[RELz] Black Horse Courier Expanded

Post » Tue Dec 21, 2010 5:49 am

Good mod.... I was wondering...

could you also make a version without new dialogues since I'm higly allergic to non-voiced Dialogues :o
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Charlotte Henderson
 
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Post » Tue Dec 21, 2010 3:56 am

Good mod.... I was wondering...

could you also make a version without new dialogues since I'm higly allergic to non-voiced Dialogues :o


:slap: No...just no. Honestly. Either it's people complaining cause they hate voiced dialogue or people complaining cause they hate silent dialogue. :P My advice is learn to mod yourself and don't nitpick about the hard work of others given to you freely.

Wow. Forgot to take my happy pill today. :P
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Cat
 
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Post » Mon Dec 20, 2010 6:42 pm

It's...finally...done....time...to...have....a...braingasm!!!!


:rofl:

Thanks for this.

Any load order recommendations? I'm going to put it right after Kragenir and before mod added quests.

Maybe I will live to see the release of Blades ... Dark Brotherhood ... Tamriel Rebuilt.

Nah - but this was released!


I'm afraid I'm not a load order expert. I believe putting it before any mod that changes the BHC dialogue for the couriers (Not adding new ones) should do the trick? But, I may be mistaken. :P

Good mod.... I was wondering...

could you also make a version without new dialogues since I'm higly allergic to non-voiced Dialogues :o


Nope. Especially since there's very few dialogue to read.
You'll notice that all of my mods that have new dialogue are not voiced, simply because it is less trouble to do so and allows me to concentrate my efforts in other aspects of the mod.
It's also my "personal rebellion" against the decision of Beth to include full voiced dialogue in Oblivion. :P, something I never agreed with.

Wow. Forgot to take my happy pill today. :P


:rofl:


Thanks for the feedback guys. Should you find other evil bugs or typos, let me know and I'll hunt them. ;)
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Adam Baumgartner
 
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Post » Tue Dec 21, 2010 2:42 am

Load order should be ok just about anywhere early. Recommended before quest mods and such as the edits made by this are "low priority".

And though I'm loathe to mention it, two vanilla dialogues got deleted and replaced later with the exact same information in a different spot. The game generally does not like it when dialogues go missing like that. Last time I ran into deleted dialogues, something else tried to modify it and ye olde game go boom.
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Logan Greenwood
 
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Post » Mon Dec 20, 2010 5:54 pm

Great. :D
Posting to remember this to download when I am at home.
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Darlene DIllow
 
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Post » Mon Dec 20, 2010 4:55 pm

@Cliffworms

It would be nice if you clean your mod with Tes4edit before you are releasing the mod next time. It contains many dirty records.
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Jeff Tingler
 
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Post » Mon Dec 20, 2010 11:11 pm

:slap: No...just no. Honestly. Either it's people complaining cause they hate voiced dialogue or people complaining cause they hate silent dialogue. :P My advice is learn to mod yourself and don't nitpick about the hard work of others given to you freely.

Wow. Forgot to take my happy pill today. :P



auch..... :sad:
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Yung Prince
 
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Post » Tue Dec 21, 2010 3:51 am

At last! I think I'm going to pick up my copy of Oblivion and start playing again. ^_^ (At least there's something good about having the swine flu! :biglaugh: )
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Campbell
 
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Post » Tue Dec 21, 2010 6:25 am

I'm afraid I'm not a load order expert. I believe putting it before any mod that changes the BHC dialogue for the couriers (Not adding new ones) should do the trick? But, I may be mistaken. :P
Might need some closure with alternate start mods.
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SexyPimpAss
 
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Post » Mon Dec 20, 2010 9:59 pm

This looks great. Thanks for this.
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Stu Clarke
 
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Post » Mon Dec 20, 2010 6:43 pm

Uhhh I think I found an error.

My character is level 9 and been messing around more with mod added quests and has not begun the main quest really. He is an apprentice in the fighters guild (still due to C&C) and as he was turning in bandit fingers in Bruma for C&C fighters guild advancement (finally) he saw a courier article called 'Blackwood Guild No More' formID 660041c2 which stated that
Spoiler
Velona Donton has named a new successor and that the Blackwood Guild is gone
I think that stuff has not happened yet in my game.
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Andrew Lang
 
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Post » Tue Dec 21, 2010 4:27 am

And though I'm loathe to mention it, two vanilla dialogues got deleted and replaced later with the exact same information in a different spot. The game generally does not like it when dialogues go missing like that. Last time I ran into deleted dialogues, something else tried to modify it and ye olde game go boom.


Thanks for the tip. I must have done that in the early stages of the mod. I suppose cleaning the mod like FallenWizard said should do the trick, somehow?

Might need some closure with alternate start mods.


Hmm, I doubt it would conflict with alternate start mods.

Uhhh I think I found an error.

My character is level 9 and been messing around more with mod added quests and has not begun the main quest really. He is an apprentice in the fighters guild (still due to C&C) and as he was turning in bandit fingers in Bruma for C&C fighters guild advancement (finally) he saw a courier article called 'Blackwood Guild No More' formID 660041c2 which stated that
Spoiler
Velona Donton has named a new successor and that the Blackwood Guild is gone
I think that stuff has not happened yet in my game.


Very strange indeed. Thanks for letting me know. Can you get the article from the BHC Office in the Imperial City? If not, then I forgot to put that article in a "disabled" state.
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Ray
 
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Post » Mon Dec 20, 2010 5:24 pm

Hmm, I doubt it would conflict with alternate start mods.
It would if you're hand editing the quest records that modify BHC assets. Some alternate start mods modify some of BHC's assets to keep the courier from delivering news about the emperor's death prematurely.
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Mackenzie
 
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Post » Tue Dec 21, 2010 2:39 am

Uhhh I think I found an error.

