[RELWIP] Wyrmstooth - Story Mod With New Large(ish) Worldspa

Post » Sun May 18, 2014 6:23 pm

one of my favs.
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meghan lock
 
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Post » Sun May 18, 2014 4:04 pm

This mod would deserve more, keep up the good work! /smile.png' class='bbc_emoticon' alt=':)' />
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Suzy Santana
 
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Post » Sun May 18, 2014 6:35 am

This mod rocks, definitely...I have enjoyed it a lot.

One question: how do I acquire Fort Valus? Whom have I to speak?
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D LOpez
 
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Post » Sun May 18, 2014 4:21 am

Holy crap dude, you just got the TES-bump on Facebook! http://www.facebook.com/#!/ElderScrolls
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Ice Fire
 
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Post » Sun May 18, 2014 2:59 pm

I saw it this morning (aussie time), very surprised but I'm happy to see they like it.
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Matt Fletcher
 
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Post » Sun May 18, 2014 6:50 pm

You have my advertisemant too. Your mod on the siggy will be wherever i post /biggrin.png' class='bbc_emoticon' alt=':D' />
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Francesca
 
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Post » Sun May 18, 2014 4:09 pm

ninj'd.
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Heather M
 
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Post » Sun May 18, 2014 10:55 am

Happy?! You must have a grin the size of the Cheshire cat. This is a great acheivement, recognition from Beth themselves is arguably the greatest endorsemant
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Charlie Sarson
 
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Post » Sun May 18, 2014 6:50 am

A Totoro grin, definitely. :-)


Is this because I accidentally left Windhelm as the parent location to Wyrmstooth? :-) (Wyrmstooth was originally going to take the player to the docks in Windhelm, but I had a funny feeling Bethesda was going to use that location in a future DLC.)


When you enter the muster, a new quest will start. Speak to Lurius Liore about acquiring the deed to Fort Valus ... and don't purchase the guards! (they're crazy guards) Will be fixed in the next release even though on my end they never go hostile.
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Victoria Bartel
 
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Post » Sun May 18, 2014 2:32 pm

Oh god, that movie. /tongue.png' class='bbc_emoticon' alt=':P' />

I hope Falskaar get's at least a glance from Beth. That is indeed the highest of praise. /ohmy.png' class='bbc_emoticon' alt=':o' />
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Matt Bigelow
 
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Post » Sun May 18, 2014 5:10 am

I'm pretty sure it will if it hasn't already, what with all the pvssyr going on about Falskaar.

"This Wyrmstooth mod will have to do until Falskaar comes out." - Anonymous posting.
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Annick Charron
 
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Post » Sun May 18, 2014 4:34 am

The TesVEdit is showing some 6000 ITMs for this mod. Are those intentional or must we clean them to avaoid CTDs and such?
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Valerie Marie
 
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Post » Sun May 18, 2014 6:08 pm

Are you experiencing consistent crashes with Wyrmstooth loaded? If so, where?
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Monique Cameron
 
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Post » Sun May 18, 2014 4:39 pm

Just finished the main quest; it's shorter than I imagined but enjoyable. I look forward to more content on the island.
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T. tacks Rims
 
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Post » Sun May 18, 2014 2:06 pm

I think it is generally a good practice to clean your mods, especially with that much ITMs, even if your not getting CTDs since ITMs will disable edits from other mods that have the same references. ITMs should not cause CTDs unlike UDRs, which this mod does not have.
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Rachel Eloise Getoutofmyface
 
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Post » Sun May 18, 2014 3:06 pm

The next update will likely be cleaned with TES5Edit now that I've got some time to get back into things.
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lucy chadwick
 
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Post » Sun May 18, 2014 2:57 pm

I downloaded your mod (I do want to play it eventually, haha...) to look at cleaning it so I could warn you if there was some mega dangerous explosive madness that needed immediate cleaning; It found a HUGE amount of... dangit what was it, like worldspace records or something? That were apparantly dirty edits and it removed them all. But yeah, you should definitely clean it before EVERY release, that's a very good practice that all mod authors should do.

