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> [REL] The Goblin Lab, Big Belgian/Dutch Mod Release

Timpy
post Nov 12 2004, 04:12 AM
Post #1


Novice


Joined: 14-February 04



IMPORTANT!
Download patch v1.01 Here.

Requirements : Morrowind + Tribunal. The landmass is situated north-east of Morrowind.
Not compatible with Korboral Island and some glitches with Better Bodies.

[IMG]http://img69.exs.cx/img69/6082/Abiding_Map_Complete.jpg[/IMG]


THE GOBLIN LAB

A mod long worked on.

The Goblin Lab is released. This mod (which took a year and five months)
is after a long period of development and anticipation by the Belgian/Dutch morrowind mod scene (with the occasional I-don't-want-to-work-on-it and
I-haven't-got-the-time slowdowns) finally completed.

STORY

The third Era of TamriŽl. The Imperial Legions progresses over the whole continent. A few
regions, such as the deepest swamps of the Black Marsh, are not occupated yet. So is a part
of Abiding, a land northeast of Vvardenfell. The Legions has conquered the eastern part, with
as base the fortress of Sphinxwatch, ruled by heir Selvin Encorius. In the west there is a Red-
guard region, the terrain of the Ujjain Order, lead by Thrall Ujjain. A Templar knight in Tel
Mora, Falx Punctius, has arrived with a mission from the Emperor. He's looking for a loyal
adventurer who is cra...BRAVE enough to go undercover to Ujjain, to find out what's happening
over there. Thrall is starting to dictate the city, and this cannot be in the Imperialistic
TamriŽl. Progressively you come to know that the west of Abiding isn't inhabited by Redguards
alone...

SUB STORIES

Denem Thalas

The second Era of TamriŽl. Abiding has just met the Dunmer civilization. Khanauj, an outpost in
the east of Abiding, has the though job to keep an eye on the immense monument on an island
east of it. Intrigued by the architecture and the weird origin of this monument, a group of
scouts is sent to examine the momument. Since then, nothing has been heard about them.
Each year scouts go to explore this monument, but none of them has left Denem Thalas alive...

CLiffwoken

In the northmost part of the Ald Khaj desert there was one a proud city. In earlier times and
at present it has enjoyed the warm air flow coming from the coasts of the warm Akavir along the
Padomaic Gulf to the Ald Khaj. In front of the city there is a field situated on a place were
used to be a savanna, the Burned Field. But a couple of weeks ago, all contact with the city was
lost. Scouts report the following : "There isn't any human movement on the central square. A
flock of Canacas (sandwolves) wanders on the blue marmer tiles. It seems like they've got enough
food."
Canacas aren't strong enough to conquer an entire square. What's going on ?

Ald Khaj

The Ald Khaj. The rocky desert east of Abiding. Despite the heat three waterways still flow
through it : The southern, unnamed sideriver of the Valdeen, the Godavari river flowing through
Khanauj and the street of CLiffwoken to the north. This desert is the home to diverse cultures,
such as the Suthay, nomadic Khajiit, the Imperials from the west and the Dunmer. The southern
part of this desert is plagued by witches who have grouped inside ruins. There is a price on the
head of each witch. To make a long story short : The Ald Khaj is a beloved terrain for the
average witchhunter...

FEATURES

Discover 6 cities (4 above the ground, 2 underground), from a fallen commercial town to a glorious
Imperial fortress to a dark vampire hole spread through the 3 regions which Abiding holds (Ald
Khaj desert, west Abiding, Ficklemountain and it's swamps). The land is 120+ exterior cells large (Balmora counts 3 cells) with over 150 NPC's inhabting it(excluding guards and other double characters).
Beat the 10-15 hours lasting main quest which is a challenge to all characters from level 25 and
higher. Once you've done that, discover the 15 different sub quests through the land of Abiding
and discover many weapons, from swords with 2 blades to experimental firearms and lots of daggers,
bows, arrows etc.
If that isn't enough, you can play some mini-games like guar racing, reaction testers, witchhunting,
and so on. There even is a new judgement system for all those that have misbehaved in the Abiding and Vvardenfell...
Who knows if you may control the new magic effects which let you shrink to a tiny size, take of an
enemy's clothes and armor, let's you see through walls,...
Discover Abiding in all it's glory, from the rocky desert of the Ald Khaj to the underground of
Khen'Durr...

Note that all above is a short description of the mod and you will find many more things if you play it longer.


Download Here.

For more info : www.freewebs.com/goblinlab and www.zerogames.nl/forum/zg for questions, hints, etc.
A link to a support forum will come in the following days.


We (Timpy & The_Conjurer) hope you'll have fun to play smile.gif

Requirements : Morrowind + Tribunal. The landmass is situated north-east of Morrowind.

This post has been edited by Timpy: Nov 19 2004, 03:11 AM
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C_Mireneye
post Nov 12 2004, 04:14 AM
Post #2


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QUOTE(Timpy @ Nov 11 2004, 02:32 PM)
Requirements : Morrowind + Tribunal. The landmass is situated north-east of Morrowind.
[IMG]http://img69.exs.cx/img69/6082/Abiding_Map_Complete.jpg[/IMG]
THE GOBLIN LAB

A mod long worked on.

The Goblin Lab is released. This mod (which took a year and five months)
is after a long period of development and anticipation by the Belgian/Dutch morrowind mod scene (with the occasional I-don't-want-to-work-on-it and
I-haven't-got-the-time slowdowns) finally completed.

