[RELz] Ayleid Loot EXtended - ALEX

Post » Sat Feb 19, 2011 8:24 am

Thanks if you ever decide you want them let me know, I will make them once again..by them perhaps my texturing skills will be better also..

Thanks for the offer! There'll be time between now and whenever I get to making v2 of this mod. Hopefully there won't be any more mistakes: I had to rush out the major fix as fast as possible without time to check everything thoroughly. I'll have to sit down and check through v1.2 with a toothcomb and check it's exactly how it's supposed to be.

Thank you for the 1.2 update, now I can restart my quest, and see where that take me..LOL..

Bah! I'm just annoyed I let my enthusiasm run away with me and make a mistake like that. Still, in something like 20 releases of II and 3 releases of ALEX it's the only really serious mistake I've made with a release (forgetting bash tags on the II plugins once wasn't *that* serious, I think).

Vac
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Brιonα Renae
 
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Post » Sat Feb 19, 2011 4:32 am

Apologies for the triple-post, this is reasonably urgent. <_<

v1.2 is up at PES, TESNexus is having problems, though I've removed 1.1 from there for now, so at least no-one can download 1.1 until I get 1.2 up there. I'll edit this post when TESNexus has the right file.

If you downloaded v1.1 please update asap!

My apologies for the mess-up. :shakehead:

Vac

Edit: TESNexus is updated.


I appreciate the update, I'll upgrade it right away
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Andres Lechuga
 
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Post » Sat Feb 19, 2011 10:17 am

Thanks for the updates on this and II! :foodndrink:
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claire ley
 
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Post » Sat Feb 19, 2011 4:16 am

Thanks for the updates on this and II! :foodndrink:


V0.71 of II adds extra options for ALEX depending on what mods you use.
There are new vendors (Corepc's Tamriel Travellers) who have a chance of stocking the clutter.
There's also new options of pickpocketing and highway robbery. On the other hand the odds of finding someone walking around with this stuff is pretty darn slim indeed, even if you're using the right mods, so you probably have better odds just searching the dungeons. And no, I'm not telling you which NPC(s) have the chance to be carrying this stuff.

Vac
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Lori Joe
 
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Post » Sat Feb 19, 2011 6:50 am

Found at the Copious Coinpurse!

Couldn't believe it, I haven't even looked at screenshots, just added your mod because I love the joy of finding difficult, rare things. I am addicted to meteoric weapons from way back when I first experienced OOO. I have only just really begun my game, and was setting up the Unfriendly Competition (sp?) quest, and what do I find? Wonder whose graves they have been into?... :foodndrink:

http://i271.photobucket.com/albums/jj124/CabalAegyen/Oblivion/AyliedClutter.jpg
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Jeffrey Lawson
 
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Post » Fri Feb 18, 2011 8:35 pm

Found at the Copious Coinpurse!

Couldn't believe it, I haven't even looked at screenshots, just added your mod because I love the joy of finding difficult, rare things. I am addicted to meteoric weapons from way back when I first experienced OOO. I have only just really begun my game, and was setting up the Unfriendly Competition (sp?) quest, and what do I find? Wonder whose graves they have been into?... :foodndrink:

http://i271.photobucket.com/albums/jj124/CabalAegyen/Oblivion/AyliedClutter.jpg


Hah! Good for you!

As the stuff is purely decorative and some people might want it for decorative purposes it's all available for purchase. Just not... common.

Vac
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Fam Mughal
 
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Post » Sat Feb 19, 2011 10:32 am

Washington, was that you that uploaded a picture of the new ALEX icons to TESNexus?

Could we arrange for me to get a copy of the original picture? :D

Thanks a lot!

Vac

Edit: I just noticed that while you're credited with the icons in the changelog I missed you out of the actual Credits section of the readme. :( I'm so sorry. I've already fixed that in the master readme in the project's folder, so when I get v2.0 done the credits will be complete. Is it ok to wait?
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Luis Longoria
 
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Post » Sat Feb 19, 2011 10:39 am

No problem! I haven't noticed...

