[RELz] hollaajith's Tweaks and Fixes

Post » Tue Jun 24, 2014 1:42 am

I know the feeling, I'm waiting to finish working on a big mod to actually start playing the game again! :D

Glad you like that little thing I made... I hope expanding it a little bit. :)

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Nauty
 
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Post » Mon Jun 23, 2014 2:36 pm

The Less Bulky Pauldrons mod - is the patch in there compatible with the Better Weapons and Armor esp from the Morrowind Overhaul?

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adame
 
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Post » Mon Jun 23, 2014 8:26 pm


ooh always interested in magicka mods!
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Tiffany Castillo
 
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Post » Mon Jun 23, 2014 1:05 pm

Any mod replacing meshes for pauldrons is going to conflict. So while installing MGSO, if you selcted Reflective armor, then installing my mod gives non-reflective pauldrons.

I don't have MGSO, so you might have to unselect reflective armor in MGSO or if somebody could PM me the pauldron meshes from MGSO, I could make the patches.

Mine is nothing fancy like Dopey's, just a hodge podge of existing magicka mods :tongue:

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A Lo RIkIton'ton
 
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Post » Mon Jun 23, 2014 12:48 pm

updated Assassin Ambush to v2

Merged this with 'DBAttack Tweaked' and added chance for Morag Tong assassins to attack in sleep as you complete specific house quests ike Ordinarin, Shishi etc.

http://download.fliggerty.com/download--879

http://morrowind.nexusmods.com/mods/42619/?

'DBAttack Tweaked' will be no longer updated since everything concerning DarkBrotherhood can be incorporated in this mod.

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Jason King
 
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Post » Mon Jun 23, 2014 2:23 pm

I've already killed 3 Ash Vampires in my game, if I install your mod now, will Dagoth Ur still be weakened?

Thanks.

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liz barnes
 
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Post » Mon Jun 23, 2014 2:03 pm

Yes.

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joseluis perez
 
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Post » Tue Jun 24, 2014 2:23 am

http://www.gamesas.com/user/778160-hollaajith/
I read this in readme - Morag Tong Assassins may strike in your sleep.
But I dont understand, they attacks when player not joined to Morag Tong only?
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Eire Charlotta
 
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Post » Mon Jun 23, 2014 8:12 pm

Perfect, I'll download it now.

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Amber Hubbard
 
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Post » Mon Jun 23, 2014 5:36 pm

I thought about this particular aspect for a while and came to the conclusion that Morag Tong are a very professional guild. So they would would target the PC even if you are a member of the guild.

Welcome the counter arguements to this. But I see your point. If the PC is a high ranking member of the Tong, then it might present quite a dilemma.

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Spaceman
 
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Post » Tue Jun 24, 2014 1:18 am

>Welcome the counter arguements to this.
)Ok.
Morag Tong member only would be attacked if hero fights for Grandmaster rank, when hero exepted from MT and kill somebody from MT (see interesting dialogue in Order topic for MT (result ;Note to self: enable assassins here) for Master rank), when hero kill some MT member by Mephala quest. I think this 3 simple rules works to NPC too).

So if MT assassins attack player, they should do this if player rank lower than Master, I think.
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Shaylee Shaw
 
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Post » Mon Jun 23, 2014 10:16 pm

Yes, I see.

Could add rank check for PC. If the PC is lower than Master ( the rank which you can accept Writs ), he would be attacked. If not, then he won't be attacked.

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Maria Leon
 
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Post » Mon Jun 23, 2014 9:28 pm

>Could add rank check for PC. If the PC is lower than Master ( the rank which you can accept Writs ), he would be attacked. If not, then he won't be attacked.

Also looks like this greeting dont spawn assassins anyway, so there is good chance to rebuild cuted MT assasins attack by greeting.

Also I think that lower hero level when assassins start attacks should be 6.
This from Morrowind XBOX db_assassinScript script:

if ( player->GetLevel >= 30 )
set playerLevel to 5
else
if ( player->GetLevel >=20 )
set playerLevel to 4
else
if ( player->GetLevel >= 10 )
set playerLevel to 3
else
if ( player->GetLevel >=6 )
set playerLevel to 2
else
set playerLevel to 1
endif
endif
endif
endif
How you think?
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Wayne W
 
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Post » Mon Jun 23, 2014 6:17 pm

I don't care about level, although it plays a part. If you are influential, ( i.e. high ranking member of a guild or have high reputation ) you should draw notice of the people hiring the assassins.