STORY

The third Era of TamriŽl. The Imperial Legions progresses over the whole continent. A few
regions, such as the deepest swamps of the Black Marsh, are not occupated yet. So is a part
of Abiding, a land northeast of Vvardenfell. The Legions has conquered the eastern part, with
as base the fortress of Sphinxwatch, ruled by heir Selvin Encorius. In the west there is a Red-
guard region, the terrain of the Ujjain Order, lead by Thrall Ujjain. A Templar knight in Tel
Mora, Falx Punctius, has arrived with a mission from the Emperor. He's looking for a loyal
adventurer who is cra...BRAVE enough to go undercover to Ujjain, to find out what's happening
over there. Thrall is starting to dictate the city, and this cannot be in the Imperialistic
TamriŽl. Progressively you come to know that the west of Abiding isn't inhabited by Redguards
alone...

SUB STORIES

Denem Thalas

The second Era of TamriŽl. Abiding has just met the Dunmer civilization. Khanauj, an outpost in
the east of Abiding, has the though job to keep an eye on the immense monument on an island
east of it. Intrigued by the architecture and the weird origin of this monument, a group of
scouts is sent to examine the momument. Since then, nothing has been heard about them.
Each year scouts go to explore this monument, but none of them has left Denem Thalas alive...

CLiffwoken

In the northmost part of the Ald Khaj desert there was one a proud city. In earlier times and
at present it has enjoyed the warm air flow coming from the coasts of the warm Akavir along the
Padomaic Gulf to the Ald Khaj. In front of the city there is a field situated on a place were
used to be a savanna, the Burned Field. But a couple of weeks ago, all contact with the city was
lost. Scouts report the following : "There isn't any human movement on the central square. A
flock of Canacas (sandwolves) wanders on the blue marmer tiles. It seems like they've got enough
food."
Canacas aren't strong enough to conquer an entire square. What's going on ?

Ald Khaj

The Ald Khaj. The rocky desert east of Abiding. Despite the heat three waterways still flow
through it : The southern, unnamed sideriver of the Valdeen, the Godavari river flowing through
Khanauj and the street of CLiffwoken to the north. This desert is the home to diverse cultures,
such as the Suthay, nomadic Khajiit, the Imperials from the west and the Dunmer. The southern
part of this desert is plagued by witches who have grouped inside ruins. There is a price on the
head of each witch. To make a long story short : The Ald Khaj is a beloved terrain for the
average witchhunter...

FEATURES

Discover 6 cities (4 above the ground, 2 underground), from a fallen commercial town to a glorious
Imperial fortress to a dark vampire hole spread through the 3 regions which Abiding holds (Ald
Khaj desert, west Abiding, Ficklemountain and it's swamps). The land is 120+ exterior cells large (Balmora counts 3 cells) with over 150 NPC's inhabting it(excluding guards and other double characters).
Beat the 10-15 hours lasting main quest which is a challenge to all characters from level 25 and
higher. Once you've done that, discover the 15 different sub quests through the land of Abiding
and discover many weapons, from swords with 2 blades to experimental firearms and lots of daggers,
bows, arrows etc.
If that isn't enough, you can play some mini-games like guar racing, reaction testers, witchhunting,
and so on. There even is a new judgement system for all those that have misbehaved in the Abiding and Vvardenfell...
Who knows if you may control the new magic effects which let you shrink to a tiny size, take of an
enemy's clothes and armor, let's you see through walls,...
Discover Abiding in all it's glory, from the rocky desert of the Ald Khaj to the underground of
Khen'Durr...

Note that all above is a short description of the mod and you will find many more things if you play it longer.
Download Here.

For more info : www.freewebs.com/goblinlab and www.zerogames.nl/forum/zg for questions, hints, etc.
A link to a support forum will come in the following days.
We (Timpy & The_Conjurer) hope you'll have fun to play smile.gif

Requirements : Morrowind + Tribunal. The landmass is situated north-east of Morrowind.
*



Ill def. Check this out.


--------------------
"The path you take, is only a reflection of the choice you made." -Me

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LadyCallipyge
post Nov 12 2004, 04:15 AM
Post #3


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Sounds very interesting. Hmmmm....Timpy! I know you from Black Mill? Are you related to that Timpy?


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Vals_Fan
post Nov 12 2004, 04:18 AM
Post #4


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Joined: 10-May 03
From: Outside Looking in, Its so much bigger out here...



Ik heb gewonnen! toughninja.gif


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Timpy
post Nov 12 2004, 04:18 AM
Post #5


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Joined: 14-February 04



Yes, I'm related to him smile.gif
I worked on the Black Mill too (I created a black armor and the nasty blue cliff racers).
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Vals_Fan
post Nov 12 2004, 04:22 AM
Post #6


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Joined: 10-May 03
From: Outside Looking in, Its so much bigger out here...



QUOTE(Timpy @ Nov 11 2004, 02:38 PM)
Yes, I'm related to him smile.gif
I worked on the Black Mill too (I created a black armor and the nasty blue cliff racers).
*




I love the black mill!


those racers were a nice addition too, I loved it smile.gif


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Cow_Guru
post Nov 12 2004, 04:22 AM
Post #7


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Joined: 15-July 04
From: You cheese-flute.



You wait so long for a good quest, then four come along at once! Between this, Way of the Talon, LoKKen and Dulsya Isle, there's never been a better time to be a mod user.


