[WIP] Uvirith's Legacy

Post » Tue Sep 28, 2010 12:48 am

First morrowind loads with all my mods plus I have three of Emma companions and Julian from Kateri and improved teleportation loaded (I googled this error and your name came up) - plus my only change today was with your new UL. Here goes:

Expression Error Unable to Find object "otuvi_menuitem_rock > 0 G uvi_ru in script gp_Sara_ringscript (I had to write it down before the game crashed so it might not be exactly right).
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An Lor
 
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Post » Tue Sep 28, 2010 2:01 am

Ah ok, I was getting that error as well when I used a cleaned save instead of a new game, but it wasn't crashing my game. It's the modified ring script from the MWSE patch. I'm not sure why it's doing that because the script compiles just fine and it's not written weird like that. It must not be compiling properly in actual game for some reason.

I'll see if recompiling the script in the CS helps any. I have a game I can test where I get the same error, so if I can stop it from popping up for me it will hopefully be gone.
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Shannon Lockwood
 
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Post » Tue Sep 28, 2010 2:47 am

Yes! I forget that MWSE sometimes doesn't compile certain non-MWSE scripting properly. Recompiling it in the CS has removed the error. I've uploaded just the esp file here: http://roadhunter.com/~stuporstar/files/UL_MWSE_patch.esp

I'll update the main archive shortly (it takes a while to upload), but this is so you don't have to download the whole thing over again.

Edit: ok the main archive is updated as well.
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YO MAma
 
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Post » Tue Sep 28, 2010 4:42 am

Yes! I forget that MWSE sometimes doesn't compile certain non-MWSE scripting properly. Recompiling it in the CS has removed the error. I've uploaded just the esp file here: http://roadhunter.com/~stuporstar/files/UL_MWSE_patch.esp

I'll update the main archive shortly (it takes a while to upload), but this is so you don't have to download the whole thing over again.

Edit: ok the main archive is updated as well.



Thank you for the quick response - it worked like a charm....
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Scarlet Devil
 
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Post » Tue Sep 28, 2010 1:00 am

Stuporstar, is it possible that UL is messing up therana's skirt quest? ever since I installed it, she won't attack me when I wear her skirt. I can only complete the quest by giving it to her slave, which I can't do on my current character who because he is a vampire.

thanks :)
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jadie kell
 
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Post » Tue Sep 28, 2010 9:51 am

Stuporstar, is it possible that UL is messing up therana's skirt quest? ever since I installed it, she won't attack me when I wear her skirt. I can only complete the quest by giving it to her slave, which I can't do on my current character who because he is a vampire.

thanks :)


It shouldn't be. I didn't alter her scripting at all.
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daniel royle
 
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Post » Tue Sep 28, 2010 7:51 am

It shouldn't be. I didn't alter her scripting at all.


thanks for the quick reply. I'll have to look into this then... must be one of my other mods :-S
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naome duncan
 
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Post » Tue Sep 28, 2010 1:15 pm

Well, to help you on your hunt, the script on the skirt triggers a variable in her script, which triggers a ForceGreeting. The StartCombat is started in a greeting filtered for that variable. It is probably more likely that this dialogue is being overridden by a mod because someone changing her script is less likely. Even RoHT doesn't mess with her original scripting, and she's probably more heavily involved in that mod than any other. All her RoHT greetings are only triggered after starting the RoHT quests involving her though, so I'm sure it's not that because you shouldn't be able to start those quests at that point. Uvirith's Legacy's dialogue is actually filtered below Therana's added RoHT dialogue, so that it won't mess with her RoHT quests. They are above her skirt dialogue, but they only trigger if one of your companions is in tow, and you can't get your apprentice until you're high enough rank to be past that quest...theoretically.

So it's one of three things:
- her skirt has been altered
- her script has been altered
- her dialogue has been altered

The third is the most likely, so let's check that first.

