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Go to the bottom of this page Haerter's Gap Int's for you modders
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Smokindan
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quote:
Originally posted by Ebonyknight
Hey guys its Ebony I got some questions on Haerter's Gap.

1. Is it a town or a business/military outpost?

2. Is it owned by Nords/dummer/or Imperials

3. What kind of quests can we expect from within this village?


1. Both :D It's a border town and it has businesses as well as offices for Morrowind, Skyrim and Cyrodiil.

2. It's not owned persay. More shared; though Nords are the dominant race in the town.

3. I've got 13 in the CS so far. Check out the Quests Dev. section. I can't be bothered paraphrasing everything :)

Feel free to correct me GB or anyone else.

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Smokindan
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Umm, for the Markers, What Markers? quest, which Snow Bears do you have to kill? There's a white one a bit south of HG already. Do you want me to put more along that path/ region that only activate if this quest is going?

EDIT: Progress'll be slow as I have exams next week (for school) and then TEE exams (to get into university) two weeks after those. I'll try and get some stuff done but school takes priority over a mod (and it is my last year of high school...)

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I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.

->Sir Winston Churchill

This post has been edited 1 time(s), it was last edited by Smokindan: 05.10.2006 10:01.

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Greybeard
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quote:
Originally posted by Smokindan
EDIT: Progress'll be slow as I have exams next week (for school) and then TEE exams (to get into university) two weeks after those. I'll try and get some stuff done but school takes priority over a mod (and it is my last year of high school...)


definitely RL takes precedence. Do what you can (and this applies to everyone), but keep your priorities straight.

On a good note, it looks like finally I'll have this Saturday off. It looks like the workload might be finally slowing down. Dancing Banana In the US, we've been hearing about a slowing economy for a month or so now, and maybe it's starting to show up in what people are buying.
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The Old Ye Bard
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quote:
What Markers? quest, which Snow Bears do you have to kill?


You need to put in new bears along the path, and you need to set them up so they only spawn once you activate the quest.

This post has been edited 1 time(s), it was last edited by The Old Ye Bard: 05.10.2006 20:58.

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epitaphrecords88
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quote:
It looks like the workload might be finally slowing down. Dancing Banana In the US,



I was laid off last week because of no work Frown Retro
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Smokindan
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quote:
Originally posted by epitaphrecords88
quote:
It looks like the workload might be finally slowing down. Dancing Banana In the US,



I was laid off last week because of no work Frown Retro


Frown Sorry to hear that, epitaph. Hope RL goes better for you in the future...

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Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.

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epitaphrecords88
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Hey, no worries, at least I have more time work on the mod. :D I'm starting fiddle around with interiors on the CS, and hopefully soon enough I can start with one of the unclaimed Haerters Gap Ints.

This post has been edited 1 time(s), it was last edited by epitaphrecords88: 06.10.2006 17:22.

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Liquid Cheese
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They have all been claimed and completed, although there are lots of riften claims for the taking.
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Smokindan
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Here is the link to the the latest .esp. I haven't had a chance to do much except add the Hunting the Beast quest, some dialogue and fix some of the RAI but I've got exams for the next few weeks so I thought I'd hand it over to GB or someone. Also, those CS paths for the armor needs to fixed (yellow exclamation marks ftl.)

I don't think the beta number should change either. I've only made minute changes.

EDIT: Cryo said:
quote:

Not sure what you mean, but the giant will be released with the rest of the lore creature expansion mod, and you can use it anyway you like.


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I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.

->Sir Winston Churchill

This post has been edited 1 time(s), it was last edited by Smokindan: 07.10.2006 02:37.

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Psychotic
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quote:
Originally posted by Smokindan
Also, those CS paths for the armor needs to fixed (yellow exclamation marks ftl.)

I don't think the beta number should change either. I've only made minute changes.


The armors are fixed but the problem was in the nifs so if you only got the .esp from GB (though I sent him the fixed nifs too) then it would still show up. Ask GB to send you the download link for the updated nifs that I sent him when I last worked on the .esp.

quote:
Originally posted by Smokindan
I haven't had a chance to do much except add the Hunting the Beast quest


Does that mean we have a GIANT in-game? =) Or did you meant the "Besieged by bears" quest?
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Smokindan
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quote:
Originally posted by Psychotic
quote:
Originally posted by Smokindan
Also, those CS paths for the armor needs to fixed (yellow exclamation marks ftl.)

