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gidz89
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[RELz] Siege at Firemoth

MERGED: Firemoth & Misc Additions

Edited by: gidz89 on 12/31/2013 - 22:46
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Ah had to re-upload it, damn

Ah had to re-upload it, damn link wouldn't work properly, all fixed now, i took the time to tweak it a bit more to make it better, just a few dialogue and script tweaks :)

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gidz89, Great that you

gidz89,

Great that you improved the original version! 

I wonder if it will be possible to use Fort Firemoth like a home for my character?

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Thanks No there's no home

Thanks :) No there's no home option unfortunately, its something i could always do later or someone else it would be pretty cool. There's another firemoth mod that was released coincidentally the same time as mine but mine is all my own work ive been working on it for months it's been a real learning curve. :)

Google docs is being buggy it keeps deleting the file, so i've re-uploaded it (again lol) here

or an alternative temporary link here

best to re-download it if you managed the earlier link anyway there was a little bug in one of the scripts i just fixed up so its an improved version :)

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Oh wow, what a very weird

Oh wow, what a very weird coincidence! This is why you should announce if you're working on something I guess. I have to say though that your version is more of an improvement mod while mine is closer to the original. It's kind of hard to decide which one to use now though :D . Somehow when opening it in the CS there is no landscape where the island should be though...

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I noticed that there are 2

I noticed that there are 2 versions and I should say it's quite democratic 

Those who want original can download one, those who want modified can download the other 

You guys, both are great 

 

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Haha i know right? maybe i

Haha i know right? maybe i should have announced it haha uploaded it made the post and then realised you had released it aswell. :) Yea my original mod was made round about a month ago but it was just a straight carbon copy of the original plugin, whilst being good wasn't really any different from any other fetch quest in Morrowind so decided to add a bit of substance to it :)

The biggest headache was editing it in the CS it kept deleting the landscape cells till i finally figured after months of trial and error that the esm had to be edited to remove the conflicting cells that occupies the Firemoth landspace and voila! i could edit it in the CS. Plus all the form IDs, references etc had to be changed then lighting etc....... haha it was quite the adventure. :)

So basically i had to keep 2 esms spare, normal for playing and edited for opening up the plugin in the CS :)

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Thanks mr_witchhunter! I'll

Thanks mr_witchhunter! I'll probably do a "2.0" version eventually add more features just thought it was at a release-worthy state :)

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UPDATE : if anyone wants to

UPDATE : if anyone wants to just play it then the normal Morrowind_ob.esm will do just fine but to edit in the CS without cells disappearing you will need an edited .esm. Feel free to do anything with my mod and release updated versions or your own versions, even plugins based on it if you so wish, just PM me your email and i'll send a copy of the edited .esm across to you :)

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Oh, that's adorable =) I was

Oh, that's adorable =)

I was always wondering why the Imperials did not manage to restore the Fort after the quest (I understand that it was just a DLC and nobody cares... but still).

So, maybe you would be able to continue the story of a coast Fort and make a nice player-owned home of it

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gidz89 wrote:The biggest

gidz89 wrote:

The biggest headache was editing it in the CS it kept deleting the landscape cells till i finally figured after months of trial and error that the esm had to be edited to remove the conflicting cells that occupies the Firemoth landspace and voila! i could edit it in the CS. Plus all the form IDs, references etc had to be changed then lighting etc....... haha it was quite the adventure. :)

So basically i had to keep 2 esms spare, normal for playing and edited for opening up the plugin in the CS :)

So that's why I can't see the island in the CS. Very weird. It does show up ingame however.

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mr_witchhunter wrote: Oh,

mr_witchhunter wrote:

Oh, that's adorable =)

I was always wondering why the Imperials did not manage to restore the Fort after the quest (I understand that it was just a DLC and nobody cares... but still).

So, maybe you would be able to continue the story of a coast Fort and make a nice player-owned home of it

I agree, it's certainly worth thinking about firemoth is just left a wreck after the quest!

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Brainslasher wrote:So that's

Brainslasher wrote:

So that's why I can't see the island in the CS. Very weird. It does show up ingame however.

