[WIP] Uvirith's Legacy

Post » Tue Sep 28, 2010 1:05 am

Instead of posting my entire readme here, I'm just going to link the webpage I've made devoted to the next version of UL. All the info is there, including the most up-to-date changelog that includes all the upcoming changes. For anyone completely new to this mod, it is a major stronghold mod for the Telvanni. All the features are too many to list here, but it's all covered in the web site.

http://roadhunter.com/~stuporstar/index.html

The next release is well underway and nearly complete. I've been taking a little break to finish off some of the other mods I've been working on (Books of Vvardenfell mostly), and I still need to make sure all the new content is running smoothly. Current ETA is sometime around mid-June.

http://www.gamesas.com/index.php?/topic/1078305-uviriths-legacy-beta-110/

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5997

http://roadhunter.com/~stuporstar/files/UvirithsLegacy_preRelz.rar not official yet, but it's almost finished so I've uploaded it here for people to try out. FINAL UPDATE 08/13/10
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Jack Moves
 
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Post » Tue Sep 28, 2010 3:47 am

Stuporstar, I'm helping someone else out with an issue and he posted his mlox messages. He got the following:

!!!'LGNPC_TelUvirith_v1_20_UI.esp' Requires:
> 'MISSING(Uvirith Inside.esp)'
| (Ref: "LGNPC_TelUvirith_Readme.txt")


This is the note he added to me:

. . . The LGNPC_TelUvirith readme states that it is compatible with both Uvirith Inside or Uvirith's Legacy."


The operative word there is "or". I checked his load order and he does indeed have LGNPC Tel Uvirith and Uvirith's Legacy BETA. Is this something that needs to be updated in the mlox rule base or should the readme be changed? Either way, should I be telling this to Cyran0 instead?
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Hayley O'Gara
 
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Post » Tue Sep 28, 2010 5:34 am

This is awesome news, Stuporstar! :celebration:

Once this and the next version of RoHT are complete, I can finally enjoy my "Ultimate Telvanni Experience"™. ;)
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Krystal Wilson
 
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Post » Mon Sep 27, 2010 11:36 pm

The operative word there is "or". I checked his load order and he does indeed have LGNPC Tel Uvirith and Uvirith's Legacy BETA. Is this something that needs to be updated in the mlox rule base or should the readme be changed? Either way, should I be telling this to Cyran0 instead?


It's something that needs to be updated in mlox, nothing to worry about. Posting this info in the mlox thread (as has been done) should get it updated eventually.
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Victoria Bartel
 
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Post » Tue Sep 28, 2010 4:10 am

Thanks, I'll be sure to pass that along. I was hoping it was just a rule base thing, but I needed to be certain before I told him that. :D
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Gemma Archer
 
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Post » Mon Sep 27, 2010 7:47 pm

Thank you Stuporstar for the time you spend working on this. I trully love this mod.
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Riky Carrasco
 
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Post » Tue Sep 28, 2010 9:24 am

I'm back! >:D
Another thing I noticed last night, I found the librarian's copy of Vampires of Vvardenfell, got the journal entry, but I can't talk to anyone other than the librarian about it. If I get Gav to follow me, (altered his dialouge to get rid of the need for the healing spell) I can ask him about it, but then if I hit "Yes go back to the tower" the question repeats and I get stuck in a loop. If I hit no, he says he'll return to the tower then he just stands there....
....Maybe Verena gave him brain damage XD
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Yvonne
 
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Post » Tue Sep 28, 2010 4:52 am

I think you might have messed something when altering his dialogue. A lot of his follow options require the training variable to be set before he'll do anything. It would have been better to set his training state manually than removing the training dialogue. Again, I'm not sure why you are having that problem in the first place. It's never been reported before. But the proper workaround is to set his local variable trainingstate to 1 in the console.
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Jennie Skeletons
 
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Post » Tue Sep 28, 2010 12:27 am

Aah
I had no idea what I was doing, I was just clicking stuff until something happened XD
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Eibe Novy
 
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Post » Tue Sep 28, 2010 6:00 am

Uvirith's Legacy can *eat* Azura's Star!

There is a quest in Uvirith's Legacy to build the Scrying Crystal Weather Control Device. One of the requirements to enchant the Scrying Crystal is a Golden Saint soul. If the only Golden Saint soul in your inventory is in Azura's Star, then enchanting the Scrying Crystal will permanently destroy Azura's Star with no warning whatsoever!

