Uvirith's Legacy Beta 1.10

Post » Thu Apr 01, 2010 5:39 pm

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.

Moving items from containers is easy - brew some high-powered fortify strength potions and drink them to be like an ogrim on steroids, then use the take all button ;) The vault will be somewhat more problematic though...
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Courtney Foren
 
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Post » Thu Apr 01, 2010 4:50 pm

Thanks guys I thought it had something to do with that. I have a few more questions.

If you save the game without the mod does your save lose all your quest information and things? So you wouldn't want to upgrade until you have completed the mod? Also, when you upgrade in this way do you normally append the mod to the end of your list or insert it back in the position that you had it in your load order? Do you run mash updater? Thanks.
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David Chambers
 
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Post » Fri Apr 02, 2010 1:28 am

Indeed, it is a pain. Again, I apologize for having to make you all move again for the next update. This is exactly why I'd been saving bhl's suggested changes for the last release, because I didn't want to dirty all the saves of my testers.

This is also why I'm going to pre-release the NPC schedules and new vampire dialogue as a separate .esp, so you can more easily patch your game to try the new features out. The only thing required there is to leave the servant's quarters alone for three days to reset Meiree and the other servants.

Edit: Also, quests should still be in your log, as are globals. These are very stubborn about being removed from your game, so all that data is retained when you remove the mod, save, and reload it again.
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barbara belmonte
 
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Post » Thu Apr 01, 2010 8:08 pm

I have decided to make a separate version of the next UL release for current UL players. This will not have the rebalanced stuff or the cell changes, just the minor tweaks and added stuff. This way you don't need to worry about dirtying your current saves.

I do however need to change two cells because of the crashing problem with the recent shipments caused by adding the wrong desk to two areas. Gwyd, you'll need to clean your save in Enchanted Editor. Remove the cells, "Zhariphel Warrens, Galdin's Manor", and the "Tel Uvirith, Prison Barracks" from your save (once I release the new file), and it should fix the problem. Otherwise, you'll just end up with a doubled ref of the desks, and the old ones causing the crash won't be removed.

Edit: I've decided to add some new content. I felt that Zhariphel Mine was a beautiful little place, but the player has little reason to visit it after completing the related quest. So, I'm adding a new quest to build a place that the residents of Zhariphel have wanted for a long time, a Council Club. I'm going to make a new teleport ring to Zhariphel that you can get after completing the first quest, and if you choose to help them build the club, you can watch it grow in stages. I've already built it and tested the scripting. Now I just need to write the quest dialogue. You'll then have to convince someone to offer their services as a publican in the underground town. You'll get your very own bed to sleep in whenever you decide to visit Zhariphel.
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Laura Simmonds
 
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Post » Thu Apr 01, 2010 7:04 pm

WOOHOO! Thanks to Melian's help, I managed to modify the scripts in Alchemy Storage Helper to create an MWSE version of the alchemy storage table. Now it will grab your ingredients, ANY ingredients, mod added ones included, and dump them in the table or back into your inventory.

Now I'm going to try to adapt the MWSE version of CDCooley's Better Portable Containers for the Bag of Holding.

Once I'm done fixing these little things I'll release a MWSE patch for UL.
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Peter lopez
 
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Post » Thu Apr 01, 2010 3:30 pm

Awesome news, Stuporstar!
Can't wait to use it! :celebration:

Glad to see you're doing nicely with MWSE scripting.
I was interested in trying it myself, but didn't know where to begin.
Is it hard? Just curious.
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Sarah MacLeod
 
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Post » Fri Apr 02, 2010 3:40 am

It can be pretty tricky. My first attempt caused massive freezes and ctds. Melian wrote me a script and helped explain everything, and I was able to make a working version by converting the scripts from Alchemy Storage Helper once I knew basically what I was looking at. It adds things like strings and files to regular scripting, so it can get pretty complicated. But from my (very little) programming knowledge, I understand in basic terms what these do. A string is data in the form of a set of characters (much like a short is an integer, a float is a decimal number etc), and the file is used in MWSE to store data for later use in the script.