Yea its an issue with the original converter, always happens every time you convert it took me forever to work out the workaround! :)

Oh and separating the damn thing was ridiculously difficult so many restarts! haha

See Zilav fixed yours up though, that guy (or gal, don't want to cause offence now) is just amazing with his scripts wish i'd have had that when i started would have solved a lot of headaches

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I see now why the cells don't

I see now why the cells don't show up. It's because their FormIds differ from the master. You cells all have unique FormIds and don't actually replace the Morroblivion ones. Easy to fix in TES4Edit though. Also, the NPCs' FormIDs are setup to be injected into the master(01XXX) . As well as a few spells and other items. There are also a few objects starting with TES4Gecko whose FormID starts with 00.

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Brainslasher wrote: I see now

Brainslasher wrote:

I see now why the cells don't show up. It's because their FormIds differ from the master. You cells all have unique FormIds and don't actually replace the Morroblivion ones. Easy to fix in TES4Edit though. Also, the NPCs' FormIDs are setup to be injected into the master(01XXX) . As well as a few spells and other items. There are also a few objects starting with TES4Gecko whose FormID starts with 00.

No i actually changed them through script when first converted they were identical, and the same thing happened in the CS - i still don't quite understand it. If there's a way to fix it though i'm all ears it will stop the need for the edited .esm if i need to improve it :)

oh the Gecko ones were added when i used the move worldspace function to get some viewable when distant references in :)

That's a thought firemoth should have really been included in the conversion when the project first started not sure why it was never included.

How was your project then Brainslasher did you get any major headaches with firemoth like i did?

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Yes, you changed the FormIDs

Yes, you changed the FormIDs to be unique and not replace anything from the master but it has to start with the number that represents the plugin, not the master. The master is for example 01, while the esp is 02. If your NPCs FormIds start with 01 they are injected into the master. It's not really a serious issue but at some later point the master might use the same FormID for something else and then your NPC will replace that object.

The way to fix the cell FormIDs is to open the esp in TES4Edit, and go through every cell that was added with the plugin by checking the original FormID and replacing the new one with it. For example, Cell -19,-19 would turn from "01900E3B" into "01F8E273". 

The quest, script and adding creatures itself was actually a lot of fun and didn't take that long. However, getting the esp ready, filtering out the "garbage" and then placing all those lost objects wasn't just as fun, though I really wanted to complete the mod. I really have to thank zilav for fixing the FormIDs, he saved me a lot of work that way.

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Ah many thanks so that was

Ah many thanks so that was what the 'injected into master' meant it did it every time i opened it up in TES4Edit haha. I'll look into it a 'cleaner' version would be much better anyway :)

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Brainslasher wrote: The

Brainslasher wrote:

The quest, script and adding creatures itself was actually a lot of fun and didn't take that long. However, getting the esp ready, filtering out the "garbage" and then placing all those lost objects wasn't just as fun, though I really wanted to do complete the mod. I really have to thank zilav for fixing the FormIDs, he saved me a lot of work that way.

Yea i really enjoyed making the quest, and there's a satisfaction when you get scripts working :)
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The script I used to fix

The script I used to fix FormIDs, just in case

http://pastebin.com/cRxWUuXe

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Ah thanks Zilav, and

Ah thanks Zilav, and Brainslasher for your help i now understand why ive been going so wrong haha i'll have a clean version of the mod uploaded later on, so re-download if you want :) Thanks again, that's what i love about this modding community everyone is keen to help :)

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UPDATED: All FormID issues

UPDATED:

All FormID issues fixed and mod thoroughly cleaned, special thanks to Zilav and Brainslasher your help is appreciated oh and Zilav, the script works perfectly :) Get the updated mod here.

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Congratulations on getting it

Congratulations on getting it fixed, especially with all the work you put in it :) Great to see it working. And btw, I love your map. I tried doing something similar but just couldn't get any filters to make it look right. My drawing skills aren't that great either :D .I'll definitely be using it.

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Thanks! yea feel free to use

Thanks! yea feel free to use whatever you wish, the hardest part of the map was getting it in synch took me hours! haha i'm a bit of a photoshop addict myself :) Thanks again on helping me on the FormID issues i finally understand that now! :D