[RELz/Beta] Elsweyr, the Deserts of Anequina (Thread 3)

Post » Wed Mar 30, 2011 6:25 am

I've been meaning to make this suggestion, but I keep forgetting. I don't know if you were considering other names for the ranks of the Hunter's Guild, but I could offer some.

Please do!!!
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Jade MacSpade
 
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Post » Wed Mar 30, 2011 12:24 pm

Using this with Onras landscape lods, -pk- landscape lod coulor, Arthmoors far lod's and meshes, Wyrms map; and it is all very nice.
Bought a house in Riverhold and upgraded it almost fully, until my money ran out.
Tried Mr Bonesmasher again - he wont talk about the defiler; addtopic tip?
Running around in general...
OOO has moonsuger - have you already added that? Guess COBL need to get it compatible if there are two variants of moonsuger.
Maybe make the roads have even less creature spawns? I guess I gotten used to the roads being somewhat safe with my current setup; but it makes sense since most animals would avoid people. I am looking at Kuertee NPC/animals flee to add some more spice.
Since you can reach the wall in Corinthe maybe add some houses in the Palace district when you are running around up there; but not necessarily lod's for far away viewing, just up close stuff.
Ooooh it is October soon - what will this entail :hehe:


For that Bonesmasher quest, what is the last journal entry you have? I'm curious to know if the quest failed to update, or if it is the greeting which is not running.
Yes, there are two types of moon sugar in the mod, the unrefined sugar cane which you harvest from the plants, and the usual refined (crystalline) moon sugar. Of course it differs from the OOO one, as is the case with any non-vanilla item.
The roads are safer than the wilderness, they have their own custom spawn lists, which includes non-hostile NPCs and fewer dangerous animals.
The palace district is in its own worldspace. I cannot add buildings to the Tamriel worldspace area though because it would hurt the fps.

Hi Iliana!
New version of DarkUI loading screens, now featuring "Atmospheric" versions.
Here is the link: http://www.tesnexus.com/downloads/file.php?id=27210
And other mod I did is the "Antiqued worldmap for Elsweyr". Here: http://www.tesnexus.com/downloads/file.php?id=27311
Fell free to add them to the future Elsweyr optional package. :goodjob:


Thanks. :) I'll add the new DarkUI ones to the package, and have already added a link to the worldmap in my list of maps.

I've been meaning to make this suggestion, but I keep forgetting. I don't know if you were considering other names for the ranks of the Hunter's Guild, but I could offer some.


Too late now! The titles are already integrated with the quest dialogue and stages, and I wouldn't want to have to change all those.
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Racheal Robertson
 
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Post » Wed Mar 30, 2011 1:56 am

It's two quest stages in my quest log. The last is that I have warned off the Orc and can either follow him and kill him or go back and tell Bonesmasher I let him off the hook.

I am using KDQ and Let's talk and a load of quest mods that all affect GREETING topic.

Too bad about the Palace district, I wish I could do some really simple meshes but that still lyes far in the future.

Tudiluu
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Mimi BC
 
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Post » Wed Mar 30, 2011 3:40 am

It's two quest stages in my quest log. The last is that I have warned off the Orc and can either follow him and kill him or go back and tell Bonesmasher I let him off the hook.
I am using KDQ and Let's talk and a load of quest mods that all affect GREETING topic.
Too bad about the Palace district, I wish I could do some really simple meshes but that still lyes far in the future.
Tudiluu


I thought the greeting topic always remained compatible between mods. I don't use it that much myself, but there are quite a few cases where its necessary.
Um, you can still trot up to Riverhold anyway and kill the blasphemer, even after you've told him to flee, or you can kill the priest instead. Either one will bring the quest to an end.
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Lauren Denman
 
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Post » Wed Mar 30, 2011 4:36 am

Dialogue is a special case - seemingly fatal conflicts usually aren't. Now if only the rest of the game actually worked the same way.

On to a bug report:
0109DA8B - Floating rock added in cell 19,0

No idea what the intention was, but it's sitting pretty high in the sky, only noticed it as I was walking by trying to figure out why two of my NRB4 legionnaires aren't patrolling properly.
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James Baldwin
 
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Post » Wed Mar 30, 2011 4:41 pm

I am so glad that such a dedicated team is making this mod.
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NAtIVe GOddess
 
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Post » Wed Mar 30, 2011 10:15 am

Great job Iliana, I've had your mod for a while now, but was just so in awe of it I didnt have time to post. Absolutely stunning! I don't know where to compliment first! Everything is beautiful, and I like the Tsaesci that runs the flower shop, you sneaky devil. When is Rimmen going to be released, I am absolutely dying to see it! If you could put some screenies at least... Please, haha. I also love your additions of skooma pipes, brings back some Morrowind nostalgia (and I don't even need to mention Jobasha). And I'm a mediocre modder at best but if you ever need a thing for this don't hesitate to ask!
Great work
~C
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{Richies Mommy}
 
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Post » Wed Mar 30, 2011 1:57 pm

Hmm; had some spare time from Viconia part II so i went and killed bonesmasher. Bonesmasher died you can not complete the quest. I did earlier meet up with the orc I would kill in Riverhold I believe. Talked to him but there was no special topic - might have been an other orc. Next try will be to kill the blasphemer.

