Project seems to be dead, sadly. Really would have liked to see a Temple equivalent to the Strongholds. Final entry still bugged in journal and I even seems to be having some issues with the terrain underneath the temple, likely due to Rebirth. Current state is sadly barren of features and filler. :(
The quest to build the temple is well-structured and fits in perfectly with Morrowind's writing style and tone. The only minor remark is that the quest's final stage isn't ticked as finished in the Construction Set, so it stays active in the player journal even after the temple is completed.
I'm looking forward to seeing how the initial mod and idea will be expanded and built upon.
Thank you for your kind words. The quest shall be checked finished in the next update. Our next update - Beta 1.30 - will be a biggy with another quest added (providing I can actually sort out the scripting issues, that is)
Nice idea, but the global short variable Stronghold is used by standard 3 factions strongholds quests/scripts so you are messing with them changing it, you should use a new unique global short for your mod progression [EDIT] also in your dialog conditions when there is equality no need to use another condition e.g. TT_Temple = 12 TT_Temple < 14 is not needed as 12 is always < 14 [EDIT2] and a compatibility suggestion if you want, touching landscape is often going to conflict with some mod and cause landscape seams, better to use some foundation mesh to build on a platform if possible e.g. see Vos
First of all, let me say that it is an honour to see you comment on my mod. On the global variable, would it work if I made a new one called TT_Temple, and inserted that in the scripts where appropriate?
On EDIT1 - Is this an essential issue? Apart from looking quite clumsy, what are the cons of not changing it?
On EDIT2 - I am sorry, can you elaborate?
Yours, TribunalTastic.
P.S. By the way, I love your silt strider, boat and gondolier mods.
> On the global variable, would it work if I made a new one called TT_Temple, and inserted that in the scripts where appropriate? it could work, but could also give problems as you already used this identifier for the TT_Temple journal identifier. to avoid possible runtime problems/confounding the engine, it is always better to use unique identifiers for anything you define even if the construction set does not enforce it, e.g. I'd use something like TT_TempleG for the global variable > Is this an essential issue? Apart from looking quite clumsy, what are the cons of not changing it? not essential, but dialog conditions evaluation is one of the things slowing the game most if you have many dialog mods, so any improvement is good > I am sorry, can you elaborate if you take a look at Vos village (the one near Tel Vos tower), you can see most buildings are over velothi style platforms. If you use e.g. those meshes as activators making them part of your temple build blocks, you can have a plain surface where to build the temple without having to edit the land, so avoiding any possible land conflict with other mods changing the same landscape cells (e.g. Korobal Island mod) TES Plugin Conflict view of landscape conflict with Korobal Construction Set view of landscape cell conflict seam with Korobal Basically, the one real bug is the first one, 2nd one is a possible optimization and 3rd one is a possible compatibility improvement
Thank you for your comprehensive response. My latest version, Beta 1.10, fixes the first issue.
On the compatibility issues, as I have already edited the land, would I have to start the mod from scratch to get the original landscape for said cell?
you can clean the cell landscape changes easily from the Construction Set: File\Data Files, set your mod as selected and active as usual, but instead of pressing OK button press the detail... button In the File Details window, sort by ID so you can more easily find the LAND lines ( -8, 16), (-8, 17). CTRL + Click them to select them, then press the Delete key and confirm to mark them as (to be) Ignored on load (you will see a I marker in the Ignored column) Close the File Detail window, press the OK button of the Data Files window, the mod should reload ignoring the LAND changes, File\Save Now you should be able to place the foundation blocks and raise the temple pieces a bit without landscape changes
I'm tracking this mods. I love this idea and I love how the quest is simple and fits within the game. I noticed some misspelled words on your screenshots, so check your writing again. As others have mentioned, I hope you keep working on this mod and add more content like recruiting NPCs who provide services. Actually, since Khuul is a distant and small place your temple could offer services such as an apothecary, a smith, a better trader, an enchanter...You could even create new NPCs, place them on different locations and have the player recruit them to join the temple but some of them might need the player to finish a small quest for them....Man you have plenty of options to work on here hehehe, keep up with the good work and take your time to learn more stuff and add them to your mod.
Thanks for your kind words. I will run the text(s) through a spell-checker, as I am awful for finding mistakes in my own work.I will hopefully work on this when I get the time, in-between University and sleeping. If you do play it, feedback (and constructive criticism) is welcomed.
Absolutely awesome idea! I was thinking about playing Morrowind again and this would be perfect for a playthrough. I very seldom play the Tribunal Temple, but this gives much more incentive to do so. I'll keep an eye on it too. Thanks for creating it! Nice to see new modders for this old, but still awesome, game.
Thank you for your kind words, While this is not the first mod that I have ever made, it is the first where I have had to combine the use of journal, topics, greetings, scripts, creating new activators, and creating new NPC's. I am glad that you will give it a try - I hope that you like it. If not, constructive criticism is good.
