[RELz] A Brotherhood Renewed

Post » Thu Apr 28, 2011 12:56 pm

Nevermind I reloaded a couple of times and it showed up, finished the whole mod now and must say I'm pretty impressed. I feel like the most powerful assassin, which the vanilla quest line didn't manage to do. Nice work, especially on the Bruma and Leyewin Sanctuaries.
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Cathrin Hummel
 
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Post » Fri Apr 29, 2011 1:33 am

I'm trying to work out if I can use both this mod and my custom version of the original Choices and Consequences without too much conflicts.

Both add a sanctuary in Bruma, but when I tested some months ago there was no landscape (if you can use that word on interiors) conflicts since the entrances are at different parts of the caverns under Bruma. So I can just treat it as two different "gangs" within the same sanctuary.

I can also fix the conflicting dialogue by assigning new Form IDs to the INFOs and their governing Quest and change the conditions so that the C&C dialogue only happens in the C&C added sanctuary in Bruma.

But I'm unsure how much the Quests will conflict, and I'd rather not look too closely at A Brotherhood Renewed.
Actually it's only the first quest that could be problematic since the others deal with new characters added by C&C.
Does your mod involve killing any Mythic Dawn agents, like Else God-Hater, Eugal Belette and other vanilla character?
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Ash
 
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Post » Thu Apr 28, 2011 3:04 pm

I'm downloading the latest version of this mod.
I will play it with a Wood Elf Assassin companion using Wrye Morph
(first I will start with DB official story).
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lacy lake
 
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Post » Thu Apr 28, 2011 8:36 pm

Just got to say how much I love this mod. It's so seamless it feels like it was meant to be this way, which only goes to show what a great job you have done with it. I play it with http://http://www.tesnexus.com/downloads/file.php?id=22135 by Khettienna which makes the whole faction something I enjoy playing time and time again. So good is this mod, I been taking many characters through it, and am embarrassed to say I never said thank you.

Thank you Arthmoor for making this mod
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Alisha Clarke
 
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Post » Thu Apr 28, 2011 10:50 pm

I just stumbled across a part of this mod while exploring, and found what might be a small bug:

Spoiler
In Crumbling Mine, just outside Chorrol, I found the Bandit Leader's Journal, but I couldn't read it or add it to my inventory. I haven't started any quests relating to it, I think the mod-added ones I have so far are from KDQ. I tried adding the book to my inventory through the console, but got back an error:

player.additem 400097b2 1
Script 'SysWindowCompileAndRun', line 1:
Invalid inventory object '400097b2' for parameter ObjectID.
Compiled script not saved!

I checked out the book in TES4Edit, and found it belonged to this mod. I loved the tie-in at the end with the town rumour of something funny going on at the Oak and Crosier, absolutely brilliant. :D


Any help? Thanks.
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Jodie Bardgett
 
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Post » Thu Apr 28, 2011 10:51 am

Yep, that's a small bug alright. There's no activate command within the script, which is odd because I distinctly recall having read that book during testing.
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Victoria Vasileva
 
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Post » Thu Apr 28, 2011 3:22 pm

Version 1.0.7

* Collision optimization on all included meshes.
* The bandit journal in Crumbling Mine could not be picked up, and therefore not be read either.
* It was possible, though probably unlikely, that one could become stuck in the Chorrol Sanctuary sewers due to having no way to open the secret entrance from inside.
* Lowered priority on the general dialogue and rumors to keep them from coming up so often.
* The Chorrol Sanctuary cell will be named properly once its quest has begun in earnest.
* Aggression levels on the Dark Guardians have been lowered to keep them from attacking each other.
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BrEezy Baby
 
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Post » Fri Apr 29, 2011 1:27 am

Thanks!
Great that you took the collision optimization to heart even though you didn't see any improvement.
I have yet to start the DB quest, but I do keep your mod updated :D

Cheers!
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Justin Hankins
 
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Post » Thu Apr 28, 2011 9:46 pm

Thanks. :)
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ijohnnny
 
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Post » Fri Apr 29, 2011 2:48 am

Think I found a small bug in the Imperial City sanctuary.

