[RELz] Adense Epic Dungeon

Post » Thu Sep 02, 2010 1:09 am

This is just to report that I also have persistent crashes when trying to enter the Voidkeep and the Fort Crypt. Seeing there isn't an update yet, I'll go somewhere else for now...

...but the dungeon looks very good. Definite epic as it says. I look forward to the new version.

Three technical issues:
(1) In the portal chamber, just part the entrance, you can crawl between rocks to the right into the void.
(2) When I jumped down the hole at the end of the portal chamber, I landed in water - but outside the static meshes.
(3) There are a few places where you step on some piece of floor and just die. Without any explanation, any noticable damage, spells, falling rocks, darts from the wall, nothing. You just die. One of those places is in the portal chamber, just in front of the fake Ayleid door, one near the first barracks door, and a third in the area you reach when you go through the door at the bottom of the shaft. Explore the right dead-end corridor and you die.

About dying near the fake alyeid door is actually a killbox. It should be even higher above the ground then, because you are meant to die if you hit the ground when you fall down there.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Wed Sep 01, 2010 10:54 am

About dying near the fake alyeid door is actually a killbox. It should be even higher above the ground then, because you are meant to die if you hit the ground when you fall down there.

I must say that I don't like that kind of deathtrap. I'd understand it if you were actually falling a noticable distance, but you're not - you can step on that place without falling, just a normal jump that would normally not even do any damage. The game effect is that it forces a reload, since nobody expects that place to be deadly. I did expect traps here, but not absolutely invisible ones you have absolutely no chance of surviving.
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Wed Sep 01, 2010 5:03 pm

I must say that I don't like that kind of deathtrap. I'd understand it if you were actually falling a noticable distance, but you're not - you can step on that place without falling, just a normal jump that would normally not even do any damage. The game effect is that it forces a reload, since nobody expects that place to be deadly. I did expect traps here, but not absolutely invisible ones you have absolutely no chance of surviving.

But you can't get up from there if you fall down and there's nothing to do there either. And if you don't use lights or torches it's just all black down there. But I can add spikes on the ground there so you have a better reason to die.
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Wed Sep 01, 2010 11:51 am

Sorry about this, but I'm having an issue with your mod, I can start a new game with it loaded but then I CDT if I try to load a save from that new game and I CDT if I try to load it fresh with an existing save. I have spent the best part of three days going through my mods one by one to find the culprit, I don't know if it's conflicting with another mod I have but it's definitely something to do with this one.

Any ideas? I really want to use your mod.

