Post by loriel on Sept 4, 2010 16:38:38 GMT
A few threads re-posted from the old forum (http://forums.elricm.com/emma) concerning VTA (Vvardenfell Travel Agency):
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Posted by: Emma
Post Posted: 04 Mar 2006 12:15 pm Post subject: VTA Travel Agency: incompatibility with Vile
Vampire Hider V AndyW
« on: Feb 23, 2005, 08:18 am »
Hi there.
Just reporting a mod incompatibility, for future reference.
My vampire character can't use VTA, since the agents won't talk to her. I tried using 'Vile Vampire Hider Version 1.0 By: Squid' from Morrowind Summit. This let me talk to the VTA agent, but when he transported me from outside Vos (at 2 am) to Ebonheart grand council chamber, I instantly died from sun damage.
I suspect the underlying problem is with the vampire hider, as it mucks about with the sun damage spell.
Does anyone know if the Vampire Embrace mod allow use of VTA?
Thanks.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:16 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Tommy
« Reply #1 on: Feb 23, 2005, 08:54 am »
Hardly mod incompatibility I would say. Merely a logical consequence from being a vampire. Razz
Anyway it's easy to avoid dying from sun damage, just don't travel out in the open. If you only use VTA to travel from one interior cell to another, you'd be safe. wink
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Posted by: Emma
Post Posted: 04 Mar 2006 12:17 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Bites-Her-Tail
« Reply #2 on: Feb 23, 2005, 09:55 am »
I think this is quite a good idea! I always found traveling with companions rather annoying because they would not follow Bites-Her-Tail if she used any from of travel that was scrited or spell based.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:17 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Kathryn
« Reply #3 on: Feb 23, 2005, 12:17 pm »
Yes AndyW, Vampire Embrace is compatible with
VTA.
I have used it with up to 6 vampire girlie companions without
any hitches. You do however sometimes arrive at the chosen location
in daylight hours and have to dash inside quickly.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:17 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Peter
« Reply #4 on: Feb 23, 2005, 02:04 pm »
That is easily solved by changing the Class of the VTA folks from "Caravaner" to "Guild Guide". Then it will be instant teleportation, though a bit more expensive (no real problem).
I personally find Guild Guide (aka magical teleportation) more logical anyways, as I don't see any transportation vehicle. grin
With this change, I have no problem using VTA together with Vampire Embrace. A good Charm spell is useful, as you cannot addict the VTA guys because they are cloned anew everytime you call one.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:18 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid You really have a point about the "Guild Guide" changing, Peter!
I'm a bit busy now, editing the rest of the voice files for the children of Morrowind, but I will try to make an update of this asap.
I'll also check in which section I would need to have the greetings in order to make it compatible with other vampire mods, but I'm NOT putting it in section 0, if that is the only choice, as that could possibly interfere with other things in questmods and such.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:18 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Peter
« Reply #6 on: Feb 23, 2005, 04:52 pm »
Well, I see no need to change the Greetings. They do work with Vampire Embrace already. Yes, you need to get their disposition up first, but that's exactly the same as with any other NPC. Sure, you bought a ticket from the agency, but that doesn't automatically mean their employees love you. Besides that, any capable vampire has a charm spell available.
In short, the VTA NPCs behave exactly like all other NPCs in the world, and why should they not?
Besides that, Greeting 0 is the only choice. grin
However, what would be nice if possible, to not clone a new VTA NPC everytime you call them. First this pollutes the savegame, as it creates and saves a new NPC reference each time. Second, if it would always be the same NPC, you could charm them using the Vampire Embrace blood addiction.
A solution might be to have them in some dummy cell and do setpos xyz on the player, then positioncell them back when done. If this is possible without too drastic scripting tricks.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:19 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Well, if it had been that easy, all companions would be using recall-with-player. In fact, using setpos to player like that can be made working, but involves double teleporting and disabling/enabling and is quite complicated. So far, I believe that Laura and the Lokken companions are the only ones that uses recall to any extent.
I don't think the agents causes any clutter in your saved game, though, as I'm using setdelete in addition to disable.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:20 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Peter
« Reply #8 on: Feb 24, 2005, 05:49 am »
I feared it would not be easy. :*)
Anyways, no real need to change it. The clones are good enough. Without Vampire stuff one doesn't care anyways if it's a clone or the same NPC. With Vampire stuff you can just charm them. So overall not worth the efforts, if you ask me.
About savegame, I just noticed when I click on the VTA NPC, I get increasing 000X IDs for each new clone. But I don't have them in the savegame, just checked with Enchanted Editor. Hence, I was talking nonsense above, sorry. ;(
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Posted by: Emma
Post Posted: 04 Mar 2006 12:20 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Yes, that is true - you will get an increaxed 00X ID for each clone.
This shouldn't matter here, as the first instance is deleted from the game.