One of the things that I noticed though is that this mod has a lot of evil GMSTs, seen below. The easiest way to get rid of these is to use a mod cleaner. You can either use Tes3cmd (https://github.com/john-moonsugar/tes3cmd/releases) which is automatic or use Enchanted editor (http://mw.modhistory.com/download-37-5259) which is manual.
Hope this helps, if you have anymore questions feel free to ask.
This is a great idea for a mod! I hope you continue to work on it. Will the player have the option to recruit different service NPCs once the temple has been constructed?
Thank you for your kind words. I hope that I continue to work upon it. One of the ideas I have for a future stage of the Temple progression is to have the player recruit NPC's to join the Temple in Khuul, perhaps after the completion of a certain quest, like Ienas Sarandas. Also, I hope have a quest to get more furnishings, books, etc.
However, I am but a novice modder, and getting to its current stage was hard enough.
Dear Fragonard. Thank you for your kind words. Yes, this is based on the Balmora Temple for a layout. One could call it laziness, but I think the Balmora Temple looks the best.
26 comments
The quest to build the temple is well-structured and fits in perfectly with Morrowind's writing style and tone. The only minor remark is that the quest's final stage isn't ticked as finished in the Construction Set, so it stays active in the player journal even after the temple is completed.
I'm looking forward to seeing how the initial mod and idea will be expanded and built upon.
Thank you for your kind words. The quest shall be checked finished in the next update. Our next update - Beta 1.30 - will be a biggy with another quest added (providing I can actually sort out the scripting issues, that is)
Many Thanks,
Yours,
TribunalTastic
[EDIT] also in your dialog conditions when there is equality no need to use another condition
e.g.
TT_Temple = 12
TT_Temple < 14 is not needed as 12 is always < 14
[EDIT2] and a compatibility suggestion if you want, touching landscape is often going to conflict with some mod and cause landscape seams, better to use some foundation mesh to build on a platform if possible e.g. see Vos
First of all, let me say that it is an honour to see you comment on my mod. On the global variable, would it work if I made a new one called TT_Temple, and inserted that in the scripts where appropriate?
On EDIT1 - Is this an essential issue? Apart from looking quite clumsy, what are the cons of not changing it?
On EDIT2 - I am sorry, can you elaborate?
Yours,
TribunalTastic.
P.S. By the way, I love your silt strider, boat and gondolier mods.
it could work, but could also give problems as you already used this identifier for the TT_Temple journal identifier. to avoid possible runtime problems/confounding the engine, it is always better to use unique identifiers for anything you define even if the construction set does not enforce it, e.g. I'd use something like TT_TempleG for the global variable
> Is this an essential issue? Apart from looking quite clumsy, what are the cons of not changing it?
not essential, but dialog conditions evaluation is one of the things slowing the game most if you have many dialog mods, so any improvement is good
> I am sorry, can you elaborate
if you take a look at Vos village (the one near Tel Vos tower), you can see most buildings are over velothi style platforms. If you use e.g. those meshes as activators making them part of your temple build blocks, you can have a plain surface where to build the temple without having to edit the land, so avoiding any possible land conflict with other mods changing the same landscape cells (e.g. Korobal Island mod)
TES Plugin Conflict view of landscape conflict with Korobal
Construction Set view of landscape cell conflict seam with Korobal
Basically, the one real bug is the first one, 2nd one is a possible optimization and 3rd one is a possible compatibility improvement
Thank you for your comprehensive response. My latest version, Beta 1.10, fixes the first issue.
On the compatibility issues, as I have already edited the land, would I have to start the mod from scratch to get the original landscape for said cell?
Yours,
TribunalTastic
File\Data Files, set your mod as selected and active as usual, but instead of pressing OK button press the detail... button
In the File Details window, sort by ID so you can more easily find the LAND lines ( -8, 16), (-8, 17).
CTRL + Click them to select them, then press the Delete key and confirm to mark them as (to be) Ignored on load (you will see a I marker in the Ignored column)
Close the File Detail window, press the OK button of the Data Files window, the mod should reload ignoring the LAND changes, File\Save
Now you should be able to place the foundation blocks and raise the temple pieces a bit without landscape changes
Thank you yet again. I may try this out in a near future update!
Yours,
TribunalTastic
Thanks for your kind words. I will run the text(s) through a spell-checker, as I am awful for finding mistakes in my own work.I will hopefully work on this when I get the time, in-between University and sleeping. If you do play it, feedback (and constructive criticism) is welcomed.
Thank you for your kind words, While this is not the first mod that I have ever made, it is the first where I have had to combine the use of journal, topics, greetings, scripts, creating new activators, and creating new NPC's. I am glad that you will give it a try - I hope that you like it. If not, constructive criticism is good.
Yours, TribunalTastic
Thank you for your kind works.
Yours,
TribunalTastic
So hey, firstly great mod! Its a very nice idea.
One of the things that I noticed though is that this mod has a lot of evil GMSTs, seen below. The easiest way to get rid of these is to use a mod cleaner. You can either use Tes3cmd (https://github.com/john-moonsugar/tes3cmd/releases) which is automatic or use Enchanted editor (http://mw.modhistory.com/download-37-5259) which is manual.