I don't think the beta number should change either. I've only made minute changes.


The armors are fixed but the problem was in the nifs so if you only got the .esp from GB (though I sent him the fixed nifs too) then it would still show up. Ask GB to send you the download link for the updated nifs that I sent him when I last worked on the .esp.

quote:
Originally posted by Smokindan
I haven't had a chance to do much except add the Hunting the Beast quest


Does that mean we have a GIANT in-game? =) Or did you meant the "Besieged by bears" quest?


I'm not sure how I would get that into the .esp anyway Frown

I've just added the quest, nothing there except stages, I think. Read my edit on the last post...

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I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.

->Sir Winston Churchill
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Psychotic
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Well if the giant is game-ready than we just need to ask Cryo for the mesh, textures and whatever else we will need (though a finished .esp with set anims and all would be much better) and we can put it in-game. Though where will the giant be located, do we need a new dungeon? Confused
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The Old Ye Bard
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It's proberly best if GB puts the giant in as he is the person who is incharge of the files.

We will need a new dungeon, but it must fit in with the constraits of my quest and must use big cave pieces so the giant does not bump into things.
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Psychotic
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quote:
Originally posted by The Old Ye Bard
We will need a new dungeon, but it must fit in with the constraits of my quest and must use big cave pieces so the giant does not bump into things.

Where would the entrance be, we are a bit short of free space around HG?
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The Old Ye Bard
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Not close to Haerter's Gap, probably a lot further west, closer to Bruma giving the PC more of a challenge.
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Greybeard
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Sorry I wasn't around this weekend. I finally had a weekend off, and was down with a cold/flu. It figures. Eek 1

I'm thinking that maybe we should hold the giant for an area in the mountains near Riften. We've got plenty of new content in the HG mod (and I'd really like to see it released someday. Wink )

This post has been edited 1 time(s), it was last edited by Greybeard: 09.10.2006 17:54.

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windsurfer
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Any of these left which I can do! I dout it but worth a try.

Tom
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Liquid Cheese
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There are no claims left sorry Frown but if you head on to the riften section, then there is a whole load of new interiors up there.
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Psychotic
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Where are we at with this?
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Liquid Cheese
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What is there left to do?
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Qxzyz
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Bug squashing aplenty, including typos...cornucopia of voice work (both obtaining voice actors and introducing exsiting files into the game) to name two things...

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This post has been edited 1 time(s), it was last edited by Qxzyz: 12.10.2006 21:54.

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Psychotic
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quote:
Originally posted by Qxzyz
Bug squashing aplenty, including typos...cornucopia of voice work (both obtaining voice actors and introducing exsiting files into the game) to name two things...

I don't think I mentioned this Qxzyz, but you have permission to contact the OVAG and ask if they can do some more work for us. Yes Just send them any dialog that needs to be voiced and ask for a sample of the voice actor they have in mind for the job. If it's good (and it usually is) then they can do the whole thing.

This is their address:
shapechangerr@yahoo.com
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Qxzyz
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Cool! Cool

I'll get on this right now. I'll also start a new thread on the Skyrim main page soon so everyone can be aware of progress in this regard...

For the record, I'm perfectly willing to actually put the files in the .esp when the time comes...Also, I intend to see if the OVAG folks have another Nord voice worth using -- otherwise I'll read the other Nord lines myself...

Thanks for the opportunity to help! Cheers

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Psychotic
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Great! Pleased
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Qxzyz
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General question about the voice acting...

Would we be interested in conditional Infogeneral rumors concerning quests that change depending on the status of a given quest? For example, if the player has received the "White Witch" quest but not yet completed it, other NPC's might have a random rumor about the witch, but after completion might have a different rumor describing the death of said witch? Ostensibly, I'm asking now because I could whip up a few rumors to be voiced along with other lines I'm submitting to the OVAG...alternatively, I could simply inform the OVAG that we may have additional lines to be read by the same voice actor at a later date...

Thoughts?


