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mi6c
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Any interest in ReCoded/Improved( hopefully) stuff?

Greetings. I am new here, this is my first post, so kindly guide me if I am wrong here.

I am currently hunting down a major performance issue in my own setup and along the way whenever I stumble across scripts/quests or the like that I think could be improved I rewrite/modify the corresponding stuff and patch my own Morroblivion with it. Lately areas that I looked into included Vivecs Puzzle Shrine Room, the ending of Sotha Sil with Maze Band Teleport and meeting Azura and the Mead/Hunter Quests at Thirsk to name a few. I would like to know if there is any interest in my updated coding at all and if so how best to make it available - currently its all together in an .esp, but could be taken apart into multiple .esps each serving a certain area/issue if need be. I would also be interested to know how minor changes/additions to quests are handled here - e.g. in the cursed bone quest in Vivec there is a dead end that is not catered for in the quest logic but I added an in-between usually skipped quest step to solve it. Well, so much for now, all the best to ya all.

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Post esp file with your

Post esp file with your changes and I'll take a look. It's highly unlikely that these scripts will cause any performance impact, but we welcome all contributions regardless.

Whether you post a single esp or multiple is up to you.

I would also be interested to know how minor changes/additions to quests are handled here - e.g. in the cursed bone quest in Vivec there is a dead end that is not catered for in the quest logic but I added an in-between usually skipped quest step to solve it.

Can you be more specific?

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Thanks for your reply, will

Thanks for your reply, will do.

I'll start with the change to the puzzle room logic in Vivec.

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Here is the modified setup

Here is the modified setup for the ending of Sotha Sil - solved my issues with crashes on return to Mournhold, but your mileage may vary.

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My treatment of the meadhall

My treatment of the meadhall in Thirsk.

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And for now finally my slight

And for now finally my slight modification on the EBbone quest. I did this one on v0.63 so first had to verify that the quest logic is still the same in v0.64, it is. The issue here is that the logic for the first part of the quest uses 40:placed 50:detected 55:response 60:success 70:failure, but if you place the bone and get detected by the NPC herself, she will greet you and shift the quest state on to 55. Now if you return to finish that part, you get neither a success response( 60 from 40) nor a failure response( 70 from 50) - because you're at 55 and that is not covered. There are multiple ways here, one could drop the 55 response, modify the value for failure to include 55 in its trigger - or - make a change. Since you keep the bone I decided to add a stage 59 for managing to place the bone on some follow-up attempt. I also changed the failure to include the 55, so as long as you fail to place the bone you can either go back and take the failure exit( 70 from 50/55) or try again and eventually succeed( 60 from 40/59).

Kind regards and all the best.

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Oh, btw. I forgot - after the

Oh, btw. I forgot - after the Sotha Sil ending, when Azura talks to tell you its good for Mournhold that Almalexia died it is clear to see that the speech is only a fraction of what must have been in the original Morrowind. I do not feel like digging the original out of there, but if my implementation is acceptable and someone digs up the whole speech I would be willing to create a modified version with the full text.

Kind regards.

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Great input!

Great input!

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1.) Puzzle Canal - I've read

1.) Puzzle Canal - I've read your comments in the script and you have a point about Argonians, but I don't like the idea of just ditching the whole mechanic altogether. There has to be a different way.

2.) Tribunal ending & Thirsk - I didn't write these scripts myself, so I'd like people who did to take a look.

3.) Dwemer bone quest - I see what you mean. I'll compare this one more time with original, but it looks like your addon is a good candidate for merging in the next version.

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Thanks for taking a look so

Thanks for taking a look so fast !

As for 1.) The shrine states: "Breathe the Waters of His Glory and the Way is Made Clear." - That is it asks you to go under water - it does not mention you should do so to die( and hope for a miracle saving not mentioned anywhere). And apart from that almost dying part the mechanism is exactly the same as it was before. 2.) Sure. 3.) Great.

I will just contribute stuff here for now as I can and then someone can go and decide if its useful or not.

Kind regards.

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One more. This one deals with

One more. This one deals with a minor side quest, MVFakeSlave. The posted modification will eliminate a dead end at stage 50 by moving that stage to 30 and providing exits back into the two normal streams. Topics are cleaned, Quest Markers added/modified, response chains are now appropriate. There is one additional ending stage that is currently of no use - it deals with the possibility of Sterdecan dying in the end as well - an ending that is currently not possible because someone made Sterdecan permanently essential - wich is odd because there are NPC responses in other quests referring to him being dead( the Twin Lamps quests). In any case, should he be switched back to being non-essential( maybe just after TwinLamps3 is done) this ending caters for an improbable but possible outcome. If anyone by chance got stuck in the quest at stage 50 you just need to advance it to 55 to go on - it does not matter if you do so in the original version or my modified one.

