[RELz] Choices and Consequences

Post » Sat Aug 14, 2010 3:24 pm

Choices and Consequences 2.0
available as of 12-30-09

Previous thread: http://www.gamesas.com/bgsforums/index.php?showtopic=972311&hl
Download Link: http://www.tesnexus.com/downloads/file.php?id=14560

Migck has returned! to offers the next installment of Choices and Consequences.
From the 2.0 readme:
-------------------------------------------------------------------------------------
STREAMLINED VERSION OF Choices and Consequences
-------------------------------------------------------------------------------------

Choices and Consequences Updated


Version 2.0+ Readme:
-------------------
Original Authors: wsrowland, http://www.tesnexus.com/modules/members/index.php?id=426677, Showler
Further modified by: Migck, Gabba
Version: 2.01
Category: Guild/Factions
Date: 30/12/09
Contact: (migck) miguel501@gmail.com
(gabba) on the Bethesda forums

Contents

Description
Choices and Consequences
Installation
Compatibility
Changelog
Credits
Licensing

This mod requires Cobl!!!! Cobl stands for Common Oblivion Library, you can download it at PES or TESNexus:
http://www.tesnexus.com/downloads/file.php?id=21104

Its is also more than recommended that you install Obse and Elys Universal Silent Voice:
http://www.tesnexus.com/downloads/file.php?id=16622.

Since version 2.0, miguick changed a few things like deprecating support for Enhanced Quest Roleplaying. The mod grew too confusing because of his mistakes, and he found EQR was a headache to support due to being so complicated and incompatible. So he centered on the original Choices and Consequences, in overhauling the FG and MG.

IMPORTANT: Don't mix compatibility plugins form other versions like 1.3 of Choices and Consequences with the ones in v 2.0+ package.

Description:
This mod overhauls the FG and MG so that you will need reputation and the proper skills to advance in them, and demonstrate that you posses them.

A bit of History:
wsrowland released Enhanced Quest Roleplaying quite some time ago. It changed a few Oblivion quests to have more paths to complete.

Along came Lingwei, who overhauled it into a new version 2.0 with new quest paths and more quests overhauled. It was updated up to 2.03

Lingwei then started working into a new mod, Choices and Consequences, which was to merge EQR with his new guild advancement system and changing all the vanilla quests so that they would have a toggeable quest arrow, thanks to the power of Cobl. He also included new quests for the Dark Brotherhood and bundled the Villagers mod into it. He had great plans for making the vanilla Oblivion quests worth playing with new Choices... and Consequences :D Showler helped greatly in the updating of this mod, which reached version 1.31

But eventually, Lingwei grew tired of having to fight against Oblivion's poorly designed quests to make them interesting, and the merge with EQR ended being only partial and not well optimized. He left modding Oblivion and switched to Fallout 3.
At that time, the mod had no serious bugs. However, the new quests for the Dark Brotherhood were quite broken, and the mod could do with some optimization.

And here is where migck entered the scene. Merged all possible fixes from the UOP and USIP, chopped down the broken quests and the bundled Villagers mod, and added some new functionality. At first he completely merged C&C with EQR, creating C&C&EQR and forcing users to do a clean save from previous versions.

This was a mistake which he reverted in the first update, C&C&EQR 1.1 but then heI irresponsibly disappeared for months, after having created almost more trouble than solutions.
Along came Gabba, doing another update, C&C&EQR 1.2 and giving some hope to the users of this mod. But the release thread soon became dead after Gabba also disappeared, but I finally came back to this mod.


Choices and Consequences:
Note that since version 2.0 the name of this mod may be very misleading because it doesn't actually add any new ways of completing quests. But it was originally named such by Lingwei, so it remains like that. Version 2.0 is not as much as 'newer' as it is more tested and streamlined to reduce potential conflicts, and it lacks some features from previous versions.

Most of what follows is quoted from the original readme:
This mod centers on the Mages and Fighters guilds, changing them so that you will need to reach a certain proficiency in skills before being allowed to advance in rank. It bases on faction reputation + skill requirements.
To get the new features speak with a Mages Guild hall head about certification, and Raminus Polus about faction reputation for the Mages guild. Speak with either Vilena Donton, Azzan, or Burz gro-Khash about Fighters guild accreditation and faction reputation.

Mages Guild Quest and Advancement Changes:

A major complaint about the Mages Guild was the fact that in the course of the questline you had to cast almost no spells at all. Most of the questline was about killing necromancers or undead and so a fighter could complete the questline just as easily as mage, if not more easily. Furthermore it seemed somewhat silly that a person could just walk in off the street, complete 8 or so tasks for the guild and then be named Arch-Mage for it over the heads of the many mages who have far more experience and magical talent. Choices and Consequences addresses this in two ways. The first is with a faction reputation system, the second is with magical skill certification (aka skill requirements). These two elements now play the most important part of advancement in the Mages Guild.

Faction Reputation - Faction reputation represents your standing in the guild and is gained by completing minor jobs for the guild. It recognizes how much dedication you have proven to the guild. You gain reputation by undertaking repeatable minor jobs for different members of the Arcane University. The jobs include collecting alchemical ingredients for the Lustratorium, collecting soul gems for the Chironasium, killing necromancers and conjurers and taking their robes to the practice rooms, finding and donating rare skill books to the Mystic Archives, and closing Oblivion gates. Furthermore the targets in the practice area have been altered so that casting any spell (even a player made one) at them will also increase reputation. Finally your gain a larger amount of reputation for completing the original Mages Guild quests. You can see your current Faction Reputation, and the number of certificates turned in by using the Faction Reputation token in the Cobl Options box.

Magical Skill Certification - Magical Skill Certifications have been implemented throughout Cyrodiil in order to ensure that only mages of high proficiency are able to rise in rank. There are 4 different certification levels (apprentice, journeyman, expert, master) for each of the magic schools that you can be tested upon. Once you have passed a certain rank you will be granted a certificate that you may turn in to Boderi Farano in the Mystic Archives in order to have your Mages Guild certification record updated. In addition to this each certificate grants you a small reward (that grows more powerful the higher the skill level), and an extra powerful bonus for when you manage to obtain all seven certificates for a particular level of mastery. Choices and Consequences differs from other skill requirements mods in that in order to pass the certification test you will actually need to show the guildhall heads that you are capable of casting the spell, thus you will be physically demonstrating you are capable of casting the spell rather than simply a skill check in a dialogue option (immersion + + ).
Once you have obtained the required number of certificates to advance, and also the necessary faction reputation, you will be eligible for advancement. Once you have advanced you will then be given a special assignment that you will need to complete. These special assignments constitute the original Mages Guild questline. Note that once you have a special assignment you will need to complete it before you are eligible for advancement again. This approach combines the repeatable minor quests model of Daggerfall with the static story driven quests from Morrowind and Oblivion in order to create the best of both worlds.

