[RELz] Ayleid Loot EXtended - ALEX

Post » Sat Feb 19, 2011 11:31 am

They do look amazing:)

Idea: how about adding an extra rare variant which actually has a small corresponding in color light spell on it?
Sure. they'd be a bit easier to spot, but ,when placed right, that doesn't mean they're easier to get ;).
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Mrs Pooh
 
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Post » Sat Feb 19, 2011 8:09 am

Oh wow, that would be the perfect, er ... nevermind. ;)
Very pretty indeed, nice work. :thumbsup:

If there's something specific you'd like, just PM me... :whisper: I can't promise anything, but I'd be most happy to help if I could.
I love those new items. Great mod! I enjoy finding things around the game world

Ever think of putting a few small items in empty logs or empty stumps around the game world too?

:D

That was actually one of the ideas I had at the beginning, but the first problem would be incompatibility with Qarl's Harvest (the way I was thinking of doing it, at least) and probably the ULs as well, so I decided it was too much bother. The other thing against it was the fact that the ayleids were supposed to have been booted out of their cities something like 4,000 years ago, and I didn't see trees (even tree stumps) hanging around quite that long to hold ayleid stashes...

They do look amazing:)

Idea: how about adding an extra rare variant which actually has a small corresponding in color light spell on it?
Sure. they'd be a bit easier to spot, but ,when placed right, that doesn't mean they're easier to get ;).

People already suggested making the chests brighter and the simple answer is: I don't want them brighter. Other suggestions are welcome though as long as you don't mind the fact I'm likely to say no. :) There's a list of the areas of feedback I am looking for in the first post.

Vac
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Floor Punch
 
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Post » Fri Feb 18, 2011 9:12 pm

Oh, I'm not saying brighter, the color itself is great as itis:).
I'm sugesting to put an effect on them, make them(the objects, or a variety of them) like a very dim canle, with their apropriate color. It could be just a subtle glow, but I think it'll be neat.
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Chris Johnston
 
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Post » Fri Feb 18, 2011 10:58 pm

http://i285.photobucket.com/albums/ll61/Revanchism/Ayleid%20Loot/ScreenShot248.jpg
http://i285.photobucket.com/albums/ll61/Revanchism/Ayleid%20Loot/ScreenShot247.jpg
http://i285.photobucket.com/albums/ll61/Revanchism/Ayleid%20Loot/ScreenShot246.jpg
http://i285.photobucket.com/albums/ll61/Revanchism/Ayleid%20Loot/ScreenShot245.jpg

Did anyone ever manage to find both the chest and a key to open it?

Vac


Very Nice

Nope have not found a key yet..But have not much time to really play lately after all. or when I do play to actually look for the key..Too worried about other things that could be killing me or hunting me..

There's a list of the areas of feedback I am looking for in the first post.

Vac


If I could get past some of the creatures MMM is throwing at me in some of these location's..Those Undead Ayleid Warriors are just tough sometimes at least some of new variants that we have added in alpha testing..LOL..
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Wane Peters
 
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Post » Sat Feb 19, 2011 8:47 am

Hey,

I just want to stop by and say thanks because this mod is exactly what I've been looking for! I may not be an Ayleid enthusiast but I love the concept and how you implemented it. There's plenty of great quest mods out there (I know this isn't exactly a quest but it's a close comparison), however most are geared for level 20+ characters which I hate cause I play with mods that slow leveling so it takes me forever to reach those levels. The fact that you put these "easter egg" type items in vanilla places makes it really compatibly with overhauls and your decision to only put them in Ayleid ruins and interiors is perfect. Since I use Open Cities and Unique Landscapes a lot of quest mods have issues in my game; not this one!