Are you getting a ForceGreeting at all when you put on the skirt? Because if so, it's just a greeting filtering problem. What greeting are you getting instead?
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April
 
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Post » Tue Sep 28, 2010 2:36 am

I'm not getting any force greeting at all, and when I talk to her she behaves the same way she does when the skirt is just in my inventory (new clothes, can you put them on?)
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Emma Parkinson
 
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Post » Tue Sep 28, 2010 10:47 am

Ok, so somebody has changed the script in a mod after all. It will either be the skirt's script itself or Therana's script. I'm not sure what mod would do that though.
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Jessica Stokes
 
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Post » Tue Sep 28, 2010 2:26 pm

Tip: This is the time to post your mod list clodcosades ;)
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Erich Lendermon
 
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Post » Tue Sep 28, 2010 3:00 pm

haha I'll post my list but I don't want to force anyone to go through it:

Spoiler


GameFile0=Morrowind.esm
GameFile1=Tribunal.esm
GameFile2=Bloodmoon.esm
GameFile3=Better Heads.esm
GameFile4=Better Heads Tribunal addon.esm
GameFile5=Better Heads Bloodmoon addon.esm
GameFile6=Rise of House Telvanni.esm
GameFile7=Assassins Armory.esm
GameFile8=MCA.esm
GameFile9=Morrowind Patch v163.esm
GameFile10=Morrowind Advanced.esm
GameFile11=MW_Adv_Required.esp
GameFile12=MCA - Guards Patch.esp
GameFile13=Westly's Master Headpack X.esp
GameFile14=Better Bodies.esp
GameFile15=New Argonian Bodies - Clean.esp
GameFile16=New Khajiit Bodies - Clean.esp
GameFile17=Psy_VivecGodReplacer_Tribunal.esp
GameFile18=ProjectileStoreAndSpeed.esp
GameFile19=New Classes V7.esp
GameFile20=ExpandedBirthsigns4Purists.esp
GameFile21=Assassins Armory - No Scripts.esp
GameFile22=Assassins Armory - Unofficial Patch 77.esp
GameFile23=farrp_WeaponCompilationMod_V2.esp
GameFile24=DB_Attack_Mod.esp
GameFile25=Illuminated Order v10.esp
GameFile26=Illuminated Order v10 - Bloodmoon Compatibility Extras.esp
GameFile27=Balance - Character.esp
GameFile28=BTB - Alchemy.esp
GameFile29=BTB - Settings.esp
GameFile30=BTB - Spells.esp
GameFile31=EcoAdjCrime.esp
GameFile32=EcoAdjMerchantSkills.esp
GameFile33=Madd Leveler - Base.esp
GameFile34=Madd Leveler - Madd Caps.esp
GameFile35=Madd Leveler - Quest Cap Remover.esp
GameFile36=Madd Leveler - Vampire Cap Remover.esp
GameFile37=Madd Leveler - Werewolf Cap Remover.esp
GameFile38=Madd Leveler - Assassin's Armory Fix.esp
GameFile39=Madd Leveler - Illuminated Order Fix.esp
GameFile40=Spect Sorcery pt 1.esp
GameFile41=master_index.esp
GameFile42=TheForgottenShields - Artifacts_VN.esp
GameFile43=Uvirith's Legacy_Final_PreRelease.esp
GameFile44=UL_RoHT_1.4_Compatibility.esp
GameFile45=Madd Leveler - Madd Health.esp
GameFile46=Mashed Lists.esp



are there any utilities that allow you to quickly check the changes made by a mod, or do I have to load them individually in the CS and look for the asterisks?
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Antonio Gigliotta
 
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Post » Tue Sep 28, 2010 5:51 am

Well, I've ruled out UL, RoHT, and the Morrowind Patch 1.63. You may have to open the other mods and take a look at them, because I'm not familiar with them. Try posting your load order as a new thread in the forum. Maybe someone knows something that we don't.
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megan gleeson
 
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Post » Tue Sep 28, 2010 5:04 am

haha I'll post my list but I don't want to force anyone to go through it:

Spoiler


GameFile0=Morrowind.esm
GameFile1=Tribunal.esm
GameFile2=Bloodmoon.esm
GameFile3=Better Heads.esm
GameFile4=Better Heads Tribunal addon.esm
GameFile5=Better Heads Bloodmoon addon.esm
GameFile6=Rise of House Telvanni.esm
GameFile7=Assassins Armory.esm
GameFile8=MCA.esm
GameFile9=Morrowind Patch v163.esm
GameFile10=Morrowind Advanced.esm
GameFile11=MW_Adv_Required.esp
GameFile12=MCA - Guards Patch.esp
GameFile13=Westly's Master Headpack X.esp
GameFile14=Better Bodies.esp
GameFile15=New Argonian Bodies - Clean.esp
GameFile16=New Khajiit Bodies - Clean.esp
GameFile17=Psy_VivecGodReplacer_Tribunal.esp
GameFile18=ProjectileStoreAndSpeed.esp
GameFile19=New Classes V7.esp
GameFile20=ExpandedBirthsigns4Purists.esp
GameFile21=Assassins Armory - No Scripts.esp
GameFile22=Assassins Armory - Unofficial Patch 77.esp
GameFile23=farrp_WeaponCompilationMod_V2.esp
GameFile24=DB_Attack_Mod.esp
GameFile25=Illuminated Order v10.esp
GameFile26=Illuminated Order v10 - Bloodmoon Compatibility Extras.esp
GameFile27=Balance - Character.esp
GameFile28=BTB - Alchemy.esp
GameFile29=BTB - Settings.esp
GameFile30=BTB - Spells.esp
GameFile31=EcoAdjCrime.esp
GameFile32=EcoAdjMerchantSkills.esp
GameFile33=Madd Leveler - Base.esp
GameFile34=Madd Leveler - Madd Caps.esp
GameFile35=Madd Leveler - Quest Cap Remover.esp
GameFile36=Madd Leveler - Vampire Cap Remover.esp
GameFile37=Madd Leveler - Werewolf Cap Remover.esp
GameFile38=Madd Leveler - Assassin's Armory Fix.esp
GameFile39=Madd Leveler - Illuminated Order Fix.esp
GameFile40=Spect Sorcery pt 1.esp
GameFile41=master_index.esp
GameFile42=TheForgottenShields - Artifacts_VN.esp
GameFile43=Uvirith's Legacy_Final_PreRelease.esp
GameFile44=UL_RoHT_1.4_Compatibility.esp
GameFile45=Madd Leveler - Madd Health.esp
GameFile46=Mashed Lists.esp



are there any utilities that allow you to quickly check the changes made by a mod, or do I have to load them individually in the CS and look for the asterisks?


I doubt you're really to terribly interested in finding out the culprit mod, and would rather get along with your game, so i suggest the following(hopefully i have these commands right):

first, open your game and the console and type:
Spoiler
getjournalindex"HT_TheranaClothes"

this should return 50, if it does not then we have found our problem, and you need to put this into the console
Spoiler
setjournalindex"HT_TheranaClothes"50
and try therana again after reequipping the skirt.
second, if the above doesn't solve your problem, you can also force the needed dialog to happen. go to Therana, open the console, and click on her. then type the following:
Spoiler
set"wearingClothes"1
The result should be one very angry Therana and the intended dialog. If she doesn't force greeting, we know its a script error, and if she says the wrong thing after forcing the greeting, we know its a dialog problem.
In the case that that doesn't get the desired result, we can also arrange to skip this portion of the quest by opening the console and typing
Spoiler
Journal HT_TheranaClothes 70
and then continuing according to your journal instructions, namely going back to Therana's mouth and moving on with your adventure.

If i am mistaken and you do wish to identify the problem mod, the second step is still a relevant method of elimination. this will tell you what to look for when you go through your mods, opening each with their dependents as an "active mod" in the CS. While it is possible that other utilities could get to this information faster, it may not be really worth your time getting used to the different interfaces. I personally like http://planetelderscrolls.gamespy.com/View.php?view=Other.Detail&id=52 for this purpose, but that's just me.
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teeny
 
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Post » Tue Sep 28, 2010 6:00 am

Wow Stupor, it's been a while since I stopped by and damn is this looking good. Awesome work mate.
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Antony Holdsworth
 
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Post » Tue Sep 28, 2010 10:09 am

I've updated the preRelz file.

I accidentally introduced a bug in Gavyn's script, so that's been rectified. I've also altered the cells Zhariphel, Bloat Run and Zhariphel Floating Gardens. I just changed some of the planters for Karpik777's Telvanni ones. It looks way better.

