[Relz] Better Dark Brotherhood Sanctuary

Post » Wed Mar 30, 2011 7:17 am

Oh, by all means, I love your screenshots! You don't have to ask. Also, :hugs: !


Oh goodie! Thanks, Khettienna! I'm in a screenshooting mood today.

:hugs:
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Neil
 
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Post » Wed Mar 30, 2011 8:50 am

Now, I do not wish to help someone who was so demanding, but I feel as if I should point something out.

This appears appears to be some sort of variant of what I reported before. While I didn't get 2 vicentes, I did get 2 harrys. Items like the sword doll thing in the training room had two of them, and there WAS some clipping caused by pieces of the cell layering right on top of each other. (doubles in the exact same spot)

To be fair, you asked for more insight if someone else had this occur, and you got it.




To the poster..

Why has nobody reported this?
Someone has.. maybe you should read before asumming it hasn't.

Is this just MY issue?
Doesn't seem like it

I loaded this mod up while I was way from the DB and i had no previous DB mods.
Good input


This just seems like an unprofessional mod. Items were glitched in several locations, a desk is INSIDE of Vincente's desk, so theres 2 desks in the same showing the clipping bs, I saw 2 NPC's in vicente's room eating and/or reading or sleeping in HIS room, seriously? I don't think this mod is for me, i will download when it's out of beta possibly.


How you phrased this is very rude. The people that come here to report things should be doing it to help the modder and those who may download the mod, not to bash them. If your unhappy because of your errors, take the proper steps to correct it. Don't just call names, it solves nothing. A modder works hard to make a mod, especially in this case. Khet has added a lot of very thoughtful content and deserves respect.
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Greg Swan
 
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Post » Wed Mar 30, 2011 4:30 am

Now, I do not wish to help someone who was so demanding, but I feel as if I should point something out.

This appears appears to be some sort of variant of what I reported before. While I didn't get 2 vicentes, I did get 2 harrys. Items like the sword doll thing in the training room had two of them, and there WAS some clipping caused by pieces of the cell layering right on top of each other. (doubles in the exact same spot)

To be fair, you asked for more insight if someone else had this occur, and you got it.
*snip*


Ahh, touch?. You have a point. I did tear the mod apart, before, looking for things in the mod that would cause it, in case I missed them during its construction, but I found nothing. I do know that the game has trouble with modded cells sometimes, and I've seen variations of it occur myself, as I mentioned - but also, as I mentioned, making a clean save generally fixed it. The only solution I could think of past that was to use the console to disable the offending objects (after backing up my save, of course, just in case). I haven't actually seen it in my own mod, however, so I can't be sure that would fix it. It would be a band-aid, at best, if it did work.

I suppose instead of "insight" I should have said "diplomatically-phrased constructive input". ;)

Edited for typos.
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Sophie Payne
 
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Post » Wed Mar 30, 2011 8:20 am

mr inappropriate is a troll......just read his previous posts and topics ive seen him around before. ignore him and his stupid rants.


would it be possible to make a patch for assassins tripwires mod by willie sea. im assuming that its an entirely new cell altogether cause i couldnt locate the crate to enter his mod. i really like the changes.
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Julie Ann
 
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Post » Wed Mar 30, 2011 9:24 am

Sad to say, but using the disable would mean disabling about half the place. lol

I'm thinking of PMing the poster to see if he has any of the mods I do, in hopes of tracing a conflict. Seems he and I are currently the only one's mentioning the issue. After all, if this is indeed some conflict with some random mod, it needs to be assessed.. if for no other reason than to help you understand it too Khet. I must say, I'm pretty baffled. I'd go through and uncheck my mods one by one in case I missed one, but I have several and it'd be better to have a place to start.


Just for the sake of info in the meantime:

I DO use fast travel to get to cheydinhal
I AM NOT yet listener. (Turning in the watery grave quest, which is first contract)
I MANUALLY installed. (I do this because I don't trust auto unpackers, but I DO read the readme's)


Belljack mentioned resting for a cell reset.. I had not thought of this, and will attempt it soon.
I should also mention I am using OBSE. (newest version)

If all else fails, disabling I go. lol
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Becky Cox
 
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Post » Wed Mar 30, 2011 5:05 am

mr inappropriate is a troll......just read his previous posts and topics ive seen him around before. ignore him and his stupid rants.


