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Post by Intrepidacious on Mar 18, 2007 22:25:50 GMT 1
Any weapons or shields should be worthless replicas -- though I should doublecheck their gold value. But a nopickup script would be nice just so they'll stay there! So you sent me two separate emails? I received the first email with an ESP file, subject "Home v4.0", in which you said "Here's the mod. Have fun!". Later I got another email with this message: The message or an attachment did not reach the intended recipient(s).
Subject: Clean Home v4.0 (2) From: (your email address) To: (my email address) Date: Sun, 18 Mar 2007 15:43:53 -0400
Reason: Action: deny
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Post by osiris on Mar 18, 2007 22:33:39 GMT 1
Any weapons or shields should be worthless replicas Hum, i'm not sure: check the shield. ;D The e - mail: yes, i sent you a second one... don't know why you got that message. But I will retry tomorrow!
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Post by Intrepidacious on Mar 19, 2007 1:32:27 GMT 1
That's funny, I didn't look at the gold values very closely, did I? What's the difference between the last clean esp and the clean esp I haven't seen yet? I made lots of clutter changes, setting the table, etc., but I can redo all that if need be. One thing that worries me is that the chests didn't look renamed to me. But they were empty. Perhaps they're already empty chests and it's okay. I hope, way back then, I didn't empty an existing chest and place it in the home without renaming. I'll have to look at the database with no mod loaded and see what that chest name looks like, if it has clutter or not. I did rename one and replace all the chests with the renamed one now. I'm working on getting Obi and Stanly as companions using Grumpy's packguar script, etc. Trying to match things up but I can't seem to get anything in the "Greeting" panel for the guar. Grumpy had a greeting in that dialogue panel....
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Post by osiris on Mar 19, 2007 11:18:21 GMT 1
What's the difference between the last clean esp and the clean esp I haven't seen yet? Oh, nothing special: i had just ripped off the "White Guar" and "Steam Centurion" things, as they were unwanted. That about it; so if you are going ahead with the mod by yourself now, you don't need any other updated .esp by me actually. The chests: which is the problem? As you know, you don't need to change IDs if you drag - and - drop an item from the object window to a brand new cell made from scratch: the mod will be clean. So you just need to put default empty chests in the house. The companion guars: to be honest, i wouldn't add a new Tribunal dependency to a nice mod that runs good as is, and for 'just' two critters... contrary to what other modders says, you don't need any Tribunal or Bloodmoon in order to make an advanced companion mod; just the ability to script or, better, to attach a companion script who runs with only Morrowind. Like the one that you get with Vorwoda's Hyppolita and Decius (scroll down the page). Tribunal is the first expansion that came out, then the easier the better; instead, i always think that some folks around here doesn't own it, so why they shouldn't enjoy my mod? I want to see everyone play with it! I exercise common sense. Oh but feel free to ask support, if you're going to try out Vorwoda's work. For now, i can tell you that he will give his permission for sure... He's a very nice person indeed.
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Post by Intrepidacious on Mar 19, 2007 13:14:15 GMT 1
Oh you may feel most very assured that I'll be maintaining Morrowind-only dependency. I wouldn't like to download a mod and then find I can't run it just because there's a dependency. I don't mind dependencies where there's a really pressing reason to do so, but otherwise I want to keep it basic. I think that the main reason Grumpy had Tribunal dependency was for companion share, don't you think? Grumpy was making a packguar, so companion share was critical and the Tribunal dependency probably was essential. But if that's all it's needed for, I'm not concerned with companion share. It would perhaps be a handy feature, but the guar are little and have no packs! It would be easy to make them packguars but that'd ruin them. These are just a couple pups to go outside with you once in a while. I keep re-verifying that the CS is only check-marknig Morrowind, and so far that's still the case. Good to hear my fears were unfounded on the chest. Oblivion's CS is a little different -- dragging a chest into the world just creates a reference to that base object, and to modify the chest's contents you have to edit the base object, which means you better make a copy of that base object if you want the chest emptied. Having to get used to the Morrowind CS. Grumpy set his packguar to flee when attacked -- aggression 0 and Flee 100. Not sure whether that's best? So far, following Grumpy's model, I have the spells (levitate, water breathing and water walking) in place that the script accesses. I have the ENTIRE script on Obi, which is a big step in itself, and no syntax errors. I have the dialogue in place, except for the Greeting tab. On Grumpy's packguar, in the box on Dialogue, the Greeting tab has an item. Not sure how to get that on Obi, though. I can see the greeting tab, but cannot seem to add anything there. Not sure what I'm missing. Also when I walk up to Obi and hit the spacebar, I get his inventory! I need his dialogue box instead. So I think I'm close.
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Post by osiris on Mar 19, 2007 15:15:08 GMT 1
Oh you may feel most assured that I'll be maintaining Morrowind-only dependency. Hum, i'm not sure that Grumpy's script will work with the solely Morrowind... The script may get errors. Sure! Sharing is important for a pack guar; playing with normal NPCs i prefer Vorwoda's companions actually, since i can change their outfits and equipment on the fly via dialogue topics (as long as they are vanilla Morrowind items, of course). I am not a big fan of the new "share" window that comes with Tribunal, as it breaks my immersion in the game a little... I really don't know what to say for the other things; but i will have a look, and try to help you as soon as possible; though i think that 'attack' '0' and 'flee' '100' are good... Basically, 'attack' '0' means that the guar will never attack you.
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Post by Intrepidacious on Mar 19, 2007 16:11:46 GMT 1
The script went in just beautifully once I had the custom spells in place and the dialogue topic in place. I may need to rename the dialogue topic from "-follow-" to something similar but different, just in case someone is using the packguar mod along with the Home mod?