Fighters Guild Quest and Advancement Changes:

The Fighters Guild undergoes a change similar to the Mages Guild. While the Fighters Guild questline did not suffer from such an identity crisis as the Mages Guild (since fighters like to fight) the lack of dedication to the guild and apparent lack of caring about skills also stood out.

Faction Reputation - Faction reputation in the Fighters Guild is gained through collecting the ingredients and remains of dead hostile creatures, killing bandits and marauders and delivering their severed fingers, sparring with a trainer, and killing daedra and delivering their remains. Faction reputation is also gained by completing the Fighters Guild accreditation system (skill requirements). This differs it somewhat from the Mages Guild. You can see your current Faction Reputation, and the number of certificates turned in by using the Faction Reputation token in the Cobl Options box.

Skill Accreditation - The Fighters Guild skill accreditation system works similar to the Mages Guild in that you will need to acquire enough diplomas before you are able to advance in rank. However acquiring these diplomas is more difficult than in the Mages Guild. The Fighters Guild will require you to take a test administered by an examiner in order to prove that your skills are up to scratch. You'll need to fight matches with the Blade, Blunt, and Hand to Hand examiners. This differs from the Arena in that these fights are not to the death. Instead if you become too weak then the examiner will stop
the fight and you will have to try it again. Similarly once he becomes too injured he will give up and award you your diploma. If he does have to stop the fight because you are too hurt then you will also lose some reputation for failing your test. The Block and Armour examiners will ask that you simply take their attacks for a limited amount of time, if you become too hurt then they will also stop the match and you will lose some reputation. Finally the marksman examiner will carry you to a new archery range under the Chorrol Fighters Guild tower in which you'll have to pass a marksman challenge which includes 'phasing' targets, which will appear and disappear randomly

Thieves Guild - Finding the Thieves Guild now requires that you do some work first. You can no longer walk into the middle of the meeting unannounced and join the guild, because the meeting won't take place until someone tells you about it. There are easy ways to get the guild's attention, though.
Toggleable Quest Arrow and Directions - The quest arrow for the MG and FG quests is toggleable through the Cobl Options box. Choices and Consequences also adds in new dialogue that gives the direction of the where you need to go for some guild quests.

BSA Archive - The BSA contains many assets lend by various modders, which are used for the guild rewards you will be getting upon reaching high certificates in your skills.

Installation:
To intall, drag Choices and Consequences.esp and Choices and Consequences.bsa to the Data folder. There are compatibility plugins for Strategy Master's Orrey Plugin Refurbish and OOO in the Compatibility folder. You can also use Bain, the archive is Bain-Ready. If you were using previous versions 1.x of Choices and Consequences, overwrite with the files here. Note that this mod no longer has the Dark Brotherhood sanctuary at Bruma nor the Villages mod present in Choices and Consequences 1.x, so make sure you don't have anything there before upgrading from Choices and Consequences 1.x to 2.x

Uninstallation
Just delete the files, there are no ill-effects.

Compatibility:
This mod alters almost every vanilla guild quest in order to make the quest arrow optional. This means that the chance of conflicts with other mods is quite high. For this reason it is suggested that you load Choices and Consequences early on in your load order so that any other mod you have that alters one of these quests takes priority.
Unofficial Oblivion Patch fixes were merged in by ElminsterEU, and further merged by me.
Choices and Consequences will conflict with the mod Guild Skill Requirements. You should disable that mod if you wish to run Choices and Consequences.
There is a compatability plugin for OOO which fixes some quests and object positions, and gives new ways for using the stuff from OOO into C&C.
Other than that it is currently unknown. If there is then play with the load order. Choices and Consequences should be loaded high if you want your other mods to have their effect upon quests. If there is a major conflict with a mod that you really love then email me and I'll see if I can do anything to sort it out.

Changelog:

1.0 - Differences from original Choices and Consequences v 1.31:

- Many untested and unnecessary features of the mod have been remvoved including the villages mod bundled in C&C and the Bruma Dark Brotherhood Sanctuary and associated quests.
- The script on bandits and marauders has been removed to prevent incompatibilites and the need for compatibility patches. Instead a finger is added to their corpse allowing you to turn it in to Right-wind at Bruma for cash and reputation. It works very similar to the Lawbringer perk from Fallout 3.
- The guild apprentice bonuses to strength and intelligence have been changed to increasing the associated skills by 1 point each if they are under 90.
- The mod has been refixed with the newest versions of UOP and USIP.
- Several missing models that were removed due to earlier texture path problems have been added back in:
- FG master armours and Hoar's Bulwark shield use Forgotten Shields models by Painkiller
- FG Sequence sword and helm of Diagna, MG shield of the Spninxmoth use Pegasus models by Gorgonzola300
- FG Peril bow and Route sword use models by Nicoroshi
- MG Trebonius staff use Blue Crystal Staff models by Jannix Quin
- FG Adonai Molag mace uses Sauron Mace models by Cultbrain.

1.1 - 10/4/2009

- The mod has been reseparated in two and the filenames have been reverted to the originals. Sorry for all the trouble.
- Fixed a bug that allowed the player to take accreditation tests in the FG before joining.
- FG tests for armor now make the player unable to do anything for as long as the test lasts, and he is equipped with appropiate armor in order to be tested.
- Similarly, FG tests for block will make the player unable to do anything except blocking with provided shield.
- Updated the compatability plugins. Now EQR and C&C have their own ones. The OOO plugin for C&C now allows loads of OOO animal remains to be turned in for cash and reputation.
- Boderi Farano has been made essential. Killing her would mean you would no longer be able to advance in rank in the Mages Guild.
- Loads of tiny fixes here and there, forgot to take note of them all, so maybe I've forgotten/screwed something, sorry :D

1.2 by Gabba: fixed topics not showing up if you already had joined the guilds before activating the mod, and other minor fixes; see readme in the download for more details.

