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Uvirith's Legacy 3.5

PostPosted: Sun Jul 16, 2017 1:58 pm
by Stuporstar
Title: Uvirith's Legacy

Version: 3.51-3.52
Author: Stuporstar

Download: Image

Readme:
This mod turns Tel Uvirith into a fitting home for a mage lord and a stunning symbol of the Archmagister's power. This third generation Tel Uvirith mod, based on Uvirith Inside, does what Uvirith Awakened was trying to do before the project fell into limbo. Along with Rise of House Telvanni, LGNPC Tel Uvirith, and Building up Uvirith's Legacy, Uvirith's Legacy is now one of the four pillars of the ultimate Telvanni experience. I have worked closely with all modders involved in these projects to make the Telvanni experience as immersive and seamless as possible.

New quests, new areas to explore, new magical artifacts, new tower services, and companions, are all designed to make the daily life of a Telvanni lord more interesting, and sometimes amusing.

Version 3 overhauls the entire tower, with new meshes and textures to make it more stunning than before. You can even customize the rugs and bedding in the upper tower, in-game. Tower shipments have been expanded and rebalanced, and more dialogue, new areas, new robes, and easter eggs have been added.

For more information, along with FAQ, troubleshooting, and full walkthrough, visit the Uvirith's Legacy website: http://stuporstar.sarahdimento.com


Version 3.5 fixes minor bugs and also complete overhauls the TR add-on for TR 16.09.

3.51 Fixes a couple bugs I accidentally introduced, one being Garethi not appearing of Gothren's been dead too long and the other the Robe of Sorrows.
3.52 Redates all add-ons correctly and updates the TR Addon to 16.12.
3.53 Fixes a critical bug in Ash-Kosh's dialogue.

This will likely be the last version of UL 3, unless some absolutely critical bug is revealed that somehow went unnoticed. Stay tuned for Uvirith's Legacy 4.0.
[b]
IMPORTANT NOTICE: The latest UL 3.5 TR add-on is now updated on UL's main download page. Thanks to the TR team for keeping it up to date and hosting it while GHF was down!

Re: Uvirith's Legacy 3.5

PostPosted: Sun Aug 20, 2017 12:54 pm
by Leonardo
Does this "Latest Rumours" in dialogue for the NPC in Dagon Fel belong to UL 3.5x?

Morrowind 2017-08-20 21.41.02.311.jpg


If so then I need to report that "Latest Rumours" will completely ruin the quest dialogue for the official "Helm of Tohan" plugin and to my knowledge will be difficult to start that quest via the console.

Except for using the console to make that quest finished without actually doing the quest in-game.

Why?  Because Bethesda created the official "Helm of Tohan" plugin before they released the Tribunal expansion and therefore doesn't have the improvements of both quests and the journal in-game which Tribunal provided.

Also, I see no reason why the NPC in Dagon Fel should have that "Latest Rumours", shown in the picture, in the first place and besides Dagon Fel doesn't belong to the Telvanni.

Re: Uvirith's Legacy 3.5

PostPosted: Mon Jan 08, 2018 3:22 pm
by Stuporstar
Once I'm back to modding I'll probably do at least one more update, only on critical bugs and dialogue such as the above, and try to fix a bunch of scripts that don't work in OpenMW. There's currently an OpenMW patch available here: https://forum.openmw.org/viewtopic.php?f=40&t=4442

Re: Uvirith's Legacy 3.5

PostPosted: Tue Jan 09, 2018 4:01 pm
by Leonardo
Thanks for considering it, Stuporstar.  :-D

Re: Uvirith's Legacy 3.5

PostPosted: Sat Jan 20, 2018 6:09 pm
by nounoumou
I just recently found your amazing Uvirith's Legacy Mod and I need your help with  the Ogrim page. (Also I am not even sure if this is the right place to post my question so forgive me if it isn't)
I have killed the necromancer Sorkvild the Raven (who your walk through states that has it)  a long time ago in a quest for Fighters quilt .Now what? I even tried to "resurrect" him via the console but nothing happened.
I currently have 2 out of the 4 Books of Daedric Summoning and 2 loose pages.Is there a way to obtain the Ogrim page with the necromancer dead or am I at a dead end?
Thank you in advance for any help!