But there are other circumstances... for instance, when people lose a companion and "summon" a new by using placeatpc.
Many things will not work scriptwise for this duplicate. For instance, if you have a teleport ring for the companion - or even if there are teleport options in the dialog - these will not work on any clone - only on the original one with 000ID. It seems very few people are aware of this, and myself, I have surely learnt it "the hard way".
So, if you ever have a companion that gets lost, instead of using placeatpc, find the coordinate for a specific cell instead (by placing a book or something there in TESCS and check the coordinates), and then use the positioncell command instead. That will bring back the original npc, and your game will continue without further problems.
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* Posted by: Emma
Post Posted: 04 Mar 2006 12:21 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Peter
« Reply #10 on: Feb 24, 2005, 08:42 am »
Yes, I had to figure this out with the scripts on 0001 etc. IDs as well. Took me some time to get it.
To get back on topic, I'd change the VTA NPCs from Caravaner to Guild Guide and leave everything else as it is because it works fine together with Vampire Embrace. Never change a working system Wink However, if you are desperately looking for something to spend your time with, go ahead...
That's exactly how I play my current vamp char, Caravaner -> Guild Guide and no other changes and then charm the VTA guys with a spell. Never had a problem with them. Also works fine together with Taddeus Balanced Settings (unrelated to Vampire stuff) which significantly increases the costs for guild guide teleportation, making you think twice if you really want to teleport across Vvardenfell with 10 companions. That could go up to 1000 septims, but that's fine with me. It *is* superior service, after all.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:22 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid johnm308
« Reply #11 on: Mar 02, 2005, 03:38 pm »
Quote:
Sterling
VTA Travel Agency is essential for me, played MW too much i suppose
Now, a couple of times when i reached lvl50+ the game started to act weird.
loading a game in-game, starts teleporting to a VTA travel point.
The MW main ring, not ashlander takes me to a mages guild only.
Trying to change buttons in F1 starts teleporting
Well impatient as i am, i trimmed my mods from somewhere around 350
mods to the 200 mods i´m absolutely sure works
Should have tracked traced it down i know but you´re partly to blame since wanted to play The white wolf of Lokken mountain
Anyway, ever heard of this problem
Keep up your good work
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Emma:
Sterling: Nope, never heard of this problem, but it absolutely sounds like a mod conflict to me (especially as VTA Travel Agents aren't supposed to take you to any Mages Guilds at all).
Anyway, you won't have any use for the VTA agency in Lokken, so you just got ahead and help Laurenna sort out her problems.
Kathryn:
Kathryn, thanks!
Just remember that using VTA when playing a quest mod can cause glitches in the mod. Say for instance that you are supposed to leave a house through the door together with a companion. Outside, a guy will be waiting for you with an important map. If you instead teleport away from that house, you will never meet the guy with the map... etc.
So, use VTA, but be careful when you are in the middle of a quest mod!
Does anyone have a clue as to what conflict (with what mod i mean) might be causing this problem? I'm have the exact same experience and can't seem to track it down. (it even continues after I deactivate, and even completely remove VTA). I can post a list of my current mods if anyone wants to help.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:22 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Yes, a list of mods would surely be helpful!
Have you had the problem long? And did you add any new mods recently that in one way or another involves travelling? Like teleport rings, ships you can travel with, animals you can travel with, or whatever.
The weirdest thing is that as far as I can remember, there IS no teleporting to mages guilds with VTA, I'm as good as positive about that.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:22 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Sterling
« Reply #13 on: Mar 02, 2005, 05:41 pm »
I´ll check with my mod-list too, when i see yours.