2.0 - 29/12/2009:
-Altered the equipment of the Fighters Guild Examiners:
-All of them use silver weapons now, to avoid exploits with resist normal weapons.
-Blade and blunt testers get a helmet and shield.
-Block tester uses a warhammer.
-Armor testers use maces.
-The skills of the weapon testers now matches yours.
-Altered the tests once again:
-Removed an accidental dependance on Obse. DisableControl is not vanilla command... Instead of Obse, I have restrained the player with collision boxes. DisablePlayerControls also disables the AI, so I couldn't use it.
-In the armor tests you can move around, but the space is small and you have no weapons. The idea is of you trying to dodge/evade some of the blows instead of having to take them all, which would make the tests much more difficult to complete. You get equipped with a dagger non-unequippable to avoid you using H2H. You can block with it, though the damage you receive is the same.
-All your items are removed upon starting the test and you are equipped with appropriate gear to face the examiners. TRY NOT TO WEAR EQUIPPED ENCHANTED QUEST ITEMS BEFORE STARTING THE TEST, OR ELSE YOU WON'T BE ABLE TO EQUIP THEM AGAIN. NO EASY WAY OF FIXING THIS, SORRY. Once the test is over, all your items are returned to you.
-You fight the H2H examiner equipped with the same robe he uses, and nothing more.
-In the block test you only have a shield, a robe and a dagger which is just a placeholder for the shield to show up on you. It breaks with one hit, so you'd better limit yourself to blocking.
-In the weapon tests you don't get armor but an enchanted robe instead, and you use regular fine steel weapons (vs. the examiners' silver weapons). Moving quickly and striking fast is more important, as you don't have as much protection as the examiners.
-Weapons and shields used for training and tests are now worthless, in case you had funny ideas.
-In marksman tests you use a training bow with 0 damage, some arrows, and a plain robe for not feeling naked. The examiner will no longer report you have failed if you get to far away from him while traveling to the firing spot, but only once you reach it.The fun thing now is the test itself. It is no longer carried outdoors but in a basemant under the fighters guild tower. Once the test starts, the three targets in front of you will disappear and appear totally randomly, but there's always one of them in sight. The higher the skill you are being tested for, the faster this will happen.
-No longer does this mod alter NPCs directly, those changes are now scripted.
-All the guild reward items have their bonus abilities and spells handled by the same script now, in a much more reliable way.
-The bandits fingers are now handled with one script and one item less.
-The FG sparring faction now has special combat flag, should help in avoiding other members attacking the examiner.
-Added track of the number of diplomas you have turned in for each skill in the Cobl options menu. Note that it will only work with the diplomas you turn in from this version onwards, previous ones can't be detected unfortunately.
-You will now need to have the corresponding skill perk to be eligible for the Mages Guild's magic skill accreditation tests.
-All the recommendation quests now require either the apprentice certification, or in some of them you have the possibility of paying a 500 fee to overcome them entirely, as before. Also unlocked some Sulinus Vassinus dialogue in the Skingrad Mages Guild if you hadn't done that recommendation quest.
-Revamped the MG reward spells to make them much more powerful.
-Removed changes to vanilla quests, like written directions and the like. Only guild quests are affected now.
The jobs for the guild now give much less reputation, to avoid easy exploits.
-Deprecated the MMM plugin. Sorry, but it just added to little to the mod, maybe I will figure how to take advantage of MMM better in the future.
-Removed the silent voice files, use Elys USV instead.

2.01 - 30/12/2009:
-Armor and block tests now really use custom dummy daggers with 0 reach and damage. No more jacking around while being tested.
-Made the test shields playable and non quest items, it was a severe mistake to make them unplayable.
-Fixed minor (but potentially CTD cause) bugs in these tests.
-Re-added an optional silent voice BSA for people not using Elys USV.
-Rebalanced the enchantments... more or less.

Credits

Huge thanks to showler for the bug fixing in version 1.2.

ElminsterEU and devakm for the compatibilty patch, and for also helping to clean up the mod.
Nazz and thwhip - for beta testing, these two guys helped catch a major flaw with the magicka system that could have upset the mod a lot, as well as made numerous suggestions to improve the mod.
thePOSTALdude - for his 9 second silent mp3s and lip file.
dtom - for his modding tutorial which helped me learn how to mod.
WillieSea - for inspiration and being the number one helpful guy in the CS forum ;).
Wsrowland - for starting off Enhanced Quest Roleplaying which this mod arose out of.
(These people contributed to the original version but unfortunately there were problems with the path files, and so that version is no longer available)
Gorgonzola3000 - for Pegasus sword meshes and textures.
Painkiller Rider - for shields and armour meshes and textures.
Cultbrain - for the Sauron's Mace meshes and textures.
Nicoroshi - for the Dread Doomshard bow and Daes Rakan sword meshes and textures.
Phitt - for the closed steel helm meshes and textures.
Jannix Quinn - for the Blue Crystal Staff (aka Trebonius' Staff) meshes and textures.
Robert_evrae - for the ice glass textures.
Martinb and cd470 - for the villages of Beram, Storlien and Fort Turjak.
Kivan and Quarn - for the Unoffical Oblivion Patch fixes that I used in the mod.
Kivan and Povuholo - for the tutorial that allowed me to create sound files without needing to include 1000+ mp3 files.
Taliesin - for the scripting to collect all of the items that you have in one go.
Sneakstep - for the main quest reconsideration mod that is integrated in this mod.
Everyone on the official forums for your support and ideas.
VaultDweller and RPGCodex for design advice.
Bethesda for making the game.
You for downloading this mod.

Licensing

Anyone who wants to alter the mod can contact Lingwei by email or pm. If he doesn't respond then feel free to do what you want.

------------------------------------------------------------

Original version 1.3 Readme:
----------------------------

The original Oblivion had some complaints regarding some of its aspects. Choices and Consequences will try and address some of these complaints.

*Mages and Fighters Guild advancement changes - faction reputation + skill requirements
*Quest arrow & journal changes - the first mod to add in written directions to replace the quest arrow
*Dark Brotherhood additions - A new sanctuary for Bruma along with three Dark Brotherhood exclusive sidequests quests in the above style plus an extra quest to deal with the sleeper agents of the Mythic Dawn.

Note that the current version works with either new games or preexisting games, however it is still recommended that you start the mod with a game in which you have not joined one of the guilds yet in order to get the best experience.

Faction Reputation - Faction reputation represents your standing in the guild and is gained by completing minor jobs for the guild. It recognises how much dedication you have proven to the guild. You gain reputation by undertaking repeatable minor jobs for different members of the Arcane University. The jobs include collecting alchemical ingredients for the Lustratorium, collecting soul gems for the Chironasium, killing necromancers and conjurers for the practice rooms, finding and donating rare skill books to the Mystic Archives, casting specially made spells from the Praxographical centre, and closing Oblivion gates. Furthermore the targets around the University have been altered so that casting any spell (even a player made one) at them will also increase reputation. Finally your gain a larger amount of reputation for completing the original Mages Guild quests.

Magical Skill Certification - Magical Skill Certifications have been implemented throughout Cyrodiil in order to ensure that only mages of high quality are able to rise in rank. There are 4 different certification levels (apprentice, journeyman, expert, master) for each of the magic schools that you can be tested upon. Once you have passed a certain rank you will be granted a certificate that you may turn in to the Mystic Archives in order to have your Mages Guild certification record updated. In addition to this each certificate grants you a small reward (that grows more powerful the higher the skill level), and an extra powerful bonus for when you manage to obtain all seven certificates for a particular level of mastery. Choices and Consequences differs from other skill requirements mods in that in order to pass the certification test you will actually need to show the guildhall heads that you are capable of casting the spell, thus you will physically demonstrating you are capable of casting the spell rather than simply a skill check in a dialogue option (immersion++).