My LO if it helps:
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.2]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  CLS-ClassyClothes.esm05  Cobl Main.esm  [Version 1.64]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9a7]0A  Kvatch Rebuilt.esm0B  Better Cities Resources.esm0C  CLS-Craftybits.esm0D  Toaster Says Share v3.esm0E  HorseCombatMaster.esm0F  Unofficial Oblivion Patch.esp  [Version 3.2.0]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  All Natural.esp  [Version 0.9.2]++  All Natural - EW + NW + AWS.esp  [Version 0.9.2]14  All Natural - Real Lights.esp  [Version 0.9.2]15  Book Jackets Oblivion.esp16  aaaBorsBedrolls.esp++  cidnothump.esp17  MM_TextLocks.esp18  VHBloodlines 1.2.esp  [Version 1.4]19  Living Economy.esp1A  Living Economy - Items.esp1B  Cutthroat Merchants.esp1C  Crowded Roads.esp  [Version 2.0]1D  DLCHorseArmor.esp1E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1F  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]20  C&C&EQR.esp21  DLCOrrery.esp22  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]23  SM Plugin Refurbish - Orrery.esp  [Version 1.11]24  C&C&EQR - SM Plugin Refurbish - Orrery.esp  [Version 0.1]25  DLCVileLair.esp26  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]27  SM Plugin Refurbish - VileLair.esp  [Version 1.11]28  DLCMehrunesRazor.esp29  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2B  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]++  CLS-ClassyClothesFactions.esp2C  PersuasionOverhaul.esp  [Version 1.4]2D  Thieves Arsenal.esp2E  Extinguish the Lights.esp++  Thieves Arsenal - Extinguish the Lights Patch.esp2F  HB Elven Sunbreaker Shortsword.esp30  DLCThievesDen.esp31  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]32  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]33  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]34  Cobl Glue.esp  [Version 1.63]35  OOO 1.32-Cobl.esp  [Version 1.64]++  FCOM_Cobl.esp  [Version 0.9.9]36  Bob's Armory Oblivion.esp37  FCOM_BobsArmory.esp  [Version 0.9.9]38  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]39  Oblivion WarCry EV.esp3A  FCOM_WarCry.esp  [Version 0.9.9]3B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]3C  FCOM_Convergence.esp  [Version 0.9.9]3D  C&C&EQR - OOO.esp  [Version 0.1]3E  C&C&EQR - MMM.esp  [Version 0.1]3F  FCOM_RealSwords.esp  [Version 0.9.9]40  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]41  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]++  FCOM_SaferRoads.esp  [Version 0.9.9]42  CurseOfHircine.esp43  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]44  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]45  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]46  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]47  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]48  Mart's Monster Mod - Curse of Hircine.esp  [Version 3.7b1]49  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]4A  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]4B  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]++  TamrielTravellerAdvscript.esp  [Version 1.39c]4C  TamrielTravellers4OOO.esp  [Version 1.39c]4D  TamrielTravellersItemsnpc.esp  [Version 1.39c]4E  TamrielTravellersItemsCobl.esp  [Version 1.39c]4F  TamrielTravellersItemsVendor.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]50  TIE In.esp  [Version 1.07]++  TIE In - Cobl.esp  [Version 1.07]51  TIE In - FCOM Convergence.esp  [Version 1.07]++  TIE In - RealSwords.esp  [Version 1.07]++  TIE In - MMM Craft.esp  [Version 1.07]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  PersuasionOverhaul_OOO.esp  [Version 1.2]52  BrighterTorches_v1.2.esp53  Exterior Actors Have Torches 1.3 DT.esp54  Dungeon Actors Have Torches 1.6 DT.esp55  Servant of the Dawn.esp56  The Ayleid Steps.esp57  Cyrodill Travel Services.esp  [Version 1.1]58  DLCFrostcrag.esp59  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]5A  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]5B  Knights.esp5C  Knights - Unofficial Patch.esp  [Version 1.0.9]++  FCOM_Knights.esp  [Version 0.9.9]++  TIE In - Knights.esp  [Version 1.06]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  KotN Wayshrine Fix.esp5D  The Lost Spires.esp5E  TOTF.esp5F  Lost Paladins of the Divines.esp60  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]61  xuldarkforest.esp62  xulStendarrValley.esp63  xulTheHeath.esp64  MMMMWL-TheHeath patch.esp65  XulEntiusGorge.esp66  xulFallenleafEverglade.esp67  LostSpires-Everglade patch.esp68  xulColovianHighlands_EV.esp69  xulChorrolHinterland.esp6A  xulBeachesOfCyrodiilLostCoast.esp6B  xulBravilBarrowfields.esp6C  LostSpires-BravilBarrowfields patch.esp6D  xulLushWoodlands.esp6E  xulAncientYews.esp6F  xulAncientRedwoods.esp70  xulCloudtopMountains.esp71  xulArriusCreek.esp72  xulPatch_AY_AC.esp  [Version 1.1]73  xulRollingHills_EV_withoutWheat.esp74  MMMMWL-RollingHills patch.esp75  xulPantherRiver.esp76  xulRiverEthe.esp77  xulImperialIsle.esp78  VeronaHouseBloodlines-UL patches Merged.esp79  Moriarcis.esp7A  LostSpires-DarkForest patch.esp7B  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp7C  BrewHouse.esp7D  Kvatch Rebuilt - Leveled Guards - FCOM.esp7E  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]7F  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]80  RenCorpseMod.esp81  CLS-Craftybits.esp82  M.O.E. - Main Quest Delayer.esp  [Version with]83  Cyrodiil Border Regions 1.2.esp84  RealHungerv1.4.esp85  RealisticFatigue.esp86  RealSleepExtended.esp87  bgBalancingEVCore.esp  [Version 10.5EV-D]88  MidasSpells.esp89  SupremeMagicka.esp  [Version 0.87]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.87]++  SM_MMM.esp  [Version 0.82]++  SM_COBL.esp++  SM_AbsorbRestoration.esp  [Version 0.80]++  SM_EnableCharmChameleon.esp  [Version 0.80]++  SM_EnableRestoreEnchanting.esp  [Version 0.80]++  SM_NoPoisonLevitationEffects.esp  [Version 0.70]8A  SM_EnchantStaff.esp  [Version 0.80]++  SM_VanillaSpells.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]8B  Poison Maker v1.08.esp8C  Potion Mixer.esp8D  Syc_AtHomeAlchemy.esp8E  Poison Combiner.esp8F  Essence Extracter.esp90  Enchantment Enhanced.esp91  StealthOverhaul.esp92  Stealth Entrances v1.esp93  RenGuardOverhaul.esp94  Combat Fumbling.esp  [Version 06]95  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]96  Deadly Reflex Bow Sway.esp97  CLS-OldFriends-OBSE.esp98  Oblivion XP.esp  [Version 3.0.1]99  Oblivion XP - Knights.esp  [Version 1.0]9A  Oblivion XP - DLCFrostcrag.esp  [Version 1.0]9B  Oblivion XP - DLCOrrery.esp  [Version 1.0]9C  Oblivion XP - DLCMehrunesRazor.esp  [Version 1.0]9D  Oblivion XP - DLCThievesDen.esp  [Version 1.0]9E  Oblivion XP - DLCVileLair.esp  [Version 1.0]9F  immersive_caves_auto.espA0  Dark Dungeons.espA1  MotionBlur.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]A2  _Ren_BeautyPack_full.esp++  bgBalancingEVNoSIVersion_Core_still_required.esp  [Version 10.5DV-D]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]A3  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]A4  Toaster Says Share Faction Recruitment.esp++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]A5  Immersive Combat Music.esp  [Version 1.00]A6  Duke Patricks - Semi Unlimited Rings And Amulets.espA7  Big Business.espA8  DS Less Predictable Respawn.esp  [Version 1.1]A9  personality_idles4.espAA  JumpModifier.espAB  Deadly Reflex - Breathing Motion & Head Bobbing.espAC  Bashed Patch, raven.espAD  Streamline 3.1.esp


