Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
1.3.961 to 1.3.962c revision list
06-19-2005, 11:34 AM,
#1
1.3.961 to 1.3.962c revision list
Buried deep in my email account, I uncovered a revision list I sent to Deus on August 28th, 2004. It might be interesting for some to check out, to see the changes that were made. As you can see, the difference between "961" and "962c" aren't really reflected in the increments of the version numbers. We were running out of numbers for internal updates on Beta3, so, that's why I used alpha where I could. The final internal release was released a couple of days later, dubbed 1.3.963, and had some changes from 1.3.962c.

Minor bugfixes weren't noted in the list, just things that I figured back then might be worth knowing afterwards.

1.3.961 The original esp Deus sent to Razorwing.
b Added Sakatosh Ancestral Tomb
c Added the 'Southeast Bitter Coast Region' expansion and update
d Added 'Ythara's Hut' in Reich Parkeep
e Added teapots

1.3.961f
* Added update to NR's diamond mine
* Renamed "Steadhelm, Docks" to "Steadhelm"
* Renamed two cells to "Silgrad Tower, Temple, Burial Dome" and "Silgrad Tower, Temple, Monks' Private Studies" so that they list together with the other Temple cells.
* Renamed sltw_ds_temple_monk1 from Argentus Silvanus to Rothan Llervu.
* Renamed sltw_ds_temple_monk3 from Merno Drok to Merno Thola.
* Renamed sltw_priest_01 *rom Marreilus Ausus to Llhethan Therayn and gave him a "silver staff of reckoning", a quality restore health, and some gold. Tuned his level so that it fits with the head of the Temple.
* Resized urns in "Silgrad Tower, Temple, Burial Dome".
* Resized kelp in "Silgrad Tower, Temple" so they don't extend above the water.
* Fixed the platforms in the pool so the player can walk up on them.
* Changed the dialogue "diamond mine" slightly.
* Gave NPCs in the Temple special responses to the topic Vivec, based on whether he's dead or not.
* Pathgrid added to "Silgrad Tower, Temple".
* The ordinators in "Silgrad Tower, Temple" exchanged to wandering ones.
* Wandering ordinators given Wander AI.
* Extra ordinator added to always escort sltw_ds_priest_01 (the only non-guard in that cell).
* The join problem with the railing on the top floor has been solved.