About the picture, unfortunately I have uploaded it and deleted it. With 'shift'... You'll have to save that one from Nexus. Sorry...
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Emily Martell
 
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Post » Sat Feb 19, 2011 12:34 am

Nice! Been gone for a while, but I will add it to the list. ;)
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Logan Greenwood
 
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Post » Sat Feb 19, 2011 8:57 am

I just wanted to let you know that I have been going through Ayleid ruins like a CSI inspector, now that I have this mod installed. :D I love having a motivation to go through a ruin, and this helps.
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Jennifer May
 
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Post » Sat Feb 19, 2011 6:06 am

No problem! I haven't noticed...

About the picture, unfortunately I have uploaded it and deleted it. With 'shift'... You'll have to save that one from Nexus. Sorry...


OK, I'll grab that one then... maybe make a new one myself when I get the new items added. talking of which, more below...

Nice! Been gone for a while, but I will add it to the list. ;)


Cool!

I just wanted to let you know that I have been going through Ayleid ruins like a CSI inspector, now that I have this mod installed. :D I love having a motivation to go through a ruin, and this helps.


Question: Have you *found* anything? :biglaugh:
I can assure you that *no* corner or ledge is too high, too low or too hard to reach for me to put a chest in it as long as my testing character with fortified speed, agility and acrobatics and armed with an array of useful spells could access it. I am only limited by the dungeon design itself: I won't have them floating in mid-air or glued to the ceiling and I won't touch the dungeon layout.

Alright, I've not heard anything back from the creator of the mod that I'd like to use the trap script from, so I'll probably use that script as a base anyway. I'll have to modify it quite heavily as it has several additional features that I don't want, so if/when you see me asking for help in the CS forum, please help me! :embarrass: Is this reasonable to adapt a script without explicit permission (because the original author's not responding)?

Secondly, I've done some preliminary work on the additional item varieties and I've come to the conclusion that if I learn a little bit more I could probably make a few *more* varieties of clutter. On the other hand: I can add four more varieties with a minimum of effort (and they'll look different enough to be worth it), more varieties after that require a lot of extra work (for a noob like me) and I think that ten varieties is probably enough. :shrug: So unless I find whole new resources to use in the next few weeks that's probably going to be it in terms of item variety. Ten versions of each clutter item is already clunking the player over the head with options/variety, so I don't feel bad about not making new ones.

Vac
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nath
 
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Post » Sat Feb 19, 2011 4:00 am

Just take the script, modify it for your needs, mention one who made it to thank him, and that's all.
Even more items? :ooo:
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Roisan Sweeney
 
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Post » Sat Feb 19, 2011 6:17 am

Awesome idea, and I love the pretty shiny things. One problem I've come across, though... probably something to do with Item Interchange, but I noticed in Anvil today (after installing ALEX 1.2 and updating II to 0.71) that Lelles has two or three of each of about 10 different Lormathiae items to sell (for next to nothing, too!).

If these things are really supposed to be rare shouldn't they almost never appear on a merchant, and then only a single item or maybe a pair of items, and be almost prohibitively expensive?

edit: Oh, and I just had a thought: is there any way to integrate these artifacts with http://www.tesnexus.com/downloads/file.php?id=16316? That would be awesome!
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phil walsh
 
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Post » Sat Feb 19, 2011 8:17 am

Awesome idea, and I love the pretty shiny things. One problem I've come across, though... probably something to do with Item Interchange, but I noticed in Anvil today (after installing ALEX 1.2 and updating II to 0.71) that Lelles has two or three of each of about 10 different Lormathiae items to sell (for next to nothing, too!).

If these things are really supposed to be rare shouldn't they almost never appear on a merchant, and then only a single item or maybe a pair of items, and be almost prohibitively expensive?

edit: Oh, and I just had a thought: is there any way to integrate these artifacts with The Ayleid Steps? That would be awesome!


Item Interchange isn't touching the vanilla merchants for this merchandise as there was no need: I could do it ALEX directly.
That sounds about right for the items: they are supposed to be for sale occasionally so that people who want to just buy the items have the option available, and yes, if the vanilla merchants have *any* stock, they will have a *lot* of stock! Essentially it's mimicking someone finding a stash and selling it all off at the store.

