[WIP] Uvirith's Legacy

Post » Tue Sep 28, 2010 2:20 pm

Deleting the AMBI values seemed to fixed it. And Gavyn's head is normal now.
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matt
 
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Post » Tue Sep 28, 2010 7:05 am

I think I'll save that update for another night. I'm exhausted and I haven't even started the scripting for Primus' "resurrection". Work has been really taking it out of me this past week.
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Jhenna lee Lizama
 
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Post » Tue Sep 28, 2010 5:06 am

I had the same problem with Gavyn that Blade117 had. Glad to hear that it's been fixed.
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Cody Banks
 
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Post » Tue Sep 28, 2010 1:41 am

Let me know for sure if it is. Are you using the CoM add-on?
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Becky Palmer
 
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Post » Tue Sep 28, 2010 3:02 pm

Yes on the CoM addon.
Also, I added a couple of Telvanni Mods, and so am not sure of this: did UL add the crystal in the Upper Tower first room to talk to Eddie? If so, he does not have the chores topic available.
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Jessie Rae Brouillette
 
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Post » Tue Sep 28, 2010 5:02 am

It's added by LGNPC. I'm not sure why it would not be available when contacting him this way. I'll test it out myself tonight.

It seems I forgot to include Gavyn's teen head in the archive. I thought I put in in there. :blush2:

I also found another bug with Sara's MWSE scripting because I compiled it in MWEdit instead of the CS (another non-MWSE script that was updated in the add-on for compatibility). I've recompiled it in the CS and it works fine now. It's Sara's recall script. I've tested it and it's working again now.

Primus' repair scripts are now in there as well. If Primus or the tower centurions break, you can now have Hlendrisa repair them for you. Primus takes two weeks, and the centurions take one. There's no journal update though, because it's all handled by a global variable. This is so they can be repaired multiple times. A journal would only allow it to happen as many times as there's journal entries for.

Other than that, I've just added some more dialogue. Durza gra-Grathmok now has a latest rumors topic because I thought it appropriate. She will tell you some current news about the goings on in the vault. She also has some silly topics about the types of alcohol she serves, with her own unique opinions on the matter. ;)

I'm uploading the new file now. It will take approximately ten minutes. Check back and I'll post once it's up.
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Lalla Vu
 
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Post » Tue Sep 28, 2010 6:35 am

Also, I added a couple of Telvanni Mods, and so am not sure of this: did UL add the crystal in the Upper Tower first room to talk to Eddie?


Nope, that was LGNPC Tel Uvirith. At first I thought it was from UL too. Shows how seamlessly UL blends with those other mods.

IIRC, the missing "chores" topic is due to load order. Try putting UL after LGNPC, or vice versa if it's already that way.
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Luis Longoria
 
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Post » Tue Sep 28, 2010 12:55 pm

Good to know!

I've uploaded the new file. It's the same link as before http://roadhunter.com/~stuporstar/files/UvirithsLegacy_preRelz.rar.
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Leah
 
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Post » Tue Sep 28, 2010 8:59 am

I have a few questions about replacing Uvirith Inside with Uvirith's Legacy. Will removing UI, and replacing it with UL, restart Tel Uvirith and all the quests UI adds? My character is already the Archmagister, and i have already completed must of the UI quests. Will installing UL mean ill have to do those quests over again? Or will they be broken somehow? Will Tel Uvirith be at the proper construction level or will i have rebuild it again?
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Valerie Marie
 
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Post » Tue Sep 28, 2010 4:35 am

The quests have been completely redone in UL, so you'll probably have to do them over again. Also, the vault is a separate build, whereas in UI it was not. You'll have to start the build to get it back. The standard builds will remain intact though. Starting the mod after becoming Archmagister is no problem though.

You're going to have to clear out the tower and do a full save cleaning anyway, because the layout has changed as well. So long as you completely unload UI, reload and save, before loading UL, you shouldn't have to worry about anything broken though.
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Dagan Wilkin
 
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Post » Tue Sep 28, 2010 6:02 pm

The quests have been completely redone in UL, so you'll probably have to do them over again. Also, the vault is a separate build, whereas in UI it was not. You'll have to start the build to get it back. The standard builds will remain intact though. Starting the mod after becoming Archmagister is no problem though.

You're going to have to clear out the tower and do a full save cleaning anyway, because the layout has changed as well. So long as you completely unload UI, reload and save, before loading UL, you shouldn't have to worry about anything broken though.


sweet ty for the info and super speedy reply
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Céline Rémy
 
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Post » Tue Sep 28, 2010 9:09 am

sweet ty for the info and super speedy reply


yeah stuporstar's good with those - top notch consumer service :D
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Antonio Gigliotta
 
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Post » Tue Sep 28, 2010 12:52 pm

yeah stuporstar's good with those - top notch consumer service :D

I second that!
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Christine
 
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Post » Tue Sep 28, 2010 5:45 am

I second that!

mlox suggest a different version of Shrikandy's alchemy bloodmoom should I use that one instead?
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Erika Ellsworth
 
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Post » Tue Sep 28, 2010 5:58 am

Playing today's release. Is anyone else missing their elevator switch at the secret lab level?
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Sophh
 
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Post » Tue Sep 28, 2010 6:53 am

^^ Could be a dirty ref, because it's there in the CS. Wrye Mash's repair all function on your save should clear that up.