Spoiler

I went ahead and appointed Vicente to be the speaker. I went to the sanctuary right after doing that and tried to talk to Vicente, but all I get is the "not outside the sanctuary" response and he won't talk to me. Also, when I spoke to Morgan in the sanctuary, I got the topic to talk to Edla ok. I decided to recruit her. When I went back to Morgan, he asks how the interrogation went. I choose the "interesting story" option first, which prompts the "and you believed her" response. I then chose the "I recruited her" response. He said he would see that she is trained. However, now when I try to talk to him again, I only get the "how did the interrogation go" response to which I can only respond about the "interesting story". I don't get the update about the courier. I haven't tried exiting the sanctuary yet, but I'd like the quick exit out...


Is there a quick fix or do I have to use my Extrication spell from Supreme Magicka?

Thanks...
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Jessie Rae Brouillette
 
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Post » Thu Apr 28, 2011 9:15 pm

Er. Ok, I really should put rank restrictions on topics intended to be offered by the sanctuary's Speaker and not his underlings :P

I also need to fix another dialogue entry it seems. I don't get why Bethesda put conditions on all of the other sanctuary occupants when only one of them ever leaves it. Maybe they had plans to allow everyone to leave at some point? Who knows.

That said, I've gone through the quest code for that and can't figure out how you managed to get that result.

Just so I have this straight:
Spoiler
You spoke to Morgan, who mentions that they caught Edla hiding in a crate.
You went and talked to Edla.
You recruited her.
You went back and talked to Morgan again, who asked how it went.
The tall tale option is available, which seems to work.
He tells you she'll be trained when you tell him she's been recruited.

At this point all he'll talk about is how the interrogation went, and no indication that it advanced things internally to block that topic from coming up?


All of which leads me to ask, which version of the mod are you using?
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R.I.p MOmmy
 
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Post » Fri Apr 29, 2011 3:37 am

Er. Ok, I really should put rank restrictions on topics intended to be offered by the sanctuary's Speaker and not his underlings :P

I also need to fix another dialogue entry it seems. I don't get why Bethesda put conditions on all of the other sanctuary occupants when only one of them ever leaves it. Maybe they had plans to allow everyone to leave at some point? Who knows.

That said, I've gone through the quest code for that and can't figure out how you managed to get that result.

Just so I have this straight:
Spoiler
You spoke to Morgan, who mentions that they caught Edla hiding in a crate.
You went and talked to Edla.
You recruited her.
You went back and talked to Morgan again, who asked how it went.
The tall tale option is available, which seems to work.
He tells you she'll be trained when you tell him she's been recruited.

At this point all he'll talk about is how the interrogation went, and no indication that it advanced things internally to block that topic from coming up?


All of which leads me to ask, which version of the mod are you using?


Running 1.0.7.

Here's the rundown:
Spoiler

Correct.
Correct.
Grilled her first to get info on necromancer. Then recruited her.
Correct. Had two dialog options. First was recruit option, second was interesting story option. I figured the recruited her option would end the dialog, so I chose interesting story first. He cautioned me about believing her. After caution, only had one dialog option which was to say I recruited her. I'm pretty sure interesting story option disappeared at this point. However I didn't exit the dialog yet, this was still the second time I spoke to Morgan. After saying I recruited her, Morgan voiced his doubts but said he would see that she got trained.
Correct. Nothing changes with Edla - she's wandering around the sanctuary now, but is still wearing the same clothes she was wearing while imprisoned. When I talk to Morgan now, all he has to say is ask how the interrogation went. My only option is to respond with "interesting story". Even if I read her journal again, it doesn't change.

When I initially spoke to Arquen, I didn't get the directions on where to find Morgan because I had already decided to pick Vicente as the speaker. Don't know if this has any impact on things.


Now a couple of other things to mention:
Spoiler

When I initially explored the sanctuary, I opened the ayleid cages. Saw that they were openable, so I did! When I returned to talk to Edla, she was standing in the open cage and I didn't need the key. Don't know if that has any impact.
Also, I notice that all the ayleid reliquaries are called "Listener's Reliquary". Shouldn't some of them be named differently, particularly in the "barracks"?

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Annick Charron
 
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Post » Fri Apr 29, 2011 2:32 am

"call the guys down at the lab"

"yes sir" *2 hours later* "sir, its true, this mod is the most awesome mod ever"

"indeed...."