I've removed your mod from my list but I have tried it in a few different places.
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Wed Sep 01, 2010 9:51 pm

Sorry about this, but I'm having an issue with your mod, I can start a new game with it loaded but then I CDT if I try to load a save from that new game and I CDT if I try to load it fresh with an existing save. I have spent the best part of three days going through my mods one by one to find the culprit, I don't know if it's conflicting with another mod I have but it's definitely something to do with this one.

Any ideas? I really want to use your mod.

My LO if it helps:
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.2]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  CLS-ClassyClothes.esm05  Cobl Main.esm  [Version 1.64]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9a7]0A  Kvatch Rebuilt.esm0B  Better Cities Resources.esm0C  CLS-Craftybits.esm0D  Toaster Says Share v3.esm0E  HorseCombatMaster.esm0F  Unofficial Oblivion Patch.esp  [Version 3.2.0]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  All Natural.esp  [Version 0.9.2]++  All Natural - EW + NW + AWS.esp  [Version 0.9.2]14  All Natural - Real Lights.esp  [Version 0.9.2]15  Book Jackets Oblivion.esp16  aaaBorsBedrolls.esp++  cidnothump.esp17  MM_TextLocks.esp18  VHBloodlines 1.2.esp  [Version 1.4]19  Living Economy.esp1A  Living Economy - Items.esp1B  Cutthroat Merchants.esp1C  Crowded Roads.esp  [Version 2.0]1D  DLCHorseArmor.esp1E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1F  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]20  C&C&EQR.esp21  DLCOrrery.esp22  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]23  SM Plugin Refurbish - Orrery.esp  [Version 1.11]24  C&C&EQR - SM Plugin Refurbish - Orrery.esp  [Version 0.1]25  DLCVileLair.esp26  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]27  SM Plugin Refurbish - VileLair.esp  [Version 1.11]28  DLCMehrunesRazor.esp29  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2B  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]++  CLS-ClassyClothesFactions.esp2C  PersuasionOverhaul.esp  [Version 1.4]2D  Thieves Arsenal.esp2E  Extinguish the Lights.esp++  Thieves Arsenal - Extinguish the Lights Patch.esp2F  HB Elven Sunbreaker Shortsword.esp30  DLCThievesDen.esp31  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]32  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]33  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]34  Cobl Glue.esp  [Version 1.63]35  OOO 1.32-Cobl.esp  [Version 1.64]++  FCOM_Cobl.esp  [Version 0.9.9]36  Bob's Armory Oblivion.esp37  FCOM_BobsArmory.esp  [Version 0.9.9]38  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]39  Oblivion WarCry EV.esp3A  FCOM_WarCry.esp  [Version 0.9.9]3B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]3C  FCOM_Convergence.esp  [Version 0.9.9]3D  C&C&EQR - OOO.esp  [Version 0.1]3E  C&C&EQR - MMM.esp  [Version 0.1]3F  FCOM_RealSwords.esp  [Version 0.9.9]40  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]41  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]++  FCOM_SaferRoads.esp  [Version 0.9.9]42  CurseOfHircine.esp43  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]44  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]45  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]46  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]47  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]48  Mart's Monster Mod - Curse of Hircine.esp  [Version 3.7b1]49  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]4A  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]4B  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]++  TamrielTravellerAdvscript.esp  [Version 1.39c]4C  TamrielTravellers4OOO.esp  [Version 1.39c]4D  TamrielTravellersItemsnpc.esp  [Version 1.39c]4E  TamrielTravellersItemsCobl.esp  [Version 1.39c]4F  TamrielTravellersItemsVendor.