[RELz] AFK_Weye

Post » Fri Oct 08, 2010 7:09 pm

Dwip heres a Tip:
I think it would be better to replace that IC building with a more unique one. Players like me that want to ad realism and uniqueness to there game do not like mods that ad unique architecture from a unique in game location to another location.
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+++CAZZY
 
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Post » Fri Oct 08, 2010 6:59 pm

I'm pretty sure the reason it got used was because it's the only piece of IC architecture that's 100% intact on the outside. The rest all have open faces. It also has a matching interior. And as far as I know the building itself is not mentioned as being unique or special in any way. And it just so happens to be used by VHB as well out in the West Weald.
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MISS KEEP UR
 
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Post » Sat Oct 09, 2010 2:59 am

Best Weye mod out there. A bit laggy at times, but still the best. It makes Weye what it should have been right from the start. It's unique and looks like a trading/fishing town now. Every time I visit Weye now, I can't stop thinking why are all the other vanilla settlements so small and boring.. on a second thought this is better even than some cities.

Thanks for all the new quests and interesting npcs and for making Weye a much more better place and of course keep up the good work. You should take a closer look at the other settlements to and see it you can do something new and better with them hehe :P

Cheers!




p
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flora
 
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Post » Fri Oct 08, 2010 3:33 pm

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.

I'm not using TIE; I was using the stand-alone Tamriel Travelers that Corepc made. Somehow the merchant would end up fighting all th townspeople (usually when I wasn't looking), and since that particular one could summon up critters to help him fight, pretty much wiped out everyone. The Legion would often get involved to, usually attacking the rogue merchant (I think; it was hard t tell in the chaos).

I didn't get a chance to experiment long enough to see if it was just one problematic merchant or all of them in the area due to losing my saves shortly after...
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Charlotte X
 
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Post » Fri Oct 08, 2010 3:24 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.


Upon brief checking, this looks to be precisely the case. A large portion of the AFK_Weye NPCs have no gold, no inherent food, and varying levels of responsibility, which I'm guessing would cause problems. Why this doesn't ever seem to happen in my games, I am at a loss to say. You'd think over two years of testing would reveal these things, but apparently not. Ah well. Expect this to be fixed when I get the time.

Dwip heres a Tip:
I think it would be better to replace that IC building with a more unique one. Players like me that want to ad realism and uniqueness to there game do not like mods that ad unique architecture from a unique in game location to another location.


If you're referring to the manor in Weye, it's staying as it is, because it's supposed to look like an IC building. That whole suburb feel and what have you, never mind that Maxentius Alosius is from the IC and might be expected to build in that style. That particular exterior is also used as Umbacano Manor in the IC, but isn't particularly special otherwise.

If you're talking about Verres Manor, however, which uses Anvil architecture, I completely agree. Again, I'd use IC architecture, as it makes plenty of sense on the Imperial Isle, but it's like Arthmoor said - there's a grand total of one piece of IC architecture that works by itself, and that's the one I used for Weye Manor. So unless somebody volunteers me some new complete IC exterior stuff I can use, I'm sort of stuck, as I lack the skills to do it myself.
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Kelly James
 
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Post » Fri Oct 08, 2010 3:37 pm

fantastic mod mate.

I just completed Beneath Your Darkest Fears and Freedom For My People last night.

That boss dude at the end was rather challenging :o

Anyway, that's it. Just wanted to compliment you on a well-designed, fun-to-play mod.

Oh I will mention one thing: I get horrible FPS/stuttering in Weye when turning around. Not sure if that's related specifically to this mod but just thought I'd mention it.
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STEVI INQUE
 
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Post » Fri Oct 08, 2010 1:36 pm

I stumbled upon this unheralded mod some days again. It is indeed very nice. Or rather what I could play of it was. Sadly I ran into a show-stopping issue that eventually forced its removal. I've not seen my problem mentioned so thought I'd post it here in case anyone has a solution.

Firstly, I must say that Oblivion is normally crash-free for me. My last crash came while playing the Windfall mod over a month ago, and it was a freak occurrence likely caused by computer issues I battled (and solved) at the time. I run Vista64, but Oblivion has its own partition and is not installed on C-drive.

