[RELz] Arthmoor's Villages of Cyrodiil - Thread 2

Post » Wed Dec 14, 2011 2:31 pm

Thanks for the responses Hanaisse and Arthmoor. I might have confused the orc with some other NPC then, but I do remember there was another NPC - ah yes, I remember! There was an Imperial female who was in Sutch robes, near the Kynareth statue. She had the spells for sale icon, but nothing in that list!

PS: Another issue:

I was near the inn door when out came some wolves (maybe FCOM spawn point?) into our midst. After they were disposed off by the NPCs - the guards and the female orc were at odds and were killing each other. Not sure if a faction issue that gets triggered due to this fight, or a NPC friendly hits>3 issue.

Can the enemy spawns be removed to prevent this from happening, similar to what Arthmoor did with Feldscar and that vanilla camp nearby?
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Emily Jeffs
 
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Post » Wed Dec 14, 2011 6:24 pm

@Peter ID: Those spawn points outside Fort Urasek were deleted because the goblins were raiding the village and killing everyone. And with TIE strength goblins, it's even iffy if the player would survive an encounter when caught off guard. I imagine FCOM goblins would be similarly beefed up. The result would likely be a dead village, which is no fun. :)

@anithinks: All of the vanilla spawn points within a very wide area were removed from Sutch. I'm assuming you're running into something that's being added by one of the additional spawn plugins? I'd have to know which one(s) it was before anything could really be done about it.

I removed the extras that TIE threw into the area already but I don't think those have gone public yet. Soon though.

Yes, I suspect there was a friendly hits problem. Everyone in the village is a member of the village faction.

Also - the patch for Lost Coast and Sutch has been updated.
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Anne marie
 
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Post » Wed Dec 14, 2011 8:15 pm

@Peter ID: Those spawn points outside Fort Urasek were deleted because the goblins were raiding the village and killing everyone. And with TIE strength goblins, it's even iffy if the player would survive an encounter when caught off guard. I imagine FCOM goblins would be similarly beefed up. The result would likely be a dead village, which is no fun. :)


Actually, that corner is quite a busy spot if you have NRB, Tamriel Travelers, and VOILA. A Tamriel Traveler merchant (pretty strong folks) usually sets up shop in the small broken battlement ruin across from the Fort towards Cheydinhal, and there are constant guard patrols thanks to NR&B and VOILA. FCOM goblins are not super strong, and the villagers would be guarded by all these strong friendly NPCs - that said, best to avoid any named NPC casualty. :)

@anithinks: snip

Thanks for clarifying that. Not sure how to go about locating spawn points (I am guessing this is something to be done via CS), but my best guess is that it is an FCOM-added spawn.

That said, is the NPC (Kynareth devotee) supposed to have an empty spells-for-sale list?
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Penny Flame
 
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Post » Wed Dec 14, 2011 12:50 pm

The spell list should have been fixed with 1.0.1. If it's not I think I'm going to shoot something.

Yes, you'd need to check via the CS, or TES4Edit, to see if any additions to the general area have been made by whatever mods you're using. I suspect one of the added wilderness spawn files is to blame. WAC Overspawn may also be an issue.
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ashleigh bryden
 
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Post » Wed Dec 14, 2011 10:36 am

Just had the good fortune of discovering Sutch on my travels, beautiful work as always Arthmoor and Co, thanks so much.
Endorsed and voted for on Tesnexus.
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Josh Sabatini
 
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Post » Wed Dec 14, 2011 9:51 pm

Sutch Village Version 1.0.1

Thank you for the fixes, just got back there after looking for some wood :)

Which leads me to a small anomally .. Not sure if it can be fixed during the transition - But it concerns VWD and using TES4LODGen

Spoiler

Fort Sutch ..
http://www.bild.me/bild.php?file=2857767ScreenShot172.jpg

a little closer ...
http://www.bild.me/bild.php?file=6087641ScreenShot173.jpg

Which leads me to wonder after the rebuild what will I see VWD, I dont know what the finished result is at this time so not sure but if its different then do you have a VWD file that .. erm, kicks in to match? or is TES4LODGen always going to produce the wrong building afterwards?.

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stevie trent
 
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Post » Wed Dec 14, 2011 7:59 am

Which leads me to a small anomally .. Not sure if it can be fixed during the transition - But it concerns VWD and using TES4LODGen

Spoiler
Which leads me to wonder after the rebuild what will I see VWD, I dont know what the finished result is at this time so not sure but if its different then do you have a VWD file that .. erm, kicks in to match? or is TES4LODGen always going to produce the wrong building afterwards?.

Nope. Unfortunately the way VWD works it won't change as things progress.

Spoiler
The finished fort is more or less occupying the same space though so it won't be quite as glaring as the transition stages, although the finished fort isn't half crumbled. It'll require one of those LOD switcher things that Thomas did. If he wants to do one for the finished product, I've got no issue with that. It'll only be useful to RAEVWD users though.

