[RELz] AFK_Weye

Post » Sat Oct 09, 2010 12:51 am

I assume that the problem is with Crowded Roads NPCs attacking Weye NPCs and not the other way around?

1. You should be able to do this via the console. Walk up to an NPC, toggle the console with the ~ key. Click the NPC, their name should show up at the top of the screen. Type "setessential 1" without the quotes and toggle off the console. If they're already dead, click their corpse, type "resurrect" followed by "setessential 1" and toggle off the console. You should then be fine.

2. You can also go into the CS and change all the relevant NPCs to being essential, assuming you have access to the CS and feel like doing it. All of the relevant NPCs have an AFK prefix and should be easy to find.
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Emily Graham
 
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Post » Sat Oct 09, 2010 3:34 am

I assume that the problem is with Crowded Roads NPCs attacking Weye NPCs and not the other way around?

1. You should be able to do this via the console. Walk up to an NPC, toggle the console with the ~ key. Click the NPC, their name should show up at the top of the screen. Type "setessential 1" without the quotes and toggle off the console. If they're already dead, click their corpse, type "resurrect" followed by "setessential 1" and toggle off the console. You should then be fine.

2. You can also go into the CS and change all the relevant NPCs to being essential, assuming you have access to the CS and feel like doing it. All of the relevant NPCs have an AFK prefix and should be easy to find.



fantastic. thank you. yes C Roads was killing the Weyenors.

another idea/req since your taking em... property tax on the manor. you can pay dues to the one lady who sold you the hovel in the waterfront.
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sexy zara
 
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Post » Sat Oct 09, 2010 2:29 am

You must be using the odball variation on CR that spawns hostiles. I personally never cared for that because they kill too many NPCs who would otherwise survive just fine.

Personally I wouldn't want property taxes so if something like that were to get added, I'd want it optional.
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lacy lake
 
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Post » Fri Oct 08, 2010 6:59 pm

Personally I wouldn't want property taxes so if something like that were to get added, I'd want it optional.

Seconded.
As I recall, there is a mod out there that does that sort of thing. Not exactly my cup of tea.
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maddison
 
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Post » Sat Oct 09, 2010 3:29 am

fantastic. thank you. yes C Roads was killing the Weyenors.
Consider changing tohttp://www.tesnexus.com/downloads/file.php?id=20575 instead.


another idea/req since your taking em... property tax on the manor. you can pay dues to the one lady who sold you the hovel in the waterfront.
I could quite easily add tax for the manor to Enhanced Economy's house tax feature. In that case, the dues would be payed to any guard in the area.
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Bitter End
 
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Post » Fri Oct 08, 2010 4:00 pm

Dwip can chime in with more authority on the matter, but I'm not sure taxing the manor and paying local guards that money would fit in story-wise with the circumstances of how you acquire it.
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Charlie Sarson
 
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Post » Fri Oct 08, 2010 11:39 pm

Taxes, taxes, beautiful lovely taxes!

[/Prince John]

Speaking for myself, I'm not a huge fan of the taxes thing, and most people chiming in seem not to be either, so between that and my feature adding fatigue, I think we'll keep taxes out of AFK_Weye proper. TheNiceOne, if you want to add something to Enhanced Economy, or if somebody else wants to write something for it, that's perfectly fine.
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Claudia Cook
 
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Post » Fri Oct 08, 2010 2:27 pm

Screenies look nice. Looking forward to the new release.
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naana
 
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Post » Sat Oct 09, 2010 3:30 am

I got a bug in "All That Glitters."

I got the map marker pointing to Walker Camp, but I decided to do other things.

Well Fredas must have passed because I got an update while sleeping in Frostcrag Spire that I tracked so-and-so to Kingscrest Cavern! :confused:
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Dina Boudreau
 
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Post » Sat Oct 09, 2010 2:50 am

You know, I'm pretty sure nobody's hit that particular bug before. I'll have a look at it. Thanks.

You shouldn't have any trouble finishing All That Glitters, so no worries, I think.
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Prisca Lacour
 
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Post » Fri Oct 08, 2010 6:12 pm

I know you are in alpha testing now, so these comments are probably too late for your planned release, but I thought I would pass them along anyway, before I forget.

I just finished replaying all the quests in my current game.

-Forget-Me-Not
-- It would be nice if Publius Candidus acknowledged that you brought his daughter's killer to justice.

