[RELz] AFK_Weye

Post » Sat Oct 09, 2010 3:48 am

Glad you like it!

Voice acting... best I can say is, maybe, one of these days.
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Alexandra Ryan
 
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Post » Fri Oct 08, 2010 9:03 pm

If you do end up deciding to add some, give me a message and I'd be glad to voice act for you.
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Miranda Taylor
 
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Post » Fri Oct 08, 2010 5:16 pm

Just posting my opinion on things I've encountered recently.

First, when I entered the large lava filled Kerrach ruins cavern my fps received a seriously crippling blow. Serious as in choppy movement serious. I also didn't have this problem anywhere else in the ruins.

Second, Milos Dranilu (or however his last name is spelled) is so extremely hard to raise disposition with that I'd rather kill him then ever try to bother raising his disposition ever. With 65 personality, a 25pt charm spell, and a 24pt charm spell his disposition didn't go above 28 when it should've been around 76. <_< I'm not sure if this is intentional or if its the side effect of some mod I'm using, but its very frustrating.

Other then that I've really been enjoying this mod. Great work. :goodjob:
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El Goose
 
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Post » Fri Oct 08, 2010 10:10 pm

1. You're probably getting lag in Kerrach because that particular cell is enormous. That said, I've yet to see it get staggeringly bad even with middling hardware. I'll give it some thought but I'm not entirely sure what to do about it offhand.

2. Your Milos issue is odd to me. He's a bit difficult to raise by default, but he shouldn't be THAT difficult - I routinely charm/bribe him to the right amount with relatively unaccomplished characters. May be a mod issue? I'll have a look at it, but.
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Karen anwyn Green
 
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Post » Fri Oct 08, 2010 4:30 pm

I forgot to say something earlier, but there is now a http://www.confrerie-des-traducteurs.fr/site/mods/cyrodiil/villes_et_villages/amelioration_du_village_de_weye.php translation of Version 1.21 thanks to Sita.
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JR Cash
 
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Post » Fri Oct 08, 2010 10:38 pm

AFK_Weye fans -

A few of you know already, but I'm working fairly steadily on a new update for the mod, which fixes as many of the remaining bugs as I can find and will add a fair amount of new content. I have no ETA as of yet, but work is proceeding steadily, and I'm exceedingly happy with what's been done.

At this time, I'd like to get some input from y'all who play the mod. If you have a comment, criticism, or suggestion, now is the time to make yourself heard. If something is broken, or you think something should work differently, I'd really like to know about it.
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Jennie Skeletons
 
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Post » Fri Oct 08, 2010 9:20 pm

Thanks for your continued support of this mod Dwip!! It's one of my favorite mods, it adds a lot of character to Weye :). If I think of anything to adjust I'll be sure to let you know.
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Bedford White
 
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Post » Fri Oct 08, 2010 6:17 pm

A slight nudge and another query, which is:

Way back in version 1.1, I attempted to beef up the fight with Gaius Verres to provide a more challenging fight than he was previously. The question I have is, was I successful in this? For those of you who have played that part of the mod, what kind of experience did you have with Verres? Too hard? Too easy? Just right?
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Manuela Ribeiro Pereira
 
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Post » Sat Oct 09, 2010 3:35 am

This mod is a favorite! Thanks. I play with AFK_Weye, Rumare Region Revived and RTT. I've run through all the quests at least once.

WEYE
- Wonderful as is, however:
- A farmer's market would be nice.
- A fish market would also fit in nicely.
- A hunter's stand with boar meat, venison and hides.

WEYE MANOR

It's nice, and I really like the garden in the back. I'd like to use this as my main house because of the location, but functionally it doesn't work for me. You are a displayer. I am a hoarder. I will never use the displays, so that is all wasted space to me. However, that's a personal taste thing, so no worries. I would like to see a storage area connected to the basemant or in an out-building in the vein of Inggrish's IC Shack Basemant. You just can't have too much storage.
- A beefed up magic area would be nice.
- Lodging for companions would be nice.
- What's a manor house without a fireplace? - A cold, damp cave.