Actually I did skim his previous posts a bit ago - most of them seem to have quite the "gimme" tone about them. Not that I should admit to giving the matter so much attention, of course, but I felt better knowing he was generally of a plaintive disposition.

would it be possible to make a patch for assassins tripwires mod by willie sea. im assuming that its an entirely new cell altogether cause i couldnt locate the crate to enter his mod. i really like the changes.


That seems quite reasonable, actually. I will look into it. :)


Sad to say, but using the disable would mean disabling about half the place. lol

I'm thinking of PMing the poster to see if he has any of the mods I do, in hopes of tracing a conflict. Seems he and I are currently the only one's mentioning the issue. After all, if this is indeed some conflict with some random mod, it needs to be assessed.. if for no other reason than to help you understand it too Khet. I must say, I'm pretty baffled. I'd go through and uncheck my mods one by one in case I missed one, but I have several and it'd be better to have a place to start.


If you can get anything out of him other than a tantrum, that would be wonderful. I would really like to know where it's coming from, if its origin is indeed a mod conflict. I've changed nearly my whole setup since the last time I saw it, but correlation != causation.

Just for the sake of info in the meantime:

I DO use fast travel to get to cheydinhal
I AM NOT yet listener. (Turning in the watery grave quest, which is first contract)
I MANUALLY installed. (I do this because I don't trust auto unpackers, but I DO read the readme's)


None of this should matter. It oughtn't require any "update time". If you aren't yet the listener, there's even less for the mod to do, initially. And the only difference between the omod and manual installs is the convenience - the files, once unpacked, are identical.

Belljack mentioned resting for a cell reset.. I had not thought of this, and will attempt it soon.


You could, or you can just type "resetinterior cheydinhalsanctuary" in the console for the same effect. You can also try that in tandem with a clean save, which may yield better results than the clean save alone.

I should also mention I am using OBSE. (newest version)


Shouldn't have any effect. The only part of the mod that uses OBSE functions is the scripted ingredient storage, and I can't imagine that alone causing the problem.

If all else fails, disabling I go. lol


Just a thought - if you do resort to this, jot down the IDs of everything you disable and what it is. I know it's a lot of work, but you could reload your game after that and find that both instances of the object are gone, and re-enabling would only bring back one. And back up your save! Or at least get all your stuff out first, so you can make a clean save and re-activate the mod.

Sometimes I wish I could just wave a wand and see what goes on in people's Ob installs from the safety of my own workstation.
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Nice one
 
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Post » Wed Mar 30, 2011 1:08 am

i went back and checked the rooms again and didnt notice any doubling of objects. i even disabled the desk but there was only one there. however, i was checking after i was already listener so if this is an issue that occurs before then i dont have any saves that go back that far.
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Ebony Lawson
 
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Post » Wed Mar 30, 2011 11:37 am

I suppose I can say I was rude earlier and I DO apologize to the person in charge of the mod. I was in a pretty pissy mood because I hadn't gotten sleep in 2 days, so sorry if I offended the modder. In response to the person above saying I have a "gimmie" attitude, that is true. I like getting down to the point instead of sitting there explaining and explaining, etc.. Anyways I don't want to get into that. What i'm going to do is try resetting the interior like that guy above me posted. And also, to the person getting similar issues as me, I am not a listener yet and I have everything you have so I think it's just an issue for non-listeners. I'm going to keep this mod and wait till I'm listener to see if it fixed anything.

EDIT: To be more specific, alot of the issues I had were in Vicinte's room. Just items ere glitched into others, a regular desk was inside of Vicente's desk showing the clipping, NPC's sleeping in his room, eating there, etc. Another small bit was the Scales in his room were half-way sticking out of his dresser. I no-clipped inside and there was an emerald too lol
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Solène We
 
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Post » Wed Mar 30, 2011 8:54 am

I suppose I can say I was rude earlier and I DO apologize to the person in charge of the mod. I was in a pretty pissy mood because I hadn't gotten sleep in 2 days, so sorry if I offended the modder.

Well then, apology accepted.

In response to the person above saying I have a "gimmie" attitude, that is true. I like getting down to the point instead of sitting there explaining and explaining, etc..

Well, unfortunately you have to explain down to the very specifics when you have troubles with mods, because it's not a given that anyone else can see exactly what you mean. You will spend less time troubleshooting, and get help faster, if you are as specific as possible the first go-round.