Anyway, I installed the mod. All seemed well for a while. I rescued the mage/merchant from a goblin cave, returned to Weye, faced the town's supressors and became lord of the manor. I believe I bought all house upgrades before things went amiss. In any case, I returned to the manor to explore my new home. Inside, I opened a door leading to the upstairs level. Instead of zoning to the appropriate room the screen went black, followed by a message stating that the game had stopped responding. I had to launch Task Manager, switch to Windows, go back to the error screen and then terminate Oblivion.

Hoping this was another freak occurrence I reloaded the game and continued on. Sadly, it eventually happened again. I can't recall exactly where or what I was doing that time, but it was AFK_Weye related for sure. At that point I admitted defeat, uninstalled the mod and deleted all save files related to it.

Those first two times I had no mods known to conflict with AFK_Weye. I had just finished Verona House Bloodlines, but made sure to follow the readme load order recommendation. I do have several Imperial City mods:

-DarkerRegalICredimized.
-CityLights_IC.
-ImpeREAL_City_Unique_Districts.
-etc. (see below for specifics).

I don't see how the above could adversely effect AFK_Weye. That said, DarkerRegalIC does of course alter the cosmetic look of the manor since that is modeled off an IC structure. And of course it does the same for the Imperial Bridge between IC and Weye. DarkerRegalIC does this with several VeronaHouseBloodlines structures too, and likely effects others. But, its changes never caused issues before, so I assume it either isn't a problem for AFK_Weye or that if it is it's a Weye specific issue. Still, it might be worth investigating.

After removing AFK_Weye, I installed several mods that effect the Imperial Isle:

-RR_LakeRumare.
-NewRoads&Bridges.
-UL_Imperial_Isle.
-all appropriate compatibility patches known to me.

Once those were in place I had played enough to insure that they caused no issues. I then re-downloaded AFK_Weye and all (so far as I know) its compatibility patches for the newly installed Imp_Isle mods. This time I has less luck that before. I was able to briefly explore the village and talk with the few available NPCs. I then took a RL meal break. I saved, either at the Weye outskirts or just outside Verona House. Either way, after eating I launched Oblivion intending to continue on with Weye. After only a minute or so (if that) of doing nothing but walking and admiring the view, POOF, black screen with the ...stopped responding... message. At that point I again uninstalled and deleted AFK_Weye.

I have played Oblivion some hours since the final AFK_Weye removal. It is again problem-free.

Here is a copy of the Vista Trouble Report from the third (final) freeze:

Problem Event Name: APPCRASH
Application Name: Oblivion.exe
Application Version: 1.2.0.416
Application Timestamp: 462392c7
Fault Module Name: Oblivion.exe
Fault Module Version: 1.2.0.416
Fault Module Timestamp: 462392c7
Exception Code: c0000005
Exception Offset: 003982d0
OS Version: 6.0.6002.2.2.0.768.3
Locale ID: 1033
Additional Information 1: 2ccd
Additional Information 2: b7a25245ecd6b36b9d66fa98ae9b5ff2
Additional Information 3: 76df
Additional Information 4: 28d43f286554e99dc5f4c3e1ba865179

Not much to go on I know, but...

Oh yeah. I do run the Crash-Prevention mod. But since it didn't prevent any of the Weye-related crashes there are no log references.

I did experiment slightly with load_order between the first and second crashes. That could of course still be the cause, but it looks pretty safe to me:

-- Oblivion.esm
--Kvatch Rebuilt.esm
--Windfall.esm
--Unofficial Oblivion Patch.esp
--UOP Vampire Aging & Face Fix.esp
--Oblivion Citadel Door Fix.esp
-- Knights.esp
--DLCShiveringIsles.esp
--exhSIPalacelodge.esp
--Kvatch Rebuilt.esp
--ImpeREAL City Unique Districts - All the Districts - Merged.esp
--ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp
--ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp
--GTAesgaard.esp
--The Lost Spires.esp
-- Windfall.esp
--VHBloodlines 1.2.esp [moved just below Region Revive - Lake Rumare to fix visual conflicts in Verona]
--oc_darker_nights.esp
--DropLitTorchOBSE.esp
--Rainbows.esp
--DecoratorAssistant with OBSE v1.1.esp
--Quest Award Leveller.esp
--Quest Award Leveller - Knights of the Nine.esp
--300 Regal Imperial City 2.esp
--CityLights - ImperialCity.esp
--Region Revive - Lake Rumare.esp
--AFK_Weye.esp - REMOVED
--Rumare-AFK_Weye Patch.esp - REMOVED
--road+bridges.esp
--NRB4 Standard Road Record.esp
--xulImperialIsle.esp
--NRB4+UL-II Patch.esp
--RegionReviveLakeRumare-ImperialIsle patch.esp
--NRB4+RR Patch.esp
--WindowLightingSystem.esp

