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Post by meadowfae on Apr 5, 2007 2:23:01 GMT 1
Intrepid, just a quick couple of points - when I installed Vality's map from the link here, I got big yellow blobs in that additional room at the Census Office in Seyda Neen. I'm pretty sure there are no other mod conflicts and that I installed it into the Data File correctly. Not sure what the problem is. Meanwhile I noticed that Folsi Thendas - the Suran Siltstrider operator was sunken up to her knees in the platform. So I didn't save that game, rebooted, unchecked Vality's map and still found Folsi sunken in the platform. Did you notice any problem with her at all? Again maybe it's because I'm not playing with the Tribunal/Bloodmoon expansions...which I may also need for Vality's map to work too. It's very rare for me to find yellow blobs - I'm pretty careful about installing mods correctly. So many mods that I love require the expansion - so I guess I'll have to get my hands on another CD to get them back in my game world again. I think a friend can lend me hers. ~m ps. If you want to include the map in your Suran House - I would like to see it there - one less extra mod to worry about. [Edit] I haven't used VTA - I thought pilot was joking when he first mentioned it to me. Sounds great but I'll wait to install it...now's the time for cleaning up my game. Thanks for the link anyway.
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Post by Intrepidacious on Apr 5, 2007 3:15:42 GMT 1
Thanks, OK I actually DID put the map in the Home. It's graphically heavy -- about 262,000 faces on that object alone! It was no problem at all -- I just added a door in the center rear wall of the storeroom (to the right of the big mushroom) and put the map in its own room in its own cell. That's actually all finished. I imagine the mesh subfolder didn't get copied into your game for the map? The map is gorgeous, but it's just that -- a lovely feature. No functionality -- it's just gorgeous to look at. But the download, which would be under 200 KB without the map, will be about 4.9 MB with the map! What do you think? Seems like a lot, doesn't it? The striderport has been modified by my mod. It looks just fine in my game -- and even on another PC which is basic Morrowind only -- but of course it's still modified and should not be. There are a couple of references to the ex_hlaalu_striderport in the mod details, but I can't see how to clean them out! Any ideas? Here's the latest Home -- teleport ring, map room, everything, if you'd like to see an example with the map room! See if it seems worth the extra download size? www.omashu.net/Elderscrolls/Intrepid/Morrowind/Home4/Home%20in%20Suran%204.1.zip
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Post by osiris on Apr 5, 2007 8:55:03 GMT 1
I imagine the mesh subfolder didn't get copied into your game for the map? If you use files by other authors in a mod, you should use TESRespect and TESFiles in order to pack them in your custom subfolder(s); otherwise your plug - in may share files with other mods, and that may cause problems if a whichever player will decide to remove a mod from his game. Not really, look what Vality7 says in his site and in the readme: "If you want to use this mod as an ingame table map with an added fast travel feature built in, then read the instructions below. The .esp adds a 3D table map of Vvardenfell to the lower floor of the 'Census and Excise Office' in Seyda Neen. You can use it to instantly teleport to a few selected exterior locations if you wish. So far I have placed markers for what I consider to be main locations:Vivec (foreign quarter), Ebonheart, Seyda Neen, Pelagiad, Suran, Balmora, Caldera, Ald Rhun, Ghostgate, Red Mountain, Hla Oad, Gnaar Mok, Gnisis, Khuul, Maar Gan, Dagon Fel, Vos, Tel Mora, Tel Aruhn, Sadrith Mora, Tel Branora, Molag Mar." Look at the picture with all the markers"Feel free to add new markers or copy the table into other cities or interiors etc. and send me the esp and i'll add it to the download page." Where's the problem? There are mods that are even 50 Mb! Hum, Solstheim Castle? Though there's even a low - res version available as well. Don't be scared about resources, your download will remain smaller... Can you be more precise?
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Post by Intrepidacious on Apr 5, 2007 15:04:01 GMT 1
OK, I think I might know what's up -- the Vvardenfell-plus-Bloodmoon version may not have markers, and that's the one I downloaded, tested, and put in the Home. I'm downloading the Vvardenfell-only version which shows markers on the screenshot.
If you look at the Suran Cell (6, -6) in the CS, you can see that the actual striderport is showing as modified. Not sure how to clean that from being modified. TESAME doesn't seem to want to remove it from the CELL properties, and I can't do it with the DETAILS tab, either. But maybe I'm missing something.
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Post by osiris on Apr 6, 2007 17:18:07 GMT 1
I have downloaded the new update, but still i had not the time to have a look at the landscape with the CS; but TESAME... maybe that you have experienced some other bugs with it in these days? It's a very good utility but seems to be a bit instable, some users said that it's often impossible to close it; so maybe you just need to reinstall it. Oh and try the TES Enchanted Editor as well, it's really really good and can do many things impossible to do with the solely standard construction set.
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Post by Intrepidacious on Apr 6, 2007 18:29:25 GMT 1
There's no landscape problems -- just that siltstrider that shows as modified. It probably was nudged a bit or something. It's shown as a REFR entry, and TESAME displays it but won't remove it. Similarly, the Details tab in the Contruction set shows it, but won't let me do anything about it.
One thing I could do is go in the Construction Set with NO mods loaded and write down the XYZ coordinates and XYZ angles of that striderport. Then open the MOD and then set them identical to the original values, if they're different at all.
That way even if it is technically modified, for all PRACTICAL purposes it's not modified.
Then we'll see if there is any more issue with that port.
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Post by osiris on Apr 6, 2007 20:28:36 GMT 1
Yeah, your idea is good; though you can think about a patch .esp, too. Tell me if that will work. Glad you liked Vality7's stuff: he's very young but talented, don't know if you have heard about his "Cyrodiil: Dawn of Oblivion" project.
