Hello, got a strange question for you Danae. So, I would love to run this on a tes3mp server I'm working on. Is there any way to go about disabling the question boxes at the beginning and/or just defaulting them both to 'no?' They pop up every time a login occurs, since it assumes a new game is being started.
Thanks for the awesome mod btw! I always love my underground mods... I often fantasize about a giant mod that merges and connects them all with tunnels to create a sort of Morrowind Underdark.
AFAIK there should be some more or less obscure tes3mp setting to decide what global variables to keep values through sessions, so it should be tes3mp server administrator responsibility to properly set them somewhere related. global short variables to track would be: dd19rebirthConfig dd19rebirth dd19noThief
Having said that, if you just want the default options (no Rebirth compatibility, no thief quest branch available to non-thieves guild player) try loading this patchafter Ebonheart_Underworks.esp, it should just make the related autostarting global script set the variables and stop.
I am happy to report that this worked like a charm! Thank you!!
While I have you on the horn, I'm wondering if you could help me root out another issue. So I run this mod alongside Majestic Ebonheart and the Imperium Ebonheart Keep, and I've got an issue of a duplicate Pilus Amatius running around the streets. I opened up all the mods together in the CS, and unfortunately can only find one instance of him...
Any ideas as to how I might go about getting rid of the doppelganger? Thanks again! <3
Both Ebonheart_Underworks.esp and ImperiumCastleEbonheart.esp do not touch that NPC so it could be a doubling problem in the save. It is easy to check if this is the case, just start a new test game and go to the same place where you see the doubling, if there is no doubling from a fresh new game it means the doubling problem is in the old save.
If the problem is in the save, original game easier tool to use to solve this kind of problem is Mash repair All on the save, in case of OpenMW no idea if there are equivalent tools, but you should be able to solve this in game from the console: 1. open in game console where the doubled NPCs are 2. click first doubled NPC, take note of the number you see to the right of the NPC identifier (e.g. Pilus Amatius00000001) 3. do the same for the other NPC 4. click the NPC with the higher number to the right (e.g. Pilus Amatius00000002). When you see it in game console header, type in console disable press enter key, type: setdelete 1 press enter key, exit console, save the game. Last save should be cleaned from the double
[EDIT] if the problem is not in the save, it is probably in the one mod touching the Pilus Amatius reference (Random Pal or original version of Izi's Ebonheart) or some other mod conflicting with it [EDIT2] yes, most likely this, check the bugs tab
Ahhh, so I see. I feel like a doofus for not checking the bugs! I burn through a lot of mods, so sometimes it slips my mind. Thanks for pointing it out.
Sadly I may have to either live with this, or swap Ebonheart overhauls I suppose, as this is on a tes3mp server with cell resets, so disable and setdelete don't function as you would expect, and there are no savegames to speak of.
Thank you so much for your help!
EDIT: Unless - I've never used it before, but I read online that I may be able to use Enchanted Editor to locate and remove the duplicate by his ref ID? Is this accurate? Like I said, the dupe is non-existent in the CS.
EDIT 2: looks like I'm gonna follow your example on this one and do 2 edits lol. Anyways, would it perhaps solve the issue to simply clean the mod in tes3cmd? That I do have *some* experience with (not that it takes much).
this should log to out.txt the mods changing apelles matius reference if you find the mod you want to clean from the NPC reference you could try something like
Dunno I don't use MO2. IMO probably a easier way to use complex command line tools, apart keeping the help guide handy is using the commands from a batch file instead of typing in a console, every time you need to do something you add some lines and when done you comment out them but keep them in the .bat file as future example/documentation for similar tasks
Hmm.. okie dokie. The issue with MO2 is that it keeps mods out of your Morrowind Data Files, which complicates things like tes3cmd. Suppose it'll be another case of fck around and find out!
Thanks again for all your help. Fingers crossed it works!
I am stuck with the quest "Ebonheart Underworks: The Cave-in".
I have the journal entry "I met Ponders-In-Bread, and Argonian trapped after a cave-in. With my help we were able to clear the rubble. She has given me a key that opens a secret door in the Central sewers. I am welcome anytime. She warned me to stick to the walls."