might be easier to find the culprit then! grin
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Posted by: Emma
Post Posted: 04 Mar 2006 12:23 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid johnm308
« Reply #14 on: Mar 02, 2005, 07:06 pm »
100ProjectileStoreChance
acsSunsiBBShirt
Animal Behaviour
AV_fem_shirts
Better Bodies v2
Better Heads
Better Heads Bloodmoon addon
Better Heads Tribunal addon
Bloodmoon
Cali's_BB_V.2_Tight_Dresses
CreeperPlugin
Clean Telvanni_Robe_V2
DaedricSignposts
Dagoth Gares_Voice_addon v1.1
Divine_domina_part_1
Divine_domina_part_2
Divine_domina_part_3_Tribunal
Divine_domina_part_4
Divine_domina_part_5
EarthlyDelights
Ebonhearts Gentlemens Club
EM_Angelina
ExcuseMe_FirstTime
GuildMasterBonus
HG_robe01
hg_robe01_companion
hg_robe04
Hlaalu Stronghold Profit
HlaaluManorUndergroundv12
House of Mannequins v1.0
Ice_BlackMillFemaleRobes
Ice_CNS_FemaleTelvanniRobeV2
IcesRobeReplacer
IcesRobeReplacerBM
IcesRobeReplacerMW
IcesRobeReplacerTB
ktx_real_katana_1.2
magicka ring
MCAnames4.1lorecorrect
MetalQueenBoutique
Morrowind
Morrowind Comes Alive
Morrowind Comes Alive Guards Patch
Morrowind Comes Alive NOM Patch
Morrowind Comes Alive Recruitable NPCs
Morrowind Comes Alive Vampire Realism Patch (not activeated)
MultiMark_TheBlackMill
No-Glo_0709
Ring of Extreme Dissapearance
Sexy Daedric Armor v1.1
Suran_Underworld_2.5
TheBlackMill
Tribunal
Vampire Realism Tribunal
Vampire_Embrace
Vivec_Voice_addon TRIBUNAL
VTA_TravelBM+Trib v 1.2 (gotta love it)
This is all of them as far as I can keep straight. I started the current game approx 2-3 weeks ago. Today character reached level 41-42 and thats when the problem started appearing. I havent added any mods (I sat and planned out for two weeks what mods I'd use to try to avoid problems, even used TES Plugin Conflict Detector ; I know im a loser Cry ) The mage guild thing is what was striking me as odd too (part of why I like the rings I'm so sick of the mage guilds j/k) I also have the Runestone mod and the Clean Hlaalu Stronghold amulet but I dumped them in favor of the new version of VTA. also side note those are the only mods I even have in my Data Files ( I have a preference for starting with a clean slate when installing mods)just ask if you want any more info, I can see how much you put into your work and Im happy to help exorcise any "code ghosts" as I like to call em.
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Posted by: pinksugar
Post Posted: 05 May 2006 09:43 pm Post subject: VTA doppelgangers
Hi, Emma!
I love the VTA travel agency. It's so nice to avoid all that tedious running between cities. And I can bring my cat along, too!
I was wondering, though: is there any way to get rid of all those extra agents? My agent ports me to my destination, but if I return to the cell I summoned him from, he's still there (and if I summon him again in another cell, a duplicate agent is left in *that* cell, too).
This isn't really a problem, since I can just do the "-cancel" dialogue to make them go away if I see them again. But are they really multiplying every time I use them? And will all the extra NPCs start affecting fps?
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Posted by: Kateri
Post Posted: 06 May 2006 03:22 am Post subject:
They always just vanished after I used them, for me! How weird.
Any chance it could be a mod conflict? What else are you running?
K.
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Posted by: pinksugar
Post Posted: 06 May 2006 12:54 pm Post subject:
Here's my current mod list:
GameFile0=Bloodmoon.esm
GameFile1=Morrowind Patch v1.6.3.esm
GameFile2=Morrowind.esm
GameFile3=Tribunal.esm
GameFile4=AlchemyStorageHelper10.esp
GameFile5=Authentic Signs IT 1.1.esp
GameFile6=Better Bodies.esp
GameFile7=BM_CatCompanions1_0.esp
GameFile8=Changing Faces Replacer.esp
GameFile9=Fair Magicka Regen (one Percent).esp
GameFile10=Fashionable Merchants 1.0.esp
GameFile11=FTG.esp
GameFile12=Geonox_Irashirurace_Male_V1.2.esp
GameFile13=Harlequin CHEAT!.esp
GameFile14=Key Replacer Trib & BM.esp
GameFile15=K_Potion_Upgrade_1.2.esp
GameFile16=K_Scroll_Upgrade_MW_Trib_Bmoon.esp
GameFile17=LeveledMagicka.esp
GameFile18=Mashed Lists.esp
GameFile19=moons_soulgems.esp
GameFile20=Morrowind Montage.esp
GameFile21=Morrowind Toy Shoppe.esp
GameFile22=MTT IV Master.esp
GameFile23=NOM 2.12.esp
GameFile24=Nymeria's Monthly Respawn.esp
GameFile25=Ranger Tent.esp
GameFile26=sg1_alchemy_book.esp
GameFile27=SirLuthor-Tools.esp
GameFile28=Slof's Goth Shop 1.1.esp
* GameFile29=Slof's Goth Shop II.esp
GameFile30=Syc_AtHomeAlchemy.esp
GameFile31=VIBRANT TREES 1.0.esp
GameFile32=VTA_TravelBM+Trib.esp
GameFile33=WeatheredSigns.esp
On playing again, it seems like the doubles are only created if I use the travel ring in an interior cell... I don't think I've met one outside. Weirdness.
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Posted by: Emma
Post Posted: 07 May 2006 01:41 am Post subject:
I think this 'problem' isn't really a problem.
There is a little 'bug' in Morrowind - when you change between an exterior and an interior cell, this doesn't really 'count' as a cell change.
The agents are scripted to disappear when you change cells after leaving them behind. But, if you teleport back to a location where you have left an agent, and you haven't made any 'true' cell changes since you left him there, he will still be there.