Re: Uvirith's Legacy 3.5

PostPosted: Sun Jan 21, 2018 3:24 am
by Leonardo
nounoumou wrote:I just recently found your amazing Uvirith's Legacy Mod and I need your help with  the Ogrim page. (Also I am not even sure if this is the right place to post my question so forgive me if it isn't)
I have killed the necromancer Sorkvild the Raven (who your walk through states that has it)  a long time ago in a quest for Fighters quilt .Now what? I even tried to "resurrect" him via the console but nothing happened.
I currently have 2 out of the 4 Books of Daedric Summoning and 2 loose pages.Is there a way to obtain the Ogrim page with the necromancer dead or am I at a dead end?
Thank you in advance for any help!

A quest for the Fighter's Guild to kill Sorkvild the Raven doesn't exist, so it got to be a mod issue you got.  Post your loadorder and everything from the Warnings.txt.

Re: Uvirith's Legacy 3.5

PostPosted: Sun Jan 21, 2018 5:29 am
by Drakkmore
Sorry to say this Leo but, yeah it does: http://en.uesp.net/wiki/Morrowind:Sorkv ... ven_(quest)
I always kill him asap for the  Masque of Clavicus Vile in either case, but yeah it seems there might be some conflict that may need looking into.

Re: Uvirith's Legacy 3.5

PostPosted: Sun Jan 21, 2018 6:57 am
by nounoumou
Leonardo wrote:
nounoumou wrote:I just recently found your amazing Uvirith's Legacy Mod and I need your help with  the Ogrim page. (Also I am not even sure if this is the right place to post my question so forgive me if it isn't)
I have killed the necromancer Sorkvild the Raven (who your walk through states that has it)  a long time ago in a quest for Fighters quilt .Now what? I even tried to "resurrect" him via the console but nothing happened.
I currently have 2 out of the 4 Books of Daedric Summoning and 2 loose pages.Is there a way to obtain the Ogrim page with the necromancer dead or am I at a dead end?
Thank you in advance for any help!

A quest for the Fighter's Guild to kill Sorkvild the Raven doesn't exist, so it got to be a mod issue you got.  Post your loadorder and everything from the Warnings.txt.


from the warnings text:
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.

My loadorder as it appears in the TES loader DataFiles:
Morrowind.esm
Morrowind Patch v1.66_beta.esm
Tribunal.esm
Bloodmoon.esm
Tamriel_Data.esm
TR_Mainland.esm
TLM-Light Sources+Fog Update.esm
TLM-Light Sources(ClearerLighting).esm
t_lostheir.esp
MultiMark_theBlackMill.esp
TheBlackMill.esp
Balmora Expansion v1.4.esp
Forests of Vvardenfell.esp
Lothavor's Legacy.esp
Lothavor's Legacy BB addon.esp
Lich Father Act 1.esp
Lich Father Act 2.esp
Apostates of Oblivion_2.1.esp
The UNDERGROUND_2.esp
TR_OldTravels.esp
TradeDisputes.esm
Uvirith's Legacy_3.53.esp
UL_TLM_Ambiance.esp
TR_Factions.esp
TR_Preview.esp
UL_3.5_TR_17.09_Addon.esp
TR_Travels.esp
TR_Mainland_1709_hotfix5.esp

(aside the necromancer's fate, there are 2 other minor issues that I noticed.. The first is about the curse of Lord Uvirith. He cursed me -verbally-when I touched the skeleton (or maybe the staff ). Although I saw no indication of curse at the "powers bar" I fulfilled his wish, he -verbally- lifted the curse and then I touched the skeleton to teleport (didn't remembered that I had to touch the altar for that ) show the ring, took it and became cursed. I cured myself with a load previous save spell, so this is a more than minor issue.
The second has to do with the teleportation belt..I tried it on last night and had to take it off immediately as my sound card started making a loud noise as if stuck and banging at the same time (this sound also occurs  with a levitation ring I have previously made and it is not a problem for me) The problem is that since last night and without wearing the belt anymore I am still in constant levitation.
I tried reloading, moving the time forward, equipping and un-equipping the belt, any other levitating equipment I have and the slippers, but I am still on the air. Also, the levitation power appears in the powers bar as "telvanni slippers 15 pts" and not "belt". Second also, and only FYI, after putting on (and off)  the slippers, now the powers bar has a total of 2 "telvanni slippers 15 pts" entries. Is it possible please to help me get down to the ground again?  :)

Re: Uvirith's Legacy 3.5

PostPosted: Sun Jan 21, 2018 9:55 am
by Leonardo
Drakkmore wrote:Sorry to say this Leo but, yeah it does: http://en.uesp.net/wiki/Morrowind:Sorkv ... ven_(quest)
I always kill him asap for the  Masque of Clavicus Vile in either case, but yeah it seems there might be some conflict that may need looking into.

