[relZ] Arthmoor's Villages

Post » Wed Mar 30, 2011 11:16 am

Sweeping is an SI idle (Bruscus Dannus' obsession). When Eyja started doing that, SI became a requirement.
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Jason King
 
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Post » Wed Mar 30, 2011 2:03 am

Feldscar Version 1.0.5

* It may have been possible for Keldon to get stuck in a loop trying to speak to the player during the Dunmer quest.
* NPC AI values have been adjusted to avoid them turning aggressive against other incidental NPCs in the area.
* Bed rentals at the Black Rock Inn were not working properly if the player paid Alfied for the room but later tried to rent from Ursine, and vice versa.
* Collision optimization was done on all included meshes.
* BSA file has been dropped for easier maintenance and reduction in overall Data folder file count.

Be sure once you've updated that the old BSA file is gone.
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Alexis Acevedo
 
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Post » Wed Mar 30, 2011 6:12 am

Thank you Arthmoor for this update. :celebration: :celebration:


I think that's a good decision to drop the BSA file for further improvements or bug fixes (if there were any ;) ). :D
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Strawberry
 
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Post » Tue Mar 29, 2011 8:08 pm

Thanks. Your villages are among the places I look forward to discover when I get around to actually play again :)

And I guess I start to get closer to the esp/esm/bsa limit than I'm happy with, so dropping the BSA is fine - especially since it's only any problems for people who won't use BAIN or OBMM to install it.
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Brandon Bernardi
 
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Post » Wed Mar 30, 2011 2:34 am

Thanks for getting rid of the BSA. The issue with that icon I reported in the prior version is resolved now.

I was messing around with a test character in the new version of Feldscar, doing my typical attempt to break things after installing a mod update to make sure everything works OK, and found the following. I've put it in a spoiler box since it's quest-related.

Spoiler

I decided to see what would happen if I just killed the two Dunmer while they were digging around on Black Rock, without following the normal quest progression. So, I shot at them from the distance. After doing so and killing them, I first got the message saying "Valthyn Sadri is dead. It may never be fully known what the Dunmers' plans were now" followed immediately by the message saying "I have killed Valthyn Sadri within the Oblivion realm he opened the gate to. The scum deserved no less after what he'd done. All that remains here is to close the gate." The latter didn't make much sense under the circumstances so I'm assuming some kind of condition needs to be added to the quest stages.

Also, after these two messages played the Dunmer "Catch me if you can" emerged from within Black Rock and attacked me. Is that expected, or is he supposed to stay locked up in the rock? I'm assuming he's there to handle something related to the block on the stairs.

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Katie Louise Ingram
 
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Post » Tue Mar 29, 2011 9:54 pm

Hrm....
Spoiler
I'll have to check those stages, you were only supposed to get the one saying you won't find out what their plans are, which should then have issued a stopquest.

The guy under the rock should not have popped out like that either. I'll have to check his aggression and faction settings, though I guess it's better if he gets disabled as soon as you kill the two Dunmer. He's there to be the agent allowing the throwback effect from the Ayleid crystal.

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Manuel rivera
 
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Post » Tue Mar 29, 2011 8:12 pm

Hi Arthmoor :wavey:


Your fishing village Vergayun might have a conflict with http://www.tesnexus.com/downloads/images/thumbs/33802-1-1281748208.jpg mod.

I guess that either a patch is needed or both of them is not compatible with each other.
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Laurenn Doylee
 
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Post » Wed Mar 30, 2011 3:11 am

Judging by the images in the mod's entry, that's not going to be reconcilable. Vergayun and Midland both use exactly the same location. Patching that would require entirely displacing one or the other from where it's at now.
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Eileen Müller
 
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Post » Tue Mar 29, 2011 11:36 pm

Judging by the images in the mod's entry, that's not going to be reconcilable. Vergayun and Midland both use exactly the same location. Patching that would require entirely displacing one or the other from where it's at now.