I LOVE THIS MOD!!
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Becky Cox
 
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Post » Thu Apr 28, 2011 11:44 pm

I found a couple of odd quirks at the next sanctuary on my list:

Spoiler

In Anvil, there were two chests superimposed on each other. They are at the foot of the bed in the northern sleeping quarters in the NE corner. Also, when I killed the boss wraith, he continued to hover and make wraith noises. This might be an issue with my game because I've started to have some odd glitches since I got the abomb issue. I fixed it, but things are still acting up a bit. Anyway I exited the game and reloaded and he collapsed to the floor but he continued to twitch as if there was a collision issue. Also when I looted him, his body disappeared almost immediately. Not in front of my eyes, but I walked around the pillar and when I returned he was gone. A couple of the other wraiths disappeared quite quickly too, but not all of them. Could be just my game, but not sure what you intended here.

btw, Ocheeva has the same problem Vicente had, but I imagine you know that by now. I didn't save all the originals, but most of them :)

For Bravil, I opted for Gogron. Arquen said to get the key from the Lonely Suitor, but that wasn't an option. The innkeeper didn't have the dialog option. Also, I'm not sure she tells you where the sanctuary is actually located. I peeked at your walkthrough :) Fortunately the hatch was unlocked and I was able to enter the sanctuary.

I didn't bother trying to talk to Gogron - I presume it'd be the same deal.


Barnacles?!! You added a character with a pirate accent named Barnacles?! That is just too funny - loved it :) I love mods that give me a chuckle every once in a while. Very nice job of incorporating the results of other mods too (in terms of characters being available).
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Johnny
 
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Post » Thu Apr 28, 2011 4:37 pm

Running 1.0.7.

Here's the rundown:


Ok. That's normal. For whatever reason it seems it didn't bring the quest to a stop though. If you still can't speak to him about other stuff, leave the sanctuary and the connecting sewers, wait a bit on the surface, then come back. If that hasn't corrected things, then type this into the console:

stopquest aaaDBEdlaSQ

It might also be beneficial to know what stage that quest thinks it's at, so if you could, grab the output of:

sqv aaaDBEdlaSQ

Once that's all done, you should be ok. No need for whatever heroic measures you had in mind with that extrication spell.

Spoiler
When I initially explored the sanctuary, I opened the ayleid cages. Saw that they were openable, so I did! When I returned to talk to Edla, she was standing in the open cage and I didn't need the key. Don't know if that has any impact.
Also, I notice that all the ayleid reliquaries are called "Listener's Reliquary". Shouldn't some of them be named differently, particularly in the "barracks"?


The reliquaries are a bug, one I thought was fixed before but I guess not. It's fixed now though. :)

I found a couple of odd quirks at the next sanctuary on my list:

Spoiler
In Anvil, there were two chests superimposed on each other. They are at the foot of the bed in the northern sleeping quarters in the NE corner. Also, when I killed the boss wraith, he continued to hover and make wraith noises. This might be an issue with my game because I've started to have some odd glitches since I got the abomb issue. I fixed it, but things are still acting up a bit. Anyway I exited the game and reloaded and he collapsed to the floor but he continued to twitch as if there was a collision issue. Also when I looted him, his body disappeared almost immediately. Not in front of my eyes, but I walked around the pillar and when I returned he was gone. A couple of the other wraiths disappeared quite quickly too, but not all of them. Could be just my game, but not sure what you intended here.

btw, Ocheeva has the same problem Vicente had, but I imagine you know that by now. I didn't save all the originals, but most of them :)

For Bravil, I opted for Gogron. Arquen said to get the key from the Lonely Suitor, but that wasn't an option. The innkeeper didn't have the dialog option. Also, I'm not sure she tells you where the sanctuary is actually located. I peeked at your walkthrough :) Fortunately the hatch was unlocked and I was able to enter the sanctuary.

I didn't bother trying to talk to Gogron - I presume it'd be the same deal.


The dialogue thing with the vanilla guys was an oversight. It'll be corrected. Bethesda and their scattered dialogue. Exile control? I mean, seriously, why there? Makes no sense, but that's no surprise anymore.

Spoiler
The wraiths do that in a vanilla game too without the UOP. It's a bug in their death animation. I'll copy over the UOP code to handle that on my wraiths.

