[RELz] Choices and Consequences

Post » Sat Aug 14, 2010 9:50 pm

What doesn't work so well is creature skins from mod added animals and mod added skins from vanilla animals. For instance I think MMM adds Rawhide skins and none of them are recognized, nor are things like leopard or pahmer pelts (what heck ever a pahmer is - looks like a horse with a cat head).

So these types of pelts often drown out the pelts of vanilla (the recognized pelts) making the gathering of these things more tedius and lengthy. Wondering if there is a way to recognize pelts from mods?


I'll take a look at this - maybe something can be done with COBL or recent OBSE functions, but it would be more time-consuming than what I've been doing.
Does turning in any alchemical ingredient to the Arcane University work?

thanks for working on this Gabba!


You welcome :) !

BTW, could you please update the top post to mention my release?
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Vivien
 
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Post » Sat Aug 14, 2010 10:31 am

Well my current character is not a mages guild member and in order to become one would take many hours of game play and breaking the character of the character, so I can't answer regarding the ingredients.

First post updated with download link, new banner, and edited readme (took out spoilers) - any other changes you want PM me and I'll put them in.

thanks again.
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Penny Flame
 
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Post » Sat Aug 14, 2010 12:24 pm

Well my current character is not a mages guild member and in order to become one would take many hours of game play and breaking the character of the character, so I can't answer regarding the ingredients.


Everything relating to handing in ingredients, soul gems, book and robes works fine in the last Lingwei version that I am using.
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Logan Greenwood
 
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Post » Sat Aug 14, 2010 2:31 pm

OH wow,
that's lovely.
Thanks allot!:)
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Luis Longoria
 
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Post » Sat Aug 14, 2010 12:10 pm

Thanks for your work Gabba. I'll upload the versions to the webpages soon.
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Samantha Pattison
 
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Post » Sat Aug 14, 2010 9:00 am

Loved EQR, will be watching this with interest...
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Steve Smith
 
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Post » Sat Aug 14, 2010 5:01 pm

Question for everybody: shouldn't we think of a new name for this? I don't like CandCandEQR, and if we just use Choices and Consequences people are tempted to use an older version of EQR.

What I'd like to see eventually is a new TESNexus page with this mod under a new name, and all older C&C and EQR versions posted on the same page, clearly labeled. This way we could also flush any old C&C or EQR-related pages, so that people stop getting confused.

First post updated with download link, new banner, and edited readme (took out spoilers) - any other changes you want PM me and I'll put them in.


Thanks, that's perfect. :tops:
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CRuzIta LUVz grlz
 
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Post » Sat Aug 14, 2010 6:30 am

Thanks for the update, Gabba. I'd just call it C&C Revised - that way it's clear that it's a new version of C&C that doesn't involve EQR at all.
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Tracey Duncan
 
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Post » Sat Aug 14, 2010 10:47 pm

Just letting people know the updates are on TESNexus page now if they want to get them from there.
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Undisclosed Desires
 
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Post » Sat Aug 14, 2010 7:30 pm

Thanks for the update, Gabba. I'd just call it C&C Revised - that way it's clear that it's a new version of C&C that doesn't involve EQR at all.

The newer version doesn't include EQR? Will, the newer C&C implement features from EQR?
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Laura Richards
 
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Post » Sat Aug 14, 2010 8:36 am

It's the same deal, C&C and EQR, seperate plugins. He was suggesting changing the name of the mod from C&CandEQR to something completely new then updating the old mods to point to that.

I would atleast Edit all of the old files on tesnexus and change their category from Main Files to Old Versions. It's much less confusing about the version numbers that way, Old Versions would be listed at the bottom of the page.
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Campbell
 
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Post » Sat Aug 14, 2010 10:31 am

Updated first post to reflect the nexus page as main download location.

I'd think that a rename is only important if there is new material to justify the new name and direction.

EQR could potentially be a great mod but then there are consequences (get it) of expanding it. Other great quest mods like integration (adds mostly new content) and Kragenir (mostly uses unused NPCs) don't conflict much because of how they're constructed. But altering swathes of vanilla quests more than already could conflcit with mods that touch them or the NPCs involved with them as well.

Expanding EQR and aspects of C&C into shivering isles - that would be cool.
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Georgia Fullalove
 
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Post » Sat Aug 14, 2010 8:25 pm

Thanks for the update, Gabba. I'd just call it C&C Revised - that way it's clear that it's a new version of C&C that doesn't involve EQR at all.

Just letting people know the updates are on TESNexus page now if they want to get them from there.

The newer version doesn't include EQR? Will, the newer C&C implement features from EQR?

It's the same deal, C&C and EQR, seperate plugins. He was suggesting changing the name of the mod from C&CandEQR to something completely new then updating the old mods to point to that.
I would atleast Edit all of the old files on tesnexus and change their category from Main Files to Old Versions. It's much less confusing about the version numbers that way, Old Versions would be listed at the bottom of the page.


What -pk- said. I'll repeat it so the confusion stops (hopefully): C&CandEQR 1.2 (just like 1.1 by Migck) contains updated versions of both C&C and EQR. The two esps are still separate.
What I'm proposing is a new name for C&CandEQR that can actually be pronounced. If enough people like the idea, I'll discuss it with Lingwei. If not, we'll live with what we have now.