What do I need to do to clear this quest from my journal?
Okay I figured out the issue. If you help Ponders-In-Bread link up with the other escaped slaves, but then don't speak with them and tell them where the slave hunter is, you won't get the dialogue option to close out The Cave-in quest. Further, if you assist the slave hunter, it will be impossible to complete the quest since the slaves will despawn and you'll never be able to get the dialogue where they thank you for helping Ponders-In-Bread.
Might be a loop worth closing if there is capacity for a mod update.
I'm using OpenMW and every quest worked. The only problem I ran into, while using the Expanded Vanilla modlist on modding-openmw.com, is I think BCOM made the rowboat inaccessible w/o tcl.
Anyone can help me with the "Ebonheart Underworks: Currotion & escaped prisioner" quests?
Spoiler:
Show
For the first quest, I didnt take the easy job he offerd. As it sounded shady. But I still got a quest? How do I complete it? How do I get it off my questlist :D. I want a clean journal damn it hehe.
Spoiler:
Show
For the second quest, I just dont know. I told where to find that criminal scum!, then what? Do I need to find him/the guard again? Are they in the garrison/prison? Cant find any of them.
Cheers! Love the mod, always loved exporing sewers or dark tunnels in Oblivion and now Morrowind hehe.
go and talk to someone in the guards place to get your good citizen reward check the place where you first met the prisoner, there should be something to find
Ok, I give up :D Cant find anything in the place he prisoner stod, beside 2x normal cloth. And no one at the Garrison or other guard has anything to say or be told about the lawbreaker hehe. Dose the Beautiful Cities of Morrowind patch move the loactions somewhere or ?
there are other places with guards in Ebonheart that would be interested in ebony contraband (East Empire Company)
try this console command: GetJournalIndex "dd19_escaped_prisoner" if the result is 25 there should be a ring hidden behind the prisoner clothes (on a brick) if not you can update the quest from the console with these 2 commands: Journal "dd19_escaped_prisoner" 25 PlaceItemCell dd02_ring01 "Ebonheart, Sewers Central" 5658 7614 -114 0
The only imperial guard in the main office has noting to say about this, already talk with them and the other figher guild hired guards hmm what am I missing? And sorry to be such a bother here.
Hmmm if it works as expected the vanilla Company Guard ("Company Guard_unique") in "Ebonheart, East Empire Company Hall" should have the "easy job" topic Ok conditions are: 1. you must have the 10 pieces of ebony to give back and one of these: GetJournalIndex dd19_e_corruption_tg == 30 or GetJournalIndex dd19_e_corruption == 30
So sorry it probably only works if you got the quest and the ebony from the thief or from the corrupted imperial if you have GetJournalIndex dd19_e_corruption_tg == 20 try talking with the corrupted imperial if he is still there (in Ebonheart, Sewers East) if it does not work I will update a patch to force finish the quest when GetJournalIndex dd19_e_corruption_tg == 20
[EDIT] ok I have uploaded an update anyway, it should clean the journal when GetJournalIndex dd19_e_corruption_tg == 20
Company Guard didnt have that tophic, tho as my path for the quest. I didnt have any ore to give :D Maby thats why? I shall test the commands out thank you :) for the help and the fast replies to. Any commands to finish the quest ? I was on "GetJournalIndex dd19_e_corruption_tg == 20 " indeed. As I am unsure to use the updated version. Because, I as below. I use the great mod BCOM patch for this mod. ^^
Wow nice, a update to. Hope it will help other future ppl as well then <3. Mention the update in Beautiful Cities of Morrowind, in case their patch needs a update as well. ( As I am using it so)
If you want to force quit the quest from the console without updating the mod you should be able to use something like this: Journal dd19_e_corruption_tg 50 Not the proper final journal entry, but it should clear the quest
About using the update or the bcom patch, please tell from the start if you are using the bcom patch instead of the original mod, because the bcom patch (see post below about flooded room) is probably for version 1.10 of this mod/obsolete/missing the fixes from original mod version 1.11 and later. This is important for any mod using patches else you may make original mod authors look for problems already fixed or new problems introduced by bcom or some other mod (e.g. moving/flooding a vanilla cell without patching the original mod door) that don't exist in the original mod.