Your DB assassin heat rate is calculated using the following formula to get a scale of 0 to 5.

    0.5 * [ ( ( Sum of all guild rankings )/8 ) + ( Reputation / 5 ) + ( Level / 5 )]

So, if you have 0 global reputation and not a member of any guild, You have to be level 10 to get a chance of attack. As the heat increase through 1 to 5, the chance of attack increases, so does assassin's level and number. Also, I have given double weightage for being a member of Great Houses, Temple and Morag Tong.

Morag Tong's attack is triggered by specific quests from Great Houses like http://www.uesp.net/wiki/Morrowind:Odirniran_%28quest%29 or http://www.uesp.net/wiki/Morrowind:Shishi_%28place%29 which directly affect rival house's affairs. So, the rival house won't care if you are low level, what matters is you caused trouble to them and hence want you dead.

P.S

Updated the mod Assassin Ambush

Now if you are 'Knower' or higher, you won't get attacked by Morag Tong assassins in sleep.

http://download.fliggerty.com/download--879

http://morrowind.nexusmods.com/mods/42619/?

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chloe hampson
 
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Post » Mon Jun 23, 2014 2:03 pm

>Morag Tong's attack is triggered by specific quests from Great Houses like Odirniran or Shishi
If you kill lord of other House by your Stronghold quest, so MT assassins would attack you after that?

>Safe Places include --
Vivec's Palace - its illegal to sleep here.
Almalexia's Chapel - its illegal to sleep here.
etc.
In your plugin assassins attack when hero sleep only, like vanilla?
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Max Van Morrison
 
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Post » Mon Jun 23, 2014 7:28 pm

No, by specific quest like http://www.uesp.net/wiki/Morrowind:Shishi_%28place%29 where Redoran and Telvanni were fighting and you help to take it under your house's control. Also, by the time you get those quests to kill lords of rival strongholds, you would have completed those other quests. But you make a valid point. Might add another level for assassins after you kill rival lords.

Yes, if you won't sleep, you won't get attacked, except when you are off questing to remote places :devil:

Might improve the last bit in next update around end of this week.

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Mike Plumley
 
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Post » Mon Jun 23, 2014 6:07 pm

I think you have found a good balance for this. :)

Probably the conflict of interests in being both in a Great House and in the Morag Tong should be handled at its base - that is,by not allowing to join both.

But that would be out of the scope of your mod, and probably only appeal to some lore-nazis. :P

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JD bernal
 
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Post » Mon Jun 23, 2014 11:47 pm

For Assassin Ambush, I'm having problems where my game crashes right after an assassin teleports away. I have no idea why this might be happening....

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Scotties Hottie
 
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Post » Mon Jun 23, 2014 1:30 pm

I've tested teleportation several times and it hasn't crashed with me. what other mods are you running? does it crash when the assassin casts 'recall' or when he disappears?

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Killer McCracken
 
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Post » Tue Jun 24, 2014 12:17 am

It crashes when he disappears. I have to wait until i get home from work to post my mod-list, but before that point I can at least describe what happened.

My char sleeps in Tel Uvirith, upper tower, usually with 1-2 companions in follow mode. I wake up and get attacked by three assassins. My companion fends off two while I back up and tackle a third. Right as the third is about to die, I hear the recall noise, and he disappears. Almost immediately afterward, my game crashes to desktop.

I did some minor research into this and found that disabling an object/npc within its own attached script (as opposed to a script not attached to the NPC) can sometimes cause crashing, but I don't know if that's the situation here.

I'll post my load order as soon as I get back home from work. Worst case scenario, if the problem can't be figured out I can just turn teleporting off I suppose.