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]50  TIE In.esp  [Version 1.07]++  TIE In - Cobl.esp  [Version 1.07]51  TIE In - FCOM Convergence.esp  [Version 1.07]++  TIE In - RealSwords.esp  [Version 1.07]++  TIE In - MMM Craft.esp  [Version 1.07]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  PersuasionOverhaul_OOO.esp  [Version 1.2]52  BrighterTorches_v1.2.esp53  Exterior Actors Have Torches 1.3 DT.esp54  Dungeon Actors Have Torches 1.6 DT.esp55  Servant of the Dawn.esp56  The Ayleid Steps.esp57  Cyrodill Travel Services.esp  [Version 1.1]58  DLCFrostcrag.esp59  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]5A  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]5B  Knights.esp5C  Knights - Unofficial Patch.esp  [Version 1.0.9]++  FCOM_Knights.esp  [Version 0.9.9]++  TIE In - Knights.esp  [Version 1.06]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  KotN Wayshrine Fix.esp5D  The Lost Spires.esp5E  TOTF.esp5F  Lost Paladins of the Divines.esp60  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]61  xuldarkforest.esp62  xulStendarrValley.esp63  xulTheHeath.esp64  MMMMWL-TheHeath patch.esp65  XulEntiusGorge.esp66  xulFallenleafEverglade.esp67  LostSpires-Everglade patch.esp68  xulColovianHighlands_EV.esp69  xulChorrolHinterland.esp6A  xulBeachesOfCyrodiilLostCoast.esp6B  xulBravilBarrowfields.esp6C  LostSpires-BravilBarrowfields patch.esp6D  xulLushWoodlands.esp6E  xulAncientYews.esp6F  xulAncientRedwoods.esp70  xulCloudtopMountains.esp71  xulArriusCreek.esp72  xulPatch_AY_AC.esp  [Version 1.1]73  xulRollingHills_EV_withoutWheat.esp74  MMMMWL-RollingHills patch.esp75  xulPantherRiver.esp76  xulRiverEthe.esp77  xulImperialIsle.esp78  VeronaHouseBloodlines-UL patches Merged.esp79  Moriarcis.esp7A  LostSpires-DarkForest patch.esp7B  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp7C  BrewHouse.esp7D  Kvatch Rebuilt - Leveled Guards - FCOM.esp7E  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]7F  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]80  RenCorpseMod.esp81  CLS-Craftybits.esp82  M.O.E. - Main Quest Delayer.esp  [Version with]83  Cyrodiil Border Regions 1.2.esp84  RealHungerv1.4.esp85  RealisticFatigue.esp86  RealSleepExtended.esp87  bgBalancingEVCore.esp  [Version 10.5EV-D]88  MidasSpells.esp89  SupremeMagicka.esp  [Version 0.87]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.87]++  SM_MMM.esp  [Version 0.82]++  SM_COBL.esp++  SM_AbsorbRestoration.esp  [Version 0.80]++  SM_EnableCharmChameleon.esp  [Version 0.80]++  SM_EnableRestoreEnchanting.esp  [Version 0.80]++  SM_NoPoisonLevitationEffects.esp  [Version 0.70]8A  SM_EnchantStaff.esp  [Version 0.80]++  SM_VanillaSpells.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]8B  Poison Maker v1.08.esp8C  Potion Mixer.esp8D  Syc_AtHomeAlchemy.esp8E  Poison Combiner.esp8F  Essence Extracter.esp90  Enchantment Enhanced.esp91  StealthOverhaul.esp92  Stealth Entrances v1.esp93  RenGuardOverhaul.esp94  Combat Fumbling.esp  [Version 06]95  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]96  Deadly Reflex Bow Sway.esp97  CLS-OldFriends-OBSE.esp98  Oblivion XP.esp  [Version 3.0.1]99  Oblivion XP - Knights.esp  [Version 1.0]9A  Oblivion XP - DLCFrostcrag.esp  [Version 1.0]9B  Oblivion XP - DLCOrrery.esp  [Version 1.0]9C  Oblivion XP - DLCMehrunesRazor.esp  [Version 1.0]9D  Oblivion XP - DLCThievesDen.esp  [Version 1.0]9E  Oblivion XP - DLCVileLair.esp  [Version 1.0]9F  immersive_caves_auto.espA0  Dark Dungeons.espA1  MotionBlur.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]A2  _Ren_BeautyPack_full.esp++  bgBalancingEVNoSIVersion_Core_still_required.esp  [Version 10.5DV-D]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]A3  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]A4  Toaster Says Share Faction Recruitment.esp++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]A5  Immersive Combat Music.esp  [Version 1.00]A6  Duke Patricks - Semi Unlimited Rings And Amulets.espA7  Big Business.espA8  DS Less Predictable Respawn.esp  [Version 1.1]A9  personality_idles4.espAA  JumpModifier.espAB  Deadly Reflex - Breathing Motion & Head Bobbing.espAC  Bashed Patch, raven.espAD  Streamline 3.1.esp