That was exactly what I suspected when I discovered it in the first place, but I think you should mention this mod conflict in the readme.

The author of Midland wasn't aware of your mod when he/she release it on TES Nexus over a year later.
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Siidney
 
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Post » Wed Mar 30, 2011 7:50 am

Walk straight out of Faregyl Inn. Look straight across the street at the farmish buildings. Proceed toward the farmish building, but turn toward the left so you are just on the outside of them. You will notice a small see-thru crack just on the streetside of the first farmish building. Right near a rock. Fixable?
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stevie trent
 
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Post » Wed Mar 30, 2011 8:36 am

A screenshot of the area you're talking about would be helpful.
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Jamie Moysey
 
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Post » Wed Mar 30, 2011 7:39 am

Vergayun Version 1.0.6

* Collision optimization on all included meshes.

A note in the readme has also been added for the incompatibility with Midland. There will be no patch for that as the two are mutually exclusive. Besides, once patched, what's the place supposed to be called? :P
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Queen
 
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Post » Wed Mar 30, 2011 2:22 am

Vergayun in the Middle?

Thanks for the update! Refresh my memory, are there quests in Vergayun? I know there's nice new dialogue about the village.
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Michelle Smith
 
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Post » Tue Mar 29, 2011 10:29 pm

No quests, but that may change in a future update as I'd like to involve the nearby Oblivion gate in something.
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Lucky Girl
 
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Post » Wed Mar 30, 2011 10:03 am

Vergayun Version 1.0.6

* Collision optimization on all included meshes.

A note in the readme has also been added for the incompatibility with Midland. There will be no patch for that as the two are mutually exclusive. Besides, once patched, what's the place supposed to be called? :P

Thanks for update and the readme note about Midland Arthmoor. :celebration:


How about The Midlands of Vergayun?
I think it would be wrong to give up the name of Vergayun just like that, because that name is almost lore friendly as you can get imo. :)
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A Dardzz
 
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Post » Wed Mar 30, 2011 9:29 am

Arthmoor: First, great mods. They integrate really well into the existing game and the established lore.

Spoiler

I nearly finished the Dunmer quest in Feldscar and came to an impasse. I spared the Dunmer in Oblivion and the journal tells me to surrender him to the battlemages. However, before I went looking for Keldon, the battlemages all left. Right when I entered the cell, they got in line and headed south. I spoke to them and got the right quest updates but afterward, they just wandered off. After coming back through the Oblivion gate, they are nowhere to be found. If I fast travel to the Arcane University, neither the battlemages there nor Raminus Polus seem to care that I have this red-robed Dunmer in tow.

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SexyPimpAss
 
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Post » Wed Mar 30, 2011 10:51 am

How about The Midlands of Vergayun?
I think it would be wrong to give up the name of Vergayun just like that, because that name is almost lore friendly as you can get imo. :)


Or just not bother since there's not going to be a patch.

Arthmoor: First, great mods. They integrate really well into the existing game and the established lore.

Spoiler
I nearly finished the Dunmer quest in Feldscar and came to an impasse. I spared the Dunmer in Oblivion and the journal tells me to surrender him to the battlemages. However, before I went looking for Keldon, the battlemages all left. Right when I entered the cell, they got in line and headed south. I spoke to them and got the right quest updates but afterward, they just wandered off. After coming back through the Oblivion gate, they are nowhere to be found. If I fast travel to the Arcane University, neither the battlemages there nor Raminus Polus seem to care that I have this red-robed Dunmer in tow.


The hell?
Spoiler
That should be flat out impossible. The battlemages are specific clones only used in Feldscar, and they have AI packs that were created specifically to keep them in place. Looking over things in the AI and scripting, there's no possible way they should all file off to some unknown location. any chance you could pull up a save where you saw them taking off so you can follow them to wherever they're going?