Kind regards.

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Its funny sometimes, so

Its funny sometimes, so little done yet and already a mistake.

While going through the next snippet, I realized that I forgot to include the modified GREETING section into MVFakeSlave, so just forget about the ESP above and here is the new one including that section.

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And the next snippet that

And the next snippet that made me stumble across the error is just a dialogue fix for when Vivec is talking to you during MQ12 with respect to Wraithguard and Dagoth Ur.

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I apreaciate any help

I apreaciate any help regarding scripting since my approach is often more practical rather than elegant. However there are a few things that you got wrong and which I don't agree with.

Firstly you changed the stage result script of stage 100 in the fbmwTRSothaSil quest to not change the weather back to normal anymore. You put it at the next stage after the Azura talk. The way it was before was exactly the way it was also handled in Morrowind and also reflects the Dialogue with Azua who mentions the skies already being clear.

Regarding the incomplete subtitles: If you can split up the audio files and create seperate ones this would be great help. Oblivion only supports a certain amount of characters in their subtitles and Morrowind only provided those big sound files.

Also you changed up the scripting of the Azura end talk in such a way that it's handled through a quest script rather than an object/dialogue result scripts. This is usually less quick and requires a larger script to be processed globally, as all quest scripts are handled this way. I also never had experienced any issues with the scripting before.

However I do like the way you changed the Mazed band script though I miss a message prompt to close the inventory or a "CloseAllMenus" command.

All in all thanks for doing this though.

 

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1.) Puzzle Canal again: this

1.) Puzzle Canal again: this is one of these cases where the answer is "It's made like this, because it was like this in Morrowind". I agree with adding a check for water breathing abilities, but no more.

2.) MVFakeSlave: sorry, but I've already made changes to this quest myself (mostly similar to yours) and they're merged, so I can't use your file.

3.) I'll take a look at your Vivec dialogue fix.

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Brainslasher wrote:

Brainslasher wrote:

I apreaciate any help regarding scripting since my approach is often more practical rather than elegant. However there are a few things that you got wrong and which I don't agree with.

Firstly you changed the stage result script of stage 100 in the fbmwTRSothaSil quest to not change the weather back to normal anymore. You put it at the next stage after the Azura talk. The way it was before was exactly the way it was also handled in Morrowind and also reflects the Dialogue with Azua who mentions the skies already being clear.

Regarding the incomplete subtitles: If you can split up the audio files and create seperate ones this would be great help. Oblivion only supports a certain amount of characters in their subtitles and Morrowind only provided those big sound files.

Also you changed up the scripting of the Azura end talk in such a way that it's handled through a quest script rather than an object/dialogue result scripts. This is usually less quick and requires a larger script to be processed globally, as all quest scripts are handled this way. I also never had experienced any issues with the scripting before.

However I do like the way you changed the Mazed band script though I miss a message prompt to close the inventory or a "CloseAllMenus" command.

All in all thanks for doing this though.

Alrighty, lets see how we best come together.

My main intention is to get things working better, I do not dig into Morrowind so do not compare what I find and work against the original, if I make mistakes that way, I am sorry and if you kindly point them out that is all fair and square. Basically I do appreciate the huge effort that you folks have put into making this playable and I just want to give back a little as a thank you when and if I can - and I had all sorts of issues with this ending, crashing on the port back, Azura not appearing, you name it.

Ok, on to trying to get this to a version we would both be happy with.

When I looked at it, the weather changing section was in BOTH stages, 100 and Azura - and the dialogue was not referring to it at all( likely because it is in the suppressed too long part of the section) except for the log entry after Azuras appearance, so i assumed( wrongly it seems) that she would noticably change the weather for you. If its supposed to be in stage 100 because it was there in Morrowind, then so be it, if its mentioned as already cleared then its needed that way anyway. As for the audio splitting, not my forte for sure, but since I would like to see this quest ending in all its glory I would give it a try - IF one of you would provide me with the textual and audio files required - I'll then attempt to do the splits and write the corresponding responses - hope there is no single sentence too long to do it.

As for the change, I'll have to look into it again, but i did have reason to relocate the part i did.

Kindly state what you mean by message prompt or "CloseAllMenus", please, if I am overlooking something here I'd like to learn about it.

Thank you for the time you took to look it over and the friendly response.

Kind regards.

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qwertyasdfgh wrote:

qwertyasdfgh wrote:

1.) Puzzle Canal again: this is one of these cases where the answer is "It's made like this, because it was like this in Morrowind". I agree with adding a check for water breathing abilities, but no more.

1.) I guess that'll happen to me a bit more often then I'd like, since I only ever played your version of it and not the original game - and I am not one to agree on keeping stuff just for the sake of originality - but its your call, you made the effort, you put in the majority of the work so I'll do my contribution as best I can and live with it.

