Main Quest

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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Main Quest

Post by Zini »

With the recent changes in the master branch at least a part of the main quest should be playable now. It would be nice to know how far you can get and what is blocking progress. If anyone has a bit of spare time, please make a test run and report the results.
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raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: Main Quest

Post by raevol »

Is there a command or something to "start a new game"? As in, to go through the whole Seyda Neen sequence?
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Zini
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Joined: 06 Aug 2011, 15:16

Re: Main Quest

Post by Zini »

Use the --new-game command line switch.
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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Main Quest

Post by scrawl »

I couldn't get further after arriving at Caius, because the topic wasn't there. I used addtopic to bypass this, lets see how far I get with that.

// Edit: Same problem with Hasphat Antabolis.
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Main Quest

Post by Zini »

That is unfortunate. And strange. In theory all dialogue filters should work now. Either we are missing something or there is a bug.

btw. are you sure that all dialogue scripts along the way executed correctly? If they don't, that can obvious break a quest in various ways, maybe including a missing dialogue topic. The console should have some information about scripting problems and you can get better diagnostics with the --script-verbose switch.
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scrawl
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Joined: 18 Feb 2012, 11:51

Re: Main Quest

Post by scrawl »

No scripting errors on the console.

Also, I'm stuck now. I'm trying to give Sharn-Gra Muzgob the skull and the dialogue response looks ok, but its still in my inventory and I can't get further.
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Zini
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Joined: 06 Aug 2011, 15:16

Re: Main Quest

Post by Zini »

I can confirm your findings regarding Caius. I guess someone will have to look at the dialogue in the CS and see what filters and topics apply here so we can examine them.
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Greendogo
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Joined: 26 Aug 2011, 02:04

Re: Main Quest

Post by Greendogo »

I'm not sure why, exactly, but using the --new-game command line switch gives me this output in the console:

Code: Select all

C:\Users\test>cd C:\Program Files\OpenMW 0.19.0-8ef3edd

C:\Program Files\OpenMW 0.19.0-8ef3edd>openmw --new-game
Loading config file: C:\Users\test\Documents\My Games\openmw/openmw.cfg... done.

Loading config file: ./openmw.cfg... done.
Using default (English) font encoding.
Adding C:/Games/Morrowind/Data Files\Bloodmoon.bsa
Adding C:/Games/Morrowind/Data Files\Morrowind.bsa
Adding C:/Games/Morrowind/Data Files\TR_Data.bsa
Adding C:/Games/Morrowind/Data Files\Tribunal.bsa
Data dir C:/Games/Morrowind/Data Files
Loading ESM C:/Games/Morrowind/Data Files\Morrowind.esm
Sound output: OpenAL
Sound decoder: FFmpeg
Enumerated output devices:
  Generic Software on Speakers (Realtek High Definition Audio)
  Generic Software on Realtek Digital Output (Realtek High Definition Audio)
  Generic Software on Speakers (Bluetooth Hands-free Audio)
Opened "Generic Software on Speakers (Realtek High Definition Audio)"
loading cell Beshara
Changing to interior
cellName: Beshara

Press Q/ESC or close window to exit.
Playing Music/Explore/mx_explore_7.mp3
loading cell Imperial Prison Ship
Changing to interior
Unloading cell
cellName: Imperial Prison Ship
loading cell Ald-ruhn, The Rat In The Pot
loading cell Sadrith Mora, Dirty Muriel's Cornerclub
loading cell Vivec, Foreign Quarter Underworks
loading cell Vivec, Milo's Quarters
loading cell 15, 5
loading cell -2, -3
loading cell Ald-ruhn, Gindrala Hleran's House
loading cell -2, 5
loading cell 0, -9
loading cell -2, -8
loading cell -8, 3
loading cell -6, -5
loading cell -4, 12
loading cell -12, 11
loading cell -8, 16
loading cell 4, -9
loading cell 6, -7
loading cell Vivec, Hall of Wisdom
loading cell Ghostgate, Tower of Dusk
loading cell Mamaea, Sanctum of Black Hope
loading cell Ilunibi, Soul's Rattle
loading cell Cavern of the Incarnate
loading cell Gnaar Mok, Nadene Rotheran's Shack
loading cell -11, 15
loading cell Rothan Ancestral Tomb
loading cell -11, 9
loading cell Ald-ruhn, Sarethi Manor
loading cell Indarys Manor, Berendas' House
loading cell -5, 9
loading cell Vivec, Hlaalu Prison Cells
loading cell Sadrith Mora, Tel Naga Great Hall
loading cell -9, 4
loading cell 3, 24
loading cell Kora-Dur
loading cell 9, -7
loading cell Telasero, Lower Level
loading cell 3, 23
loading cell 2, 23
loading cell -9, 2
loading cell -8, 2
loading cell Nchurdamz, Interior
loading cell 17, -6
loading cell 1, 24
loading cell Balmora, Balyn Omarel's House
loading cell 0, 22
loading cell 8, 15
loading cell 9, 15
loading cell Balmora, Eight Plates
loading cell 3, -9
loading cell Vivec, Ralen Tilvur: Smith
loading cell -5, -5
loading cell Sadrith Mora, Telvanni Council House
loading cell Vivec, Arena Storage
loading cell 2, 4
loading cell Vivec, Jeanne: Trader
loading cell Vivec, Telvanni Enchanter
loading cell Vivec, St. Olms Underworks
loading cell -2, 6
loading cell -3, -8
loading cell Bthuand
error line 7, column 34 (GetStartingAngle)
    Unexpected name
loading cell Imperial Prison Ship
AiTravel: 90, -90, -88
Playing Music/Explore/mx_explore_7.mp3
Playing Music/Explore/mx_explore_7.mp3
Playing Music/Explore/Morrowind Title.mp3
Playing Music/Explore/mx_explore_3.mp3
Playing Music/Explore/mx_explore_3.mp3
Playing Music/Explore/mx_explore_5.mp3
Quitting peacefully.

C:\Program Files\OpenMW 0.19.0-8ef3edd>
Is there a reason for all of the loading of cells?
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Main Quest

Post by Zini »

Is there a reason for all of the loading of cells?
Yes. Some of the new game scripts access random objects in various cells. OpenMW needs to locate these, which means it needs to load cells that potentially can contain these objects, until it has found all of them. Basically another example of bad scripting in Morrowind.esm.
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Greendogo
Posts: 1467
Joined: 26 Aug 2011, 02:04

Re: Main Quest

Post by Greendogo »

Oh, yeah, the "Startup" script.
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