Stirk NPCs [Infragris]

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Infragris
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Re: Stirk NPCs [Infragris]

Post by Infragris » Sat Jan 21, 2017 7:43 pm

Some revisions to the main file because of changes to the docks. Also fixed a couple of minor bugs.
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Re: Stirk NPCs [Infragris]

Post by Infragris » Tue Mar 21, 2017 10:01 pm

This is the merged Stirk file with all finished misc. quests. Untested, use at your own risk.

What still needs to happen for Stirk:
  • Include last quest file (Wreck of the Cassynder)
  • Edit the Temple of Kynareth interior to include new altar
  • Add new Colovian tomb clutter to Colovian tombs
  • Add Ayleid clutter to Ayleid ruin
  • Add one or two saint shrines
  • Double-check all interior cells for oddities or errors due to changes in data
  • See if changes to the armor sets have been integrated correctly
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Infragris
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Re: Stirk NPCs [Infragris]

Post by Infragris » Mon Mar 27, 2017 9:34 pm

Updated version:
  • Recompiled scripts
  • Added some Colovian Barrow junk and Ayleid junk to relevant cells. Replaced chests in Colovian barrows with the new arks and coffers.
  • Added two shrines: one on the very peak of the island, and a small one to the graveyard.
The most important thing right now is to redo Wormusoel, the island's Ayleid dungeon, using the new assets (furniture, lights, misc. items, armor). The dungeon is rather lackluster right now, and could do with a bit of a revamp (especially since this is the first Ayleid dungeon many people are likely to see). We also need a lot more testing done.
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Re: Stirk NPCs [Infragris]

Post by roerich » Tue Mar 28, 2017 9:50 am

I'm not exactly sure what is needed here, the ruins seems close to properly equipped with all of these new Ayleid assets. But I can add a few more things.

(Edit: I see it now, after some examination. This ruin is really cool btw, who made it initially?)

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Re: Stirk NPCs [Infragris]

Post by Infragris » Tue Mar 28, 2017 1:23 pm

Not sure who made it. I've addd a couple of things to try them out myself, but hte majority of this ruin was built long before we had the Ayleid doors, chandeliers, items, etc. As a result, it's rather sparse. If you want to have a look at it, then by all means, go ahead. I should mention that there are two other cells involved: Wormusoel has a secret passage, and there is another Ayleid dungeon called Vabriasel somewhere out in the sea that could also be spruced up.

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Re: Stirk NPCs [Infragris]

Post by worsas » Tue Mar 28, 2017 2:13 pm

My findings on an initial playtest:

Most importantly: All special greetings and any first time greeting given by npcs are currently overridden by one mentioning Victus Pilious favourably. See below screenshot.

Apart from that there are a couple of really minor things I noticed:
3/28/2017 (13:54) PC_Stirk_v4.2.ESP 3/28/2017 (10:55) 1 T_Bk_EpicOfTheGreyFalconPC Helvor Family Crypt -2128 1541 -417 "seems like an unfitting book for a colo-nordic family crypt"
3/28/2017 (14:15) PC_Stirk_v4.2.ESP 3/28/2017 (10:55) 1 PC_Str_Josantha Maxim00000000 Stirk, Maxim: Smithy & Repairs 512 575 2 "npc sells vanilla heavy leather boots (50 AR)"
3/28/2017 (14:31) PC_Stirk_v4.2.ESP 3/28/2017 (10:55) 1 com_chest_01_misc0600000000 Stirk Isle Region (-138,-51) -1126327 -417454 273 "a vanilla chest (contained hound meat)"
3/28/2017 (14:31) PC_Stirk_v4.2.ESP 3/28/2017 (10:55) 1 com_sack_02_thief Stirk Isle Region (-138,-51) -1126331 -417321 278 "a vanilla sack"
3/28/2017 (14:34) Stirk Isle Region (-138,-50) -1125230 -407888 2315 "very many feral donkeys here, seems a slight bit strange"
3/28/2017 (14:45) PC_Stirk_v4.2.ESP 3/28/2017 (10:55) 1 T_CyrCom_Furn_Ch1MscGC Stirk Isle Region (-138,-49) -1122678 -400165 3209 "maybe there should be a bandit guarding the goods around here?"

So far I have playtested the Helvor Legacy quest, at which I didn't notice any errors apart from missing quest-related greetings (probably due to the already-mentioned all-present greeting entry about Victus Pilious).
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VictusPiliousGreeting.jpg

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Re: Stirk NPCs [Infragris]

Post by worsas » Tue Mar 28, 2017 3:21 pm

A few more findings:

The Selkies-quest cannot be started at all, if you speak to the Tragia Guy. :/

The Atmospheric dictative quest works for the most part, except that Dandre Aurilie does not accept the inventory version of the welkynd stone for the completion of the quest (the filepatcher has translated all occurences to the lightsource version). also, picking a welkynd from the ruin will not make a journal message appear saying that you have found a needed welkynd stone. There are probably two places (dialogue action and loopscript) where you will have to adjust the id to the inventory version of the welkynd.