(For instance, say that you have a Mark in your house. You summon an agent in your house who teleports you to Balmora. In Balmora, you go into the armor shop (this is no true cellchange as switching from Balmora to the armor shop is a change between an exterior and an interior cell). You cell your stuff, and then you teleport back to your house. Then, the summoned agent will still be there!
So, it's passing between two exterior or two interior cells that will remove the agent.
Hope this makes sense.
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Posted by: pinksugar
Post Posted: 07 May 2006 09:45 am Post subject:
Thanks, Emma!
I had no idea Morrowind was so finicky, but I'm glad the doubles aren't permanent. I was getting paranoid about the number of agents lurking around Morrowind waiting to surprise me!
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Posted by: Sectumsempra
Post Posted: 17 May 2008 06:33 am Post subject: VTA issues
Hey Emma,
First I want to tell you how much I enjoy your work. I use a number of your mods and have never had an issue with any of them until now.
Having installed a mod by another author, and noting that VTA was suggested, I decided to give it a go. Normally, I don't like using 'Port mods, but in this case it proved to be a necessity for my sanity. Smile
At any rate, the very first time I called upon an Agent and selected a destination my screen went completely black. And stayed that way. I didn't travel anywhere, and my crosshair still picked up the agent standing in front of me, but I couldn't see anything at all. I left the building I was in, and found blackness outside. I reloaded, and nothing had changed.
Perhaps you, or one of your readers, could shed some very literal light on this subject for me? I'd hate to do without this mod, even if I only intend to use it to get through the quests of another.
Thank you in advance, and again for your excellent works on this game we all love so much.
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Posted by: osiris
Post Posted: 18 May 2008 02:07 am Post subject:
Hi Sectumsempra. Smile
Could you post your load order list?
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Posted by: Sectumsempra
Post Posted: 18 May 2008 09:19 am Post subject: Load Order
That's a largish order. And I sort of ended up "fixing" the problem by uninstalling the mod that I wanted to use VTA with. Seems that even though VTA was suggested as a companion to that mod, it conflicts somewhere. As soon as I uninstalled (Underground 2.0, in case you're wondering) and reloaded, VTA worked just fine.
Apologies for wasting forum space with something I corrected myself.
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Posted by: Neko
Post Posted: 18 May 2008 11:29 am Post subject: Re: Load Order
Sectumsempra wrote: * Apologies for wasting forum space with something I corrected myself.
Not at all, if it's a conflict you've encountered, I'm sure plenty of people are interested to know about it.
Though I can't really understand how such a conflict (with the scripted fade in / fade out) could happen... but then, stranger things have happened.
-Neko [cat]
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Posted by: MyCat
Post Posted: 18 May 2008 04:57 pm Post subject:
I am using VTA BM+Trib and The Underground II without any issues. VTA loads first in my case, if it matters.
Edit: not counting issues that arise if you use VTA to skip running scripts that are supposed to run when you approach the exit door... Very Happy
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Posted by: Sectumsempra
Post Posted: 19 May 2008 02:36 am Post subject:
Underground 2 was loading first in my case, and I didn't try to use the agents until I was out of doors. The Underground club brings me heavy, heavy lag, so I avoided loading anything extra while in it's boundaries.
Thanks for all the advice. I'll have to try to reinstall U2 and set it to load after VTA. The mod is a little - bizarre - but I'd still like to see how it works out in the end. Smile
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Posted by: Oubliette
Post Posted: 09 Aug 2009 06:11 pm Post subject: VTA & CTD's?
I'm having an odd problem. Sometimes when I use the VTA travel rings - no one shows up when the ring is equiped. If this happens and I do something like change cells from outside to inside and try again until someone does appear, then try to go to a location with companions in tow (Balmora seems to be the most common destination that this occurs) - CTD if I'm lucky, if I'm not whole system freeze.
I've done basically everything I could think of to stop this behavior and thought I had it licked but now it's back again. Any suggestions/insights would be welcome.
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Posted by: melian
Post Posted: 09 Aug 2009 09:01 pm Post subject: Re: VTA & CTD's?
I just had a look at the scripts, and the only comment I can make is that the only time cellchanged seems to be checked is in the NPC's local script. I don't know what could be causing your crashes though. I used that mod for ages with no problems. Confused
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Posted by: Emma
Post Posted: 10 Aug 2009 01:18 am Post subject:
I have heard any reports on this problem before, either.
Could it be a conflict with another mod?
* Are you using a new companion with a very different scripting than the more common ones?
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Posted by: Oubliette
Post Posted: 10 Aug 2009 06:15 pm Post subject:
Just Constance, Abot's Pack Guar, Spot and Julan. Could it be my pack guar? But... I need his awesome ability to carry Everything Sad
*sigh* I suppose it's the save itself that's curroupted but I don't exactly have any other characters running currently to contrast with and say they're a-ok but Lo'shanna is borked Confused I suppose I might just have to do it that way anyway...