The above is my current load-order reflecting the installs of those above-mentioned Imp_Isle mods. The first two crashes occurred before they were active, the third after.

Any solutions or practical suggestions are mostly appreciated.

Thanks in advance!

-Decrepit
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kyle pinchen
 
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Post » Fri Oct 08, 2010 3:03 pm

Away From Keyboard Weye? :lol:
But hey it looks cool! :goodjob:
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Jonathan Montero
 
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Post » Fri Oct 08, 2010 5:23 pm

Just a quick question. What level of player would be a good level to play through the quests (if in the readme, Ill look again tonight). My character is currently level 2.
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James Smart
 
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Post » Sat Oct 09, 2010 2:20 am

I see that I need to check my thread more often.

orbitor -

Glad you liked it. And yes, the stuttering probably IS Weye-related. I added a lot of stuff to the exterior, which can slow people with older systems down. Not much that can be done, I'm afraid.

Nic-V -

Yup, Away From Keyboard Weye. Very long-running inside joke that's from http://www.smaugmuds.org/index.php?a=page&p=14 I did for a long time.

Chakka -

Note to self: Put this in the readme...

You can get started at level 2 - you'll be challenged, but it's possible. Level 3-5 may be a better starting spot, but you'll have more fun the earlier you complete the first quest, Death and Taxes. That way, you'll have the satisfaction of growing the town as you level, and you can grow into the more challenging quests.

There are sections that you'll want to be higher level for, but these are I think more or less obvious. If it gets too hard, you can almost always back off and come back later.

Hope that helps.

Decrepit -

Sorry to hear you're having problems. Misfortunately, I'm not entirely sure how to help - I'm no good with mod crashes, but I can think of a few things:

--ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp // may be an issue requiring LOD regeneration?

--WindowLightingSystem.esp
--CityLights - ImperialCity.esp // Not sure what these do precisely, but they seem like they would affect Weye, so...

--Rainbows.esp
--oc_darker_nights.esp // I think somebody was having issue with weather mods before. Could be an issue here too, although I find it sort of dubious.

Things that definitely, for sure are not your problem:

--Kvatch Rebuilt.esm
--Unofficial Oblivion Patch.esp
--UOP Vampire Aging & Face Fix.esp
--Oblivion Citadel Door Fix.esp
-- Knights.esp
--DLCShiveringIsles.esp
--Kvatch Rebuilt.esp
--The Lost Spires.esp
--Region Revive - Lake Rumare.esp
--road+bridges.esp
--NRB4 Standard Road Record.esp
--NRB4+UL-II Patch.esp
--NRB4+RR Patch.esp

UL:Imperial Isle and VHB shouldn't be issues either, but.

Were it me, I'd start with checking the window lights and going from there. Beyond that, I'm not sure. Somebody else may have some better ideas.

Either way, hope you can get it to work, and thanks for checking it out in any case.
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Lucie H
 
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Post » Fri Oct 08, 2010 10:36 pm

@Decrepit:

Ok. Strange situation indeed. It crashed on you more than once inside the manor? And again outside?

Have you tried loading the game with only AFK_Weye active?

Have you done any custom BSA building? Any PyFFI work? Running any texture replacers that haven't been mentioned so far?

What are your PC specs, aside from Vista64?

Also, have you run your load order through BOSS?
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Darian Ennels
 
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Post » Sat Oct 09, 2010 4:37 am

Thanks for the replies!

I see that I need to check my thread more often.