MAIN QUEST

This was fun. The main change I'd like is to have some of the loose ends cleaned up.
- What happens to Publius Candidus' farm? Can I have it? Can I rescue someone else to install there, like a long lost relative mentioned in a will?
- What happens to Gaius Verres' Manor? It's too nice to leave vacant, spawning vampires. I'd really like to move the Brothel of Cyrodiil into this house as the follow-on business, but don't have the modding skills to pull that off.
- I had Viconia with me for the final fight, which made it just right since I really don't enjoy combat challenges that much.


Down In A Hole / Beneath Your Darkest Fears / Freedom for My People
- Really liked the dungeon design.
- This is another space that's too good to leave vacant. Can I fund a cleanup effort to restore part of the ruins and turn it into a super mansion, or create a colony of archeologists?

Forget Me Not
- Very nice.

Fastest Blade in the West
- OK.

Zombies in the Mist

This one really bothers me. First off Maeron doesn't always alert you correctly. Second, I hate that anyone in the Weye area will attack the zombies and probably get killed. Can't you set off a flee bomb so that I can keep the casualties down? So then we finish up, but all the questions are unanswered. Where did the Lich come from? What was he doing there? Can I finish whatever the Lich was doing and gain some benefit from it? How do we know that more things won't show up here? I thought the loot from this Ayleid ruin was weak. And finally, here is another big empty, unused space. Only this time it's right under the Manor. There really should be a follow-on quest to this that allows you to connect the Ayleid ruin to the manor cavern, and then use it to house a vault, mannequin displays, massive storage and a full-blown magic / alchemy space.

I hope you find these comments useful and I'm looking forward the next release.
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jadie kell
 
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Post » Fri Oct 08, 2010 9:37 pm

Pvan's comments reminded me of the biggest problem I had with this mod. Like he said, during the quest "Zombies in the Mist", the whole population of Weye engages the zombies and subsequently end up getting killed. This can screw up several quests, even some vanilla ones like "Go Fish" because Aelwin Merowald dies consistently. When I played this quest, I ended up having to console kill the zombies just so all of Weye wouldn't die. If there was any way to fix this it would be awesome.

Having said all that, I thought that it was a fantastic easter egg quest :). I was really surprised when it showed up in my quest journal and I had a fun time playing it. This is one of my favorite mods and it has a permanent place on my mod list.
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John Moore
 
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Post » Fri Oct 08, 2010 2:27 pm

AFK_Weye fans -

A few of you know already, but I'm working fairly steadily on a new update for the mod, which fixes as many of the remaining bugs as I can find and will add a fair amount of new content. I have no ETA as of yet, but work is proceeding steadily, and I'm exceedingly happy with what's been done.

At this time, I'd like to get some input from y'all who play the mod. If you have a comment, criticism, or suggestion, now is the time to make yourself heard. If something is broken, or you think something should work differently, I'd really like to know about it.


Awesome that you want to update this mod, Dwip. :)
I didn't play all the way through it last time I had it intsalled but I really liked what I did try out.
Spoiler
The HUGE dungeon near Cheydinhal was great (although I must admit that it was so big I never completed it). I wonder if it could be made compatible with UL Cheydinhal Falls, the ruins near the entrance only needs to be moved 1 cell to the east I think (from looking at the WIP/REL map for the ULs).

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My blood
 
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Post » Sat Oct 09, 2010 4:28 am

Thanks, guys. This is precisely the sort of stuff I was after.

Running down the list:

WEYE
- Wonderful as is, however:
- A farmer's market would be nice.
- A fish market would also fit in nicely.
- A hunter's stand with boar meat, venison and hides.


These are all great ideas, and ideas I've avoided thus far to reduce the serious overcrowding already present in AFK_Weye, which only gets worse once you tack on RR:LR and others. That said, I have tried to implement some of this - Tullia Aratorius sells farm goods, and although I hadn't thought about it previously, the other two can probably be managed (and would give a couple of the less important NPCs something to do). I'll look into it.