Apart from that there are these minor things still:
3/28/2017 (16:52) PC_Stirk_v4.2.ESP 3/28/2017 (10:55) 1 PC_Str_Joclyn Clodius00000000 Stirk, Harbor Gate Pawnbrokers 1284 -1107 2 "again a trader selling vanilla heavy leather boots (50 AR)"
3/28/2017 (16:57) PC_Stirk_v4.2.ESP 3/28/2017 (10:55) 1 PC_Str_ProcisPopillious00000000 Stirk, Lighthouse 5 531 -118 "the sharpened lens item is missing its model and still shows the moonstone icon"
3/28/2017 (17:00) PC_Stirk_v4.2.ESP 3/28/2017 (10:55) 1 T_Ayl_DngRuin_I_EntranceSprl_01 Wormusoel, Unsullied Halls 6592 6400 14400 "the additional lightsources attached to pickable welkynds should be removed"
3/28/2017 (17:04) PC_Stirk_v4.2.ESP 3/28/2017 (10:55) 1 T_Cyr_TerrRockGC_Rock_05 Stirk Isle Region (-135,-52) -1101838 -418249 292 "a floating rock"

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Infragris
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Re: Stirk NPCs [Infragris]

Post by Infragris » Tue Mar 28, 2017 3:31 pm

Hmm. I'm wondering what we should do about the leather boots. They're included because they are made of the same materials as the Colovian Fur Helm, but they're obviously in a different armor rank. Would it be okay to just make a copy of them called "Colovian Fur Boots" with more appropriate stats?

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Re: Stirk NPCs [Infragris]

Post by worsas » Tue Mar 28, 2017 3:56 pm

Yes, that seems like a legitimate way of handling that problem. Those boots were apparently not meant to be used in the vanilla game, as they only show up ever once in a chargen character, afaik.

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Re: Stirk NPCs [Infragris]

Post by roerich » Tue Mar 28, 2017 5:12 pm

Huh, I use those boots all the time. A T_ version would be great.

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Re: Stirk NPCs [Infragris]

Post by Infragris » Tue Mar 28, 2017 5:42 pm

On it. I can make color variations to go with the other Colovian helmets as well. Should provide some variety.

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Re: Stirk NPCs [Infragris]

Post by Leon » Wed Mar 29, 2017 11:04 am

Some problems I found with the Helvor quest:
- No journal update when picking up the vial relic
- "PC_Q1-5_AgentX" does not spawn in Pilious Manor

EDIT: "PC_Q1-5_Vail" has no script attached to it. ("PC_Q1-5_Heirloom_Vail" script)

Other bug:
The exterior door need to be relocated to match the interior door of the Snarleyohwl ship.
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Re: Stirk NPCs [Infragris]

Post by Infragris » Mon Apr 03, 2017 1:28 pm

New version with the above bugfixes included. Also slightly spruced up the Ayleid dungeons, and changed the names of the "Abecean Sea Region" and "Stirk Isle Region" cells to just "Abecean Sea" and "Stirk Isle". The changes to the Colovian Boots have been incorporated into the file for now, these will have to be ported over to data for the next update (along with a couple of other quick fixes in the Stirk file, such as the factions and some generic books).
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Re: Stirk NPCs [Infragris]

Post by worsas » Tue Apr 04, 2017 8:21 pm

Alright, I playtested this for a bit and all of the errors pointed out above seem to be fixed. However there are still a couple of disfunctional things still.

The selkies-quest seems to be non-working altogether currently. These are the two problems I found with it:
- selkies-rumour does not add the selkies topic to the npcs, the topic only shows up for all npcs when you have spoken to Quintus Tragia directly but it is already a relevant topic before you get to speak to Quintus directly. In the rumours you are pointed to that bard in the "Sloads Tale" to ask him about the topic already, but since the selkies-topic is not unlocked, you won't get any info from him.
- More importantly the actual quest-topic is not unlocked when you speak to Quintus Tragia about Selkies, so the quest cannot be started altogether.

The atmospheric dictative quest now works properly again. A small detail, which used to be fixed in leons questfile (it got overridden when merging the plugins, i assume), is that the door leading to the cellar garden is open by default currently, even if you receive a key from Dandre Aurilie after completed quest to open this particular door. It should be locked again and set to that key.

Also: PC_Str_Durna00000000 Stirk Isle (-138,-49) -1122830 -400168 3194 "npc has errormarkers attached. some of the references models don't seem to be in the data.bsa"

This is all I found so far. I played the golden amulet quest aswell and it worked out flawlessly at all paths I took.

