[RELz] Choices and Consequences

Post » Sun Aug 15, 2010 1:20 am

No, no need to re-take accreditation tests again.


Good news. :)

By the way, there's a compatibility ESP for an older C&C and Et in Arkay Ego. Should I assume that's no longer functional?
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Sun Aug 15, 2010 1:53 am

Agh, I forgot about that!
Will look into it, but if my instincts are right it will be no longer necessary.

Edit: I was right, no need for it!
User avatar
Kat Ives
 
Posts: 3408
Joined: Tue Aug 28, 2007 2:11 pm

Post » Sat Aug 14, 2010 1:39 pm

Agh, I forgot about that!
Will look into it, but if my instincts are right it will be no longer necessary.


I hope you have good instincts. :D
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Sun Aug 15, 2010 1:36 am

Well, as I was guessing I've already noticed enough bugs to warrant a new version 2.1, so expect it tomorrow (or is it today?). Maybe I should open a new thread, seeing as this version has driven away from the original one in this thread.
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Sat Aug 14, 2010 11:43 pm

Well, as I was guessing I've already noticed enough bugs to warrant a new version 2.1, so expect it tomorrow (or is it today?). Maybe I should open a new thread, seeing as this version has driven away from the original one in this thread.


If you do, I'd suggest getting a mod to lock this, and calling the new one "NEW Choices & Consequences 2.1." To get rid of any possible misconceptions. ;)
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Sat Aug 14, 2010 11:41 am

New version 2.01 released. http://www.tesnexus.com/downloads/file.php?id=14560

I've deleted the upload page I created and used Lingwei's instead, after I received his PM. I've also deleted previous versions of CnCnEQR to avoid nuisances, but the latest is still sitting in my HD, so the progress i made in EQR is not lost. I still need to figure what I will do to it.

And the good news, I'm going to thoroughly test and fix the new quests from previous versions that I removed, and reinclude them in a future update.

Now time to play people. If you encounter any bugs report here.
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Sat Aug 14, 2010 6:06 pm

Thanks Migck!

I udpated the first post. Any other revisions you want just let me know.

Reading the credits though - first question that jumped out - is the villages mod by Martin still removed from the mod? I hope so because I have that installed from another angle.

thanks again.
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Sat Aug 14, 2010 1:17 pm

Villages mod is not included. I left the credits as they were since those people contributed their work even if its no longer present.
User avatar
JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Sun Aug 15, 2010 1:54 am

How do I join the thieves guild? I cannot talk to beggars about the Gray Fox with this mod even with their disposition at 100. What are the easy ways you mentioned?
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Sun Aug 15, 2010 2:14 am

Not sure why you quoted my post - as it does not seem to mention thieves guild.

Joining thieves guild unchanged as of this mod (that I know of) - except to make it more difficult. Try stealing something and getting caught.

http://www.uesp.net/wiki/Main_Page

http://www.uesp.net/wiki/Oblivion:Finding_the_Thieves_Guild

[edit] although I've not tested or used this new version yet.
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Sun Aug 15, 2010 2:17 am

How do I join the thieves guild? I cannot talk to beggars about the Gray Fox with this mod even with their disposition at 100. What are the easy ways you mentioned?

I assume (haven't yet checked) that the traditional way still works (this is a Vanilla option)-- steal something (small), get caught and go to jail (don't fight, pay, or run away). When you're released, wait in the Market District of the IC at about noonish (or during the early part of the day, at least). You will be contacted, which should allow your quest to proceed.

Although I admit I've never quite understood why the Guild would want a thief who gets caught... the DB doesn't require you to get caught to be invited. But whatever ;) .
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Sat Aug 14, 2010 1:02 pm

Agreed.

Would be better if you tried selling something of value and word got round - or even better you sell it to a particular merchant who then informs you.

But then it must be that all people of tamriel are very very practiced at psychometry they seem to be able to tell if the carrot you stole in cheydinhal belongs to someone else and should not be purchased from you.

That needs overhauling in my opinion.

like an obse script that makes all non-unique/non-quest items owned if under a certain amount and after a certain time.

Kind of like how Kuertee's stolen horses become ownable over time mod.

This would address the sillyness of gaining thieves guild favor by turning in a haul of clay pots and tankards and make it so one has to focus on large takes. Make it so that gold or silver maybe engraved or marked, but that clay plate is just junk.
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sat Aug 14, 2010 3:07 pm

Agreed.

Would be better if you tried selling something of value and word got round - or even better you sell it to a particular merchant who then informs you.

...Like Shady Sam, or his "sister", Shady Sally....

It's actually a bit logical. You're a thief, and you're "new in town" (having just escaped from the Prison), and of course you have no money (except for maybe what you made selling the loot from the Tutorial Dungeon). What are you going to do? Steal some stuff, of course and sell it off for an initial stake.

Heck, even as a non-thief, I usually head first to the Tiber Septim and nick all the (completely unreasonably completely unguarded-- the door isn't even locked!-- unless maybe T.I.E. puts a man or two there) silver goods out of the Banquet Hall on the second floor. Because I'm too chicken to head to a dungeon on my first day, and you know, I don't have any money at all.