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Muffinwind forum

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AlienSlof
post Nov 12 2004, 04:25 AM
Post #8


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Joined: 24-December 03
From: just behind you, looking hungrily at your neck!



This sounds like rather fun! I'm always looking for good quest mods, especially for my higher level characters. I have one currently doing the Black Mill as well! *downloads* smile.gif


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MOO_COW
post Nov 12 2004, 04:26 AM
Post #9


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Joined: 6-February 04
From: A field in England. Loc: Jumping over the moon



This looks great, can't wait to give it a whirl fing34.gif

I love the sound of these new magic effects and the new justice system happy.gif


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Thann
post Nov 12 2004, 04:26 AM
Post #10


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FINALY!! i have been waitting this for some time now! im speechless...
amazing job fing34.gif heres for you timpy trophy.gif ribbon.gif and heres for The_Conjurer ribbon.gif trophy.gif


foodndrink.gif 74_74.gif bubbly.gif 1244.gif fing05.gif


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fable2
post Nov 12 2004, 04:29 AM
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www.freewebs.com/goblinlab and www.zerogames.nl/forum/zg

This address appears to be a deadlink.


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TommyKhajiit
post Nov 12 2004, 04:31 AM
Post #12


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Joined: 17-January 03
From: Nederland



Congratz guys! fing34.gif foodndrink.gif 74_74.gif cake.gif

I'm glad you finally have released this very promising plugin. Seen all you're wip threads and splendid screenies, way cool this. cool.gif

This is a must check out. 932.gif


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Amazing_Amoeba4
post Nov 12 2004, 04:44 AM
Post #13


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Joined: 3-September 04
From: somewhere above anywhere



This does look extremely promising! Downloading in progress.


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Valdimathor
post Nov 12 2004, 04:46 AM
Post #14


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Joined: 2-July 03
From: Czech Republic



OMG OMG OMG!!! Its out!

I've been waiting for this one sooo long. One of the most promising mods in MW history.

I'll try it as soon as I get home.


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Amazing_Amoeba4
post Nov 12 2004, 04:46 AM
Post #15


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Joined: 3-September 04
From: somewhere above anywhere



The map looks very rich and detailed, as well as varied enough, with the jungle, the deserts, the barrens, etc. Desertic Landscape?! I always wanted a mod with this kind of landscape used.


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Cow_Guru
post Nov 12 2004, 04:48 AM
Post #16


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Looks very nice and professional from the maps, readme, poster, installer etc. Hopefully it'll live up to its first impressions.



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sunsi
post Nov 12 2004, 05:05 AM
Post #17


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From: New York Outback



QUOTE(Timpy @ Nov 11 2004, 02:38 PM)
Yes, I'm related to him smile.gif
I worked on the Black Mill too (I created a black armor and the nasty blue cliff racers).
*




Hi Timpy action-smiley-030.gif

So very good to see you again and you brought a wonderful gift with you too! fing05.gif

My downloader says 4 hours...I have to wait 4 hours to play your intriguing mod. Should I beware of blue cliff racers in this mod? unsure.gif And the black armor rocks!

Thank you, for this long anticipated work and the effort you have given it is so very much appreciated! trophy.gif


1244.gif


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Taurusaud
post Nov 12 2004, 05:15 AM
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can anyone tell me if this conflicts with korobal island?


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LordJBeckman
post Nov 12 2004, 05:16 AM
Post #19


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From: Sweden



Uhh, did i bug this mod now???

What i did was that i cleaned it with Tesame
(Standard procedure, for every mod i use)

And it removed over 1300 GMST's ?!



For those that dont know, GMST's bug the gamestats and thus should not be inside any mod (Unless it doesnt require ESM files, AKA TC's)


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BungaDunga
post Nov 12 2004, 05:17 AM
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Sounds really great, I haven't heard of it previously, but I will certainly give it a try. Sounds like I will have a hard choice between playing Lokken or this...


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Cow_Guru
post Nov 12 2004, 05:24 AM
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Play both, Bunga!

But LoKKen IS the best quest I've played...


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Pseron Wyrd
post Nov 12 2004, 05:29 AM
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QUOTE(LordJBeckman @ Nov 11 2004, 12:36 PM)
For those that dont know, GMST's bug the gamestats and thus should not be inside any mod (Unless it doesnt require ESM files, AKA TC's)
*


A clarification. There are 72 GMSTs (11 from Tribunal and 61 from Bloodmoon) that may or may not (depending on the mod) be considered erroneous. Many, many, many mods include changes to game settings (GMSTs) that are not only acceptable but necessary. Do not think that GMSTs do not belong in mods and DO NOT remove every GMST you find. You break many mods doing this.

'Over 1300' GMSTs, however, is suspect. I have never counted them but I doubt there are 1300 GMSTs total in MW. Something is wrong there.

