Morrowind

56 comments

  1. Mantisman502
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    Been trying to start this off on my Redoran Archmaster by talking to the foreman in Bal Isra about expansion. He tells me to give him 2000 and wait a week but he doesn't actually do anything. I ask him again and he says wait a week. OpenMW spits out this error into my bash terminal
    Error: [dialogue script] line 4, column 12 (RemoveTopic): Unexpected name
    Error: compiling failed (dialogue script):
    Startscript "DA_Strong_Expan1"
    Journal "DA_IsraExpanJournal" 10
    player->removeitem "gold_001" 2000
    RemoveTopic "expanding Bal Isra"
    Goodbye

    Edit: I scrolled down and found a fixed version of the .esp plugin file that fixed this issue immediately. https://drive.google.com/file/d/13Zmedd2DhglvYSOBaiOW9VNCxS9BuZxw/view
    1. SaggyForrskin
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      thank you for the link!!!!!
    2. MechanicalRex
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      Thank you very much for this
  2. ruphyz
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    I installed the mod correctly, have no other Bal Isra mod and finished my stronghold and killed Venim after installing Bal Isra Rising. The Foreman is standing in Bal Isra but he has no topic to talk about that has anything to do with expanding the stronghold. Does anyone know what the problem might be?

    E: after trying some things I did addtopic "stronghold" to the foreman. Then he would just talk basically talk about stronghold and "here on vvardenfell". Then i realised i had to talk to sarethi one last time about killing venim. It worked now the foreman talks about expanding bal isra and wants 2000 gold from me. The thing is, i dont't lose the 2000 gold and there are no changes after 1 week of waiting. Anyone have an idea what's now the problem?
    1. jeroen1222
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      Did you ever find a way around this? I know it's long ago but I also want to install this mod!
  3. cubanbface
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    I'm guessing this is still imcompatible with LGNPC--Indarys Manor module. Wish someone would take over this mod and made it as great as the Telvani faction mods that are out there.
    1. Atanvarn
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      Second this.
    2. ShadowDragon0101
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      Third this. 
    3. palla23
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      fourthted
  4. Strenon
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    Is this compatible with Morrowind Rebirth?
    1. TheodoreIchabod
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      Fully, yes.
  5. Verboncas
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    Hello!

    I really want this mod to work, but I can't. :/

    Most people complain about the journal bug with non working conversation options. I already did the Arcmaster_100 adding before I discovered the mod so it's not my case. My problem is that I just simply doesn't have any mod related conversation options with the npc. I don't have any "heavy" mod installed, just little lore friendly things, the only bigger one is a complete localization to my language (Hungarian btw) could it be that that is the problem? I tried with AddTopic "settlements in Morrowind"/"expand Bal Isra" but could not find in the line either. 

    Edit: never opened the construction set before, but I found in the mod that the starter topic is stronghold (which is for whatever reason was not in my dialog list), so it was enough to AddTopic "stronghold' and whoala, now I could start the questlines. :D 
    1. SaggyForrskin
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      thank you for the link!!!!
  6. Shadow6125tr
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    Hello i've installed the mod but when i enter the buildings other than the main building the screen gets completely dark and i cant see anything even with the torch on. And when i talk to the foremen he doesnt have the option "bal isra expanding". Can you help me please? I play on mobile.
    1. ProfArmitage
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      Did you kill Bolvyn Venim to become Hortator during the main quest or at the end of the House Redoran questline? The foreman's dialogue checks for the House Redoran Journal entry instead of your rank in the House, so killing him to become Hortator prevents you from starting the mod.
    2. Shadow6125tr
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      Yes i killed him before installing the mod. So basically its glitched now? Are there any other mods that alters Bal Isra? Maybe that will fix it.. Or can i undo this mod to get the vanilla version back? Thanks for the response.
    3. Shadow6125tr
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      Ok i fixed it by unchecking it in the mod list. How did i even manage to forget about that lol.
  7. abot
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    In response to post #63099816. #63105851 is also a reply to the same post.


    Spoiler:  
    Show


    Swordmania wrote: I don't get it. How are people able to make this mod work when the command "RemoveTopic" does not exist in vanilla or OpenMW? It only gives a compiling error when you try to expand the stronghold.


    abot wrote: Maybe because OpenMW is silly, instead of doing what Morrowind.exe does (probably just skip unknown commands in dialog result) makes it blocking.

    Ok, let's elaborate more no it's not really silly (error messages are good for mod makers to realize their mistakes), just out of scope/should not be default behavior: purpose of OpenMW should be to make the thousands old mods for Morrowind work on a better engine, not wait for hypotethical modders of the future to fix thousands of old mods to adhere to new stricter syntax check.

    New stricter syntax may be good in OpenMW editor, but while playing the game these checks should be disabled BY DEFAULT so normal players could play mods like they have been tested in the original engine.

    Then future modders willing to rewrite an old mod in a better way could enable more strict syntax check (like in MWEdit) in the editor and fix thing for that 1 on 100 mod being redone, while the other 99 mods can still be played by normal players



    True except for the part where this mod is broken on vanilla due to the non-existant command.
     

    true, I stand corrected in this case. This may fix the removetopic problem
  8. Swordmania
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    I don't get it. How are people able to make this mod work when the command "RemoveTopic" does not exist in vanilla or OpenMW? It only gives a compiling error when you try to expand the stronghold.
    1. abot
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      Maybe because OpenMW is silly, instead of doing what Morrowind.exe does (probably just skip unknown commands in dialog result) makes it blocking.

      Ok, let's elaborate more no it's not really silly (error messages are good for mod makers to realize their mistakes), just out of scope/should not be default behavior: purpose of OpenMW should be to make the thousands old mods for Morrowind work on a better engine, not wait for hypotethical modders of the future to fix thousands of old mods to adhere to new stricter syntax check.

      New stricter syntax may be good in OpenMW editor, but while playing the game these checks should be disabled BY DEFAULT so normal players could play mods like they have been tested in the original engine.

      Then future modders willing to rewrite an old mod in a better way could enable more strict syntax check (like in MWEdit) in the editor and fix thing for that 1 on 100 mod being redone, while the other 99 mods can still be played by normal players
    2. istred
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      True except for the part where this mod is broken on vanilla due to the non-existant command.
  9. Maxim82
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    I don't get it. How are people able to make this mod work when the command "RemoveTopic" does not exist in vanilla or OpenMW? It only gives a compiling error when you try to expand the stronghold.


     
    I don't get it either. I play vanilla Morrowind and getting the same error. I can't expand and the same initial dialogue about paying 2000 gold (expanding Bal Isra) still remains and I can pay over and over. Tried waiting for a week if something changes anyway, but it didn't. I really wanted this to work
     
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  10. Maxim82
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    (edit, can't delete)