[RELz] A Brotherhood Renewed

Post » Thu Apr 28, 2011 1:14 pm

Thanks for those quick updates Arthmoor!

When I'll get back to play again, I'll most likely play through the Dark Brotherhood again. It'll feel odd to experience my own level, re-edited by you. :foodndrink:
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Catharine Krupinski
 
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Post » Thu Apr 28, 2011 6:26 am

Soon as I get home...I will download this fix.
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luke trodden
 
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Post » Thu Apr 28, 2011 8:20 am

Wow! This came out of no where. Congrats on the release. Can't wait to play it.
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sarah
 
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Post » Thu Apr 28, 2011 4:22 pm

Does A Brotherhood Renewed use any of the following (DB related) NPCs?

Claudius Arcardia
Gromm
Atraena


Just curious. :whistling:
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Nina Mccormick
 
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Post » Thu Apr 28, 2011 7:33 pm

It does make use of Claudius Arcadia for one branch of a side quest. I haven't directly edited him, but he's got a small role in the outcome of the branch via dialogue.
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Peetay
 
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Post » Thu Apr 28, 2011 3:16 pm

Ah, so a dead Claudius Arcadia would be inconvenient then? :P
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Jonathan Egan
 
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Post » Thu Apr 28, 2011 9:16 am

Well, yes, that could be a slight problem :)

One that's not difficult for me to work around though. I can just end the branch in a slightly different manner if he's dead at the time. It isn't critical for me that he remain alive.
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michael danso
 
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Post » Thu Apr 28, 2011 3:36 pm

A new short series of quests related to the Dark Brotherhood is planned for a later update to Kragenir's Death Quest. One of the quests involves killing Claudius. If the quest with Claudius could be altered to work in the case that he's dead that would be great.

Other than that there shouldn't be any conflicts between that future KDQ update (It's going to take a while) and A Brotherhood Renewed. Story wise there also shouldn't be any conflicts I think. So that's good! :)
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Jacob Phillips
 
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Post » Thu Apr 28, 2011 6:40 am

Good. The only critical component is that Arquen stay alive. Mess with her and we're gonna have issues :P
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Charlie Sarson
 
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Post » Thu Apr 28, 2011 1:12 pm

Good. The only critical component is that Arquen stay alive. Mess with her and we're gonna have issues :P

No problem. Even though the quests will require that the player is the Listener in the Dark Brotherhood first, it doesn't involve the Dark Brotherhood characters all that much. Besides, I think that by the time the player is the Listener he is sick of killing Dark Brotherhood members... :P

I have your mod installed but I'm currently not playing a stealthy character so I won't be going through the quests with this character, but I'm looking forward to doing that in the future.
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Kim Kay
 
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Post » Thu Apr 28, 2011 7:35 am

I'm interested in loading this up, but have a quick question: is this compatible with http://www.tesnexus.com/downloads/file.php?id=6189? I suspect the answer is yes, because all that WW does is allow you to keep some of the original NPC's around, but I thought I'd double check...
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Vicki Gunn
 
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Post » Thu Apr 28, 2011 8:33 pm

Yes, and in fact it's been built with mods like it in mind.
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Markie Mark
 
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Post » Thu Apr 28, 2011 7:51 am

Beauty. Thanks Arth...
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Kevin Jay
 
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Post » Thu Apr 28, 2011 4:55 pm

Version 1.0.5

* One of the ending branches for the Edla side quest had to be tweaked to allow for a vanilla NPC's death.
* Added a book to the Leyawiin sanctuary to provide background to what happened there.
* Added a book in the IC and Bruma. Go read it :)
* A bug in the Chorrol sanctuary could cause the Chorrol reclamation quest to jump stages, even if it was not active. This leads to breakage if the quest is undertaken later.
* The same thing could happen if Edda's skeleton is looted in the Chorrol sewer prior to the quest being undertaken properly.
* The normal map for the Sithis shrines was named wrong and consequently never used by the game.
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Elizabeth Lysons
 
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Post » Thu Apr 28, 2011 8:02 pm

This is probably going to sound stupid: I wriped out all of the bandits down in the imperial city sanctuary... Now... I went back to Arquen, she told me to go back... Do I have to go through the entire sideway cavern again? or is there some special secret trap door I'm suppose to fast travel with/to?
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lydia nekongo
 
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Post » Thu Apr 28, 2011 2:47 pm

She sent you back because you haven't sanctified the sanctuary yet - go activate the statue and it should become much clearer that you skipped a step.

Yes, since you had to exit through the sewer, you can go back through that way instead of Sideways Cave.
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josh evans
 
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Post » Thu Apr 28, 2011 11:30 pm

Oh no , I've assigned my speaker It's just that getting out of the sanctuary took me ages cos I had to fight like 50 vampire and then a bunch of smugglers until I finally ended up at a sewer entrence outside the imperial city. I was just wondering if there's a quick way back, because I'm not sure I'll even remember how to get there through the sewers, freaking maze down there.
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Nathan Barker
 
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Post » Thu Apr 28, 2011 10:05 am

Ah. Well, then you might want to pay the guy a visit at some point because he'll have some good news for you :)
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Nymph
 
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Post » Thu Apr 28, 2011 1:40 pm

Wow, how I missed this is beyond me but bravo! I just downloaded this so I'm excited to use my assassin character again. :)
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Jhenna lee Lizama
 
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Post » Thu Apr 28, 2011 2:57 pm

Version 1.0.6

* It was possible to prematurely trigger the IC Sanctuary quest if the location was visited and the shrine activated before the proper time.
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ONLY ME!!!!
 
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Post » Thu Apr 28, 2011 7:48 pm

I'm having a hard time finding the "Smoke hole" cavern. There's a piece of land which looks like a decent place for a cave but there's no entrence. The piece of land I'm talking about is right next to a bosmer rangers camp and some white ruin steps leading up to a ruin. Did my install miss something or is this a load order problem?
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Scott Clemmons
 
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Post » Fri Apr 29, 2011 1:25 am

Its north east of anvil. Or you could type tmm1 in the console itll show all locations.
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Dominic Vaughan
 
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Post » Thu Apr 28, 2011 8:58 pm

The cave wasn't showing up so I reloaded a couple of times and suddenly it showed up out of nowhere, however now I've got the same problem with another cave outside of Chorrol... And that one won't show up even if I reload.
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Gisela Amaya
 
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Post » Thu Apr 28, 2011 8:32 pm

That sounds like you have an ESP that's been ESMified and causing bits of the worldspace to disappear. When you say the cave isn't showing up, what does that actually look like?
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SWagg KId
 
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Post » Thu Apr 28, 2011 1:10 pm

Well Since I have no idea of what the actual cave is suppose to look like, I don't know the difference between "there" and "not there"

But before there was this plain open land that look liked it was suppose to be filled with something. Back in Leyewin. Then I reloaded and poof from nowhere a bunch of graves with a dead guy named Ron and a door to walk into.
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Laura-Jayne Lee
 
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