WEYE MANOR
It's nice, and I really like the garden in the back. I'd like to use this as my main house because of the location, but functionally it doesn't work for me. You are a displayer. I am a hoarder. I will never use the displays, so that is all wasted space to me. However, that's a personal taste thing, so no worries. I would like to see a storage area connected to the basemant or in an out-building in the vein of Inggrish's IC Shack Basemant. You just can't have too much storage.
- A beefed up magic area would be nice.
- Lodging for companions would be nice.
- What's a manor house without a fireplace? - A cold, damp cave.


As I've said before, the main cozy area is supposed to be the upstairs living areas (and the dining room a little bit). That said, your point about fireplaces is well taken, and I'll see what I can do about it. That also said, I may include an option so that you can make the entry area either cozy OR a display area. We'll see.

- What kind of storage are you talking about, exactly? As it is, the basemant area already has a couple of zillion crates and things for storage, along with assorted other cabinets and things in other areas. What am I missing, here?

- I've gone back and forth on beefed up magic stuff, and will likely do so some more. No promises, but the possibility does exist.

- I'm not a companion user, so what does this sort of thing typically consist of? Just a spare bed somewhere, or what? As it is, I'm running up against space limits in the manor pretty hard, but I can try to fit something in.

MAIN QUEST
This was fun. The main change I'd like is to have some of the loose ends cleaned up.
- What happens to Publius Candidus' farm? Can I have it? Can I rescue someone else to install there, like a long lost relative mentioned in a will?
- What happens to Gaius Verres' Manor? It's too nice to leave vacant, spawning vampires. I'd really like to move the Brothel of Cyrodiil into this house as the follow-on business, but don't have the modding skills to pull that off.
- I had Viconia with me for the final fight, which made it just right since I really don't enjoy combat challenges that much.


- I've been thinking about what happens to Candidus Farm. Haven't come to a conclusion yet on what I want, but I'll keep thinking.

- Something WILL be happening with Verres Manor, although I don't want to say what just yet.


Down In A Hole / Beneath Your Darkest Fears / Freedom for My People
- Really liked the dungeon design.
- This is another space that's too good to leave vacant. Can I fund a cleanup effort to restore part of the ruins and turn it into a super mansion, or create a colony of archeologists?


These are good ideas, although in the interests of my sanity and release dates I'm not sure how much I want to do here - as it was, the initial construction of Kerrach took forever, and I'm not sure how much work I want to do with this for this release. I really like your archeologists ideas, however, and I'll give it some serious thought.

Zombies in the Mist

This one really bothers me. First off Maeron doesn't always alert you correctly. Second, I hate that anyone in the Weye area will attack the zombies and probably get killed. Can't you set off a flee bomb so that I can keep the casualties down? So then we finish up, but all the questions are unanswered. Where did the Lich come from? What was he doing there? Can I finish whatever the Lich was doing and gain some benefit from it? How do we know that more things won't show up here? I thought the loot from this Ayleid ruin was weak. And finally, here is another big empty, unused space. Only this time it's right under the Manor. There really should be a follow-on quest to this that allows you to connect the Ayleid ruin to the manor cavern, and then use it to house a vault, mannequin displays, massive storage and a full-blown magic / alchemy space.


- The Maeron issue is pretty conclusively fixed as of current test builds.
- The mass combat issues are also pretty conclusively fixed as of current test builds, but something I'm continuing to check, because I hate this too.
- There will in fact be a continuation of and beefing up of this quest to answer some of the unresolved questions. As it happens, Zombies was supposed to be a pure easter egg quest for laughs, but surprisingly enough (to me), pretty much everyone seems to love it and want more. Without giving too much away, I've listened. More is coming.
- I like the manor cavern to ruin connection idea. I'll look into it.

Cheydinhall Falls UL Patch


I'm given to understand from Arthmoor that no patch for this is needed for current or future versions. I'm also given to understand that patching will be needed once RST releases, but will certainly be taken care of at that time.

Thanks again, guys. This gives me a lot of useful stuff to work with.
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Hussnein Amin
 
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Post » Sat Oct 09, 2010 3:45 am

Just wanted to chime in that I have had this mod installed since its release and appreciate it, but haven't had much time actually playing it yet, so while I cannot comment much on the current state I appreciate your effort to improve it. One comment though:
- I've gone back and forth on beefed up magic stuff, and will likely do so some more. No promises, but the possibility does exist.