A load order may or may not help too. Especially if you have any mods that use Feldscar.esp as a master.
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Juan Cerda
 
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Post » Wed Mar 30, 2011 3:11 am


The hell?
Spoiler
That should be flat out impossible. The battlemages are specific clones only used in Feldscar, and they have AI packs that were created specifically to keep them in place. Looking over things in the AI and scripting, there's no possible way they should all file off to some unknown location. any chance you could pull up a save where you saw them taking off so you can follow them to wherever they're going?


A load order may or may not help too. Especially if you have any mods that use Feldscar.esp as a master.


Okay.

Spoiler
I loaded my most recent save prior to talking to Raminus. I fast-traveled to Feldscar and this time followed the battlemages instead of talking to them. They walked south to the path, then headed west along, past the legion camp, until the lead battlemage reached the crossroads by Dragonclaw Rock. The line immediately wheeled around and walked back to Feldscar. They kept walking until they were in what I assume to be their original spawn points - three on the rock and three by the tents. They paused for a moment and then began walking the same route again. I loaded my most recent save after closing the gate and this time I walked along that path, and sure enough I found them headed toward Dragonclaw. I was able to talk to them and finish the quest.


Here is my load order:

Spoiler
Oblivion.esm
TR_OoT_Main.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Francesco's Optional New Creatures Add-On.esm
Cobl Main.esm
Harvest[Containers].esm
Harvest[Containers] - Havok Crates Add-on.esm
Harvest[Containers] - Player Home Add-on.esm
Mart's Monster Mod.esm
HorseCombatMaster.esm
Unofficial Oblivion Patch.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
oc_darker_nights.esp
Real Lava 1.3.esp
_Real_Lights.esp
FGPorter_nofollow.esp
Q - More and Moldy Ingredients v1.1.esp
Harvest[Containers] - SI - Ore Respawn.esp
Harvest[Containers] - Vanilla - Ore Respawn.esp
Harvest[Containers] - Player Home Add-on.esp
Harvest[Containers] - Havok Crates Add-on.esp
Crowded Roads.esp
Immersive Travelers.esp
PTRoamingNPCs.esp
DropLitTorchOBSE.esp
Mounted_Spellcasting.esp
Mounted_Trampling.esp
Francesco's More Wilderness Life.esp
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Dungeon Chest Loot.esp
Francesco's Optional Dungeon Chest Locks.esp
Francesco's Optional Leveled Guards.esp
Francesco's Optional House Chest Loot.esp
Francesco's Optional New Adventurers.esp
Francesco's Optional Vendor Tweaks.esp
Francesco's Optional Chance of More Enemies.esp
Francesco's Optional Leveled Quests.esp
Francesco's Optional Leveled Arena.esp
Cobl Glue.esp
Cobl Si.esp
Cobl Tweaks.esp
Mart's Monster Mod for Fran.esp
Mart's Monster Mod - Shivering Isles.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Durability & Damage.esp
Mart's Monster Mod - Fran's leveled quests.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - No Swarms.esp
Mart's Monster Mod - No Reavers.esp
Mart's Monster Mod - No Giants.esp
Mart's Monster Mod - No Fiends.esp
Mart's Monster Mod - No Slimes.esp
Mart's Monster Mod - No Werewolves.esp
Mart's Monster Mod - No Wyvern.esp
Mart's Monster Mod - No Pests.esp
Mart's Monster Mod - No Beholdens.esp
Mart's Monster Mod - No Uberhulks.esp
Mart's Monster Mod - No Skeep.esp
Mart's Monster Mod - No Balrogs.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod - Slof Horses Complete.esp
kuerteeWanderingEncounters.esp
MMM-Cobl.esp
Jagnot- Imperial City Library V1.3.esp
TR_Stirk.esp
M.O.E. - Main Quest Delayer.esp
road+bridges.esp
Feldscar.esp
Vergayun.esp
Faregyl.esp
Molapi.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Higher Thieves' Guild Fence Amounts.esp
ScriptIcon_Replacer.esp
SRJIrresponsibleHorses.esp
Toggleable Quantity Prompt.esp
ATakesAll.esp
Natural Hunger v2_1 by QF.esp
RealSleep.esp
No psychic guards harder fix.esp
DeadlyReflex 5 - Combat Moves.esp
Francesco's Slower skills x1.5.esp
immersive_caves_manual.esp
Dark Dungeons.esp
Dark Dungeons - SI.esp
MRP - Cant Equip Item.esp
MRP - Horse stabled outside gate.esp
MRP - Loading area.esp
MRP - Not enough charge.esp
MRP - You find nothing of use.esp
MRP - You successfully harvest.esp
Francesco's 7 days respawn time - 1-24 day lenght rescale.esp
DBED - 5 murders Level delay.esp
NRB4 Standard Road Record.esp
MM_StolenHorseOwnership.esp