As for the "gimme" attitude, I rather meant that you seem to have expectations about what you deserve from modders. A sense of entitlement, that's what it's called. In truth, you deserve nothing - mods are gifts, not purchases. We do our best not to waste your time with sub-par materials (most of us, anyway), but we don't owe you anything. Go back and read your own posts. Not just here, but in other threads. Imagine someone speaking that way to you about your own art that you do sheerly for the joy and charity of it. I say this not to make you feel worse, but to ensure you really understand where we are coming from, and in hopes you will further appreciate the labor we put into our work.

Anyways I don't want to get into that. What i'm going to do is try resetting the interior like that guy above me posted. And also, to the person getting similar issues as me, I am not a listener yet and I have everything you have so I think it's just an issue for non-listeners. I'm going to keep this mod and wait till I'm listener to see if it fixed anything.

This is a good plan, and I would like to hear the results. If that doesn't fix it, and we know that a clean save pre-Listener doesn't fix it, also try making a clean save after becoming Listener, and re-activating the mod (both of you, if you will).

EDIT: To be more specific, alot of the issues I had were in Vicinte's room. Just items ere glitched into others, a regular desk was inside of Vicente's desk showing the clipping, NPC's sleeping in his room, eating there, etc. Another small bit was the Scales in his room were half-way sticking out of his dresser. I no-clipped inside and there was an emerald too lol

A couple of the NPCs are actually scripted to eat and/or sit in there, as was true in the vanilla version. They weren't scripted to sleep there, but then, NPCs can't walk and chew gum at the same time. They just do stuff like that sometimes, particularly if you rearrange their surroundings. It will clear up a bit if you give them a few days to figure out where the beds went. The NPCs you'll get after you're the Listener won't be half as bad about it.

As for the furnishings, and having two Vicentes, those are real glitches. I don't know what's causing it - there ARE really two desks there, but the normal one starts as disabled, and there isn't two of anything else in that room. Anyways, we'll get it all sorted out, one way or another.

Cheers!
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A Dardzz
 
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Post » Wed Mar 30, 2011 7:04 am

Well, one instance of having everything "doubled" turned out to be a user running two versions of the mod at the same time. This is largely my fault, for not explicitly mentioning that if you are manually installing the mod, you should only activate one plugin at a time. I do apologize if there have been any other related mix ups, and I will update the descriptions here and at Nexus immediately, and also revise the readme in the next update.

Currently I am working on an update to improve general performance with the mod. It seems to hang a bit on exit, though it doesn't crash - I haven't heard anyone else having a similar issue, but it merits research anyway. Also I think I can raise FPS in the sanctuary by further tweaking the lighting. And of course, I still owe you a patch for the tripwire mod. If anyone else has tweak-level requests or suggestions, or bugs to report, now would certainly be the time to mention them. :)
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Samantha Pattison
 
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Post » Wed Mar 30, 2011 11:50 am

I have posted an optional download containing a replacement .esp for those using Assassin's Tripwires. No changes were made except copying the crates to the new living quarters and adjusting the teleport scripts accordingly. Enjoy!
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Jack Moves
 
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Post » Wed Mar 30, 2011 3:57 am

Updated to 2.2!

New:
-Lighting overhaul: better FPS, and more subdued, natural-looking lighting.
-Qarl's normalmap has been included to spruce up the sanctuary floor. (Thanks Qarl!)
-Optional hoods and Assassin's Tripwires patches now included in the main download.
-The Assassin's Tripwires mod has been Khettified to match the new Sanctuary. (optional) (Thanks WillieSea!)
-Omod installation is now scripted to present you with options for hoods and tripwires.

Please make a clean save before updating.
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Rik Douglas
 
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Post » Wed Mar 30, 2011 5:48 am

Thank you Khettienna for your continued support and improvement of the mod! :goodjob:
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Valerie Marie
 
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Post » Tue Mar 29, 2011 10:06 pm

HI I posted before in another thread that I liked your mod. I don't know that I discovered everything in it or not yet. :)

I did want to say that when I came into it for the first time, I was attacked by Fred. I don't know if that was supposed to happen or not. I came with my companion who did not attack, so I'm not sure what happened there.

Also I thought it would be nice if SPOILER: ->
Spoiler
those I killed for the DB quest who were still inside were removed. A dead body just lay there in the hall... :D It would be nice that if the DB is finished, that those bodies be cleaned up. Just a thought.