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Jennie Skeletons
 
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Post » Mon Jun 23, 2014 4:06 pm

My Load order is below:

_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Rise of House Telvanni.esm
_005_ Morrowind Patch 1.6.5 Beta (BTB Edit).esm
_006_ GDR_MasterFile.esm
_007_ Book Rotate.esm
_008_ MW_Children_1_0.esm
_009_ BT_Whitewolf_2_0.esm
_010_ Poorly Placed Object Fix 1.2.esm
_011_ abotWaterLife.esm
_012_ Weapon Rotate.esm
_013_ UCNature.esm
_014_ Skyrim_Data.esm
_015_ ShotN_TheReach_v1.1.esm
_016_ MCA.esm
_017_ TR_Data.esm
_018_ TR_Mainland.esm
_019_ BetterMusicSystem_1.9.1.esp
_020_ Changing Faces Replacer.esp
_021_ Vampire_Embrace.esp
_022_ Theurgist.esp
_023_ vn_lichcraft2.esp
_024_ LGNPC_NoLore.esp
_025_ Dagoth Gares_Voice_addon v1.1.esp
_026_ AreaEffectArrows.esp
_027_ Hold it - replacer.esp
_028_ Vivec_Voice_addon TRIBUNAL.esp
_029_ Scripted_Spells.esp
_030_ Book Rotate - Tribunal v5.3.esp
_031_ Book Rotate - Bloodmoon v5.3.esp
_032_ Ultimate Galleon v2.2.esp
_033_ Mechanized Minions 1.6.esp
_034_ ShockCenturionCompanion_TB_V12.esp
_035_ Animated_Morrowind - merged.esp
_036_ abotGuars.esp
_037_ Vampiric Hunger Base.esp
_038_ Vampiric Hunger Extended.esp
_039_ Vvardenfell Druglord.esp
_040_ LeFemmArmor.esp
_041_ adamantiumarmor.esp
_042_ you are being robbed 3.esp
_043_ Grow Towers [Final].esp
_044_ Daedric Forge.esp
_045_ Leveled Animated Practice Dummies_2007.esp
_046_ Tale of the Devious Trader.esp
_047_ Weapon Rotate - Tribunal.esp
_048_ Weapon Rotate - Bloodmoon.esp
_049_ Weapon Rotate - Vendors.esp
_050_ DN-GDRv1_NOM (BTB Edit).esp
_051_ The Neverhalls.esp
_052_ Living Armors 1.3 - Warp.esp
_053_ Ald-Ruhn game of three cups.esp
_054_ Master Trainers.esp
_055_ Oil Flask 1.1.esp
_056_ ME_FamiliarGrimlok.esp
_057_ Traps.esp
_058_ TravelingMerchants_v2_3.esp
_059_ Venefic Vials.esp
_060_ Armory.esp
_061_ Draugr Deathlord.esp
_062_ Hold it - COM addon.ESP
_063_ Antares' Creatures - Beholder.esp
_064_ Antares' Creatures - Green Slime.esp
_065_ ARJAN_A_Lords_Men_v2.0.esp
_066_ Dungeon & Diamond.esp
_067_ Clean Kogoruhn Rebalanced 2.0.ESP
_068_ Kogoruhn Ruins 1.11.ESP
_069_ Expanded Sounds.esp
_070_ IceBradyHurdyRobeReplacerALL.esp
_071_ Tealpanda's Alchemy Essentials.esp
_072_ Archmage's Tower by Antares 2.1.esp
_073_ Siege at Firemoth.esp
_074_ KS_Julan_Ashlander Companion_2.0.esp
_075_ frostmoth_repaired_v0_31.esp
_076_ Enchanting Desk.esp
_077_ BetterClothesForTB.esp
_078_ Living Statues of Malacath.esp
_079_ TLM - Ambient Light + Fog Update.esp
_080_ Divine_domina_part_2.esp
_081_ Divine_domina_part_1.esp
_082_ Divine_domina_part_3_Tribunal.esp
_083_ Almalexia_Voicev1.esp
_084_ SirLuthor-Tools.esp
_085_ Moon-and-Star.esp
_086_ Better Bodies.esp
_087_ LGNPC_SecretMasters_MCA5.esp
_088_ Less_Generic_Bloodmoon.esp
_089_ Divine_domina_part_4.esp
_090_ Divine_domina_part_5.esp
_091_ New Khajiit Diversity(BEAST)X.esp
_092_ Werewolf_Evolution.esp
_093_ LGNPC_AldVelothi_v1_20.esp
_094_ Vampire_Werewolf.esp
_095_ Jiub Companion 1.3.esp
_096_ Key Replacer Trib & BM.esp
_097_ abotWaterLifeTRaddon.esp
_098_ TLM - Light Sources (Natural Water).esp
_099_ TLM - Light Sources (Lanterns).esp
_100_ TLM - External Lights Ownership.esp
_101_ TLM - AdjMod - Siege At Firemoth.esp
_102_ TLM - NPC Light Sources.esp
_103_ JAC_Jasmine.esp
_104_ Westly's Master Headpack X.esp
_105_ mel_ComesByRoad_1_0.esp
_106_ sm_necro_staff.esp
_107_ Better Telekinesis.esp
_108_ New Argonian Bodies - Clean.esp
_109_ New Khajiit Bodies - Clean.esp
_110_ BR_Werewolf_Patch.esp
_111_ Telvanni Vault Extended.ESP
_112_ sm_DwemerStaves.esp
_113_ Protective Guards.esp
_114_ Go To Jail 3.7 - NOM.esp
