[RELz] AFK_Weye

Post » Sat Oct 09, 2010 5:26 am

Found another bug, in Kingcrest smuggler area, I had to tcl through one of the rock walls to activate the rope switch. Both rock walls had the switches located in the bandits area and were inaccessible to me. Unless I was supposed to wait until they opened one of them?
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carrie roche
 
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Post » Sat Oct 09, 2010 4:39 am

Both of these are by design.

The duelist quest needs an open quest in order to do certain post-quest things. I thought I had moved that stuff to its own unmarked quest, and I guess I didn't. Likely this will change in any future updates (which won't be now - my gaming comp is dead at the moment). So that quest will stay open indefinitely.

As to the Kingscrest stuff, there is another, well-hidden switch on your side of the rock walls that lets you in. You can find it
Spoiler
on the back side of one of the rock pillars by the stair platform you enter on.

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Charity Hughes
 
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Post » Fri Oct 08, 2010 5:48 pm

I finished the Breakneck quest last night. Took me a few hours total, and the end guy was pretty nasty - he almost tore me apart at L20, but I managed to beat him with judicious use of healing spells (I was completely out of potions), lots of destruction spells, and a bit of luck. It was well worth it, though.

Thanks alot. I first installed Region Revive, but the choise got hard when AFK_Weye came out. I also have installed the Guards of Cyrodiil mod, and it turned out it was incompatible with Region Revive. I therefore switched RR for AFK_Weye, but being able to use both is of course very tempting.

Same here. Thanks, Arth!
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Brentleah Jeffs
 
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Post » Sat Oct 09, 2010 3:37 am

Updated the readme slightly to better talk about the patches. If you've followed this thread at all, you know it all already.

phillygirl41 -

Shouldn't be any particularly dramatic FPS issues with AFK_Weye, especially not in Weye itself, although you may experience a slight drop in the rear of the manor if you get all the upgrades. I did all of my testing on a pretty bogged down system, and didn't notice any particular FPS issues, so you should be ok. I'd be interested if there were any.

WalkerInShadows -

I finished the Breakneck quest last night. Took me a few hours total, and the end guy was pretty nasty - he almost tore me apart at L20, but I managed to beat him with judicious use of healing spells (I was completely out of potions), lots of destruction spells, and a bit of luck. It was well worth it, though.


This makes my evil modder's heart gleeful indeed - that's about what I hope people will say. He was fun to build. *cackles evilly, rubs hands together*

Curious about a couple things, though, now that you've been through it. How bad was
Spoiler
the runestone puzzle in the Ageasel
to figure out? And what about
Spoiler
rescuing the imprisoned ghosts? Did you get the rewards ok?
. Some question about those in the beta testing.
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Alada Vaginah
 
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Post » Fri Oct 08, 2010 1:50 pm

Thanks for the info on the duellist quest and kingscrest; don't know how I missed that switch :embarrass: . I really liked the
Spoiler
runestone puzzle and the sidequest freeing all 4 ghosts, but I didn't have a scroll or potion of nighteye, and I use the Staff of Magius for my torch, so didn't have a torch either (for the last ghost). I ended up adding a torch via the console to give to him
. One thing that bothered me
Spoiler
in fighting the endboss vampire in the next quest was how easy he was compared to the 4 vampires just outside the crypt. I think he should've been tougher?
Just an idea, though.

So far, this mod is really nicely done and I'm enjoying it immensely!
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Travis
 
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Post » Fri Oct 08, 2010 11:51 pm

Glad you like it.

Don't feel too bad about the switch - I wanted it to be hard, and I guess I succeeded. ;)

As to the
Spoiler
torch for the ghost, there are two or three (I think three) spots prior to him to get an item
, just so you wouldn't need to do that. Ah well. I'm a bit confused about
Spoiler
the end of quest vampire, though. In all the twenty or thirty times I've done that part, he was always significantly harder than those other vampires.
I'm interested as to how your experience with that section played.
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Auguste Bartholdi
 
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Post » Fri Oct 08, 2010 1:24 pm

No problem.
Spoiler
The fights in the lower levels of the house were tough and then when he knocks you out, I thought, crap he's gonna be tough later so maybe I just had too high expectations. The four vamps right before the crypt took my health down to about 25% and that was using potions. When I fought him, though, he just threw spells at me that didn't do much damage.
Also, I'm running Viconia through these quests at the same time fwiw. She doesn't have super gear, though; just a distraction for the most part.
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Janeth Valenzuela Castelo
 
