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roxon_55
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Creatures

No they have not been put in Bloodmoon looking up Snow Bears there is 5

EnvyDeveloper
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That means that they are not

That means that they are not in the locations yet? I will get to the creatures later on - and their spawn points will be the same location as it was in Bloodmoon. Only looked at draugrs at the moment.

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Work Solstheim Trees.esp  

Work Solstheim Trees.esp    731.87 KB

So... This can be merged?

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qwertyasdfgh wrote: Work

qwertyasdfgh wrote:

Work Solstheim Trees.esp    731.87 KB

So... This can be merged?

This is roxon_55's work on the Solstheim trees. I looked it up in the CS and everything has got to do with the tree refs in Solstheim. I believe it can :)
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I've been really busy with RL

I've been really busy with RL and other projects that I'm doing, so lately I haven't been doing much except for maybe tweaking some AI packages for the miners. I do plan to eventually finish the expansion quests, it's just progress has been rather slow at the moment. I intend to come back to this from September.

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Has all of your

Has all of your bloodmoon content been merged?

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No, not the AI work.  I was

No, not the AI work.  I was going to have the next two quests debugged ready for v058 but RL kicked in and delayed that. I intend to come back to it in September with a fresher perspective.

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Very nice, we should really

Very nice, we should really get morroblivion finished (by finished I mean all quests made and debugged.) Im glad your working on getting morroblivion finished, I'll try and help out here and there.

 

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Hey EnvyDev caused that even

Hey EnvyDev caused that even I'm interested in getting Tribunal and Bloodmoon fully playable and debugged and I'm willing to help we can join our forces?

I mean while you work on East empire company, in the meantime, I can debug the bloodmoon main quest(I already spotted some errors in the 3rd quest) and the misc quest(like the unfinishable "Moon Soogar Mystery2 quest).Also some Bloodmoon specific meshes use an incorrect texture path.

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Of course you can, we don't

Of course you can, we don't have like a project manager like Bethesda telling us what to do, go ahead and debug the main quest.

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Wrong message.

Wrong message.

llde
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The message was only to avoid

The message was only to avoid having two people working on the same content. As said before I leave the East empire company to Envydeveloper and I will debug bloodmoon main quest.

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Hi, since EnvyDeveloper

Hi, since EnvyDeveloper stated that he wouldn't be able to work on this anymore any time soon I've decided to start doing some work with this. I'm just picking up where he left off. I debugged the To Catch a Thief quest and put all the missing dialogue pertaining to this quest back in. The converter somehow must have missed those lines, most of the others are in there. Anyway, this could be riddled with bugs or not, I tested it a little bit and managed to do the quest the way it was meant to be played. If EnvyDeveloper or anyone else decides he wants to start working on this again, I'm sure we can help each other out. This month is quite full for me schedule-wise so I may not be updating this very often for that time but after that I think I can finish this. This whole quest was done during a day and it only took that long because so much dialogue was simply missing. Anyway, enjoy and any criticsim, concerns or otherwise comments are appreciated.

Okay, it looks like there's a ton of dialogue in the Morrowind Default Quest and not in its specific quest. What am I supposed to do with that dialogue? I'll leave it in for now but it's not very clean is it?

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Thanks for picking this up

Thanks for picking this up :)

About the dialogue - original converter couldn't convert quests (even as base forms) so ALL dialogue that could be converted automatically was put under MorroDefaultQuest. If you want to put it under proper quest, use Right Click -> Move to Quest command on dialogue response.

About other things:
- I highly recommend using Construction Set Extender. It fixes tons of bugs in CS and makes modding actually enjoyable :)
- In your esp you have modified vanilla package aaaDefaultStayAtEditorLocation, which is wrong - such a change will affect ALL NPCs using this package. You should create a new package for your NPC if you want it to be unique.

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Oh, looks like I got a little

Oh, looks like I got a little careless there, won't happen again.  I will probably move the dialogue options into their specific quest just to make it a bit easier to work with. Some dialogue option are still missing though, very strange. And yes, I was thinking about using CSE I just haven't gotten around updating my OSE yet. Thanks for your answers.

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Hi, I finished the Bar Brawl

Hi, I finished the Bar Brawl Quest or at least Falco's line of it, I will do all of his quests first. A few mistakes from the quest before were fixed as well. Again, if there are any mistakes or errors please tell me. I cleaned it with TES4 Edit. Still didn't use CSE yet, though...

 

Edit: Did Falco's line of Discovery in the Mine (fbmwCO8) and fixed several bugs in the quests I did earlier as well as added some things I forgot. Tell me if there are any problems with this. I'm using CSE now.

