This mod is absolutely incredible, and exactly the kind of thing I always wished for with Vivec's Arena. The implementation of it all is so sleek and friendly, too, never too big in scope and just enough to really get that classic feeling of Oblivion's own Arena in the Imperial City. I think this version might actually be better. Hands down one of the most impressive 'it just works' questline additions to an Elder Scrolls game I have ever seen.
Out of curiosity, how difficult would it be for you to make a compatibility patch for the 'FPS-Friendly' version of Skywind Concept Art Arena? If you're unfamiliar with it, that alternate version of the mod preserves the illusion of an open exterior but keeps the Arena Pit itself as an interior cell with a false sky using 'Behave Like Exterior' being checked. I really love the style of the Skywind Arena, but definitely prefer keeping the Arena Pit to an interior cell for ease of mind and compatibility.
I took a look around in the Construction Set to try and see if I could figure out a way to do it myself, but I'm more than a little rusty in my Construction Set skills and would probably end up breaking things with Roaring Arena... Regardless, I figured out that due to 'Behave Like Exterior' being checked in the cell (and thus naturally setting the water level at 0), the interior version of Skywind Concept Art Arena had to move everything higher than the Vanilla floor (and thus everything in Roaring Arena). I'm not sure if there's an easy way to bump everything from Roaring Arena up to that height, but I figured I'd ask while I'm banging my own head against it!
Either way, fully understand if that's too much headache to tackle, thank you once again for this amazing mod and for reading my plight!
Thank you for your kind words. The FPS version of Skywind Concept Art Arena is already supported. The ESP you want is in the 02 folder found within the 05 folder (05/02).
No idea how I missed that before, but I suppose that's what I get for late-night modding shenanigans on little sleep! Thanks once again for the incredible mod.
absolutely love this mod! im mildly embarrassed to admit that it took me almost a year of using this mod to finally figure out how to install it properly with god the city/skywind arena but now that I have I can say that by vehk himself this is a mod worthy of nothing but the highest praise. may almisivi bless you vomit
I can't get this to work for some reason. I am on Openmw 0.49. Whenever i enter Arena there is announcement of match, every time different fighters are described, crowd start cheering, but there is no one in fighting pit. I tried everything. New game, different versions, etc.
MWSE user pleased to be able to use this now. However, two bugs for me:
1. The advancement matches won't start as the announcer won't announce. I can just attack, but sometimes incur a bounty. 2. I can't bet, because the game CTD after the match has completed.
Not sure what is going on to be honest. I will ask the dude who developed the MWSE scripts. If I had to guess, looks like a spectator tried to say a line while too many things were being said at once. If that's the case, you can talk with the quest giver about "Improvements" and have him reduce the number of spectators and see if that fixes things.
Both bugs happen with 100% probability. I'll try tweaking the number of spectators, but the game doesn't CTD unless I bet on the match, and the announcer works just fine with the non-advancement matches.
Thanks anyway. Hopefully will be fixed at some point. I'm looking forward to betting on matches.
No. It doesn't CTD unless I actually bet on the match. But if I bet on the match, it always CTD very shortly after one of the fighters is killed. The log excerpt I included is from that crash.
I'm a little confused about the compatibility with MWMP. It uses .47 but this mod needs .48, like you said. The npc fighters don't show up in the arena while we play multiplayer. I assume that's normal in this case, correct?
It may have also been because we upgraded the installation mid-game, which I know you're not supposed to do, but I didn't even check compatibility when I first installed it before we started the server and that's my bad, lol. But we didn't enter the cell til we upgraded. Just wanting clarification if this is a likely error on our end, or if that's the expected result when in multiplayer given the openmw build its based on.
I should note that the option to fight an opponent in multiplayer is showing up properly, so we can beta test that either way.
thanks!
edit: so I was able to get the fight to conclude this way: I used the set duelActive to 0 inside the arena. This restarted the announcer voices. I then exited and re-entered. There were still no fighters but the crowd was cheering. I then exited and then re-entered the command on the outside of the arena. I then entered again and the announcer said the fight had concluded and they had a winner. Talking to the other npcs confirmed this. There were still no fighters in the arena, and the fight did not fade out.
I then exited and re-entered and the arena was mostly cleaned except for the announcers. But all the other npc acted like the fight had concluded, with the exception of the guy by the pit entry door “do you have a death wish? Etc.”
