[RELz] AFK_Weye

Post » Sat Oct 09, 2010 3:28 am

I downloaded this mod a long time ago on an Arthmoor related mods binge, and I have to say it looks fantastic. I've never actually gotten anywhere in the quests because I'm a spaz and get sidetracked, but just the asthetics are pleasing enough to have this on in my LO, along with RR it's a whole new area, and it's all fantastic, thank you!
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Fri Oct 08, 2010 8:23 pm

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.

I have had COBL for a while. The biggest things about it, I think are the races additions (hairs and eyes etc.) and the integration of ingredients etc.
Patch wise the main things I know of are the static alchemy tools and sorters, as well as special containers (fruit bowl containers and the like), features for using with mods for hunger and thirst, and finally the Luggage - which is a single chest which 'follows' the player to settle at any owned house you are at.

Personally, I probably wouldn't install such a patch if it involved an extra .esp file - Getting near the upper limits as it is, and it I don't think it is really worth it.
A COBL version replacement esp life; I would download, but not something I would go out of my way to request.

I would say that once you feel that you have completed this mod to your satisfaction (no updates expected etc.) and feel like making it COBL friendly, as a little bonus extra, then I would welcome it, but other than that I probably wouldn't bother. (Although I don't use any Real hunger/thirst mods etc. - so such players might get more out of it than I.)

*Oh: Thanks for the update on the new version - sounds fantastic. And voice acting to boot! (I am one that thinks that takes a mod to that next level.)
User avatar
Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

Post » Sat Oct 09, 2010 3:44 am

Thanks, I'll keep that in mind.

Also, I've got a little bit of the voice stuff back, and it sounds amazing in game. I'm pretty excited about it.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Fri Oct 08, 2010 9:54 pm

...
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.


I for one would be VERY interested in a Cobl patch for 2.0... I love Cobl and feel that everything benefits from it, so Coblize away, please :P
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Fri Oct 08, 2010 4:56 pm

Just aquired the Manor in Weye, and purchased the Alchemy Lab.... but I can't seem to find it.

Any clues? Is it actually part of the mod or something intended for a later release?

Otherwise, loving the mod - thanks so much.
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Fri Oct 08, 2010 6:35 pm

It's on a table in the bedroom, such as it is. You'll see three chests. It's a little lame, I will agree, and when 2.0 comes out it will be much better.
User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Sat Oct 09, 2010 12:14 am

Oh - okay. I'll check that out. I was looking for something more like the labs in Glenvar or Wolfspike Castles...but I think those all use cobl resources.


Very much looking forward to version 2. This is one of the highest quality mods I've played - not to discredit anyone else - but you have a sense of aesthetic and feel that matches up nicely with the gameworld I imagine myself to be playing in. Thanks for your work.

ETA for version 2?
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Fri Oct 08, 2010 10:58 pm

I just wanted to add my two cents. I downloaded the mod a few days ago and so far I thoroughly enjoy it. I think it adds some much needed diversity and population to the area - the kind that most of Tamriel would benefit from - and the dialogue I have encountered is well thought out and interesting.

I say cheers to your mod, :foodndrink: if you happen to decide to make any other town or village mods ill certainly DL them as well.

Also about the COBL patch idea, I happen to also use it and I really like what it adds to the game. I feel like just about any mod would benefit from COBL and its integration and other cool ideas. So I also give the COBL patch idea a big thumbs up :goodjob:
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Sat Oct 09, 2010 4:49 am

Thank you both (and everyone else) for the kind words. Glad people are enjoying the thing.

There seems to be a reasonable enough amount of interest in the idea of a COBL patch that I imagine that I'll go ahead and make one in some form, either as a patch or a seperate full version.

@jack.q.frost - ETA for 2.0 is unknown as of yet. Testing goes quite well, and I think I'm coming to the end of that process. I'm just now starting to get the voice acting back from people, however, and that's going to be a lot of work, both on the actors' end and my own. I'd say at least a month, if not somewhat more than that, depending. I'd go ahead and release it without the voice work, but there are several integral parts of the 2.0 experience that just won't work without it.

The good news is, I'm making use of the delay to make a bunch of small improvements here and there, polishing off any of the rough edges that are left.

Love to tell you it's going to be done sooner, but if I want it to be done right, it's going to take some more time.
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Fri Oct 08, 2010 2:11 pm

Hi all,

It's been about a month since I've said anything regarding 2.0, so I wanted to give you all a status update. The short form is that there have been a few snags, but I think we're more or less out of the woods, and the mod is in beta now. Once my testing crew gives me the ok, I'll be releasing it to you all, hopefully well within the month. We're pretty much down to small bugs now, so I'm fairly optimistic. The wait and the work have been long, but I hope you'll agree with me that they've been worth it.

There are a few things I should mention now by way of preparation, however:

- Previously, I had said that 2.0 would have full voice. Unfortunately, due to real world time constraints on almost all the actors, plus the sheer number of lines to be voiced, it seems highly unlikely that this will happen. It is instead very likely that 2.0 will released with minimal to middling amounts of voice acting, with full voice coming in a later release. I cannot justify holding up the mod for what will likely be several months, so this is the way it's going to have to be.