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Okay, I'll make a new post

Okay, I'll make a new post for this: It's all of Falco's quests including the ability to build your factor's estate and have stalhrim weapons and armors forged by Aenar and Hidar. I also recreated the Ice shield which is a quest reward but wasn't in the game. The assets I used were from the 0.59 version but they're absent in the 0.60 so I included them. I also included a couple of voice files from original Bloodmoon that matched actual dialogue in the game. I'd be surprised if there are zero bugs but I tested this quite a lot. Enjoy, and suggestions and criticism are very welcome. 

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File company.rar1.98 MB
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Thank you, cant wait for

Thank you, cant wait for bloodmoon to be finished :D

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Here it is: What I would

Here it is: What I would consider to be something like a 0.9 release candidate.

Features:

-Play through both lines of the East Empire Company Questline

-Gradually build the Raven Rock colony

-rise through the ranks of the East Empire Company in the same way as the other Morroblivion factions.

-Stalhrim Ice Shield added back into the game

-many, many dozens of lines added that were not converted into the .esm

-a few lines of original dialogue

Still to be done:

-bugfixing: I manged to play through both lines of the quests with no problems and intrinsically checked all the dialogue conditions, scripts, etc. But I probably overlooked a few things, so tell me if there's anything.

-The East Empire company Stock Certificate.

-object placements: I already grounded few floating objects and added fire to two buildings but there are still a few left.

-AI: basic daily behaviour, as it is the people only move when told by the quest, otherwise they are like their Morrowind counterparts

Notes:

-Because I had to change a few scripts around to get the rank advancement working, this is probably initially incompatible with any savegames that started the East Empire Company Questline before this version. There is a way to fix it but it depends on your savegame. If your colony reverts to default tell me where you were in the quest.

-The chimney smoke meshes for the colony houses was originally only a placeholder, manifesting itself in a yellow box. For asthetic purposes I changed the meshes to a default smoke mesh. It's black, whereas the original Morrowind smoke was white, so if anyone knows a good replacer, tell me.

So here it is, enjoy, every quest should now be playable.

 

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Wow, this is simply amazing.

Wow, this is simply amazing. Thank you!

I think that this by itself would be worth a new master release. I'll wait about a week just in case any bugs pop out (or you decide to add something) and then merge this into master.

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I already did the Stock

I already did the Stock certificate, I'm just looking for bugs right now and I'll fix up a few of the interiors. Maybe I'll have something new by tomorrow.

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I have a small question. How

I have a small question. How does merging work? Do you merge all the contents or only those dissimilar to the master file? I'm asking since because of the whole rearranging of scripts I had to pretty much recompile every script and dialogue result script and condition pertaining the state of colony advancement. Especially those that were already in the game. They still have exactly the same content, they just didn't work without being recompiled for some reason. It had to do with the quest variables, though. So my fear is that merging it to the master might revert it back to the old scripts since they look exactly the same, essentially breaking the whole thing.

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You can Use TES4 Plugin

You can Use TES4 Plugin Utility or Gecko to Merge into your Master File so You can Check  that it Merges Correctly.

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Oh, another thing. In many

Oh, another thing. In many buildings the shelves are part of the building mesh. The problem is that the shelves don't seem to have any collision. i tried looking at it with nifskope but this is far out of my league. As soon as anything touches the objects on the shelves they fall to the ground.

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This is it. I officially

This is it. I officially declare this my 1.0 of the East Empire Company. The things that I added from the previous version aside from fixing many quest stopping bugs and minor bugs: Stock certificate, so you can directly profit or be punished by your actions in the colony; The chimney smoke is now so white, the Raven Rockers could elect a pope. Except for the smithy of course.

Very special thanks to EnvyDeveloper who laid alot of the groundwork and with whose work this would have taken much longer, if I had even started it.

Two things though: I left the Stalhrim weapons and armor  stats  the way they were. Personally, I think they're a little low, considering they're supposed to be so powerful. 

Mining  Stalhrim in Morrowind was possible only with a special pickaxe. Considering that in Oblivion you could pick gold like a flower I left it as it is and you can pick Stalhrim without the axe.

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I have a small question. How

I have a small question. How does merging work?

I use TES4Gecko for merging (and sometimes  TES4Edit). Don't worry about it, script will be merged just fine.

Oh, another thing. In many buildings the shelves are part of the building mesh. The problem is that the shelves don't seem to have any collision.

Collision can be created in Blender. Which models need to be modified?

Mining Stalhrim in Morrowind was possible only with a special pickaxe. Considering that in Oblivion you could pick gold like a flower I left it as it is and you can pick Stalhrim without the axe.

Well, it can be done with scripts similar to those I put on regular ore veins.

EDIT: Also, why don't you use "Sanitize Script Text" function in CSE? It makes scripts much easier to read.

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qwertyasdfgh wrote: EDIT:

qwertyasdfgh wrote:

EDIT: Also, why don't you use "Sanitize Script Text" function in CSE? It makes scripts much easier to read.

