[Beta] Bartholm 7.0

Post » Fri Feb 18, 2011 10:37 pm

*Updated to version 6.98 Beta

Here's a new and improved version of Bartholm & the Isle of Slart.

I've added the following quests:
-"Buried Buccaneer Booty" quest (Started by picking up a torn map from the captains cabin of the pirate ship in "Pirate Hunters" from Major gro-Hammer in Slartholm)
-"Return of the Maormer" repeatable quest available from Major gro-Hammer 7 days after completing the "Siege of Slartholm"
-"Grog for Blackdog" quest from Captain Blackdog McGee (Bartholm Docks - available after you've completed the "Rockville Rum" quest from Loranil at Bartholm Manor)
-"Here Today Yarn Tomorrow" quest from Helene Jacinth at Barthlom Manor.
-"Ogre Dentistry" quest from Rita Moreno in Slartholm.

Suggestons & bugs welcome. Thank you for the wonderful support & feedback from this community. You are great!
-J.Sera

http://worlds.fortinbras.net/maps/bartholm698_beta.zip
http://worlds.fortinbras.net/maps/bartholm698_beta_patch.zip

Website
http://worlds.fortinbras.net
Screenshots
http://worlds.fortinbras.net/images/bartholm_pirates.jpg
http://worlds.fortinbras.net/images/bartholm_legion_oblivion01.jpg
http://worlds.fortinbras.net/images/bartholm_legion_oblivion02.jpg
http://worlds.fortinbras.net/images/bartholm_legion_bruma01.jpg
http://worlds.fortinbras.net/images/bartholm_docks.jpg
http://worlds.fortinbras.net/images/bartholm_legionnaire_v_maormer.jpg
Videos
http://movies.fortinbras.net/bartholm_promo_hi.wmv
http://movies.fortinbras.net/bartholm_promo_lo.wmv

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The Town of Bartholm 7.0

02/19/10
_________________________________________________

Ruled by Count Serverus Victrix, Bartholm is a small town consisting of a Castle, Arena, Inn, General Store, Chapel, Stables, Mages' Guild & 8 houses.

Protected by the Bartholm Foreign Legion, the village of Slartholm is situated on the Isle of Slart. Slartholm consists of an Inn, General Store, Blacksmith, Barracks, Alchemist Tent & 3 houses.

The Narcissa's Captain Blackdog McGee offers passage from Bartholm to the Isle of Slart and back.

You can:
-Uncover a plot against the Count for Primo Victrix. (Bartholm)
-Igor offers Dark Brotherhood member's a contract. (Bartholm)
-Save the Town of Bartholm from an Oblivion Crisis for Grok gro-Hammer (Bartholm)
-Join the Bartholm Foreign Legion & defend the village of Slarthom from a Moarmer attack (Slartholm)
-Help the Bartholm Foreign Legion defend the shipping lanes against pirates. (Slartholm)
-Solve a mystery for Tyrantus Rex (Slartholm)
-Fight in the Arena and become Bartholm's Grand Champ (Bartholm)
-Fight in daily free for all matches and defend your title once a week as Bartholm's Grand Champ. (Bartholm)
-Take official paperwork to the Governor of Slartholm for Count Victrix (Bartholm)
-Take random Dark Brotherhood contracts on citizens all over Cyrodiil. (Bartholm)
-Collect books for Bartholm & Slartholm's literate citizens. (3 in Bartholm / 2 in Slartholm)
-Assist Eranyon with Bartholm's ghost citizenry. (Bartholm)
-Help Helene Jacinth find her lost knitting supplies. (Bartholm)
-Help Helene Jacinth find her lost dog. (Bartholm)
-Assist Jean Luc in guarding a sacred scroll. (Bartholm)
-Anton Chance offers Thieves Guild members pickpocket jobs. (Bartholm)
-Help Grok gro-Hammer solve Bartholm's skooma problem. (Bartholm)
-Hunt escaped prisoners for Grok gro-Hammer. (Bartholm)
-Go hunting with Filthy Fargus in Bartholm. (Bartholm)
-Go hunting with Filthy Fahad in Slartholm. (Slartholm)
-Deliver meat for Fargus & Fahad. (Bartholm / Slartholm)
-Find a bottle of Rockville Rum for Loranil. (Bartholm)
-Resolve Ayne Drehl's unwanted house guest issue. (Bartholm)
-Help Brutus Minimus find his lost sheep (Slartholm)
-Help Rita Romano find a minotaur horn (Slartholm)
-Help Rita Romano find ogres teeth (Slartholm)
-Rent a room at the Lodge or the Raw Bar. (Bartholm / Slartholm)
-Purchase a horse from Ra'jahd at Bartholm Stables (Bartholm / *Horse Armour not supported)
-Purchase a house in town from the Count and furnish it. (Bartholm)
-Cause havok around town and get arrested or killed by the guards.
-Take "the Narcissa" from the Bartholm Docks to the Isle of Slart.