The key in Bravil was another oversight which will be fixed. Only happened if you hired the vanilla orc, because it ended the Bravil quest before you actually do anything. That will end now when you go talk to the guy to get your key.


Barnacles?!! You added a character with a pirate accent named Barnacles?! That is just too funny - loved it :) I love mods that give me a chuckle every once in a while. Very nice job of incorporating the results of other mods too (in terms of characters being available).


I did, he was added as a contingency for Anvil, and it didn't seem right to make a pirate that didn't have a pirate accent :)
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Chelsea Head
 
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Post » Fri Apr 29, 2011 3:26 am

Ok. That's normal. For whatever reason it seems it didn't bring the quest to a stop though. If you still can't speak to him about other stuff, leave the sanctuary and the connecting sewers, wait a bit on the surface, then come back. If that hasn't corrected things, then type this into the console:

stopquest aaaDBEdlaSQ

It might also be beneficial to know what stage that quest thinks it's at, so if you could, grab the output of:

sqv aaaDBEdlaSQ

Once that's all done, you should be ok. No need for whatever heroic measures you had in mind with that extrication spell.



The reliquaries are a bug, one I thought was fixed before but I guess not. It's fixed now though. :)



The dialogue thing with the vanilla guys was an oversight. It'll be corrected. Bethesda and their scattered dialogue. Exile control? I mean, seriously, why there? Makes no sense, but that's no surprise anymore.

Spoiler
The wraiths do that in a vanilla game too without the UOP. It's a bug in their death animation. I'll copy over the UOP code to handle that on my wraiths.

The key in Bravil was another oversight which will be fixed. Only happened if you hired the vanilla orc, because it ended the Bravil quest before you actually do anything. That will end now when you go talk to the guy to get your key.




I did, he was added as a contingency for Anvil, and it didn't seem right to make a pirate that didn't have a pirate accent :)


Sorry, I extricated my character from that long ago :) Landed very nicely back in the arboretum. I think the quest has stopped because I don't have any open journal entries. However I never found the quick path out. I'll so a sqv and let you know.

Re. dialog - probably easier for them to copy it to everybody and not worry about who was and wasn't leaving the sanctuary...

Spoiler

Re. wraiths: well, since I haven't played Oblivion without the UOP since 2007, I have no idea what the default animation is! Said in a huff - and I'm only joking :) Ok, so your wraiths are a separate instance so the UOP patch didn't carry over - got it.

Basically I spared everybody except Antoinetta Marie and M'raaj Dar and I will probably continue to select them instead of your character unless I want to do the little quest :) I'm afraid Anutwell didn't appeal, otherwise I wouldn't have selected Gorgon. So, I'll continue to pass along any issues that crop up.

One thing I notice about Barnacles is that he's still hanging around the Cheydinhal sanctuary. Also, I guess there isn't any default dialog with a redguard voice? He's obviously talking to the others about their last mission, but there's no voice for him, just the NPC he's talking to.


That's it for now... Will get back to you with that info.
AB
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Chloe Mayo
 
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Post » Thu Apr 28, 2011 8:23 pm

Ok, now that I got the correct quest id (ahem), here is the report from sqv:
Spoiler

sqv aaadbicedlasq
->EdlaDisposition = 3
->Speaker = 0
->JournalRead = 1
->EscortingEdla = 0
->KnockedOut = 0
->Recruited = 1
--- Quest state -----------------------------
Running? Yes
Current stage: 105
Priority: 65

After looking at this in the CS, I have no idea how it got to this point. I had found Edla's journal previously when clearing out the ruins, so as soon as I interrogated her, I knew her council story to be a lie. I said this and she reverted to the truth. I questioned her about the necromancer and allowed her to join. Here's a http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/EdlaJournalEntry.jpg showing the completed quest.

She never got her armour, so if I simply stop the quest, she won't get it. I was thinking of resetting the quest stage to 100 - what do you think?