This post has been edited by Pseron Wyrd: Nov 12 2004, 10:32 AM


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LordJBeckman
post Nov 12 2004, 05:32 AM
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Thanks Pseron, i only know what i have heard of them, so ofcourse i can be wrong
(and if im correct there is 11 in Trib 61 in BM and close to 9000 in MW)

:Edit:

Never actually heard of any mod that uses GMST's
(except TC's and those should not be cleaned due to breakage)

This post has been edited by LordJBeckman: Nov 12 2004, 05:37 AM


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Timpy
post Nov 12 2004, 05:37 AM
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The cause of this GMST 'problem' is because of the new coded magic effect "Uncover".
There is no way to merge this magic effect with the original game statistics so I had to replace all of them and include the magic effect in the replacement. The GMST's replaced are still the SAME, they have not been messed with. I checked this mod with Tesame myself so there is nothing to worry about. Sorry for any confusion smile.gif

And thanks for all your reply's biggrin.gif

@sunsi : Hi to you to action-smiley-030.gif smile.gif
You won't have to fight pesky blue cliffracers, only red ones ;)

@TommyKhajiit : It's been a long time since I've seen (=responded to a post) you too ! I only checked your posts on the Zer0games forums, but didn't find the time to answer them smile.gif
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LordJBeckman
post Nov 12 2004, 05:39 AM
Post #25


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Ahh, ok well i have to go now
(A new schoolday tommrow, need to sleep)


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Sterling
post Nov 12 2004, 06:02 AM
Post #26


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To Bunga it says North-east not north-west, i worry more about Korobal island!

This looks great will check-out thumbsup.gif


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Taurusaud
post Nov 12 2004, 06:09 AM
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QUOTE(Sterling @ Nov 11 2004, 04:22 PM)
To Bunga it says North-east not north-west, i worry more about Korobal island!

This looks great will check-out thumbsup.gif
*



I checked it out, it does conflict with korobal island (wipes out the entire island)


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Hellbishop66
post Nov 12 2004, 06:19 AM
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Joined: 31-October 04



Wow thats one buetiful detailed Map.It looks bigger then Morrowind! Very lush and varied landscape.I will definitely play this.


Thank you Timpy and The_Conjurer.

This post has been edited by Hellbishop66: Nov 12 2004, 06:19 AM
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BungaDunga
post Nov 12 2004, 06:20 AM
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QUOTE(Sterling @ Nov 11 2004, 12:22 PM)
To Bunga it says North-east not north-west
*



I know, but its a matter of time...


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Sterling
post Nov 12 2004, 06:48 AM
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QUOTE(BungaDunga @ Nov 11 2004, 09:40 PM)
I know, but its a matter of time...
*



LOL Itīs not easy being a modaholic hubbahubba.gif

On-topic; Very nice landscaping there fing34.gif


--------------------
Remember this motto to live by: "Life should NOT be a journey to the grave with the intention of arriving safely in an attractive and well preserved body, but rather to skid in sideways, chocolate in one hand, martini in the other, body thoroughly used up, totally worn out and screaming "WOO- HOO what a ride!"

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BluesTheSquirrel
post Nov 12 2004, 07:28 AM
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The desert dragon has no texture.

Also, this mod is not compatible with better bodies, it causes some interesting glitches.


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LadyCallipyge
post Nov 12 2004, 07:42 AM
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QUOTE(BluesTheSquirrel @ Nov 11 2004, 02:48 PM)


Also, this mod is not compatible with better bodies, it causes some interesting glitches.
*


Care to elaborate?


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BluesTheSquirrel
post Nov 12 2004, 08:00 AM
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QUOTE(LadyCallipyge @ Nov 11 2004, 06:02 PM)
Care to elaborate?
*



Its not that you cant use Better Bodies with it, you can use it. But in some areas they cause strange effects. Like the hanging witch in that town with the dragon.


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FlowingSnake
post Nov 12 2004, 09:00 AM
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So with the use GMST's in this mod, does that mean that we should not clean it (with TESTool or something)?


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BluesTheSquirrel
post Nov 12 2004, 09:01 AM
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QUOTE(FlowingSnake @ Nov 11 2004, 07:20 PM)
So with the use GMST's in this mod, does that mean that we should not clean it (with TESTool or something)?
*


If I understand correctly you should not clean the mod.


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FlowingSnake
post Nov 12 2004, 09:20 AM
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Ok, tar...and is there any news on the missing texture?


[Edit] Where are my manners. This is a beautiful mod....thankyou so much you guy's rock. buttrock.gif intergalactic.gif run.gif

This post has been edited by FlowingSnake: Nov 12 2004, 09:26 AM


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FofA
post Nov 12 2004, 09:23 AM
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Holy crap this is out already!!!

Wow.

I remember looking at screenshots for this like a year ago.

Congratuations on the release to everybody involved!


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fable2
post Nov 12 2004, 09:24 AM
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QUOTE(Taurusaud @ Nov 11 2004, 03:29 PM)
I checked it out, it does conflict with korobal island (wipes out the entire island)
*



Yes, damn, you're right. So it's either/or, at least until you run through one. Then you can remove it from your mods, and run the other.


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claudekennilol
post Nov 12 2004, 10:17 AM
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can we get screenies of the BB incompatibility?


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Silver_Falcon
post Nov 12 2004, 10:19 AM
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This looks incredible. I'll be downloading it tonight, since i'm on a 56k wink.gif


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connor_black
post Nov 12 2004, 10:30 AM
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QUOTE(fable2 @ Nov 11 2004, 01:49 PM)
www.freewebs.com/goblinlab and www.zerogames.nl/forum/zg

This address appears to be a deadlink.
*




Those are two seperate URLs. One is www.freewebs.com/goblinlab

The other is www.zerogames.nl/forum/zg

smile.gif
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Pseron Wyrd
post Nov 12 2004, 11:09 AM
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QUOTE(LordJBeckman @ Nov 11 2004, 12:52 PM)
there is 11 in Trib 61 in BM and close to 9000 in MW)
Never actually heard of any mod that uses GMST's
*


Well, to name two, you can find 4 GMSTs in 'Giants Ultimate' and 5 GMSTs in 'Marksman Mod'. And any balancing mod (such as Wakim's) is almost certain to be chock full of them.