1.3.961g
* Added NR's no-glo-quivers and relabeled their ID's.
* Replaced the corn in "sltw_rg_corn_01" with a levelled list, randomly producing empty containers in 30% of cases.
* All sltw_rw and sltw_nr NPC's with Zarkis' guard script have at least one p_restore_health_s potion.
* Zarkis' script removed from sltw_rw_RP_A_Rosthana. She's not a guard.
* The final interior in Reich Parkeep, "Reich Parkeep, Ythara's Hut" is linked. Also added windows to correspond to the interior.
* Added ownership to crates in "Silgrad Diamond Mine, Shafts", replaced a chest which had respawning items, and put a lock on it.
* Added ownership to a lot of things in the diamond mine.
* Removed wrongfully placed plants from the Diamond mines.
* Fixed a bad join in the diamond mine.
* Added a background fix for NR's miners so they didn't say they were egg miners.
* Added a greeting for Guards in the diamond mine so they greet similarly to other guards in other mines.
* Replaced the 12 diamonds in NR's crate with a levelled list.
* Added NR's floor to the Temple.
* Fixed colliding basket in RP, Kamur's House.
* Fixed problem with tapestries in "Reich Parkeep, Sleepy Guar Inn" and added a bit of variety.
* "Reich Parkeep, Enchantment and Alchemy Shoppe" renamed to "Reich Parkeep, Enchantment Shoppe" for technical reasons.
* "Reich Parkeep, Enchantment Shoppe" split into two cells for performance reason.
* The shop owner of "Reich Parkeep, Enchantment Shoppe" lost his Summon Clannfear spell. Casting that caused the clannfear to become stuck.
* Pathgrid added to "Reich Parkeep, Enchantment Shoppe".
* Changed the face and hair on our static and wandering imp guards (sltw_guard_imp_static), so they differ from what the player is used to, plus they look a little cooler now.
* Fixed floating sacks in "Reich Parkeep, Pisj'him Household".
* Tweaked the ID of the two NPCs in "Reich Parkeep, Pisj'him Household" so it matches their name (they weren't used in scripts).
* Added a pathgrid to "Reich Parkeep, Pisj'him Household" so the woman won't do strange things again.
* Tweaked the stats of "_KP_imp_shield_red_dragon" - the Imperial Red Dragon Shield - so that it's slightly better than an ordinary Imperial Shield. This shield is the only one from this collection used more than once.
* Fixed some minor inconsistancies with the landscape in Reich Parkeep, mainly flattening the ground outside doors.
* Fixed the door alignment to "Reich Parkeep, Guard Barracks".
* The nix-hound "sltw_ds_pasha" has been given the script "sltw_za_chickenscript"; this should make sltw_NR_vondeLlerva react to the player killing it.
* Gave sltw_NR_vondeLlerva the appropriate weapon "sltw_baal_sickle".
* Replaced the old misc items with Baal's weapons.
* Updated "sltw_rw_mallet" so it makes more sense.
* Fixed a spelling error in "sltw_ds_treestumpScript1".
* (verified that the door to ashranashurbi is working)
* Added windows on the exterior to Master Lord Areya's Manor, to correspond with the interior.
* Replaced chocolate liqour in MLA's Manor with Greef.
* Replaced three sltw_rw misc items which were variations on LL's ingredients, and deleted the misc items.
* Fixed a colliding doorjamb in "Reich Parkeep, Master Lord Areya's Manor, Lower".
* Fixed a misalignment error in Master Lord Areya's Manor.
* Deleted the topic 'Can I help you' which was used by "sltw_hm_galmsi_boras" and didn't make sense.
* Gave "sltw_hm_galmsi_boras" new greeting and background response.
* Fixed misaligned stones south of Forgotten Forest.
* "sltw_hm_spool_red", which was green, were replaced by another spool. The item "sltw_hm_spool_red" has been deleted.
* Replaced instances in ST of the unique "misc_de_pot_redware_04_uni" to the normal kind.
* Replaced unique silverware cutlery with normal kind.
* Gave "sltw_TP_smuggler_04" a normal robe instead of the unique he had, and fixed his name.
* "sltw_hm_bath" and "sltw_hm_bathtub" combined; "sltw_hm_bath" deleted. (statics; not used in scripts)

1.3.962
* Imported NR's guarskin no-glo-quivers, and iron leather quiver. Gave "sltw_ch_omog_sharga" his iron leather quiver back. Deleted the guarskin quivers from Pete's Lab.
* Touched up Silgrad's northern shore.
* Spellchecked the notice board in Silgrad Tower, Westside.
* All mainland BC cells have been cleaned of alien plants.
* Flickering double mucksheet fixed.
* Deleted the dome in -21, -6 to make way for Deus work.
* Floating barnacles in -16, 0 fixed.
* Fixed the buried slough fern in -14, 1.
* Johalipanthi (the entry cell) was split into two cells. Johalipanthi now leads to "Damp Tunnel" which in turn leads to "Sunken Tunnel" where the shipwreck is.
* Redrew the cell path grid of Johalipanthi.
* All west- and outer bitter coast cells renamed to "Bitter Coast Region".
* Aligned decorations in "Reich Parkeep, Guard Barracks".
* Deleted limeware-looking stuff from "Reich Parkeep, Guard Barracks".
* Fixed stuff floating in void in "Reich Parkeep, Sethalia's Hut".
* Fixed "sltw_rw_RP_SitRoomNote".
* Naroth Ancestral Tomb removed.
* Deleted a sltw_rw skeleton NPC which wasn't used.
* The NPCs "sltw_VD_werewolf" and "sltw_VD_werewolf_a" have been deleted. "sltw_vd_werehunter" NOT deleted... related?
* McAsmod's werewolf have been completely removed from ST.
* Added creautures to Basmarmosa.
* Renamed all 'bar' items to Silgrad standard.
* Renamed the AT bows to Silgrad standard.
* All NPCs with Zarkis' guard script now have "p_restore_health_s".
* Added teapot for Deus as "sltw_ds_teapot_uni".
* Updated "sltw_corn_harvest_script" due to renaming of QF's scythe.
* Renamed Lumen Julianii cells to Silgrad standards.
* Deleted the West- and Outer Bitter Coast regions and repainted the region map.