Once you have obtained the required number of certificates to advance, and also the necessary faction reputation you will be eligible for advancement. Once you have advanced you will then be given a special assignment that you will need to complete. These special assignments constitute the original Mages Guild questline. Note that once you have a special assignment you will need to complete it before you are eligible for advancement again. This approach combines the repeatable minor quests model of Daggerfall with the static story driven quests from Morrowind and Oblivion in order to create the best of both worlds.

Faction Reputation - Faction reputation in the Fighters Guild is gained through collecting the ingredients and remains of dead hostile creatures, killing bandits and marauders, sparring with a trainer, and killing daedra and delivering their remains. Faction reputation is also gained by completing the Fighters Guild accreditation system (skill requirements). This differs it somewhat from the Mages Guild.

Skill Accreditation - The Fighters Guild skill accreditation system works similar to the Mages Guild in that you will need to acquire enough diplomas before you are able to advance in rank. However acquiring these diplomas is more difficult than in the Mages Guild. The Fighters Guild will require you to take a test adminstered by an examiner in order to prove that your skills are up to scratch. You'll need to fight matches with the Blade, Blunt, and Hand to Hand examiners. This differs from the Arena in that these fights are not to the death. Instead if you become too weak then the examiner will stop the fight and you will have to try it again. Similarly once he becomes too injured he will give up and award you your diploma. If he does have to stop the fight because you are too hurt then you will also lose some reputation for failing your test. The Block and Heavy Armour examiners will ask that you simply take their attacks for a limited amount of time, if you become too hurt then they will also stop the match and you will lose some reputation.

Dark Brotherhood - To date this is the only mod that has added any real extra quests for the Dark Brotherhood. While two major Dark Brotherhood mods (that I know of) were attempted neither of them released anything. All three Dark Brotherhood sidequests are made in the same spirit of the original, while you can attempt to run in with all swords swinging the rewards (and quests themselves) will be much better if you exercise a little bit of rogue style investigation and sneakery. Also for the first time ever you can now choose to instead allow your targets to live and see what they offer you for sparing their lives. The new Bruma Sanctuary is the home of the three NPCs who will give you one sidequest each...in completing the quests you should learn a little bit more about their past and personality.

Toggleable Quest Arrow and Directions - The final major part of the mod will deal with the journal and quest arrow. These features have been criticised for being 'dumbed down'. I'm going to dumb them up. The quest arrow will be made toggleable by a spell. While mods to get rid of the quest arrow came out within days of Oblivion's release there were almost no directions within the game that the player could follow. Choices and Consequences will add in new dialogue that gives the direction of the where you need to go. It will also remove some of the more redundant journal entries (e.g you are at Cave X, you should go inside - well duh).

Compatibility - see the readme for important info about compatibility.

Credits

Huge thanks to showler for the bug fixing in version 1.2.

ElminsterEU and devakm for the compatibilty patch, and for also helping to clean up the mod.
Nazz and thwhip - for beta testing, these two guys helped catch a major flaw with the magicka system that could have upset the mod a lot, as well as made numerous suggestions to improve the mod.
thePOSTALdude - for his 9 second silent mp3s and lip file.
dtom - for his modding tutorial which helped me learn how to mod.
WillieSea - for inspiration and being the number one helpful guy in the CS forum ;).
Wsrowland - for starting off Enhanced Quest Roleplaying which this mod arose out of.
(These people contributed to the original version but unfortunately there were problems with the path files, and so that version is no longer available)
Gorgonzola3000 - for Pegasus sword meshes and textures.
Painkiller Rider - for shields and armour meshes and textures.
Cultbrain - for the Sauron's Mace meshes and textures.
Nicoroshi - for the Dread Doomshard bow and Daes Rakan sword meshes and textures.
Phitt - for the closed steel helm meshes and textures.
Jannix Quinn - for the Blue Crystal Staff (aka Trebonius' Staff) meshes and textures.
Robert_evrae - for the ice glass textures.
Martinb and cd470 - for the villages of Beram, Storlien and Fort Turjak.
Kivan and Quarn - for the Unoffical Oblivion Patch fixes that I used in the mod.
Kivan and Povuholo - for the tutorial that allowed me to create sound files without needing to include 1000+ mp3 files.
Taliesin - for the scripting to collect all of the items that you have in one go.
Sneakstep - for the main quest reconsideration mod that is integrated in this mod.
Everyone on the official forums for your support and ideas.
VaultDweller and RPGCodex for design advice.
Bethesda for making the game.
You for downloading this mod.

Licensing

Anyone who wants to alter the mod can contact me by email or pm. If I don't respond then feel free to do what you want.
I had nothing to do with making this mod and only played part of it. If anything I have more questions than answers anyway. So questions need to go to Migck.
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Sat Aug 14, 2010 6:43 am

OK so the question and problem I have to motivate me to open this thread.

I cannot seem to gain further advancement in the Fighters Guild - the first real advancement at that. I have taken the quests as jobs
Spoiler
desolate mine and Rat Problem
and obtained 6 apprentice accreditations and one Journeyman accreditation - only 4 accreditations are required for the next advancement anyway. My FG faction reputation is 100 (according to COBL menu).

Every time I talk to Azzan he just tells me I'm not ready and to take more contracts, yet he refused the only contract available as I lack the advancement he requires - catch 22.

I don't want to disable the mod and lose the accreditations I've earned.

what do I do? Has anyone else dealt with this before. Would it be worth a try to setstage on the next contract he is supposed to give me: http://www.uesp.net/wiki/Oblivion:The_Unfortunate_Shopkeeper or will this then only further bork the advancement aspect of C&C?