- Despite my commitment to AFK_Weye being provided ready to play out of the box, with no reliance on other mods or apps, it seems increasingly probable that 2.0 is going to require the player to generate their own silent voice files, either via Gecko or http://tesnexus.com/downloads/file.php?id=16622. This is a file size issue. AFK_Weye 1.21 clocks in at something like 3 MB. Beta versions of 2.0 with just meshes and textures are about 40 MB. Beta versions of 2.0 with voice are looking to be in excess of 200 MB. I'm willing to do that sort of thing for real voice - I'm not willing to do it for silent voice. I think you'll agree.

- Lastly, and perhaps most importantly to most of you, upgrading from AFK_Weye 1.21 or earlier to AFK_Weye 2.0 is going to require uninstalling AFK_Weye 1.21, making a clean save, and then installing AFK_Weye 2.0. That's fairly disruptive, and what it's going to mean for most of you is that you'll lose all progress in the mod, and you'll need to get all your stuff out of the manor in order to prevent it from being wiped out. Upgrading from 1.21 to 2.0 without doing this will break the mod extremely badly.

I regret having to make that requirement, and I apologize for it, but there is simply no other way to do it. Too much has changed, and if I wanted to present you all with the best mod I could give you, it had to be this way. In addition, I had been hopeful of at least providing a way to regain progress in the mod, but realized that it was simply impossible - again, too much has changed for it to work. So you'll have to do whatever you did in 1.21 over again, and I'm sorry for that. I think it will be worth it, however. I really was serious about trying to provide different ways to do things, and I'm confident that you'll find enough there to make the replay worth your while.
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Sat Oct 09, 2010 2:29 am

Great news! I for one see absolutely no hassle in having to clean save, that'll actually be enjoyable to see how the mod has evolved. This is one of the indispensable mods for me, and I'm just delighted it's getting an update. I think everyone will agree...Vanilla Weye is just wrong, and your quests really add a lot, without adding too much, if you know what I mean.

Wow, just think of all the great updates that are coming out soon(ish): this, Kragenir, UV, Deadly Reflex, All Natural + FCOM at some point... and all the others regularly updated... We players are just spoilt.

Thank you dwip! :foodndrink:
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Fri Oct 08, 2010 9:25 pm

I've actually started a new game. And deliberately avoided starting on this mod, and will remove it now I think to avoid the temptation. :lol:
No worries on the voice angle, I for one quite understand, and "as is" will do just fine for now.

(Could you make sure to clean the Meshes with PyFFI, and the esp with Tes4Edit before release? ;) I like a nice clean mod I do, and it save me (us) having to do it myself. :celebration: )
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Fri Oct 08, 2010 1:05 pm

There is definitly something amiss with Weye in my game and the characters from this mod.

Played through the Goblin caves and the
Spoiler
city below that OK. and got the lizard back to his friend.


Also took the task to
Spoiler
break into the mannor to get the ledger, but have not had it looked at yet by the townsfolk - did that before going to the goblin cave. I got in by using invisibility and sneaking past the guards - or so I thought anyway they didn't attack once out.


I've had an issue where I've been crashing every time I go into Weye, so in testing stripped out all replacers. After finally being able to get close I saved right before the town loads. Here is what is strange - now the NPCs of the town walk up to me and initiate conversations - even if they have nothing to say. And the Guard outside the mannor unsheathes his weapon and feigns attacks against me. Then the two shopkeepers across the way get involved and they do this weird thing where they attack the guard the they all go peaceful then posture and attack again. Over and over like some modern dance act.

It is as though they have two sets of AI that is conflicting with their normal schedule.

I got to pretty much anywhere else in the game and do not get this behavior. It is only happening there and to those NPC.

I've looked in tes4edit and there seems to be no overt overwriting of the NPCs behavior by other mods (except three vanilla that OOO touches but they aren't doing this).

So my thoughts ...
The guard did know I broke in but is only now attacking. I really tested it then and he has no reaction to me after I broke back out and had the ledger with me.
The new tags for FCOM (force AI packages is causing havok).

Anyone else have this issue?

[edit] Hmmm ... ok no the issue of NPCs initiating conversations with me is happening elsewhere, just not as frequently as those in Weye. That must be the new Wrye Bash tags because I've not added a new mod in weeks. That leaves the faction disputes. Speaking of which the if the two shopkeepers kill aethor then then all seems ok again. I know he is not essential but this just doesn't seem right and smacks of a bug to me.
User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Fri Oct 08, 2010 11:51 pm

Psymon -

As you say, the conversation thing isn't an AFK_Weye bug. No idea what's up with that, but there's a very limited set of quest-related circumstances that AFK_Weye NPCs will ever initiate conversations with you. You will know them when they happen.

The Aethor thing, however, IS a known bug in 1.21, and here's how to fix it:

Option A: Just let Aethor get killed. A little out of the ordinary but won't break anything.

Option B: Drop into the console, click Aethor, and type setav aggression 5. Problem should be solved.