Yeah it completed the quest, and I deeply apologise. It sliped my mind, and yes it make much sense to say that at the start. Sorry if it created more work for you. Sorry
...the world you will rule is only an intermittent hope and you must be the letter written in uncertainty. Translation: for some reason bcom (or some other mod) is enabling water in the Ebonheart, Imperial Guard Garrison interior cell and moving things up. This mod just adds a trapdoor to that standard cell that bcom (or some other mod) is now flooding. Needs a patch, and patches are responsibility of mods created later IMO, especially if they heavily change cells functionality in incompatible ways. [EDIT] note. apparently there is a patch in BCOM, but it is probably for version 1.10 of this mod/obsolete
1) Talk to the Drunk Nord or his Nord wife, there are non-violent outcomes.
I've talked to the drunk nord, but I've found no wife anywhere. What did I miss? I just stole his axe, only to have him go mad.
2) The "easy job"quest has 3 involved parties, you can side with either.
Is this referring to the ebony you're asked to deliver to the boat during midnight? Because I just took the quest, went to the boat (note: for anyone reading, the boat is where the other ships are, under the bridge) and just delivered the ebony without anything happening.
3) To get a clue about the owner of the ring, equip it
Found no ring.
4) To get to the hidden cache, find the missing brick
I've found the missing brick, but I can't put it into the spot. What am I missing?
5) To get a positive outcome from the statues, increase your luck.
Is the positive outcome infinite (until your luck goes out) or does it have a fixed amount? I think I was able to get the blessing three of four times.
> I've talked to the drunk nord, but I've found no wife anywhere. What did I miss? I just stole his axe, only to have him go mad. getting his axe is the one thing guaranteed to have him go mad. There should be a lost piece of paper giving some clue near the gate and a bucket of water nearby...
> just delivered the ebony without anything happening. This is what should happen when you put the 10 ebony pieces in the boat (at the right time, around midnight): A message should appear "As soon as you put the last ebony piece inside the rowboat, a figure from the shadows nods to you, jumps in and starts slowly rowing into the dark." and then you should be able to talk about it with the corrupted imperial. if not, something did not work, no idea why unless you are using OpenMW which is not supported (that is, it may work, or not, we did not use/test with it)
> Found no ring it is near the escaped prisoner location
> I've found the missing brick, but I can't put it into the spot. What am I missing? You should be able to drag and drop the brick in the hole (going 1st/3rd person view mode and back may help your perspective). Note: no idea if script works in OpenMW, none of us used it for testing, but placing the brick in the hole should make the secret wall at your shoulder slide open, maybe you did not realize it?
> Is the positive outcome infinite (until your luck goes out) or does it have a fixed amount? I think I was able to get the blessing three of four times. IIRC you should have 5 tries available, so max 10 Willpower bonus if you are super lucky
Okay, played this mod. It's not bad at all, in fact it makes me regret there are no sewers for other cities and settlements too.
Now...
Spoiler:
Show
- The nord and her wife. I used the bucket on him, but I can't tell the wife about him even if the diary says otherwise. I guess I should have taken the axe and brought it to her after "awakening" his husband.
- the quest where you are supposed to bring ebony to the boat works perfectly in my game. I was asking if you were supposed to be interrupted because the quest worked way too well for the character we are playing. No guards catched me and I thought to ask if you were supposed to be arrested or simply disturbed during the whole ordeal. For anyone wondering, you can meet another person interested in the ebony inside the sewer (a thief), and you can also tell the guard in the east empire company that two people are trying to smuggle ebony and give him both the ebony and the two people.
- The ring is worn by the prisoner. I had killed him, so I guess I would have never known that you get a quest when he rewards you by telling about the ring and the initials on it.
- I simply couldn't put the brick where you suggested. I should have tried in third person, I guess - btw, I'm using Morrowind with MGE.
It's been a while, so I don't remember everything and digging things in the editor takes time...
Spoiler:
Show
> The nord and her wife. I used the bucket on him, but I can't tell the wife about him even if the diary says otherwise. I guess I should have taken the axe and brought it to her after "awakening" his husband.