Hope this helps, if you have anymore questions feel free to ask.
CLEANING: "DivineDisseminationBuildYourOwnTemple.esp" ...
Loading Master: morrowind.esm
Cleaned Evil-GMST Tribunal: steleportdisabled
Cleaned Evil-GMST Tribunal: slevitatedisabled
Cleaned Evil-GMST Bloodmoon: swerewolfrefusal
Cleaned Evil-GMST Bloodmoon: swerewolfpopup
Cleaned Evil-GMST Bloodmoon: swerewolfrestmessage
Cleaned Evil-GMST Bloodmoon: swerewolfalarmmessage
Cleaned Evil-GMST Tribunal: smaxsale
Cleaned Evil-GMST Tribunal: sdeletenote
Cleaned Evil-GMST Bloodmoon: seditnote
Cleaned Evil-GMST Tribunal: sprofitvalue
Cleaned Evil-GMST Tribunal: scompanionshare
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Cleaned Evil-GMST Tribunal: scompanionwarningbuttonone
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Cleaned Evil-GMST Bloodmoon: fwerewolfrunmult
Cleaned Evil-GMST Bloodmoon: fwerewolfsilverweapondamagemult
Cleaned Evil-GMST Bloodmoon: iwerewolfbounty
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Cleaned Evil-GMST Bloodmoon: fwerewolfendurance
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Cleaned Evil-GMST Bloodmoon: fwerewolfhandtohand
Cleaned Evil-GMST Bloodmoon: fwerewolfunarmored
Cleaned Evil-GMST Bloodmoon: iwerewolfleveltoattack
Cleaned Evil-GMST Bloodmoon: iwerewolffightmod
Cleaned Evil-GMST Bloodmoon: iwerewolffleemod
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Cleaned Evil-GMST Bloodmoon: fwerewolfacrobatics
Cleaned Evil-GMST Bloodmoon: fwerewolfhealth
Cleaned Evil-GMST Bloodmoon: fwerewolffatigue
Cleaned Evil-GMST Bloodmoon: fwerewolfmagicka
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Cleaned Evil-GMST Bloodmoon: fcombatdistancewerewolfmod
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Cleaned Evil-GMST Bloodmoon: smagiccreature05id
Cleaned duplicate record (SCPT): strong_build_start_r
Cleaned duplicate record (MISC): misc_soulgem_petty
Cleaned duplicate record (STAT): ex_velothi_temple_01
Cleaned duplicate record (CONT): crate_01
Cleaned duplicate record (STAT): in_velothismall_r8_dome
Cleaned duplicate record (STAT): ex_velothi_temple_02
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Cleaned duplicate record (CONT): com_chest_01
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Cleaned duplicate record (BOOK): bookskill_athletics3
Cleaned duplicate record (BOOK): bookskill_hand to hand1
Cleaned duplicate record (CONT): de_r_drawers_01
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Cleaned duplicate record (DOOR): in_velothismall_ndoor_01
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Cleaned duplicate record (ACTI): ex_h_pcfort_lockedd_01
Cleaned duplicate record (ACTI): ex_r_pcfort_lockedd_01
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Cleaned duplicate record (LIGH): light_com_candle_05_64
Cleaned duplicate record (ACTI): furn_shrine_delyn_cure_01
Cleaned duplicate record (ACTI): furn_shrine_olms_cure_01
Cleaned duplicate record (BOOK): bk_fellowshiptemple
Cleaned duplicate object instance (ex_t_pc_hold_root_xl_02e FRMR: 268722) from CELL: uvirith's grave (10, 1)
Cleaned duplicate object instance (ex_t_pc_hold_root_xl_02d FRMR: 268732) from CELL: uvirith's grave (10, 1)
Cleaned redundant AMBI,WHGT from CELL: gnisis, temple
Cleaned junk-CELL: khuul, thongar's tradehouse
Output saved in: ".\Clean_DivineDisseminationBuildYourOwnTemple.esp"
Original unaltered: "DivineDisseminationBuildYourOwnTemple.esp"
Cleaning Stats for "DivineDisseminationBuildYourOwnTemple.esp":
Evil-GMST Bloodmoon: 61
Evil-GMST Tribunal: 11
duplicate object instance: 2
duplicate record: 40
junk-CELL: 1
redundant CELL.AMBI: 1
redundant CELL.WHGT: 1
Thank you for your kind words. I apologise for the GMST. I am a novice modder, so did not know that it was needed. I shall seek to clean it.
Yours,
TribunalTastic.
Also: nice mod! I'll check it out on the next playthrough.
Thank you for your kind words.
Thank you for your kind words. I hope that I continue to work upon it. One of the ideas I have for a future stage of the Temple progression is to have the player recruit NPC's to join the Temple in Khuul, perhaps after the completion of a certain quest, like Ienas Sarandas. Also, I hope have a quest to get more furnishings, books, etc.
However, I am but a novice modder, and getting to its current stage was hard enough.
Yours,
TribunalTastic.