Vargr -

Have no fear, both cleaning and PyFFIng will happen before release. I think Arthmoor would kill me if I didn't. ;)
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Fri Oct 08, 2010 5:47 pm

The new tags for FCOM (force AI packages is causing havok).


What tag is this?
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Fri Oct 08, 2010 5:17 pm

Thanks Dwip - will try option B.

Maybe that has something to do with an NPC I see get slaughtered in the Farageal Inn too.

Arthmoor - posted in the Wrye Bash thread about that.

Damnedest thing too - often NPCs will now suddenly initiate conversations requiring me to click out of it every time. Grrr Now I want infamy - leave me alone.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Fri Oct 08, 2010 7:45 pm

Vargr -

Have no fear, both cleaning and PyFFIng will happen before release. I think Arthmoor would kill me if I didn't. ;)

Heh, yeah. :lol:

Just something I think needs to be spread around more, as it tends to make things run that much more smoothly when one has many mods in play.
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Fri Oct 08, 2010 2:14 pm

I'd wait to kill him after the mod releases, of course. :)
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Fri Oct 08, 2010 2:49 pm

Well since option B did not work - having typed setav aggression 5 in console after clicking on him - I guess I'm going to avoid the town until this mod is updated.

what is the eta on that?

Hopefully leaving that quest unfinished won't be a harmful thing with the update and that the update will fix that.

After doing that console command Aethor took turns tying to kill me then the shopkeepers who joined in the fray all punctuated by the shopkeepers initiating conversations with my character.

The lizard would summon daedra to go after Aethor then as he was being slaughtered everything would stop and he would be saying to me "ah my savior ... would you like to buy a spell?"

Spoiler
If that lizard guy could summon Daedra then how did goblins keep him prisoner?


[edit] Oh just having read http://www.gamesas.com/index.php?/topic/961003-relz-afk-weye/page__view__findpost__p__16004306 above - I should just let the little bugger die.
In fact since the only thing I've done is the dungeon part - maybe I should ditch this mod until the update comes along.
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Sat Oct 09, 2010 3:12 am

I'd wait to kill him after the mod releases, of course. :)


You're too kind. ;)


Psymon -

That way generally works, but it's possible there's more going on in your game. You can also just let him get killed, which doesn't break anything.

ETA on 2.0, per my post on the previous page, is hopefully within the month, as soon as my beta testers give it a clean bill of health and I can get a couple other ducks in a row.

Leaving the quest hanging won't really hurt anything (save for Aethor getting killed), but you should be aware that you'll need to clean save without 1.21 installed in order to successfull upgrade to 2.0. As you say, you may wish to wait on the quests until 2.0 comes out.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Fri Oct 08, 2010 3:28 pm

That way generally works, but it's possible there's more going on in your game. You can also just let him get killed, which doesn't break anything.

ETA on 2.0, per my post on the previous page, is hopefully within the month, as soon as my beta testers give it a clean bill of health and I can get a couple other ducks in a row.

Leaving the quest hanging won't really hurt anything (save for Aethor getting killed), but you should be aware that you'll need to clean save without 1.21 installed in order to successfull upgrade to 2.0. As you say, you may wish to wait on the quests until 2.0 comes out.

So regardless of version a clean save is required?

Will there be new quests or a reason to play the old ones. I really can't see going back down that far into that dungeon again. It was fun overall but the puzzles weren't that fun.
User avatar
Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Fri Oct 08, 2010 6:41 pm

So regardless of version a clean save is required?

Will there be new quests or a reason to play the old ones. I really can't see going back down that far into that dungeon again. It was fun overall but the puzzles weren't that fun.


Yes, no matter what version of AFK_Weye you have now, 2.0 will require a clean save without AFK_Weye present. As I said in that post you linked, I'm not all that happy about requiring it, but that's how it has to be.

As to what there is, I've talked about the full list of features in several other posts that you can read if you care to, but suffice it to say that yes, there is a considerable amount of new content, both in the form of quests and other things, and heavily, heavily revised old content, both in the quests and stuff like house upgrades, dungeons, and followers that you probably haven't yet seen. It will, I assure you, be worth your time, especially if you haven't yet played through what AFK_Weye has to offer already.
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Fri Oct 08, 2010 5:34 pm

Forgive me if this has already been asked prior, but will the current patches to make AFK_Weye compatible with "RTT", "Lake Rumare - Region Revive" still work for the new version?
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Fri Oct 08, 2010 5:51 pm

They will. Or, rather, the RTT one will without alteration, the Region Revive one is being updated.
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Fri Oct 08, 2010 4:56 pm

Leaving the quest hanging won't really hurt anything (save for Aethor getting killed), but you should be aware that you'll need to clean save without 1.21 installed in order to successfull upgrade to 2.0. As you say, you may wish to wait on the quests until 2.0 comes out.

I'll do just that I guess also. Still refining my modlist for now anyway after a few months hiatus of playing other games. I was pleasantly surprised to find out that a new version was in the works for this mod. Looking forward to its eventual release. :)
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

PreviousNext

Return to IV - Oblivion