It could be, we had some problems synchronizing all the different branching together, it explodes fast so some things maybe be out of sync with the book basically if you talk with the lady before entering the sewers it is easier to fullfill the quest in a optimal way
> the quest where you are supposed to bring ebony to the boat works perfectly in my game. I was asking if you were supposed to be interrupted because the quest worked way too well for the character we are playing. No guards catched me and I thought to ask if you were supposed to be arrested or simply disturbed during the whole ordeal. For anyone wondering, you can meet another person interested in the ebony inside the sewer (a thief), and you can also tell the guard in the east empire company that two people are trying to smuggle ebony and give him both the ebony and the two people.
Yeah, we probably thought it was annoying enough to carry all that weight especially if you talked only with the imperial and did not have the thief potions
>I simply couldn't put the brick where you suggested. I should have tried in third person, I guess - btw, I'm using Morrowind with MGE.
That's strange because I tried that part several times at the time, unless some other incompatibility happened from patching things, I will give it another try and if it works I will make a video.
Watched the video. Thanks for giving it a try, but unluckily putting the brick is not as straightforward in my game as in yours. I guess it's some kind of oddity that could be game-specific.
Dunno, if looking for conflicts, as in 1st person mode the cursor should change to an arrow when you are able to precisely drop an object somewhere, 1st thing I'd try is to temporarily disable mods that could interfere with standard mouse pointer behavior e.g. some mods changing mouse cursor icon to signal trapped things or similar. In any case, apart the nice to see brick inside/out thingy, all that brick script does for quest progressing is to slide open the wall behind, so in case you are stuck you can just do it from console with this command: set dd02_WallBrick.state to 1
Just that If you enable it you will be offered the thief quest branch options even if you are not already a member of the thieves guild. Toggle is still there if you think the thief should not trust a non-member, or you want to be a thief next playthrough, consequences may differ in that case.
117 comments
Thanks for the awesome mod btw! I always love my underground mods... I often fantasize about a giant mod that merges and connects them all with tunnels to create a sort of Morrowind Underdark.
global short variables to track would be:
dd19rebirthConfig
dd19rebirth
dd19noThief
Having said that, if you just want the default options (no Rebirth compatibility, no thief quest branch available to non-thieves guild player) try loading this patch after Ebonheart_Underworks.esp, it should just make the related autostarting global script set the variables and stop.
While I have you on the horn, I'm wondering if you could help me root out another issue. So I run this mod alongside Majestic Ebonheart and the Imperium Ebonheart Keep, and I've got an issue of a duplicate Pilus Amatius running around the streets. I opened up all the mods together in the CS, and unfortunately can only find one instance of him...
Any ideas as to how I might go about getting rid of the doppelganger? Thanks again! <3
If the problem is in the save, original game easier tool to use to solve this kind of problem is Mash repair All on the save, in case of OpenMW no idea if there are equivalent tools, but you should be able to solve this in game from the console:
1. open in game console where the doubled NPCs are
2. click first doubled NPC, take note of the number you see to the right of the NPC identifier (e.g. Pilus Amatius00000001)
3. do the same for the other NPC
4. click the NPC with the higher number to the right (e.g. Pilus Amatius00000002). When you see it in game console header, type in console
disable
press enter key, type:
setdelete 1
press enter key,
exit console, save the game. Last save should be cleaned from the double
[EDIT] if the problem is not in the save, it is probably in the one mod touching the Pilus Amatius reference (Random Pal or original version of Izi's Ebonheart) or some other mod conflicting with it
[EDIT2] yes, most likely this, check the bugs tab
Sadly I may have to either live with this, or swap Ebonheart overhauls I suppose, as this is on a tes3mp server with cell resets, so disable and setdelete don't function as you would expect, and there are no savegames to speak of.
Thank you so much for your help!
EDIT: Unless - I've never used it before, but I read online that I may be able to use Enchanted Editor to locate and remove the duplicate by his ref ID? Is this accurate? Like I said, the dupe is non-existent in the CS.