_115_ Companion Health Bars.esp
_116_ Antares' Big Mod 7.3h.esp
_117_ Propylons_1.2.esp
_118_ Welcome to the Arena! v6.1.esp
_119_ LGNPC_Aldruhn_v1_20.esp
_120_ LGNPC_Aldruhn_suppl.esp
_121_ LGNPC_GnaarMok_v1_20.esp
_122_ LGNPC_HlaOad.esp
_123_ LGNPC_MaarGan.esp
_124_ LGNPC_Pelagiad.esp
_125_ sm_goblinshman.esp
_126_ LGNPC_TelMora_v1_30.esp
_127_ LGNPC_SeydaNeen.esp
_128_ LGNPC_Khuul_v2_21.esp
_129_ LGNPC_VivecFQ.esp
_130_ LGNPC_TelUvirith_v1_20.esp
_131_ LGNPC_SecretMasters_v1_30.esp
_132_ LGNPC_IndarysManor_v1_51.esp
_133_ LGNPC_VivecRedoran.esp
_134_ Less_Generic_Nerevarine.esp
_135_ LGNPC_PaxRedoran_v1_20.esp
_136_ almalexia armor.esp
_137_ Psy_UniqueDremora_T.esp
_138_ Fligg's Slave Mod.esp
_139_ abotSiltStridersTR.esp
_140_ Better Skulls.ESP
_141_ Antares' Creatures - Cecaelia.esp
_142_ Charming Ash Vampires.ESP
_143_ Less_Generic_Tribunal.esp
_144_ DD Ajira's Alchemy Reports.esp
_145_ Building Up Uvirith's Legacy1.1.ESP
_146_ abotWhereAreAllBirdsGoing.esp
_147_ abotThunders&Lightnings.esp
_148_ abotGondoliers.esp
_149_ BB_Grimoires.esp
_150_ Goris the Maggot King.esp
_151_ Illy's Solsteim Rumour Fix.esp
_152_ Packguar_Advanced.esp
_153_ Westly Presents-Dremora Markynaz.esp
_154_ Rincewind's_Luggage_Beta_1.01.esp
_155_ Creatures (lore).esp
_156_ UCArmoryUnique.ESP
_157_ Antares' Creatures - Frost Monarch.esp
_158_ Antares' Creatures - Hill Giant.esp
_159_ NoM_CoM Compatibility Patch.esp
_160_ MA_snowprincetomb_v3.esp
_161_ MyronReducto's_Shrinkwand.esp
_162_ Blasphemous Revenants.esp
_163_ abotBoatsTR.esp
_164_ abotRiverStridersTR.esp
_165_ Calvus and Rerlas.esp
_166_ mel_teleportPlugin_1_3_Patches.esp
_167_ mel_teleportPlugin_1_3_JulanAddon.esp
_168_ mel_teleportPlugin_1_3.esp
_169_ Plaza Brindisi Quest.ESP
_170_ NoM_Creatures Loot PHW.esp
_171_ abotLava&Steam.esp
_172_ Westly_Presents_Unique_Winged_Twilights.esp
_173_ Antares' Creatures - Trolls!.esp
_174_ Antares' Creatures - Treant.esp
_175_ Antares' Creatures - Frost Giant.esp
_176_ Morrowind Crafting 2-1.esp
_177_ Morrowind Crafting Equipment.esp
_178_ constance1_0.esp
_179_ Book Jackets - Morrowind - BookRotate.esp
_180_ Book Jackets - Tribunal - BookRotate.esp
_181_ Book Jackets - Bloodmoon - BookRotate.esp
_182_ Better Clothes_v1.1.esp
_183_ Daedra Summoning Enhanced V. 1.1.esp
_184_ UFR_v3dot2_noRobe.esp
_185_ Living Sword.esp
_186_ Third Person Crosshair.esp
_187_ Close Inspection.esp
_188_ Ownership Indicator.esp
_189_ Time Display.esp
_190_ Note to Hrisskar.esp
_191_ More Better Clothes.ESP
_192_ sm_ForgottenHalls.esp
_193_ AuriOrdCompanion.esp
_194_ Sleepers, Awake!.esp
_195_ EBQ_Artifact.esp
_196_ entertainers.esp
_197_ bcsounds.esp
_198_ Antares' Creatures - Medusa.esp
_199_ Sotha Sil Expanded.ESP
_200_ Get Fezzed!.esp
_201_ Tax collectors 0.3.esp
_202_ MCA - Divine Domina Addon.esp
_203_ MCA - Khajiit Diversity Revamped Addon.esp
_204_ MCA - TR Addon.esp
_205_ MW Containers Animated.esp
_206_ PB_AStrangePlant.esp
_207_ TeaMod_1.2.esp
_208_ Books of Vvardenfell.esp
_209_ Waalx Guenhwyvar.ESP
_210_ COI.ESP
_211_ UL_AshArmor_Plangkye.esp
_212_ Uvirith's Legacy_3.2.esp
_213_ TeaMod_TeaGiving.esp
_214_ UL_AshArmor_DivineDomina.esp
_215_ TurenyalRedone.ESP
_216_ UL_BookJackets_Add-on.esp
_217_ UL_Chess_Add-on.esp
_218_ UL_CoM_Add-on.esp
_219_ Assassin Ambush.ESP
_220_ UL_WeaponRotate_Addon.esp
_221_ UL_3.2_TR_SE1.5_Add-on.esp
_222_ UL_3.2_RoHT_1.52_Add-on.esp
_223_ UL_3.2_MWSE_Add-on.esp
_224_ UL_TLM_Ambiance.esp
_225_ NOM 3.0.esp
_226_ TeaMod_NoM_Patch.esp
_227_ Mills of Morrowind.esp
_228_ NoM_MC Compatibility Patch.esp
_229_ Stinkers 2.0 to 3.0 Upgrader.esp
_230_ Stinkers 3.0.esp
_231_ Hold it - NoM addon.ESP
_232_ TheForgottenShields - Artifacts_NG.esp
_233_ Mashed Lists.esp