I have to assume your 9000 figure was a joke. I just did a quick count of GMSTs in MW and found a little over 1400.

This post has been edited by Pseron Wyrd: Nov 12 2004, 11:16 AM


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fable2
post Nov 12 2004, 11:44 AM
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QUOTE(connor_black @ Nov 11 2004, 07:50 PM)
Those are two seperate URLs. One is www.freewebs.com/goblinlab

The other is www.zerogames.nl/forum/zg

smile.gif
*



Duh. I must be spending too many hours in Vvardenfell. (sigh)


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Timpy
post Nov 12 2004, 10:34 PM
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Edited my first post for the incompatibilty issues. (is that correctly spelled ?)
And here's the link to the missing Desert Dragon texture :
Download and place in your Data Files\Textures folder

Sorry for any inconvenience smile.gif
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hickmanj
post Nov 12 2004, 10:53 PM
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QUOTE(Timpy @ Nov 12 2004, 08:54 AM)
Edited my first post for the incompatibilty issues. (is that correctly spelled ?)
And here's the link to the missing Desert Dragon texture :
Download and place in your Data Files\Textures folder

Sorry for any inconvenience smile.gif
*




This sounds amazing!

Btw, I tried downloading the missing dragon texture and got a picture of the pieces of the dragon. I am a tech noob - so is that supposed to happen? I right-clicked and it w ouldn't let me save it in any form.

smile.gif ?

J

NVM, I just right-clicked the "link" and saved it (correct?) - kept this post for confused noobs like me smile.gif


This post has been edited by hickmanj: Nov 12 2004, 10:55 PM
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Silver_Falcon
post Nov 13 2004, 12:04 AM
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right click it and save it to the data files/textures directory wink.gif


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Gen_Lee
post Nov 13 2004, 12:11 AM
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Just in time to start a new game with mca v3.2 and this 1, heheheh!


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DJ_Antogator
post Nov 13 2004, 02:14 AM
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this amazing mod deserves a bump

here it is

bump

This post has been edited by DJ_Antogator: Nov 13 2004, 02:17 AM
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LadyCallipyge
post Nov 13 2004, 03:48 AM
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QUOTE(Timpy @ Nov 12 2004, 05:54 AM)
Edited my first post for the incompatibilty issues. (is that correctly spelled ?)
And here's the link to the missing Desert Dragon texture :
Download and place in your Data Files\Textures folder

Sorry for any inconvenience smile.gif
*



Timpy....this is a link to a bitmap image. I don't think this goes into the textures folder.


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Timpy
post Nov 13 2004, 04:41 AM
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It does go in your textures folder. Morrowind's textures support .tga, .dds and .bmp smile.gif
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VampyrPrince
post Nov 13 2004, 04:45 AM
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poor poor dial up users. *sigh* i am so fortunate i dont have live through thoose overnight download times

looks grat its in english right


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LadyCallipyge
post Nov 13 2004, 04:47 AM
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QUOTE(Timpy @ Nov 12 2004, 12:01 PM)
It does go in your textures folder. Morrowind's textures support .tga, .dds and .bmp smile.gif
*


blush.gif
Thanks.


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VampyrPrince
post Nov 13 2004, 04:47 AM
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actually vampire embrace usus gmsts


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Evil is a point of view. God kills indiscriminately and so shall we. For no creatures under God are as we are, none so like him as ourselves-Lestat

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littledoggey
post Nov 13 2004, 06:01 AM
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QUOTE(VampyrPrince @ Nov 12 2004, 02:07 PM)
actually vampire embrace usus gmsts
*


Sure does, not all gmsts are bad or unintentional. Some are used to deliberately change game settings(sometimes game settings simply can't be changed otherwise!).
Now back on topic for me, thanks for this cool sounding quest mod. I very much look forward to checking this out. Thank you! smile.gif

This post has been edited by littledoggey: Nov 13 2004, 06:02 AM


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post Nov 13 2004, 07:16 AM
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Can anyone give me a coherent reason why I posted my opinions on Dulsya Isle in this thread? XO

This post has been edited by Cow_Guru: Nov 13 2004, 10:12 PM


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DeadBirdGhostHeadIV
post Nov 13 2004, 11:12 AM
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Anyone tested compatibility yet?
I really wanna know if it conflicts w some big landmasses... Like TR for instance


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Gato
post Nov 13 2004, 12:27 PM
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Well, I've been playing with this thing off and on all day. And it does have some conflicts. Additions Revamped for some reason completely thrashes the lay out. I loaded it up and the CS and all of the new cells introduced by the mod were...broken. Sunken lands, huge gaping grey spaces of oblivion, the works. So far Iím also starting to think it has a conflict with Max's new reflective gold. That's not confirmed yet but the it does cause an error with having 0 of the object gold_001 and Max's is one of the few mods Iím running that also alter that object. I'll continue to examine it and try to hunt down the culprit.
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BluesTheSquirrel
post Nov 13 2004, 12:28 PM
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QUOTE(Gato @ Nov 12 2004, 10:47 PM)
Well, I've been playing with this thing off and on all day.  And it does have some conflicts.  Additions Revamped for some reason completely thrashes the lay out.  I loaded it up and the CS and all of the new cells introduced by the mod were...broken.  Sunken lands, huge gaping grey spaces of oblivion, the works.  So far Iím also starting to think it has a conflict with Max's new reflective gold.  That's not confirmed yet but the it does cause an error with having 0 of the object gold_001 and Max's is one of the few mods Iím running that also alter that object.  I'll continue to examine it and try to hunt down the culprit.
*



Reflective gold works fine, I use it and have no problems.