No, FG does not have a quest for Sorkvild the Raven, instead it's the Imerial Legion that has a quest for Sorkvild the Raven.  I've played both factions at least once and I know for sure I did that Imperial Legion quest.

Re: Uvirith's Legacy 3.5

PostPosted: Sun Jan 21, 2018 11:25 am
by Leonardo
nounoumou wrote:from the warnings text:
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.

The errors you have in the Warnings.txt is harmless can be ignored, but anything else aside for the default two errors indicates a mod issue.

nounoumou wrote:My loadorder as it appears in the TES loader DataFiles:
Morrowind.esm
Morrowind Patch v1.66_beta.esm
Tribunal.esm
Bloodmoon.esm
Tamriel_Data.esm
TR_Mainland.esm
TLM-Light Sources+Fog Update.esm
TLM-Light Sources(ClearerLighting).esm
t_lostheir.esp
MultiMark_theBlackMill.esp
TheBlackMill.esp
Balmora Expansion v1.4.esp
Forests of Vvardenfell.esp
Lothavor's Legacy.esp
Lothavor's Legacy BB addon.esp
Lich Father Act 1.esp
Lich Father Act 2.esp
Apostates of Oblivion_2.1.esp
The UNDERGROUND_2.esp
TR_OldTravels.esp
TradeDisputes.esm
Uvirith's Legacy_3.53.esp
UL_TLM_Ambiance.esp
TR_Factions.esp
TR_Preview.esp
UL_3.5_TR_17.09_Addon.esp
TR_Travels.esp
TR_Mainland_1709_hotfix5.esp

Your loadorder definitely needs to be sorted.  You also need to move down whatever Morowind patch you want to use and place it just after the Bloodmoon.esm otherwise it won't work properly.

If I were you I would get rid of MPP 1.6.6, because it's a dirty edit and seems incomplete to me.  I recommend using MPP 1.6.3, I know it isn't the latest but it does provides a full changelog of everything that was changed.

Are you using Wrye Mash?  If so where is the Mashed Lists.esp since I can't see it in your loadorder and it's important to activate it, because the Mashed Lists.esp contains all levelled lists of all mods you're using.

If you're not using Wrye Mash then you should start using Wrye Mash and I recommend the latest Wrye Mash Stand Alone (WMSA).

Also, make sure you're using the latest mlox_rules for mlox.

nounoumou wrote:(aside the necromancer's fate, there are 2 other minor issues that I noticed.. The first is about the curse of Lord Uvirith. He cursed me -verbally-when I touched the skeleton (or maybe the staff ). Although I saw no indication of curse at the "powers bar" I fulfilled his wish, he -verbally- lifted the curse and then I touched the skeleton to teleport (didn't remembered that I had to touch the altar for that ) show the ring, took it and became cursed. I cured myself with a load previous save spell, so this is a more than minor issue.

Not an issue, AFAIK it's intentional.  When you equip the ring, did you check what spell effects (where you see what spell effect your birthsign has) you have in-game?

nounoumou wrote:The second has to do with the teleportation belt..I tried it on last night and had to take it off immediately as my sound card started making a loud noise as if stuck and banging at the same time (this sound also occurs  with a levitation ring I have previously made and it is not a problem for me) The problem is that since last night and without wearing the belt anymore I am still in constant levitation.
I tried reloading, moving the time forward, equipping and un-equipping the belt, any other levitating equipment I have and the slippers, but I am still on the air. Also, the levitation power appears in the powers bar as "telvanni slippers 15 pts" and not "belt". Second also, and only FYI, after putting on (and off)  the slippers, now the powers bar has a total of 2 "telvanni slippers 15 pts" entries. Is it possible please to help me get down to the ground again?  :)

Check the UL site for how to fix an issue.

Re: Uvirith's Legacy 3.5

PostPosted: Sun Jan 21, 2018 3:43 pm
by nounoumou
Leonardo wrote:
nounoumou wrote:from the warnings text:
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.