Here's a strong vote against! Oblivion isn't about getting good stuff for free, at least not to me. So I try to avoid any mod that gives me free stuff or easier access to anything I would need to work for with vanilla Oblivion. So please don't add things like this.
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Johanna Van Drunick
 
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Post » Fri Oct 08, 2010 6:00 pm

Not sure what was meant by "a beefed up magic area" personally. I didn't take it to mean that the guy wants uber-items though. That would be lame and out of scope for something like this. That's why we have Shivering Isles :)
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Aman Bhattal
 
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Post » Fri Oct 08, 2010 1:18 pm

on the npcs dying part...
couldn't you set whatever quest stage causes the zombies to attack to have the result script of "SetEssential NPCName 1", and once that stage is complete have the next stage's result script include "SetEssential MyFavoriteNPC 0" for all the needed npcs?
just some ideas :P
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Brittany Abner
 
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Post » Fri Oct 08, 2010 7:23 pm

Here's a strong vote against! Oblivion isn't about getting good stuff for free, at least not to me. So I try to avoid any mod that gives me free stuff or easier access to anything I would need to work for with vanilla Oblivion. So please don't add things like this.


Not to fear, I hope. Something I've tried to do with AFK_Weye, and moreso in the current patch, is to make the rewards consistent with the effort expended. There's some pretty nice gear, especially, but always at the end of quests, and (hopefully) always proportionate to the difficulty, and if anybody has experiences otherwise, please do let me know about it.

In fact, one of the things I've been attempting to do with this patch is to retroactively fix some of the crazy stuff from earlier versions. For instance, Thalonias previously had 10k barter gold at the start. He can still get that, but there are now quests involved to make his barter gold and inventory better. Lucius' elemental arrows are due for the same sort of treatment, and as I find other things I think are overpowered, I attempt to fix them.

As to the "beefed up magic stuff" in particular, what I took it to mean is that the manor, which has some useful training areas and such for stealth and combat characters, has almost nothing for mages. What I'm thinking about doing is adding a dedicated magic room somewhere with something somewhat less than what unmodded Frostcrag has, and available through questing. I'm trying pretty hard not to be Vile Lair, here.

on the npcs dying part...
couldn't you set whatever quest stage causes the zombies to attack to have the result script of "SetEssential NPCName 1", and once that stage is complete have the next stage's result script include "SetEssential MyFavoriteNPC 0" for all the needed npcs?


As it's working right now, all of the AFK_Weye NPCs get AI packs set to fire off slightly prior to the zombie attack, which now takes place at a time when few to no NPCs should be out anyway. Seems to work well enough, but still with the (now very slight) possibility of dead NPCs for added impetus. In fact I've been trying to get away from essential flags when possible, as I've found I get better quest variations. Case in point, I'm working on a way to take out the essential flag on Maxentius Alosius right now, for a little less scripted experience during the first quest.

Hope that helps.
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kennedy
 
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Post » Fri Oct 08, 2010 4:58 pm

I was trying to keep my previous post short :), so I didn't fully elaborate. Also, I started a new game since I last played this mod, so I'm working from memory.

Weye. This is the last stop on the primary access road into the IC. In the real world, this would be crammed with every kind of junk vendor and sleazy business imaginable. That's why I suggest that you expand the commerical aspect a little. I can appreciate the overcrowding and performance issues associated with this. Perhaps Yrsa and Hagal's space outside the Wawnet Inn could be enhanced to a fish selling area with them as the operators? For the forestry products, a lean-to next to Lucius Decimus' house for display, with him as the seller? He could add this sideline business after Forget Me Not because he is happy again.

Weye Manor. I'm going to venture into the area of personal prefences here, just so you can see where I'm coming from. If I were actually living in a place like this, I would not want to be conducting public business in my living room (cozy area). Nor would I want to have anything valuable on display in public areas to be a target for the envious and thieves. I would use the ground floor principally for business and social gatherings. To that end I would place a bar with a few seats in the corner outside the dining room, a business desk and some chairs in the opposite corner by the basemant entrance and some seating in the middle similar to what Maxius had. I don't remember the second floor all that well, so I am unable to make a useful comment about that.

