[RELz] A Brotherhood Renewed

Post » Thu Apr 28, 2011 9:07 am

Hello Arthmoor (or anyone who may be able to help) I'm having a spot of bother

Spoiler
Right.... after i've killed the Burning undead in the Chorrol sewers, then spoke to the ghost. He tells me that i have to find a key to the mine. I've picked up the key to the mine, but when i enter the 'Crumbled Mine' there is no world space, i just fall through the air and have to reload my previous savegame. Any ideas on what that could be?

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Rozlyn Robinson
 
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Post » Wed Apr 27, 2011 9:37 pm

That sounds like you have a mod somewhere in your load order that's tagged as an ESM that edits that cell. If you're using Wrye Bash, check over your load order carefully and look for any ESP files that are colored blue - none of them should be as that's a sign something got tagged as an ESM.
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Kayleigh Williams
 
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Post » Thu Apr 28, 2011 12:01 am

That sounds like you have a mod somewhere in your load order that's tagged as an ESM that edits that cell. If you're using Wrye Bash, check over your load order carefully and look for any ESP files that are colored blue - none of them should be as that's a sign something got tagged as an ESM.

None of my ESP files were blue in Wyre Bash, but all i had to do was to rebuild my Bashed Patch and it works... and now im on my way to see what lurks in ****SPOILER!!**** :)

Thanks
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saxon
 
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Post » Thu Apr 28, 2011 1:42 pm

Could I get some help with the Leyawin Sanctuary?

Spoiler
I have only found 3 Brotherhood hearts for Sithis -- do I need to get beyond the blue shimmering wall to find the rest? And if so, how the heck do I pass it?

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Rachyroo
 
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Post » Thu Apr 28, 2011 11:06 am

I checked out the Imperial City clubhouse...very interesting and classically chiseled. However, I found that the section of the sewer entrance before you get to the actual place, is an IMPOSSIBLE TO ESCAPE DUNGEON if you fall off the bridge!
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rheanna bruining
 
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Post » Thu Apr 28, 2011 6:05 am

Could I get some help with the Leyawin Sanctuary?


Heh. Who knew. Leyawiin didn't seem especially mind bending when I added that stuff to it :)

Spoiler
There are 5 bodies. One in each of the main rooms, one up in the chandelier as you come in from the basemant. You need all 5 before the barrier will collapse.


I checked out the Imperial City clubhouse...very interesting and classically chiseled. However, I found that the section of the sewer entrance before you get to the actual place, is an IMPOSSIBLE TO ESCAPE DUNGEON if you fall off the bridge!


Sorry, no idea what bridge you're referring to. If it's in the sewers, I didn't build it.
Spoiler
My chunk was one short passageway to the sanctuary itself.


Sounds like either an especially devious stock section or another mod that modifies something in there. Without giving too much away, I'm aware that TIE, Lost Spires, and Ayleid Steps all make alterations to the sewers.
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LuBiE LoU
 
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Post » Thu Apr 28, 2011 4:35 am

It was probably a part that you didn't build then. I do not use any of the three mods you listed.

Edit...maybe you can just add a ladder, just in case curious explorers like me jump off the bridge!
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An Lor
 
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Post » Thu Apr 28, 2011 3:57 am

Aha no wonder -- I didn't think to look UP. :P
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CArlos BArrera
 
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Post » Thu Apr 28, 2011 9:56 am

After being "teased" by that "other" DB mod for so long, it is nice to see a DB mod actually deliver. Thanks.
Downloading
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Robert Garcia
 
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Post » Thu Apr 28, 2011 3:15 am

Still stuck in Leyawin. Who am I missing?

Spoiler
- Sister on the chandeleir
- Brother by the archery targets
- Brother in the bed
- Brother by the desk

I can't find the fifth.


Gotta say, I love the look of the sanctuaries I've sanctified so far. Very cool. Is there a sanctuary in Skingrad? That is my favorite city.
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Miss K
 
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Post » Thu Apr 28, 2011 6:18 am

There are some conflicts with Choices&Consequences.
Both mods add a sanctuary in Bruma, both accessed from the Bruma Caverns.
Both edit the DarkSancTalk dialogues, the DB Goodbye dialogues and the DB Hello Dialogues.
C&C also adds new quests fror the dark Brotherhood, but I'm not sure how they will interfere with each other. And since I've never played the DB I'd rather not look too closely...

I think you're using an older version. As of 2.0, the sanctuary was removed, along with the village down near Kvatch. C&C is up to 2.02 - you should get that one. :)
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vanuza
 
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Post » Wed Apr 27, 2011 11:49 pm

wow, surprises are great! nice! you've accomplished what no one else could.
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candice keenan
 
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Post » Thu Apr 28, 2011 6:11 am

LINKED on the http://www.gamesas.com/index.php?/topic/1093197-running4covers-list-of-stealth-mods-2nd-thread/page__gopid__15962755&#entry15962755 - Quests & Factions Section ;)

CC
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Rachel Briere
 
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Post » Thu Apr 28, 2011 6:09 am

I think you're using an older version. As of 2.0, the sanctuary was removed, along with the village down near Kvatch. C&C is up to 2.02 - you should get that one. :)


Actually I'm using my own customized version of the original version, without so much stuff cut and without the incompatibilities with Enhanced Economy and Realistic Fatigue.
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Marcia Renton
 
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Post » Thu Apr 28, 2011 5:25 am

Still stuck in Leyawin. Who am I missing?