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Marlo Stanfield
 
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Post » Wed Dec 14, 2011 8:33 pm

No biggie, I had a feeling that might be the case. Well onwards towards finishing the MQ while waiting for this part to be done, and eventually RST :)
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naana
 
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Post » Wed Dec 14, 2011 8:16 pm

Well I feel dumb, but I'll ask anyway. I finished the quest for Molapi
Spoiler
agreed to go into business with the guard but I can't find the payment chest anywhere.

There's not that many places to look. Am I totally missing it or could it be a bug?
OR
Spoiler
Did I get jacked by a crooked cop?

in which case
Spoiler
I've got someone to kill
:gun:

Anyway, thanks for the great mods!
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Scott Clemmons
 
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Post » Wed Dec 14, 2011 12:03 pm

@ Dreamed1,
Spoiler
Assuming you got the message saying your cut is ready (which occurs every week)...
The chest is in Ayi'Nahrah's house, to the left of the door.

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sara OMAR
 
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Post » Wed Dec 14, 2011 5:32 pm

@ Dreamed1,
Spoiler
Assuming you got the message saying your cut is ready (which occurs every week)...
The chest is in Ayi'Nahrah's house, to the left of the door.


Ok, thanks. Something is wrong then, because
Spoiler
just over 2 weeks have gone by and I haven't been getting any messages, and the chest isn't there.


Just in case it's a potential mod conflict, here's my load order:

Active Mod Files:
Spoiler
00  Oblivion.esm [CRC: 2FF840C5]01  All Natural Base.esm  [Version 1.3.2] [CRC: F2356244]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 5.0] [CRC: 4CC0CFD7]03  Francesco's Optional New Items Add-On.esm  [Version 5.0] [CRC: 754C4DFF]04  Cobl Main.esm  [Version 1.73] [CRC: 7C04DAFB]05  Mart's Monster Mod.esm  [Version 3.7b3p3] [CRC: 5D909483]06  TamrielTravellers.esm  [Version 1.39c] [CRC: 2B6AC3DF]07  Armamentarium.esm  [Version 1.35] [CRC: BCF36F0D]08  Artifacts.esm  [Version 1.1] [CRC: 86C8B7A8]09  Hemingweys Capes Improved.esm  [Version 3.0b] [CRC: 4C85EDF0]0A  Kvatch Rebuilt.esm [CRC: BD3F0299]0B  bookplacing.esm  [Version 1] [CRC: B77A5A01]0C  CustomSpellIcons.esm [CRC: 902BF62E]0D  DBBAM.esp  [Version 1.46] [CRC: 82B99E51]0E  Unofficial Oblivion Patch.esp  [Version 3.4.0] [CRC: 5F63A8D7]0F  UOPS Additional Changes.esp [CRC: FC451EE3]10  DLCShiveringIsles.esp [CRC: 2BB84977]11  Unofficial Shivering Isles Patch.esp  [Version 1.4.4] [CRC: F6C1D21D]12  SM Plugin Refurbish - 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For now, it's not a big deal I'll just assume it's option 3... :gun:

Thanks.
User avatar
FirDaus LOVe farhana
 
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Joined: Thu Sep 13, 2007 3:42 am

Post » Wed Dec 14, 2011 7:25 pm

Ok, thanks. Something is wrong then, because
Spoiler
just over 2 weeks have gone by and I haven't been getting any messages, and the chest isn't there.

When doing the quest did you...
Spoiler
Kill Ku-Marz? If so your chest will be in her old house instead of Ayi'Nahrah's house.

If that's not the case I need to see SQV output for MolapiGeneralDialogue and MolapiGuardMurder. The commands are:

SQV MolapiGeneralDialogue
SQV MolapiGuardMurder


It would be helpful in the SQV commands if you have Conscribe installed since that will log the full output in a text file you can paste into a spoiler.
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lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Wed Dec 14, 2011 10:28 pm

When doing the quest did you...
Spoiler
Kill Ku-Marz? If so your chest will be in her old house instead of Ayi'Nahrah's house.

If that's not the case I need to see SQV output for MolapiGeneralDialogue and MolapiGuardMurder. The commands are:

SQV MolapiGeneralDialogue
SQV MolapiGuardMurder


It would be helpful in the SQV commands if you have Conscribe installed since that will log the full output in a text file you can paste into a spoiler.


Ok, here you go:
Spoiler

No, I didn't kill her.

sqv MolapiGeneralDialogue
->DayFirstVisited = 12
->RewardDay = 0 <-- I'm on day 15 since I got the quest completion notice
->SkoomaCut = 200
->Haggle = 0
->MercVal = 68
->DoOnce = 1
--- Quest state -----------------------------
Running? Yes
Current stage: 0
Priority: 65
sqv MolapiGuardMurder
->HowStart = 1
->SkoomaClue = 1
->ShieldClue = 1
->ArmorClue = 1
->IRefuse = 0
->JoinCallidius = 1
->BetrayCallidius = 0
->NeedEvidence = 0
->SalahanPissed = 0
->AyiNahrahPissed = 0
->LTTPissed = 0
->JzinQanarPissed = 0
->KilledKuMarz = 0
->KuMarzDied = 0
->EndSetup = 2
--- Quest state -----------------------------
Running? No
Current stage: 100
Priority: 65


Thanks!
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Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Wed Dec 14, 2011 7:13 am

Thanks, I'll have to do some digging to see why that didn't work. In the meantime, you can fix this via the console by typing:

Spoiler
set MolapiGuardMurder.DoOnce to 2

That should allow the setup to proceed properly.