- One more request. I liked the layout of the bedroom, but I always have to light a torch there. A light switch would be great. I also thought it was strange to be performing alchemy next to my bed.

Storage. Yes, you do have a lot of boxes in the basemant. And I don't have a problem with what you've done here. I just found http://www.tesnexus.com/downloads/file.php?id=20633 a lot more user-friendly and wish that there was something similar in Weye Manor. Basically, I want to distribute the junk I acquire over as many containers as possible, in as small a space as possible, so that I don't have to spend a lot of game time walking around to put things away and get carpal tunnel from scrolling through inventory lists. This problem is especially bad with weapons and I run into the inventory bug all the time. Adding a purchaseable armory with a wall of chests would be great.

Magic. I said area, not stuff. Again, it's all about space and storage. I am total agreement with you and the other posters about not adding any free equipment or items. I like the alchemy room in http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.Detail&id=1500 best of what I've discovered so far. That's too much for Weye. I think you are right on the mark with "a dedicated magic room with something less than what unmodded Frostcrag has".

Companions. I only mentioned this because you said you were looking for ideas. Many companion mods allow you to specify a place for the companion to sleep and consider home. I think a bed with a chest or cabinet per companion would suffice. Most people don't have more than 1 or 2 companions with them at any given time. I can see that cramming more functions into the manor could be a problem. I would classify this as a low priority item.

Thanks again for the effort you are putting into this mod. If you need a tester, I'd be happy to help out.
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cassy
 
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Post » Sat Oct 09, 2010 4:27 am

I need help with this mod. I know my problem has been asked about before but I could not find where it was answered.

I loaded the mod and went to the town. I talked to everyone I could find. I got 2 quests, "Down a Hole" & "Death and Taxes." I tried to do the D&T quest but the guy was locked in his mansion so I went onto DAH. I finished DAH (freed the guy) & completed the quests in the ruins down below ("Beneath Your Darkest Fears & "Freedom For My People") I came back to town & talked to Thalonias. The walk-thru stated that I would get a reward from Thalonias, but he didn't give me anything. I don't know if I did something wrong, but it is not a big deal either way. I probably would not use it anyways.


My problem is with the "Death and Taxes" quest. Maxentius Alosius is still locked in his house. First I tried to break in and talk to him. I was instantly attacked by Maxentius & his guard. I reloaded. I then waited some time. The quest marker indicated that he was on the bridge between the IC & Weye. I ran to the spot where he was. He & his guard were actually under the bridge fighting a crab. I jumped down to the beach. I was instantly attacked by his guard. I reloaded. I once again waited, but waited an hour less. I was hoping to catch him in the IC. Once again he was on the bridge, but he was actually very close to Weye. As I approached the bridge he was running towards me being chased by a guard. A full blown riot breaks out Max & his guard kills half the town. When Max & guard have no unlucky townspeople are around they even turn on each other. I reload again. This time I just wait in front of the house. Luckily he came out right away. As soon as they materialize in front of the door they pull their weapons and go on a rampage. I reload again. This time I tried to bypass talking to Max using the setstage command. I walk around town and see no dead villagers so I'm happy. I go over and talk to Thalonias. He gives me the clue about the ledger. I turn around and see a fight near the bridge. I walk over and Max and his guard are once again in the middle of a riot with the villagers. By the time I got there a couple of the villagers are already laying dead on the ground. I actually tried a few more times, but nothing prevented Max & his guard going on a killing spree. I also tried to surrender but they wouldn't accept.

Has anybody found the solution to this problem? If not, does anybody have any suggestions? I thought changing their aggression levels might help. I don't know how to do this though. If this might work could somebody tell me how? I do have quite a few mods running, but I don't think any of them are causing this problem. This mod is loaded last in my order, though. I believe I am using the latest version. The file is labeled AFK_Weye_Version_1_21-22828.