But in the "real world", you ought to be able to get a rumor of somebody who buys "small" stolen goods (a pawnbroker, as it were), so that you could sell this stuff (which is generally pretty small potatoes), and who acts (unbenknownst to you) as a "lookout" for up-and-coming petty thieves who might be of use to the Guild. So basically Shady Sally (a new NPC because the one you'd most expect-- Shady Sam-- is already affected by too many other mods) is a Thieves Guild fence who only serves thieves not in the Thieves Guild (yet). Once you've sold X amount to her, you get contacted by the Guild for admission. Once you're admitted, you can no longer use Sally as a fence (because that would tip off the authorities that there is indeed a Thieves Guild, or something). Better still, if you are caught or captured between the time that you start selling to Sally and hitting the quest completion amount, you fall back to 0 and have to start again building your "reputation" (kinda like The Weakest Link), therefore enabling you to show/increase your skills to be actually worthy of admission to the Guild.

It's a good idea, Psymon, and not too disruptive, I don't think. Whaddaya say, migck?
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Sat Aug 14, 2010 7:31 pm

I say, I prefer to keep it simple. There has to be a way to detect fenced gold before you're in the TG, so that once you reach a small amount, like 50 or 25 g, you will be contacted. The thing is, I don't know if there are any fences outside the TG, I think Sam doesn't buy stolen. So yeah, maybe the Shady Sally is a good option.
I admit I have to look into the TG invitation system because I don't really know how it works, or if it works well in this mod. I got into the TG after being jailed, which is not the optimal option.
Edit: seems to be any merchant can fence stolen goods if their responsibility is below 30, well, a good piece of info to start.
@ Psymon: you said it, that's work for kuertee and his amazing OBSE mods. I know the basics of OBSE, so I can't imagine how to do something like that. That's why I didn't made this mod require OBSE, I know too little scripting with it to make this mod take full advantage of it.
User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Sat Aug 14, 2010 9:28 pm

QUESTION. Can I overwrite the previous version or do I have to do a clean reinstall?

It's been ages since I played the game, I installed it last month and haven't played since.
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Sun Aug 15, 2010 12:42 am

It's ok with overwriting.
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Sun Aug 15, 2010 12:31 am

Just on the note of that thieves guild joining part, I believe that showler made the additions for that to make it slightly harder...I'm not quite sure what.

It's actually quite amazing how many different people have worked on this mod by now, wsrowland, myself, showler, gabba, migck...am I missing anyone? It's been so long that I'm not able to accurately say what the make up of the mod is right now. It's kind of a testament to the community that there are so many people willing to step up once the original or an earlier modder leaves.
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Sun Aug 15, 2010 12:34 am

The barkeep of the Inn of Ill Omen is a fence. And a merchant in SI is a fence, has only 3 gold though.

I really love this mod. Thanks Migck for updating this, and thanks Lingwei for making the first draft.
User avatar
Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Sat Aug 14, 2010 8:10 pm

as far as the enchanted quest equipment issue, couldn't you just copy the item specifics and then create a new item with the same properties and put it in the players inventory and delete the previous copy of the item that is causing issues?
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Sat Aug 14, 2010 2:56 pm

The thing with the equipped quest items is that calling a RemoveAllItems while the player has one of those items equipped causes a bug http://cs.elderscrolls.com/constwiki/index.php/RemoveAllItems.
I think a warning in capital letters is enough. 99% of the times you won't have to worry about it anyway.
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Sat Aug 14, 2010 8:54 pm

When I installed this mod, my character had completed all of the recommendation quests, and had just received the 'Mage's Staff' quest. Now that I have completed this quest, I am assuming I need journeyman certification before I can be promoted. What NPCs do I need to talk to in order to get certification?
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Post » Sun Aug 15, 2010 12:58 am

Not sure why you quoted my post - as it does not seem to mention thieves guild.

Joining thieves guild unchanged as of this mod (that I know of) - except to make it more difficult. Try stealing something and getting caught.

http://www.uesp.net/wiki/Main_Page

http://www.uesp.net/wiki/Oblivion:Finding_the_Thieves_Guild

[edit] although I've not tested or used this new version yet.


Thanks for the information and sorry for quoting you like that lol! I was known for that on the FO3 forums. It was 4 am when I made that post. The speaking with a begger option did not work for me so I suppose it could be a conflict.
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Sat Aug 14, 2010 10:29 pm

After further testing I still cannot join. This happened after I installed this mod. I got caught stealing and thrown in jail. I beggar "Gray Fox" option does not work. I will uninstall to verify whether it is C&C or not.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Sat Aug 14, 2010 5:07 pm

Removed the mod and everything was fine. I could join the thieves guild normally and all is working as intended.
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Sat Aug 14, 2010 8:48 pm

IS talking to any begger as soon as you get out of jail the only avenue you are testing?

Read the second link that I posted. After you get out of jail wait a full day and then go around the market district.
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

PreviousNext

Return to IV - Oblivion