I do use that function but I might have missed it in some of the earlier scripts and some others where I simply forgot about it.

The models in question are: meshes\morro\i\BMUcolonyUbarTinn01.nif,  BMUcolonyUSOP01.nif, BMUcolonyUSOP02.nif, 

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Good to see the progress on

Good to see the progress on the expansions :)

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One small fix to prevent

One small fix to prevent message spam that slipped in literally last second

Edit:Now in 1.1

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The models in question are:

The models in question are: meshes\morro\i\BMUcolonyUbarTinn01.nif, BMUcolonyUSOP01.nif, BMUcolonyUSOP02.nif, 

I've attached a quick edit if these meshes with collision added to shelves.

Note: this is untested ingame, so could be a complete disaster.

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File colony_int_meshes.7z1.11 MB
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Wow, BMUcolonyUbarTinn01.nif

Wow, BMUcolonyUbarTinn01.nif works absolutely perfectly from what I can tell. With the other two the problem now seems to be that there's a collision plane right in front of the shelves so the player cant grab through it. Great work though.

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(Few Years back) OMG the main

(Few Years back) OMG the main quest is almost done!

(Now) OMG bloodmoon is nearing completion!

:D

On a more serious note, do the guards have their original voice acting? (Come to solsteim bla bla bla)

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No, voice acting is still

No, voice acting is still only the way it was before. The guards do talk but they say typical Morrowind things. Nothing from Tribunal or Bloodmoon has been done voice-wise. I might do that next I think. I already have a couple of voice files sorted and it's really only a copy paste job and a bit of puzzling. Some of the idle dialogue is just hilarious, so it's definitely worth it.

And btw. This last version is not incompatible with older savegames. The state of the colony stays the way it was even if you progressed already.

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Brainslasher you are awesome!

Brainslasher you are awesome! Thank you!!!

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Error Log from TES4Edit , a

Error Log from TES4Edit , a couple Script it does not like are they worth worrying about,,, First Part is with All Mods Activated,, Second Part is Only with Mods for Morroblivion Activated,% Idle Dialogue,Service Packs

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First of all: I noticed you

First of all: I noticed you renamed the esp: I can't guarantee that anything works correctly if you do this. 

Secondly: Looking at the error log Tes4edit gives me on the file:

1. fbmwCO1script: The script that handles the first quest which is simply a follow quest. It also stores the variable for the colony stock certificate. Returns a certain number wether it's been cashed out or you don't even have it yet. Here's the code: 

scn fbmwCO1script

short follownow

short ColonyStock

That's it. Tell me what errors you find in that. Tes4edit says something about conditions because it doesn't find any.

2. Errors in INFO:01320C98. Below are the conditions for that particular piece of dialogue that Carnius gives the player if he already cashed in the certificate. There's nothing wrong with it. 

Don't always trust programs like this, they make mistakes too.

Also: New version

 

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Decided to put this in a new

Decided to put this in a new post, this is also a fixed version of the previous 1.1, I had missed a crucial script.

New 1.1 with the previous fix and some dialogue additions and a fix for the stores so that you don't trespass. Fixed a bug that would make guards fight each other.

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File Company1.1fixed.rar2.07 MB
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I've noticed that you use

I've noticed that you use GameMode scripts quite extensively - for disabling\enabling objects and such.

It's better to put explicit conditions in them (especially object scripts, since they run every frame).

For example, here:

Scn fbmwCO13aWeaponsScript

begin gamemode
   if GetStage fbmwCO12a < 10
      Disable
   else
      Enable
   endif
end

The disable\enable commands will be used every frame.

Alternative:

fbmwCO13aWeaponsScript

begin gamemode
   if GetStage fbmwCO12a < 10 && GetDisabled == 0
      Disable
   elseif GetStage fbmwCO12a >= 10 && GetDisabled == 1
      Enable
   endif
end

 

And another example:

scn fbmwco6Script

short move

begin GameMode
   if GetStage fbmwCO6 == 40
      set move to 1
   endif
end

From the looks of it, you don't need GameMode block here - just put the following line:

set fbmwCO6.move to 1

in 'Result Script' for Stage 40 of fbmwCO6 Quest.

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Yes you are right. I'll look

Yes you are right. I'll look through all the scripts. I actually meant to do it but the scripts worked so I left them the way they were. Might take some time though. My game didn't have any performance loss because of it so it's not that bad but I see your point.  

Thing is many of the colony advancement scripts that handle the various stages of construction and choices the player made were not done by me and I didn't pay that much attention to them if they were working so that's probably why. If you look at the current master esm the scripts are in there as well. All of the 0colonyscripts. I'll fix them all though, don't worry.