After this, the quest npc let me book multiplayer fight. I haven’t tested to see if this or a player vs npc fight works yet, cause it’s getting late.
I would only use the MWMP functionality for player vs player duels. Everything else should be busted since it is still on .47. I guess I need to spin off a MWMP-specific patch that has almost everything disabled so players can duel each other.
Hey there! First off - fantastic mod. Thanks a ton for sharing it with us MWSE players, I know that must've taken a ton of effort to get working with both that and OpenMW. Serious kudos.
On to the issue - I popped over to the Arena just to see what the NPC fights looked like. When I would bet and win, I would get a single gold as a reward. Doesn't seem to matter how much I bet. I'm also getting crashing, seems like right after a fight concludes (specifically if the person I bet on wins), it sometimes crashes. (This may be due to something on my side, still checking on that.) I'm testing to see if I can narrow it down any further, but I figured I'd report it either way.
Important details: - I'm using MWSE - BCoM version, specifically default BCom without the Open Vivec Arena - One gold rewards seems to happen no matter how much I bet.
Thanks again! Listening to the announcer and watching the fights as I'm testing is genuinely so fun, I can't wait to do it with a character I'm keeping lmao
Also experiencing this issue. Prob doing something wrong but not sure what.
Can bet gold, but am never rewarded more than 1. This is using the MWSE version. Most mods unloaded but texture/lighting/base patches. Eventually I could get the fadeout after a fight, and a new fight to trigger when leaving/re-entering.
When trying in combination with other mods: can't get fights to trigger on their own with either Skywind Concept Art or Lore Accurate Arena (or both) trying any combo/load order/version and have to use the console to trigger fights to start. When they do start, they will sometimes crash at the end. Also crashed entering the Arena district with these mod too, or running up the narrow walkway to the Arena doors. Vivec experiences some FPS issues with this mod, but prob to be expected. Sometimes winning Guar sticks around for the next fight - left the Arena and came back - still there even if new opponents kill each other.
is there a way to increase the announcers range? I can only hear him if I stand right next to him, might be a mod conflict with a sound overhaul though
EDIT: Not sure what happened, but when I got to the first advancement match several NPCs in the crowd and the ordinators start fighting and the match never starts.
Ah whoops. I can make the opponents not report crimes, but someone else in the arena may. I will see about adding the option to skip speeches, but it may take me a while to figure it out, as the scripts have become a nasty tangled mess lol.
Just a heads up, attacking them before the speech finishes also seems to give less gold, usually you get an amount based on rank + 200 gold, if you hit them before the speech ends you get 10 + 200 gold
Edit: Nope I'm an idiot who can't read lol, he literally tells you you get less money
Hey! So I tried updating to 1.1 but for some reason I just can't get it to work as intended at all, I've spent too many hours trying to sort it out. I'm unsure if this update requires a new game. I'm using BCoM Open Arena and I play on the latest dev build of OpenMW 0.49. My arena rank at the time of the update is Sunnabet.
When I go to the arena a fight is taking place between a redguard and an argonian. The crowd of NPCs seems to have duplicates clipping into each other, and then as soon as one of the combatants dies, two more are spawned immediately, but before that fight begins, everyone just disappears except for some vanilla NPCs, the Ordinator guard and the bet guy.
Not sure if I'm doing something wrong with the installation or what. I did remove the plugins of the previous version, but I guess that I'll stick to that one for the time being.
308 comments
Out of curiosity, how difficult would it be for you to make a compatibility patch for the 'FPS-Friendly' version of Skywind Concept Art Arena? If you're unfamiliar with it, that alternate version of the mod preserves the illusion of an open exterior but keeps the Arena Pit itself as an interior cell with a false sky using 'Behave Like Exterior' being checked. I really love the style of the Skywind Arena, but definitely prefer keeping the Arena Pit to an interior cell for ease of mind and compatibility.
I took a look around in the Construction Set to try and see if I could figure out a way to do it myself, but I'm more than a little rusty in my Construction Set skills and would probably end up breaking things with Roaring Arena... Regardless, I figured out that due to 'Behave Like Exterior' being checked in the cell (and thus naturally setting the water level at 0), the interior version of Skywind Concept Art Arena had to move everything higher than the Vanilla floor (and thus everything in Roaring Arena). I'm not sure if there's an easy way to bump everything from Roaring Arena up to that height, but I figured I'd ask while I'm banging my own head against it!