I had this brainwave: One of my favorite mods from Morrowind is Emma's White Wolf of Lokken Mountain. Once of the things she did there was add some small quests that could be performed after the completion of the mod's main quest. This would be a great extension to Weye. The additional quests would not have to be anything major and some could be recurring, such as:
- NCP lost "item x", please find.
- Create trade routes for merchants:
-- new wine for Nerussa
-- some exotic foreign thing for Thalonius
-- additional item(s) for any new merchants you might have added
-- basically go to some merchant in another town, have a chat and return, then the Weye merchant has a new item for sale.
- I'd love to see a street party celebrating the completion of the main quest, or as a regularly scheduled event, like a harvest festival.
- I'd love to be able to have a party in the manor with invited guests. (Could be predetermined local NCPs, not looking for anything real open-ended.)
- invite NCP to Wawnet Inn for a drink, NCP invites player to Wawnet Inn for drink
- the clichéd wolf attack problem
- something is ruining local fishing
- neighbor wants to "borrow" an ingredient or a tool
- neighbor invites player over for dinner, player invites local NPC over for dinner.
- local fisherman/farmer/hunter found giant pearl/rare herb/animal, would player like to purchase? or perhaps some complication ensues.
Rewards would be token or non-existant. You're just being part of the community and/or earning your right to the Manor.

Screenies look great, looking forward to the new release.
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leigh stewart
 
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Post » Fri Oct 08, 2010 3:39 pm

Pvan -

Thanks. I really appreciate the input. It's made a pretty large difference in what features have been added to AFK_Weye 2.0. You're correct that most of what you've suggested is a bit too involved for me to go adding in the now late stages of alpha testing, though I've anticipated a few of your ideas. More on that in a sec. Too, if you haven't been trying your hand at quest modding, you should really pick up the CS and do so. This is good stuff.

All -

It's been a while since I've said anything about progress, so let me talk a bit about that.

AFK_Weye 2.0 is currently in the very late (hopefully) stages of alpha testing. While minor features are still being added from time to time, I'm pretty much focusing full time on bugfixes right now. I'm pretty confident there's not going to be too much more of that, so that's good. Meanwhile, I've contracted out for voice acting with the talented folks at TESA, and when I get files back from them, AFK_Weye will have voice. There are well over a thousand lines to be voiced, so this part might take a while, but it is my hope that AFK_Weye 2.0 will have full voice acting. Following that, I'll need to do a short beta to make sure all the voice stuff works, and then I will release it to you all.

Bottom line is, it's going to be a time yet, but we're getting closer.

Since the mod is now pretty much feature complete, why don't I give you all a slightly better list of changes and additions to whet your appetites?

- Many, many (well over a hundred) major and minor bug fixes from 1.21.
- Many, many cosmetic changes to both Weye and the manor thanks to my newfound skills at Blender and Nifskope. Among other things, a new stall for Thalonias and a balcony for the manor.
- New and rearranged furnishings in the manor, including a choice between a cozy seating area and display cases for the entry, a new guest room area for companions, and a revamped alchemy area that isn't in the bedroom.
- Fireplaces and lighting in the manor that can be turned on and off manually or automatically by the maid. You can pick and choose room by room.
- Vastly revamped equipment for some NPCs, including custom armor retextures and a few special surprises. Some new items in Weye shops.
- Fallout 3 style companion management for Weye guards and companions, with equipment sharing, multiple AIs, and variable follow distances.
- Expanded dialogue. Weye NPCs will now gossip in the streets about each other and you.

- New Quest: A Wolf In the Fold.
- New Quest: Shiny Things.
- New Quest: With A Hungry Heart.
- New Quest: Elemental Arrows (replaces the old elemental arrows available from Lucius Decimus).
- New Quest: Goods For Thalonias.
- Several smaller unmarked quests.

- Added multiple possible paths to completion for Death and Taxes.
- Added multiple possible paths to completion for All That Glitters.
- Many cosmetic changes (not to mention bug fixes) during Property Rights.
- Introduced better cleanup for major areas after When You Wish Upon A Star.
- Many cosmetic changes to Zombies In the Mist. Added continuation to Zombies in the Mist.
- Better cleanup and bug fixes during Forget Me Not.
- Added new stages to Down In A Hole.

There's more than that, mind you, but that should give you a sense of things.
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Scott Clemmons
 
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Post » Sat Oct 09, 2010 12:55 am

Sounds wonderful. I'll start a new game in honor of AFK_Weye 2.0 when it's released.
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Cameron Garrod
 
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Post » Sat Oct 09, 2010 2:44 am

I'm currently installing new my game and testing. Doing so, I noticed that the elderly couple is hanging outside the Wawnet Inn in the middle of the night. Looks like they don't have Sleep Packages?
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Barbequtie
 
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Post » Sat Oct 09, 2010 2:49 am

They're supposed to do that. Plot reasons, never mind not wanting to bog things down with AI packs and bedrolls that won't see much use.

Of course, now that you've said something, I'll probably go change it. What they're doing IS the way I designed it, though.
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Alba Casas
 
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Post » Fri Oct 08, 2010 10:35 pm

I'd like to see an alternate way of completing the first quest.

As a Mage who never ever uses Sneak being suddenly forced to rely on all of my 5 skill was :blink:.
Fortunately I had Invisibility and Chameleon to get in and out.