The other thing to note, if you're going to use MWSE functions like xGetRef and so on, you need to use ifx or whilex instead of if and while for those blocks, and setx if you're calling an xFunction in that line.

Those are the basics, which is all I really understand at this point. I'm just getting into it.
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Sweet Blighty
 
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Post » Thu Apr 01, 2010 3:26 pm

Thanks for the info. :)

Hmm, sounds like I should be able to pull it off if I'm careful.
I might add MWSE scripting in a later project of mine.

Thanks again! :D
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Carlos Vazquez
 
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Post » Thu Apr 01, 2010 1:44 pm

Alright folks! I've finished the new RoHT compatibility add-on and added it to the main downloads page on PES. It's in a separate file. Just uncheck the old RoHT Compatibility .esp and replace it with the new one. There shouldn't be any dirty save issues, since it only adds stuff and doesn't touch existing stuff in UL.

I'm still trying to get the Bag of Holding scripts to work on the new MWSE patch. It's almost there...I think. The new alchemy table scripts are working great though!

Edit: I'm almost finished adding new areas to Zhariphel. I think you guys are going to like what I've done with the place. You, as a player, finally get to have a real effect on this little underground village. If you decide to help them, you get your own manor, and then they build the Floating Gardens, which is a fantastic little place. I just finished the scripts on the floating crystals, and it's mesmerizing watching them go up and down.
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Jennifer May
 
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Post » Thu Apr 01, 2010 3:45 pm

I'm getting really excited about the upcoming release. I guess my plans to finally play an imperial character will be put on hold - again. :-P
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Celestine Stardust
 
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Post » Thu Apr 01, 2010 11:07 pm

First I would thank you for your UL mod. I'm not a member in Great House Telvanni yet, but soon I will became a member. I've encounter a different colour of the 'Legion Of The Dead' book in the shelf as white, while it's read colour in your inventory. Should it be a different colour for a book ?
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Lil Miss
 
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Post » Fri Apr 02, 2010 5:03 am

You've accidentally checked the Book Jackets add-on for UL, without having Book Jackets installed. You don't use that add-on without having book jackets first, because the textures for book jackets are not included and it turns all your books white. I really need to put that in the readme in big capital letters with exclamation points with WARNING written at the top, because you're like the 10th person to do that and wonder what's going on. It's my fault really, for not making it clear enough in the readme. :facepalm:

Edit: The Bag of Holding scripts are working in the MWSE patch now, thanks to Melian, who did a complete re-write of them to get them to work.

Now I just need to find a way of making the rock wand work using MWSE instead of through dialogue. The dialogue system seems to work for most people, but I have had one report of the pre-greetings causing a CTD after long gameplay, so I'd like to improve on it somehow.
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Cesar Gomez
 
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Post » Thu Apr 01, 2010 6:24 pm

You've accidentally checked the Book Jackets add-on for UL, without having Book Jackets installed. You don't use that add-on without having book jackets first, because the textures for book jackets are not included and it turns all your books white. I really need to put that in the readme in big capital letters with exclamation points with WARNING written at the top, because you're like the 10th person to do that and wonder what's going on. It's my fault really, for not making it clear enough in the readme. :facepalm:

Edit: The Bag of Holding scripts are working in the MWSE patch now, thanks to Melian, who did a complete re-write of them to get them to work.

Now I just need to find a way of making the rock wand work using MWSE instead of through dialogue. The dialogue system seems to work for most people, but I have had one report of the pre-greetings causing a CTD after long gameplay, so I'd like to improve on it somehow.


I notice the changed book colour after the activation of the Book Jackets plugin, but before that I've the common "meshes is missing" symbol instead of the book.
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Rude Gurl
 
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Post » Thu Apr 01, 2010 5:44 pm

I just checked in the CS, in case it might be a dirty ref, but that book is not marked as changed in the current released version of Uvirith's Legacy, or any version for that matter. It has to be some other plugin causing that problem, because UL itself does not change that book. None of the other plug-ins related to UL have that book marked as changed either, and neither does Books of Vvardenfell, because that only adds new books and doesn't change any old ones. The Book Jackets add-on is the only one that alters that book in any way, and it's meant to be loaded with Book Jackets, which also alters that book in the same way, but has the necessary resource files included.