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Makenna Nomad
 
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Post » Wed Mar 30, 2011 12:34 am

Well it was a shot I guess. That didn't help at all. Dragonclaw Rock is way too far from the village for that to be an accident. Something is altering the AI on my NPCs even though that should be 100% impossible. Your load order doesn't indicate anything unusual either other than the lack of a Bashed Patch. Any way you could go one step further and install http://www.tesnexus.com/downloads/file.php?id=21862 and gather up as much detail on the AI packs for the NPCs as possible?
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Quick draw II
 
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Post » Wed Mar 30, 2011 8:44 am

Well it was a shot I guess. That didn't help at all. Dragonclaw Rock is way too far from the village for that to be an accident. Something is altering the AI on my NPCs even though that should be 100% impossible. Your load order doesn't indicate anything unusual either other than the lack of a Bashed Patch. Any way you could go one step further and install http://www.tesnexus.com/downloads/file.php?id=21862 and gather up as much detail on the AI packs for the NPCs as possible?


I know I should have a bashed patch but it's stable and working now so I'm afraid to break it. :)

I'll try to load up Refscope tomorrow. I've never used it before so it might take some time.
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Lisa Robb
 
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Post » Wed Mar 30, 2011 8:24 am

I fired up Refscope (neat plugin by the way) and loaded my aforementioned save. This time, they didn't do anything but wander around their campsite. I reloaded again with the same result. So I then loaded my save from just after finishing the quest and found them wandering the road. When I examined one of them with Refscope it said that he only had a single AI package, "Wander around editor location" as defined in Feldscar.esp. However, clicking for further details revealed this:

http://i240.photobucket.com/albums/ff94/inklingstar/IMG_0434.jpg

I can speculate as to what is happening but I'll leave the conclusions to the professionals.
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Alan Cutler
 
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Post » Wed Mar 30, 2011 5:18 am

No need to speculate. It's pretty clear what happened. That mod assigned an unwanted AI pack to NPCs that are not intended to go anywhere but where I put them. Seems like that mod could be potentially very disruptive for a lot more than just the guards I placed. It's even more disruptive in my particular case because the NPCs have the "no low level processing" flag set since they don't need to leave the area. If they do, that could strand them in cells they don't belong in once you've left the area because they won't get updated again until you come back.

Also seems like it might cause problems in my other villages too by sending NPCs off on long treks to places they don't belong that could get them killed with no explanation.

I wonder if there's a way to exempt certain NPCs from being affected?
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KiiSsez jdgaf Benzler
 
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Post » Tue Mar 29, 2011 8:49 pm

Don't know if it was reported before, but in Faregyl the "FaregylChickenMeat" has "Food Item" unchecked, so this delicious chicken doesn't restore hunger when using survival mods.

Cheers :foodndrink:
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Hot
 
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Post » Wed Mar 30, 2011 5:22 am

Can't have that now can we :)

Fixed, but will not be live until 2.0. Which, for those who follow these things, is undergoing testing of the second stage of the village now.
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Princess Johnson
 
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Post » Wed Mar 30, 2011 11:41 am

Molapi Version 1.0.1

* Collision optimization on all included meshes.
* Quest icon changed to one more suited for settlements.
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Rebekah Rebekah Nicole
 
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