I obviously have not gotten to far into it yet, but the mod has been really good so far (other then this problem). The quest in the Ayleid was nice. It was very large but was not repetitive. The story was good, although I would get confused which quest I was doing (looking back it seems obvious now, though). I was really enjoying this mod, so I would really appreciate any help in getting past this issue. I am looking forward to the rest of the quests this mod has to offer.
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Lily
 
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Post » Fri Oct 08, 2010 5:53 pm

I need help with this mod. I know my problem has been asked about before but I could not find where it was answered.


This is a known bug, and I'm sorry you've run so far afoul of it. I have a couple of ideas for you.

1. Go to the console and setstage AFKWeyeHouse 70. Then go park somewhere away from the manor front door and wait for ~8 hours or so. Go talk to the guy in armor. This is slightly ahead of where you are in the quest now, but you won't be missing very much at all by doing this. This should be the quickest and easiest way of solving the problem. Max and his guards MAY fight each other, but that's not a huge problem.

2. Slightly harder way, and I'm not 100% sure this actually works. Run up to Max + guards. Go into the console. Click a guard, type kill, and do the same for each guard visible. Click Max and type setav aggression 5 and then stopcombat. Should fix the problem, but again, I'm not 100% certain, and try the other way first.

If neither of those work, come on back and I'll see what else I can think up. If it does work, really sorry about that, and I hope you enjoy the rest of the mod.

For those of you following along on the patch progress, you'll be happy to know I've almost certainly fixed this bug (he says, pointedly ignoring the other eight tries). For the modders in the audience, keep in mind that SetActorValue and ModActorValue are two entirely different things. :facepalm:
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gemma king
 
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Post » Sat Oct 09, 2010 12:21 am

Thank you dwip.

I'll try your suggestions tonight or tomorrow. I really want to do it now, but I don't feel good. I can barely see my screen. Thank you for responding so fast, though. I really appreciate it. Don't be sorry. I've read through a couple of different forums trying to find a solution and you have been great. You check the forums regularly, answer questions, address concerns. You go far beyond your obligation to support this fine mod, so thank you.
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BaNK.RoLL
 
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Post » Sat Oct 09, 2010 4:35 am

AFK_Weye fans -

A brief note to mention two things:

1. The public release of AFK_Weye turns a year old today. For something I didn't think anybody would play, it's done pretty well. Thanks for playing, everyone.

2. As I said a couple months and a bunch of posts ago, I've been hard at work on what was originally going to be a new patch for the mod, and is now a new version. It's now in alpha testing, and while I don't want to get too excited about release dates yet, it is coming, and it will be big. I'll save the full feature list as a bit of a surprise, but here a few things you can expect from 2.0:

- Dozens and dozens of bug fixes.
- Several new quests, at least two of which are fairly large.
- New ways to solve older quests.
- Reworked manor interior spaces with choices - don't want the display cases? You don't have to now.
- Fallout 3 style companion management for manor guards and others.
- Configurable automatic lighting in the manor - turn it on or off as you like, or have the maid do it for you.

And a few other things besides. While you wait, enjoy a few screenshots:

http://img291.imageshack.us/i/verresmanor.jpg/

http://img69.imageshack.us/i/stormyvillage.jpg/

http://img62.imageshack.us/i/purplehalls.jpg/

http://img693.imageshack.us/i/ancienthalls.jpg/

http://img132.imageshack.us/i/manorsittingarea.jpg/
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Vickey Martinez
 
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Post » Fri Oct 08, 2010 7:37 pm

Congratulations on the mod being 1 year old already, the new features are simply having me drool all over the keyboard...
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lydia nekongo
 
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Post » Sat Oct 09, 2010 4:12 am

I second the drooling and will be eagerly awaiting this upgrade.
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Dagan Wilkin
 
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Post » Sat Oct 09, 2010 2:43 am

one of ther best mods out there :D
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Chris Guerin
 
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Post » Sat Oct 09, 2010 5:15 am

anyway to make npcs from this mod essential. i use crowded roads advanced and the bandits, suppliers etc end up killing most of the people in the village
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Esther Fernandez
 
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