My other choice for playing the game would have been a straight fighter, and I don't want to know how that would have turned out. :unsure:
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jeremey wisor
 
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Post » Fri Oct 08, 2010 7:44 pm

There will be a couple of different alternate ways to do that part of Death and Taxes in 2.0, never fear. Some of them are a little more stealth intensive than others, some not so much. Also, there is at least one way already in 1.21 to avoid needing to do any lockpicking.


A couple of questions for the audience at large:

1. As I've mentioned, on the slate for 2.0 is better companion management, including sharing, distance management, and tactics management. When in Weye, all of the possible companion choices have their own living places and routines. For those of you who are companion users (I'm really not), is there anything not on that list that I should be thinking about?

2. I'm not a COBL user, but I'm given to understand that there are several things in it (alchemy sorters are the one I know) that might be considered nice for a house mod. Is there (A) any interest in having a COBL patch for AFK_Weye, and (B ) is there anybody with definite ideas on what such a thing would need to include? I've got a few ideas from looking at the COBL docs, but input from somebody who uses this stuff would be handy.
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Noely Ulloa
 
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Post » Fri Oct 08, 2010 3:41 pm

Well, ok. I don't generally travel with companions, but it would be nice to be able to equip them with different gear. Even on those occasions where I do haul one around I rarely think about tactics, because the game is terrible about executing that anyway.

Since I don't use COBL stuff other than what was forced by Ayleid Steps, I can't comment there. Personally I tend away from resources like that which are governed by someone other than me. The idea that some day something I may choose to use from it could change in ways I don't want have kept me from making use of it to begin with. Even if that means duplication of stuff over something as simple as what someone named it.
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carrie roche
 
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Post » Fri Oct 08, 2010 4:10 pm

Well, ok. I don't generally travel with companions, but it would be nice to be able to equip them with different gear.


That's what I meant by sharing. That particular feature has already been in the mod for ages, as you of all people should know quite well. ;)

Just to be clear, I'm envisioning any possible COBL support as a patch, not as an integral part of the mod itself. I've gone to pretty great lengths to keep AFK_Weye dependent only on Oblivion itself, and it's going to stay that way.
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Astargoth Rockin' Design
 
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Post » Fri Oct 08, 2010 6:34 pm

I had an issue that may have been related to your mod. When I went to the cave with the breakneck goblins, I killed them all, even the farmers women children etc. and let the argonian out and didn't go deeper into the dungeon cause it was full of dremora that would kill the hell out of me. Anyway, when I went to exit that dungeon, i got a crash to desktop. Any idea what the cause might be? Right now I'm fixing it by loading an earlier save and not doing that quest. Either way, I think I'll be waiting for weye 2.0
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Crystal Birch
 
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Post » Sat Oct 09, 2010 4:37 am

Did you get the same crash on exit multiple times? This sounds to me like one of those random crashes Oblivion likes to throw out every so often when exiting doors, etc, as there's nothing particularly special about that dungeon that might cause that crash - it's just a door. Any other mods in the area? Might be a conflict of some sort, but it seems unlikely.
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Elena Alina
 
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Post » Sat Oct 09, 2010 3:03 am

tested repeatedly. so there's no script that would run after i exit that hole? maybe placing the argonian at his new location, or changing dialogue, or anything else?
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D LOpez
 
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Post » Fri Oct 08, 2010 7:35 pm

That's...new and different.

You've done the fix load order via BOSS thing, right?

As far as Elahai goes, there's scripting involved with moving him to his new location, yes, but it should be over and done with by the time you make it to the door, and shouldn't be affected by cell changes in any event. He should teleport out about 30 seconds after you rescue him, and unless you're VERY fast, you probably won't make it to the door before his thing fires.

There's also a trigger zone outside on the road that spawns a goblin ambush, but you aren't anywhere near that, so it shouldn't be a problem.

There's nothing inherently special about that particular door or that particular cell change, so unless you've got some other mod that's doing stuff on cell loads or via scripts on doors, I dunno what to say. Certainly you're the only person I'm aware of with this particular issue.

It's possible that having a load order to look at would help identify the problem, but my skill at such things isn't particularly good.
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Red Bevinz
 
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Post » Fri Oct 08, 2010 8:17 pm

Try disabling AI and Scripts (TAI and TSCR from the console) before exiting the cave and see if that helps.
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Kieren Thomson
 
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Post » Fri Oct 08, 2010 6:13 pm

nah, i'm just gonna dodge all the weye related quests till 2.0 comes out, then install everything. Till then, it's just extra scenery, which is fine because i always thought the world was a bit too sparsely populated, even with better cities and region revive rumare and all the other [censored] i installed (along with all of their compatibility patches, BOSS'd load order, and properly tagged bash patch.
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Verity Hurding
 
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