[RELz] Ayleid Loot EXtended - ALEX

Post » Sat Feb 19, 2011 3:56 am

Imagine... [snip]

I think you've just hit the bit in the first post where I state:
Feedback I don't need:

"I have this great idea...": so do I. :shrug:

It's not that your idea isn't interesting, but it's not what I'm wanting to make. I have enough ideas to fill Cyrodiil and SI (especially SI, damnit!), but I don't have the skills, and most of all, I absolutely don't have the spare time.
I've got ideas for monsters (lots of ideas for these), weapons, villages, houses, dungeons, the mages guild, the arena, Knights of the Nine, several of the other DLCs, the ayleids, Kvatch, Leyawiin, Bruma, alchemy, scrolls (notice how useless they are?), level scaling (or alternatives) and so on and so forth. I don't have time for... any of it. So when I say I'm not interested in making it, it's not that I'm not interested in the idea, I just have too many other things that I really want to make. I'm sorry!

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:

Thanks, I understand the bit about being busy: it looks like I'm going to be heavily occupied with work for the next 2-3 months. Have fun with the resources while I slave away. :)

Vac
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Chrissie Pillinger
 
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Post » Sat Feb 19, 2011 4:42 am

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.

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.

ALEX has expanded! Where there used to be six loot varieties there are now ten.


Thank you for the Alex v2 update

You doubled the chest placement that is cool..Same locations or new locations?
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jennie xhx
 
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Post » Sat Feb 19, 2011 5:41 am

Thank you for the Alex v2 update

You doubled the chest placement that is cool..Same locations or new locations?

Most of the chests in the previous version can still be found where they were (but many more of them are locked, and therefore trapped), a few were removed for one reason or another.

The new chests are placed in all kinds of interesting places, and believe me I found several interesting places I hadn't noticed myself first time around! :D I would say "look where you wouldn't think of looking", but that's silly, instead I'll say "look everywhere!".

The result is that the majority of the ruins now have at least one chest in them (it averages at just under one chest per ruin), so if you walk away from more than two ruins without finding a chest the odds are that you really are not looking hard enough.

Vac
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Charity Hughes
 
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Post » Sat Feb 19, 2011 2:13 am

This realy adds something nice to the game. All the new items look great and are perfect to decorate the houses you own.

Thanks for sharing and keep up the good work!

Cheers!



p
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Bambi
 
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Post » Fri Feb 18, 2011 9:56 pm

I think you've just hit the bit...


Well, since they are in Cobl now maybe I'll give it a chance when I get more time. Or someone else will. Magical trinkets of the Ayleids... Have to write that down... :)
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JeSsy ArEllano
 
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Post » Sat Feb 19, 2011 4:49 am

Something else I hadn't tried out :D ( Why ? ) Getting it right away - Keep up the bad work mate :thumbsup:
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jodie
 
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Post » Sat Feb 19, 2011 9:51 am

Well, since they are in Cobl now maybe I'll give it a chance when I get more time. Or someone else will. Magical trinkets of the Ayleids... Have to write that down... :)

I was thinking about that after I saw your post - I think it's possible as long as you don't use any script variables (or maybe if I post an empty script with just variables in COBL and then those variables would be safe to use for any mod), but would need some testing.
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flora
 
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Post » Sat Feb 19, 2011 8:20 am

It seems I have many Ayleid goodies to catch up on. This mod looks amazing. I feel bad that I missed the release in my absence.
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Sheila Reyes
 
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Post » Sat Feb 19, 2011 3:55 am

This realy adds something nice to the game. All the new items look great and are perfect to decorate the houses you own.

Thanks for sharing and keep up the good work!

Cheers!

Hope you enjoy it, and good luck with finding them!

Something else I hadn't tried out :D ( Why ? ) Getting it right away - Keep up the bad work mate :thumbsup:

I dunno, why? I'm doing my best with keeping up the bad work!

It seems I have many Ayleid goodies to catch up on. This mod looks amazing. I feel bad that I missed the release in my absence.

No worries, the major update was only released yesterday.

Vac
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Solène We
 
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Post » Sat Feb 19, 2011 8:35 am

This sounds pretty awesome; I'll be trying it out on my next new game. :D
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Krystal Wilson
 
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Post » Sat Feb 19, 2011 9:19 am

Well, you're out the loop.

Vac


Heh, that's what happens every time I take a bit of a break from Oblivion. It was the same ... actually still is ... with Morrowind.

I need a sticky thread named "The Loop" Or an ongoing thread. Maybe I'll start one ... After I look and see if there's allready one like that. :)
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clelia vega
 
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Post » Sat Feb 19, 2011 1:25 am

Hi, Vacuity, how yeah doin'?

Now, I have problem with ALEX.

I installed ALEX 2.0 about 2 months ago and never saw a single item with hundreds of ruins visited.