Either way, fully understand if that's too much headache to tackle, thank you once again for this amazing mod and for reading my plight!
1. The advancement matches won't start as the announcer won't announce. I can just attack, but sometimes incur a bounty.
2. I can't bet, because the game CTD after the match has completed.
=== CALL STACK: ========================================================================================================
EBP | Function Address | Function Name | Source
0x0019FAB8 | Morrowind (0x0048C3A6) | DataHandler::addTempSound+0xF6 |
0x0019FB40 | MWSE (0x10A7AB52) | TES3::DataHandler::get+0x672 |
0x0019FB48 | Morrowind (0x0048BF24) | DataHandler::addSound+0x1E4 |
=== LUA STACK: =========================================================================================================
=== REGISTRY: ==========================================================================================================
REG | Value | DEREFERENCE INFO
eax | 0x01F4000B |
ebp | 0xA6109D28 |
ebx | 0x28054630 | 0x0074A9C0 ==> Class: Sound: ID: (Sound) : (Plugin: "RoaringArena.esm")
ecx | 0x1CF28468 | 0x007477AC ==> RTTI: TList
edi | 0x87C47848 | 0x0074A140 ==> Class: Reference: ID: GVEA_Spc2_Com_Dun_M_0800000000 (No Source Mod.)
BaseObject: ID: GVEA_Spc2_Com_Dun_M_08 () : (Plugin: "RoaringArena.esm")
edx | 0x00000000 |
eip | 0x0048C3A6 |
esi | 0x04820278 |
esp | 0x0019FAA4 |
=== MWSCRIPT STATE: ====================================================================================================
No mwscript instance running.
=== STACK: =============================================================================================================
# | Value | DEREFERENCE INFO
0 | 0x000000FA |
1 | 0x87C47848 | 0x0074A140 ==> Class: Reference: ID: GVEA_Spc2_Com_Dun_M_0800000000 (No Source Mod.)
BaseObject: ID: GVEA_Spc2_Com_Dun_M_08 () : (Plugin: "RoaringArena.esm")
2 | 0x0019FB40 |
3 | 0x0019FB48 |
4 | 0x000000FA | Identical to 0
5 | 0x04820278 |
6 | 0x70E6AB52 |
7 | 0x027A0260 |
8 | 0x87C47848 | Identical to 1
D | 0x28054630 | 0x0074A9C0 ==> Class: Sound: ID: (Sound) : (Plugin: "RoaringArena.esm")
1C | 0x71673AD8 | 0x6E756F73 ==> String: "sound"
1D | 0x007A01C0 | 0x4F43204C ==> String: "L COST"
20 | 0x0004BBA8 | 0x0073006D ==> RTTI: ui_MenuMap_toggleFogOfWar:::unknown_libname_154+0xE7
4A | 0x7166766C | 0x65666572 ==> String: "reference"
4E | 0x71673AE8 | 0x6F567369 ==> RTTI: Direct3DCreate9On12Ex+0x145B19
52 | 0x0004BBB6 | 0x0074006E ==> RTTI: sub_73FDA0+0x2CE
71 | 0x029C66E8 | 0x0074FAA8 ==> Class: NiCamera:
73 | 0x970D7D58 | 0x0074F9C8 ==> Class: NiNode: Name: CLONE GVEA_Spc2_Com_Dun_M_0800000000
7B | 0x00582E3A | 0x0674C085 ==> RTTI: boost::serialization::singleton<boost::serialization::extended_type_info_typeid<_SC_FLOAT_CONST> >::singleton<boost::serialization::extended_type_info_typeid<_SC_FLOAT_CONST> >+0x2AE425
7F | 0x8031C8A0 | 0x0074F258 ==> RTTI: NiBoxBV+0x40
A5 | 0x0072D3D3 | 0x757AD0B8 ==> RTTI: Wow64Transition+0x29530
C1 | 0x029C68D0 | 0x0074FAA8 ==> Class: NiCamera:
C5 | 0x029249B0 | 0x0074665C ==> RTTI: Game
CA | 0x70BD173E | 0x67DC0D8B ==> RTTI: destroyFinalizer+0x10D0D8B
CC | 0x0041B83B | 0x67E00D8B ==> RTTI: destroyFinalizer+0x1110D8B
D1 | 0x3F705D91 | 0x004392FB ==> RTTI: init_sub_4392F0+0xB
E6 | 0x007CB478 | 0x3030312F ==> String: "/100"
F2 | 0x00417232 | 0x67DC0D8B ==> RTTI: destroyFinalizer+0x10D0D8B
Thanks anyway. Hopefully will be fixed at some point. I'm looking forward to betting on matches.