The errors you have in the Warnings.txt is harmless can be ignored, but anything else aside for the default two errors indicates a mod issue.

nounoumou wrote:My loadorder as it appears in the TES loader DataFiles:
Morrowind.esm
Morrowind Patch v1.66_beta.esm
Tribunal.esm
Bloodmoon.esm
Tamriel_Data.esm
TR_Mainland.esm
TLM-Light Sources+Fog Update.esm
TLM-Light Sources(ClearerLighting).esm
t_lostheir.esp
MultiMark_theBlackMill.esp
TheBlackMill.esp
Balmora Expansion v1.4.esp
Forests of Vvardenfell.esp
Lothavor's Legacy.esp
Lothavor's Legacy BB addon.esp
Lich Father Act 1.esp
Lich Father Act 2.esp
Apostates of Oblivion_2.1.esp
The UNDERGROUND_2.esp
TR_OldTravels.esp
TradeDisputes.esm
Uvirith's Legacy_3.53.esp
UL_TLM_Ambiance.esp
TR_Factions.esp
TR_Preview.esp
UL_3.5_TR_17.09_Addon.esp
TR_Travels.esp
TR_Mainland_1709_hotfix5.esp

Your loadorder definitely needs to be sorted.  You also need to move down whatever Morowind patch you want to use and place it just after the Bloodmoon.esm otherwise it won't work properly.

If I were you I would get rid of MPP 1.6.6, because it's a http://forums.bethsoft.com/topic/1612852-wipz-unofficial-morrowind-patch-thread-3/#entry25327762 dirty edit and seems incomplete to me.  I recommend using http://www.theassimilationlab.com/forums/files/file/1060-previous-patches-unofficial-morrowind-patch/ MPP 1.6.3, I know it isn't the latest but it does provides a full changelog of everything that was changed.

Are you using Wrye Mash?  If so where is the Mashed Lists.esp since I can't see it in your loadorder and it's important to activate it, because the Mashed Lists.esp contains all levelled lists of all mods you're using.

If you're not using Wrye Mash then you should start using Wrye Mash and I recommend the latest https://github.com/Wrye-Code-Collection/Wrye-Mash/releases/tag/87  Wrye Mash Stand Alone  (WMSA).

Also, make sure you're using the latest mlox_rules for mlox.

nounoumou wrote:(aside the necromancer's fate, there are 2 other minor issues that I noticed.. The first is about the curse of Lord Uvirith. He cursed me -verbally-when I touched the skeleton (or maybe the staff ). Although I saw no indication of curse at the "powers bar" I fulfilled his wish, he -verbally- lifted the curse and then I touched the skeleton to teleport (didn't remembered that I had to touch the altar for that ) show the ring, took it and became cursed. I cured myself with a load previous save spell, so this is a more than minor issue.

Not an issue, AFAIK it's intentional.  When you equip the ring, did you check what spell effects (where you see what spell effect your birthsign has) you have in-game?

nounoumou wrote:The second has to do with the teleportation belt..I tried it on last night and had to take it off immediately as my sound card started making a loud noise as if stuck and banging at the same time (this sound also occurs  with a levitation ring I have previously made and it is not a problem for me) The problem is that since last night and without wearing the belt anymore I am still in constant levitation.
I tried reloading, moving the time forward, equipping and un-equipping the belt, any other levitating equipment I have and the slippers, but I am still on the air. Also, the levitation power appears in the powers bar as "telvanni slippers 15 pts" and not "belt". Second also, and only FYI, after putting on (and off)  the slippers, now the powers bar has a total of 2 "telvanni slippers 15 pts" entries. Is it possible please to help me get down to the ground again?  :)

Check the http://stuporstar.sarahdimento.com/ UL site for how to fix an issue.


Thank you so much for your help Leonardo and for landing me!! As far as the levitation is concerned, I was able to fix it via stuporstar's site.
After messing with mlox and this other "monster" program by the name Wrye Mash, the MPP (MPP1.6.4 is the only one I found) now comes after Bloodmoon in the .esm row of the TES3 Data Files loader:
Morrowind.esm
Tribunal.esm
Bloodmoon.esm
Morrowind Patch v1.6.4.esm
Tamriel_Data.esm
TR_Mainland.esm
TLM-Light Sources+Fog Update.esm
TLM-Light Sources(ClearerLighting).esm
t_lostheir.esp
MultiMark_theBlackMill.esp
TheBlackMill.esp
and blah,blah,blah...

some info from mlox:
"mlox_base.txt:1: Parse Error(), expected start of rule [Buffer=ο»Ώ;; -*- mode: emacs-lisp -*-]
[NOTE]
> 'TR_Mainland.esm'
| !! The Tamriel Rebuilt readme says:
| !! "Users who fail to register the BSA correctly will often find that loading Tamriel Rebuilt will result in a lot of "missing meshes/animation" error dialog messages popping up on load, some even fatal. Please double-check your Morrowind.ini file to ensure our Data Archive is registered properly, otherwise the game won't load."
| !! mlox cannot check if you have made this change to your morrowind.ini
blah, blah,blah...

