[RELz] A Brotherhood Renewed

Post » Thu Apr 28, 2011 4:21 pm

I call foul.

Now what the hell does that mean?
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Thu Apr 28, 2011 4:21 am

Now what the hell does that mean?

Check out my sig and tell yourself.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Thu Apr 28, 2011 7:44 am

I call foul.



Now what the hell does that mean?


Just LOL at his sig. :P


EDIT: And I do assume that this is in jest.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Thu Apr 28, 2011 3:38 pm

Check out my sig and tell yourself.



Just LOL at his sig. :P


EDIT: And I do assume that this is in jest.


I saw his sig. If it's meant as a jest than putting a smiley in there wouldn't hurt as we miss out on the tone of voice and the mimics. Kinda hard to tell.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Thu Apr 28, 2011 8:46 am

Judging by the Nexus post from the same person, I don't think they're kidding about "calling foul". That's their opinion and their entitled to it, but if they have a beef they need to be more specific so we know who to direct the accusation against as this is a collective work, not a solo project. :rolleyes:

That said, I've been looking forward to seeing their mod completed for as long as I can remember participating on these forums. I haven't paid enough attention to it to know one way or the other what their ideas are, just that they wanted to expand on the DB and had some very ambitious plans. I'm still very much looking forward to seeing their project completed as I'd really like to play it myself.
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Thu Apr 28, 2011 9:35 am

Judging by the Nexus post from the same person, I don't think they're kidding about "calling foul". That's their opinion and their entitled to it, but if they have a beef they need to be more specific so we know who to direct the accusation against as this is a collective work, not a solo project. :rolleyes:

That said, I've been looking forward to seeing their mod completed for as long as I can remember participating on these forums. I haven't paid enough attention to it to know one way or the other what their ideas are, just that they wanted to expand on the DB and had some very ambitious plans. I'm still very much looking forward to seeing their project completed as I'd really like to play it myself.


Really? I admire you for being so calm about it. If that's true than I hope that Swiftblade doesn't speak for his teammates as such remarks sound very childish and like somekind of weird accusation directed at you. As for the childish part I don't really care, because everyone is entitled to make a fool out of himself. But when it comes to modding ethics I think it's uncalled for to just scream around "Foul play! Foul play!" at a modder with an outstanding trackrecord.
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Thu Apr 28, 2011 3:26 pm

Well this mod took me nearly a year to get done, so I can imagine theirs is probably taking a very long time because it's far more involved. It's no reason to get bent out of shape though. I mean, I could just as easily get bent out of shape about all the random DB sanc mods that are out there but there's no point. As long as nobody is stealing content, there isn't a problem.

Really? I admire you for being so calm about it.


Trust me when I say that I've seen nothing in this community that I haven't dealt with in much harsher terms elsewhere. That probably has a lot to do with why I just don't care if someone doesn't like what I do, or is upset that they think I swiped an idea or two from them.
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Thu Apr 28, 2011 3:23 pm

I'm sorry, I just got upset at the random people saying that you trumped us. People should keep their damn mouths shut.

My anger does not speak for the whole team. The others were rather interested in this. I'm just immature. I tend to let my anger get the best of me, and take control.

In any case, let's just consider this mod a teaser for things to come. :P
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Thu Apr 28, 2011 6:51 am

I'm sorry, I just got upset at the random people saying that you trumped us. People should keep their damn mouths shut.

My anger does not speak for the whole team. The others were rather interested in this. I'm just immature. I tend to let my anger get the best of me, and take control.

In any case, let's just consider this mod a teaser for things to come. :P


That's nice. Moving along...
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Thu Apr 28, 2011 12:12 pm

In any case, let's just consider this mod a teaser for things to come. :P


...Or how about a fully-featured alternative to your mod, made by one of Oblivion's most respected, prolific, high quality modders? I can't help but feel that last line is a bit demeaning, even if said in jest...