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Posted by: Emma
Post Posted: 04 Mar 2006 12:15 pm Post subject: VTA Travel Agency: incompatibility with Vile
Vampire Hider V AndyW
« on: Feb 23, 2005, 08:18 am »
Hi there.
Just reporting a mod incompatibility, for future reference.
My vampire character can't use VTA, since the agents won't talk to her. I tried using 'Vile Vampire Hider Version 1.0 By: Squid' from Morrowind Summit. This let me talk to the VTA agent, but when he transported me from outside Vos (at 2 am) to Ebonheart grand council chamber, I instantly died from sun damage.
I suspect the underlying problem is with the vampire hider, as it mucks about with the sun damage spell.
Does anyone know if the Vampire Embrace mod allow use of VTA?
Thanks.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:16 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Tommy
« Reply #1 on: Feb 23, 2005, 08:54 am »
Hardly mod incompatibility I would say. Merely a logical consequence from being a vampire. Razz
Anyway it's easy to avoid dying from sun damage, just don't travel out in the open. If you only use VTA to travel from one interior cell to another, you'd be safe. wink
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Posted by: Emma
Post Posted: 04 Mar 2006 12:17 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Bites-Her-Tail
« Reply #2 on: Feb 23, 2005, 09:55 am »
I think this is quite a good idea! I always found traveling with companions rather annoying because they would not follow Bites-Her-Tail if she used any from of travel that was scrited or spell based.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:17 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Kathryn
« Reply #3 on: Feb 23, 2005, 12:17 pm »
Yes AndyW, Vampire Embrace is compatible with
VTA.
I have used it with up to 6 vampire girlie companions without
any hitches. You do however sometimes arrive at the chosen location
in daylight hours and have to dash inside quickly.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:17 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Peter
« Reply #4 on: Feb 23, 2005, 02:04 pm »
That is easily solved by changing the Class of the VTA folks from "Caravaner" to "Guild Guide". Then it will be instant teleportation, though a bit more expensive (no real problem).
I personally find Guild Guide (aka magical teleportation) more logical anyways, as I don't see any transportation vehicle. grin
With this change, I have no problem using VTA together with Vampire Embrace. A good Charm spell is useful, as you cannot addict the VTA guys because they are cloned anew everytime you call one.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:18 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid You really have a point about the "Guild Guide" changing, Peter!
I'm a bit busy now, editing the rest of the voice files for the children of Morrowind, but I will try to make an update of this asap.
I'll also check in which section I would need to have the greetings in order to make it compatible with other vampire mods, but I'm NOT putting it in section 0, if that is the only choice, as that could possibly interfere with other things in questmods and such.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:18 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Peter
« Reply #6 on: Feb 23, 2005, 04:52 pm »
Well, I see no need to change the Greetings. They do work with Vampire Embrace already. Yes, you need to get their disposition up first, but that's exactly the same as with any other NPC. Sure, you bought a ticket from the agency, but that doesn't automatically mean their employees love you. Besides that, any capable vampire has a charm spell available.
In short, the VTA NPCs behave exactly like all other NPCs in the world, and why should they not?
Besides that, Greeting 0 is the only choice. grin
However, what would be nice if possible, to not clone a new VTA NPC everytime you call them. First this pollutes the savegame, as it creates and saves a new NPC reference each time. Second, if it would always be the same NPC, you could charm them using the Vampire Embrace blood addiction.
A solution might be to have them in some dummy cell and do setpos xyz on the player, then positioncell them back when done. If this is possible without too drastic scripting tricks.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:19 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Well, if it had been that easy, all companions would be using recall-with-player. In fact, using setpos to player like that can be made working, but involves double teleporting and disabling/enabling and is quite complicated. So far, I believe that Laura and the Lokken companions are the only ones that uses recall to any extent.
I don't think the agents causes any clutter in your saved game, though, as I'm using setdelete in addition to disable.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:20 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Peter
« Reply #8 on: Feb 24, 2005, 05:49 am »
I feared it would not be easy. :*)
Anyways, no real need to change it. The clones are good enough. Without Vampire stuff one doesn't care anyways if it's a clone or the same NPC. With Vampire stuff you can just charm them. So overall not worth the efforts, if you ask me.
About savegame, I just noticed when I click on the VTA NPC, I get increasing 000X IDs for each new clone. But I don't have them in the savegame, just checked with Enchanted Editor. Hence, I was talking nonsense above, sorry. ;(
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Posted by: Emma
Post Posted: 04 Mar 2006 12:20 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Yes, that is true - you will get an increaxed 00X ID for each clone.
This shouldn't matter here, as the first instance is deleted from the game.
But there are other circumstances... for instance, when people lose a companion and "summon" a new by using placeatpc.