Why? Because my omod consists of esp file only, no meshes, no textures.
Why? Today I found it is because that is what is in the download ALEX 2.0

Now, I suppose making fresh omod with the meshes from 1.2 and the esp and omod conversion data could help, right? :D
And I wanted them plates and forks so badly... :D
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Big Homie
 
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Post » Sat Feb 19, 2011 5:13 am

I think version 2 uses the Ayleid stuff from Cobl, that's why there is just an esp.
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Jeremy Kenney
 
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Post » Fri Feb 18, 2011 11:20 pm

Hi, Vacuity, how yeah doin'?

Now, I have problem with ALEX.

I installed ALEX 2.0 about 2 months ago and never saw a single item with hundreds of ruins visited.

Why? Because my omod consists of esp file only, no meshes, no textures.
Why? Today I found it is because that is what is in the download ALEX 2.0

Now, I suppose making fresh omod with the meshes from 1.2 and the esp and omod conversion data could help, right? :D
And I wanted them plates and forks so badly... :D

Well, think about it, if you were missing meshes you'd have certainly seen those wonderful bright yellow missing meshes. You didn't see them because...
I think version 2 uses the Ayleid stuff from Cobl, that's why there is just an esp.

Yep, I cleaned up those resources and put them in Cobl directly, so everyone could use them more easily.

I'm fairly confident you're not looking hard enough. If you got used to running through dungeons "looking" for Bethesda's loot then you're playing completely the wrong way for finding the ALEX loot. You really have to be looking for things to find the ALEX loot.

Vac
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Michelle Smith
 
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Post » Sat Feb 19, 2011 4:06 am

I posted a problem on the TES Nexus page and it basiclly is that whenever i find a container (i have found several) they all appear as beautiful yellow boxes. Now, i am not terribly literate when it comes to modding im afraid but i think its the meshes or something? Now i DO have Cobl installed too, so its not that i dont have Cobl or anything.

Assitance is appreciated!

Thanks
Two Face
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Kelly John
 
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Post » Fri Feb 18, 2011 10:10 pm

You are missing container meshes. Check if you have the required version of COBL (the one that has textures and meshes for ALEX). Try installing the latest COBL version.
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Strawberry
 
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Post » Sat Feb 19, 2011 1:49 am

Additionally, if you know how to post your load order, that might be useful to see. Particularly if you are using Bash as it shows the version numbers of many mods.

Thanks for the help washington!

Vac
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Melly Angelic
 
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Post » Sat Feb 19, 2011 10:24 am

Re-installing the files from COBL seemed to have done it, because the containers are there now. :) thanks for the help.
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Alan Cutler
 
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Post » Sat Feb 19, 2011 10:52 am

Re-installing the files from COBL seemed to have done it, because the containers are there now. :) thanks for the help.

Glad to hear that it worked out!

Vac
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Add Meeh
 
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Post » Fri Feb 18, 2011 10:33 pm

i located a chest just earlier thats impossible to get at without toggling clipping,
Spoiler
inside fanacasecul there is a chest INSIDE the wall right before where the metal grating starts(right hand wall), there is absolutely no way to reach it from any direction without toggling clipping and walking into the wall

i also made sure to check from the room below to see if it was accessible from there too, but it isn't

i only found it because my partner NPC kept running at the wall trying to get to it so i decided to take a look

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Cash n Class
 
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Post » Sat Feb 19, 2011 10:24 am

Thanks for the report, I'll take a look at that later this evening and check whether I can reach it ok.

Just to check, this is v2.0 you're using?

Vac
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Grace Francis
 
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Post » Sat Feb 19, 2011 8:26 am

yeah, and to clarifiy i have no other mods that touch the same dungeon as well
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ruCkii
 
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Post » Fri Feb 18, 2011 8:17 pm

Either you are using another mod that's adjusting the dungeon (which you say you aren't) or you give up too easily. :shrug: It's perfectly accessible. I suggest you consider obtaining access to the "fortify acrobatics" magic effect. It will help you with this one and many of the other containers from ALEX.

Vac
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Jeff Turner
 
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Post » Sat Feb 19, 2011 2:34 am

Either you are using another mod that's adjusting the dungeon (which you say you aren't) or you give up too easily. :shrug: It's perfectly accessible. I suggest you consider obtaining access to the "fortify acrobatics" magic effect. It will help you with this one and many of the other containers from ALEX.

Vac
i checked from all directions, and i used enough fortify acrobatics to hit the ceiling in the room, it was actually physically inside the walls

edit: thats wierd, it's in a slightly different position after i loaded the save again. when i first looked it was floating in space between 2 solid walls, not in the little gap where it's supposed to be

now it's a little further into the room than it was and i can actually get to it, must be oblivion acting up
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Latino HeaT
 
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Post » Fri Feb 18, 2011 9:38 pm

edit: thats wierd, it's in a slightly different position after i loaded the save again. when i first looked it was floating in space between 2 solid walls, not in the little gap where it's supposed to be

now it's a little further into the room than it was and i can actually get to it, must be oblivion acting up

Ahh, alas. There's little or nothing I can do about Oblivion itself screwing things up... :shakehead:

Thanks for the report anyway in that case. :)

Vac
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Naomi Lastname
 
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