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Gato
post Nov 13 2004, 12:31 PM
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Thanks blue...hmm, if that's not it Iíll have to keep digging. Disabling TGL seems to end my conflict but maybe Iíve mistaken what's really causing it. Like I said I'll keep looking, but thanks for the quick response
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Duracell
post Nov 13 2004, 08:18 PM
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How about that gold problem? I start new game and i get that error, but i can't push "yes" becouse there arent mouse cursor, and "y", "enter" doesn't work too.
By the way, i am not using ANY mods.

This post has been edited by Duracell: Nov 13 2004, 08:19 PM
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Gen_Lee
post Nov 13 2004, 08:32 PM
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QUOTE(Duracell @ Nov 13 2004, 06:38 AM)
How about that gold problem? I start new game and i get that error, but i can't push "yes" becouse there arent mouse cursor, and "y", "enter" doesn't work too.
By the way, i am not using ANY mods.
*


Same pbl, same situation (Only game + addons).


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Amazing_Amoeba4
post Nov 14 2004, 01:15 AM
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Btw, something people should know is that this mod conflicts with Korobal Island. Its archipelago overlaps Korobal main Island.


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post Nov 14 2004, 01:29 AM
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Yeah, that's been mentioned.


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sunsi
post Nov 14 2004, 01:30 AM
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QUOTE(Amazing_Amoeba4 @ Nov 13 2004, 11:35 AM)
Btw, something people should know is that this mod conflicts with Korobal Island. Its archipelago overlaps Korobal main Island.
*




Thanks, for the info...actually landmass conflicts are to be expected even TBM had conflicts in that regard. I don't mind disabling one great mod to play another...it's getting harder to find free space. It's something we can live with to accommodate all the great mods being made now. twirl.gif

1244.gif


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post Nov 14 2004, 01:47 AM
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It's impossible to have a landscape mod that does not enter in conflit with another!
At least that shows the amazing work of 3rth party modders towards this game!
Enough said, any news about the gold error that is keepeng Me away from this mod?


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Taurusaud
post Nov 14 2004, 02:17 AM
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yes and any news of the conflict with Additions revamped? are you sure its additions (I thought it only put creatures into the game, not alter landscape) I want to start a new game to play this mod, but I don't want to get all the way over to the land to see it underwater...


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Gato
post Nov 14 2004, 03:44 AM
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This probably isn't the cause but...

When TGL loads it plays that small Goblin Lab animation to assure that you've properly loaded the mod. Is there any chance that this video is interrupting some part of morrowind's usual loading cycle and preventing Gold_001 from loading properly?

Like I said, I have no idea if this could really be the issue, just a thought.
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Amazing_Amoeba4
post Nov 14 2004, 03:46 AM
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In my usual routine check in my Warning.txt file, I saw the gold thing too. Does it have any real consequences whatsoever?

It doesnt seem to be harming my game so far.


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post Nov 14 2004, 04:17 AM
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If I try to run the game in windows mod I can select yestoall and continue, but in fullscreen I can only exit via alt + tab and close it!



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Timpy
post Nov 14 2004, 05:24 AM
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I'm looking for the source of the problem, but at the moment, I don't have a clue sad.gif
What you can do is :

- When starting a new game, start Morrowind in windowed mode (select it from your morrowind launcher by clicking options) and when the error appears, select "yes to all". (just like Gen_Lee said)

- When not starting a new game, just click yes and continue playing.

It doesn't harm anything whilst playing the game. Once I find the solution, I'll let everyone know.
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Cow_Guru
post Nov 14 2004, 05:27 AM
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laugh.gif

I just fed the Goblin Lab topic on zer0games through a translator... have a look!


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Cow_Guru
post Nov 14 2004, 05:40 AM
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Oh, and while playing through the mod, Olaes just gave me the standard "Dancing plates" greeting. Spawning her outside didn't work! I was entirely sure it would, from looking at the editor. Huh....

This post has been edited by Cow_Guru: Nov 14 2004, 06:19 AM


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annadee
post Nov 14 2004, 08:09 PM
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QUOTE(Hellbishop66 @ Nov 11 2004, 03:39 PM)
Wow thats one buetiful detailed Map.It looks bigger then Morrowind! Very lush and varied landscape.I will definitely play this.
Thank you Timpy and The_Conjurer.
*



just wondering where you got the map from as it would be a great help.thanks
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annadee
post Nov 14 2004, 08:12 PM
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QUOTE(Cow_Guru @ Nov 13 2004, 03:00 PM)
Oh, and while playing through the mod, Olaes just gave me the standard "Dancing plates" greeting. Spawning her outside didn't work! I was entirely sure it would, from looking at the editor. Huh....
*



i am having the same problem as you with olaes.have you discovered the problem yet as you cannot continue with the quest as she has to come with you.thanksl
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Cow_Guru
post Nov 14 2004, 11:17 PM
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The problem is that she's using the standard "dancing plates" greeting. When outside, she just gives the "hello Mr Nerevarine sir...." greeting. Odd.


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Cow_Guru
post Nov 15 2004, 12:01 AM
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Hmm.... looking at her dialogue in the editor, it appears that everyone in the dancing plates other than the owner should give that greeting. No wonder it's not working..... why does it work for other people?