Thanks a lot Vac, (let me extend the thanks to Item Interchange while I'm at it :D )
-Francisco-

P.S. I hope to return with some feedback but it might now be soon since I'm a rather slow explorer. :wacko:
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Jordan Moreno
 
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Post » Fri Feb 18, 2011 8:57 pm

Oh, I'm not saying brighter, the color itself is great as itis:).
I'm sugesting to put an effect on them, make them(the objects, or a variety of them) like a very dim canle, with their apropriate color. It could be just a subtle glow, but I think it'll be neat.

http://dictionary.reference.com/browse/bright: radiating or reflecting light; luminous; shining.
http://dictionary.reference.com/browse/light: pale, whitish, or not deep or dark in color.
You are suggesting brighter. :whistle:

Nope have not found a key yet..But have not much time to really play lately after all. or when I do play to actually look for the key..Too worried about other things that could be killing me or hunting me..
If I could get past some of the creatures MMM is throwing at me in some of these location's..Those Undead Ayleid Warriors are just tough sometimes at least some of new variants that we have added in alpha testing..LOL..

Sounds great! I'm looking forward to having a high enough level avatar again to meet them. :D Good luck with beating your way through them!

I just want to stop by and say thanks because this mod is exactly what I've been looking for!

Glad to hear it!

a lot of quest mods have issues in my game; not this one!

Yep, it's designed to be as conflict-free as I could make it (although I did drop a couple of features I originally planned to keep it more conflict-free...). Those features won't be re-added: I'm happy with the design and execution of this mod, I'll just extend it further for v2.0 with more containers and more clutter sets, and, barring bugfixes or tweaks that'll be it.

Thanks a lot Vac, (let me extend the thanks to Item Interchange while I'm at it :D )

There's an update coming for that soon, with any luck: II's been a dormant project in terms of releases/public updates for too long, even though I've been tweaking and adjusting my own copy in that time.

P.S. I hope to return with some feedback but it might now be soon since I'm a rather slow explorer. :wacko:

Take your time, those containers aren't going anywhere! But, if you want to find them, make sure you have a decent acrobatics skill: it's pretty much required to even *see* a significant proportion of them, let alone reach them.

Vac

P.S. Maybe I should change the subtitle to read "Clutter for acrobats and thieves" :lol:
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Tiffany Carter
 
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Post » Sat Feb 19, 2011 8:46 am

Hi, Vacuity, how yeah doin'? (with the voice of Joey from Friends :D)

I installed your Alex a week ago, I play COBL with Item Interchange 0.71 and... in a week didn't find a single item to loot... any particular reason for this?
I placed it the place B|OSS recommends - just above REAEVWD esps (long above FCOM).

Would you recommend some other place for the esp?

Thanks
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Ashley Campos
 
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Post » Fri Feb 18, 2011 9:55 pm

Hi, Vacuity, how yeah doin'?

I'm doin' ok! How about yourself?

I installed your Alex a week ago, I play COBL with Item Interchange 0.71 and... in a week didn't find a single item to loot... any particular reason for this?

:whistle:
"I can't find any of these chests": read the readme.

Seeing as you've always been such a helpful person, I'll quote the bit of the readme for you though. :hugs:
As a warning note: players without access to the magic effects I have listed may find it difficult to find or access more than a handful of the new containers. Also players who don't check their environment carefully may never see any of these chests. This is intentional. If you have the esp installed and cannot find any chests then you're most likely just not looking carefully enough.

With extra emphasis. :grad:
In terms of finding the ayleid loot in inventories via II, that requires you to have the relevant "receiving" mods installed (no, I'm not listing them) and also requires you to indulge in either banditry or theft and *be lucky*, it's not something I'd consider a reliable means of getting the stuff. The only reliable means are to go shopping regularly and put the effort into finding the chests.

I placed it the place B|OSS recommends - just above REAEVWD esps (long above FCOM).
Would you recommend some other place for the esp?

On the basis that I told Random to put it there, uhh, no? It should be just fine there.

Vac
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Kat Stewart
 
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Post » Sat Feb 19, 2011 9:41 am

Double post? Uhh...

Anyway, in the course of checking that all the new chests are accessible I discovered an "interesting thing". It turns out that the reason things were accessible was because I was using http://www.tesnexus.com/downloads/file.php?id=10337. It seems that the vanilla telekinesis spell effect does not allow the player to open chests. I'm reluctant to move all the chests that rely on this ability to remotely open things as there are other mod-added workarounds available and it's going to make life a lot harder for me to find places to put these chests. Are there other telekinesis mods that allow remote opening of chests?