[Plugins already in sorted order. No sorting needed!] "

The ring thing do not concern me, I just thought that the curse property on the item would be disabled after the curse was lifted.
As far as the  Wrye Mash thing is concerned, of cause I haven't the faintest idea of what to do with it, or even how to start it, as after struggling  to read, understand and finally just run the .exe to see what happens, nothing happened. I will probably need a month or so to understand the readme.txt alone and find info about  Wrye Mash.  :chinscratch:
Any way, the necromancer is still dead (and if it wasn't the Fighters quilt, maybe I was just playing the random good Samaritan)  and gone and I can't have his page. I wonder- as a last resort- if it is possible to use the console to add it.
Thank you again for all your trouble . :)

Re: Uvirith's Legacy 3.5

PostPosted: Mon Jan 22, 2018 2:33 am
by Leonardo
I know this error from mlox is likely due to Unicode since I discover it late last year when testing the new code for Sharlikran.  I think it's safe to ignore that or head over to AFK Mods and ask Sharlikran about WMSA.

Code: Select all
"mlox_base.txt:1: Parse Error(), expected start of rule [Buffer=ο»Ώ;; -*- mode: emacs-lisp -*-]


Read these threads about the latest version of WMSA.

https://afkmods.iguanadons.net/index.ph ... wrye-mash/
viewtopic.php?f=53&t=3646


The note about TR in mlox needs to be fixed before starting a new game, so use this BSA tool and use it for all mods that has a BSA.

http://www.theassimilationlab.com/forum ... ful-tools/

The old BSAReg tool shouldn't been used since it's known to work for some mods, but not for every mod.

Re: Uvirith's Legacy 3.5

PostPosted: Mon Jan 22, 2018 11:11 am
by nounoumou
About the KINGPIX's Useful Tools you said, I will try it but until today the BSAReg v01 has registered the Tarmiel bsas correctly as I have no missing meshes and explanation marks or missing actors and crashes anymore in the new areas.
I will also check the AFK Mods you mentioned to help me further with WMSA. Anyway, last night I found the solution for the WMSA not ruining by changing the compatibility to Win XP (I have Win 10).Now it runs and I used the Massed Lists.esp to import merged lists and it merged the Lich Father act1 and 2 and also a "random gold 100_lev_20" And that's all I have done with WMSA so far.
What I don't understand is how all the above discussed and proposed will help me resurrect the necromancer since the warning.text is irrelevant to the specific problem and since I can't see (or understand) any other conflicts between the installed mods I have. Should I change the date of Uvirith's Legacy to move it up in the list?

the current list via the WMSA as sorted by mlox:

[UPDATED] New Load Order:
---------------
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch v1.6.4.esm
_005_ Tamriel_Data.esm
_006_ TR_Mainland.esm
_007_ TLM - Light Sources (Clearer Lighting).esp
_008_ t_lostheir.esp
_009_ MultiMark_TheBlackMill.esp
_010_ Uvirith's Legacy_3.53.esp
_011_ UL_3.5_TR_17.09_Add-on.esp
_012_ UL_TLM_Ambiance.esp
_013_ MultiMarkOMW-TR.esp
_014_ MultiMarkOMW-1.0-TR1709.esp
_015_ TR_Factions.esp
_016_ TR_Preview.esp
_017_ TR_Travels.esp
_018_ TR_Mainland_1709_hotfix4.esp
_019_ TR_Mainland_1709_hotfix5.esp
_020_ TLM - AdjMod - Bank 2.2.esp
_021_ TLM - AdjMod - Gladiator.esp
_022_ Balmora Expansion v1.4.esp
_023_ Forests of Vvardenfell.esp
_024_ Lothavor's Legacy.esp
_025_ Lothavor's Legacy BB addon.esp
_026_ adventurers_v2.0.esp
_027_ Lich Father Act I.esp
_028_ Lich Father Act II.esp
_029_ Apostates of Oblivion_2.1.esp
_030_ TheBlackMill11FMN.esp
_031_ TR_OldTravels.esp
_032_ TradeDisputes.esp
_033_ THE_UNDERGROUND_2a.esp
_034_ TLM - Ambient Light + Fog Update.esp
_035_ Mashed Lists.esp



