Morrowind
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zelazko

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23 comments

  1. Lynestra
    Lynestra
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    Can I install this mod after I have  received the quest?
    1. zelazko
      zelazko
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      As far as the way mod is built you should be fine as long as FG_Egg_Poachers is at stage 1
      https://en.uesp.net/wiki/Morrowind:Egg_Poachers#Quest_Stages
      Although I never checked if it'd work in game should you start the quest and install the mod later. I am only leaning to thinking it should work by looking at new changes and content I added. I am like 90% certain it will work.

      This mod has bugs which are fixed in my Fighters Guild overhaul. I abandoned my small boi fighters guild mods in favor of overhaul too much maintenance to import all the fixes into like 14 different submods.
  2. Dwalin2012
    Dwalin2012
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    I got a problem....unfortunately, my game crashes when I choose to let the poachers go. Don't know whether it's a script problem, but it happens even if I turn every single mod off, apart from this one. I am not playing on OpenMW though (I see the other Fighters Guild mods have been tested on OpenMW).

    Would be grateful for any help, the concept of the mod is very good.
    1. zelazko
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      Does it say what kind of error it is when it crashes in the messagebox?
      https://streamable.com/0hdmr
      I don't get any crashes when I let them go. But I found one warning in a global script that may lead to something. I will ask more knowledgeable people on discord.
      Unable to locate reference for global script FG_Egg_Poacher_ Battle.
    2. Dwalin2012
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      No messagebox appears, but the crash happens when I click on the sentence "Now time for us to leave" that appears after I choose to let them go.

      However, I get these in the Warnings.txt file:

      Following string is different for topic "FG_Egg_Poachers" info 30784108052940023869-"Eydis Fire-Eye tells me that the eggmine is located a short distance southwest of Balmora, in the bluffs west of the Odai River. The old suspension bridge across the Odai is just southeast of the mine entrance. I'm to follow the river south of Balmora until I see the bridge overhead."
      Previous string is different for topic "FG_Egg_Poachers" info 2497615257663532622-"I reported taking care of the egg poachers at Shulk Egg mine, and Eydis Fire-Eye paid me 100 gold, and gave me some extra potions."
      Following string is different for topic "FG_Egg_Poachers" info 2497615257663532622-"I reported taking care of the egg poachers at Shulk Egg mine, and Eydis Fire-Eye paid me 100 gold, and gave me some extra potions."
      Following string is different for topic "egg poachers" info 20277685304685325-"You've been expelled, %PCName. You'll have to make amends."
      Previous string is different for topic "egg poachers" info 10950204911061327418-"You taught those poachers a lesson, %PCRank."
      Following string is different for topic "egg poachers" info 6773155293010824296-"You got both of them? Good. Here's your payment. 100 septims. And we've got some extra potions from a recent raid. Take these. They'll come in handy. Just tell me when you're ready for more orders."

      Also, another minor problem: when Eydis in the Fighters Guild gives me the quest, and I click on the topic "egg poachers" that has just appeared, then instead of giving me the description of the quest like in vanilla, she asks immediately whether I have taken care of the poachers already.
    3. zelazko
      zelazko
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      You can ignore the warning.txt it says the new dialogue lines were inserted and neighboring lines cleaned so it does not edit the original line. The ESP is cleaned of edits to original dialogue.
      https://streamable.com/0hdmr
      as per my video there is no crash.
      Even if you let them go choosing option right after the fight ends.
      As you can see on video both are tested on vanilla engine and there is no crash.
      https://streamable.com/pifrz
      What you're experiencing is a vanilla engine hiccup that throws a fit at you at it's own discretion.
      That's why OpenMW is superior engine far more stable only draw back is it offers less base for modding support.

      Also, another minor problem: when Eydis in the Fighters Guild gives me the quest, and I click on the topic "egg poachers" that has just appeared, then instead of giving me the description of the quest like in vanilla, she asks immediately whether I have taken care of the poachers already.

      You need to click on Shulk Egg Mine topic as in original quest. Fixed in v1.1.
    4. Dwalin2012
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      I see. However, that crash only happens if I choose to let them go AFTER saying I will turn them to the legion. If I chase them away right after they surrender, then there is no crash, however they don't teleport away from the mine.