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Post by Intrepidacious on Apr 6, 2007 22:28:28 GMT 1
Once, I did actually open the mod in the Enchanted Editor -- but that editor is just scary, not to mention undocumented! I did see the striderport and I've no doubt it could remove them -- I guess I'd just have to keep plenty of backups and try different things, experiment.
I wonder why TESAME won't let you remove them? They don't show up unless you doubleclick on that CELL line for coordinates 6, -6. The entries then show up in the lower half of the split-window where it seems you're just allowed to view items but not do anything about them.
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Post by osiris on Apr 7, 2007 9:54:06 GMT 1
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Post by Intrepidacious on Apr 7, 2007 18:52:10 GMT 1
Ah, okay -- when I downloaded it some time back I kept seeing it mentioned that there was no documentation for it. Opening up the Home mod in that editor with no documentation definitely looks a little scary. It's not exactly intuitive -- TESAME is a breeze compared to this one, but TESAME appears unable to do some things, like removing those striderport references inside of the Suran cell. Got the manual, thanks.
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Post by osiris on Apr 7, 2007 18:59:55 GMT 1
I tried to delete stuff with my own TESAME and it works - so i think that's a problem of your installation. Just try to reinstall it, since it looks like a nice but kinda buggy utility to me now. Hope you'll start to messing around with Enchanted Editor soon, it's definitely a very good tool and does some things that are impossible with the CS.
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Post by Intrepidacious on Apr 7, 2007 22:25:10 GMT 1
TESAME works fine, but you'll notice if you look at my mod with TESAME that there are no ex_hlaalu_striderports listed at all. But if you doubleclick on one of the Suran CELLs, then you get all the info on that cell in the lower panel of TESAME, showing what kind of data is being recorded there. www.omashu.net/Elderscrolls/Intrepid/Morrowind/Home4/tesame.jpgThat's where you see references to the striderport, and I don't see how that's edited down in that panel. I guess TESAME isn't designed to edit that deeply? See what you think, but I think I'll try Enchanted Editor. Some comments in the Help for TESAME are odd -- like he says he doesn't have a clue what the PGRD item type is, so leave it alone. But I'd be that's just pathgrid data for customized pathgrid. [EDIT] Managed to clean the striderport references with Enchanted Editor. Added more travel services when I realized Seyda Neen wasn't even represented. So... travel services include: Caldera, Aldruhn, Vivec Foreign Quarter, Vivec Temple, Seyda Neen, Sadrith Mora, Dagon Fel, Gnisis, Ghostgate, Balmora, Khuul, Vos, Tel Vos, Maar Gan, Tel Mora, Tel Branora, Hla Oad, Tel Fyr, and even the top of the volcano -- Dagoth Ur, not to mention the Ashlander camps. Granted, that's a bit abusive -- the patrons in the restaurant even have travel services to accomplish all that! Decided not to go with the map room after all. I already had travel services and the pushpins on that fast-travel map are hard to find. I also would have wanted the map a little larger which would have meant scaling it a bit and moving all the pushpins, and even then you'd probably have to hop up on the table to uses some of the pushpins. Would be WONDERFUL if you could be so kind as to check it out ONE more time. There is one issue -- the teleport ring doesn't bring Obi back with you (or probably any companion). Have to work on that. DOWNLOAD (about 50KB) www.omashu.net/Elderscrolls/Intrepid/Morrowind/Home4/Home%20in%20Suran%204.1.zip
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Post by meadowfae on Apr 8, 2007 11:56:00 GMT 1
Hi Intrepid, Well it's 6:40 a.m. so here is a brief update on this Eastern morn. Folsi is fine and standing properly on the Suran siltstrider port. Enchanted Editor must really be enchanted! Everything seems to work fine. I didn't try teleporting with Obi to test the return trip. But this is a great house to have now for getting around Vvardenfell easily. The ring is a definite must-have. Thanks. Fae decided to have a housewarming to celebrate her new home. She invited a few friends over for dinner, music and storytelling. It's probably going on all day so if you're hungry for barbequed tofu wings, wickwheat salad and baked corkbulb root, c'mon over. Suran Housewarming PartyHappy Housewarming! ~m ps. The lanterns in the restaurant aren't too many imo, and I also like the lights on the side of the house. [clapping smiley and a thumbs up] UPDATE: Just discovered that if you click on the above photobucket link, then click 'expand' and then maximize your page and click the green arrow to the right of the slideshow - you will see it in all its glory - full screen. (doh! ) But you already knew that...right? ;D
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Post by osiris on Apr 9, 2007 15:55:38 GMT 1
A little note about teleport things: the ring doesn't work for the guar because Morrowind can teleport multiple NPCs / creatures only if the service is provided by another character (guild guide, boatmaster or such); otherwise, the teleport will work for the solely playing character. So if you travel with Obi and then take a boat or Silt Strider to go back to Suran, there shouldn't be any problem at all; otherwise, you will have to find a workaround by scripting (if it's really possible to create such a script, of course).
Had a brief look at the updated House, and things works good.
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Post by Intrepidacious on Apr 9, 2007 18:38:21 GMT 1
Meadowfae, thanks again for looking at it one more time; and the slideshow was nice! Just wish I could pause it.... Osiris, thanks again, and I was starting to suspect that was true, that I'd need to do something like the travel agent mod. OK, hmmm, maybe I can have the ring PlaceAtPC, where the ring summons a travel service NPC there, then she transports us back Home, then she gets moved to Home? Basically the way the VTA Travel Agency works. though the VTA agents probably go to a holding cell. I'll have to look at that.
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