And change the CS name of the spells from spell names like "1gr_guar_ww" (water-walking spell for the guar) to a name that's unique to the home, again for compatibility of using both mods at once.
Just that "Greeting" tab on the dialogue that I had problems with just before bed last night. There's a topic in there in Grumpy's packguar mod, trying to learn how to put one in there for Obi.
This is all my first experience with dialogue, by the way.
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Post by osiris on Mar 20, 2007 13:27:42 GMT 1
I may need to rename the dialogue topic from "-follow-" to something similar but different, just in case someone is using the packguar mod along with the Home mod? I'm sure that only scripts IDs and creature / NPCs IDs should be changed; simple dialogue topics aren't so important, as you can see that dozens of generics vanilla NPCs uses the same lines... But perhaps i'm mistaking now, have a look at Calislahn Dialogue Basic Tutorial (scroll down the page) and tell me if that helps. However, to change the spells IDs is right. Just a thought: isn't funny to see critters casting spells? You may give them just a permanent water - breathing ability and things will work fine IMHO...
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Post by Wildman on Mar 20, 2007 19:18:49 GMT 1
Just a FYI on the tribunal dependancy and companions, pre-tribunal scripting does not accept variables for SetPos, so you can't use warp scripts. And of course theres no companion share either.
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Post by osiris on Mar 20, 2007 20:43:35 GMT 1
And of course theres no companion share either. Thanks for the point, Wildman! If for "companion share" you mean the little window that pop - up when clicking on the "Share" option in the dialogue menu, i agree with you. But... I wouldn't to appear as a boring person; however, i must to point out again what stated above: to change companions' stuff is possible even with the solely Morrowind.esm; check Vorwoda's Hippolyta and Decius companions here; both are advanced companions, they comes with a quest and works very good.
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Post by Intrepidacious on Mar 21, 2007 2:46:52 GMT 1
That's interesting that Grumpy's script went in fine with no error messages although it has the SetPos command. I guess it's not foolproof in checking things like that.
There's still no "specific" Tribunal dependency indicated in Data Files, but I wonder if it will at some point work just fine for me just because I have Tribunal, and not work for someone else who doesn't have it. So it would be an 'effective' Tribunal requirement. If so then I'll have to carefully remove those elements since this is not important enough to set a Tribunal requirement.
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Post by osiris on Mar 21, 2007 15:27:01 GMT 1
but I wonder if it will at some point work just fine for me just because I have Tribunal, and not work for someone else who doesn't have it. It could be; effectively the expansion packs patches and especially upgrades the CS, so what work for you couldn't work for others, no matter if you read or not some requirements in the editor windows... For example, if you have only MW + BM you can create an interior cell that behaves like an exterior one even by loading the solely Morrowind.esm; but who *doesn't* own Bloodmoon (or Tribunal) will not be able to play your mod. That's my experience about the "interior cell" thing; i can't really speak about scripting stuff right now, since i'm more a visual person than a script expert; and even because there are really *tons* of companions out there and everyone has its different brain... So my suggestion is: test, test, test; read manuals and tutorials, and let me know how the things goes. Even because i'm so curious to know more about your experiments with the packguar script. Back on the house, are you going ahead with the refurnishment? I would suggest youi to have a look at the landscape outside the building too (i don't remember if i have already pointed out this), there's an area on the right of the main entrance near the road that leads to the Ascadian Isles that needs a bit of vertex shading.
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Post by Intrepidacious on Mar 22, 2007 0:00:22 GMT 1
Thanks for the reminder of that texture -- had a pretty sharp edge there between textures, eh? Fixed it by setting the neighboring texture properly. Also did some terrain editing to drop the mounds of earth around that corner, and removed the cement blocks around/under the front door and raised the terrain so there's grass there, and placing some nice plants there. Think I'll put a little bit of clutter and more landscaping outside the home. I've been working on interior clutter, decorating those front two bookshelves near the front door, etc. The table is fully set, though a nice centerpiece would complete it. Added a bucket and a couple of fishing poles near the canoe under the stairs. Added a couple brooms leaning inconspicuously in a couple spots. I put some alchemy equipment on the table in the bedroom; not sure if it should stay there or not. More tuning of the pathgrid. Added the imperial flags on flagpoles like they have at Ebonheart. Trying to decide what else to do, aside from troubleshooting the guar....
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Post by Wildman on Mar 22, 2007 19:35:43 GMT 1
Yes, very true, but you can't add modded objects, however Vampire Embrace I hear used some scripting magic to make a "companion share" using the dispose of corpse window or something or other, I'm not sure I've never used the mod. You can also use the console to add whatever you want to any npc or creature no matter what version you have, as long as you know the object ID I don't know if the warp scripts will crash a morrowind only installation or if they just won't function. I don't feel like unistalling to find out, lol. Adding companion share would not crash a morrowind only installation however, as it's simply a local short variable named 'companion' in the script. So if you have tribunal or bloodmoon, you'll have comapnion share, if not you don't.
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Post by Intrepidacious on Mar 22, 2007 20:32:40 GMT 1
Honestly I don't feel like uninstalling either! My only problem right now (and I've just not looked into it further) is that when you click on Obi, the pet guar, you get his inventory, when I think you should get a dialogue box. Perhaps that's because I haven't got the greeting tab configured yet on the dialogue. But I couldn't seem to enter anything on that screen. Will look at it again tonight. Dialogue is all very new to me and here I am trying to do my first dialogue with a guar!
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