1.3.962c
* Removed NR's dialogue for the diamond mine, which wasn't working.
* Replaced the chickens in Sakatosh Anc. Tomb Sublevel 3 with one kagouti.
* Reworked Rymynnya Ancestral Tomb.
* Added a Redoran faction quest around Rymynnya Ancestral Tomb.
* Split "Lumen Julianii, Main house" into two cells for framerate reasons.
* Added some minor detail to the sea floor outside Steadhelm.
* Added creatures along Ashunor.
* Imported the stuff missing from Cait's Farm mod - chicken eggs (4 of them), pig meat, chicken drumstick. Some components were already in. The stats are up to Zarkis to decide, however I gave them temporary stats in the meantime. They're sorted under alchemy.
* I put those foodstuffs in levelled lists.
* I added levelled lists to the adult animals from Cait's Farm mod, ie pig has pig meat, piglet does not.
* Brough the id's of Cait's Farm animals to Silgrad standard (sltw_cait_...).
* "Steadhelm, Thillurim Farmhouse". The wrongly named doors were unnecessary and were replaced by the normal kind. Applicable things in the exterior was assigned as being owned by "sltw_vd_drogard_thillur". I locked the entry door (the house was empty).
* The following Hlaalu faction members recieved a "Hlaalu Silver Dagger" based on their rank: sltw_ds_shayna_lindas, sltw_ds_andas, sltw_vd_serjo_eibon, sltw_VD_councilor_valen
* Gave a "Redoran Ceremonial Sword" to Master Lord Areya and Lliyd Vares. In my "Sakatosh Ancestral Tomb" quest I say that it's common practice in our area to give the sword to prominent Redorans.
* The door in "Reich Hills Region -23, 4" to "Nohrgirm Ancestral Tomb" did not teleport; it has now been fixed.
* A temporary partition was placed in "Nohrgirm Ancestral Tomb" to close off an apparantly unfinished corridor.
* --bad texture joins around the Mining camp in reich hills
* Replaced the unique shield used on "sltw_ds_guard_dead_t1" with a common Imp. Red Dragon Shield next to him, because I tuned down the value of that type of shield substantially.
* The shield next to him was given a very low "health left" in its reference data, to imply that it *is* badly damaged.
* Imp. Red Dragon Shield now counts as legion uniform, so a player who's joined the legion but doesn't wear imp. armor, can simply equip the shield he found and then be able to report finding him to the guards.
* Imported male imperial faces from Don Salus Facepack 3. NOT using 04, 04b or 06; USING the others.
* Added Darkwolve's darkglass armor as sltw_dw_
* Fixed the floating rug, see-through tray, and colliding bottle in "Reich Parkeep, Ythara's Hut"
* Added Timpy's "Dreugh armor completion plugin" v1.0 | http://www.freewebz.com/timpy/screens_dreugharmor.htm
* Modified script "sltw_rw_scr_mercurio_sirollis" so that it StartScript "sltw_rw_scr_talosassassin".
* Replaced the limeware platters in "Silgrad Tower, Bseije's Bakery" with normal platters.
* Added "DO_B_N_DElf_M_Head11" from Don Salus Face Pack 3, to be used for the Duke.
* Pathgrid added to "Silgrad Tower, Tower, The Tower" and I made the guards patrol the cell.
* Deleted non-working body part child_de_hair_F_03.
* Deleted clothing object sltw_vd_cape_black_exq, not working. It was unused.
* Replaced unique containers [flora_gold_kanet_01_uni] and [flora_gold_kanet_02_uni] around ST with normal ones.
* Replaced static "sltw_vd_stuffed_slfish" with the identical "sltw_ds_fish_dead".
* Replaced a lot of RG's 6th house bell hammers with ordinary stuff.
* Updated "The Battle for Silgrad" according to the post on the forum.
* Added "Quarl's Hot Girls"; ten very nice female heads for varying races.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
03-09-2007, 02:44 AM,
#2
 
This thread will be closed and a new one open with more current information this will be used as reference only


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


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories


Forum Jump:


Users browsing this thread: 1 Guest(s)