The town contains:
150+ NPC's
25+ Buildings
1400+ voice files
30 quests

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Thanks
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I would like to thank my wife Leah. You are wonderful!

I would like to thank gamesas for such a wonderful world.

I would like to give props to everyone on the Elderscrolls Forums and everyone that contributed to the Wiki. Without your help, this mod would still be a long time coming.

I would also like to thank everyone that I forced to record conversations and all of the people who helped me playtest
Leah Sera, Mike Rielly, Luel, Paul Bono, Patrick Hunt, Daniel Hunt, Nikki Hunt, M. Sera, Brian Whitman, & Christopher Siess.
A special thanks to LaughingMan008 & The Last Ayleid for hard work playtesting and helping research.
A special thanks to The Oblivion Beta Testing Guild for beta testing and providing feedback.

Thank you, you are all great!


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Contact
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J.Sera
slarti@fortinbras.net

http://worlds.fortinbras.net

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Version Changes
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6.95 Beta
-added "Buried Buccaneer Booty" quest (started by picking up a torn map from the captains cabin of the pirate ship in "Pirate Hunters")
-added "Grog for Blackdog" quest from Captain Blackdog McGee (bartholm docks)
-added "Here Today Yarn Tomorrow" quest from Helene Jacinth at Barthlom Manor.
-added "Ogre Dentistry" quest from Rita Moreno in Slartholm.
-added map markers to the isle of slart (town, dock, shrines, rex estate, tower, etc.)
-updated BHConversation quest script (moved bartholm dialogue addtopic here. this should resolve issues with players not getting dialogue topics before entering bartholm)
6.96
-removed LOD mesh (reverted back to previous version to temporarily resolve issue a draw issue with the LOD mesh until it can be fixed)
6.97
-updated "Here Today Yarn Tomorrow" quest items (disabled until the quest begins)
-updated Isle of Slart LOD meshes and distantlod
-updated Bartholm distantlod
-updated Slartholm map marker (moved closer to town)
-updated Bartholm Chapel Crypt (quest chests no longer respawn)
-updated "Pirate Hunters" (adjusted pirate's aggression, confidence & responsibility)
-updated "Bartholm Bounty Hunter" (added 5 more escaped convicts)
-cleaned bartholm.esp (used wrye bash to remove orphans)
6.98
-added "Return of the Maormer" repeatable quest from Major gro-Hammer in Slartholm
-revamped "Siege of Slartholm" (reinforcements are now available in slartholm at need / all battle waves now occur on the same day / increased boss difficulty level / bandits no longer spawn after the siege is completed)
-updated "Pirate Hunters" (player reward is higher if legionnaires survive / modified pirate npc script - first kill now says "1 pirate is dead")
-updated stablehand BartholmHorseBashiraGive package (bashira should now stand next to the horse when the player first mounts)
-edited Staff of Banishment from the "Bartholm Ghost Story" (removed script effect)
-updated lost sheep quest (levelled gold reward / sheep will no longer follow the player if they have failed the quest / dying sheep only trigger quest fail when the quest is active)
-updated lost dog quest (levelled gold reward)
-updated lod using tes4gecko
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Fri Feb 18, 2011 6:04 pm

Thanks for the update JSera on a great mod. Still in my load list although I have done (and enjoyed) the main quest at the Isle of Slart (haven't done much of the smaller ones though). This was definitely my first excursion into a new landmass and it was awesome!
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Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Fri Feb 18, 2011 8:32 pm

Good to see this get an update!