      Will try OpenMW eventually, although it's indeed a pity that it doesn't support as many mods.
    5. zelazko
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      Actually this part with egg poachers topic you're right about. It should be fixed now. But I dunno how to fix your crash since it does not crash on when I try to reproduce this crash.
      https://streamable.com/0hdmr
      And yes this video is right after poachers surrendered and I chose option to drag them to the Imperial fort. It does not crash.
      Let's hope someone smart from the morrowind modding discord will figure it out. I already posted there about the problem.
    6. Dwalin2012
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      I think I may have figured it out, although I am not sure: I was runnig multiple installations of Morrowind on my PC (to test different overhauls, mods etc). The one that crashed was a Morrowind folder copied from another PC. When I tried doing the quest in the original installation folder that was installed "normally", it was ok and it didn't crash. So it's ok now, sorry for the bother....Maybe it was just a multiple installation problem.
    7. zelazko
      zelazko
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      No problem bug/crashes reports are always welcome just to make sure things are working in order. :)
    8. Dwalin2012
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      Thanks for the dialogue fix

      The Morrowind engine is really a mystery.....If I turn off real-time shadows before talking to the poachers, then they teleport away with no problems at all, even in the other installation folder which crashed before. No idea why the shadows created problems for this, I guess it was a conflict between vanilla shadows and shadows from some mod or overhaul I installed. Maybe when the poachers are teleporting, something goes wrong with the script that makes the shadows disappear with them, while with the shadows turned off, everything goes ok.

      Just thought I would mention this so it will be useful if somebody has the same problem.
  3. joelanggml
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    So im assuming your Fighters Guild Questline Overhaul Mod is going to be your previous FG mods merged into one? I've tried merging them together myself and that didnt work out too well, can't wait till you put it out.
    1. zelazko
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      What method did you use to use to merge and what was the problem?

      I created my test mege and completed 4 quests without any issues:
      -Telvanni Agents
      -Dura gra-Bol's Bounty
      -Nchurdamz Dark Deal
      -Rels Tenim Bounty
    2. joelanggml
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      The only one that game me a problem was FG Engaer Bounty Alternatives. I merged it with the rest and the game would crash at startup. And I use the Construction Set and Combine Plugins.
    3. zelazko
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      I merged it with the rest
      You merged FG Engaer Bounty Alternatives with already existing merge?

      I don't get any crashes at startup tested both on OpenMW and vanilla engine. I used this plugin:
      http://www.mediafire.com/file/r52dq4fk1fvb2zo/FG_Overhaul_Merge.ESP/file
    4. enderandrew
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      I'm getting a crash attempting to use your merged file - FG_Overhaul_Merge.ESP

      Expression Error Unable to find referenced object "in_t_s_hall_ramp_01" in script FG_EngaerStroll.

      Even if I just load Morrowind.esm, Bloodmoon.esm, Tribunal.esm and that ESP by itself, I get the same crash every time trying to start a new game.
    5. zelazko
      zelazko
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      http://www.mediafire.com/file/avvsug307htc4bb/FG_Overhaul_Merge.7z/file
      Try this now. Crash at new game fixed.

      I finished 3 quest mods will upload them in coming days:
      -Codebook
      -Kill Hard-Heart ( Thieves Guild cross content has been taken care of )
      -Remove Sjoring's Supporters.( Thieves Guild cross content has been taken care of )
      If you want to add them to your merge:
      http://www.mediafire.com/file/ovmk2uix6g7txhi/Codebook_Kill-Hard-Heart_Remove_Sjoring_Supporters.zip/file
      FG Codebook Hack.ESP is implicitly required for both FG Remove Sjoring's Supporters.ESP & FG_Kill Hard-Heart.ESP
      Right now I am working on Remove the Heads of the Thieves Guild.

      4 more left to do:
      -Desele's Debt
      -Alof and the Orcs
      -The Verethi Gang
      -and extra quest to remove Percius Mercius for the evil guys.
    6. enderandrew
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      That works, thanks!
  4. runesick
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    I love your Fighters Guild mods, but the dialogue doesn't blend well with the rest of the game.

    For Sevilo Othan, I would change their dialogue to:
    "Good to see you again, player. I didn't expect to meet you here. We're miners now! I found this job for us in Ald'ruhn. We immediately went to Buckmoth Legion Fort to apply. It's quite lucrative; we make more money legally than we ever could by smuggling eggs."

    For Daynila Valas:
    "Good day to you, player. In Ald'ruhn, Aengoth the Jeweler told us they wanted more miners in Dunirai Caverns. Sevilo and I gladly accepted our new jobs, and we began working as soon as we could. Mining is hard work, but it's certainly better than smuggling eggs under penalty of death."

    I'm not quite sure who you mean by "they" in Daynila Valas' dialogue. It could be the Aengoth the Jeweler, or the Imperial Legion at Buckmoth Legion Fort.
    1. zelazko
      zelazko
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      Thanks I will make corrections to the dialogue.
  5. Kudix
    Kudix
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    Hi zelazko,
    Do you have an Eta for your Total Overhaul mod? It comes at the right time for me as I am planning a FG playthrough soon.
    1. zelazko
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      The answer is - it will be out when it is done.
      I have 9 more small mod like this one to produce. Given I make 3 to 4 per month it will take at least 3 months or more. I can't promise a release date or I can but your experience with the mod will be likely disappointment.
      If you play on OpneMW where there is almost no plugin limit you can install all my small mods and complete quests as I release them.
  6. TelShadow
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    Very interesting concept.