Seeing as I'm double-posting I'll mention that of all the new chests I placed only three were inaccessible (one of them because the range of the telekinesis spell modded by Useful telekinesis is too short-ranged). Considering the nasty and inconvenient places I put them I am quite pleased that it was only three! :biglaugh: I've also moved a couple of chests that were too easy to find, and completely removed one from it's original dungeon into a completely different dungeon. It's quite possible that if you previously found a chest or two that they might be the ones I've moved. There are now quite a few chests: averaging at just under one per dungeon (not dungeon level), so I hope that people might find a few of them by chance. All the same, some of these things are so well hidden I am suspicious that no-one other than cheats or obsessives will be able to find a couple of them. Many of them are reasonably obvious with good lighting and a little attention though.

Vac
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Matthew Aaron Evans
 
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Post » Fri Feb 18, 2011 9:43 pm

Vacuity, the last 10 days I've been doing things like Ivelon and the new and very good Ayleid Ruins Expanded.
If you haven't put containers there, this explains why I haven't found your things yet. But not to worry, I have time till 2050. :D
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Elena Alina
 
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Post » Sat Feb 19, 2011 7:20 am

Soooo... Where is v2.0? :)
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Josh Dagreat
 
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Post » Sat Feb 19, 2011 8:51 am

Soooo... Where is v2.0? :)

Working on it :P
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Ann Church
 
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Post » Fri Feb 18, 2011 9:34 pm

Vacuity, the last 10 days I've been doing things like Ivelon and the new and very good Ayleid Ruins Expanded.
If you haven't put containers there, this explains why I haven't found your things yet. But not to worry, I have time till 2050. :D


Sorry, there's no support for mod-added dungeons, though any mod dependant on Cobl will have access to them in the next version of Cobl.

Soooo... Where is v2.0? :)


It was finished about a month ago, but it's taken time to get it Coblised since Wrye is pretty much retired these days. I've now got a test Coblised version and am checking it over. It looks fine!

Don't feel like I haven't been doing anything in this time though! My wisps are in a closed test . All 270-odd of them. I'll release them soon and I should have an update to II to release any day now. That's three imminent releases/updates on the way.

Vac
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cheryl wright
 
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Post » Sat Feb 19, 2011 10:28 am

It was finished about a month ago, but it's taken time to get it Coblised since Wrye is pretty much retired these days. I've now got a test Coblised version and am checking it over. It looks fine!

Don't feel like I haven't been doing anything in this time though! My wisps are in a closed test . All 270-odd of them. I'll release them soon and I should have an update to II to release any day now. That's three imminent releases/updates on the way.

Vac


Looking forward to the COBL version..along with II update..(which I need to get the travellers changes sent you has well)..along with testing those wisp out has well..
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latrina
 
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Post » Sat Feb 19, 2011 9:32 am

Hah, my bad. There was no problem with the script last night, I was obviously too tired and busy.

Anyway, here's ALEX v2.0 at http://www.tesnexus.com/downloads/file.php?id=22795 and http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5362.

Added to the readme this note: v2 update - Dungeon-placed chests now come with a chance of being trapped. Players have a chance to disarm the trap (based on security and luck) and a chance to dodge the trap (based on agility and luck) should they fail to disarm. Be assured that getting hit by a trap is not good for you. If your health is low, heal up before trying to unlock chests! You don't really want to die, do you?

Notes for credits regarding v2.0: Haama for doing the Coblisation work and for writing a custom trap script to my specifications. Thankyou! and Washington for making the icons for these wonderful items. Thankyou!