Edit: I went through all the scripts that I created or touched and that had to do with the colony. I checked it out quickly and everything seems to be working as it should. I changed them so that an enable/disable function doesn't get called every frame. I agree that this could cause problems in the long run. After some deliberation I also changed Stalhrim to only be able to be picked if the player has the required pickaxe. It's an essential plot device and otherwise the whole quest would be rather pointless. I might replace some begin gamemode scripts with better alternatives later.

 For some of the scripts there's the possibility of either using persistent references or begin gamemode scripts. The former will bloat the savegame and the latter might cause a framerate problem if it's not controlled. 

 If anyone has other tips and suggestions to make this up to par with the rest of Morroblivion, please tell me.

Edit2: Another script-improved version, I removed some of the disable/enable gamemode scripts and handled these functions better. I read into it and according to the CS Wiki object scripts only run when the cell is loaded. So the overall impact of the scripts attached to all the buildings is negligible. Nonetheless, I improved what I could and especially in the quest script area which do run every frame under all circumstances once the quest is started.

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Thanks again for doing this!

Thanks again for doing this! Do you still have something planned for release?

If not, I intend to release v061 with all EEC quests merged this weekend.

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As it stands all the quests

As it stands all the quests are done. As far as I have tested it, which is quite vigorously, I'm confident it's bug free. All the features that were in Morrowind that had to do with the East Empire company are done as well. Thanks to your tips the scripts are optimized as well. I'll test it a bit today but I'm sure it's fine.

Edit: Okay, there are a few things to do with the better scripts and a few other things that I'd like to get into the final release, should be done quite soon.

And another thing: All of the meshes having to do with the colony (the ones starting with ExUcolony in /meshes/morro/x)  have a weird shiny texture bug going on. It apparently has to do with the glossiness setting in the mesh but all my attempts at fixing this didn't work out that well, it was either too dark or still very glossy.

So, there we go. This is probably the final version, I havoc'd a corpse and fixed a few scripts having to do with enable/disable that stopped the quests.

By the way, I know this isn't the place to report it but there's a bug with Boethia's quest. One of the dialogue option conditions isn't set for 0factMorrowind so that every orc in every worldspace says it. It's under 1Khartag Point.

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Is this just the East Empire
Is this just the East Empire Company quests, so far? Or is the Blood moon MQ finished as well? Great work!
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Mainly  East Empire Company

Mainly  East Empire Company the Rest are being worked on  in this Link

http://morroblivion.com/forums/oblivion/morroblivion-development/5594

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Thank you!
Thank you!
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I would recommend waiting

I would recommend waiting until it's merged into the master. Otherwise, if you disable the esp you will lose all progress and some bugs may appear. And if you don't disable it, any bugfixes related to this questline put into the esm after merging won't affect you. If you want to test this for bugs though, it's much appreciated. 

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Well, darn. I can still
Well, darn. I can still bugtest, but I've been playing through Morroblivion. I've done just about all of Morrowind except for the Legion and Imperial Cult. After Tribunal and Bloodmoon, I was going to move on To Oblivion. I suppose I can take a break for a months. i hadn't realized that by using the .esps i eould screw up the game later  Thanks for warning me before it was too late, though. I will do a little bugtesting, when I finish the rest of Morrowind, if it'll help you guys. Just out of curiosity, how much longer do you estimate the Bloodmoon content to be finished and merged into master? Do you guys have many bugtesters. You gentlemen and ladies are truly doing the Lord Vivec's work. I can never convey to all of you how much I appreciate and love this mod.
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Bloodmoon main quest

Bloodmoon main quest debugging : I don't know when I will be able to finish it.

I debugged it frequently until the 4 November, then i didn't had the time to do something big, caused by school obligation that left me with almost no free time and by a bug to adjust the AI of the Swimmer, that still is not resolved(now postponed so I continued debugging foward this  quest).

I plan however during the cristhmas holyday to continue and possible end this work, but i cannot make promises.

Only a thing I don't update very often the project page

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http://youtu.be/aIrfMJK2tC8 D

http://youtu.be/aIrfMJK2tC8

Doing Patchwork Airship Quest running around Solstheim, putting place on the Map, go to where  Missing Supply Ship in there is Still 2 Doors in Floating in Mid Air, when you run towards the Doors ,, East Empire : Missing Supply Ship Quest Activates  ,,There is Still a Marker Floating in Mid Air at Raven Rock 

 

http://youtu.be/nBIYksWO5W

Deleted all Saves  went Back to Solstheim doing Patchwork Airship Quest came back via Missing Supply Ship Activated Fraps when i Could see the Floating Doors..

Brainslasher
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This should fix both the

This should fix both the previous dialogue bug and the supply ship bug.

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roxon_55
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We have Men at Work  ,No

We have Men at Work  ,No Floating Doors or Ship Quest Activating

Thanks.

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