and mlox commentary:
[PATCH]
!!'MISSING(BE 1.4 -Golden Arrow fix-.esp)' for:
[ANY
  'Balmora Expansion v1.4.esp',
  'MISSING(Balmora Expansion v1.4+(1.4).esp)',
  'MISSING(Balmora Expansion - LITE 1.0.esp)',
  'MISSING(BE+(1.4) Better Looking Morrowind.esp)']
| Zobator's "Golden Arrow Fix" for "Balmora Expansion" by Gorg et al corrects the file location for some of the golden arrows' meshes.
| (Ref: BE 1.4 -Golden Arrow fix-README.txt)
[REQUIRES]
!!!'MultiMark_TheBlackMill.esp' Requires:
> [ALL 'MISSING(TheBlackMill11.esp)', 'MISSING(MultiMark.esp)']
| [Note that you may see this message if you have an older version of one
| of the pre-requisites. In that case, it is suggested that you upgrade
| to the newer version].
[CONFLICT]
> 'TR_Mainland.esm'
> 'TheBlackMill11FMN.esp'
| "TheBlackMill11FMN (abot's moved Black Mill) has a landmass conflict with [Tamriel Rebuilt] at cell 13,21. There is no cell entry, just landscape changes. It appears to be safe to just delete the landscape entry [from TheBlackMill11FMN.esp] in Enchanted Editor for that cell to fix the conflict."
| (Ref: http://forums.bethsoft.com/topic/1509142-relz-mlox-analyze-and-sort-your-load-order/?p=24214022 )
[NOTE]
> [ALL
>   [ANY 'Lich Father Act I.esp', 'Lich Father Act II.esp'],
>   [NOT 'MISSING(multipatch.esp)']]
| !! "[Dan Taylor's "Scourge of the Lich Father Acts I and II"] change the name of the cell (-6, 6) to 'Goldington', this cell name is used in dialog filtering, so it is [recommended to] use tes3cmd multipatch to preserve the cell name. Otherwise, topics like 'background', 'little secret', and 'latest rumors' will get superceded by SotLF responses (primarily in npcs out in the wilderness)."
| !! Read more about tes3cmd and its multipatch here - http://wiki.theassimilationlab.com/mmw/TES3cmd#Multipatch
| !! (Ref: http://forums.bethsoft.com/topic/1509142-relz-mlox-analyze-and-sort-your-load-order/?p=24214022 )
[NOTE]
> [ANY 'TR_Mainland.esm', 'TR_Preview.esp']
| !! The Tamriel Rebuilt readme says:
| !! "Users who fail to register the BSA correctly will often find that loading Tamriel Rebuilt will result in a lot of "missing meshes/animation" error dialog messages popping up on load, some even fatal. Please double-check your Morrowind.ini file to ensure our Data Archive is registered properly, otherwise the game won't load."
| !! mlox cannot check if you have made this change to your morrowind.ini
| !! (Ref: "TR_Readme.txt")
[NOTE]
> 'TLM - Ambient Light + Fog Update.esp'
| ! "In order to retain the modified interior light settings of TLM, TLM - Ambient Light + Fog Update must load later than any mod that might change a pre-existing interior cell."
| ! mlox automatically loads this plugin late in your load order.
| ! (Ref: "TLM - ~Readme.htm")
[REQUIRES]
!!!'TLM - AdjMod - Gladiator.esp' Requires:
> [ALL
>   'TLM - Ambient Light + Fog Update.esp',
>   'MISSING(Gladiator.esp)',
>   [NOT
>     [ANY
>       'MISSING(TLM - Complete.esp)',
>       'MISSING(TLM - Complete + DBL.esp)']]]
| "[TLM - AdjMod - Gladiator.esp] contain the relevant light settings for [...] Gladiator 5 by Endrek"
| (Ref: "TLM - ~Readme.htm")
[NOTE]
> '[SIZE 1498 TLM - AdjMod - Gladiator.esp]'
| !! This plugin contains evil GMSTs.
| !! (What the hell is a GMST? http://www.mwmythicmods.com/argent/tech/gmst.html )
[REQUIRES]
!!!'TLM - AdjMod - Bank 2.2.esp' Requires:
> [ALL
>   'TLM - Ambient Light + Fog Update.esp',
>   [ANY
>     'MISSING(INDYBANK.ESP)',
>     'MISSING(Indybank2.4b.ESP)',
>     'MISSING(indybank-NoHouses.esp)',
>     'MISSING(indybankWC.esp)',
>     'MISSING(Indy Bank (SW Comp. Patch).ESP)',
>     'MISSING(WalledCity_IndyBank.esp)'],
>   [NOT 'MISSING(TLM - Complete.esp)'],
>   [NOT 'MISSING(TLM - Complete + DBL.esp)']]
| "[TLM - AdjMod - Bank 2.2.esp] contain the relevant light settings for [...] Bank 2.2 by Indestructible (+ Kir) (though all versions should be okay including the later ones)"
| (Ref: "TLM - ~Readme.htm")
| [Note that you may see this message if you have an older version of one
| of the pre-requisites. In that case, it is suggested that you upgrade
| to the newer version].
[NOTE]
> [ALL 'TradeDisputes.esp', [NOT 'MISSING(multipatch.esp)']]
| !! "Trade Disputes changes the names of several cells to 'Fort Klamoth' and 'gri-brash island', these cell names are used in dialog filtering, so it is [recommended to] use tes3cmd multipatch to preserve the cell name. Otherwise, 'latest rumors' topics will get superceded by Trade Disputes responses (primarily in npcs out in the wilderness), and Trade Disputes dialog entries change variable state information, which may very well not exist, causing the game to crash."
| !! Read more about tes3cmd and its multipatch here - http://wiki.theassimilationlab.com/mmw/TES3cmd#Multipatch
| !! (Ref: http://forums.bethsoft.com/topic/1509142-relz-mlox-analyze-and-sort-your-load-order/?p=24214022 )
[NOTE]
> [ALL "Uvirith's Legacy_3.53.esp", 'UL_3.5_TR_17.09_Add-on.esp']
| !! "Check your UL and TR version number before loading this add-on. Make sure you unload older ones."
| !! (Ref: "Uvirith's Legacy_README.txt")
[Plugins already in sorted order. No sorting needed!]
current saved to: current_loadorder.out
mlox sorted saved to: mlox_new_loadorder.out