EDIT: It removes over(!) 6000 CELL records from your world and a world called 'Dimfrost' that are apparantly identical to master. Do you know what's causing that? It's very odd behavior...

Oh, also, quick tip for the next version; In the plugin's summary, simply put the version of the mod and your name. Something like "Wyrmstooth Version 1.73 By Jonx0r". You don't need the long winded description there now, since nobody is going to blindly download your mod then look there to find out what it is. /tongue.png' class='bbc_emoticon' alt=':P' /> That should include important extra info like version and author. Although since yours is an ESP you can put your name in the actual Author box, so I'd just put the version number in the summary. /smile.png' class='bbc_emoticon' alt=':)' />
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Kortknee Bell
 
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Post » Sun May 18, 2014 8:53 am

Epic facepalm moment when I discovered I had forgotten to apply an automatic prefix to my script files. No wonder things were exploding in extraordinary inexplicable ways. What can I say, you live and you learn - had to rename them all manually which was less than pleasant. Also removed a bunch of redundant script files that were no longer being referenced.
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Ilona Neumann
 
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Post » Sun May 18, 2014 6:39 pm

Yeah, I had that moment a few months ago with Falskaar. How many scripts do you have? I had over 300 which I had to manually rename. xD But it's a must, it prevents conflicts and makes them easier to manage! Make sure to clean up the extraneous scripts to keep things clean. You can find them easily by opening the papyrus manager in the CK, and compiling all of your mods scripts. Then going into your Scripts folder and finding the ones that weren't modified right at the time that you compiled them all. They weren't compiled, and aren't in use. The CK also tells you the use data for all scripts, so you can find ones with 0 uses. /smile.png' class='bbc_emoticon' alt=':)' />
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Wayne W
 
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Post » Sun May 18, 2014 4:16 pm

I'm trying to get into the habit of putting them into the bsa as soon as I'm done to keep the scripts folder tidy. I had 163 which I managed to bring down to 120 by checking usage in the papyrus manager.
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Emerald Dreams
 
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Post » Sun May 18, 2014 6:39 am

Wow! 43 unused scripts, definitely a good thing you found them and removed them! Renaming 120 shouldn't be too bad, definitely do it. It feels so clean and good to not have random scripts, or misnamed ones laying around. /smile.png' class='bbc_emoticon' alt=':)' />
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Suzy Santana
 
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Post » Sun May 18, 2014 6:12 am

Augh, just uploaded 1.7. TES5Edit seems to solve many stability and performance issues, but as soon as I save the mod again in the CK all the deleted 'Identical to Master' records return somehow. Anyway, hope I'll have time soon to start modeling in more custom assets for 1.8.

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Laura-Lee Gerwing
 
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Post » Sun May 18, 2014 7:16 am

Weird. Do you edit anything at all? If you touch anything than I'd say that you're touching a bunch of vanilla stuff, even if on accident. I recommend running your mod through TES5Edit at least right before each upload, if not intermittently while you work. (Not while your mod is actually loaded in the CK, of course)

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gary lee
 
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Post » Sun May 18, 2014 5:03 am

It definately removes those records; it doesn't find any records if it searches a second time around after deleting them. Basically I just go into the CK and save without changing anything, then go back into TES5Edit and 6015 records are back.

On another note, have you ever had any issues getting custom music into the game? Not sure if this is somehow related to the 1.9 patch, but whenever the game tries to load an xwm track I included in my bsa, the game crashes. If I copy the xwm files to the Data folder as loose files, everything seems ok. It only seems to crash when it loads them from the bsa.

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Jeneene Hunte
 
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Post » Sun May 18, 2014 9:48 am

Woah, weird. If I were you I'd apply a filter for cleaning in TES5Edit and check all the conflicting records by hand. Who knows what you have hidden in there that the program may leave behind when automatically removing dirty edits.

No I have no problems with custom music. I have about 10 or so custom songs that are xwm and they load just fine both as loose files for me, and in the BSA that my testers use. Make sure you've set up the music type correctly so the game isn't trying to do something it shouldn't.

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Jonathan Windmon
 
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