-

Decrepit -

Sorry to hear you're having problems. Misfortunately, I'm not entirely sure how to help - I'm no good with mod crashes, but I can think of a few things:

--ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp // may be an issue requiring LOD regeneration? I run TES4LODGen (and redo invalidation) after each mod install or Load-Order change, so that shouldn't be an issue unless you refer to something else?

--WindowLightingSystem.esp??? This be the mod in question: http://www.tesnexus.com/downloads/file.php?id=19628. It's a very nice mod that adds much atmosphere to the game without undo FPS impact. Travel at night (especially in combination with a good sky darkener) can be quite visually dramatic. It's a solid recommendation for anyone either not using or unhappy with an alternative. I won't be without it. That said, since it effects all windowed/chemneyed structures in Tamriel I won't rule it out, despite being 100% compatible with all my other mods (and vanilla). Sadly, this is one mod that if push comes to shove I'll sacrifice AFK_Weye.

--CityLights - ImperialCity.esp??? This was a recommended add-on for the Unique Imperial City - Districts mod. That author states that it simply adds lighting within individual IC districts that supplements and compliments his. I'd be surprised if this conflicted with AFK_Weye but again won't rule it out.

--Rainbows.esp??? This be http://www.tesnexus.com/downloads/file.php?id=8927. It's a tiny little mod that's cute but proc's so infrequently it doesn't add much to the game. Still, it's been harmless thus far. It's so simple you might want to load it and check compatibility.


--oc_darker_nights.esp // Could be an issue here too, although I find it sort of dubious. This is http://www.tesnexus.com/downloads/file.php?id=4135. I'd be surprised if it is the culprit too, since it is not really a weather-mod proper, only making the night sky darker without added snow, rain, wind, storm sounds, seasonal scripting etc. As mentioned above is works well in conjunction with the Lighting&Chimney mod. But yet again I won't totally rule it out of the equation.

Things that definitely, for sure are not your problem:

--Kvatch Rebuilt.esm
--Unofficial Oblivion Patch.esp
--UOP Vampire Aging & Face Fix.esp
--Oblivion Citadel Door Fix.esp
-- Knights.esp
--DLCShiveringIsles.esp
--Kvatch Rebuilt.esp
--The Lost Spires.esp
--Region Revive - Lake Rumare.esp
--road+bridges.esp
--NRB4 Standard Road Record.esp
--NRB4+UL-II Patch.esp
--NRB4+RR Patch.esp

Good to know the above are safe with AFK_Weye (discounting some freak load-order issue I suppose).

UL:Imperial Isle and VHB shouldn't be issues either, but... I tend to agree. If my problem is a conflict issue, these two or highly suspect. Still, VHB is so popular you'd think any conflicts would have been reported by now. How about it Verona fans? Has anyone with VHB had issues with AFK_Weye? If so, did you resolve them and how?

Were it me, I'd start with checking the window lights and going from there. Beyond that, I'm not sure. Somebody else may have some better ideas.

Either way, hope you can get it to work, and thanks for checking it out in any case.
Thanks ever so much for the input! You've given me much to think on, and several things to try should no simply answer present itself. I'm gonna stick my neck out here and recommend that you test the Animated Lighting and Chimney System for possible compatibility issues. It's such a neat mod that were it somehow incompatible with AFK_Weye a patch would most definitely be warranted.



@Decrepit:

Ok. Strange situation indeed. It crashed on you more than once inside the manor? And again outside?
Best I recall, it was one crash inside the manor and two (or three) outside, at least one of which was in the Weye outskirts. It seems to me that at least one outside crash occurred outside Weye while traveling on AFK_Weye quest-related business. But my memory is now vague on that, so don't quote me.

Have you tried loading the game with only AFK_Weye active?
No, though I will at some point if no simple solution presents itself.

Have you done any custom BSA building? Any PyFFI work? Running any texture replacers that haven't been mentioned so far?
Negative. Well, there's always Exnem.

What are your PC specs, aside from Vista64?
Intel e8500 CPU (not OC), 4gb DDR800 memory, nVidia 260 core 216 graphics with next-to-current driver, Creative X-fi soundcard, SATA harddrive and DVD player/recorder, 620watt Corsair PSU.