2. & 3.) Fine.

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I'm referring to this

I'm referring to this CloseAllMenus command. The way you did it doesn't give the player any sort of feedback upon equipping the ring. This may confuse some players. I handled it with a menu prompt when I made the script, though thinking back CloseAllMenus might be a wiser choice.

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Ah, ok, i guess I got it now.

Ah, ok, i guess I got it now. It refers to >MessageBox "Close the inventory to continue"< and you're concerned that with neither message nor CloseAllMenus the user will not have a feedback that he actually did something by equipping the item and making a selection until the inventory menu is closed manually. I'll test the command out and see if it works. This is a clear case of something I would not ever have considered as I am used to stuff working the way I did it so it felt natural to me - when it fact it actually not really is, thanks for pointing it out.

Kind regards.

p.S.: I did test it and agree, having CloseAllMenus as the first line in the OnEquip section makes it better.

One more, on the issue of shifting the Azura code, having the dialogue in the slow paced quest section instead of the called-each-frame object section made the dialogue work without resorting to extra timers - and without the timers i never got to see the three dialogues, it was always just two. The animation section could still be coded better as well, should I ever work on the whole dialogue I'll maybe do that as well.

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Well, its been a while, but

Well, its been a while, but since ponyrider0 is making an effort to create a new patch and I appreciate that I thought to support it.
From the PDF listing it follows that ...fakeslave & ...fakeslaveupd1 are both listed - this is not required as the upd1 one contains the previous one fully ... so only the ...upd1 is needed.
Reading through this thread again I also came to the conclusion that I never posted the last version of ...sothasilend containing the "CloseAllMenues" mentioned in the previous post, so here is that one, again, no need for the prior one.

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mi6c wrote:

mi6c wrote:

Well, its been a while, but since ponyrider0 is making an effort to create a new patch and I appreciate that I thought to support it.
From the PDF listing it follows that ...fakeslave & ...fakeslaveupd1 are both listed - this is not required as the upd1 one contains the previous one fully ... so only the ...upd1 is needed.
Reading through this thread again I also came to the conclusion that I never posted the last version of ...sothasilend containing the "CloseAllMenues" mentioned in the previous post, so here is that one, again, no need for the prior one.

Thanks! Sorry -- I was so focused on finishing the Unofficial Patch before most people went on Winter Break that I have not spent time explaining how I integrated and modified all the patches together.  I tried to read through all of the modded scripts and then I spent time playing through the scenarios first in Morrowind then in the un-fixed Morroblivion, and then in the fixed Morroblivion.  I made notes of all the good and bad points, and I also read through all the discussions here, and then I re-wrote many of the scripts by hand prior to merging them together.

FakeSlaveUpd1 and VivecDialog fixes were used nearly unchanged I think. **I did some cleaning of ITM records and added the actor AI for the fakeslave so that the quest completes based on distance of player from target npc and rearranged Stage and Dialog advancement so that you get the dialog first before getting the quest stage pop-up describing what happened.

SothaSil ending incorporated the CloseAllMenus suggestion, but I re-designed/re-wrote the quest and actor scripts so that animations and voiced-dialog would consistently run with good frame-rate/performance.  There is a scene where Almalexia does an "evil monologue" animation of pacing back and forth in the original Morrowind, I haven't implemented that yet, but it is on my todo list of things to polish. **I lengthened the subtitles by manually editing with TES4Edit.  A long time ago, I remember seeing an INI setting which allows the TES CS-E to use long dialog lines, but have never been able to track it down again.  Oh well, TES4Edit'ing works for now.

I took your idea regarding the Puzzle Canal and enhanced it by checking for any WaterBreathing active effects, otherwise it would play out closer to the original Morrowind quest (but with tweaking for efficient script performance and health threshold to trigger completion).

Regarding the Dwemer's Bone, I decided that the fix doesn't quite fit in with the literal quest description, which says that the magic will only be effective if the player is not spotted. The original Morrowind dialog does not make this clear.  I considered changing the quest-giver's dialog to make this clear to the player, but then I thought it would be more in-character for a self-absorbed NPC to leave that essential part out and then complain to you when you didn't follow it.  Perhaps I'll modify the quest journal to make it clear that the NPC quest giver was an unappreciative jerk about you failing the quest because he forgot to tell you not to be spotted.

I took most of your mead hall changes and incorporated the comments/suggestions here, and then recalibrated so that it played more like the original Morrowind (where you can collect mead profits immediately upon arrival of shipment from Skyrim instead of needing to wait an additional 7 days).

Thanks again for your original improvements!  Hopefully you and the rest of the community will approve of the changes I made and my general interpretation of the quests.