EDIT: Never mind...it just occurred to me why the HG NPC's don't have Infogeneral rumors on them in the first place; there wouldn't be anyway to stop them from saying vanilla OB Infogeneral rumors using vanilla OB voices without placing GetIsID == 0 on _every_ vanilla rumor for every HG NPC...*sigh*

EDIT^2: Actually, I see there's already "General" or "Rumor" quest topics concerning certain quests...I'll be sure to add these to the OVAG lines... Dunce

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This post has been edited 2 time(s), it was last edited by Qxzyz: 13.10.2006 01:43.

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Greybeard
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Sorry I haven't been around, but that cold/flu I mentioned put me down for a few more days than I expected. I'll be out of town for the weekend to attend my daughter's senior recital, but will be back late Sunday.

Actually, the way you guys are working, I'm feeling like a bystander Good job!
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Smokindan
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So. Perhaps Qxzyz can have the latest .esp and put in his voice acting and the VAG's stuff?

You seem to know what you're doin' Qxzyz :)

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Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.

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Qxzyz
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I'd be honored to do exactly that, Smokindan! :D

However, I'm currently just at the stage of transcribing lines to pass on to the OVAG (which, incidentally, should be done within 12 hours of this post), so the only lines I could add to the .esp at the moment would be those for Yulghr, Haerter's Ghost, and J'Ram Dar -- we are otherwise going to be waiting on OVAG to supply the lion's share of the voice files. [Aside: I could try speaking the lines for all the Nords myself if the OVAG experience seems to be taking longer than would be acceptable...I could also polish up a Dunmer voice and an Imperial voice myself if need be, but, based on the high quality Argonian voice we've gotten from OVAG, I have high hopes for including many unique voices in HG! :) ] The point is (finally) I could put some files in now and another @$$-load later or just do the whole thing at once, which might be more efficient...

Furthermore, in the most recent version I've got (.esp 11), several quest topics (including lines of dialogue, conditions, and/or resulting scripts) for two of the quests ("Markers? What Markers?" and "Sins of a Dunmer") are AWOL...is there a different .esp I should be using?

Also, in the "Breaking the Habit" quest:
a.) does Eric not have anything to say...ever? I presume this NPC is the meandering Nord in question for this quest...
b.) should Ulaf acknowledge that the player has, in fact, investigated the issue? He currently has a greeting, asks the player to help, and that's it; literally nothing else to say.

Lastly, as soon as I send the email to OVAG, I'll make a new thread on the main Skyrim page to serve the dual purpose of 1.) allowing everyone to keep track of what's happening with the OVAG and 2.) to prevent me from hijacking other threads at random with overly-verbose posts. Blush :D

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The Old Ye Bard
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Okay cool, could you also take care of at the same time the Lip Sinking files and such?
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TOYB: Absolutely! :D

BTW, I finally found Asta from the "A Girl Away From Home" quest in the CS...she's on the first upper room in Tjernagel's. :) Also, if I look at her filtered dialogue (which sounds dirty, but it's not -- I swear! :D ), for some reason the CS believes that she is perfectly entitled to say Hauk's line concerning the player's entry into Skyrim (1SKxxQ03xxSDxCheck), even though that line is clearly condition-limited to just Hauk...hmm...

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The Old Ye Bard
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If you see any problems with the Dialouge that Smokindan might of missed, you are fully justified in fixing it. Also if you find any problems with the quests in general feel free to fix it.
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Oh -- cool! :D

So this is the most recent version of the .esp then?

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If the quest "Hunting the beast" is in, then it is. If it isn't Smokindan still has the masterfile so PM him for it in that case.
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Smokindan
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Man you make long posts, Qxzyz :D

quote:
Furthermore, in the most recent version I've got (.esp 11), several quest topics (including lines of dialogue, conditions, and/or resulting scripts) for two of the quests ("Markers? What Markers?" and "Sins of a Dunmer") are AWOL...is there a different .esp I should be using?


The latest version should be on page 31 of this thread. Those two quests were gonna be disabled for release and then added later. They're goin' to be included now so grab the latest .esp.

quote:

Also, in the "Breaking the Habit" quest:
a.) does Eric not have anything to say...ever? I presume this NPC is the meandering Nord in question for this quest...
b.) should Ulaf acknowledge that the player has, in fact, investigated the issue? He currently has a greeting, asks the player to help, and that's it; literally nothing else to say.