As to value, well, the values for purchase price are directly detemined by the values of the sale price. If I make them extortionately expensive to buy then they'll also be staggeringly lucrative to sell, which then means they have to be ridiculously rare (even more so that present) to keep balance for what's pretty much free loot, and then the odds of you *ever* managing to collect enough to semi-furnish a house becomes vanishingly small. :shrug:

The chest should respawn after a few days and they'll go away if you're not interested in buying them.

Vac

Edit: Sorry, missed the Ayleid Step thing: well, the Ayleid Steps is already Coblised and ALEX *will* be Coblised once I make the extra/new meshes. When all the resources are available in Cobl it'll just be a matter of Ervvyn using ALEX-sourced resources in his dungeons (I think he's interested). I am learning a lot about meshes and textures from working on my wisps, so when I get back to this the new meshes shouldn't take too long, but placing new chests and testing they're genuinely accessible will take a while.
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Alister Scott
 
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Post » Fri Feb 18, 2011 8:59 pm

Item Interchange isn't touching the vanilla merchants for this merchandise as there was no need: I could do it ALEX directly.
...

Okay, thanks for clearing that up. I totally get what you mean about the economics of it. It's just kind of strange because I just started a magely character (my first actually; I'm usually a ranger/thief type) and I'd decided he would be an Ayleid scholar. Give me a good reason to finally play the Ayleid Steps. I'm going to play him as obsessed with all things Ayleid... coins (thanks MMM!), books, stones, you name it. Then to have him wander into the Mercandise and see a bunch of Ayleid loot that someone had pawned... Well, it blew my mind! :)

edit: I love simultaneously posting, it's like BethChat! Anyhow, COBLized would be awesome. And if you need someone to playtest/check accessibility, I'd be willing to help. I've just found myself with a lot of free time for the near future (read, out of work :facepalm:)
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Chloe Mayo
 
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Post » Sat Feb 19, 2011 1:00 am

edit: I love simultaneously posting, it's like BethChat! Anyhow, COBLized would be awesome. And if you need someone to playtest/check accessibility, I'd be willing to help. I've just found myself with a lot of free time for the near future (read, out of work :facepalm:)


Coblised will be cool when I get there, and it also makes my life easier for using the items and containers in other mods I intend to make in the future. Making a mod dependant on Cobl is more of a "why not?" than a "why?", to me.

With regards to checking accessibility, to make it efficient I would need to tell you exactly where to look, but as these things are so hard to find I'd need to send multiple pictures or lengthy text descriptions, which would probably be slower to make than just checking myself.
That also means you'll have the fun of trying to find them yourself rather than have half the locations told to you.
And the final plus point for doing it myself is that I am one of those lucky individuals blessed with an exceptional ability to forget anything and everything with a little time, this makes me ideal for testing this kind of thing because a few weeks later I don't even remember which dungeons the chests were in :huh: (fortunately I've made copious notes for when I *do* have to remember). Aren't I so lucky?

Vac

P.S. Sorry to hear about work, that sounds like you've got more important things to do than sit playing games then... :nono:
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Emmi Coolahan
 
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Post » Sat Feb 19, 2011 7:19 am

Sorry, missed the Ayleid Step thing: well, the Ayleid Steps is already Coblised and ALEX *will* be Coblised once I make the extra/new meshes. When all the resources are available in Cobl it'll just be a matter of Ervvyn using ALEX-sourced resources in his dungeons (I think he's interested).

You know I am, I told you. And now that I know it's going to be in Cobl, I have a close eye on this thread, watching your progress. :hubbahubba:
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Marcia Renton
 
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Post » Sat Feb 19, 2011 11:17 am

Hey Vacuity,

Not sure if you've seen http://www.tesnexus.com/downloads/file.php?id=20644 or not, but maybe there's something in there that you could use.