Many things will not work scriptwise for this duplicate. For instance, if you have a teleport ring for the companion - or even if there are teleport options in the dialog - these will not work on any clone - only on the original one with 000ID. It seems very few people are aware of this, and myself, I have surely learnt it "the hard way".
So, if you ever have a companion that gets lost, instead of using placeatpc, find the coordinate for a specific cell instead (by placing a book or something there in TESCS and check the coordinates), and then use the positioncell command instead. That will bring back the original npc, and your game will continue without further problems.
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* Posted by: Emma
Post Posted: 04 Mar 2006 12:21 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Peter
« Reply #10 on: Feb 24, 2005, 08:42 am »
Yes, I had to figure this out with the scripts on 0001 etc. IDs as well. Took me some time to get it.
To get back on topic, I'd change the VTA NPCs from Caravaner to Guild Guide and leave everything else as it is because it works fine together with Vampire Embrace. Never change a working system Wink However, if you are desperately looking for something to spend your time with, go ahead...
That's exactly how I play my current vamp char, Caravaner -> Guild Guide and no other changes and then charm the VTA guys with a spell. Never had a problem with them. Also works fine together with Taddeus Balanced Settings (unrelated to Vampire stuff) which significantly increases the costs for guild guide teleportation, making you think twice if you really want to teleport across Vvardenfell with 10 companions. That could go up to 1000 septims, but that's fine with me. It *is* superior service, after all.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:22 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid johnm308
« Reply #11 on: Mar 02, 2005, 03:38 pm »
Quote:
Sterling
VTA Travel Agency is essential for me, played MW too much i suppose
Now, a couple of times when i reached lvl50+ the game started to act weird.
loading a game in-game, starts teleporting to a VTA travel point.
The MW main ring, not ashlander takes me to a mages guild only.
Trying to change buttons in F1 starts teleporting
Well impatient as i am, i trimmed my mods from somewhere around 350
mods to the 200 mods i´m absolutely sure works
Should have tracked traced it down i know but you´re partly to blame since wanted to play The white wolf of Lokken mountain
Anyway, ever heard of this problem
Keep up your good work
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Emma:
Sterling: Nope, never heard of this problem, but it absolutely sounds like a mod conflict to me (especially as VTA Travel Agents aren't supposed to take you to any Mages Guilds at all).
Anyway, you won't have any use for the VTA agency in Lokken, so you just got ahead and help Laurenna sort out her problems.
Kathryn:
Kathryn, thanks!
Just remember that using VTA when playing a quest mod can cause glitches in the mod. Say for instance that you are supposed to leave a house through the door together with a companion. Outside, a guy will be waiting for you with an important map. If you instead teleport away from that house, you will never meet the guy with the map... etc.
So, use VTA, but be careful when you are in the middle of a quest mod!
Does anyone have a clue as to what conflict (with what mod i mean) might be causing this problem? I'm have the exact same experience and can't seem to track it down. (it even continues after I deactivate, and even completely remove VTA). I can post a list of my current mods if anyone wants to help.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:22 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Yes, a list of mods would surely be helpful!
Have you had the problem long? And did you add any new mods recently that in one way or another involves travelling? Like teleport rings, ships you can travel with, animals you can travel with, or whatever.
The weirdest thing is that as far as I can remember, there IS no teleporting to mages guilds with VTA, I'm as good as positive about that.
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Posted by: Emma
Post Posted: 04 Mar 2006 12:22 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid Sterling
« Reply #13 on: Mar 02, 2005, 05:41 pm »
I´ll check with my mod-list too, when i see yours.