Hmmm...I haven't done anything for Eric. I was under the impression that you would never see the wandering Nord. He would just be implied (the player isn't likely to go looking for him anyway.) I suppose it could be Eric and then we have some kind of appreciative comment after you've done the quest. Also, I'm not too sure about Ulaf. I didn't really flesh out the quest much. I can add more stuff after school's done (a couple of weeks Frown ) Or you can :D

quote:

BTW, I finally found Asta from the "A Girl Away From Home" quest in the CS...she's on the first upper room in Tjernagel's. :) Also, if I look at her filtered dialogue (which sounds dirty, but it's not -- I swear! :D ), for some reason the CS believes that she is perfectly entitled to say Hauk's line concerning the player's entry into Skyrim (1SKxxQ03xxSDxCheck), even though that line is clearly condition-limited to just Hauk...hmm...


I think that's the trouble with using two NPCs in one place. I currently have an Asta who's meant to be in Bruma for the quest, then disabled once you tell her about her sister and leave. She is then meant to reappear in Haerter's Gap, in her sister's room (this is controlled by a script btw...maybe I got something wrong.)

The same is meant to happen with the Dunmer in the "Breaking the Habit" quest. When you talk to him about the drugs etc. etc. and finish it he'll reappear in the Dunmer barracks. About that, actually. We might have to change his location (south of HG) as it contains bears :)

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Qxzyz
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quote:
Originally posted by Smokindan
The latest version should be on page 31 of this thread. Those two quests were gonna be disabled for release and then added later. They're goin' to be included now so grab the latest .esp.


Cool -- thanks!

quote:
Originally posted by Smokindan
Hmmm...I haven't done anything for Eric. I was under the impression that you would never see the wandering Nord. He would just be implied (the player isn't likely to go looking for him anyway.) I suppose it could be Eric and then we have some kind of appreciative comment after you've done the quest. Also, I'm not too sure about Ulaf. I didn't really flesh out the quest much. I can add more stuff after school's done (a couple of weeks Frown ) Or you can :D


Ah -- I see. I just presumed Eric was "that Nord" only because he has no dialogue whatsoever attached to him. Mind you, he doesn't _have_ to be "that Nord," but he literally will be a mere standing corpse/Nord-shaped armor rack if he has no dialogue. I dunno I'm happy to write a quick "Atta boy!" for Ulaf when the quest is finished...I'll get on that just before I email OVAG a little later today...

quote:
Originally posted by Smokindan
I think that's the trouble with using two NPCs in one place. I currently have an Asta who's meant to be in Bruma for the quest, then disabled once you tell her about her sister and leave. She is then meant to reappear in Haerter's Gap, in her sister's room (this is controlled by a script btw...maybe I got something wrong.)


Ah. Explained I only mentioned her at all because the last 2 (or 3?) bug reports I've posted mention that I've been completely unable to find Asta in-game. I'm not convinced there's anything wrong with the script - I think it might be something in my specific game - but I'll have a closer look at this now that I understand how it's supposed to work. All that notwithstanding, why would the CS want to allow a "Hauk-only" line to be spoken by her? I don't know if this actually happens in game, however, I only noticed it _could_ happen... I dunno

quote:
Originally posted by Smokindan
Man you make long posts, Qxzyz :D


I know...I can't help it! :D I'm writing a thesis in RL (well, I'm _supposed_ to be writing it... Wink ) so I've become accustomed to verbally delineating as explicitly as possible...kinda like right now, for example... I dunno :D



EDIT: BTW, is the book "Confessions of a Skooma Eater" currently in game? The conditions for talking to the Dunmer in the "Breaking the Habit" quest currently point to an "Invalid" target instead of this book, and I couldn't immediately find the book in the CS -- perhaps I'm not looking in the right place?

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This post has been edited 1 time(s), it was last edited by Qxzyz: 13.10.2006 15:20.

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The Old Ye Bard
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With Asta I think what you have done is used the same "Asta" twice, but really you should of made a copy.


Confessions of a Skoma-eater, may not be ingame(It was in MW, but it may nt if been caried over). If it is not there find it on TIL and add it in(use a default book cover). It may also be called Confessions of a Dunmer Skoma-Eater.
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Qxzyz
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TOYB: Got the book, it's now in game. I'll have a look at the "Asta clone wars" shortly...