Changelog:

v2.0 Changelog
ALEX has been Coblised! Thanks to Wrye for saying yes (well, he asked for this, but thanks anyway!) and thanks to Haama for doing the grunt work of converting the necessary forms into Cobl and then redirecting everything relevant.
ALEX chests now come with a chance of being trapped. Unlocked chests are never trapped, but anything locked may bite you! Beware!
ALEX has grown! The number of chests placed in dungeons has (very roughly) doubled, but these chests are not evenly distributed. Numerous ayleid ruins have nothing and a few have multiple chests, so even if you find one chest that doesn't mean you can stop looking.
Some chests have been moved or swapped for new chest varieties, so you may not be able to find some chests you previously knew about.
ALEX has expanded! Where there used to be six loot varieties there are now ten.
ALEX loot drops have been made more logical and systematic.
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Margarita Diaz
 
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Post » Fri Feb 18, 2011 10:25 pm

nice! :)
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C.L.U.T.C.H
 
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Post » Sat Feb 19, 2011 5:46 am

OK, I downloaded 2.0 from Nexus AND Pes. There are no Mesh and Texture folders. Am I missing something or do I HAVE to make it an OMOD? If I have to make it an OMOD, could someone please point me to an extremely hand-holding tutorial on that. I've not been able to succesfully make my own OMOD's :P Maybe because I only try in the wee hours when I'm groggy and cranky?
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Laura-Lee Gerwing
 
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Post » Sat Feb 19, 2011 1:52 am

OK, I downloaded 2.0 from Nexus AND Pes. There are no Mesh and Texture folders. Am I missing something or do I HAVE to make it an OMOD? If I have to make it an OMOD, could someone please point me to an extremely hand-holding tutorial on that. I've not been able to succesfully make my own OMOD's :P Maybe because I only try in the wee hours when I'm groggy and cranky?


You need to download and install Cobl v171 (available http://tesnexus.com/downloads/file.php?id=21104).
You don't have to make an omod or anything, indeed, now that the resources are distributed via Cobl manual installation of ALEX is exceedingly easy: one esp and one readme (which states that Cobl is required).

There are stickies at the top of the front page with info on "how to install mods". I suggest looking there for help with obmm.

Vac
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saharen beauty
 
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Post » Fri Feb 18, 2011 10:43 pm

Wow, thanks for the unbelievably fast reply.

I did note that Cobl was required. I just did not realize that's where the resources were to come from. I'm just playing again after a couple year hiatus and there is just a LOT to learn these days! :shocking: I've just reread the info on Nexus and in the readme me and I don't know that I would have ever picked up on that. Perhaps you could include the information in the very clear way you stated it above for goofballs like me :wacko: Sometimes we miss a piece of the learning curve, or english is not our first language. Heh.

I also noticed that no one else mentioned that anything was missing. Now, normally I would just assume that I must be misunderstanding something and just install according to directions and go looking. But given the rarity of the items I thought I'd better ask for my own sanity.

I do really appreciate you answering at all and not using any words like noob or dunderhead.

I will check the stickies and look for that tutorial.
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Teghan Harris
 
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Post » Fri Feb 18, 2011 11:59 pm

... Washington for making the icons for these wonderful items. Thankyou!.are now ten.
...


Thank you for releasing it!

I've had an idea... How about scripting some of those items to have some magical properties when in inventory and when near player?

Like for example, slave items fortify your strength and endurance while lowering your personality, willpower, intelligence and luck; something like that?
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rheanna bruining
 
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Post » Sat Feb 19, 2011 12:56 am

Wow, thanks for the unbelievably fast reply.

Not a problem, as soon as I read your question I checked the documentation and realised that I hadn't made it as clear as I'd like that Cobl v171 is required, so it was in everyone's interest to make sure that was stated very clearly at least once as fast as possible.

I did note that Cobl was required. I just did not realize that's where the resources were to come from.

Yep, they were just added in the latest version (released yesterday).

I'm just playing again after a couple year hiatus and there is just a LOT to learn these days! :shocking: I've just reread the info on Nexus and in the readme me and I don't know that I would have ever picked up on that. Perhaps you could include the information in the very clear way you stated it above for goofballs like me :wacko: Sometimes we miss a piece of the learning curve, or english is not our first language. Heh.


I live in a country where English isn't a native language, so I understand that some people can have problems with that. I've already added a header to the descriptions at TESNexus and PES stating that Cobl is required. It's stated at the top of the readme (though I think In may have messed up and left xxx's where the version number was supposed to be, because at the time I rewrote the readme I didn't know what version of Cobl would be needed).

I also noticed that no one else mentioned that anything was missing. Now, normally I would just assume that I must be misunderstanding something and just install according to directions and go looking. But given the rarity of the items I thought I'd better ask for my own sanity.