EDIT 2: looks like I'm gonna follow your example on this one and do 2 edits lol. Anyways, would it perhaps solve the issue to simply clean the mod in tes3cmd? That I do have *some* experience with (not that it takes much).
tes3cmd.exe dump --instance-match "apelles matius" "*.es?" > out.txt
this should log to out.txt the mods changing apelles matius reference
if you find the mod you want to clean from the NPC reference you could try something like
tes3cmd.exe delete --instance-match "apelles matius" "nameofthemod.esp" > out.txt
Sorry for all these questions, it feels like it's a rare occasion that I get to have such comprehensive teaching haha. Thx again.
IMO probably a easier way to use complex command line tools, apart keeping the help guide handy is using the commands from a batch file instead of typing in a console, every time you need to do something you add some lines and when done you comment out them but keep them in the .bat file as future example/documentation for similar tasks
Thanks again for all your help. Fingers crossed it works!
I have the journal entry "I met Ponders-In-Bread, and Argonian trapped after a cave-in. With my help we were able to clear the rubble. She has given me a key that opens a secret door in the Central sewers. I am welcome anytime. She warned me to stick to the walls."
What do I need to do to clear this quest from my journal?
Might be a loop worth closing if there is capacity for a mod update.
Cheers! Love the mod, always loved exporing sewers or dark tunnels in Oblivion and now Morrowind hehe.
go and talk to someone in the guards place to get your good citizen reward
check the place where you first met the prisoner, there should be something to find
Dose the Beautiful Cities of Morrowind patch move the loactions somewhere or ?
there are other places with guards in Ebonheart that would be interested in ebony contraband (East Empire Company)
try this console command:
GetJournalIndex "dd19_escaped_prisoner"
if the result is 25
there should be a ring hidden behind the prisoner clothes (on a brick)
if not you can update the quest from the console with these 2 commands:
Journal "dd19_escaped_prisoner" 25
PlaceItemCell dd02_ring01 "Ebonheart, Sewers Central" 5658 7614 -114 0
Ok conditions are:
1. you must have the 10 pieces of ebony to give back
and one of these:
GetJournalIndex dd19_e_corruption_tg == 30
or
GetJournalIndex dd19_e_corruption == 30
So sorry it probably only works if you got the quest and the ebony from the thief or from the corrupted imperial
if you have
GetJournalIndex dd19_e_corruption_tg == 20
try talking with the corrupted imperial if he is still there (in Ebonheart, Sewers East)
if it does not work I will update a patch to force finish the quest when GetJournalIndex dd19_e_corruption_tg == 20
[EDIT] ok I have uploaded an update anyway, it should clean the journal when GetJournalIndex dd19_e_corruption_tg == 20
Any commands to finish the quest ? I was on "GetJournalIndex dd19_e_corruption_tg == 20 " indeed. As I am unsure to use the updated version. Because, I as below. I use the great mod BCOM patch for this mod. ^^
Wow nice, a update to. Hope it will help other future ppl as well then <3.
Mention the update in Beautiful Cities of Morrowind, in case their patch needs a update as well. ( As I am using it so)
Journal dd19_e_corruption_tg 50
Not the proper final journal entry, but it should clear the quest
About using the update or the bcom patch, please tell from the start if you are using the bcom patch instead of the original mod, because the bcom patch (see post below about flooded room) is probably for version 1.10 of this mod/obsolete/missing the fixes from original mod version 1.11 and later. This is important for any mod using patches else you may make original mod authors look for problems already fixed or new problems introduced by bcom or some other mod (e.g. moving/flooding a vanilla cell without patching the original mod door) that don't exist in the original mod.
Take care mate!
Translation: for some reason bcom (or some other mod) is enabling water in the Ebonheart, Imperial Guard Garrison interior cell and moving things up. This mod just adds a trapdoor to that standard cell that bcom (or some other mod) is now flooding.
Needs a patch, and patches are responsibility of mods created later IMO, especially if they heavily change cells functionality in incompatible ways.
[EDIT] note. apparently there is a patch in BCOM, but it is probably for version 1.10 of this mod/obsolete
Some questions:
1) Talk to the Drunk Nord or his Nord wife, there are non-violent outcomes.
