Any activity on ST:Morrowind?
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05-31-2006, 02:57 PM,
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Nohrgirm
Hey Steve
I dont think I've seen this quest yet, could you enlighten me on it and I will go check it out thank you also if your in the mood for fixing bugs theirs always "Ashelon" let me know if you got time for it thanks Bob
I am a free single guy again, but I am still addicted to Elder Scrolls
http://z10.invisionfree.com/Island_of_Ra...hp?act=idx Enjoy the Great taste of Diet Bob, with Zero Calories |
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05-31-2006, 03:39 PM,
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Hey Bob,
The Nohrgirm tomb is in the Reich Hills; COE -23 4 puts you right beside it. Go through the entry door, then through the door on the other side. On the other side of that room is a hole in the wall; on the other side of that is the warlock Dren. Approach him too closely and he sics his golem on you and disappears. At that point, teleport is disabled, your way in is blocked and you have a 5000-HP stone golem to play with.-) The problem was that if you did manage to kill him, you were still trapped.-( That part's fixed now. Thanks, Steve |
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05-31-2006, 06:34 PM,
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Dumac
Thanks for the info
with regard to your dumac fixes, I installed it and ran without a problem, however I noticed that the update u sent does not include Blacklight and other northern areas of that region I have a revision (1-4_4) from ADCK which includes all of the above not a problem, I will send it to you, its 10megs I suppose I'll have to upload it to some mirror sight as razorwing has indicated previously, Im not to familiar with those things but I might figure it out anyway I was wondering if you had saved your fixes to a seperate esp and if so just send me that file and I can merge it to the 1-4_4 for some reason my system locks up when I try to merge the 1-4_4 and the Dumac esp I am assuming because its just too big thanks for yo help Bob
I am a free single guy again, but I am still addicted to Elder Scrolls
http://z10.invisionfree.com/Island_of_Ra...hp?act=idx Enjoy the Great taste of Diet Bob, with Zero Calories |
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05-31-2006, 07:28 PM,
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Sorry to butt in, but Sacarrow, could you send me the ZGA plug combined with silgrad, the resources included, and with a door in seyda neen attached to the path from the rocks that leads to ZGA? Its for personal use, and I cant do it with this labtop
thanks |
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05-31-2006, 08:34 PM,
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Reply to Bob
Bob,
Before I send anything, I just want to confirm that my setup won't contaminate anything.-) Any version I mention is US, BTW. I have all 3 ESMs on my machine, which brings the version number up to 1.6.1820, so any save that I do will cause the ST ESP to resync with that version which currently is not true for 1.4.3. The only plugins and resources I have on this version are related to this ST development: ST 1.4.3, ZGA and Dumac (no additional resources for Dumac, but quite a few for ZGA). I think this is a pretty clean-room environment, but of course that is your call.-) If that setup is OK, what I can send to you is a version based on 1.4.3 that incorporates the slave dialogue fix, the account balance fix, and the changes to the Dumac exterior except for door markers; I can send you coordinates and rotation info for them separately so that once they're created by connecting cells to doors, they can be manually edited to place them where I have them. As for 1.4.4, the work that ADCK has done in combining the regions of NW MW sounds super-cool. I do have a couple of questions on that: - I have some qualms about combining with Firemoth since that is from BethSoft. Obviously adding a magic door or a pirate ship or an Argonian with a leaky boat to a Bethsoft cell is necessary to even get to plugins, but I don't know if BethSoft has a policy on wholesale incorporation for distribution. Just being a little paranoid here. - Which version of Blacklight is in 1.4.4? As for making releases, once we agree on a suitable setup for my box, I should have plenty of horsepower to "make it so". Hopefully that will make up for my total lack of artistry and imagination Thanks, Steve |
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05-31-2006, 09:34 PM,
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reply to steve
Thanks Steve
I don't think their will be any problem with contamination I know I dont understand what you mean by ZGA, I'm still in the sponge mode learning what I can, and I do appreciate your enlightenment As far as the 1-4_4 it is rather good, I havent had a chance to go through it all but I have wandered around and looked at things and its all good sao far I also have a thing about the firemoth incorporation and Im not sure either if thats an issue, I would assume it would be, but for internal use at this point I can live with it It will have to be removed before any future release to the gaming community The Blacklight version thats included was not specified, but from looking at it I think its the 1.31e again this is just an assumption on my part (sponge mode) I'm pretty sure at this point my PC can not handle merging the 2 esps. (1-4_4 and your updates) after several attempts I just gave up. Just so you know I appreciate the work your doing, I wouldnt even consider asking anyone to stop what their working on, but at some point I will have to ask everyone to hold off on TES3 for a very short time to regroup and we can all get our bearings about where we are at (mostly me)(cause I know mostly nothing) Thasnks for everything ...please send what you got thanks Bob
I am a free single guy again, but I am still addicted to Elder Scrolls
http://z10.invisionfree.com/Island_of_Ra...hp?act=idx Enjoy the Great taste of Diet Bob, with Zero Calories |
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05-31-2006, 10:23 PM,
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ZGA is Zergonalishia, the daedric shrine I made and that sacarrow is finishing up
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06-01-2006, 04:19 AM,
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@ Firemoth Plugin, there won't be any problems, others have done this in the past without complaint, eg: PirateLords Redesigned Vivec incorparates the Fletcher plugin, and that's been out for a while, it would only be a problem if we used beth's meshes/textures in another game, eg: Oblivion...
Why did I add it? Compatibility, I didn't want ST's landmass to corrupt Beth's landmass. Firemoth's landmass could easily be removed if necessary, I'll find out what cells it uses when i get home, I really doubt it well be a problem though, we havn't used/altered any of beths work, and it's not as if were claiming we designed it. For those that don't know what my work on the mod was: I combined ST, Blacklight and Siege at Firemoth into one plugin, removed all the seams and invisible walls, and added a few missing cells between the mainland and the islands. I did this originally for my own personal use, but when i heard ST was reopened, I decided to share my work with you guys... ~ADCK
MSN: ancientdwarvenchaosknight@hotmail.com
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06-01-2006, 04:29 AM,
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response to ADCK
Thanks
For the info I personnally think it was a good Idea to include the Firemoth and you are correct, as I think about it I have seen other mods which included esp's or portions of esp's from bethesda and I have not heard of any issues about them being used It might however be a good idea to have a second esp without firemoth just in case their could be an issue If its not too much trouble and you have time could you do this and provide it for the team Thanks again Bob
I am a free single guy again, but I am still addicted to Elder Scrolls
http://z10.invisionfree.com/Island_of_Ra...hp?act=idx Enjoy the Great taste of Diet Bob, with Zero Calories |
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06-01-2006, 04:51 AM,
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A question for ADCK
How ugly will it be to incorporate future versions of BL:TES3 into the combo plugin?
Thanks, Steve |
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