Edit: One last detail that I noticed is that there does not seem to be any rumours or otherwise dialogue pointing the player to the heirloom quest of the Helvors, so there is risk that people will overlook that particular quest entirely.

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Re: Stirk NPCs [Infragris]

Post by Infragris » Mon Apr 10, 2017 8:54 pm

New version.
  • Selkies topic should now unlock through rumors and the quest should start as normal.
  • The door in Dandre Aurilie's house is now locked until the player receives the proper key.
  • Durna (a bandit npc added after the last update) used colored Colovian Fur Gauntlets whose mesh paths were messed up (same problem as the silver helms in previous data). A simple fix, since the correct meshes are present in data. For now, the gauntlets have been removed.
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Re: Stirk NPCs [Infragris]

Post by Moritius » Tue Apr 11, 2017 7:27 pm

Wormusoel, Unsullied Halls - T_Ayl_DngRuin_Welkynd01_64, 3749.610, 3714.928, 14106.227; floating welkynd alongside with a couple of coins
Wormusoel, Secret Passage - T_Imp_SetGC_X_DocksSteps_01, -1348.840, -6160.567, -1191.282; T_Imp_SetGC_X_DocksSteps_01, -221.029, -2120.195, -2549.012; T_Imp_SetGC_X_DocksSteps_01, -59.761, -2059.681, -2676.035; T_Imp_SetGC_X_DocksSteps_01, -4452.515, 3209.292, -2321.118; I suppose there should be another model of shorter stairs because this one is making player stuck at some point
Stirk Isle -137, -50, T_Com_Var_CandleBlackBlue02_177, -1115765.750, -404027.219, 7495.353; floating candle alongside with some other things
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Re: Stirk NPCs [Infragris]

Post by Luxray » Wed Apr 12, 2017 2:47 pm

For the 'golden amulet' quest, I got the rumour that pointed me to the fisherman Kaya, so I went down to the docks to find him but it turned out he was in the town just wandering about. I don't know if you could add a hint to his location somewhere.
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Re: Stirk NPCs [Infragris]

Post by roerich » Wed Apr 12, 2017 6:04 pm

I think there's someone in one of the taverns telling where he is.

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Re: Stirk NPCs [Infragris]

Post by Luxray » Wed Apr 12, 2017 6:18 pm

Yeah, I just found the guy who tells you where he is. Nevermind!
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Re: Stirk NPCs [Infragris]

Post by Luxray » Wed Apr 12, 2017 6:40 pm

There is a floating welkynd in the Vabriasel interior in this room by the plinth
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Re: Stirk NPCs [Infragris]

Post by MinerMan60101 » Wed Apr 12, 2017 7:28 pm

4/12/2017 (10:59) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) T_Imp_SetStr_I_Wall_01 Stirk, Grain Storage -376 902 0 "Black light used, very ugly"
4/12/2017 (11:04) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) PC_Str_Corella Jacta00000000 Stirk, Corella Jacta's House -118 286 -278 "hair bleeds into head"
4/12/2017 (11:10) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) T_Imp_SetStr_DoorIn_02 Stirk, Pilious Manor, Right Wing 4288 4096 14784 "not touching end of doorjamb"
4/12/2017 (11:54) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) T_Cyr_TerrRockGC_Rock_20 Wormusoel (-137,-49) -1116904 -395418 1523 "caspers"
4/12/2017 (11:55) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) T_Ayl_DngRuin_X_Bridge_01 Wormusoel (-137,-49) -1119872 -397664 2928 "caspers"
4/12/2017 (12:00) T_Com_UNI_PirateMap_02 Wormusoel, Unsullied Halls -35 4293 12559 "don't use this TES:IV version of Tamriel, it got warped"
4/12/2017 (12:03) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) T_Ayl_DngRuin_I_WelkyndClstG_01 Wormusoel, Unsullied Halls 2755 3277 14277 "is showing under pedestal"
4/12/2017 (12:04) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) T_Ayl_DngRuin_I_WelkyndClstG_01 Wormusoel, Unsullied Halls 2755 3277 14277 "This ruin has no lamp cages on the sides of the walls"
4/12/2017 (12:11) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) rock_adam_mold15 Kingfisher Cave 9728 3833 -591 "This being here is ok right? also, you may want to make an alternate version to fit in with your rocks"
4/12/2017 (12:12) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) PC_m1-Stirk_dead_guard00000000 Kingfisher Cave 3961 2049 -381 "has 49 steel crossbows"
4/12/2017 (12:14) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) T_Cyr_CaveGC_Door_01 Kingfisher Cave 449 1379 -41 "exterior and interior have 2 different door types"
4/12/2017 (12:16) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) T_Imp_DngColBarrow_X_Entr_01 Stirk Isle (-136,-50) -1106971 -402014 1429 "this door isn't built correctly"
4/12/2017 (12:18) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) BM_KA_door_dark_02 Chaerraich Barrow 9095 3143 15625 "door origin far away from actual door"
4/12/2017 (12:19) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) T_Imp_DngColBarrow_X_Entr_01 Stirk Isle (-138,-50) -1124134 -408224 2768 "placement issues"
4/12/2017 (12:22) PC_Stirk_v4.5.ESP 4/11/2017 (11:04) T_Cyr_TerrRockGC_Rock_20 Stirk Isle (-139,-53) -1133969 -433277 -1543 "these landsscape changes seem abrupt"
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Re: Stirk NPCs [Infragris]

