AFK_Weye, Thread 2

Post » Wed Mar 30, 2011 11:52 am

As far as I remember the records in question, they're completely harmless. Fine to clean, fine to not clean.
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pinar
 
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Post » Wed Mar 30, 2011 11:58 am

Wish you could make Weye bigger...not in area so much, but add tons more buildings and make them several floors...plus perhaps you could make all the buildings close by each other to give it an Eastern European look.
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Brittany Abner
 
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Post » Wed Mar 30, 2011 7:43 am

At last I was able to found the culprit that prevent loading old save with new version of this mod - it was conflict with
Verona House Bllodlines. I'm looking forward to new and updated quests from your mod! :liplick:
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Krystal Wilson
 
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Post » Wed Mar 30, 2011 4:53 am

As far as I remember the records in question, they're completely harmless. Fine to clean, fine to not clean.


Thank you, enjoying the mod so far.

I also have a conflict report for you, although I don't know whether it's significant. I noticed in TES4EDIT that you added the AFKWeyeFaction to NPC Aelwin Merowald. However if running MMM or FCOM, this will get overwritten by the Bashed Patch, as MMM also touches the faction relationships for this NPC. Is membership for this NPC in this faction significant? If so, I believe this can be resolved by adding an import faction bash tag to the esp file.
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OJY
 
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Post » Wed Mar 30, 2011 12:50 am

@richardrocket -

Never going to be a core feature of AFK_Weye, I'm afraid. Just not something I care to do. AFK_Weye + Region Revive: Lake Rumare will get you more buildings, Weye: TICS will get you closer to what you're looking for. No quests, but.

@olja -

Glad to hear it. Enjoy.

@Stromgarde -

Good catch with the factions. I'll see about getting a more permanent fix into version 2.2 when it comes out. Aelwin's AFKWeyeFaction is used for dialogue, mostly, off the top of my head. Shouldn't be game breaking or anything, but it is definitely worth fixing.

To slightly elaborate on the identical to master records thing now that I'm more functional, I assume the ones you mean all look like this:

Removing: GRUP Cell Temporary Children of [CELL:01093F98] (in AFKSpuriusQuestWorld "Abandoned Island" [WRLD:01090BEB] at -5,4)
Removing: GRUP Cell Temporary Children of [CELL:01005019] (in AFKDranasTombWorld "Saint Dranas' Tomb" [WRLD:002943E2] at -1,-3)

Or thereabouts. So far as I've ever been aware, these are utterly harmless artifacts of AFK_Weye creating new worldspaces. The game/CS will, if I remember correctly, just keep adding them back in because they're technically something AFK_Weye.esp is doing to itself - both AFKSpuriusQuestWorld and AFKDranasTombWorld belong to AFK_Weye. Meaning, more or less, that they're coming up as false positives in TES4Edit, if that makes any sense. Somebody a little more knowledgable in the technical details could give you a better answer, but that's the way I understand it.

Beyond that, I make sure to clean AFK_Weye.esp before each new version goes out, so no worries there.
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Wayne W
 
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Post » Wed Mar 30, 2011 1:19 am

Ran into a bug I might have caused on my own. <_<

When I did the quest that did the mudcrab meat, I just summoned a few through the console because I was lazy and didn't want to find my way back to the cave. (It's not marked and kind of annoying to find by going off the nearby markers.)

Anyway, I went back to talk to the orc in the field and say it was done, but the quest hasn't advanced - I'm stuck at stage 100, with it saying to talk to Murg, but there's no option.

There's one other thing, but I'm not certain it has to do with this mod...

Having cleared the original version I knew the manor was all Vampires, so I equipped my AoE Fireball. I made it down into the basemant, turned, and blasted one who hadn't seen me yet. I am level 49 and have 100 Destruction, so he dropped dead in one hit... and the game told me that the Dark Brotherhood took notice of my murder. :blink:

The solution was to reload and make 100% certain they attacked me first.