I've removed your mod from my list but I have tried it in a few different places.

I'm sorry :P but I have no idea at all what in that list could cause my mod to CTD a new game xD I place almost entirely unmodded (I really don't play ever actually, only test my mod, so no reason for many mods)
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Wed Sep 01, 2010 3:17 pm

Hi GrandDukeAdense.
I'm afraid my expressions may be rude or hard to read, because I'm not so good at English. But please, please be patient.

This MOD is amazing !
But I did CTD in Crypt, too.

But, as a result of having performed several times of tests, I understood a cause.
CTD did not occur by deleting aedOronGhostRef of AEDFortCrypt Cell.

and, I recommend that I refer to the following URL and perform 'Mod cleaning' and 'Undelete and Disable References'
http://www.uesp.net/wiki/Tes4Mod:Tes4View

I hope this helps you.
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Wed Sep 01, 2010 6:43 pm

It's certainly a marvel of design... but really lacking in enemies. And what's up with the Imperial soldiers? How did they get down there? Shouldn't there be a way to rescue them?

Also, there's an ayleid spiral stairway that leads down, and down, and down... to nothing. Literally - the bottom is open to undeveloped areas. It should probably be blocked off with a rockfall or something.
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Wed Sep 01, 2010 5:01 pm

It's certainly a marvel of design... but really lacking in enemies. And what's up with the Imperial soldiers? How did they get down there? Shouldn't there be a way to rescue them?

Also, there's an ayleid spiral stairway that leads down, and down, and down... to nothing. Literally - the bottom is open to undeveloped areas. It should probably be blocked off with a rockfall or something.

the stairway leads to a hole where you can see lava, but you can't get through...
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Wed Sep 01, 2010 8:07 pm

In case you didn't know, I havn't been able to mod for a long time, so the 1.2 release has not been done by me! BUT (yes, a but:P) all the bugs and annoying stuff that should have been fixed in 1.2 have been done by this guy: David Brasher!!

So you can now download the new fully functional and bugless version here: http://www.tesnexus.com/downloads/file.php?id=27520

Hope you enjoy it! (And don't forget to thank brasher for making the final touch to this mod)
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Wed Sep 01, 2010 12:54 pm

In case you didn't know, I havn't been able to mod for a long time, so the 1.2 release has not been done by me! BUT (yes, a but:P) all the bugs and annoying stuff that should have been fixed in 1.2 have been done by this guy: David Brasher!!

So you can now download the new fully functional and bugless version here: http://www.tesnexus.com/downloads/file.php?id=27520

Hope you enjoy it! (And don't forget to thank brasher for making the final touch to this mod)

Thanks. I did download and install your first version, but ended up uninstalling, waiting for the updated. I have kept the uninstalled OMOD in OBMM though to remind me of the mod :)
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Wed Sep 01, 2010 9:55 pm

thanks for making such a great mod! That was easily the most unique, memorable dungeon crawl I've ever done. I especially love how cobbled together everything is.

