or you get dirty refs. Once you've added another floor to the treasury, turn grid snap off, drop in any furniture you like, and save when you're finished. You can make the treasury and other areas as big as you like. :)

Oh, but don't move any scripted stuff like the elevators or moving screens or you'll break them. And be warned, once you start modding you may never want to stop. ;)
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Amanda Furtado
 
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Post » Fri Apr 02, 2010 3:49 am

I just can't stop adding new crap. I've now given Meiree a little overhaul.

For vampires running VE, I've set Meiree to wander around the tower randomly if you turn her into a vampire child. You'll catch her stalking the dungeons, or floating around the tower during the night.

For everyone else, I've made a separate version of Meiree to be enabled in the daytime, who will sweep your tower in random places throughout the day. I took the liberty of using Archmaestro Anteres wonderful Animated Morrowind resource.

VE vampires will not be allowed to embrace the sweeping version of Meiree, because the animations mess with her walking, and I'd also have to find a way to turn the other version of Meiree into a vampire child as well. I tried, but it was way too damned complicated. So, you have to stalk her at night and bite her in her room. After this, the sweeping Meiree will be disabled so long as she is a vampire.

No, I will not be doing the same with any other servants or retainers, so don't even ask. :P Meiree is a special case because she's the youngest member of the tower staff and still a little wild and adventurous. I eventually intend on doing more with her in a CoM add-on. I'm going to make her an actual teenager, and make her just a little more adventurous.

I'll also add an option to tell her to go back to the servants quarters if you want her out of the way.
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A Dardzz
 
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Post » Fri Apr 02, 2010 12:07 am

Poking around the CS just now, I think I found a problem with the Uvi_note_treasury script. In the sequence:

If ( ActionFlag == 1 )	If ( GetJournalIndex HT_StrongholdMaintenance < 10 )		If ( doOnce == 0 )			Journal HT_MissingPrisoner 5			Set doOnce To 1		EndIf	EndIf	Set ActionFlag To 0EndIf

The journal index check makes no sense. The Missing Prisoner journal entry should happen the first time the treasury note is read regardless of where you are in the Stronghold Maintenance quest.

At the top of the script, the comments are the same as in the uvi_note_Aryon script (which actually does start the Stronghold Maintenance quest), suggesting that this one was copied from it and then edited. Perhaps the editing didn't go as far as originally intended.
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Sarah Bishop
 
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Post » Thu Apr 01, 2010 5:25 pm

Hmmm, I think I have encountered some sort of a bug. Whenever I want to pay for the ingredients shipped into my stronghold it is crashing the game. It has happened about 5-6 times in a row after leaving the conversation. I am about to hand in the quest for the caldera quest and to pick up the one that requires me to go to mournhold if that's any help. I'm unsure whether it's on my side or from the mod. When I pay for the services though it takes 1300 gold instead of the 550 gold stated in the text. I've cleaned my saves and what not but it still crashes after I leave the conversation making me think it may have to do with the placing of items or something similiar.
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claire ley
 
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Post » Thu Apr 01, 2010 5:33 pm

The cost increases as you gain more supply routes through the quests. The dialogue might not be filtering properly if he's telling you the wrong amount. I'll definitely look into that and the crashing problem. It is probably part of the script executing that can't be executed in menumode (hence why you have to exit dialogue before it crashes), and something to do with him bringing the shipments in for sure. At least that narrows it down a bit. Crashing problems in the storage room have not been reported in a while, so it could be a problem on your end, but you never know how someone else's computer is going to react to a slightly unstable script. The solution is to make the script more stable. ;)

@Rex Little: Thanks for pointing that out! Yeah, I just tend to copy/paste similar scripts and edit them. I must have had a really off night when I did that one, lol. I'll fix it right away.

Edit: I fixed the dialogue issue. The other one may well be caused by me placing the scripted desk that's referenced in dialogue in another cell (oops). :facepalm: I changed the other desk to a normal one, so that the script doesn't get confused.