might be easier to find the culprit then! grin
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Posted by: Emma
Post Posted: 04 Mar 2006 12:23 pm Post subject: RE: VTA Travel Agency: incompatibility with Vile
Vampire Hid johnm308
« Reply #14 on: Mar 02, 2005, 07:06 pm »
100ProjectileStoreChance
acsSunsiBBShirt
Animal Behaviour
AV_fem_shirts
Better Bodies v2
Better Heads
Better Heads Bloodmoon addon
Better Heads Tribunal addon
Bloodmoon
Cali's_BB_V.2_Tight_Dresses
CreeperPlugin
Clean Telvanni_Robe_V2
DaedricSignposts
Dagoth Gares_Voice_addon v1.1
Divine_domina_part_1
Divine_domina_part_2
Divine_domina_part_3_Tribunal
Divine_domina_part_4
Divine_domina_part_5
EarthlyDelights
Ebonhearts Gentlemens Club
EM_Angelina
ExcuseMe_FirstTime
GuildMasterBonus
HG_robe01
hg_robe01_companion
hg_robe04
Hlaalu Stronghold Profit
HlaaluManorUndergroundv12
House of Mannequins v1.0
Ice_BlackMillFemaleRobes
Ice_CNS_FemaleTelvanniRobeV2
IcesRobeReplacer
IcesRobeReplacerBM
IcesRobeReplacerMW
IcesRobeReplacerTB
ktx_real_katana_1.2
magicka ring
MCAnames4.1lorecorrect
MetalQueenBoutique
Morrowind
Morrowind Comes Alive
Morrowind Comes Alive Guards Patch
Morrowind Comes Alive NOM Patch
Morrowind Comes Alive Recruitable NPCs
Morrowind Comes Alive Vampire Realism Patch (not activeated)
MultiMark_TheBlackMill
No-Glo_0709
Ring of Extreme Dissapearance
Sexy Daedric Armor v1.1
Suran_Underworld_2.5
TheBlackMill
Tribunal
Vampire Realism Tribunal
Vampire_Embrace
Vivec_Voice_addon TRIBUNAL
VTA_TravelBM+Trib v 1.2 (gotta love it)
This is all of them as far as I can keep straight. I started the current game approx 2-3 weeks ago. Today character reached level 41-42 and thats when the problem started appearing. I havent added any mods (I sat and planned out for two weeks what mods I'd use to try to avoid problems, even used TES Plugin Conflict Detector ; I know im a loser Cry ) The mage guild thing is what was striking me as odd too (part of why I like the rings I'm so sick of the mage guilds j/k) I also have the Runestone mod and the Clean Hlaalu Stronghold amulet but I dumped them in favor of the new version of VTA. also side note those are the only mods I even have in my Data Files ( I have a preference for starting with a clean slate when installing mods)just ask if you want any more info, I can see how much you put into your work and Im happy to help exorcise any "code ghosts" as I like to call em.
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==============================================
Posted by: pinksugar
Post Posted: 05 May 2006 09:43 pm Post subject: VTA doppelgangers
Hi, Emma!
I love the VTA travel agency. It's so nice to avoid all that tedious running between cities. And I can bring my cat along, too!
I was wondering, though: is there any way to get rid of all those extra agents? My agent ports me to my destination, but if I return to the cell I summoned him from, he's still there (and if I summon him again in another cell, a duplicate agent is left in *that* cell, too).
This isn't really a problem, since I can just do the "-cancel" dialogue to make them go away if I see them again. But are they really multiplying every time I use them? And will all the extra NPCs start affecting fps?
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Posted by: Kateri
Post Posted: 06 May 2006 03:22 am Post subject:
They always just vanished after I used them, for me! How weird.
Any chance it could be a mod conflict? What else are you running?
K.
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Posted by: pinksugar
Post Posted: 06 May 2006 12:54 pm Post subject:
Here's my current mod list:
GameFile0=Bloodmoon.esm
GameFile1=Morrowind Patch v1.6.3.esm
GameFile2=Morrowind.esm
GameFile3=Tribunal.esm
GameFile4=AlchemyStorageHelper10.esp
GameFile5=Authentic Signs IT 1.1.esp
GameFile6=Better Bodies.esp
GameFile7=BM_CatCompanions1_0.esp
GameFile8=Changing Faces Replacer.esp
GameFile9=Fair Magicka Regen (one Percent).esp
GameFile10=Fashionable Merchants 1.0.esp
GameFile11=FTG.esp
GameFile12=Geonox_Irashirurace_Male_V1.2.esp
GameFile13=Harlequin CHEAT!.esp
GameFile14=Key Replacer Trib & BM.esp
GameFile15=K_Potion_Upgrade_1.2.esp
GameFile16=K_Scroll_Upgrade_MW_Trib_Bmoon.esp
GameFile17=LeveledMagicka.esp
GameFile18=Mashed Lists.esp
GameFile19=moons_soulgems.esp
GameFile20=Morrowind Montage.esp
GameFile21=Morrowind Toy Shoppe.esp
GameFile22=MTT IV Master.esp
GameFile23=NOM 2.12.esp
GameFile24=Nymeria's Monthly Respawn.esp
GameFile25=Ranger Tent.esp
GameFile26=sg1_alchemy_book.esp
GameFile27=SirLuthor-Tools.esp
GameFile28=Slof's Goth Shop 1.1.esp
* GameFile29=Slof's Goth Shop II.esp
GameFile30=Syc_AtHomeAlchemy.esp
GameFile31=VIBRANT TREES 1.0.esp
GameFile32=VTA_TravelBM+Trib.esp
GameFile33=WeatheredSigns.esp
On playing again, it seems like the doubles are only created if I use the travel ring in an interior cell... I don't think I've met one outside. Weirdness.
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Posted by: Emma
Post Posted: 07 May 2006 01:41 am Post subject:
I think this 'problem' isn't really a problem.
There is a little 'bug' in Morrowind - when you change between an exterior and an interior cell, this doesn't really 'count' as a cell change.
The agents are scripted to disappear when you change cells after leaving them behind. But, if you teleport back to a location where you have left an agent, and you haven't made any 'true' cell changes since you left him there, he will still be there.