I'm a little confused about the compatibility with MWMP. It uses .47 but this mod needs .48, like you said. The npc fighters don't show up in the arena while we play multiplayer. I assume that's normal in this case, correct?
It may have also been because we upgraded the installation mid-game, which I know you're not supposed to do, but I didn't even check compatibility when I first installed it before we started the server and that's my bad, lol. But we didn't enter the cell til we upgraded. Just wanting clarification if this is a likely error on our end, or if that's the expected result when in multiplayer given the openmw build its based on.
I should note that the option to fight an opponent in multiplayer is showing up properly, so we can beta test that either way.
thanks!
edit: so I was able to get the fight to conclude this way:
I used the set duelActive to 0 inside the arena. This restarted the announcer voices. I then exited and re-entered. There were still no fighters but the crowd was cheering. I then exited and then re-entered the command on the outside of the arena. I then entered again and the announcer said the fight had concluded and they had a winner. Talking to the other npcs confirmed this. There were still no fighters in the arena, and the fight did not fade out.
I then exited and re-entered and the arena was mostly cleaned except for the announcers. But all the other npc acted like the fight had concluded, with the exception of the guy by the pit entry door “do you have a death wish? Etc.”
After this, the quest npc let me book multiplayer fight. I haven’t tested to see if this or a player vs npc fight works yet, cause it’s getting late.
I’ll keep this updated if I find a solution.
The multiplayer function also doesn’t work for me, I get reported for crime when I kill my opponent.
working with both that and OpenMW. Serious kudos.
On to the issue - I popped over to the Arena just to see what the NPC fights looked like. When I would bet and win, I would get a single gold as a reward. Doesn't seem to matter how much I bet. I'm also getting crashing, seems like right after a fight concludes (specifically if the person I bet on wins), it sometimes crashes. (This may be due to something on my side, still checking on that.) I'm testing to see if I can narrow it down any further, but I figured I'd report it either way.
Important details:
- I'm using MWSE
- BCoM version, specifically default BCom without the Open Vivec Arena
- One gold rewards seems to happen no matter how much I bet.
Thanks again! Listening to the announcer and watching the fights as I'm testing is genuinely so fun, I can't wait to do it with a character I'm keeping lmao
Can bet gold, but am never rewarded more than 1. This is using the MWSE version. Most mods unloaded but texture/lighting/base patches. Eventually I could get the fadeout after a fight, and a new fight to trigger when leaving/re-entering.
When trying in combination with other mods: can't get fights to trigger on their own with either Skywind Concept Art or Lore Accurate Arena (or both) trying any combo/load order/version and have to use the console to trigger fights to start. When they do start, they will sometimes crash at the end. Also crashed entering the Arena district with these mod too, or running up the narrow walkway to the Arena doors. Vivec experiences some FPS issues with this mod, but prob to be expected.
Sometimes winning Guar sticks around for the next fight - left the Arena and came back - still there even if new opponents kill each other.
EDIT: Not sure what happened, but when I got to the first advancement match several NPCs in the crowd and the ordinators start fighting and the match never starts.
Edit: Nope I'm an idiot who can't read lol, he literally tells you you get less money
So I tried updating to 1.1 but for some reason I just can't get it to work as intended at all, I've spent too many hours trying to sort it out.
I'm unsure if this update requires a new game. I'm using BCoM Open Arena and I play on the latest dev build of OpenMW 0.49.
My arena rank at the time of the update is Sunnabet.
When I go to the arena a fight is taking place between a redguard and an argonian. The crowd of NPCs seems to have duplicates clipping into each other, and then as soon as one of the combatants dies, two more are spawned immediately, but before that fight begins, everyone just disappears except for some vanilla NPCs, the Ordinator guard and the bet guy.
Not sure if I'm doing something wrong with the installation or what. I did remove the plugins of the previous version, but I guess that I'll stick to that one for the time being.
Anyway, thanks for the mod and your attention!