I of course loaded it long ago so have finished all v6 quests.

As for suggestions, as I recall there was/is an issue with distance viewing on the isle (I've not visited it in ages). Would be nice if this was addressed.

-Decrepit
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Marion Geneste
 
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Joined: Fri Mar 30, 2007 9:21 pm

Post » Sat Feb 19, 2011 9:38 am

new version of bartholm? superduper kickass!
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Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Fri Feb 18, 2011 7:21 pm

Delighted to see work continue on expanding what is already a great mod. As my new character hasn't started up 6.0 yet, I'll hold off for version 7 whenever it hits. Take your time. :)
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Kevan Olson
 
Posts: 3402
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Post » Sat Feb 19, 2011 7:21 am

More Quests...I LOVE YOU!!!!!
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Jason Wolf
 
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Post » Sat Feb 19, 2011 7:35 am

That was an amazing surprise, thank you so much!:D
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Phillip Hamilton
 
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Post » Fri Feb 18, 2011 11:43 pm

Update grabbed!!

Thanks!
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Tamara Primo
 
Posts: 3483
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Post » Fri Feb 18, 2011 7:44 pm

If you haven't made any landscape changes to Slartholm, I can send you a package with the landscape LOD information. All you'd need to do for it to work properly is hit the ESP with Gecko and use the "Move worldspaces" function.
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Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Fri Feb 18, 2011 11:16 pm

I've always wanted to try this mod, and now that I've got a stable uFCOM setup, I am willing to start on this.

Question: Are there compatibility issues with other popular mods (FCOM, OOO etc.)?
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Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Sat Feb 19, 2011 5:38 am

Doh! I found a blatant issue with the new LOD meshes on the Isle of Slart. I am uploading a new version 6.96 beta that removes them for the time being. As well as uploading a patch. I'll post the links once they've finished uploading.

http://worlds.fortinbras.net/maps/bartholm696_beta_patch.zip

Thanks for all the positive comments!

As for suggestions, as I recall there was/is an issue with distance viewing on the isle (I've not visited it in ages). Would be nice if this was addressed.
-Decrepit

It's on the list. I still havent quite ironed that out yet. :P

If you haven't made any landscape changes to Slartholm, I can send you a package with the landscape LOD information. All you'd need to do for it to work properly is hit the ESP with Gecko and use the "Move worldspaces" function.

Unfortunately, I did make a few changes to the Isle of Slart world. I really appreciate the offer tho. And if you don't mind I might send you a PM to ask a few dumb questions.

Question: Are there compatibility issues with other popular mods (FCOM, OOO etc.)?

To my knowledge there are no compatability issue with other mods. I have tried hard to make the mod play well with others. Let me know if you experience any issues.
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TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Sat Feb 19, 2011 1:48 am

Unfortunately, I did make a few changes to the Isle of Slart world. I really appreciate the offer tho. And if you don't mind I might send you a PM to ask a few dumb questions.


That's not unfortunate at all. It means there's new goodies to look forward to. And I don't mind if you PM me with questions :)
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Je suis
 
Posts: 3350
Joined: Sat Mar 17, 2007 7:44 pm

Post » Fri Feb 18, 2011 11:46 pm

Jsera,

I just installed version 6. If I get started on it, will the transition to version 7 be fairly transparent? That is, will I be able to retain all the progress I've made in Version 6? If not, maybe I should just wait for version 7?

Not a big deal either way as I go so slow and role play that starting anything over (except the sewers : ) really isn't a big deal.