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Timpy
post Nov 15 2004, 12:16 AM
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Oh hell, did I leave that in ? It was supposed to be out because she was so buggy. I'm sorry for leaving such bugs in sad.gif
I'll release a patch soon, I promise blush.gif

Edit : She doesn't have to come with you. You can continue if you wish without her.

This post has been edited by Timpy: Nov 15 2004, 12:27 AM
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post Nov 15 2004, 01:01 AM
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QUOTE
She doesn't have to come with you. You can continue if you wish without her.


Excellent. Thanks for the reply!


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Cow_Guru
post Nov 15 2004, 01:02 AM
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Oh, and the dancing woman doesn't dance. She needs the dancing girl animation added to her.


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post Nov 15 2004, 01:09 AM
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QUOTE(Cow_Guru @ Nov 14 2004, 10:21 AM)
Excellent. Thanks for the reply!
*




by following your messages i got the answer to the problem.thanks
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Phebrizzothebrick
post Nov 15 2004, 01:28 AM
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Looks nice happy.gif

Question, though, anyone know if this conflicts with "Nerevarine's Castle" ?
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Cow_Guru
post Nov 17 2004, 06:19 AM
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Just to bump this back up, and share my opinion so far.

This is amazing. The landscaping, the original quests, Guar Racing(!!!!).....

just a couple of bugs. The guy who... ahem... ruined his trousers was supposed to give us Telvanni Bug Musk when we replaced them. He didn't. Also, I got a journal entry: "The Goblin Lab -- Shipwrecked" which was presumably supposed to be the quest name alone. Both of them are hardly game-ruining, but annoying nonetheless.


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taarn
post Nov 17 2004, 09:11 AM
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I'm not sure if this is a bug, but I just loaded up the mod, and went on playing. The first time I went to sneak I got a bunch of messages, and then ended up with a bunch of constant Attack bonuses. I think there were 4 five point ones, a seven and a three.

I am also curious if this conflicts with Magical Trinkets of Tamriel, as the little icon used to indicate a magic item in use was changed, and now reads Uncover.
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fragonard
post Nov 17 2004, 09:18 AM
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I've had some problems too. I can't get through the guar race, the last crystal doesn't respond and then I get a CTD.
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claudekennilol
post Nov 17 2004, 12:34 PM
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have there been any fixes released, yet?

And I've a general questoin: does this conflict with other spell mods, say like scripted spells or that one mod that lets you learn spells from scrolls? I'm asking because you said that you messed with a lot of the gamesettings for spells.


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Jessica: Kyle, you're disgusting.
from Lunar: SSSC

PLEASE KEEP THROWING WEAPONS/CROSSBOWS IN OBLIVION!
please, it's about us, isn't it? let us decide whether or not we want to use them...
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Cow_Guru
post Nov 17 2004, 06:14 PM
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QUOTE
The first time I went to sneak I got a bunch of messages, and then ended up with a bunch of constant Attack bonuses. I think there were 4 five point ones, a seven and a three.


Yeah, I got that too....


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Amazing_Amoeba4
post Nov 17 2004, 07:29 PM
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The guar race is bugged ?sad.gif

I failed to finish on time (seriously, put the crystals in more intuitive places, when you step on one crystal you should be able to see the next, and so on) but the guar never left me. What was supposed to happen? I did talk to the guy in the arena, to see if it would go away... but nada.

And I third that...

QUOTE
The first time I went to sneak I got a bunch of messages, and then ended up with a bunch of constant Attack bonuses. I think there were 4 five point ones, a seven and a three.


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Phebrizzothebrick
post Nov 17 2004, 09:08 PM
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Well, when I finished the Guar race, I was just turned invisible o_o

Not the invisibility effect, but literally my character was gone in 3rd person view, fortunatly, saving, quitting, and reloading fixed that.
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Timpy
post Nov 18 2004, 04:45 AM
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First of all : I'm extremely sorry to leave such bugs in sad.gif
Some bugs are caused because I forgot something, others because I did some really dumb things blush.gif

QUOTE(Cow_Guru @ Nov 16 2004, 04:39 PM)
just a couple of bugs. The guy who... ahem... ruined his trousers was supposed to give us Telvanni Bug Musk when we replaced them. He didn't. Also, I got a journal entry: "The Goblin Lab -- Shipwrecked" which was presumably supposed to be the quest name alone. Both of them are hardly game-ruining, but annoying nonetheless.
*



I'm making a patch as I'm writing this. The two bugs you mentioned are now fixed smile.gif

QUOTE(taarn @ Nov 16 2004, 07:31 PM)
I'm not sure if this is a bug, but I just loaded up the mod, and went on playing.  The first time I went to sneak I got a bunch of messages, and then ended up with a bunch of constant Attack bonuses.  I think there were 4 five point ones, a seven and a three. 

I am also curious if this conflicts with Magical Trinkets of Tamriel, as the little icon used to indicate a magic item in use was changed, and now reads Uncover.
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This is a feature that didn't work like I expected, but I forgot to the remove the script from the startup scripts sad.gif sorry !

QUOTE(fragonard @ Nov 16 2004, 07:38 PM)
I've had some problems too.  I can't get through the guar race, the last crystal doesn't respond and then I get a CTD.
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That's weird. Doesn't happen here. I'm searching what the problem could be...