I'm currently working on adding npc schedules to some of the tower staff. I'm making this a separate add-on for testing purposes, just in case I end of deciding to scrap the idea. If all goes well, I'll release it early as a separate patch for people to test before merging it with the main mod for final release.
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Kayla Bee
 
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Post » Fri Apr 02, 2010 2:07 am

This is an extremely trivial nit to pick, but. . . when the player arranges with Sathyn Andrano at Raven Rock for shipments from Solstheim, Sathyn gushes about getting 400 septims for the shipments, saying "I don't often see that much gold out here." This seems a little strange considering that his daily barter limit is 10000. (That's vanilla Bloodmoon, no mods.)
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Kat Lehmann
 
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Post » Thu Apr 01, 2010 7:42 pm

Thanks for pointing that out. I've altered his dialogue slightly. Please, pick away! I'm doing everything I can to put the final polish on UL. Just note that when it comes to floating forks and objects slightly clipping in the interiors, bhl has already been so kind as to go through all my cells with a fine toothed comb and report them all to me.

The next release of UL is going to dirty a lot of saves because of all the stuff I moved, so you're all going to need to move out of your towers one more time. Sorry. :shrug:

As for the NPC schedules plug-in, it's well underway. The tower cook and slave were easy. I just move them into the bedroom and back into the kitchen at different hours of the day. Meiree was a little more involved, and I still need to test everything. Almossaren had to have a new npc made, because I can't move him out of the cell with the storage room scripts without potentially causing problems, whereas temporarily disabling him causes no problems at all (except that he might not be there when you want him if you have a burning urge to prod him about shipments in the middle of the night). This version will be disabled at night and replaced with another in the lower tower. Note, he doesn't want to talk about the shipments while he's "in bed", mainly because I don't want to start the shipment scripts from outside of the cell, and I didn't want to add a bedroom to the storage room, because even touching that cell causes dirty saves that cause the shipment scripts to break. I will not be touching that cell again!

If you're playing as a vampire, you can get his schedule more in line with yours by converting him into a vampire (he works late into the evening though, even as a mortal). This will disable the "bed" version, and he will mysteriously disappear in the daytime (he finds a secret place to sleep). Again, as with Meiree, this is because the secondary NPC won't be converted if you convert the first. You can't convert the "bed" version into a Vampire. The "bed" version will not be enabled until he's brought in the first load of shipments and fully settled into your tower. If you convert any of the staff members into vampires, their schedules will alter accordingly, and in Meiree's case, her behavior will alter dramatically.

I still need to test all of this, but then I'm on to adding schedules for the vault NPCs. I think I'll disable one or two guards throughout the night and day and put new versions in the barracks, perhaps even utilizing Archmaestro Antere's drinking and eating animations in the mess hall. I won't disable the throne room guards though. We can just assume they're working in shifts so that there's always guards there. ;)

It may be another week before I get the new plug-in ready for you all to try out, as I'm starting my work week again. I'll post it as soon as it's ready.
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Rachel Eloise Getoutofmyface
 
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Post » Thu Apr 01, 2010 4:29 pm

I really love the sound of all the vampire stuff you are adding as well as the other realism and atmosphere related things like schedules. Now I have to wait to start my new game I guess or will this upgrade smoothly? You say everyone will have to move out of your towers again, what does that mean? Thanks for all the effort and passion put into this. It looks so great.
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Hearts
 
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Post » Fri Apr 02, 2010 2:24 am

You say everyone will have to move out of your towers again, what does that mean?

Stuporstar will correct me if I'm wrong, but I believe she's referring to what you have to do to update a mod in the middle of your game if one or more cells have been changed. If you want a clean update, you have to load your save without the update, take everything you have stored in the cell(s) that are changed in the update, and move them (and your character) to a cell that the update doesn't touch. Save the game there, then install the update. Now you can restore the save and move things back where they belong. If you were to install the update and load a save which had stuff stored in the changed cell, bad things happen; I'm not entirely sure what, but I think it starts with your stuff disappearing and gets worse from there. And I imagine it's really bad if the save had your character in the cell.

In fact, I'm starting to get a headache just thinking about this. I've got a raft of items in the Vault display cases, a bunch of stuff in a chest in the lower tower bedroom, hundreds of pounds of ingredients in the alchemy table. . . if I have to move all that, I might just punt the update and make do with the version I have, which is quite awesome enough, thank you.
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joseluis perez
 
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