[RELz] Bash-able Quest Delayers

Post » Tue Apr 19, 2011 3:12 pm

This looks really interesting. It also has another use: new mod suggestions! I find myself looking up the mods you've done patches for - it just seems to provide a bit more focus than a lot of the mod suggestion threads :) I like your ideas for the delayers though. Are you inclined to do any of the DLC's? I saw the comments about KotN, but it didn't look like you really tackled that one. I use SM's quest delayer, but I find some of the requirements for that don't quite fit and I wind up disabling some of the plugins and putting up with the dialogs... The issue with KotN for me is that the chapel is destroyed as soon as you activate it, but the vendor there is the only one that sells one of the restoration spells. You have to do without that until you complete KotN unless you hold off on installing that plugin. SM's delayer usually kicks in too early for me (the only requirement is a fame of 15). Also as PetrusO pointed out earlier, the dialog is a little annoying because you have to lie, no matter what kind of player you are...

I love your ideas and the thought you're putting into this - well done :)


Thank you. I've never looked at what SM did with the DLC, but since you brought it up, I think I will.
Maybe I can put my own spin on 'em. My main concern is that these delayers remain Bash-able.
Wrye Bash won't Bash any mod that has new records, cell or worldspace edits, dialog changes, or mods that have bsa's.
(Though there is hope that will change). So that limits which mods I'll release a delayer for.
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Tue Apr 19, 2011 3:07 am

Thank you. I've never looked at what SM did with the DLC, but since you brought it up, I think I will.
Maybe I can put my own spin on 'em. My main concern is that these delayers remain Bash-able.
Wrye Bash won't Bash any mod that has new records, worldspace edits, dialog changes, or mods that have bsa's.
(Though there is hope that will change). So that limits which mods I'll release a delayer for.


Ah, I didn't realize that. I think most of the DLC's have BSA's, but I'm not sure that that would mean that your delayer wouldn't be bashable, if I understand how your delayers work...

Basically SM's delayers are patches that add some kind of criteria before you will hear the rumour. For example, for Battlehorn Castle (aka the Fighters Stronghold plugin), you have to have a certain number of creature kills before you hear the rumour. Unfortunately, you have to hear the rumour because it adds some dialog topics for the trainer and taxidermist that the plugin adds, so just a head's up there... If you head over to Battlehorn before hearing the rumour, the trainer and taxidermist won't work.

Anyway, have a look and if you're interested in tackling any of these and need some help, let me know and I'll be glad to. I've been tweaking both SM's mod and the DLC's :) I own all of them except SI (believe it or not :))
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Tue Apr 19, 2011 6:28 am

Ah, I didn't realize that. I think most of the DLC's have BSA's, but I'm not sure that that would mean that your delayer wouldn't be bashable, if I understand how your delayers work...

Basically SM's delayers are patches that add some kind of criteria before you will hear the rumour. For example, for Battlehorn Castle (aka the Fighters Stronghold plugin), you have to have a certain number of creature kills before you hear the rumour. Unfortunately, you have to hear the rumour because it adds some dialog topics for the trainer and taxidermist that the plugin adds, so just a head's up there... If you head over to Battlehorn before hearing the rumour, the trainer and taxidermist won't work.

Anyway, have a look and if you're interested in tackling any of these and need some help, let me know and I'll be glad to. I've been tweaking both SM's mod and the DLC's :) I own all of them except SI (believe it or not :))

Weeelllll, as long as I limit my changes to modifcations of scipts or quests only, my patches remain Bash-able.
That was the problem with KOTN, to do what PetrusO wanted, required dialog manipulation. I don't know what the other DLC will need.
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Tue Apr 19, 2011 2:21 pm

What PetrusO wanted was almost a fix to the plugin itself, not really a delayer. I mean I agree 100% with PetrusO, there's humble knight and all, but the dialog options for KotN are just plain annoying imho :) Anyway, have a boo - I'll be eagerly waiting to see what you come up with!
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Tue Apr 19, 2011 7:29 am

Minor update to 4 of the delayers, see post # 1.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Tue Apr 19, 2011 8:17 am

All stand-alone delayers (except TOTF) updated to v2 and are included in the Aellis Bashed Delayers.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Tue Apr 19, 2011 2:07 pm

Hi aellis,

I've always felt exactly the same as you on this stuff. A multitude of popups at game start is so immersion breaking. I love your work so far. If you are taking requests for others, I'd have to cast my vote for the newly merged Viconia DeVir quest and its associated Stoker Wolff quest:
http://tesnexus.com/downloads/file.php?id=15200
http://tesnexus.com/downloads/file.php?id=27437
prerequisite resources: http://tesnexus.com/downloads/file.php?id=23153
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Tue Apr 19, 2011 2:04 pm

Hi aellis,

I've always felt exactly the same as you on this stuff. A multitude of popups at game start is so immersion breaking. I love your work so far. If you are taking requests for others, I'd have to cast my vote for the newly merged Viconia DeVir quest and its associated Stoker Wolff quest:
http://tesnexus.com/downloads/file.php?id=15200
http://tesnexus.com/downloads/file.php?id=27437
prerequisite resources: http://tesnexus.com/downloads/file.php?id=23153


I'll look into it. But, keep in mind, if I get permission and I do this particular delayer, it would be strictly stand-alone. I would not add it to the Bashed Delayers - Merge Only.esp.