General hint: Torches are wonderful tools.

Spoiler
One more laying over the top of a chest in the room next to the barrier.


Gotta say, I love the look of the sanctuaries I've sanctified so far. Very cool. Is there a sanctuary in Skingrad? That is my favorite city.


No, there isn't one for Skingrad. There's still wiggle room in the mod's structure for it, but things were starting to drag on and I decided to move forward without one there. Maybe in a future update.

LINKED on the http://www.gamesas.com/index.php?/topic/1093197-running4covers-list-of-stealth-mods-2nd-thread/page__gopid__15962755&#entry15962755 - Quests & Factions Section ;)


Oh, nice. Thanks :)
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Ysabelle
 
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Post » Thu Apr 28, 2011 1:24 am

THANK YOU! Hahaha I was going crazy running around in circles.

Anyway, that was the final one I needed so the quest is completed!

One bit of feedback though...
Spoiler
Is there any way to do a check somehow to see if Scar-Tail is dead or alive for the vacant position? I killed him during the original DB questline and managed to remember, but others might not be so elephant-ish in their memories and go hunting for an NPC who is now deceased. So if Scar-Tail is alive, you can hire him or let Arquen recommend someone else, but if Scar-Tail is dead, you can only ask for Arquen's recommendation. Or if Scar-Tail is dead, you can return to Arquen and tell her, and then she ecommends her choice.

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Alisha Clarke
 
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Post » Thu Apr 28, 2011 4:30 pm

One bit of feedback though...
Spoiler
Is there any way to do a check somehow to see if Scar-Tail is dead or alive for the vacant position? I killed him during the original DB questline and managed to remember, but others might not be so elephant-ish in their memories and go hunting for an NPC who is now deceased. So if Scar-Tail is alive, you can hire him or let Arquen recommend someone else, but if Scar-Tail is dead, you can only ask for Arquen's recommendation. Or if Scar-Tail is dead, you can return to Arquen and tell her, and then she ecommends her choice.


Uh...
Spoiler
When the mod is first installed, Scar-Tail is checked to see if he's dead or alive. If he's dead, that hire option should be going away (and did in testing) so you should be stuck with the only other option. If he's alive, he gets marked essential until after you've safely escorted him to Greyland.

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Jessica Phoenix
 
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Post » Thu Apr 28, 2011 2:47 pm

Weird, it showed up as an option for me. O_O;; Weiiiiiiiird. I'm pretty sure I offed him. *scratches head* Maybe I did it with another character? One way to find out. :P
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Chavala
 
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Post » Thu Apr 28, 2011 1:57 am

Bumping because I found this on page 12, and it doesn't deserve to be there so close after its release.

:foodndrink: Another gem from Arthmoor.
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Samantha hulme
 
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Post » Thu Apr 28, 2011 8:44 am

Weird, it showed up as an option for me. O_O;; Weiiiiiiiird. I'm pretty sure I offed him. *scratches head* Maybe I did it with another character? One way to find out. :P


Turned out to be one of those hidden loopholes you didn't think about. Not taking the quest or not pursuing it to the point of meeting or killing him left a hole in the plot that my scripts happily ignored. That hole has been filled now.
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Ashley Hill
 
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Post » Thu Apr 28, 2011 7:34 am

Just finished playing through, awesome mod arthmoor! I love the fact i finally got to rebuild all the sanctuary's and have new sanctuaries to explore. thx for the awesome mod! i agree with vikitty though, i hope a skingrad sanctuary comes in a later release.
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Darian Ennels
 
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Post » Thu Apr 28, 2011 12:38 pm

Hi,

I would like to download this mod. I have a question. It is necesary to do the main oblivion quest for play this DBrotherhood expansion? I have Start choices and I will start a game with "no main quest".
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asako
 
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Post » Thu Apr 28, 2011 12:46 pm

Wow, this slipped me by! :drool: Amazing, I'm glad a mod has finally come about that improves the ending of the Dark Brotherhood - it was my favourite quest line and the end was previously a huge disappointment. Sweet! :goodjob:
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kitten maciver
 
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Post » Thu Apr 28, 2011 5:25 am

Hi,

I would like to download this mod. I have a question. It is necesary to do the main oblivion quest for play this DBrotherhood expansion? I have Start choices and I will start a game with "no main quest".


The expansion, no, you don't need to complete the MQ. You do however need to progress the MQ just far enough to have recovered the Amulet of Kings using whatever method your alternate start mod uses. The main DB quest line eventually changes the door on the prison sewers to lead to a different cell.
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Shannon Marie Jones
 
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Post » Thu Apr 28, 2011 1:03 pm

I call foul.
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Iain Lamb
 
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