Anyway, thanks for picking up on this again. From all I have heard, and seen, it's a great mod. Appreciate the work you do.

Tarl
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Naomi Ward
 
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Post » Sat Feb 19, 2011 3:10 am

Great news! Bartholm has always been one of my favourite mods.
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latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Sat Feb 19, 2011 7:19 am

Great news! I discovered Bartholm version 5.something and played it through then. I have upgraded and had it installed ever since.

My main complaint with it was the missing distant land of Slart, so if you can get Arthmoor to help you get it in, that would be great.

To my knowledge there are no compatability issue with other mods. I have tried hard to make the mod play well with others. Let me know if you experience any issues.

I play a heavily modded game, and haven't found any problems either. The closest to what I could call an incompatibility is that Living Economy's dynamic barter gold doesn't work with the Bartholm merchants, as LE's dynamic barter gold doesn't work with any merchants that have unique barter dialogue. But the solution to this is of course to install Enhanced Economy instead :P

Note that EE's house tax feature automatically works for the house in Bartholm (at least it did in for v. 6, but needs correction in EE if the entrance door's formId changes) too.
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ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Fri Feb 18, 2011 11:11 pm

If I get started on it, will the transition to version 7 be fairly transparent? That is, will I be able to retain all the progress I've made in Version 6? If not, maybe I should just wait for version 7?

I don't intend to make any changes that will affect v6.0. And I probably won't make any changes that will affect your progress when 7.0 comes out. (Depending on if someone finds a major issue or not :D) I may add another quest after the Grog quest I haven't made up my mind yet. I was thinking testing the grog and / or turning in mugs for cash (since grog eats right through them) I still have several other quests in mind, but most likely for another release.

I play a heavily modded game, and haven't found any problems either. The closest to what I could call an incompatibility is that Living Economy's dynamic barter gold doesn't work with the Bartholm merchants, as LE's dynamic barter gold doesn't work with any merchants that have unique barter dialogue. But the solution to this is of course to install Enhanced Economy instead :P

Note that EE's house tax feature automatically works for the house in Bartholm (at least it did in for v. 6, but needs correction in EE if the entrance door's formId changes) too.

Thanks for the verification. I appreciate it.

Hope everyone is having a great weekend!
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Charles Mckinna
 
Posts: 3511
Joined: Mon Nov 12, 2007 6:51 am

Post » Sat Feb 19, 2011 7:26 am

I have the new version up, and for some reason, when I went to visit the Arena, everyone was running around into walls as if a bunch of goblins was attacking.
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Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Sat Feb 19, 2011 2:22 am

I have the new version up, and for some reason, when I went to visit the Arena, everyone was running around into walls as if a bunch of goblins was attacking.


Thanks for the bug report. At a quick glance, I didn't see any whacky ai, but I'll check out the Bartholm Arena areas more thoroughly later today. Could it be load order related? Is anyone else experiencing this issue?

Has anyone tried any of the new quests out yet?
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Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Fri Feb 18, 2011 7:59 pm

I have the new version up, and for some reason, when I went to visit the Arena, everyone was running around into walls as if a bunch of goblins was attacking.


I've run through several matches of the Bartholm Arena combatant quest line and several matches of the Bartholm Arena spectator variant and I can't replicate the issue. You're welcome to send me a save game and I'll see what I can see. Thanks again. I appreciate the feedback.

Has anyone else run into this issue? Or any other problems for that matter?
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Killah Bee
 
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Joined: Sat Oct 06, 2007 12:23 pm

Post » Sat Feb 19, 2011 8:33 am

Any had a chance to try out the new quests?
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Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Sat Feb 19, 2011 2:05 am

I'm using the full beta and I've had no problem in the arena and I'm grand champion. I'm playing with a high level character (lvl 49) and the last fight was maybe a bit too easy. I've also found a hair related bug though. There's an orc guard inside the city who has long brown hair.
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Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Fri Feb 18, 2011 8:54 pm

I'm using the full beta and I've had no problem in the arena and I'm grand champion. I'm playing with a high level character (lvl 49) and the last fight was maybe a bit too easy. I've also found a hair related bug though. There's an orc guard inside the city who has long brown hair.