Well, you're out the loop. Regulars on the board (and myself) have been waiting for version 2.0 for ages and it was one of the cool things people were waiting for that the resources for this mod were going to be Coblised, so other Cobl-dependant mods could access them. I am sure that Ervvyn (of The Ayleid Steps) is now quite excited to have access to the resources.

Good luck, and don't forget to check out my other mods. :P

Vac

Edit: Reply to Washington

Thank you for releasing it!

This one's absolutely my pleasure! It's quite stress relieving to find hideously out-of-the-way corners of the dungeons and hide locked and trapped containers in them for people to go mad trying to find. ^_^

I've had an idea... How about scripting some of those items to have some magical properties when in inventory and when near player?

It's an idea, I'll think about it, but the intention for this mod wasn't towards giving people more equipment related to combat/gameplay.
There were two principle goals: to show that it's really not so hard to take a resource and turn it into a simple but fun adventure mod (the initial release went from concept to release in just a couple of weeks), which also meant that the next time I ran my mouth and complained about mods that just drop items in barrels in the market (you know the kind of thing) I'd actually have a mod of my own to point to and say "it's not hard". After all, if I can do it, a barrel of salted herring could do it. I'm quite happy to have the items just... clutter. Find them, decorate your house with them, sell them, use them as weapons in Unnecessary Violence (come on, you know you want to throw those shiny forks!). The second point was to flesh out the Ayleids some: they're really just a bunch of empty ruins and a handful of scraps. This kind of work adds a lot to make them more of a culture (a dead one, sure), and realistically, I don't think people would be enchanting their soup bowls and ladles on a regular basis.

Vac
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Alyce Argabright
 
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Post » Sat Feb 19, 2011 5:15 am

Vac-

I'm confused - the previous version came with meshes and textures, yet this one did not - do I continue to use the data files from the last version and only replace the esp?

thanks
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James Hate
 
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Post » Sat Feb 19, 2011 8:13 am

Vac-

I'm confused - the previous version came with meshes and textures, yet this one did not - do I continue to use the data files from the last version and only replace the esp?

thanks

I just posted this. :facepalm:

You need to download and install Cobl v171 (available http://tesnexus.com/downloads/file.php?id=21104).
You don't have to make an omod or anything, indeed, now that the resources are distributed via Cobl manual installation of ALEX is exceedingly easy: one esp and one readme (which states that Cobl is required).

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lucile davignon
 
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Post » Fri Feb 18, 2011 8:51 pm

Yeah but Ayleid were supposed to be the folk that had everything magical in their culture, and I tend to think that those crystals would have some magical properties...

Imagine placing one of those planters with crystals that you have found in an ayleid ruin on your alchemy desk next to alembic or something and you suddenly discover that you feel more secured and skilful while brewing potions...
The magical power of the crystals amplifies your alchemy skill...
But, you also get more vulnerable to fire, frost or shock (or all of them) and if someone attacks you while having/being close to that planter you'll for sure end up dead faster than without it.

And it would be cool if it could be applied to NPCs too! Especially when used with Toaster says share:
- Hey Glarthir, have a gift!
- Gee thanks! Nice ayleid artefact! What does it do?
- Uhm... Nothing. It's just for decoration. For you. Because I like you. Yeah.
And next day... [Glarthir's luck starts to rise every hour but his health goes down]
Glarthir -> X-|

P.S. Stupid mismatch!
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Emily abigail Villarreal
 
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Post » Fri Feb 18, 2011 11:45 pm

Well, you're out the loop. Regulars on the board (and myself) have been waiting for version 2.0 for ages and it was one of the cool things people were waiting for that the resources for this mod were going to be Coblised, so other Cobl-dependant mods could access them. I am sure that Ervvyn (of The Ayleid Steps) is now quite excited to have access to the resources.

You bet I am :).
Congrats, Vac, on ALEX 2.0 as well as on the release in Cobl. Very nice resources to play with.
Real Life is a bit demanding these months, but if anything gets me back to working on my mod it has to be this. Thanks! :thumbsup:
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Emily abigail Villarreal
 
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