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Sara Johanna Scenariste
 
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Post » Wed Mar 30, 2011 3:16 am

HI I posted before in another thread that I liked your mod. I don't know that I discovered everything in it or not yet. :)


Hrm. I actually made Fred MORE friendly to the player faction so that he would be less likely to fight with companions, but I've never seen him attack a player. Meanwhile you can band-aid it by using the "stopcombat" and "moddisposition player 100" commands in the console with him targeted - that will make him like you too much to attack you. You can do "moddisposition player -100" later to undo the change if you want, if you are particular about these things. Also try "modfactionreaction playerfaction 100" if that doesn't stop him from going after your companion. Basically what happens it that for whatever reason, sometimes companions being present gets him angry, and because you and your companion are on the same team, he goes for you too (or instead, in some cases). This was true in the original version, which is why I made the change in the first place - it just seemed silly. Schemer will also join in on his side if he is nearby when it happens, though the other DB members won't. Thank you for pointing it out - I will see if there is more I can do on my end to prevent it from happening.

To your other point, I agree somewhat, but there is often good loot to be had there and I didn't want the player to miss out on it unexpectedly. That stuff will clean itself up when the cell resets, so just go find something else to do for three days. ;)

Thank you Khettienna for your continued support and improvement of the mod!


You're welcome! Though I do it as much for me as anything, and it's fun to do. Glad you guys are enjoying it!
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Haley Cooper
 
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Post » Wed Mar 30, 2011 2:01 am

WHOOT WHOOT!!! thanks for the update for assassins tripwire...:)
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Andrea P
 
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Post » Wed Mar 30, 2011 12:06 am

Oooh, if you try the Stylized version, tell me how you like it and if everything works well for you! That part is new. I'd been using it for a while but was waiting on permissions to release it, and so I still want to be sure it's behaving now that it's been released out into the wild. :D
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Stephanie Nieves
 
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Post » Wed Mar 30, 2011 11:33 am

Notty really digs this place. Great work, Khett.
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Samantha Mitchell
 
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Post » Wed Mar 30, 2011 8:46 am

http://www.tesnexus.com/downloads/file.php?id=25319 has been updated!

-AWLS mesh has been implemented:
House will light up appropriately if you have AWLS, but not if you don't.
Chimney will emit smoke whether you are using AWLS or not.
-Once you've completed the DB quest chain, the house will become substantially quieter.
-Lighting has been reworked, and is more subdued and natural.
-Now that the chimney smokes, there is a fire in the fireplace (chicken, egg, who cares?).
-Now fully Open Cities compatible with the included patches.
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NIloufar Emporio
 
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Post » Wed Mar 30, 2011 5:50 am

Since this is here, love BDBS. There is a single lamp on the way to the listeners room that is just floating there however (where the original DBS would have a wall that curves down to Valtiere's room). Not a big concern just throwing it out there.
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Brandon Bernardi
 
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Post » Wed Mar 30, 2011 8:27 am

Since this is here, love BDBS. There is a single lamp on the way to the listeners room that is just floating there however (where the original DBS would have a wall that curves down to Valtiere's room). Not a big concern just throwing it out there.


*scowls*

I see no floating lamp. Did you make a clean save? Post me a screenshot in case I'm just blind?
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Michelle davies
 
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Post » Wed Mar 30, 2011 2:02 pm

It's probably on my end then I run with like 250 mods so its no biggy... If I can remember I'll take a SS in case you're curious next time I'm playing near there.
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des lynam
 
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Post » Wed Mar 30, 2011 11:39 am

*shrug* As you wish!
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Ernesto Salinas
 
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Post » Tue Mar 29, 2011 10:41 pm

http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/Obl_floating.jpg

Whatever you want to call that. (A sconce?)
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Camden Unglesbee
 
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Post » Wed Mar 30, 2011 2:12 pm

http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/Obl_floating.jpg

Whatever you want to call that. (A sconce?)


I LOVE SCONES!

No, really. http://www.tesnexus.com/downloads/images/22135-1-1252040838.jpg. I upped the contrast so you could see it better. That IS my lamp in your shot, and because I retextured it and made it a new object, I'm sure it's not a mod conflict. Make a clean save and that should fix it.
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Marina Leigh
 
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