Unfortunately, I only realized this about 4 or 5 hours of gameplay *after* it happened. Is there a console command I can use to restore Azura's Star to my inventory? I normally avoid console command 'cheats', but in this case, I'm just trying to fix my save file because of a loss I should not have experienced (after all, the whole point of Azura's Star is that it will never be destroyed from use)?

I do have previous save files I could go back to, but I hate to lose 4 or 5 hours of gameplay. . .
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Adam Kriner
 
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Post » Tue Sep 28, 2010 6:29 am

Type in the console "Player->additem Misc_SoulGem_Azura 1"
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CArlos BArrera
 
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Post » Mon Sep 27, 2010 7:05 pm

Ah yes, that is a pitfall while fulfilling any quest that requires a soul gem. I've just grown used to being very careful about that because the vanilla game quests will eat the star as well. I can't think of a way to script it so that won't happen, but if there is I might make a mini mod that just does that and works for the original game quests along with any modded ones.
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Quick Draw
 
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Post » Tue Sep 28, 2010 6:42 am

AddItem "Misc_SoulGem_Azura" 1 should do it.

This will happen anytime you have a quest which requires you to deliver filled soul gems. You'll lose the gems you deliver, and if Azura's Star is one of them, too bad. If you have more than one gem with the required soul, and one of them is the Star, there's no guarantee the game will take the other one instead. So it's always best to stash the Star somewhere before delivering the soul.

Edit: Cross-posted with the above two comments. Karpik's version of the console command is the correct one.
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Phillip Hamilton
 
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Post » Tue Sep 28, 2010 1:13 am

Well, not sure there'd be a 'global' solution for the problem, but in the script for the scrying glass enchantment, you might try putting some logic to check to see if the player has Azura's Star before running the enchantment code, then check again after running the enchantment code, to see if Azura's Star is gone. If it is, you could just issue the command in the script to add Azura's Star to the player inventory?

Dunno, just a thought.

I'm thinking this might also affect the Bag of Holding (it just happens that in that case, I had the necessary soul in a different gem, so didn't discover the problem with the Bag).

Anyhow, thanks guys. Wasn't expecting such a fast response lol. I did run the command, and have my Star back, so, no blood, no foul. :)
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Haley Cooper
 
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Post » Mon Sep 27, 2010 8:52 pm

I've seen some mods (can't remember the names unfortunately) that did what Moloiriel suggests, adding the check in each script which would be removing soulgems.
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Josee Leach
 
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Post » Tue Sep 28, 2010 3:33 am

The method Moloriel gave is also suggested in "Morrowind Scripting for Dummies". :)

short StarCount ;They could have more than one I guess.if ( OnActivate )    if ( Player->HasSoulGem "Golden Saint" > 0 )        set StarCount to ( Player->GetItemCount "Misc_Soulgem_Azura" )        Player->RemoveSoulGem "Golden Saint" 1        if ( ( Player->GetItemCount "Misc_Soulgem_Azura" ) < StarCount )            Player->AddItem "Misc_Soulgem_Azura" 1        endif        Player->AddItem Gold_001, 10000        MessageBox "Thank You, Come Again."    else        MessageBox "You have no Golden Saint souls."    endifendif

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Sweets Sweets
 
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Post » Tue Sep 28, 2010 6:10 am

Thanks. I'll have to employ that bit of scripting.
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Jade
 
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Post » Mon Sep 27, 2010 9:56 pm

The console says that "trainingstate" is not a variable...
I'm sorry to keep bothering you about this.
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Britta Gronkowski
 
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Post » Mon Sep 27, 2010 9:05 pm

It's a local variable. You have to click on Gavyn while in the console when you type that so that the console is targeted to Gavyn.
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mike
 
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Post » Mon Sep 27, 2010 8:51 pm

The method Moloriel gave is also suggested in "Morrowind Scripting for Dummies". :)

short StarCount ;They could have more than one I guess.if ( OnActivate )    if ( Player->HasSoulGem "Golden Saint" > 0 )        set StarCount to ( Player->GetItemCount "Misc_Soulgem_Azura" )        Player->RemoveSoulGem "Golden Saint" 1        if ( ( Player->GetItemCount "Misc_Soulgem_Azura" ) < StarCount )            Player->AddItem "Misc_Soulgem_Azura" 1        endif        Player->AddItem Gold_001, 10000        MessageBox "Thank You, Come Again."    else        MessageBox "You have no Golden Saint souls."    endifendif



Looking this over, it makes me wonder if the MWSE devs could either replace the Player->RemoveSoulGem function with a smarter version that takes care of this automatically, or, barring that, perhaps they could add a new function which could be used instead of RemoveSoulGem, which automatically checks for Azura's Star?