Will the portal always be there though? (it's just a little nuisance for my thief character, who lives right next to it)
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Wed Sep 01, 2010 3:25 pm

thanks for making such a great mod! That was easily the most unique, memorable dungeon crawl I've ever done. I especially love how cobbled together everything is.

Will the portal always be there though? (it's just a little nuisance for my thief character, who lives right next to it)

yep, the portal will always be there! :/ sorry for that! :P
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Wed Sep 01, 2010 7:57 pm

thanks for making such a great mod! That was easily the most unique, memorable dungeon crawl I've ever done. I especially love how cobbled together everything is.

Will the portal always be there though? (it's just a little nuisance for my thief character, who lives right next to it)

As GrandDukeAdense said; the portal remains.
BUT you can just disable the mod after completing it (and pretend that it disappeared after your character completed the quest. ;) )
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Wed Sep 01, 2010 8:25 pm

As GrandDukeAdense said; the portal remains.
BUT you can just disable the mod after completing it (and pretend that it disappeared after your character completed the quest. ;) )

That's the way to do it!! ;)

EDIT: after David Brasher's edits to the mod,, it should be replayable..! ;)
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Thu Sep 02, 2010 2:42 am

That's the way to do it!! ;)

EDIT: after David Brasher's edits to the mod,, it should be replayable..! ;)

That's true.
Therefore Disable ONLY whenever you choose not to explore it anymore. (I would say primarily in cases where you want that area cleared - the issue raised here - or to cut down on the number of mods installed - there is an upper limit.)
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Wed Sep 01, 2010 11:43 pm

version 1.4 by David Brasher is out now, bringing the dungeon to 32 levels and even more stuff and quests do!!! :D
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Wed Sep 01, 2010 9:21 pm

I've been going through this the past couple of days. AWESOME job!
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Wed Sep 01, 2010 9:09 pm

I've been going through this the past couple of days. AWESOME job!

Good to hear!! ;)
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Wed Sep 01, 2010 4:23 pm

hey this mod is great fun and it scared the hell out of me twice. i have one problem with it tho. When i activate this mod i can't pick up Varla stones anymore anywhere. When i deactivated the .esp it all was fine again.
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Thu Sep 02, 2010 1:14 am

hey this mod is great fun and it scared the hell out of me twice. i have one problem with it tho. When i activate this mod i can't pick up Varla stones anymore anywhere. When i deactivated the .esp it all was fine again.

Hm, text to David Brasher! He' can probably check it out! ;)

EDIT: Maybe it's called PM :P
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Thu Sep 02, 2010 12:18 am

Just wanted to confirm the problem Challenge reported. I am unable to pick up the Varla stone in Arcathor Barracks. I will PM David Brasher, but thought my confirmation here might prove helpful to others.

This is my second attempt to play through this mod (first time with v1.0), and the word Epic does indeed seem appropriate. It is epic in size, but even more impressive is your innovative, original, and unexpected use of resources for its construction. Even though I wasn't able to complete this dungeon, I came away feeling like I had experienced a true diamond in the rough. I was extremely pleased when I found you were allowing David Brasher to continue work on it. He seems to be doing a fine job of polishing this beauty to the luster it deserves, and I've no doubt he will be able to deal with the Varla stone issue.

My wood elf will be off making pin cushions of varlets elsewhere until Brasher has a chance to look into the problem, but she is anxious to explore this gem to its conclusion. When she does, I'll return to sing the praises of this remarkable achievement.
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Wed Sep 01, 2010 3:07 pm

Dear Garx the Bear,

Thanks for the report. This bug has never ever been experienced by myself or the primary play-tester. Could you provide some more information?

What version of the mod are you using? The early versions of the mod did not have any Varla Stones to pick up. Earlier versions had Strange Crystals which were renamed to Viloria Crystals in later versions. Version 1_4 actually has one genuine Varla Stone, and in play-testing it could be picked up. There is one fake Varla stone which nobody can pick up. It is an Evil-stone trap in disguise and the disguise is disabled when you touch it.

What is the effect of touching a Varla Stone in your game? Does it remain on the pedistal or wherever? Or does it disappear? Are you able to manipulate it with Z and move it around if you cannot add it to inventory?

Is there a way I could contact the other person who has experienced this issue? He or she has not reported the issue to me, so I was unaware of it.

Do you run any mods which alter the nature of Ayleid ruins and Varla stones?