Was as fun as usual spending time in Elsewyer :hehe:

EDIT - So how does one kill with the skelletonhand? END EDIT

Cheers!
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Alexis Estrada
 
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Post » Wed Mar 30, 2011 2:45 pm

Is there, or are there plans for, a "main quest" in Elsweyr? Or are the guilds the bulk of the questing?
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vicki kitterman
 
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Post » Wed Mar 30, 2011 7:57 am

Dialogue is a special case - seemingly fatal conflicts usually aren't. Now if only the rest of the game actually worked the same way.
On to a bug report:
0109DA8B - Floating rock added in cell 19,0
No idea what the intention was, but it's sitting pretty high in the sky, only noticed it as I was walking by trying to figure out why two of my NRB4 legionnaires aren't patrolling properly.


That's an odd one. No idea where that rock came from! At least it was easy to find to delete as the only cell marked as edited in that whole quad.

Great job Iliana, I've had your mod for a while now, but was just so in awe of it I didnt have time to post. Absolutely stunning! I don't know where to compliment first! Everything is beautiful, and I like the Tsaesci that runs the flower shop, you sneaky devil. When is Rimmen going to be released, I am absolutely dying to see it! If you could put some screenies at least... Please, haha. I also love your additions of skooma pipes, brings back some Morrowind nostalgia (and I don't even need to mention Jobasha). And I'm a mediocre modder at best but if you ever need a thing for this don't hesitate to ask!
Great work
~C


Thanks. :) There's a few Morrowind NPCs in Corinthe. Jobasha with his bookshop, of course, and his friend Huleeya from the Morrowind MQ, and J'Saddah from http://www.uesp.net/wiki/Morrowind:The_Twin_Lamps is holed up in the Twin Lamps hostel.

I have no plans to do Rimmen right now. Its kind of way down at the bottom of a very long list, so I'm not sure if I will ever get to it. I imagined it tucked inside a hidden forest valley up in the hills somewhere which can only be reached by passing through a cavern passageway.

Hmm; had some spare time from Viconia part II so i went and killed bonesmasher. Bonesmasher died you can not complete the quest. I did earlier meet up with the orc I would kill in Riverhold I believe. Talked to him but there was no special topic - might have been an other orc. Next try will be to kill the blasphemer.
Was as fun as usual spending time in Elsewyer :hehe:
EDIT - So how does one kill with the skelletonhand? END EDIT
Cheers!


Death's Hand is just a prop. When you sneak up behind the blasphemer you can rip out (pickpocket) his heart which kills him instantly. Naturally you couldn't normally kill someone that way, but the priest gave you that magic claw to carry out the execution.
Killing the priest will close the quest and remove the quest items from your inventory.
I don't know why the quest isn't updating properly for you, perhaps it is just an odd glitch. I played through every combination possible myself and it worked fine, as have others.

Is there, or are there plans for, a "main quest" in Elsweyr? Or are the guilds the bulk of the questing?


Eventually. The mod needs to be more complete before I can start building a main quest.
Making small stand-alone quests and some guild ones is a little easier and more fun for me to do at this stage.
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Nuno Castro
 
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Post » Wed Mar 30, 2011 1:54 pm

Eventually. The mod needs to be more complete before I can start building a main quest.
Making small stand-alone quests and some guild ones is a little easier and more fun for me to do at this stage.


I can see some really cool main quest possibilities once you get Dune opened up.
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Charles Weber
 
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Post » Wed Mar 30, 2011 11:12 am

I LOVE quest guilds and small general quests...but the main quest will also be fun when you finish it.
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Hairul Hafis
 
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Post » Wed Mar 30, 2011 3:32 am

Darn, I'm sad to hear RImmen is at the bottom, but I know that with your talent you'll make it beautiful. Just a suggestion, but after the failed invasion of Akavir by Uriel V, many Akavir (especially Tsaesci) stayed in on Tamriel, some even acted as potentates for the Emperor. So I think it'd be neat if you put in a special, more ninja-like fighters guild (the Akavir races were highly sought mercenaries, again especially Tsaesci because of their knowledge with foreign weapons). It'd be a great way to integrate some tantos and whatnot :)
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Peter P Canning
 
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Post » Wed Mar 30, 2011 2:52 am

Just came across the reef by the fishing town, AWESOME! I ended up exploring it until I ran of of worldspace. :D

But there are a couple groups of floating rocks there, way up i n the sky.