You can forget the hair bug, it was on my end. A bit of reordering and a rebuild of my bashed patch fixed the issue.

I'm having fun so far on the island of Slartholm :)
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Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Sat Feb 19, 2011 4:57 am

Any had a chance to try out the new quests?

No, I haven't but that's not due to lack of interest. But my only current character is in Windfall for the moment, and I don't have too much time to play either, so I guess he will stay there for several weeks to come. I definitely look forward to visiting Bartholm and Slart again, especially if you fix the Slart LOD (with help of Arthmoor?).
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Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Fri Feb 18, 2011 8:34 pm

After viewing the video and feeling amused ( in a bad way :icecream: ) by the voice acting, I knew right away that I would love to play through Bartholm specifically for more of this kind of entertainment. I don't know how you would feel about it, but imo this is THE reason to download Bartholm! I was wrong about the main quest. At first I felt the story was lacking, but felt satified with the plot after learning more about the nature of the antagonist. I also enjoyed the story of the two lovers, and felt that Eranyon had the best voice acting ( in a good way ), meaning this was a case where the actor really fit the character.

As this is 6.96 beta, here are my findings:

*SPOILERS AHEAD*

* Grok Gro-Hammer ( the one with the voice of an assassin matched with the dialogue of a police officer ) has a topic called Bounty Hunter. After the quest finishes the topic doesn't remove itself. Selecting the topic had him demand the same contract on the same person as before, the escaped prisoner mage. This lead to a quest that can't be finished because the person had been killed erstwhile. Btw, he said I was 'authorized to use deadly force.' I couldn't give him a 10-4 copy on that. He'll have to call an APB on the suspect.

* The quest of the two lovers takes us to the chapel undercroft. Eranyon had taken too much time creating the Dagger of the Lich Killer. Choosing the wait 24 hours option didn't help in pronto-ing up the operation and I only witnessed his return after another 24 hour delay. By now the chapel undercroft was reset / respawned. Guess what I found in the same container as before... the Dagger of the Lich! I didn't check the staff location. Finally, there was the confrontation between all of us and the Lich Thing. This may have been intended or not, but for me it died after three strikes! This felt anticlimactic because the presence of the two lovers implied that it would take the three of us to kack the former boss of them. But it was all over in the span of three seconds! At least there was a happy ending.

That's all I can report for what I've seen up to this point. I will play the rest of the quests until there is none left and will report anything else I find wrong. Good work!
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Emilie Joseph
 
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Joined: Thu Mar 15, 2007 6:28 am

Post » Sat Feb 19, 2011 12:23 am

First, I installed Bartholm 6.0 long ago and finished all known applicable quests (my avatar does not do thief or assassin quests). Installed the full 6.96 beta this afternoon. Haven't done a lot with it yet. Here are my findings thus far.

1.) Carry-over visual anomaly from 6.0: The buildings, barricades, light posts, etc. in the village on the island (where the governor and legion are housed) turn a solid light-gray mass when viewed at certain angles.

2.) New glitch, not present (to my knowledge) with 6.0: Grok gro-Hamner (sp???) gave me a new Bounty Hunter quest. Only, neither the initial quest nor any of its updates appeared in my active journal. Instead, they appeared (correctly dated) in my Completed Quest section. They were usable that way, but it obviously isn't right. Likewise, I took another Bartholm Courier quest and found that it too only appeared in my Completed Quest section. As with Bounty Hunter, it updated properly, only in the wrong section. I also picked up two new quests (with no equivalent in 6.0). Those gave proper active-journal entries.

3.)
Spoiler
Not a glitch: Just wanted to mention how much I enjoyed hearing a certain quest NPC read off a list of needed ingredients. Gave me a nice chuckle.


-Decrepit
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SHAWNNA-KAY
 
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