Sorry to ask so many questions, but this problem has never occurred on my machine in 40+ hours of my own play-testing and I am mystified.

Sincerely,
David Brasher



Hi David,

Thanks for the prompt reply. You know.....after leaving my post on Adense thread (on Bethesda's mod forum), PMing you here, and going to bed.........I lay there unable to sleep as I realized I had jumped to a potentially invalid conclusion. I assumed that just because two separate users were experiencing the the same problem, issues on our end could be ruled out. I found myself thinking about my inability to advance in another mod despite much effort and many hours of play (the 3rd dungeon of Series 2 in NNWs and Lady Rowenas Ayleiden Ruins Expanded). IIRC that mod uses Varla stones as keys at times. Could the problem lie with it instead? Or be a result of a conflict that arises only when both are installed in the same game? Or some other unresolved mod conflicts in my specific game?

I vowed again to become more proficient at using TES4Edit so I could start tracking down the source of problems myself. Unfortunately I've made this vow many times over, only to get caught up in the game play and leave it to others.

In answer to your questions:

I'm using v1.4

The stone I refer to was called a varla stone in game and was located in the Arcathor Barracks. I made a note of this at the time it occurred. I knocked it off the pedestal with an arrow, then was unable to pick it up. I went back to a save, tried again and got the same result. I didn't attempt to manipulate it with z, so can't report on that.

A forum member named Challenge was the first to report the "problem". Here is his/her post: "hey this mod is great fun and it scared the hell out of me twice. i have one problem with it tho. When i activate this mod i can't pick up Varla stones anymore anywhere. When i deactivated the .esp it all was fine again." You can PM him/her on Bethesda's mod forum (http://www.gamesas.com/bgsforums/index.php?showtopic=966837&st=60).

As to whether I run other mods that alter the nature of varla stones or Ayleid ruins..........beats me......wouldn't be surprised in that I'm a big fan of Ayleid ruins and delving therein. But my growing yet still limited skills leave me unable to easily determine nature alteration.

In conclusion, I offer my sincere apology for having jumped to an insupportable conclusion. I again thank you for your thoughtful, and much appreciated attentions to Epic left us by Adense.

I will be returning to his thread to update my original statements there. It would be a very sad state of affairs should my faulty reasoning scare people away from what is becoming, and may already be a dungeon crawl not to be missed. I'm also going to include your response to my PM. I hope you don't mind. I consider it a fine example of a responsible and professional modder's concern for the users of their work. Actually, I think I'll just cut and paste this whole thing. My laziness acts as a nice counter balance to my charming demeanor.
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Thu Sep 02, 2010 12:17 am

I finished it find myself wanting to do a fresh reload of it. This is one of the few quest mods I've ever wanted to replay.
User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Wed Sep 01, 2010 7:59 pm

Good news for Epic enthusiasts. :)

Dear Garx the Bear,

I received a second report of the problem with Varla Stones this morning. The problem has been found. It does indeed ruin all the Varla Stones in Cyrodiil. The play-testing did not locate the problem because it probably was not broken yet, and was highly focused on one area with very very few Varla Stones. (That is the problem with play-testing large mods. If my character had gotten seriously lost and gone to explore some random Ayleid ruin, he would have found the problem. But instead, he was being a good boy and staying in the dungeon that was being modded.)

Version 1_5 of the mod which includes the bug-fix is being uploaded right now.

You do not need to lose sleep over reporting bugs in mods. That is what you are supposed to do. This bug effects every single person who downloaded the mod. I sort of wish there were a way to do mod recalls. A way to send a message to every person who downloaded the defective mod.

Even if the problem was rare and only caused problems for you and a few other people with similar computers, if enough evidence was gathered, a solution to the problem, or at least a warning to a certain group of people telling them not to use the mod might result.

Thanks again for the valuable feedback!

Sincerely,
David Brasher



Hi David,

You are the one who deserves the thanks. For your prompt responses and obvious concern. For your professional handling and squashing of the bug. For your continued work on this EPIC.

Best regards,
garx the bear
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Wed Sep 01, 2010 12:09 pm

Good news for Epic enthusiasts. :)




Hi David,

You are the one who deserves the thanks. For your prompt responses and obvious concern. For your professional handling and squashing of the bug. For your continued work on this EPIC.

Best regards,
garx the bear

Good that the bug was fixed! ;)
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

PreviousNext

Return to IV - Oblivion