Post by roerich » Thu Apr 13, 2017 7:11 am

Missing column in Tragia Family House http://i.imgur.com/DSsdpC1.jpg" onclick="window.open(this.href);return false;

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Re: Stirk NPCs [Infragris]

Post by Infragris » Sat Apr 15, 2017 8:47 pm

When testing, please make sure you are using the latest Project_Tamriel Data update! Floating objects or bugs may be due to missing assets.

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Re: Stirk NPCs [Infragris]

Post by Leon » Sun Apr 16, 2017 11:35 am

Helvor Quest bugs:
- Blood relic is not mentioned by Vilter nor the quest giver (Astoria Helvor) when the player is having it in it's inventory.
- Vilter still does not spawn in Pilious Manor

Atmospheric Dictative bugs:
-Dandre Aurilie completed the quest without the player having the sharpened lens.
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Re: Stirk NPCs [Infragris]

Post by Magamo » Tue Apr 18, 2017 2:03 pm

Calimthewe Manor -- Errant loading door in the middle of the cell

OpenMW -- Sload’s Tale, Hassel Manor, and a few other interior to exterior transition doors in the same style allow you to walk right through them into the void (Only in the interiors, this is fine in Morrowind) -- I don't have a complete list of which doors this affects

Lighthouse -- No way to access the light on the lighthouse (A trapdoor leading up might be nice)

World Map -- Cell Markers instead of region painting (Only visible in OpenMW)

Weklynd Stones don’t reemit light when dropped

The Bonewolf, island it’s moored to, cove and wormsoeul secret passage -- All of these seem positively abandoned, yet the ship is in good repair. I'm assuming NPCs will be coming for these spots.

Stirk, Arrest House - architecture misalignment as you go down the stairs. Cell doors appear offset from where they should be.

Hassell Manor -- Second floor bathroom, door bleeds into tub when door is open

All of these were tested on the Stirk v4.5 file. Unless otherwise noted, all things reported are seen in both OpenMW and Morrowind/MCP/MGEXE

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Re: Stirk NPCs [Infragris]

Post by Infragris » Mon May 01, 2017 2:33 pm

Update to 4.7:

https://www.dropbox.com/s/gws7v9s339biz ... .7.7z?dl=0" onclick="window.open(this.href);return false;

In a dropbox link because the server isn't accepting the file for whatever reason. Note that this update includes external data files, since it would be a waste of time to update the PT_Data again after such a short while. Fixes are:
  • Repaired the Stirk, Arrest House cell
  • Created updated versions of several retextured vanilla objects (planters, small chests)
  • Fixed Calmanwe Manor to not need an internal loaddoor
  • Added pirate NPC's to the Bonewold and northern islands.
  • Fixed door bleeding in Hassell Manor
  • Fixed hair clipping on several meshes (thx, worsas)
  • Fixed Colovian Gauntlet base objects
  • Added Colovian Boots, Black Colovian Fur armor
  • Probably some other stuff I forgot
There are two more basic things to fix. First is dialogue cleaning: merging the quest plugins has caused the Quest Greeting to end up at the bottom of the list. Not a real problem, since they are all sorted by ID, but not really good policy. Also there are one or two lines that need to be cleaned, and most vanilla-topic dialogue should be placed between existing lines to avoid issues (currently, most of it is placed at the very top of the list). Most of this is not absolutely essential, since most dialogue works right now, but good policy for the future.

Second problem are the travel scripts. Currently, the script that needs to move the player from Ebonheart to Stirk does not work. I'm no genius when it comes to scripts, so I would appreciate it if someone could have a look at that.

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Re: Stirk NPCs [Infragris]

Post by Infragris » Mon May 01, 2017 8:04 pm

Final update:
https://www.dropbox.com/s/1iwira9h6t01c ... SP.7z?dl=0" onclick="window.open(this.href);return false;
  • All dialogue sorting issues should be corrected
  • Fast travel to and from Ebonheart implemented
This update only contains the .esp file. Make sure to load this up along with the data files form the previous update!

Also, a selection of screenshots for on the Nexus page:
https://www.dropbox.com/s/jdlfcehk6lv1r ... ns.7z?dl=0" onclick="window.open(this.href);return false;

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