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mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Wed Dec 14, 2011 10:24 pm

Hi there,
I prefer not to install mods with silent dialogue, since silent dialogue would ruin the immersion.
Because most mods listed in OP don't have quests, may I assume they don't have silent dialogue?
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Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Wed Dec 14, 2011 8:12 pm

Hi there,
I prefer not to install mods with silent dialogue, since silent dialogue would ruin the immersion.
Because most mods listed in OP don't have quests, may I assume they don't have silent dialogue?

I tend to feel the same, but only really find that the immersion truly feels broken for me when there is a lot of dialogue - the wordier quest mods for example.

Yes they have unvoiced dialogue, and they do have quests as well. Most are relatively small, and the dialogue is limited enough, that it isn't what I would consider an issue. And the villages are well worth it.

I would suggest a bit of balance on this issue: weigh up the pros and cons on a case by case basis. As you can really miss out on a lot of good mods if insisting on forgoing any mod that has unvoiced dialogue. For some I agree it can be really off putting, but for others far less so. Arthmoor's Villages I think fall neatly into the latter category.
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Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Wed Dec 14, 2011 2:06 pm

Full voice would have been nice, but there's simply no chance of ever getting that done if you don't know a whole bunch of bored actors with time on their hands. Expecting every mod with dialogue to have voice work done is simply not realistic. The ones that do were EXTREMELY lucky to have access to that kind of talent.
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Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Wed Dec 14, 2011 8:34 pm

Hi Arthmoor:

Questions about Frostcrag village:

1. I got the quest to get the outlaw. Before I could find him I got a quest pop up that he was killed and I should get the sword for my reward. I found his camp but nothing is there. I am screwed or does his body stay in the game until I find it?

2. I use the mod mqdone to finish the mainquest in one go. I did this for the current game. When speaking to the fellow in Frostcrag who was Blade he had dialogue which did not fit in if the main quest was done, and I am drawing a blank right now as to what it was. I think the same issue happened in Faregyl. Darn, I will try to look again to pin point it.

Thanks for the mods, spent some time om the quests, well worth it.
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Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Wed Dec 14, 2011 5:54 pm

Hmm. I'll need to see the output of SQV FVBorrowedTime, spoilered if you don't mind. You can try checking the trail between his camp and the village, but chances are the body is long gone.

The dialogue on Cirus isn't dependent on the MQ. He relates a story about a dispute he had prior to the MQ starting and shouldn't have anything to say about the MQ besides that. I certainly don't remember anything in Faregyl referencing the MQ that way. You sure you don't have some other mod contributing global dialogue that other NPCs will pick up?
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Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Wed Dec 14, 2011 7:37 pm

Hmm. I'll need to see the output of SQV FVBorrowedTime, spoilered if you don't mind. You can try checking the trail between his camp and the village, but chances are the body is long gone.

The dialogue on Cirus isn't dependent on the MQ. He relates a story about a dispute he had prior to the MQ starting and shouldn't have anything to say about the MQ besides that. I certainly don't remember anything in Faregyl referencing the MQ that way. You sure you don't have some other mod contributing global dialogue that other NPCs will pick up?


No other mod with dialogue. I did use the mqdone to complete the main quest though in case that made a difference. I am in a new game now and when I get the MQ done I will keep an ear out.

The story from Frostcrag village I will check later by swapping to that game and hope I find a save near there :) WIll get back on that. Thanks for the replies.
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sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Wed Dec 14, 2011 4:52 pm

AFAIrecall, the Blade is the innkeeper at Frostcrag, who talks about Captain Renault (the Imperial captain woman) in the starter dungeon, who gets killed. So it not related to MQ being done.
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carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Wed Dec 14, 2011 7:05 pm

Sutch Village Version 1.0.2

* Rumors were being used by the Dark Brotherhood, who would certainly not care (especially Lucien LaChance).
* Avena and Gill at the Silver Star Manor did not have their merchant chests hooked up properly.
* The priestess of Kynareth will now properly sell spells to everyone rather than just new characters.
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Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Wed Dec 14, 2011 12:12 pm

Thanx mucho for the update, Arthmoor. :thumbsup:
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KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Dec 14, 2011 7:22 pm

Faregyl Village 2.0.8

* Dialogue conditions on one resolution to the mine quest were wrong and delivered the wrong lines that belonged to a different resolution.
* The two blacksmith NPCs have been given another 100 health points to hopefully aid in their survivability chances.

Urasek 1.0.2

* Fixed a minor typo in Green-Gills' dialogue.
* Fixed a bad dialogue check on Green-Gill's lines about Dean.
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Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Wed Dec 14, 2011 5:24 pm

Say, Arthmoor--
Do you foresee any problem with merging all of your Villages mods (except, perhaps, Frostcrag) into a single ESP+BSA combo? I need to free up some file slots in my install :)
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CHARLODDE
 
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Joined: Mon Apr 23, 2007 5:33 pm

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