Stirk NPCs [Infragris]

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Infragris
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Post by Infragris »

well fuck. While I am not seeing the same issues, it does seem like all the flora containers have disappeared from the latest file. Strangely, other containers are still fine.This is probably due to the changes in container names, so it should be simple to fix. I'll look into it once I feel less tired.

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worsas
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Post by worsas »

You most-likely need to register TR_Data.bsa and PT_Data.bsa still (PC_Data is now redundant, btw). Your error markers mean nothing than that the CS doesn't find the assets.

The disappearing container plants- issue sounds more serious. In the above version they are still there, at least. I'm not sure how this would be caused by the changed container - ids, because they are already up-to-date in the above version. Did you do anything special with the file or did you separately patch a different version of Stirk with maybe an older translation.txt or an outdated version of the patcher program? In the worst case you might have to start over with the above file again.

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Post by Infragris »

Right, this version should be correct.
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Stirk v3.769.ESP
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Post by Infragris »

Alright, work on the Anvil dock set is mostly finished. Implementing it in Stirk will require some minor adjustments, but the set does not look out of place in my opinion.

I've gone over Stirk again, and besides some minor adjustments all is well. I would like to propose replacing the graveyard fence with the Anvil property wall set, which is used in other parts of the town and fits the local environment well. The graveyard fence is a mediocre quality resource + also used by SHOTN. I think we should drop the fence and use local materials only for future graveyards. One less thing to worry about.

The same cannot be said for the Crypt entrance (T_Imp_DngCrypt_Entrance...) and its door: these are resources from the same set, but part of the larger crypt dungeon tileset. I would appreciate it if someone could give the meshes a more detailed visual overhaul. At the moment, these are the lowest-quality mesh used on Stirk (besides the gravestones, which Saint_Jiub is rectifying).

I think we could release a Stirk beta by the end of the year or early in the next one if we implement the micellaneous quests and make a couple of small adjustments. Waiting for the main quest to be finished is not a feasible strategy in the long run: a large questchain takes a lot of time to iron out, implement, and test, while the rest of the project grinds to a halt. All but one of the island is there, and if we pack the finished main quest with a beta of the Anvil hinterland/Brina Cross area we could launch a second release in fairly short order.

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Post by worsas »

The graveyard fence is a mediocre quality resource + also used by SHOTN
The graveyard fence is currently there to support old exteriors, but it's not really used for nord settlements. So far there is only one sample at a supposedly imperialized town.

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Post by roerich »

Are you thinking about Dunbarrow? It has been removed.
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Infragris
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Post by Infragris »

I think it makes little sense for each graveyard across the entire province to use the same style, is all. Cases where the same set style is used across multiple regions/culture spheres should be logical and consistent, like in the case of Legion forts and roads.

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Post by Infragris »

I get what you're saying, but I feel like motivation is our main obstacle right now: a big questline requires, at most, two or three people. The single biggest complaint of mod users I've seen about province mods in general is that they never release anything: I think a limited beta might be a boon to pique interest before a more finished release.

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Post by worsas »

I agree that we just have to release something in close, foreseeable future. If the main quest can be pulled off until then, I'm all of including it, but delaying the release for another two months doesn't seem like an option to me.

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Post by Infragris »

Some revisions to the main file because of changes to the docks. Also fixed a couple of minor bugs.
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Stirk v3.771.ESP
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Post by Infragris »

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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PC_Stirk_v4.1.ESP
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Infragris
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Post by Infragris »

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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PC_Stirk_v4.2.ESP
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roerich
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Post by roerich »

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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Infragris
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Post by Infragris »

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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Post by worsas »

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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worsas
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Post by worsas »

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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Post by Infragris »

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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Post by worsas »

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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Post by roerich »

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

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

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Post by Infragris »

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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Post by worsas »

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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Post by Infragris »

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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PC_Stirk_v4.5.ESP
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Post by Moritius »

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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Post by Luxray »

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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Post by roerich »

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

Yeah, I just found the guy who tells you where he is. Nevermind!
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Post by Luxray »

There is a floating welkynd in the Vabriasel interior in this room by the plinth
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Post by MinerMan60101 »

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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Post by roerich »

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