Oh, and a separate minor request:
Spoiler

The Bravil sanctuary was glaringly bright inside. I was there early in the morning. Could you tweak this a bit?
http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/AnvilSanctuary.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/AnvilSanctuary2.jpg

Ignore the file names - I'm pretty sure it's the Bravil sanctuary not Anvil. At the opposite end of the scale, the Imperial City sanctuary is too dark! I know, we're never happy ;)


Just looking over my last few posts, people might think this mod is buggy - it's not! I have another mod that made some changes to the DB questline and Arthmoor has taken those changes into account with his mod. We're just trying to iron out the last few quirks. This is a great little mod that adds a nice finish to the DB questline and is definitely worth a play-through if you've ever done the DB quests. I'm actually enjoying this quite a bit :)
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Beat freak
 
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Post » Thu Apr 28, 2011 5:52 pm

Well, in having gone back to look at the side quest more closely, that part IS pretty bugged. I have no idea how I made such a mess of it and yet was still able to clear it with all my DB guys.

The quest data you pulled is the result of a stray variable having been set that shouldn't have been. Combined with a twisted mess of closing stages at the end. I'll PM you a link to a test ESP to make sure it's all good there.

Spoiler
I couldn't even begin to tell you why Bravil looks that way. I didn't use much in the way of light sources there.

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Victoria Vasileva
 
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Post » Thu Apr 28, 2011 5:15 pm

One question: will the internal HDR fixes in the next AN - Real Lights fix it? Looks like an HDR issue more than anything.
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Baylea Isaacs
 
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Post » Fri Apr 29, 2011 12:18 am

Did a quick test of the patch. I can talk to the proper speaker now and get the update about the exit. At first it didn't look like Edla was fixed, but once I woke her and spoke to her, everything is fine - all equipped as she should be and seems to have the proper dialogue options. I didn't re-run all this from the beginning - just went back to my current save and dropped into the sanctuary again.
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Angus Poole
 
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Post » Thu Apr 28, 2011 7:44 pm

No, the HDR fixes for AN are all weather related. The ABR cells are not included as part of the weather filter since they're all underground.

Good deal on the fix. Hopefully it's enough to get the ending point for that quest worked out for everyone.
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Rowena
 
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Post » Fri Apr 29, 2011 1:55 am

Well, in having gone back to look at the side quest more closely, that part IS pretty bugged. I have no idea how I made such a mess of it and yet was still able to clear it with all my DB guys.

The quest data you pulled is the result of a stray variable having been set that shouldn't have been. Combined with a twisted mess of closing stages at the end. I'll PM you a link to a test ESP to make sure it's all good there.

Spoiler
I couldn't even begin to tell you why Bravil looks that way. I didn't use much in the way of light sources there.



arthmoor im having the exact same problems in relation to Edla, when will this new .esp be available?
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Gavin Roberts
 
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Post » Thu Apr 28, 2011 11:37 pm

Ok, since you're working on a new patch, can I make a request? :) Would you be willing to make this mod compatible with Oblivion XP? Oblivion XP is supposed to hand out a default number of points for completed quests, but it's not. I can't tell from SirFred's notes if this is still the case with the latest version or not, but he provides the code and says that your mod doesn't have to be dependent on Oblivion XP. If you wouldn't mind doing this, let me know and I'll send along the code. Basically he uses isModLoaded and has a couple of script lines that need to be run to display the message and set the amount of experience points. Everything else is taken care of in his scripts.
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James Smart
 
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Post » Thu Apr 28, 2011 6:33 pm

Read his pdf, it would certainly be possible, but made more complex because ABR does not require OBSE and I have no intention of making it required without the mod itself needing it. There's a method for testing for the presence of OBSE, but it complicates the scripting calls for anything being done that way. I'm also not sure if that would cause problems since the mod would have OBSE dependent code in it. In the end it might just be simpler all around to write up a normal patch file with that patch being OBSE-required.

I also wouldn't have any idea what appropriate experience values would be for these quests. The last time I had to worry about such things, Dwip and I cooked up formulas for it and told the MUD code to do that for us :) Although we didn't have quests that gave XP. We never got that far with it.
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Yama Pi
 
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Post » Fri Apr 29, 2011 12:46 am

Ok, it sounds like a patch would be the way to go. I was thinking of the amount of xp issue as well. Perhaps I can have a look at the amount of xp awarded for some existing quests and we could use those values. The DB questline would probably be a pretty good one to use... Should I grab those numbers and pm you? I believe all you need is to define a baseline number and Oblivion XP does the rest.
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Mr. Allen
 
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