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Dillonn241

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Dillonn241

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  1. Dillonn241
    Dillonn241
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    As of Tamriel Rebuilt's 25.05 Grasping Fortune release, the TR add-on is going to be incompatible for a little while due to the Andothren rename to Bal Foyen. I'll try to fix this within a week.
    1. Dillonn241
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      Updated so there are no errors. I haven't added any Narsis locations yet, but I want to do that eventually.
  2. NekithCap
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    Interesting. Do original, non-downscaled inages of caeds exist anywhere? Wanna try to print them to play IRL.
    1. Dillonn241
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      Here, I converted the original DDS file to PNG and uploaded it to my Google Drive: https://drive.google.com/file/d/16Ere0HxFgqsrCdGvZ8qmk9ty6l2dVRdu/view?usp=sharing
  3. Kosoumi
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    Hiya Dillonn, I think the TR add-on is broken for the latest TR/TD release. Any of the NPCs that are involved in a TT game are non-interact-able.

    EDIT: Disregard, I didn't have the main plugin active. Sorry for the inconvenience!
    1. Dillonn241
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      Ok, thanks. There is potential that future updates will mess up the add-on, but TR is not planning to merge Thirteen Telvanni, so it won't be a situation like Nine Holes, where I'll be dropping the add-on entirely (since they merged it).
  4. Zakjin
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    Hey Dillonn241, just wanted to drop a comment to thank you for your work on this great mod. I'm a big fan of Coup and this version in the game is implemented in a such a creative and non intrusive way that it makes stopping in at a tavern to rest a pleasant experience.

    Thanks for your work on this, now back to playing just one more hand before my character turns in...
    1. Dillonn241
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      Thank you for the great comment!
  5. IndigoGollum
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    I've started playing this game in real life but there's one rule i don't understand. After a round, are cards added to the bottom of the deck or shuffled in?
    1. Dillonn241
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      In the mod, it's random each draw to avoid card counting. In real life, you could come up with whatever rule works for you. Maybe shuffle once per cycle of players?

      You might also be interested in the card games Loveletter and Coup, which are designed a little better for a real game where you can't shuffle all the time.
  6. tcgirl8
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    Played this so much i would 100% buy these cards irl lol
  7. inpv
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    This looks great, but, unfortunately, is dependant on TR_Data v9
    1. Dillonn241
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      That's the latest version from what I can tell, and it shouldn't matter going forward unless they change the mesh file names. Tamriel_Data doesn't add anything to the game on its own, if your concern is not using TR.
    2. inpv
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      A lot of my mods depend on v8 and when I load a mod with a v9, I always get errors about non-existing _objects_ (not even meshes), and they also changed the BSAs in v9..
    3. inpv
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      Here's the one error that I have:
      Object "T_De_CardMiscMT_01" not found for dialogue type Topic
      Info "EMPTY"
      Item "T_De_CardMiscMT_01" not found on "Game_ThirTel_Mol_Chest".
    4. Dillonn241
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      Ok, I misunderstood. You are purposely not using the latest version. Obviously that's going to cause problems. As far as I know, the card meshes weren't even added until v9.
    5. inpv
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      Now that the TR_Data v10 is a "loose" release without BSAs, can you please make a non-TR-Data dependable version? I love minigames and really want to try this one.
    6. Dillonn241
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      I don't want to make the release setup any more complicated for this mod or get tangled into redistribution issues. You can use the Tamriel_Data addon that undeprecates objects, and if that doesn't work suggest that other mod authors update their mods to the latest version.
    7. inpv
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      Ok, well, I guess I'll make it myself then.
  8. cmiq589346
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    I can't tell you how much I'd love it if you put both Thirteen Telvanni and Nine Holes in Arvud. Feels like a frontier gambling town..
    1. cmiq589346
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      Despite my total lack of inexperience, I have managed to (in a very quick and dirty way) put Nine Holes and Telvanni Thirteen into the cantina in Arvud. It is now the premier dive gambling spot in all of Morrowind.

      Loving the game. The only minor issue I've noticed is that quite frequently the AI players will guess a Magister when using the Guard card, despite all players knowing that the Magister has been removed from the deck. Surely some sort of "knowledge flag" that ensures the AI players are aware the Magister is gone would be doable?

      Side note, I can't find the textures for the cards anywhere. Despite finding the alleged path in the CS, I have nothing in my data folders (and I do obviously have Tamriel Data etc installed!). Would it be possible to point me in the direction of where I can see high res versions of the artwork?
    2. Dillonn241
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      Have mostly addressed the Magister problem, I think, with the last few minor updates.

      And... Arvud! I've got it now in both Nine-holes and Thirteen Telvanni. Not to mention all the other new locations on the mainland. Hope this looks about how you guys imagined in.

      That's not to say I'm done making minigames.
    3. cmiq589346
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      Please don't be done making minigames, no!

      Am I right in thinking that the AI players do now remember when they "learn" what card another player has? Before I could feel quite safe that a Dust Adept meant basically nothing because they never seemed to remember that info, but they certainly seem to now..
    4. Dillonn241
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      I had the code in the scripts but there was an oversight stopping it from really working (an and/or mixup, which is easy to do in MWScript).

      The AI only keeps track of what it sees, and makes a few educated guesses based on that info. It's surface level, but it does the job. The most obvious error it makes involves not factoring in other player's guesses, but I find the game hard enough as is. Instead, I had player Luck as a minor boost to the AI to guess correctly with guards.
    5. cmiq589346
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      It's excellent. A really well thought out game. A really good blend of luck, memory, strategy and ruthlessness. I've had a lot of fun playing it. Though like I said, my physical version was a little tricky due to the need to shuffle the deck with each turn. But still fun, and my girlfriend (who is far better at such games than me) gave me an immediate trouncing and I lost a lot of Septims!

      The TR addon is very welcome too. I had made a hatchet job copy and paste version of my own that included a few of the places you had added, so I've changed mine to remove those. Mine still has Firewatch, Helnim and Nivalis included. Strangely I'm thinking that maybe this game is actually more played OUTSIDE of Telvanni lands than in..?
  9. anukglaz
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    This works perfectly with OpenMW and has to be one of my favorite mods. So much so that I'm literally using an older version of Concept Art Gnisis just to keep it in Madach's Tradehouse! And I can confirm that it's bug free. Endorsed a hundred times over.
    1. Dillonn241
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      Thank you!

      Also, have you tried the BCOM version with Concept Art Gnisis? I believe they are the same interior, but I may be wrong. If so, the modular version can let you run both mods.
    2. anukglaz
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      It worked! It's funny, it never even occurred to me to try because I'm not using BCOM, but there is no issue whatsoever. Thanks again for the suggestion and most of all for the mod. Time to incite a tavern brawl at Fara's for the hosing I took last night!
    3. Dillonn241
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      Just a reminder that if you're only using Concept Art Gnisis, you don't want to use the BCOM merged version or you'll have floaters in the other places. You will want to take just the Gnisis modular file and use it alongside the other vanilla ones (merging is best so you don't have a lot of ESPs).
  10. MaqueTonight
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    Wouldn't mind a couple of "high-stakes" locations if possible.
    1. Dillonn241
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      Will see about doing this with the Tamriel Rebuilt locations.
    2. Dillonn241
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      I implemented fairly high stakes with the new Tamriel Rebuilt addon in Arvud: bets are 65 gold per round. Bodrum and Port Telvannis also go up to 40.