kinda stuck. send help

Load order if that helps:
Active Mod Files:00  Oblivion.esm01  Cybiades.esm  [Version 2.0]02  All Natural Base.esm  [Version 0.9.5]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  MD_Saddle_Master.esm06  Cobl Main.esm  [Version 1.71]07  Ulrim's Horses.esm08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b1]0A  Diverse Wisps - Base.esm0B  Enhanced Daedric Invasion.esm0C  CyrodiilUpgradeResourcePack.esm0D  MALO - MAIN.esm0E  TamrielTravellers.esm  [Version 1.39c]0F  FCOM_Convergence.esm  [Version 0.9.9a7]10  Armamentarium.esm  [Version 1.3]11  Artifacts.esm12  Progress.esm  [Version 2.0]13  piCore.esm  [Version 1.50]14  Fort Akatosh.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp15  Unofficial Oblivion Patch.esp  [Version 3.2.0]16  DLCShiveringIsles.esp17  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp18  Francesco's Optional Chance of Stronger Bosses.esp19  Francesco's Optional Chance of Stronger Enemies.esp1A  Francesco's Optional Chance of More Enemies.esp1B  Francesco's Optional Leveled Quests-SI only.esp1C  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1D  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1E  Fran Armor Add-on.esp1F  Fran_Lv30Item_Maltz.esp++  Fransfemale.esp20  AliveWaters.esp21  _Environments Mods Merged1.esp22  Enhanced Vegetation [125%].esp23  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp24  All Natural.esp  [Version 0.9.5]++  All Natural - EW + NW + AWS.esp  [Version 0.9.5]25  All Natural - Real Lights.esp  [Version 0.9.5]26  MIS.esp27  Atmospheric Oblivion.esp28  OBSE-Storms & Sound SI.esp29  WindowLightingSystem.esp2A  Ayleid Loot EXtension.esp++  Item interchange - Extraction.esp  [Version 0.76]**  Book Jackets Oblivion.esp**  Book Jackets DLC.esp2B  Game Tweaks Early.esp2C  Vows and Covenants.esp2D  Living Economy - SI.esp2E  Choices and Consequences.esp2F  C&C - The Blackwood Company.esp30  DLCHorseArmor.esp31  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]32  DLCMehrunesRazor.esp33  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]34  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]35  Slof's Horses Base.esp36  MD Saddlebags v3.0.esp37  _Horse Mods Merged_4.esp38  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]39  Slof's Oblivion Robe Trader.esp3A  Cobl Glue.esp  [Version 1.69]3B  Cobl Si.esp  [Version 1.63]3C  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]3D  Bob's Armory Oblivion.esp3E  FCOM_BobsArmory.esp  [Version 0.9.9]3F  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]40  Oblivion WarCry EV.esp41  FCOM_WarCry.esp  [Version 0.9.9]42  MALO - Guild Tweaks.esp43  MALO - Clutter Replacer.esp44  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]45  Choices and Consequences - OOO.esp  [Version 0.2]46  MALO - Vendor Additions.esp47  MALO - Loot Tweaks.esp48  MALO - Loot Tweaks DCRP.esp++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]49  ArmamentariumArtifacts.esp  [Version 1.3]4A  Artifacts.esp++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagic.esp  [Version 1.3]++  ArmamentariumLLVendors.esp  [Version 1.3]++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]++  Armamentium female.esp++  ArtifactsFemaleArmor.esp4B  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]4C  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]4D  FCOM_RealSwords.esp  [Version 0.9.9]4E  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  EVE_StockEquipmentReplacer4FCOM.esp4F  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]50  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]51  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]52  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b2]53  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b2]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]54  Mart's Monster Mod - Diverse WaterLife.esp++  Mart's Monster Mod - Diverse Wisps.esp  [Version 0.10]55  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]56  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]++  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp57  Choices and Consequences - MMM.esp  [Version 0.2]++  MMM-Cobl.esp  [Version 1.69]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]58  TamrielTravellers4OOO.esp  [Version 1.39c]59  ShiveringIsleTravellers.esp  [Version 1.39c]5A  TamrielTravellersItemsNPC.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp5B  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]5C  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 1.0]++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  FCOM_ArcheryHunting&Crafting.esp  [Version 1]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]5D  Mart's Monster Mod - Shivering Isles.esp++  MALO - Clutter Replacer MMM - HUNT.esp5E  PersuasionOverhaul_LITE.esp  [Version 1.3]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Atmospheric Oblivion - OOO Patch.esp++  Atmospheric Oblivion - MMM Patch.esp5F  C&C - The Blackwood Company - OOO.esp60  NPC new clothes V2.6.esp61  CNRP Brumav02.esp  [Version 0.2]62  CNRP Cheydinhal.esp  [Version 1.0]63  CNRP Chorrol.esp  [Version 1.1]64  CNRP FightersGuild.esp  [Version 1.0]65  Enhanced Quest Roleplaying.esp++  Enhanced Quest Roleplaying - FCOM.esp66  Ivellon.esp  [Version 1.8]67  ElsweyrAnequina.esp68  Region Revive - Lake Rumare.esp69  Region Revive - Lake Rumare - OOO LockBash.esp  [Version 0.2]6A  AFK_Weye.esp6B  Rumare-AFK_Weye Patch.esp6C  VHBloodlines 1.2.esp  [Version 1.4]6D  OldCrowInn.esp  [Version 1.5]6E  Quest For The Elements.esp6F  ShezriesVillagesCOBL.esp70  Faregyl.esp  [Version 1.0.8]71  TheElderCouncil.esp72  TheElderCouncil_TempleOfTheOne.esp73  The Ayleid Steps.esp  [Version 2.6]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]74  kingdomofAlmar.esp75  GuardsofCyrodiil.esp76  GoC&RRLR_comp.esp77  road+bridges.esp  [Version 4.4.4]78  FortAkatosh.esp79  KvatchAftermath.esp7A  (DC) Kvatch Watch Towers.esp7B  Feudal Empire 300.esp7C  VaultsofCyrodiil.esp7D  za_bankmod.esp7E  DLCBattlehornCastle.esp7F  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]80  DLCfrostcrag.esp81  FrostcragRebornCobl.esp82  Knights.esp83  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp++  Ulrim's Horses - Knights patch.esp++  KotN Wayshrine Fix.esp84  SM Plugin Refurbish Minus Orrery-Thieves-Vile.esp85  Cybiades.esp  [Version 2.1]86  CybiadesDungeon.esp  [Version 2.1]87  Kragenir's Death Quest.esp88  KDQ - Rural Line Additions.esp89  TOTF.esp++  TOTF Delayer.esp8A  RTT.esp8B  RTT-Weye Relocation Patch.esp  [Version 2.0]8C  Lost Paladins of the Divines.esp8D  Mighty Umbra.esp8E  Blood&Mud.esp8F  The Lost Spires.esp90  Origin of the Mages Guild.esp  [Version 6]91  TheNecromancer.esp92  MannimarcoComplete.esp93  MannimarcoRevisited.esp94  MannimarcoRevisitedOOO.esp  [Version 0.1]95  FortAkatosh-MannimarcoResurrection-NewRoads&Bridges patch.esp++  FCOM_NewNPCClothes.esp++  FCOM_Knights.esp  [Version 0.9.9b4]++  FCOM_MightyUmbra.esp  [Version 0.9.9]96  FCOM_Blood&Mud.esp  [Version 0.9.9]97  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]98  Origin of the Mages Guild OOO Patch.esp  [Version 5.0.FINAL]99  Gaelendryl.esp9A  Homes,Castles,Villages1.esp9B  DungeonPack_1.esp9C  SI_Houses&Dungeons_.esp9D  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]9E  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]9F  EDI - Less Monotonous DOT.espA0  xuldarkforest.esp  [Version 1.0.2]A1  LostSpires-DarkForest patch.espA2  xulStendarrValley.esp  [Version 1.2]A3  xulTheHeath.espA4  XulEntiusGorge.espA5  KvatchAftermath-EntiusGorge compatibility patch.espA6  TheNecromancer-EntiusGorge patch.espA7  xulFallenleafEverglade.esp  [Version 1.3.1]A8  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]A9  LostSpires-Everglade patch.esp  [Version 1.2]AA  xulColovianHighlands_EV.espAB  xulChorrolHinterland.esp  [Version 1.2.2]AC  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]AD  xulBravilBarrowfields.esp  [Version 1.3.2]AE  xulLushWoodlands.esp  [Version 1.3]AF  xulAncientYews.espB0  xulAncientRedwoods.esp  [Version 1.6]B1  xulCloudtopMountains.esp  [Version 1.0.1]B2  Ravenview-Cloudtop-Patch.esp  [Version 1.0.3]B3  xulArriusCreek.espB4  xulPatch_AY_AC.esp  [Version 1.1]B5  xulRollingHills_EV.esp  [Version 1.3.2]B6  xulRiverEthe.esp  [Version 1.0.1]B7  xulPantherRiver.espB8  xulBlackwoodForest.espB9  xulBrenaRiverRavine.esp  [Version 1.0.2]BA  Gaelendryll-BrenaRiver patch.esp  [Version 1.1]BB  xulImperialIsle.esp  [Version 1.6.2]BC  KragenirsDeathQuest-LostCoast patch.espBD  KragenirsDeathQuest-RollingHills patch.espBE  NRB4+UL-II Patch.esp  [Version 4.1]BF  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 2.1.1]C0  NRB4+RR Patch.esp  [Version 1.0]C1  NakedNord.espC2  bartholm.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]C3  Ulrim's Horses.espC4  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]C5  Roleplaying Dialogues+.espC6  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Mehrunes Razor.espC7  Duke Patricks The Lady said NO.espC8  Game Tweaks Late.espC9  DropLitTorchOBSE.esp  [Version 2.1]CA  Map Marker Overhaul.esp  [Version 2.0]CB  ReneerCreatureMod.espCC  Crossbows of Cyrodiil.espCD  Duke Patricks Sickness+Health Alarm.espCE  RealisticFatigue.espCF  kuerteeInventoryIsABackpack.espD0  kuerteeMagickaBasedMagicJeweleryLimits.espD1  kuerteeEatAndSleep.espD2  kuerteeBattleFatigueAndInjuries.espD3  sr_super_hotkeys.espD4  QZ Easy Menus.espD5  Nekhanimal's Awesome Vampire Mod.esp++  MaleBodyReplacerV4.esp++  EVE_KhajiitFix.espD6  bgBalancingEVCore.esp  [Version 10.5EV-D]++  GrimbotsSpellTomes.espD7  Ayleid Wells.espD8  SSEE-OOO.espD9  MidasSpells.espDA  EnchantmentMastery.espDB  Judgement of the Nine.esp  [Version 2.2]DC  SupremeMagicka.esp  [Version 0.89]DD  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_OOO.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]DE  SM_EnchantStaff.esp  [Version 0.80]DF  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]E0  bgMagicBonus.esp  [Version 1.7EV]++  ScriptIcon_Replacer.esp++  JOTN script effect replacer.espE1  bgMagicEVPaperChase.esp  [Version 1.68EV]E2  bgIntegrationEV.esp  [Version 0.956]E3  AudaciousMagery.espE4  Alchemical Formulas.espE5  Stealth Overhaul.espE6  DD_ProximitySneakPenalty.espE7  ZumbsLockpickingMod - OBSE.espE8  RenGuardOverhaul.espE9  RenGuardOverhaulShiveringIsles.espEA  Enhanced Grabbing.esp  [Version 0.4]EB  sycHearNoEvil.esp  [Version 1.0]EC  sycSHOUT.esp  [Version 1.02]ED  kuerteeNPCsYield.espEE  ProgressMBSP.esp  [Version 1.0]EF  ProgressSBSP.esp  [Version 1.0]F0  PureImmersion.esp  [Version 1.50]**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  NRB4 Standard Road Record.esp++  CSR - Fine Iron.esp++  CSR - Golden Saint.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]++  Visually Realistic Deadly Lava.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]++  Jjiinx_MorrowindStyleArgonians.esp++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]F1  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]F2  DS Less Predictable Respawn.esp  [Version 1.1]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]++  ShinySeptims_Septimus.esp++  kuertee bgMagicEVShader default drain effects.esp**  Atmospheric Loading Screens - No Text.espF3  John 2 BASH.espF4  Duke Patrick Combat AI (no tripping).espF5  Duke Patrick_SCA Combat.espF6  Duke Patricks - BASIC Script Effect Silencer BETA.espF7  Streamline 3.1.espF8  RedDelPCB.esp