I don't see the point in comparing this to the Chronicles mod, what with one of them not even being released yet and all. If people want to do so after its release, fair enough, but such sniping is completely ungrounded ATM, and there's no point. I've been waiting for Awakening for a long, long time now, but I'll continue to wait until it is either released or totally abandoned (hoping for the former). For the meantime, at the very least, Arthmoor's given us what I'm sure is a great piece of work to enjoy. :)

EDIT: Clarification that the second paragraph isn't directed at Swiftblade, but is a general view on people making said comments.
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Thu Apr 28, 2011 12:11 pm

Version 1.0.1

* Fixed an instance where Scar-Tail's hire option shows up but the quest offered by Teinaava has never run, leaving Scar Tail's reference disabled. Should only be the case if the quest was never offered. If you HAVE met Scar-Tail and actively elected to spare him, the option will still show up even if his quest is not properly completed since he will be alive and you have met him.
* Disable the Greyland marauder spawn point earlier in the Leyawiin quest so you don't come home to a surprise if you visit before fully reclaiming the sanctuary.
* Fixed the Sideways Cave material so the bandits will not show up until the proper time.

And can we please drop the argument about Chronicles vs ABR? Swiftblade has apologized, and I accept his apology. No harm done here.
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Thu Apr 28, 2011 12:29 pm

Anyhting to give the DB a proper ending is more than welcome in my book, will give it a look
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Thu Apr 28, 2011 10:35 am

Sounds quite interesting, been somewhat preoccupied myself lately.....so haven't actually played much apart from play testing a mod I have been working on with a small team. Hope they do not conflict, but I will have a look and see. I only added a door and a chest to the cheydinhal sanctuary so hopefully it will not break either mod.

But the premise looks good, and I like to see the game get bettter and better. Well done !

Buddah

Had a quick look, and all appears to be good. I only added a door and a chest and changed nothing. I think there should be no issues, as your read me is quite clear on what not to bother. These two should play well together and may complement each other quite nicely. But do please have a look yourself and let me know if you see something that these old eyes missed. There is a thread here and it is up on nexus if you want to look, I will not post a link as that is rude. From what little I did see this is excellent work as always and I will play the whole mod when I have some time

Again well done, you have never disappointed us with your fine work. Kudos to you and your entire team.
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Thu Apr 28, 2011 12:10 pm

Hey guys, another member of the DBC team here, and I'd like to say congrats on the release.

Personally (though I can't speak for him, and don't want to start this up again), I think Swift was just venting his frustration that our mod is taking so long, and it's great that you didn't take anything to heart, Arthmoor. And it's cool that you are looking forward to playing our mod - given how long this took you to complete, you can imagine why it's taken us so long, as you said, given your experience and the fact that almost the entire team were modding n00bs when the project started. Though lately the main stall has been our Stronghold, which is holding up the scripting.

Anyway, I'm going to enjoy playing this mod, and hope that you'll enjoy playing ours sometime in the future.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Thu Apr 28, 2011 2:38 pm

Thanks for this mod. I am enjoying it.
Having a couple of issues though.

1. Chorrol

Spoiler
In the basemant of the Oak and Crosier, I found the secret door but there is a still inside the barrel. I ended up tcl-ing through the still to get to the door. This might be because I am running a Chorrol overhaul mod. I can try to disable that and see if there is still a blockage.


Spoiler
I made it into the sewers and found two wheels to open the sluice gate and one of the doors. I also have the rusted key from the named skeleton but stuck there. A hint would be appreciated.


2. Scar tail accepted my offer and told me to lead the way but never follows to Greyland with me. He stays at the camp but now has the proper dialogue for a DB assassin. The dialogue option for Leyawiin with Arquen goes away but the quest markers and the journal entry remain. He may not have followed because I had other followers, not sure.
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Thu Apr 28, 2011 7:03 am

Compatible with Open Cities? :D
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Thu Apr 28, 2011 8:07 pm

Thanks for this mod. I am enjoying it.
Having a couple of issues though.

1. Chorrol

Spoiler
In the basemant of the Oak and Crosier, I found the secret door but there is a still inside the barrel. I ended up tcl-ing through the still to get to the door. This might be because I am running a Chorrol overhaul mod. I can try to disable that and see if there is still a blockage.


Spoiler
I made it into the sewers and found two wheels to open the sluice gate and one of the doors. I also have the rusted key from the named skeleton but stuck there. A hint would be appreciated.