Also, have you run your load order through BOSS?
No, not yet. I've been relying on manual manipulation via OBMM for load-order adjustment. I downloaded BOSS just the other day (and got the updated version this morning) but have not yet installed it. It's high on my lists of must-do's. I'll likely get to it either later today or tomorrow.


Thanks again for the input! My next step is to install and try BOSS to see if I have some sort of weird mod conflict that for whatever reason only rears its ugly head when AFK_Weye is installed. Note that I'll likely do so before I attempt to reinstall AFK_Weye, since from reading various README files I pretty much know where Weye much go in my load-order (right after Region Revive - Lake Rumare but before VHB if memory serves).

Sadly, this is RL errand day for me (laundromat, groceries, other chores) so I can't spend more time on this reply or get back to checking AFK_Weye issues till mid-afternoon or evening. That being the case I had best sign off and get on with it.

Laters all!
-Decrepit
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Emma Pennington
 
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Post » Sat Oct 09, 2010 1:06 am

UPDATE:

I have installed BOSS and used its recommendations to manually adjust load order. Amazingly, BOSS recognized all but one of my mods. That one, exhSIPalacelodge, is a very nice (and sadly unheralded) abode set inside the New Sheoth Palace complex. I like it so well that it is still my main residence though I finished SI long ago. I can't see it conflicting with anything in Cyrodiil, so returned it to its orginal load order just under DLCShiveringIsles.esp. My biggest surprise was the early position of WindowLightingSystem. I assumed it needed to load after any mod that featured windowed/chimneyed structures in order for the night-lit windows and smoke to take effect. Thankfully that didn't prove the case! Sadly, it also means that if WindowLightingSystem is the cause of AFK_Weye's crashes then the load order change might not solve anything. Then again, at least it, oc_darker_nights and Rainbows.esp all now load before AFK_Weye, or rather will once I re-install it...

Which I have not yet done. I plan to explore Cyrodiil a bit longer and insure my new load order causes no issues before installing AFK_Weye. My guess is that if all goes well I'll re-install AFK_Weye sometime tomorrow. But please don't anyone feel bashful about submitting ideas and recommendations! The more the better!

Oblivion.esm
Kvatch Rebuilt.esm
Windfall.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
exhSIPalacelodge.esp
oc_darker_nights.esp
Rainbows.esp
WindowLightingSystem.esp
CityLights - ImperialCity.esp
ImpeREAL City Unique Districts - All the Districts - Merged.esp
ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp
ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp
300 Regal Imperial City 2.esp
GTAesgaard.esp
Kvatch Rebuilt.esp
The Lost Spires.esp
Region Revive - Lake Rumare.esp
VHBloodlines 1.2.esp
Windfall.esp
Knights.esp
road+bridges.esp
xulImperialIsle.esp
NRB4+UL-II Patch.esp
RegionReviveLakeRumare-ImperialIsle patch.esp
NRB4+RR Patch.esp
DecoratorAssistant with OBSE v1.1.esp
DropLitTorchOBSE.esp
Quest Award Leveller.esp
Quest Award Leveller - Knights of the Nine.esp
NRB4 Standard Road Record.esp

Oh! I meant to ask earlier; how do folk post those nice scrollable load-order inserts?

-Decrepit
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lexy
 
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Post » Fri Oct 08, 2010 5:45 pm

put "[code]" tags around the load order.
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SaVino GοΜ
 
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Post » Fri Oct 08, 2010 8:41 pm

Actually that's codebox, not code. And damn this software for not letting me post this properly.

And I'd sill like to know if the crash problem happens with only AFK_Weye loaded.
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Elena Alina
 
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Post » Fri Oct 08, 2010 10:55 pm

At the risk of jinxing myself I happily report AFK_Weye crashing solved. It indeed seems to have been a load-order issue. I won't be comfortable for another day or so, but played with AFK_Weye active for some hours today, advancing further than on any previous attempt. I've had some minor quirkiness (the duelist never leaving his initial spot in front of the manor, a cottage door (from RR-LR) miraculously appearing just outside and to the side of the manor entrance (solved by reloading the game), etc.) but no show-stoppers! Found a few visual discrepancies too, but think those are a mis-mash between RR-LR, VeronaHouseBloodlines, and UL-ImperialIsle rather than AFK_Weye related.