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Post » Fri Oct 08, 2010 1:11 pm

Found another minor bug - the Free My People quest isn't completing, even though I've technically completed it.
Spoiler
It seems to be tied to the quest you get from the Ayleid king (I can't remember the name); I got all the elves to go to the well and pass on to their final reward, which should've completed Free My People too, right? Or am I missing something? I just realized last night that I had gotten the quest to go find the merchant's supplies and/or his missing friend, and that it pointed right to Breakneck, so I obviously missed something in the goblins' lair too. :P

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Emma Copeland
 
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Post » Sat Oct 09, 2010 4:58 am

Very cool! Thank you for this.

Mods like this are my favorite.
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Calum Campbell
 
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Post » Sat Oct 09, 2010 12:47 am

Javros -

Hope you like it.

Hawt06 -

I'll have a look definitely, although by my recollection
Spoiler
he throws around 100-150 damage lightning spells. Although I may be confusing him with somebody else, like the Storm Magus.
I'll see if I can't make it a bit more interesting.

WalkerInShadows -

That does appear to be a bug.
Spoiler
Freedom For My People ought to be completing no matter how many ghosts you free at the same time you complete Beneath Your Darkest Fears at the well.
Apparently not so much, though. I'll have a look at it once my Oblivion comp comes back to life. Main thing is that Beneath Your Darkest Fears completes. If it did that, you should be ok. And yes, you might want to explore a bit more. ;)
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RaeAnne
 
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Post » Fri Oct 08, 2010 11:03 pm

Version 1.1 has been released. This is a bugfix release that fixes a number of issues with quests not behaving properly, and re-adds a few things that got inadvertently cut off in the initial version.

- Fixed bug where Freedom For My People did not complete.
- Fixed bug where Thalonias would not offer guard services during/after All That Glitters.
- Fixed bad path node in Kerrach, Molag Garlas.
- Fixed assorted dialogue errors.
- Rebalanced Gaius Verres' spell list and powers to provide a (hopefully) more challenging fight.
- Fixed loot issues with various Breakneck goblins.
- Fixed issue where original and player versions of manor doors led to different places.
- Changed Lucius Decimus' candle to only provide light at night.
- Fixed bug with Lesser Frostarrow/Lesser Shockarrows not flying.
- Fixed bug where When You Wish Upon A Star ended improperly.
- Restored missing silent voice files for manor guards.
- Fixed bug where Waters of Anu were unreachable.

Get it at http://www.tesnexus.com/downloads/file.php?id=22828.


On another note, enough people have asked about the stones puzzle that I've decided to offer up a quick walkthrough for it. If you haven't yet done this puzzle, skip the rest of this post, as it has SPOILERS.

The quick and dirty spoiler version:
Spoiler
Tar, Molag, Bal, Mallari, Relleis - should go roughly in a circle starting from Tar, skipping Relleis to last.


The longer DIY version is this:

1. Read the center tablet. Guy who wrote it tells you that A, the stones must be activated in order, and B, there are two ways to do it, one good, one bad.
2. He also tells you that the "wood" stone must be first, followed by the "earth" stone either second or third. You can figure out which ones he's talking about by checking what the tablets are made of.
3. If you read each tablet, each one gives the name of the stone, and two other stones that might follow it: "tar sunna molag / tar racuvar bal" means that either the molag or bal stones should come after the tar stone.
4. From here, you know which stone to start with, and two possible orders. Should be a matter of just reading the tablets and figuring out the orders.
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Steven Nicholson
 
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Post » Fri Oct 08, 2010 9:09 pm

thanks for the update. haven't had a chance to play as i have been rebuilding my mod list but my test avatar really likes what he sees.
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Connor Wing
 
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Post » Sat Oct 09, 2010 12:49 am

Thank you for the update!
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kevin ball
 
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Post » Fri Oct 08, 2010 2:47 pm

Love the mod!

However I am having a bit of trouble.
Spoiler
I have fully furnished the house, and the maid gave me a melted key. I found the dungeon cells with traps and skeletons behind the cellar cupboard, though I don't know how to continue. I have scoured every inch of the dungeon, and talked to anyone that could possibly have information about this. How do I continue?