2. Scar tail accepted my offer and told me to lead the way but never follows to Greyland with me. He stays at the camp but now has the proper dialogue for a DB assassin. The dialogue option for Leyawiin with Arquen goes away but the quest markers and the journal entry remain. He may not have followed because I had other followers, not sure.


I moved the mod down to near the bottom of the load order and two things happened. 1. the thing that was blocking the passage disappeared. 2. As I was exploring the sewers Scar Tail shows up and scared the bejesus out of me. So both issues solved.

I did find a certain quest item but still need a hint on how to proceed in Chorrol.
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Thu Apr 28, 2011 9:35 am

hey um dunno if you know this but, no undead will attack me anymore and i suspect it has something to do with the bruma sanctuary. ever since i talked to the necromancer there and she said her minions wouldnt attack me, they havent since and it includes all undead in every location. any ideas?
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Thu Apr 28, 2011 6:11 am

What a pity I'm playing a "good character" (even if he is stealth) who plan to do KOTN...
Next time this mod will be in my prior list for a pure evil character (planed from the begining).
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Thu Apr 28, 2011 3:39 pm

Alright people, I've posted a walkthrough file on Nexus that covers the entire quest. Do try and resist the temptation. :)

@Dowaco: If he accepted the offer but won't follow, it may very well be that you've hit the companion limit. I think Oblivion will only let you have two. I myself have never tried taking more than two with me anywhere simply because they tend to get in the way.

It may also be something in your load order altered his NPC record which caused the AI packs to be overwritten. Fastest way to check would be to have tes4edit load your full load order, open the branches for BrotherhoodRenewed.esp, check the NPC branch and find his record there and see if anything other than this and Oblivion.esm are touching him.

If something is, you can dodge the issue with Wrye Bash 285 since ABR is tagged with Actors.AIPackages.

(Er, ok, you posted again saying moving it down in order fixed it, definitely fixable via Bash then)

The thing with the barrel being blocked. Forgot about that. It came up in beta testing, that's OOO blocking it. ABR will need to be loading at least after OOO to prevent that.

@Johnn123:

Sounds like I've got a missing stage condition check missing on exiting the Bruma sanc. I had to use some tricky trigger scripting to keep her minions off your back.

@All:

Aside from the OOO issue Dowaco reminded me of, there is also a conflict with Vaults of Cyrodiil and the Chorrol sanctuary. It can't be resolved via load order and patching it is equally impractical. However Vaults of Cyrodiil does not make it impossible to complete the Chorrol quest.

Spoiler
You just need to go back around to Crumbling Mine where the hole in the ruined wall is, and it should ask if you want to squeeze through. You'll be on the other side, in VoC's treasure room, with the pile that belongs to ABR. The blood of the Night Mother is accessible there.


It's awkward, but it works.
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Thu Apr 28, 2011 6:42 pm

Version 1.0.2

* The courier's AI would start returning back to the sanctuary if the player caused the conditions to break temporarily.
He will now simply stop where he's at and resume once the player is available again.
* Undead everywhere in the game were no longer hostile if the Bruma sanctuary quest was not advanced beyond a certain point.
* NPCs who survive the Purification as a result of mods were not moved to their sanctuaries when hired.
* Dialogue relating to Edla's side quest was not properly restricted to only be spoken by the hired Speaker.
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Thu Apr 28, 2011 9:03 pm

Version 1.0.3

* Updated scripting to handle Scar-Tail's quest conditions to make sure he isn't a valid hire option if he's dead or the player hasn't met him yet.
Hopefully this time it's actually fixed and doesn't still have loopholes.
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Thu Apr 28, 2011 8:08 pm

Wow! Lots of updates today! Thanks Arthmoor!
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Thu Apr 28, 2011 4:58 am

Version 1.0.4

* Fixed end-of-quest rumors to not be spoken by Dark Brotherhood members as it makes no sense.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Thu Apr 28, 2011 6:18 am

Version 1.0.4

* Fixed end-of-quest rumors to not be spoken by Dark Brotherhood members as it makes no sense.
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

PreviousNext

Return to IV - Oblivion