BTW, why I have to login again and again every time since I check the automatic login box?

Re: Uvirith's Legacy 3.5

PostPosted: Tue Jan 23, 2018 1:12 am
by Leonardo
All the errors from mlox needs to be corrected otherwise strange things will happen in-game.

Except for UL, because mlox cannot detect if you're using the latest version of a mod or not, instead mlox might think you are not using the latest version and the reason for that is related to how recent the mlox_rules is.

So what I'm trying to say here is that I know the current UL version is the latest version and that also applies for the UL 3.5 TR-17.09 addon, unless Stuporstar recently updating UL without knowning she did.

Re: Uvirith's Legacy 3.5

PostPosted: Tue Jan 23, 2018 9:21 am
by nounoumou
Leonardo wrote:All the errors from mlox needs to be corrected otherwise strange things will happen in-game.

Except for UL, because mlox cannot detect if you're using the latest version of a mod or not, instead mlox might think you are not using the latest version and the reason for that is related to how recent the mlox_rules is.

So what I'm trying to say here is that I know the current UL version is the latest version and that also applies for the UL 3.5 TR-17.09 addon, unless Stuporstar recently updating UL without knowning she did.


thank you again for your time. I'll try to track down the issues (although the note from mlox to look here: http://forums.bethsoft.com/topic/1509142-relz-mlox-analyze-and-sort-your-load-order/page-4#entry24214022 for the conflict "TheBlackMill11FMN has a landmass conflict with TR 14.08 at cell 13,21. There is no cell entry, just landscape changes. It appears to be safe to just delete the landscape entry in Enchanted Editor for that cell to fix the conflict" didn't helped me a lot )  :saddy:  but, anyway, I have a lot to try and find out yet.
About the dead necromancer and the lost with him ogrim page I had to resort to the console and add it, so now I can finally move on..Tank you Leonardo, you have helped me a lot with my issues!

Re: Uvirith's Legacy 3.5

PostPosted: Tue Jan 23, 2018 11:52 am
by Leonardo
You're welcome.  :D

Re: Uvirith's Legacy 3.5

PostPosted: Wed Jan 31, 2018 6:51 pm
by Stuporstar
nounoumou wrote:About the dead necromancer and the lost with him ogrim page I had to resort to the console and add it, so now I can finally move on..Tank you Leonardo, you have helped me a lot with my issues!


Sorry for the late reply. The ogrim page is not found on Sorkvild's body, but on one of his shelves. I did this so you wouldn't miss the page if you killed him before loading UL.