On the bugfixing topic: I'd really appreciate reports of quests (please use spoiler tags) that are broken in the Enhanced Quest Roleplaying version included in C&CandEQR 1.1 or 1.2. I keep reading "EQR breaks a lot of vanilla quests", but I have only found one broken alternate path, that I've already fixed in 1.2.

Edit: removed the bit about the confusing download page; Lingwei gave me access and things look far cleaner now.
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Roisan Sweeney
 
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Post » Sat Aug 14, 2010 8:40 am

Gabba is there any version that you made or worked with where C&C and EQR are kept separate?

I really want to advocate for them being separate as EQR twice now has interfered with my completing quests and had to be disabled to progress, yet doing so would make one loose accreditations in the guilds.

I understand that bugs are being worked out, but until then is there any chance that they can remain separate?

thanks
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Jamie Lee
 
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Post » Sat Aug 14, 2010 8:35 pm

Gabba is there any version that you made or worked with where C&C and EQR are kept separate?

I really want to advocate for them being separate as EQR twice now has interfered with my completing quests and had to be disabled to progress, yet doing so would make one loose accreditations in the guilds.

I understand that bugs are being worked out, but until then is there any chance that they can remain separate?

thanks


Um... I made only one 1.2 version, and it contains separate esp files for Choices and Consequences and Enhanced Quest Roleplaying. Well, you should know, since you downloaded it :) !

I guess I write things in ambiguous ways sometimes - after all I'm not a native english speaker. But rest assured, I have no intention of merging back the mods: I don't see any advantage to that. On the contrary, I'd like to split them even more, for instance to split the known buggy quests from EQR while we're working at fixing them.
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Dean Brown
 
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Post » Sat Aug 14, 2010 9:47 am

Ok sorry confused by all this dialogue - very confusing. I know Migck made a merged version - seemed like you were saying that I didn't need to install EQR if I had yours.

Will double check with edit just to make sure.
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Johanna Van Drunick
 
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Post » Sat Aug 14, 2010 9:38 pm

Noticed a little error when I did the Destruction Journeyman Certification in Skingrad.
LingMGJourneymanCertificationTopic "Journeyman Certification" [DIAL:**0049B6]
The word conjuration should be replaces with destruction. May or may not have been corrected in Migck's version-
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Laura Mclean
 
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Post » Sat Aug 14, 2010 9:45 am

Noticed a little error when I did the Destruction Journeyman Certification in Skingrad.
LingMGJourneymanCertificationTopic "Journeyman Certification" [DIAL:**0049B6]
The word conjuration should be replaces with destruction. May or may not have been corrected in Migck's version-


Thanks! Already fixed in my own esp, but I haven't done enough changes to warrant a new version.
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Grace Francis
 
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Post » Sat Aug 14, 2010 7:28 pm

Looking through all the C&C (Lingwei's last version) quests in TES4EDIT I noticed that it is based on oblivion.esm and does not incorporate any of the fixes that the UOP makes. This means that for the for teh quest for which C&C only removes the map markers the fixes from UOP gets blocked, which is rather unfortunate.
So you may want to either incorporate the fixes or just remove the quests that only removes map markers.
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FITTAS
 
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Post » Sat Aug 14, 2010 9:04 pm

Petrus-

Normally I'm the first to say your ahead of the game.

In this case your behind the ball. From the readme (included in the very first post) Migck states:
And here is where I entered the scene. I merged all possible fixs from the UOP and USIP, chopped down the broken quests and the bundled Villagers mod, and added some new functionality.

Migck already did a lot of work and I'd bet you could upgrade without losing progress as the plugin are essentially the same but improved - as I understand it.
But have those back up saves to make sure.

There was only one iteration of the mod that had EQR and C&C merged. Migck re-separated them again after people complained.
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Steve Smith
 
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Post » Sat Aug 14, 2010 9:52 am

Thanks, Psymon.
I guess I should have checked Migck's version first. :)
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sw1ss
 
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Post » Sat Aug 14, 2010 10:52 pm

Well I've finally collected enough pelts and fingers to advance to swordsman rank and get the quests that were blocked (playing this game can take a long time).

One thing I'm noticing for Fighters Guild Faction Reputation is that the Argnonian in Skingrad - Ah Mulz I think - is not very clear about what he wants. He gave me, what I recall as voiced, dialogue about goblins and goblin hunting.

Is that what he wants? I have goblin parts on me (eye balls and hearts) but he doesn't seem to want them - no dialogue options.

Am I doing something wrong?

thanks
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Charity Hughes
 
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Post » Sat Aug 14, 2010 10:01 pm

It's been way too long since I looked at this mod in any capacity, but I have a vague recollection that Ah-Malz gives reputation points for hunting Daedra, but only after a certain point in the main quest. I think the Goblin dialogue is just generic vanilla dialogue regarding Goblin Hunting in the Skingrad area.
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krystal sowten
 
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Post » Sat Aug 14, 2010 10:58 am

It's been way too long since I looked at this mod in any capacity, but I have a vague recollection that Ah-Malz gives reputation points for hunting Daedra, but only after a certain point in the main quest. I think the Goblin dialogue is just generic vanilla dialogue regarding Goblin Hunting in the Skingrad area.


This. MQ03 "Find the Heir" is the required stage for the MQ.
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Sammi Jones
 
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Post » Sat Aug 14, 2010 6:23 pm

My character is level 10 - maybe it is time I dragged Martin out of Kvatch.

Still the quest pointer you get for Faction reputation might take us lollygaggers into account for future versions. Kinda made me wonder what his deal was.
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louise hamilton
 
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