My character is level 9 and been messing around more with mod added quests and has not begun the main quest really. He is an apprentice in the fighters guild (still due to C&C) and as he was turning in bandit fingers in Bruma for C&C fighters guild advancement (finally) he saw a courier article called 'Blackwood Guild No More' formID 660041c2 which stated that
Spoiler
Velona Donton has named a new successor and that the Blackwood Guild is gone
I think that stuff has not happened yet in my game.


I just checked it out and, indeed, the article was not disabled. Thanks for letting me know. I hope I didn't spoil an important Fighters Guild quest for you..
I'll double check every article in the gameworld to make sure they are properly disabled.

It would if you're hand editing the quest records that modify BHC assets. Some alternate start mods modify some of BHC's assets to keep the courier from delivering news about the emperor's death prematurely.


Ah I see. I did not change anything related to the handling of the "Assassination!" article, so there's no conflict there. :)
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kevin ball
 
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Post » Mon Dec 20, 2010 10:19 pm

Update time. :)


1.2

Additions/Changes

- Added compatibility for Open Cities. Bulletin boards will show up in the cities, except for the Leyawiin Reborn add-on, where the bulletin board is actually under the ground.
- The "Assassination!" article will be unlocked only if Uriel Septim dies. This is done for users of alternate start mods that make them start before the events of Oblivion.
- "Official Declaration" and the post-main quest articles have been added to every taverns of Cyrodiil.

Bug Fixes

- Fixed some quest-related articles showing up (Or not at all) in the gameworld without having the quest completed.
- Fixed some minor collision issues with the broadsheet meshes.
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Floor Punch
 
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Post » Tue Dec 21, 2010 4:54 am

I wonder if you could work with the creator of kragenir's death quest, which adds a $h!+load of new quests on, and make a special bunch of BHC that will appear if and only if you use that mod.
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Lynette Wilson
 
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Post » Tue Dec 21, 2010 5:11 am

I wonder if you could work with the creator of kragenir's death quest, which adds a $h!+load of new quests on, and make a special bunch of BHC that will appear if and only if you use that mod.


I will indeed work on a system that will let modders of quest mods to use BHC Expanded to have their quest-related articles delivered with the way they do it now in BHC Expanded. :)
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I’m my own
 
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Post » Tue Dec 21, 2010 7:05 am

I will indeed work on a system that will let modders of quest mods to use BHC Expanded to have their quest-related articles delivered with the way they do it now in BHC Expanded. :)

BRING ON THE GIRLS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Alexander Horton
 
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Post » Tue Dec 21, 2010 9:55 am

BRING ON THE GIRLS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Bring on the girls?? :P


I forgot to say that the mod has been cleaned with TES4EDIT. :)
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Laura-Jayne Lee
 
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Post » Tue Dec 21, 2010 4:50 am

Bring on the girls?? :P


Let me rewrite it in a more understandable way...

Bring...on...the...girls!!!!
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Gavin Roberts
 
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Post » Tue Dec 21, 2010 8:13 am

Funnily, since I installed this mod I for the first time heard some NPCs discussing the Black Horse Courier and one said "its god it for kindling". :P

On a more serious note, I noticed that the easel in Cheydinhal
[REFR:##000EDA] (places Easel01 [STAT:000148E7] in GRUP Cell Temporary Children of CheydinhalExterior07 [CELL:00005E10] (in CheydinhalWorld "Cheydinhal" [WRLD:0001C31C] at 28,22))
blocks NPCs' movement. This may be due to a conflict with Better Cities, though.
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Peter lopez
 
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Post » Tue Dec 21, 2010 11:05 am

Funnily, since I installed this mod I for the first time heard some NPCs discussing the Black Horse Courier and one said "its god it for kindling". :P

On a more serious note, I noticed that the easel in Cheydinhal
[REFR:##000EDA] (places Easel01 [STAT:000148E7] in GRUP Cell Temporary Children of CheydinhalExterior07 [CELL:00005E10] (in CheydinhalWorld "Cheydinhal" [WRLD:0001C31C] at 28,22))
blocks NPCs' movement. This may be due to a conflict with Better Cities, though.


Funny, I don't remember hearing that dialogue line either. :P

Thanks for the bug report! I believe the easels do conflict with Better Cities, since BC changes the AI pathing. So I'm afraid there's nothing I can do for now.
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jessica robson
 
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Post » Mon Dec 20, 2010 8:00 pm

I forgot to say that the mod has been cleaned with TES4EDIT. :)


Thank you for that and thank you for this mod! (This is the fifth mod I've downloaded today . . . I think I may be closing in on 200 .eps . . .) What a freakin' great idea!

As a writer, I love the idea of this mod. Having you considered throwing in some just boring (but entertaining) news-type stuff? "Elder Council claims deadra gates have NO effect on the economy" or "Martin - Heir or Imposter!" or "Mudcrabs - Endangered Species?"

I could write a dozen or so if you're interested. If your not, that's cool, too. :)
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Lovingly
 
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Post » Tue Dec 21, 2010 4:42 am

Funny, I don't remember hearing that dialogue line either. :P


Damned, my brain and my finger were out of sync; it should read ""its good for kindling".
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Jennifer Rose
 
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Post » Tue Dec 21, 2010 2:39 am

It's your mod Cliffworms, but I think you should seriously think about taking GothGirl up on her offer. I think a reporter from the Onion bureau would really expand the readership, and we all know the result of decreasing readership.
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Ashley Hill
 
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