Also, two new delayers added - Castle Seaview and Hoarfrost Castle.
User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Tue Apr 19, 2011 5:31 am

I'll look into it. But, keep in mind, if I get permission and I do this particular delayer, it would be strictly stand-alone. I would not add it to the Bashed Delayers - Merge Only.esp.

Also, two new delayers added - Castle Seaview and Hoarfrost Castle.

That's certainly fine with me, but out of curiosity, why wouldn't it be included in the merged esp?

(downloading the hoarfrost delayer now : )
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Tue Apr 19, 2011 10:51 am

That's certainly fine with me, but out of curiosity, why wouldn't it be included in the merged esp?

(downloading the hoarfrost delayer now : )

Welllllll, that's a good question.
I'm hesitant to add companion mods to the Bashed Delayer because, typically, those type of mods are either going through constant changes or you need a different esp for essential or non essential. I have no idea about the Viconia or Stocker mods. In my game, I have only Vilja.
Maybe I'll change my mind once I get a look at it.
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Tue Apr 19, 2011 10:50 am

Any word on the Heart of the Dead delayer?
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Tue Apr 19, 2011 11:10 am

Any word on the Heart of the Dead delayer?

Still no word from Middark. He's not been active since July. Sent an email to the address listed in the readme this morning.
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Tue Apr 19, 2011 9:15 am

Any word on the Heart of the Dead delayer?

Got an ok this morning by email. I'll be putting it up in the next couple of days.
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Tue Apr 19, 2011 10:50 am

i think there is a problem with the lost spires delayer, although it has green text in wrye bash marking it a mergeable patch, it doesn't appear in bashed patch merge option, so the esp cannot be merged.

edit: fixed with new boss masterlist update, thx
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Tue Apr 19, 2011 1:17 pm

Heart of the Dead delayer available on Nexus. Posts #1, #2, and #3 updated.
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Tue Apr 19, 2011 5:40 am

I just want to say thanks so much for working on this. It makes the game so much better.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Tue Apr 19, 2011 2:04 am

Adding my thanks to all the others.
Getting rid of those small things that annoy...............can make a HUGE difference in ones gaming pleasure.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Tue Apr 19, 2011 8:12 am

A new delayer - The Forgotten Shields is available.
See Post #1 and #2 for details.
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Tue Apr 19, 2011 4:48 am

Weekly update - two new mods added to the list:
Cave of Wishcraft
Weapons of the Nine

See post 1, 2, and 3 for current details.
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Tue Apr 19, 2011 2:15 pm

just a bump to alert the morning crowd
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Tue Apr 19, 2011 5:17 pm

Just a (constructive) criticism comment from reading the BOSS thread.

I really urge you to stop changing the mod's name each time you upgrade the version of a mod. Instead, edit file details in Wrye Bash and write "Version #.#" there. That will make Wrye Bash display the correct version of your mod when people display their mod list, and we all avoid the hassle of updating BOSS for each new released update.
User avatar
Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Tue Apr 19, 2011 2:58 am

Just a (constructive) criticism comment from reading the BOSS thread.

I really urge you to stop changing the mod's name each time you upgrade the version of a mod. Instead, edit file details in Wrye Bash and write "Version #.#" there. That will make Wrye Bash display the correct version of your mod when people display their mod list, and we all avoid the hassle of updating BOSS for each new released update.

I changed the name of my delayers only once.
I added the version number of the mod being patched to the name of my delayer.
Subsequent releases of my delayers don't change names unless the mod being patched changes and its changes affect my changes.
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Tue Apr 19, 2011 2:02 am

I changed the name of my delayers only once.
I added the version number of the mod being patched to the name of my delayer.
Subsequent releases of my delayers don't change names unless the mod being patched changes and its changes affect my changes.

Ah, I see now. Then I misunderstood when I saw you mentioning addition of new version-named patches to the BOSS list. I agree that having the mod version as part of the patch makes sense. :)
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Tue Apr 19, 2011 3:33 am

Two new delayers added. See Post #1 and #2 for details.
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Tue Apr 19, 2011 4:53 am

One mod that really could use a delayer is http://tesnexus.com/downloads/file.php?id=29172
As a complete nobody you are asked to kill a powerful vampire.
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

PreviousNext

Return to IV - Oblivion