Uvirith's ring is not the source of the curse at all, so I don't understand what happened there. The curse is always done in dialogue and triggered by touching the corpse. Did you get dialogue when you touched the corpse again after doing his quest and being cured?

Re: Uvirith's Legacy 3.5

PostPosted: Wed Feb 14, 2018 10:47 pm
by JaceUvirith
Hi all.

Looking for a little help. In the quest, "The Missing Son",
(The Missing Son
Requirements: Zhariphel Council House (furnished)

After the council house is built and furnished, Gyladis Arven will tell you about her missing son Darys), no one at the camp mentioned in the walkthrough has the topic for his guy and a search of the entire region has me convinced he doesn't exist. I have no load errors or anything else going wrong. Please help, this is super frustrating.

Re: Uvirith's Legacy 3.5

PostPosted: Thu Feb 15, 2018 3:41 am
by Leonardo
JaceUvirith wrote:Hi all.

Looking for a little help. In the quest, "The Missing Son",
(The Missing Son
Requirements: Zhariphel Council House (furnished)

After the council house is built and furnished, Gyladis Arven will tell you about her missing son Darys), no one at the camp mentioned in the walkthrough has the topic for his guy and a search of the entire region has me convinced he doesn't exist. I have no load errors or anything else going wrong. Please help, this is super frustrating.

Welcome to GHF, JaceUvirith!  :dancing-banana:


It's fairly easy to find Darys and I had no trouble finding when I did this quest the first time, mostly due for I had already explored the area relative early in my game.  Basically everything you need to know about the quest is in the spoiler.

Go to Vos dock and from there head south, not change direction to west-south towards Zainab Camp, and look for a hill that has a yurt on top of it.  That yurt belongs to Darys.
Talk to him and do what he is afraid of doing (he is not really afraid, but a little emotional for the moment).  Return to him after you have done what he cannot face to do.  All this is done in separate quests, so read your journal.

Re: Uvirith's Legacy 3.5

PostPosted: Wed Feb 21, 2018 6:44 am
by Leonardo
I guess you already knew what changes in the TR 17.09 version are, but this video has some information about the House Telvanni and the other guids e.g Fighter's, Mage's on Vvardenfell.


Re: Uvirith's Legacy 3.5

PostPosted: Sun Feb 25, 2018 7:29 am
by kd4tkm
not shure if this right for my problem.using ul3.53 ,tr1709,roth,and buug.
fast eddy is hung in a greeting loop.made grandmaster then eddie said 1 may have trouble with garethi nemas.i said i would talk to him.had garethi do the chore.he brought me the lamp.went back to eddie,now eddie greets me asking if i'm alright.
over and over no matter which answer i give i have to console goodbye   to exit.last journal entry says i promoted garethi.how can i end this loop so i can continue?still have a lot of work for eddie

Re: Uvirith's Legacy 3.5

PostPosted: Sun Feb 25, 2018 10:36 am
by Leonardo
I think you have triggered this bug in-game.

I also suggest that you should re-load your gamesave, a gamesave you would know for sure that works, and try again to speak to Fast Eddie.  If that doesn't help then it's time to use the console to complete a quest or two.

Re: Uvirith's Legacy 3.5

PostPosted: Mon Feb 26, 2018 6:54 am
by kd4tkm
no it's not that bug. already grandmaster,eddie is my mouth,stronghold built at stage 2.the greeting seems to come from ht_powershift but i tried to console it to end.the quest finishes correctly but the greeting loop remains.
didn't have this trouble until upgrading ul and tr.

Re: Uvirith's Legacy 3.5

PostPosted: Tue Feb 27, 2018 5:13 am
by Leonardo
I can only guess, but it seems the greeting in the dialogue started before you had a journal update for the 2nd phase of the stronghold.  Which it self could be a mod issue.  

So posting your loadorder would help us a lot to find what mod of those mods you are using that's causing this issue.

Re: Uvirith's Legacy 3.5

PostPosted: Wed Feb 28, 2018 4:35 pm
by Stuporstar
Hi kd4tkm,

The greeting is filtered for HT_Powershift == 60, so it's not supposed to appear after your journal updates to 70 and beyond.

The latest TR add-on, the one found here: https://www.nexusmods.com/morrowind/mod ... 4656&pUp=1 DOES alter that greeting, so it seems the most likely culprit. However, it doesn't change anything about the greeting's filtering. It's possible an earlier version of the TR add-on, recently made by the TR team, was bugged and has since been fixed. Can you please verify that you have the absolute latest version of the add-on and post your load order?