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Michael Russ
 
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Post » Fri Oct 08, 2010 1:27 pm

Nice, I didn't notice the update the first time around, thank you very much Dwip :goodjob:
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Juanita Hernandez
 
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Post » Fri Oct 08, 2010 6:11 pm

Righteous bump for a truly awesome mod.
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Erich Lendermon
 
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Post » Fri Oct 08, 2010 6:05 pm

Slight update:

- By way of belated advertising, a while back Foghorne created a patch to make AFK_Weye work with Storms & Sound. If you're interested, you can find the thread http://www.gamesas.com/bgsforums/index.php?showtopic=982790&st=0.

- As promised to many at http://www.tesnexus.com/downloads/file.php?id=22828, I have created and uploaded a walkthrough and hint file for all AFK_Weye quests, including optional ways to complete things, a list of upgrades, and a list of easter eggs and references. For those of you who don't want to be completely spoiled, there is also a list of quests with a brief hint on how to start each one.

If there is anything unclear or misleading, let me know and I'll be sure to change it. If you need help above and beyond the walkthrough, I'm more than glad to provide that, too.

You can find the walkthrough on the http://www.tesnexus.com/downloads/file.php?id=22828.
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Alex Vincent
 
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Post » Sat Oct 09, 2010 3:11 am

excellent mod. although i was forced to read the cheatsheet since i got a pop up message about a npc dying during one quest that was necessary for another quest. might i suggest a pop up message that lets you know to do the one quest before the other quest. :)

you might also want to up the responsibility since all the npcs added by this mod want to fight the imperial legioneers all the time.
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IM NOT EASY
 
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Post » Fri Oct 08, 2010 5:54 pm

Great dungeon quest. Hours of fun bashing foes and exploring. and I have not spent more than a few minutes in Weye yet.
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Michelle davies
 
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Post » Fri Oct 08, 2010 8:57 pm

excellent mod. although i was forced to read the cheatsheet since i got a pop up message about a npc dying during one quest that was necessary for another quest. might i suggest a pop up message that lets you know to do the one quest before the other quest. :)

you might also want to up the responsibility since all the npcs added by this mod want to fight the imperial legioneers all the time.

Aye, I kept having them get into fights with the merchants added by Tamriel Travelers all the time, too. It was a bit of a pain... :blink:
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Jamie Lee
 
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Post » Sat Oct 09, 2010 1:24 am

Aye, I kept having them get into fights with the merchants added by Tamriel Travelers all the time, too. It was a bit of a pain... :blink:


Weird, cause the TT merchants (the ones in TIE, not the separate ones) came to the aid of the townspeople when they got into fights. The legion chose to remain neutral and never even dismounted his horse. The only problem I ever really saw was one of the TIE NPCs who likes to steal from everything in sight.
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Red Bevinz
 
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Post » Sat Oct 09, 2010 4:38 am

I'm pretty interested about the idea of my NPCs fighting people, as I took a lot of pains to make them not do so. For those of you having issues, could you give me a bit more detail? Do they only fight TIE NPCs (or do TIE NPCs fight them?), or is there some other mod being used? I can pretty definitively state that this sort of behavior doesn't happen at all ever in a vanilla + AFK_Weye setup, so there must be some other culprit.
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Daniel Lozano
 
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Post » Fri Oct 08, 2010 7:45 pm

Well in my case it's probably the TIE NPCs provoking it. One of them is a "miserable little filtcher" and steals the city blind on a regular basis which sometimes provokes Thalonias or Elahai into attacking him.
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butterfly
 
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Post » Sat Oct 09, 2010 5:26 am

I can pretty definitively state that this sort of behavior doesn't happen at all ever in a vanilla + AFK_Weye setup, so there must be some other culprit.


Not quite. :lmao: I'm not running TIE, though I am using Crowded Roads Revisited. I noticed today one of the Weye NPC's got in a brawl with a Legionnaire. I'm not sure what happened as I missed the start of it, but the Legionnaire was calling him a thief and a filthy fetcher at one point! LOL So I'm guessing he stole something. I should have written his name down. It was the fellow decked out in the enchanted Orc armor if that helps. :D I think the fight may have actually spilled out into the street from the Inn.
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Cash n Class
 
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Post » Fri Oct 08, 2010 1:26 pm

Heh, your incident with the orc sounds like what happens when an NPC has no money and steals food to eat for an eat package, then gets caught. Wawnet Inn has legion presence so he'd be nabbed pretty quickly and in a fight that orc is capable of killing most of the unarmed population there.
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Latisha Fry
 
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