Oh, and I upgraded Primus Plus to a major companion with all the proper teleport scripting and a summoning ring. I'll be working on a script to repair him if he breaks as well, but in the meantime, he now has an autorepair function that you can turn on. You just need to stick scrap metal in his inventory for it to work (make sure you initiate it in his dialogue as well because you can turn it on or off). There is currently no MWSE script for him though. I'm testing one on a packguar to see how it works out, since creatures inherently have a few bugs that NPCs don't have a problem with.
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BlackaneseB
 
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Post » Tue Sep 28, 2010 10:45 am

It's great to see this mod progress so nicely - although it reminds of me of what a slacker I am :whistling: Well, at least the Telvanni have nothing to complain about in the quest and stronghold department ;)

I've also altered the cells Zhariphel, Bloat Run and Zhariphel Floating Gardens. I just changed some of the planters for Karpik777's Telvanni ones. It looks way better.

They're JonSatriani's - like the crystal "altar" - I merely converted them. Still, glad that You've found them of use Milady.

And while speaking of graphical changes, there are two things I've always kept forgetting about:
- perhaps consider replacing the pedestal under the Bag of Holding for a piece of daedric rubble\dunmer table\telvanni platform? The mournholdeqsue pedestal sticks out a bit too much for my tastes
- similiarly I'd prefer if the Alchemy Table used the de_r_desk made by TR - it would fit the sorrounding furniture better...

Edit - oh, and perhaps You'll also find a use for the http://www.tesnexus.com/downloads/images/33271-1-1279990633.jpg?
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GLOW...
 
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Post » Tue Sep 28, 2010 9:22 am

Doh, I wish I'd known about those this morning. I would have used them in the Floating Gardens instead. I'll change them out tonight. Thanks!

I'm reluctant to change the Upper Tower at this point, but I might play around with your suggestions a bit and see how it looks. I may still just keep it as is though.
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Curveballs On Phoenix
 
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Post » Tue Sep 28, 2010 3:53 pm

Doh, I wish I'd known about those this morning. I would have used them in the Floating Gardens instead. I'll change them out tonight. Thanks!

It could have been a problem (or not, it depens on the time zone after all), since I've made those less than three hours ago ;) On a sidenote, the thought occured to me after looking through UL in the CS ;)
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Matthew Aaron Evans
 
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Post » Tue Sep 28, 2010 3:14 pm

Thank you again! I've added them to the interior of Zhariphel Gardens. I think I'm going to leave the Upper Tower alone though.
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Karl harris
 
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Post » Tue Sep 28, 2010 12:37 am

I just installed the pre-release after cleaning all my saves, and now the NPCs all greet me as if I had changed them into rocks. (Fixed that by updating the MWSE patch) And the lighting in the upper tower is still dark red. (what are the lighting values for that cell and the lower tower/bath too just in case) Additionally, Meiree has dissappeared and Gavyn has the ModelError.nif for a head. I got some error regarding his head, but neglected to rememeber it. Any suggestion here?
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lauren cleaves
 
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Post » Tue Sep 28, 2010 6:52 am

It usually does that if the load order is messed up between UL and the MWSE patch. If the MWSE patch loads before UL, then you get the rock greetings when you shouldn't. The patch should come redated to load after though. I gave the add-ons a thorough cleaning using EE, because TESTool wasn't getting rid of the AMBI in Tel Uvirith. I left it in the UL main file though, because I altered it to match my lighting changes. There shouldn't be any dark red lights in the Upper Tower unless you're using the TLM patch though. I'm afraid I can't look up lighting values because I'm not at home at the moment.
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Nick Jase Mason
 
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Post » Tue Sep 28, 2010 10:39 am

Well, I'm not using the TLM patch, so I guess I'll just clean the AMBI values and hope for the best.
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Kayleigh Williams
 
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Post » Tue Sep 28, 2010 1:31 pm

I was sure I didn't add the dark red lights to the regular version, but I can check once I get home today.
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Oscar Vazquez
 
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Post » Tue Sep 28, 2010 8:40 am

I've deleted the AMBI settings from the main UL file in the upper and lower towers, since TESTool wouldn't remove them, and it seems to look normal now. I'll upload the new file once I get Primus' repair scripting done later tonight.
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Maeva
 
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