User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Sat Aug 14, 2010 4:00 am

OK now I feel like an idiot.

I had to turn in my accreditations to the head of the FG in Chorrol before the head of the FG in Anvil would advance me to the next level.

Seems a bit convoluted - how would Azzan in Anvil know that I had just turned in my accreditations at Chorrol? Must have been the letter she handed me to deliver to him (that I roleplayed in my head). Very beurocratic.

Ah well - may others use this thread to report their own issues and get help.

So far there is only one other issues that I found that I reported here: http://www.gamesas.com/bgsforums/index.php?showtopic=972311&view=findpost&p=14871302 in the last thread.

peace love and chicken grease
User avatar
Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Sat Aug 14, 2010 10:56 am

is it compatible with 000
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Sat Aug 14, 2010 6:07 am

is it compatible with 000

I haven't heard that question in years! It used to be asked all the time back in the day.
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Sat Aug 14, 2010 9:48 am

from the readme above:
The Compatibility folder contains patch files for Oscuro's Oblivion Overhaul, Martigen Monster Mod, and SM Plugin Refurbish - Orrery. Place the esp files from this folder after the similarly named files already in your Data folder. They should all be loaded after the C&C&EQR esp.
FCOM compatible at that.

However - although I thought I had figured out the Fighters Guild I'm stuck again.

Completed Azzan's quests and he says I'm ready for advancement - I see him then Velona to turn in more accreditations for the next level: Journeyman ... then her assistant and he does not give me the next quest saying I need to advance (but he won't advance me - nor will Velona or Azzan). I'm not liking this.

I'm using this guide: http://www.uesp.net/wiki/Oblivion:Fighters_Guild and the mods readme to get through this.

[Edit] OK I think I got it figured out. The accreditations required to advance to the ranks need to be turned in prior to even asking about further quests - otherwise it seems to get buggy (but it could be me not getting something).

One mod that this will not work with - Kuertee NPCs Yield: http://www.tesnexus.com/downloads/file.php?id=22392 - because the examiners will surrender and if you attack then you commit murder.