And what do you mean by "before"? What mods do you have loaded when you're getting the error marker? Did you save a game with the Book Jackets add-on loaded? Do you mean after?
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Matthew Aaron Evans
 
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Post » Fri Apr 02, 2010 4:38 am

I just checked in the CS, in case it might be a dirty ref, but that book is not marked as changed in the current released version of Uvirith's Legacy, or any version for that matter. It has to be some other plugin causing that problem, because UL itself does not change that book. None of the other plug-ins related to UL have that book marked as changed either, and neither does Books of Vvardenfell, because that only adds new books and doesn't change any old ones. The Book Jackets add-on is the only one that alters that book in any way, and it's meant to be loaded with Book Jackets, which also alters that book in the same way, but has the necessary resource files included.

And what do you mean by "before"? What mods do you have loaded when you're getting the error marker? Did you save a game with the Book Jackets add-on loaded? Do you mean after?


This is a hard one to crack, but if I are correct about this there is 9 plugins and 1 esm in some way related to that book. Like you said about the UL Book Jackets Add-on plugin any of the other mods could alter that book colour after all.

Here is those I mentioned in short form:

  • Book Rotate.esm
  • Book Jackets (3 esp)
  • Book Rotate - Morrowind v1.1
  • Book Rotate - Tribunal v5.3
  • Book Rotate - Bloomoon v5.3
  • Book Jackets - (3 esp) - BookRotate


I mean before I activated the UL Book Jackets Add-on, the error markers I've noticed is after the Book Rotate - Morrowind v1.1 plugins activation though. :shrug:
One thing I almost certain about it's that some other books seems also have the error marker as well, my ref is for the Vvardenfell Fauna in Mournhold and Alchemy Compendium Volumes except for one volume though. I gonna try to reinstall some meshes to see if that helps. I will keep you updated about this.
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Undisclosed Desires
 
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Post » Fri Apr 02, 2010 3:39 am

Try manually dragging and dropping all the resource files into your Data Files folder. Sometimes auto-extractors don't quite do the job very well.

I didn't think Book Rotate altered the meshes of the books. It just adds extra scripting to them. It could likely be Book Jackets then. I've heard of this problem before. Someone claimed the version from PES didn't work correctly for them, but the one downloaded from Elric M worked just fine.

Once you have Book Jackets working correctly, you should be able to install the UL Book Jackets add-on again with no problem. :)
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Stephanie Valentine
 
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Post » Thu Apr 01, 2010 4:22 pm

Try manually dragging and dropping all the resource files into your Data Files folder. Sometimes auto-extractors don't quite do the job very well.

I didn't think Book Rotate altered the meshes of the books. It just adds extra scripting to them. It could likely be Book Jackets then. I've heard of this problem before. Someone claimed the version from PES didn't work correctly for them, but the one downloaded from Elric M worked just fine.

Once you have Book Jackets working correctly, you should be able to install the UL Book Jackets add-on again with no problem. :)


Thank you for your advice I will try that later on.

Earlier today I run a very simple test really, it turns out to be changed book colour when you drop the book from the inventory or pick it up from the ground. Strange effect don't you think, but I don't now yet if the distant land feature (lastest mge) is the source of this changed graphics effect.
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DAVId MArtInez
 
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Post » Thu Apr 01, 2010 9:17 pm

If you're having further difficulties, I'm afraid my knowledge in the area is expended. You could try posting a new thread along with your load list, and see if anyone else might have an idea.

VV I'm afraid I have no idea. I've never run across anything like that before.
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Britney Lopez
 
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Post » Fri Apr 02, 2010 3:20 am

If you're having further difficulties, I'm afraid my knowledge in the area is expended. You could try posting a new thread along with your load list, and see if anyone else might have an idea.