As long as it's the Bloodmoon version and has the same ingredients it should be fine...I think.
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Kyra
 
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Post » Tue Sep 28, 2010 9:54 am

^^ Could be a dirty ref, because it's there in the CS. Wrye Mash's repair all function on your save should clear that up.

As long as it's the Bloodmoon version and has the same ingredients it should be fine...I think.


Tried repairing refs in both the mod and my savegame but didn't work. Also tried reinstalling the mod. In addition, it seems the elevator isn't recognizing levitation, and won't ask me if I want the platform to move. Is there any chance that this is caused by a mod conflict?
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Adam Porter
 
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Post » Tue Sep 28, 2010 8:24 am

Nope, I removed that since it was causing some problems and you can just send it down to the secret lab to get it out of the way.

I don't know why repairing your save won't fix it. Is it present in the CS when you look at it? Because it's there in mine. I just want to double check.
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Tracey Duncan
 
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Post » Tue Sep 28, 2010 3:51 am

Nope, I removed that since it was causing some problems and you can just send it down to the secret lab to get it out of the way.

I don't know why repairing your save won't fix it. Is it present in the CS when you look at it? Because it's there in mine. I just want to double check.


I checked and it does. I also loaded all the extra plugins I use and their associated mods to make sure it didn't vanish. Granted I'm not a modder, but I can't figure out why it's not appearing. It's a minor problem, though, so I'll just deal with it.
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Project
 
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Post » Tue Sep 28, 2010 6:11 am

I just noticed that I'm having the same problem in my test game, because I've replaced it with several new versions in the course of my gameplay. I'm just going to deal with it for now, because I want to finish this test run without messing up my saves (my storeroom is also broken, but I know for a fact it's because of dirty refs so I'm not going to worry for the moment). I've almost finished all the quests again, and I'm planning on doing a long companion run through the expansions (not doing all the quests, just running around and checking all the regional dialogue). The switch is there in a clean save, so it's definitely not a question of fixing the mod at least.

If I figure out how to get that switch back in my current saves I'll let you know.

Also, I just realized I need to remove the scripting on the doors to the upper tower and replace it with an activator because of that build all strongholds compatibility issue. I'm going to replace the doors with the original ones, so that might dirty up some saves a bit. I've found Wrye Mash's repair all function to be pretty reliable for such small changes though, so full unloading save cleanings should not be necessary for that...I hope. I always have EE to completely clean individual cells if necessary.
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Maeva
 
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Post » Tue Sep 28, 2010 4:54 pm

It seems when you go to Ash-Kosh's realm, and it just happens to be the exact time he/she is going to leave you forever, you're left inside the realm, with no exit.

Of course, I already had the teleport ring, so that was no big issue, but I also decided to take the Mehrunes Dagon statue with me, so Ash-Kosh, despite leaving me, said "You cannot leave unless you give that back." I didn't want to mess anything up, so I just closed the dialogue box, put the statue back, and teleported out of there. Although it would've been nice having Ash-Kosh again, I chose not to mess anything up even more.

Also, I'm not sure it has to do with your compatibility patch with RotH, with the added teleport pads, but some teleport pads' walls don't disable even though the pads were constructed, and you have to disable them manually. Also at Tel Dwemeris, some of the walkway has been removed completely it looks like. Again I don't know if this is the doing of your mod, RotH having a slight bug, or I messed up my game.

EDIT: The walkway is in the Tel Dwemeris: Corridor. I'll mention this in the RotH forum as well, just in case.
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Yonah
 
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Post » Tue Sep 28, 2010 12:38 pm

That's an issue with an overcleaning caused by TESTool (The Tel Dwemeris corridor). The latest prerelease version should have that fixed. I'll check the pads scripts though.
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Arnold Wet
 
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Post » Tue Sep 28, 2010 11:36 am

Ah I didn't even know there was a pre-release on here. I just got back from a long hiatus.

Thank you very much.
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Luis Reyma
 
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Post » Tue Sep 28, 2010 6:59 am

Or maybe it's a problem of renumbered references. I just checked the latest UL-RoHT-patch (downloaded from PES) against RoHT v1.41 and v1.3. In v1.3, everything looks as intended (i.e. the Tel Dwemeris corridor). In v1.41, a piece of the corridor is missing while another one that should have been replaced remains.
Although I haven't even touched Tel Dwemeris for the v1.4x updates, it seems that that Cell's ObjectIndices have been changed so that the UL-RoHT patch is changing the wrong references. Now that's a nasty and annoying bug. :brokencomputer:

Edit: corrected ObjectID to ObjectIndex. I shouldn't post this late... For the technically inclined: I'm refering to http://wryemusings.com/Wrye%20Matching.html paper.
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Jennifer Munroe
 
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Post » Tue Sep 28, 2010 5:02 pm

Hopefully this won't be an issue with the prerelease version, as I used RoHT 1.4 instead of 1.3 to fix the old one that got messed up by TESTool.
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Rik Douglas
 
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