(For instance, say that you have a Mark in your house. You summon an agent in your house who teleports you to Balmora. In Balmora, you go into the armor shop (this is no true cellchange as switching from Balmora to the armor shop is a change between an exterior and an interior cell). You cell your stuff, and then you teleport back to your house. Then, the summoned agent will still be there!
So, it's passing between two exterior or two interior cells that will remove the agent.
Hope this makes sense.
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Posted by: pinksugar
Post Posted: 07 May 2006 09:45 am Post subject:
Thanks, Emma!
I had no idea Morrowind was so finicky, but I'm glad the doubles aren't permanent. I was getting paranoid about the number of agents lurking around Morrowind waiting to surprise me!
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Posted by: Sectumsempra
Post Posted: 17 May 2008 06:33 am Post subject: VTA issues
Hey Emma,
First I want to tell you how much I enjoy your work. I use a number of your mods and have never had an issue with any of them until now.
Having installed a mod by another author, and noting that VTA was suggested, I decided to give it a go. Normally, I don't like using 'Port mods, but in this case it proved to be a necessity for my sanity. Smile
At any rate, the very first time I called upon an Agent and selected a destination my screen went completely black. And stayed that way. I didn't travel anywhere, and my crosshair still picked up the agent standing in front of me, but I couldn't see anything at all. I left the building I was in, and found blackness outside. I reloaded, and nothing had changed.
Perhaps you, or one of your readers, could shed some very literal light on this subject for me? I'd hate to do without this mod, even if I only intend to use it to get through the quests of another.
Thank you in advance, and again for your excellent works on this game we all love so much.
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Posted by: osiris
Post Posted: 18 May 2008 02:07 am Post subject:
Hi Sectumsempra. Smile
Could you post your load order list?
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Posted by: Sectumsempra
Post Posted: 18 May 2008 09:19 am Post subject: Load Order
That's a largish order. And I sort of ended up "fixing" the problem by uninstalling the mod that I wanted to use VTA with. Seems that even though VTA was suggested as a companion to that mod, it conflicts somewhere. As soon as I uninstalled (Underground 2.0, in case you're wondering) and reloaded, VTA worked just fine.
Apologies for wasting forum space with something I corrected myself.
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Posted by: Neko
Post Posted: 18 May 2008 11:29 am Post subject: Re: Load Order
Sectumsempra wrote: * Apologies for wasting forum space with something I corrected myself.
Not at all, if it's a conflict you've encountered, I'm sure plenty of people are interested to know about it.
Though I can't really understand how such a conflict (with the scripted fade in / fade out) could happen... but then, stranger things have happened.
-Neko [cat]
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Posted by: MyCat
Post Posted: 18 May 2008 04:57 pm Post subject:
I am using VTA BM+Trib and The Underground II without any issues. VTA loads first in my case, if it matters.
Edit: not counting issues that arise if you use VTA to skip running scripts that are supposed to run when you approach the exit door... Very Happy
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Posted by: Sectumsempra
Post Posted: 19 May 2008 02:36 am Post subject:
Underground 2 was loading first in my case, and I didn't try to use the agents until I was out of doors. The Underground club brings me heavy, heavy lag, so I avoided loading anything extra while in it's boundaries.
Thanks for all the advice. I'll have to try to reinstall U2 and set it to load after VTA. The mod is a little - bizarre - but I'd still like to see how it works out in the end. Smile
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Posted by: Oubliette
Post Posted: 09 Aug 2009 06:11 pm Post subject: VTA & CTD's?
I'm having an odd problem. Sometimes when I use the VTA travel rings - no one shows up when the ring is equiped. If this happens and I do something like change cells from outside to inside and try again until someone does appear, then try to go to a location with companions in tow (Balmora seems to be the most common destination that this occurs) - CTD if I'm lucky, if I'm not whole system freeze.
I've done basically everything I could think of to stop this behavior and thought I had it licked but now it's back again. Any suggestions/insights would be welcome.
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Posted by: melian
Post Posted: 09 Aug 2009 09:01 pm Post subject: Re: VTA & CTD's?
I just had a look at the scripts, and the only comment I can make is that the only time cellchanged seems to be checked is in the NPC's local script. I don't know what could be causing your crashes though. I used that mod for ages with no problems. Confused
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Posted by: Emma
Post Posted: 10 Aug 2009 01:18 am Post subject:
I have heard any reports on this problem before, either.
Could it be a conflict with another mod?
* Are you using a new companion with a very different scripting than the more common ones?
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Posted by: Oubliette
Post Posted: 10 Aug 2009 06:15 pm Post subject:
Just Constance, Abot's Pack Guar, Spot and Julan. Could it be my pack guar? But... I need his awesome ability to carry Everything Sad
*sigh* I suppose it's the save itself that's curroupted but I don't exactly have any other characters running currently to contrast with and say they're a-ok but Lo'shanna is borked Confused I suppose I might just have to do it that way anyway...