Is that supposed to happen? I saw it happen in one other place, so I'm not sure where the issue might be.
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Jade MacSpade
 
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Post » Wed Mar 30, 2011 3:43 am

Re: Vampires, with two exceptions AFK_Weye uses vanilla vampires (with or without chocolate syrup, sprinkles, etc). The only exception who lives in the basemant is Gaius Verres, who you should never see first anyway.

Translation: Dunno what's up with that. Don't think it's me.

As far as the mudcrab bit, argh. Is this in 2.0 or 2.1? If 2.0, this is a known bug I (presumably) fixed in 2.1, but if you've already hit stage 100, that won't do you any good. You'll need to go to the console and type StopQuest AFKWolfQuest and CompleteQuest AFKWolfQuest.

If this happened in 2.1, well, that's going to be tougher to track down, and I'll need to get some more info from you.
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Rinceoir
 
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Post » Tue Mar 29, 2011 9:05 pm

Having cleared the original version I knew the manor was all Vampires, so I equipped my AoE Fireball. I made it down into the basemant, turned, and blasted one who hadn't seen me yet. I am level 49 and have 100 Destruction, so he dropped dead in one hit... and the game told me that the Dark Brotherhood took notice of my murder. :blink:

The solution was to reload and make 100% certain they attacked me first.

Is that supposed to happen? I saw it happen in one other place, so I'm not sure where the issue might be.

This might be caused by Reneer's Guard Overhaul if you have that installed, where attacking and killing evil NPCs before they detect you count as assault and murder. Its a known issue that appears to be present in 2.5 and 2.51 and will be fixed in 2.52.
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Alexx Peace
 
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Post » Wed Mar 30, 2011 12:11 pm


As far as the mudcrab bit, argh. Is this in 2.0 or 2.1? If 2.0, this is a known bug I (presumably) fixed in 2.1, but if you've already hit stage 100, that won't do you any good. You'll need to go to the console and type StopQuest AFKWolfQuest and CompleteQuest AFKWolfQuest.

If this happened in 2.1, well, that's going to be tougher to track down, and I'll need to get some more info from you.


It's 2.1 (COBL version).

This might be caused by Reneer's Guard Overhaul if you have that installed, where attacking and killing evil NPCs before they detect you count as assault and murder. Its a known issue that appears to be present in 2.5 and 2.51 and will be fixed in 2.52.


I did have 2.5 installed. I tried 2.51, got the constant lightning bolt strike thingy then decided to remove it and wait for the fixed version. I'm not playing an evil character anyway. Remnants in the Bash patch, maybe?
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Lillian Cawfield
 
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Post » Wed Mar 30, 2011 4:43 am

It's 2.1 (COBL version).


*shakes fist at sky* Whyyyyyyy?

Sorry. Just one of those bugs, I guess. Should've been fixed. :|

If you could walk through what you did during the quest for me, so that I know where to look.

- Did you talk to Maeron? (there should be a journal entry)
- Did you talk to and accept Marcus Aratorius' offer? (another journal entry)
- Did you talk to and accept Lucius Decimus' offer? (ditto)
- Kill any wolves? Kill the wolf outside the cave?
- Did you lie about anything to Noam?

From what you've said, you selected the diplomatic route with Noam, and got the mudcrab meat. That presumably means you got this journal entry:

I have retrieved enough mudcrab meat to satisfy Noam. I should return to him.


And this journal entry:

I gave the meat to Noam, who seemed relatively pleased for somebody of his temperment. With the danger of wolf attacks stopped, I should talk to Murg.


Now I'm a bit confused after this. You said you were at stage 100, and yet you had tried to talk to Murg and had no options? Stage 100 should only show up after talking to Murg and getting this dialogue:

You took care of those wolves? No more sheep is gonna get eaten? Thanks. You good friend of Murg. Just wish I had somethin' to give you in return.