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Rhi Edwards
 
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Post » Mon Jun 23, 2014 3:38 pm

Hmm. that quite a load list.

Right. That is strange. the assassin shouldn't be casting recall if his health drops below 1( i.e when he is about to die ). Also, I don't see any mods that could conflict with mine.

About deleting NPC\object, its better to delete with local script ( script attached to the npc\object ) rather than via external script.

P.S Is the crash repeatable, or just a coincidence? was the assassin playing death animation when deleted? it could cause a crash according to MWSFD.

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Sxc-Mary
 
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Post » Mon Jun 23, 2014 10:28 am

It was hard to tell exactly what was going on (three assassins, plus one companion in the mix makes things chaotic) but considering how low the assassin's hp was before the game crashed it may have very well been during a death animation.

This bug has happened several times to me, but I didn't install this mod until I was already high enough level to be ambushed by three assassins at a time, so its hard for me to compare different scenarios.

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Cheville Thompson
 
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Post » Mon Jun 23, 2014 11:43 am

Yep, just happened again with two assassins. Right after they teleported away and disappeared (definitely saw the casting animation).

Only bit of info I could find on point might be this from MWSFD: "If an object is deleted while a targeted script is running on it, the game will CTD. If the target is not necessary but is merely a consequence of the way the script was started, you can usually target the script on the player instead to avoid this: "player->StartScript ScriptName". Otherwise, the script must be stopped before deleting the object."

But if you aren't experiencing problems during your tests I'm not sure that's the issue :/

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clelia vega
 
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Post » Mon Jun 23, 2014 11:52 pm

Maybe it's this. I noticed in the dbassassin scrip the following bit of code:

If ( GetDisabled )	SetDelete 1	ReturnEndif

Could the problem be fixed if it's changed to "If ( GetDisabled == 1)"?

Edit: nevermind, that didn't fix the problem :/

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Mashystar
 
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