I'm not really that familiar with the technical side of what MWSE does, but that seems like something which might be possible? You might suggest that to them.
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Killer McCracken
 
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Post » Mon Sep 27, 2010 10:49 pm

MWSE could probably do that, but it would only be a fix for player-made mods that use the MWSE version of the function. I doubt they would include it, since a player who knows the issue could just use the replace-gem scripting by adding a few lines of code.

This also might be something the Morrowind Code Patch could do, but again it is fixable another way.


The point of both MWSE and MCP is to do something that can't be done any other way, which is not the case with the soulgem issue.
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Lizs
 
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Post » Mon Sep 27, 2010 8:11 pm

If you're currently running UL with the NPC Schedules add-on, here's a warning: be sure the Schedules esp loads after UL. I recently edited my copy of UL, putting in some script changes Stuporstar gave me to test. This changed the date on the UL file and made it load after Schedules. The result was a very strange bug: every NPC I spoke to greeted me with a spiel about their schedule, and everyone I tried to barter with refused service, saying something about not wanting to sell any of their possessions. Once I restored the load order to what it had been, this bug went away.
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Tanya
 
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Post » Tue Sep 28, 2010 7:12 am

MWSE could probably do that, but it would only be a fix for player-made mods that use the MWSE version of the function. I doubt they would include it, since a player who knows the issue could just use the replace-gem scripting by adding a few lines of code.

This also might be something the Morrowind Code Patch could do, but again it is fixable another way.


The point of both MWSE and MCP is to do something that can't be done any other way, which is not the case with the soulgem issue.


Well, Stupor had posted a question to the effect of trying to see if there was a way to fix the problem in one place, globally, so that it becomes 'automagically fixed' for every script, without requiring every script to individually implement a solution. The only way I can see that you could accomplish that, specifically (that is, a one-fix-for-all) would be to replace the built-in RemoveSoulGem function, something that only MWSE or MCP could do. If they could do that, that would likely fix the 'official' quests as well.

In software engineering, if you can fix a problem in one single place, so that client code of the function (in this case, scripts) don't have to implement a fix every place the function is used, that is the *best* solution, because it A) fixes the problem everywhere at once, with the least effort, and B) eliminates the possibility of client-code error (such as in this case where the modder didn't realize the need to implement the check-and-restore code).

The only reason I suggested the solution I did is because, at the moment, it appears to be the only solution, even though it is really an ugly hack. The *better* way to solve the problem would be to fix the RemoveSoulGem function, but I'm not sure that's possible, even for the MCP or MWSE guys.
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Leticia Hernandez
 
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Post » Tue Sep 28, 2010 8:25 am

I think I may have found another bug (not sure - this might be by design).

The Tel Uvirith Travel Ring item, which will teleport you to various parts of the tower for a nominal fee, causes time-limited magical effects on the player character to expire immediately upon use (as if time had elapsed, similar to the way silt striders and boats work). However, the Ring doesn't seem to actually advance in-game time (I tried using mages guild guide to teleport to Balmora, then use the Ring to teleport back to the tower, and the "Rest/Wait" window still showed the time as 1pm).

I'm thinking the ring probably shouldn't be causing the magical effects to expire?
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Sarah MacLeod
 
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Post » Tue Sep 28, 2010 1:25 am

I think I may have found another bug (not sure - this might be by design).

The Tel Uvirith Travel Ring item, which will teleport you to various parts of the tower for a nominal fee, causes time-limited magical effects on the player character to expire immediately upon use (as if time had elapsed, similar to the way silt striders and boats work). However, the Ring doesn't seem to actually advance in-game time (I tried using mages guild guide to teleport to Balmora, then use the Ring to teleport back to the tower, and the "Rest/Wait" window still showed the time as 1pm).

I'm thinking the ring probably shouldn't be causing the magical effects to expire?

That happens in the stock game too - the long-term levitation granted at one of the vivec shrines will immediately expire if you use mage guild teleportation.


[edit] Eh, this was just to see if you were paying attention. Yeah, that's it. :angel:
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Trista Jim
 
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