Also, I fixed Arrinus' Journal...I left the grammar & typos alone (as I believe this was intentional), but I just fixed the spacing to make it easier to read...

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This post has been edited 1 time(s), it was last edited by Qxzyz: 13.10.2006 23:15.

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Smokindan
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Yeah, Qxzyz, I think it would be better to make two Asta's. "Asta" can be in Bruma and "Asta1" can be in HG (these are the IDs.) Then just change the dialogue in the Quest window, so "Asta" talks about here sister and going to HG and "Asta1" says thank you for this. You'd have to give each a unique Reference ID (double-click on them and type in something into the Reference ID box) and then refer to them in the script (when each is disabled and enabled.) That way we can put different AI and stuff on them as well.

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I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.

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Qxzyz
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Cool -- I'm on it.

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Qxzyz
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Grrrr..... Mad

So I fixed a few very small things last night in the .esp and before dissecting other quest issues this morning (not the least of which is the Asta phenomenon), I decided I'd check out HG in game to see if: 1.) the fixes I had made look right and 2.) there were any other small things I could tackle simlutaneously...

Upon game start, the ground had, once again, disappeared! I assure you, I did not activate the Skyrim.esm concurrent with the OB.esm when running the game...

For the record, the only fixes I'd made were:
* added Ulaf dialogue for the "Breaking the Habit" quest, and added fame reward for completion (this is easily removed if it's not acceptable)
* added a couple of conditions to selected dialogue statements in the "Sins of a Dunmer" quest, to prevent everyone in Tamriel from asking the player about the status of this quest
* changed text layout of Arrinus Varo's Diary (I left typos/grammar issues alone)
* fixed the cell door in the Imperial Office to allow it to be opened with the Cell Door Key
* placed appropriately-oriented Northmarkers in the Skyrim Office, MW Office, MW Office Stairs, and MW Office Shrine
* moved many interior teleport markers slightly away from their respective doors, to eliminate the "push" a player would receive upon entering many cells
* created "Confessions of a Dunmer Skooma Eater" book; placed on front desk in Imperial Office just to be able to look at it in game (of course, it will ultimately need to be placed somewhere more logical)

Ostensibly, these were not nearly potentially earth-shattering fixes...and I do mean "earth-shattering," as the ground had disappeared in game...


Interestingly, since I happened to have a saved game right next to Aerin's Camp, I loaded the game succesfully from there and was able to wander around HG...However, I am reluctant to make any more .esp changes if I've already corrupted/disfigured the mod -- what am I doing wrong? Is the .esp salvageable? Here is the .esp I've modified, if anyone would like to have a peek...I haven't changed the .esp name either, so: fair warning.


While I'm at it, here's a couple of other unrelated things I've noticed:
* Haerter's Statue seems to be wandering a bit before he "remembers" he's supposed to be a statue; doesn't seem to have any statue texture on him either in game or in the CS.
* There's a tree in front of the boar pen next to Clyde's which is situated in such a way that if the player opens the gate to the pen, that gate will swing through said tree.
* The player cannot enter Clyde's; door activator icons are inactive.
* Placing of northmarkers, while necessary to maintain compass bearing, did not solve the problem of the misaligned door activation icons.
* The snow bear still has no problem chasing the player into HG proper. Frankly, I don't think this is a bug or an issue which needs fixing, but I just wanted you(se) to be aware it can and will happen...apparently, "Hell hath no scorn like an annoyed Snow Bear..."



EDIT: Come to think of it, Smokindan, the "Where Spirits Have Lease" vanilla OB quest (MS02) involving the haunted manor in Anvil has a section where the main NPC involved, Velwyn Benirus, changes his location from Anvil to the IC and back again. IIRC, it's just done via a script placed on the NPC which literally teleports him from one spot to the other contingent upon quest stage and player location -- so we might be able to avoid having replicate Asta's in HG.esp altogether merely by emulating this script. Alternatively, we could flag Asta as "essential" and have her run from Bruma to HG. I'm happy to do either of these as soon as the Cyrodiilic-freefall issue I'm having gets resolved...

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This post has been edited 9 time(s), it was last edited by Qxzyz: 14.10.2006 16:55.

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