Presumably if you can't get a response out of Murg at this point, you should still be at stage 70. *shrug*

If you can elaborate a bit, that would help. This particular bug seems to be pretty obscure - you're not the first who's had it, and I can't seem to track it down. Hopefully it can be caught this time.
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Allison C
 
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Post » Wed Mar 30, 2011 5:26 am

*shakes fist at sky* Whyyyyyyy?

Sorry. Just one of those bugs, I guess. Should've been fixed. :|

If you could walk through what you did during the quest for me, so that I know where to look.


Ok.

- Did you talk to Maeron? (there should be a journal entry)


Yes.

- Did you talk to and accept Marcus Aratorius' offer? (another journal entry)


No.

Did you talk to and accept Lucius Decimus' offer? (ditto)


Yes.

- Kill any wolves? Kill the wolf outside the cave?


No. The one outside the door ran after something and I went inside.

- Did you lie about anything to Noam?


No.

From what you've said, you selected the diplomatic route with Noam, and got the mudcrab meat. That presumably means you got this journal entry:


Yes.

And this journal entry:


Yes.

Now I'm a bit confused after this. You said you were at stage 100, and yet you had tried to talk to Murg and had no options? Stage 100 should only show up after talking to Murg and getting this dialogue:


I talked to him at stage 70, got that dialog, the quest is now at stage 100... and I have no options to continue at this point.

None of the three I spoke to during the quest have any conversation options regarding it now.

I just ran around Weye, no one else has any conversation options either.
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Neliel Kudoh
 
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Post » Wed Mar 30, 2011 3:22 am

Thanks. I'm pretty sure I know what the deal is now, and have fixed it for 2.2. The wolf on guard outside the cave probably got itself killed at some point, which made it so you wouldn't get credit for not killing a wolf, which messed up the stage 100 journal stuff.

Unfortunately, there's no particularly good way to deal with that short of redoing the entire quest. What you can do is this:

1. Pretend like you got this journal entry:

I informed Murg of my diplomatic solution to the wolf problem. He had nothing to give me, but pronounced me his "good friend." Maeron may wish to talk to me.


Maeron won't actually want to talk to you due to the bug. Alas. Again, no easy way to fix that.

2. Go to console. Type "stopquest AFKWolfQuest" and "completequest AFKWolfQuest".

3. Continue with life. You're done here.
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Jonathan Egan
 
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Post » Wed Mar 30, 2011 12:36 pm

Thanks. I'm pretty sure I know what the deal is now, and have fixed it for 2.2. The wolf on guard outside the cave probably got itself killed at some point, which made it so you wouldn't get credit for not killing a wolf, which messed up the stage 100 journal stuff.


I am running MMM, so I wouldn't be surprised if the wolf tried to chase down a rabbit or other critter and then got into a fight with something it couldn't handle.

I'll just finish it like you suggested.
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Bloomer
 
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Post » Wed Mar 30, 2011 5:32 am

Wrye Bash 288 doesn't seem to like the AFK weye rar and won't recognize it in the installers tab as something installable (on my computer at least). It installed fine on 287 before though.
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[Bounty][Ben]
 
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Post » Wed Mar 30, 2011 12:52 pm

Wrye Bash 288 doesn't seem to like the AFK weye rar and won't recognize it in the installers tab as something installable (on my computer at least). It installed fine on 287 before though.



This is discussed http://www.gamesas.com/index.php?/topic/1119710-relz-wrye-bash-thread-51/.
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Amelia Pritchard
 
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Post » Wed Mar 30, 2011 7:02 am

Wrye Bash 288 doesn't seem to like the AFK weye rar and won't recognize it in the installers tab as something installable (on my computer at least). It installed fine on 287 before though.

It doesn't seem to particularly like .rar files period (or so it seems.)

I suggest simply repackaging it as a 7zip file (which I do anyway, as a matter if course.)
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Rhysa Hughes
 
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Post » Wed Mar 30, 2011 2:05 am

Yes, 288 has issues with .rar files. No idea if/when it'll be fixed but repacking as either a 7z or a zip file will work.
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rebecca moody
 
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Post » Wed Mar 30, 2011 3:44 am

A couple of simple questions that are likely answered in the readme, but for some reason I'm not finding 'em...

