As of Tamriel Rebuilt's 24.12 Firemoth Rekindled release, the TR add-on is no longer necessary. The minigame has been merged into Tamriel_Data and Tamriel Rebuilt itself, with my permission and a few edits thanks to trav at TR.
I will be porting this mod to use the Tamriel_Data version with its improvements fairly soon, I hope, although in the meantime, the two implementations are compatible with each other, and you likely won't notice the difference.
Hi, I would like to make a suggestion if you do not mind. When paired with the dice game mod Thirty Six, the nine holes device and the die for that mod overlap in The Rat In The Pot at Ald'ruhn due to them being on the same table. Perhaps the device could be moved to another table nearby? It isn't necessarily a big deal however, as you can still interact with both. Have a nice day.
This mod is so fun. Funny to say it's nice having a break from adventuring in a game like this, but it really is. Thank you for making this.
I wanted to report two tiny issues I found. One's in the TR addon, in Firewatch. There's a seventh peg in the Legion Garrison there, stuck upright in the board. I think maybe left over from the non-functional board that exists there in TR? The second may just be my game being weird because I have too many mods, but figured I'd mention it; the lighting in Dirty Muriel's Cornerclub seems much darker with this mod and BCOM enabled.
Also, would there be any chance of a compatibility patch for Nordic Dagon Fel sometime in the future? No worries if not of course, easy enough to just skip the Dagon Fel esp in the modular version.
I've noticed a bug for me on OpenMW: when I win a game, after "You won the game as Red!" is displayed, AI is able to play another move and show "Your opponent, as White, beat you."
I managed to fix this bug by putting the "timer > 0" check inside "Game_NH_glb_PlayerTurn > 0" check in Game_NH_NineholesBoard_Sc, i.e. at line 97,if ( Game_NH_glb_PlayerTurn > 0 ) if ( lastPlayer != Game_NH_glb_PlayerTurn ) set lastPlayer to Game_NH_glb_PlayerTurn if ( lastPlayer != Game_NH_glb_PlayerColor ) set timer to 3 endif endif if ( timer > 0 ) set timer to ( timer - GetSecondsPassed ) if ( timer <= 1 ) StartScript "Game_NH_AIMove_Sc" set timer to 0 endif endif endif
For your inference to fix it in your future releases. Thank you!
Ðis is a great mod. It works pretty well, but I þink I once received 90 gold for winning instead of 30. Do you have plans to make it playable between multiple real people in TES3MP?
47 comments
I will be porting this mod to use the Tamriel_Data version with its improvements fairly soon, I hope, although in the meantime, the two implementations are compatible with each other, and you likely won't notice the difference.
I wanted to report two tiny issues I found. One's in the TR addon, in Firewatch. There's a seventh peg in the Legion Garrison there, stuck upright in the board. I think maybe left over from the non-functional board that exists there in TR? The second may just be my game being weird because I have too many mods, but figured I'd mention it; the lighting in Dirty Muriel's Cornerclub seems much darker with this mod and BCOM enabled.
Also, would there be any chance of a compatibility patch for Nordic Dagon Fel sometime in the future? No worries if not of course, easy enough to just skip the Dagon Fel esp in the modular version.
The lighting change is not this mod. BCOM is most likely responsible, since Dirty Muriel's was very bright before.
Nordic Dagon Fel already has a compatibility patch on its end, so I didn't see the need to merge it.
I am actually just making my first ever proper mod. I'd love it if I could include a game of this in it, properly credited of course.
By the way:
https://postimg.cc/qt8SP7FH
It doesn't quite work as a physical game as the randomisation of the deck each turn is a bit of a faff! Still fun though.
I've noticed a bug for me on OpenMW: when I win a game, after "You won the game as Red!" is displayed, AI is able to play another move and show "Your opponent, as White, beat you."
I managed to fix this bug by putting the "timer > 0" check inside "Game_NH_glb_PlayerTurn > 0" check in Game_NH_NineholesBoard_Sc, i.e. at line 97,
if ( Game_NH_glb_PlayerTurn > 0 )
if ( lastPlayer != Game_NH_glb_PlayerTurn )
set lastPlayer to Game_NH_glb_PlayerTurn
if ( lastPlayer != Game_NH_glb_PlayerColor )
set timer to 3
endif
endif
if ( timer > 0 )
set timer to ( timer - GetSecondsPassed )
if ( timer <= 1 )
StartScript "Game_NH_AIMove_Sc"
set timer to 0
endif
endif
endif
For your inference to fix it in your future releases. Thank you!
https://drive.google.com/file/d/1dpAa4JkLqJW9uF03yvSyNzGg6puM0hf2/view?usp=sharing
Replace the original Nine_holes.esp with this one. I haven't played Morrowind
for a long time though, so I'm not sure how effective the fix is. Hope
that can help!