Also companion mods can be a problem - or maybe it is just my companion - Duke's Lady said NO - because she has a mind (AI) of her own and will disobey orders and attack. Plus she will even refuse to wait sometimes, so you gotta drag her along (great companion though - makes it interesting.

[edit 2] yeah for the life of me I can't figure it out.

I need the training and accreditation to be considered worthy for the Journeyman quests - and I have that training - but again no offers of advancement - just being told to keep performing duties, but then no new quests are given because I'm not advanced in rank - catch 22.

Anyone please who has done this care to explain? Thinking about getting rid of this and just keeping EQR. This character has no designs on the other guilds anyway being a paladin and all.
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Sat Aug 14, 2010 12:41 am

The main problem with C&C is the advancement in the Fighters and Mages guild.
I haven't played the Fighter guild, but I can still ask the relevant NPCs about Accrediations and Faction Reputation. Seems these dialogue option miss a check to see if player is a member of the FG.
Anyway, if it's anything like the Mages Guild you *need* to do Faction Reputation jobs to be able to advance. The problem with the Mages Guild (and probably with the FG too) is that there is no in-game way for the player to tell if he has done enough of these guild jobs, which can lead to confusion.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Sat Aug 14, 2010 3:47 pm

Which is why I am relying on the guide here: http://www.uesp.net/wiki/Oblivion:Fighters_Guild

accordingly I should be offered the quest Unfinished Business - and actually I do get the beginning part of it from Vilena Denton but then when I go to talk to her assistant Modryn all I am told is to keep doing contracts.

I've turned in 6 apprentice accreditations and 2 Journeyman accreditations (enough to qualify for the rank of Swordsman), but still the job is not offered and no other for advancement either.

I cannot find in tes4edit if anything is conflicting, but having just experienced this with Azzan - where he did not offer a job until I advanced --- not sure what else to do. I can try more after work tonight.
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Sat Aug 14, 2010 5:03 pm

So I really like the idea behind this mod. I always notice a lot of bugs though. Are there enough people that feel strongly enough about this mod to help make it better? I started keeping a list of "bugs I wanted to fix" and its up to about a page right now. Is anyone else keeping track of bugs?
Does anyone here have the time to lead a project to fix all the little problems? I can provide bug reports and help with FCOM integration but I don't have the time right now to do everything.

-dan
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Sat Aug 14, 2010 8:06 am

So I really like the idea behind this mod. I always notice a lot of bugs though. Are there enough people that feel strongly enough about this mod to help make it better? I started keeping a list of "bugs I wanted to fix" and its up to about a page right now. Is anyone else keeping track of bugs?
Does anyone here have the time to lead a project to fix all the little problems? I can provide bug reports and help with FCOM integration but I don't have the time right now to do everything.

-dan


I still think this mod is one of the top mods and I'd love to see all the minor bugs removed. I can only help with testing though...
I hope Migck comes back to work on this or that someone else is willing to lend a hand.
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Sat Aug 14, 2010 12:57 am

So I really like the idea behind this mod. I always notice a lot of bugs though. Are there enough people that feel strongly enough about this mod to help make it better? I started keeping a list of "bugs I wanted to fix" and its up to about a page right now. Is anyone else keeping track of bugs?
Does anyone here have the time to lead a project to fix all the little problems? I can provide bug reports and help with FCOM integration but I don't have the time right now to do everything.
-dan


I fixed a few things in my own esp. We should at least put up our findings on this thread - I might have time to fix the problems, but I don't like fixing quests I haven't done, it's horribly spoily.

My findings:
- Unless you install C&C before joining those respective guilds, you won't get the topic to start the Mages guild and Fighters guild certifications. The solution is to add this topic in the starting script of the quest that contains certification dialogue, instead of just adding it right after you join the guild.
Edit: The same applies to the topics for the faction reputation jobs.

- EQR supposedly adds an option to the quest No Stone Unturned, so you can turn in the documents you found to the argonian that runs the Mystic Archives. Unfortunately the author forgot to do the check for the documents "On target", and therefore the argonian checks for the documents on herself, and you never get the topic to hand over your findings.

- Some ESPs from C&C and EQR can benefit from cleaning and undeleting and disabling with TES4Edit.
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Sat Aug 14, 2010 3:53 pm

I fixed a few things in my own esp. We should at least put up our findings on this thread - I might have time to fix the problems, but I don't like fixing quests I haven't done, it's horribly spoily.

My findings:
- Unless you install C&C before joining those respective guilds, you won't get the topic to start the Mages guild and Fighters guild certifications. The solution is to add this topic in the starting script of the quest that contains certification dialogue, instead of just adding it right after you join the guild.

- EQR supposedly adds an option to the quest No Stone Unturned, so you can turn in the documents you found to the argonian that runs the Mystic Archives. Unfortunately the author forgot to do the check for the documents "On target", and therefore the argonian checks for the documents on herself, and you never get the topic to hand over your findings.

- Some ESPs from C&C and EQR can benefit from cleaning and undeleting and disabling with TES4Edit.


Which version are these updates for? CandCandEQR v1-1 (the "latest" one)?
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Sat Aug 14, 2010 2:56 pm

yes, these are problems I found in CandCandEQR v1-1.
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Sat Aug 14, 2010 1:42 am

One thing that I find annoying is Lingewei's obession with map markers and his removal of them. For example in Quest MS46 Goblin Trouble where he removed the map marker, even if the scout specifically tells you that she has marked the goblin caves on your map. And the directions are not recorded in the journal. I like C&C for the faction stuff, but I much prefer EQR's treatment of the vanilla quests.
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Josee Leach
 
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Post » Sat Aug 14, 2010 4:49 am

You're reminding me of another problem I fixed in my own copy: I think it's in the Sins of the Father quest. You're given directions to the Redguard Valley cave, but there's no map marker (which is fine) and you're sent west of Weatherleah instead of east (which made me lose 1/2 hour looking for it)!

The ideas behind EQR are definitely great, but the changes were not done very carefully.
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Ellie English
 
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Post » Sat Aug 14, 2010 11:19 am

OK so looking at my current issue with the fighters guild what I see is this ... I'm currently Journeyman in FG rank and have complete all the journeyman quests as outlined here: http://www.uesp.net/wiki/Oblivion:Fighters_Guild#Advancements meaning I completed all three of http://www.uesp.net/wiki/Oblivion:A_Rat_Problem, http://www.uesp.net/wiki/Oblivion:The_Unfortunate_Shopkeeper and http://www.uesp.net/wiki/Oblivion:The_Desolate_Mine_%28quest%29

I also have completed all apprentice accreditations and 3 journeyman accreditations (enough for at least the next rank of swordsman) and turned them into Vilena Donton - she has, however, only advanced me to journeyman then sends me to talk to Modryn. Modryn does not even offer to advance me and states that I need to complete more quests the next one being one I get from him called http://www.uesp.net/wiki/Oblivion:Unfinished_Business But he does not offer nor have a dialogue option to even discuss the next set of duties and only tells me that I need to advance.