I haven't used it (it looks like a silver-clutter texture replacer), nor have I found anything from ALEX yet, so maybe you've already ported it.


edit: DOH, my bad.
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Melis Hristina
 
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Post » Fri Feb 18, 2011 11:50 pm

hi Tekuromoto, i think he has seen them. read the last paragraph of the first post of this thread.
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Andrew
 
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Post » Sat Feb 19, 2011 1:38 am

I'm not sure whether it's acceptable to make a post in your own thread saying "this mod's great fun!", but that's kind of what I am doing here. I was playing a little this evening and wandering around one of the ayleid ruins wondering "did I put anything in this one?". There I was, jumping around like a kangaroo on hot coals to check the ledges, checking the corners, the nooks, the bits of the ruins that can't be seen just by walking through the centre. And sure enough! There was a chest! Woo-hoo! With a hard lock. Nuts. Two lockpicks later (crummy skill and with Progress installed it improves slowly) I opened it up thinking "My first real chest! I bet it's empty...", but no! There was a whole pile of loot inside! I'll tell you, I had a huge grin on my face the whole rest of that ruin (even with the stuff MMM was throwing at me). There's nothing like getting lucky to brighten up your dungeon-crawl. :)

Err, making this more of a "progress report" than just an "I love my own mod" post: I made a quarter of the new meshes for v2 this mod between sessions with my wisps and checked them over: no problems I could find. I'll get the other three quarters done sometime soon-ish.

Umm, that's it, just a big pile of pretty loot, but it was lots of fun (and a little frustrating) finding it and very satisfying (all the more so because it had been a little frustrating) when I'd found it. Exactly what I wanted to make.

Vac
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Robyn Howlett
 
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Post » Sat Feb 19, 2011 3:40 am

Spoiler
Does this mod add a small chest to the Goblin infested mine east of Bruma (sorry, was a while ago and I can't remember the name)? If so, any clue as to where the key is?
So far I haven't found any chests in Ayleid ruins (I guess I'm only perceptive enough to discover the OOO weapons) and Umbacano seems to have an even larger collection of Ayleid nose hair trimmers and kitchen utensils than before.

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Michelle davies
 
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Post » Sat Feb 19, 2011 1:15 am

If you prefer to remain ignorant of the mini-quest in ALEX, please don't look at the spoilers in PetrusOctavianus' post and this one.
Spoiler
Yes, it does.
:whisper:
Spoiler
Is it too obvious where it's placed? Thinking about it, it may be more obviously placed than any of the regular chests.
:facepalm:
Spoiler
There are two copies of the key: each copy comes with half the story of the chest. If you want to find the keys you need to know the vanilla game a little and think "who is associated with ayleids?" You're right that Umbacano is the first person to think of, but there are a couple of others too.


Good luck with finding the chests: they're not easy. They're not intended to be easy to find.

Best of luck PetrusOctavianus!

Vac

Edit: And thanks for adding the spoiler tags. :)
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Sudah mati ini Keparat
 
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Post » Fri Feb 18, 2011 10:00 pm

OK, I've finished up the meshes for the new items (including testing), but still lots more to do in other areas of the mod. In any case, as the new items are pretty and aren't spoilers why don't you take a look at some of them? :twirl:

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

Ain't they pretty? :hehe: The names are accurate, the values aren't. For the record: the values of some of the existing items may get adjusted for 2.0 as well (actually, they'll be adjusted before ALEX gets coblised), so don't panic if some things change when that switch occurs.
I had to really stretch some of the Ayleid language to get names/social functions for these new sets. :read: I wish there was a bigger selection of known vocabulary for me to work with. With a little stretching of the imagination they seem reasonable enough to me.

I'm going to make a few adjustments to the mini-quest for 2.0. I think it's too easy to find the "lost chest", so I'm going to move it, maybe somewhere else in the same general location, maybe to a whole new location, I'm not telling: you'll have to look. Did anyone ever manage to find both the chest and a key to open it?

I've had a couple of PMs from different people about this mod as well, so I thought I'd mention that the locations I am putting chests into were actually the locations I thought loot would be placed when I first started playing Oblivion. I was rather dissapointed that I never found hidden loot and eventually stopped looking when I realised that the game makers never really hid loot. Now that loot is there (occasionally) and it's strange to have to get myself *back* into the habit of looking around those corners and nooks again.

Vac
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Victoria Vasileva
 
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Post » Sat Feb 19, 2011 5:56 am

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

Oh wow, that would be the perfect, er ... nevermind. ;)
Very pretty indeed, nice work. :thumbsup:
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Sabrina garzotto
 
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Post » Sat Feb 19, 2011 12:00 pm

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
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kasia
 
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