Thanks for all the suggestions! I likely would not have installed BOSS or re-tried AFK_Weye for some days yet without your suggestions and gentle prodding.

-Decrepit
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Russell Davies
 
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Post » Fri Oct 08, 2010 9:52 pm

Great, glad to hear it's working ok.

That said, I'm always interested in hearing about quirky things happening with AFK_Weye, such as:

(the duelist never leaving his initial spot in front of the manor,


So if you happen to see anything, I'd be interested in knowing about it.

(as to that one, there are a few things that could be, depending on how far you are in his quest, so I'd need more information to troubleshoot)
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Isaiah Burdeau
 
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Post » Fri Oct 08, 2010 11:15 pm

Good to know things are working out.

The door thing is a bit odd, but the game sometimes pops things that have been dealt with in patches like that back into place for some unknown reason.

Orlando not moving around could be a case of AI overload. I get this a lot myself, but if you give it enough time things get rolling again. It's probably nothing specific to him though.
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Claudz
 
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Post » Sat Oct 09, 2010 12:29 am

Just a quick report. I have this mod including most of the mods you have listed along with fcom, t-travellers and crowded roads advanced - finished death and taxes (very much liked it) and no crashing problems - nice addition for anyone - currently a level 10 demon knight paladin.
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sw1ss
 
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Post » Fri Oct 08, 2010 2:36 pm

Version 1.2 has been released. This is a bugfix release that fixes several minor issues as well as several major ones.

- Fixed idle animations for Zombies In the Mist.
- Moved various things to script to stop crash problems with Zombies In the Mist.
- Added AI packs to all Weye NPCs including Aelwin Merowald and Nerussa. All NPCs should now behave properly during Zombies In the Mist.
- Changed start time for Zombies In the Mist to midnight to prevent massive zombie combat in the Wawnet Inn.
- Maeron will now give the player a reward at the end of Zombies In the Mist. In games where Zombies In the Mist has already been completed, this reward will be given automatically.

- Set The Fastest Blade in the West to mark as complete when finished. In games where Orlando has already joined the manor staff, this will update automatically.
- Fixed bug where you could fight Orlando too early during The Fastest Blade In the West.

- Restored missing silent voice files for Savesh Arem.
- Added script checks to fix bug in All That Glitters where Savesh Arem would not travel properly.

- Added barter gold and food to all Weye residents to help stop combative NPC problem.
- Changed the end of Gaius Verres' script to stop bug where it was possible to attack him too early.
- Fixed several bugs in the manor guard quarters where items were improperly enabling and disabling, as well as ownership issues.
- Fixed bug where Nevos Urns' speech at the end of When You Wish Upon A Star ended improperly.
- Fixed bug with manor guard AI packs.

Get it http://www.tesnexus.com/downloads/file.php?id=22828.
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Stephy Beck
 
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Post » Sat Oct 09, 2010 12:22 am

hey buddy, thanks for the update! :)

Is it safe to upgrade just by replacing the esp's?
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jessica sonny
 
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Post » Sat Oct 09, 2010 2:08 am

You'll need to replace the bsa, too, but yes, you can just replace the files and it will work fine.
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Strawberry
 
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Post » Fri Oct 08, 2010 5:20 pm

sorry, yeah, i meant just replacing all files. Thanks for your hard work :)
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darnell waddington
 
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Post » Fri Oct 08, 2010 8:22 pm

Thanks. Downloading (and soon installing now) :)
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Guinevere Wood
 
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Post » Fri Oct 08, 2010 3:55 pm

Orlando not moving around could be a case of AI overload. I get this a lot myself, but if you give it enough time things get rolling again. It's probably nothing specific to him though.


Hmm...in my game Orlando has taken up permanent residense in the Tiber Septim Hotel. Is he supposed to be there? According to TES4EDIT he's placed in a closed Storage Cell, but there's also the AFKWeyeInitSCRIPT [SCPT:4E048404] that places him inside the Hotel.
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Brooke Turner
 
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