So this is
1. A catch 22
2. Something is blocking my access to the quest related to not being advanced.
3. something else.

Maybe a time related thing, a faction related thing (current faction rating in COBL is 105).

I've looked in tes4edit and no other mod touches Unfinished Business except C&C and even at that mostly it appears as a duplicate to the Oblivion.esm. So, maybe then there is some script or something related the accreditations and advancements that is not triggering and preventing the movement of the quest forward. I can't figure out what it is though. Could anyone more knowledgeable look at the mod and see what is required to gain the quest and or next advancement.

It is possible that the in game book regarding advancements is just plain wrong - it states that for swordsman ran I'd need to turn in 4 apprentice accreditations and 2 Journeyman accreditations - Which I've done. Is that in fact wrong.

So I got impatient and setstage for the beginning of the Unfinished business quest and it appeared to work in that I got the quest activated, but then the contact I was supposed to meet in Skingraad won't give me quest dialogue either, so whatever is blocking me is blocking each iteration of the progressing that quest - which is required to even do the whole Fighters Guild and C&C questline. I find it difficult to believe that no one has reported that before - because if they had then this mod is basically broken.

Also the quest arrow for Unfinished business that is supposed to point to fallen rock cave actually points to cursed mine instead. So that is wrong.

thanks for any help
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Suzy Santana
 
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Post » Sat Aug 14, 2010 4:28 pm

Are you certain you have done enough Faction Reputation jobs?
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Markie Mark
 
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Post » Sat Aug 14, 2010 7:16 am

I was just looking at that aspect of things.

I have a journal entry saying I should talk to FG leaders to improve faction - yet when I do no dialogue topics come up about what they want from me and all dispositions are maxed. The topic is either a job, dead ends regarding advancement, or nothing (well there is topics added by other mods - but I run through those to make sure).

I can see in tes4edit that do want specific things but nothing in-game to tell me what they are.

Perhaps I've missed this whole part of the mod due to it being unavailable - now hmmm - what could be blocking that?
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Ebony Lawson
 
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Post » Sat Aug 14, 2010 12:21 pm

I was just looking at that aspect of things.

I have a journal entry saying I should talk to FG leaders to improve faction - yet when I do no dialogue topics come up about what they want from me and all dispositions are maxed. The topic is either a job, dead ends regarding advancement, or nothing (well there is topics added by other mods - but I run through those to make sure).

I can see in tes4edit that do want specific things but nothing in-game to tell me what they are.

Perhaps I've missed this whole part of the mod due to it being unavailable - now hmmm - what could be blocking that?


Try this in the console and try speaking again to the fighter guild leaders:
addtopic LingFGFacRepTopic

Have you upgraded or uninstalled/reinstalled the mod since you joined the fighters' guild? That perhaps could have caused the topic to disappear. I fixed this kind of problem in my own esp, as I said above.
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Albert Wesker
 
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Post » Sat Aug 14, 2010 2:03 am

Going back through the older saves (well the saves that I saved - about a 100 or so) I do not see it ever deactivated. In fact it is there at the very first save. However, it is possible that at a time when I was dismantling my load order a save (that I did not save) was made with it deactivated - not that I knew that was a real problem really.

Usually when I take my load order apart I make alternate profiles in bash then whatever strings of saves I make there are only for debugging purposes and after the problem is solved I then revert back to the saves and profile of the main thread and remove or resolve the problematic stuff only and thereby (hopefully) keeping the integrity of the saves as much as possible.

But I'd bet that is what happened - one save without it was probably all it took. I thought that this didn't apply here Gabba because your posts describes losing the certifications topics - and I had that all the time.

Anyway I added the console command then got a console message saying:
Assigned String >> "DLTIC-1-6.esp"
Assigned String >> 005187

And now I get the faction Rep dialogue with certain FG members and can raise my reputation and get on with the adventure - finally.

thanks much for the help guys - much appreciated.
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Hussnein Amin
 
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Post » Sat Aug 14, 2010 4:59 am

Lingwei is not "long gone".

http://www.gamesas.com/bgsforums/index.php?showtopic=1007400&pid=14918555&st=0&#entry14918555

All his C%C variations weren't *that* buggy. But yeah he's discussed wanting to redo things.
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Hot
 
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Post » Sat Aug 14, 2010 8:12 am

Going back through the older saves (well the saves that I saved - about a 100 or so) I do not see it ever deactivated. In fact it is there at the very first save. However, it is possible that at a time when I was dismantling my load order a save (that I did not save) was made with it deactivated - not that I knew that was a real problem really.

Usually when I take my load order apart I make alternate profiles in bash then whatever strings of saves I make there are only for debugging purposes and after the problem is solved I then revert back to the saves and profile of the main thread and remove or resolve the problematic stuff only and thereby (hopefully) keeping the integrity of the saves as much as possible.

But I'd bet that is what happened - one save without it was probably all it took. I thought that this didn't apply here Gabba because your posts describes losing the certifications topics - and I had that all the time.


I dunno... a clean save (or the change of esp names, if you used the merged version) seemed to be the likely culprit, but then you still had your journal entries. I don't know enough to diagnose that.

Anyway I added the console command then got a console message saying:
Assigned String >> "DLTIC-1-6.esp"
Assigned String >> 005187

And now I get the faction Rep dialogue with certain FG members and can raise my reputation and get on with the adventure - finally.


Those "assigned string" commands are from another mod that outputs stuff into the console. But apparently all you were missing was that topic! I hope your fighter guild adventures will make you encounter more monsters than bugs from now on :goodjob: .

@everybody
Keep the bug reports coming people! Since Lingwei is still alive, I may PM him at some point for permission to release a C&C&EQR 1.2, with at least the fixes I already did. I need to double-check some things though, to make sure my fixes are not creating subtle or not-so-subtle bugs elsewhere.
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April D. F
 
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Post » Sat Aug 14, 2010 6:54 am

@everybody
Keep the bug reports coming people! Since Lingwei is still alive, I may PM him at some point for permission to release a C&C&EQR 1.2, with at least the fixes I already did. I need to double-check some things though, to make sure my fixes are not creating subtle or not-so-subtle bugs elsewhere.

Thank you for doing this. I do suggest PM'ing him, maybe he'll even want to help redo some of C&C?
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Yvonne Gruening
 
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Post » Sat Aug 14, 2010 4:49 am

So Choices and Consequences only affects the Fighter's Guild and Mage's Guild?
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Solina971
 
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Post » Sat Aug 14, 2010 1:56 pm

So Choices and Consequences only affects the Fighter's Guild and Mage's Guild?


If you mean directly affecting guilds - yes.
But it also expands on lots of the vanilla quests and the penultimate version also added at least one village.
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ANaIs GRelot
 
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