I've talked to the drunk nord, but I've found no wife anywhere. What did I miss? I just stole his axe, only to have him go mad.
2) The "easy job"quest has 3 involved parties, you can side with either.
Is this referring to the ebony you're asked to deliver to the boat during midnight? Because I just took the quest, went to the boat (note: for anyone reading, the boat is where the other ships are, under the bridge) and just delivered the ebony without anything happening.
3) To get a clue about the owner of the ring, equip it
Found no ring.
4) To get to the hidden cache, find the missing brick
I've found the missing brick, but I can't put it into the spot. What am I missing?
5) To get a positive outcome from the statues, increase your luck.
Is the positive outcome infinite (until your luck goes out) or does it have a fixed amount? I think I was able to get the blessing three of four times.
> I've talked to the drunk nord, but I've found no wife anywhere. What did I miss? I just stole his axe, only to have him go mad.
getting his axe is the one thing guaranteed to have him go mad. There should be a lost piece of paper giving some clue near the gate and a bucket of water nearby...
> just delivered the ebony without anything happening.
This is what should happen when you put the 10 ebony pieces in the boat (at the right time, around midnight):
A message should appear "As soon as you put the last ebony piece inside the rowboat, a figure from the shadows nods to you, jumps in and starts slowly rowing into the dark."
and then you should be able to talk about it with the corrupted imperial. if not, something did not work, no idea why unless you are using OpenMW which is not supported (that is, it may work, or not, we did not use/test with it)
> Found no ring
it is near the escaped prisoner location
> I've found the missing brick, but I can't put it into the spot. What am I missing?
You should be able to drag and drop the brick in the hole (going 1st/3rd person view mode and back may help your perspective).
Note: no idea if script works in OpenMW, none of us used it for testing, but placing the brick in the hole should make the secret wall at your shoulder slide open, maybe you did not realize it?
> Is the positive outcome infinite (until your luck goes out) or does it have a fixed amount? I think I was able to get the blessing three of four times.
IIRC you should have 5 tries available, so max 10 Willpower bonus if you are super lucky
Now...
- The nord and her wife. I used the bucket on him, but I can't tell the wife about him even if the diary says otherwise. I guess I should have taken the axe and brought it to her after "awakening" his husband.
- the quest where you are supposed to bring ebony to the boat works perfectly in my game. I was asking if you were supposed to be interrupted because the quest worked way too well for the character we are playing. No guards catched me and I thought to ask if you were supposed to be arrested or simply disturbed during the whole ordeal. For anyone wondering, you can meet another person interested in the ebony inside the sewer (a thief), and you can also tell the guard in the east empire company that two people are trying to smuggle ebony and give him both the ebony and the two people.
- The ring is worn by the prisoner. I had killed him, so I guess I would have never known that you get a quest when he rewards you by telling about the ring and the initials on it.
- I simply couldn't put the brick where you suggested. I should have tried in third person, I guess - btw, I'm using Morrowind with MGE.
Thanks for all your help, Abot.
It could be, we had some problems synchronizing all the different branching together, it explodes fast so some things maybe be out of sync with the book basically if you talk with the lady before entering the sewers it is easier to fullfill the quest in a optimal way
> the quest where you are supposed to bring ebony to the boat works perfectly in my game. I was asking if you were supposed to be interrupted because the quest worked way too well for the character we are playing. No guards catched me and I thought to ask if you were supposed to be arrested or simply disturbed during the whole ordeal. For anyone wondering, you can meet another person interested in the ebony inside the sewer (a thief), and you can also tell the guard in the east empire company that two people are trying to smuggle ebony and give him both the ebony and the two people.
Yeah, we probably thought it was annoying enough to carry all that weight especially if you talked only with the imperial and did not have the thief potions
>I simply couldn't put the brick where you suggested. I should have tried in third person, I guess - btw, I'm using Morrowind with MGE.
That's strange because I tried that part several times at the time, unless some other incompatibility happened from patching things, I will give it another try and if it works I will make a video.
In any case, apart the nice to see brick inside/out thingy, all that brick script does for quest progressing is to slide open the wall behind, so in case you are stuck you can just do it from console with this command:
set dd02_WallBrick.state to 1