QUOTE(claudekennilol @ Nov 16 2004, 10:54 PM)
And I've a general questoin:  does this conflict with other spell mods, say like scripted spells or that one mod that lets you learn spells from scrolls? I'm asking because you said that you messed with a lot of the gamesettings for spells.
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I think it does then. Only the uncover spell will conflict, as the other spells have unique names.

QUOTE(Amazing_Amoeba4 @ Nov 17 2004, 05:49 AM)
The guar race is bugged ?sad.gif

I failed to finish on time (seriously, put the crystals in more intuitive places, when you step on one crystal you should be able to see the next, and so on) but the guar never left me. What was supposed to happen? I did talk to the guy in the arena, to see if it would go away... but nada.


I'm placing them in a more logical order now smile.gif
Looks like there's some problems with the guar racing.
If you have still have a problem, do what the readme says : Type in your console :
Set Gol_ChalComp to 2

QUOTE(Phebrizzothebrick @ Nov 17 2004, 07:28 AM)
Well, when I finished the Guar race, I was just turned invisible o_o

Not the invisibility effect, but literally my character was gone in 3rd person view, fortunatly, saving, quitting, and reloading fixed that.
*



To prevent the guar from colliding with the player, I had to set the scale to 0.
Did you lose the race while you had this ? As I see now that the player won't rescale when he's lost blush.gif
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claudekennilol
post Nov 18 2004, 04:57 AM
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QUOTE(Timpy @ Nov 17 2004, 02:05 PM)
I think it does then. Only the uncover spell will conflict, as the other spells have unique names.
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so, you're saying it will conflict with Cortex's Scripted Spells? And that it also will conflict with Apprentice Scrolls (the one that lets you find scrolls and learn the spells)?

I don't understand what you mean by "only the uncover spell will conflict," because I haven't yet played the mod.

This post has been edited by claudekennilol: Nov 18 2004, 04:58 AM


--------------------
Kyle: I better bring some protection.
Jessica: Kyle, you're disgusting.
from Lunar: SSSC

PLEASE KEEP THROWING WEAPONS/CROSSBOWS IN OBLIVION!
please, it's about us, isn't it? let us decide whether or not we want to use them...
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post Nov 18 2004, 05:01 AM
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QUOTE(claudekennilol @ Nov 17 2004, 03:17 PM)
so, you're saying it will conflict with Cortex's Scripted Spells?  And that it also will conflict with Apprentice Scrolls (the one that lets you find scrolls and learn the spells)?

I don't understand what you mean by "only the uncover spell will conflict," because I haven't yet played the mod.
*



Hmmm I think it's my english smile.gif
It does not conflict any other scripted spells mod.
Only the new spell effect "uncover" (which is not scripted but coded) will conflict (but not with the scripted spells mod, only with "Magic Trinkets of Tamriel").
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claudekennilol
post Nov 18 2004, 05:13 AM
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when you say it conflicts with Magical Trinkets of Tamriel, How does it conflict?


--------------------
Kyle: I better bring some protection.
Jessica: Kyle, you're disgusting.
from Lunar: SSSC

PLEASE KEEP THROWING WEAPONS/CROSSBOWS IN OBLIVION!
please, it's about us, isn't it? let us decide whether or not we want to use them...
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taarn
post Nov 18 2004, 05:13 AM
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Good to know that you're takin' care of the bugs. The mod looks awesome, and I gotta say a free 30 pt attack bonus isn't "bad", but I kinda feel like a cheater. sad.gif
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post Nov 18 2004, 05:17 AM
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QUOTE(claudekennilol @ Nov 17 2004, 03:33 PM)
when you say it conflicts with Magical Trinkets of Tamriel, How does it conflict?
*



I don't know, taarn mentioned it a few posts back smile.gif
I think it replaces the spell effect of an object with the "Uncover" spell effect.

@taarn : I've taken care of that bug by now smile.gif
You'll able to play the mod normal soon...

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Timpy
post Nov 18 2004, 05:53 AM
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The patch has been uploaded.

Download here.

It fixes the reported bugs, and also the "count on gold is 0" error.
I'll edit my first post in this topic and tomorrow I'll replace the main download as well, don't have time to upload it right now smile.gif

This post has been edited by Timpy: Nov 18 2004, 05:53 AM
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taarn
post Nov 18 2004, 06:07 AM
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Joined: 22-October 04



Huzzah! Thank you for the quick work Timpy. Can't wait to get back home and play now biggrin.gif
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claudekennilol
post Nov 18 2004, 06:14 AM
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did you include the missing texture with that update? or is the only place to get that texture in one of these posts somewhere..


--------------------
Kyle: I better bring some protection.
Jessica: Kyle, you're disgusting.
from Lunar: SSSC

PLEASE KEEP THROWING WEAPONS/CROSSBOWS IN OBLIVION!
please, it's about us, isn't it? let us decide whether or not we want to use them...
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adammelo
post Nov 18 2004, 06:29 AM
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stupid question in know but does this mod have anything to do with goblins?


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WellEnoughAlone
post Nov 18 2004, 06:56 AM
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Eh.. is this in English?


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qarl
post Nov 18 2004, 07:00 AM
Post #100


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Congratulations! This sounds and looks great! fing34.gif Obviously a lot of work has gone into it. Looks like there's new creatures included. Are these new meshes (I apologize if this has been covered previously.


--------------------
-QARL
@}--;------
My mods
The Underground
We work as one to serve the First. We are everywhere.
We are like the ocean's waves. We watch your efforts and are not scared.
We will laugh at you as you die.
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