Once the manor is in our possession and fully upgraded, which "containers" are safe for permanent storage? (I use the COBL version and thus have access to The Luggage, but for some reason anything I put in Luggage is not viewable and thus not retrievable until exiting and relaunching the game.)

Upon becoming owner of the Manor we are given a "title" document. We also get "receipt" documents for each purchased update. Are these safe to store in a container, or must they be in our inventories in order to use the house and its interior updates?

-Decrepit-
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Vickytoria Vasquez
 
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Post » Wed Mar 30, 2011 9:23 am

Once the manor is in our possession and fully upgraded, which "containers" are safe for permanent storage?


To my delight I've discivered that Form ID Finder will report if a container is safe for storage or not.
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rolanda h
 
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Post » Wed Mar 30, 2011 8:06 am

Upon becoming owner of the Manor we are given a "title" document. We also get "receipt" documents for each purchased update. Are these safe to store in a container, or must they be in our inventories in order to use the house and its interior updates?

Once they're activated, you can do whatever you want with them - store them, throw them away, whatever.
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trisha punch
 
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Post » Tue Mar 29, 2011 9:17 pm

Once the manor is in our possession and fully upgraded, which "containers" are safe for permanent storage? (I use the COBL version and thus have access to The Luggage, but for some reason anything I put in Luggage is not viewable and thus not retrievable until exiting and relaunching the game.)


- Every container except the ones in the two NPC rooms on the second floor (Mireena and Orlando/Maeron). There are a couple of what I hope are obvious exceptions to that - the larder in the dining room is for food, the alchemy sorter is for ingredients, the grinder and the special enchanted alchemy chest shouldn't be used normally, etc.

That said, while I've checked and rechecked everything, if anybody finds any exceptions to that, please let me know so I can fix it.

- For the Luggage, is this a problem with AFK_Weye's copy of it, or with all copies of it?

Upon becoming owner of the Manor we are given a "title" document. We also get "receipt" documents for each purchased update. Are these safe to store in a container, or must they be in our inventories in order to use the house and its interior updates?


If it gets given to you and isn't a quest item, you can do whatever you want with it. Throw them away, whatever. Due to the way the scripts work, I'd wait a couple minutes to get them out of my inventory, but beyond that you don't really need them for anything later.

Same is true of vanilla houses, FWIW.
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Kat Ives
 
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Post » Tue Mar 29, 2011 11:20 pm

Upgrade receipts are the perfect items to use for testing the "safe" nature of the containers.
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Marcin Tomkow
 
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Post » Wed Mar 30, 2011 11:37 am

- For the Luggage, is this a problem with AFK_Weye's copy of it, or with all copies of it?

Thanks for the info.

As to Luggage, it's a global issue for me. Happens every single time I use it, regardless of location. Scared the heck out of me the first time I noticed it happen. I'd been wearing the Crusader's Relics and for some reason decided to switch to another armor for a particular mission (likely a Legion road patrol). Stored my Crusader's gear in Luggage, went on patrol, opened Luggage to change back... NO CRUSADER RELICS. I panicked and deleted those patrol saves, then calmed down and found that I loose nothing when storing in Luggage. For some odd reason what I store there just doesn't show unless I exit and reload the game. I've not noticed others complain of this, and it causes no real harm other than the annoyance of having to occasionally exit the game more often than I'd like. And again it is NOT AFK_Weye specific.

-Decrepit-
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Loane
 
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Post » Wed Mar 30, 2011 6:34 am

Ah. Bummer, but glad it's not an AFK_Weye thing. I've got enough COBL issues as it is. ;)

Thanks.
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Meghan Terry
 
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Post » Tue Mar 29, 2011 10:13 pm

There's allways Been issues similar to that when you repair to 125%, if that Might be part ot the problem??
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Chloe Mayo
 
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