I understand. What is your reaction of my little test result ?
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quinnnn
 
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Post » Fri Apr 02, 2010 3:44 am

If you're having further difficulties, I'm afraid my knowledge in the area is expended. You could try posting a new thread along with your load list, and see if anyone else might have an idea.

VV I'm afraid I have no idea. I've never run across anything like that before.


Don't you worry about that problem any more, I've found a solution which is working great. All I was need to do is that to reinstall all the Book Rotate, Book Jackets mods and install your update Books of Vvardenfell 2.0 correct it the whole thing. So no more changed book colour for me thanks to your update BoV2. Thanks again Stuporstar. :wavey:
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James Shaw
 
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Post » Fri Apr 02, 2010 12:04 am

Glad I could help!

Now, as for news, I've upgraded the tower so that it's compatible with The Bathing Mod. I also added a bathroom to the barracks (because you don't want all those guards trouncing all the way up to your tower bath), and a small modest bath house in Zhariphel.

I've also upgraded the meshes and textures for all the rings added by UL. They're now all 100% unique.

Because I've added a few new meshes and textures, I'm converting as much as I can from .tga to .dds. I'll be leaving the NoM resources alone, but anything added by UL (or BoV) will be 100% dds files.
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Emmi Coolahan
 
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Post » Fri Apr 02, 2010 2:14 am

Have you uploaded the update yet?
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Solène We
 
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Post » Thu Apr 01, 2010 7:09 pm

No, it's nowhere near ready yet. It's going to be a massive update. I'll be releasing the MWSE patch separately though, so people can test it before I get the main mod ready.

I'm now working on MWSE scripting for the companions. They can now follow you everywhere. If you recall or intervention to an interior, they will follow. If you COC anywhere, they will follow. If you're using scripted teleportation, they will follow. I've made exceptions for certain areas with teleportation bans, and you can also disable it if you're using melian's teleportation mod (or cdc teleportation) and disable teleportation that way. Otherwise, you have to tell them to wait somewhere to disable their persistent little follow scripts.

It's all tested and working well so far. Now I need to figure out a way to use MWSE to make Sara tell you when her armor is broken.

Edit: 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.

I did get the new rock wand scripts working now though! Now you have to equip the wand, and it will add a new spell called "You are now a Rock!". Cast the spell, and if the target is an npc, the npc will turn into a rock! Cast it at someone who's already a rock, and the npc will change back!

No more clunky pre-greetings and dialogue! And it merges seamlessly with the old scripts simply by disabling them, so no save clean-up is necessary. If you already have the old rock wand in your inventory, it will automatically replace itself with the new one.

I'm just doing some tweaking on the companion scripts, and then the new MWSE patch will be ready for you all to download and play with.
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ladyflames
 
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Post » Fri Apr 02, 2010 5:19 am

No, it's nowhere near ready yet. It's going to be a massive update. I'll be releasing the MWSE patch separately though, so people can test it before I get the main mod ready.

I'm now working on MWSE scripting for the companions. They can now follow you everywhere. If you recall or intervention to an interior, they will follow. If you COC anywhere, they will follow. If you're using scripted teleportation, they will follow. I've made exceptions for certain areas with teleportation bans, and you can also disable it if you're using melian's teleportation mod (or cdc teleportation) and disable teleportation that way. Otherwise, you have to tell them to wait somewhere to disable their persistent little follow scripts.

It's all tested and working well so far. Now I need to figure out a way to use MWSE to make Sara tell you when her armor is broken.


It's nice of you to brings us a seperated updates, but don't exhaust your self now, because I'm sure you can sort this out in the end. I will be patient and wait for the major update. :wave:


EDIT: I'm sorry for the last time I was here, but I almost forget an appointment I've that same day. Have A Nice Day To You !!! B)
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Strawberry
 
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Post » Fri Apr 02, 2010 1:00 am

It's all tested and working well so far. Now I need to figure out a way to use MWSE to make Sara tell you when her armor is broken.

Edit: 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.


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.
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latrina
 
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