Oh: Are you planning on adding anymore dungeons? Just curious.
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NAkeshIa BENNETT
 
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Post » Wed Mar 30, 2011 12:51 pm

Darn, I'm sad to hear RImmen is at the bottom, but I know that with your talent you'll make it beautiful. Just a suggestion, but after the failed invasion of Akavir by Uriel V, many Akavir (especially Tsaesci) stayed in on Tamriel, some even acted as potentates for the Emperor. So I think it'd be neat if you put in a special, more ninja-like fighters guild (the Akavir races were highly sought mercenaries, again especially Tsaesci because of their knowledge with foreign weapons). It'd be a great way to integrate some tantos and whatnot :)


There's a bit in the Imperial Library about the exile of Cyrodiil's akavir to Elsweyr--

"Though ostensibly its own kingdom, Rimmen still pays tribute to the Mane of Elsweyr, from whose realm it seceded in CE812 during the Interregnum. Earlier, Akaviri refugees had fled persecution when the warlord Attrebus briefly aspired to the Imperial Throne. Attrebus, though he lasted no longer than most of the pretender kings of that period, thought he might rid Cyrodiil of the foreigners who had ruled it for the first half of the Common Era, and he drove the Akaviris past the Empire's borders into Elsweyr. The khajiit granted them asylum in the hills and steppes of northwestern Elsweyr, where they dwelt in relative seclusion."

So it makes sense to have a few rare ones here and there in the other cities of Elsweyr as well. Ninja-type Akaviri would suit the Dark Brotherhood to a tee.


Just came across the reef by the fishing town, AWESOME! I ended up exploring it until I ran of of worldspace. :D
But there are a couple groups of floating rocks there, way up i n the sky.
Oh: Are you planning on adding anymore dungeons? Just curious.


Yep, you can have a bit of snorkelling adventure around there. I must add some more underwater stuff to explore, like a sunken ship and underwater grottos.
The floating rocks are way out there on the edge of nowhere are probably my anchors which I forgot to delete. Its hard to move around in empty cells in the CS without any objects to hold onto! So I end up dumbing giant rocks all over the place.

More dungeons would be cool. But I don't have any pieces to build desert tombs and rocky caves. Except for the mine set which I've probably used enough already.
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Taylah Haines
 
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Post » Wed Mar 30, 2011 12:06 pm

There's an http://www.tesnexus.com/downloads/file.php?id=20102, though it's a bit lacking on interior pieces, and you'd have to retexture them. As for caves, pfft - they all look the same from the inside. :D Why not toss in a few Ayleid ruins? I'm the sure the Ayleids have cities all over the continent - I can't imagine they drew imaginary borders exactly where Cyrodiil is now and said "Okay, this is good - we'll just build here."
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Agnieszka Bak
 
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Post » Wed Mar 30, 2011 4:19 am

I've just installed Elsweyr, the Deserts of Anequina as well as yian's http://www.tesnexus.com/downloads/file.php?id=25150 and I have an issue with the map. Sorry if this already is brought up earlier in the thread(s) btw. Anyway, the ingame map is huge and all the markers are messed up. I'm using DarNified UI 1.3.2 if that is an issue. Also OOO, which removes map markers for cities from the start. I let BOSS set the load order for Colored Map for Elsweyr 1.1.esp, so it loads rather late as indicated by yian in the description at TES Nexus. Any ideas what I might do to get it working correctly?

EDIT: Moving Colored Map for Elsweyr 1.1.esp so it loads absolutely last fixed the map marker issue. http://arkngt.googlepages.com/ColoredMapforElsweyr1.1.jpg, though. It's as if the map i zoomed in on, making it larger and also a bit blurred. Playing on 1600x1200.
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Kayleigh Mcneil
 
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Post » Wed Mar 30, 2011 1:26 am

I just completed the Great Shark hunter's quest. That thing was tough - I very nearly got killed at L12. I love the reef, though; I wish I had a water breathing item to go explore more fully.

Suggestions: I've got a couple ideas for other Hunter Craftsmen, if you're interested - boar-hide greaves and a shark's tooth necklace (which grants water breathing). I think the necklace, at least, would be really cool and quite useful.

Found a few minor bugs:

The ingredient Shark'sTeeth is missing a space.

In Ogra's conversation after the dire shark quest, she refers to a jaguar pelt cuirass instead of leopard pelt cuirass.

The innkepeer in Orcrest doesn't have the Bed topic, though there are rooms available. I'm not sure if this is an oversight, or it was simply never implemented for some reason.

Giant spider venom is mispelled (it says "venim"). BTW, spider poison glands and spider venom are already included in MMM... maybe there's a way to use those items instead, and avoid overlap?

And a more serious bug: Every time I try to enter the Hunter's Guildhall, the game crashes. When I open Wrye Bash, it says that my Autosave has been corrupted. For some reason, I'm getting a message when I activate the door saying "Door opened using Hunter's Guild Key". The door isn't locked, though, and I don't recall ever getting a key (I'm using a keychain, and I forgot to check, so I might have one).
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Darrell Fawcett
 
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Post » Wed Mar 30, 2011 7:06 am

Just popping in, keep up the great work! Sent my newest character on through Elsweyr to gather some ingredients, still loving it. Any idea on when the next adon pack is due?
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Motionsharp
 
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Post » Wed Mar 30, 2011 4:39 pm

EDIT: Moving Colored Map for Elsweyr 1.1.esp so it loads absolutely last fixed the map marker issue. http://arkngt.googlepages.com/ColoredMapforElsweyr1.1.jpg, though. It's as if the map i zoomed in on, making it larger and also a bit blurred. Playing on 1600x1200.


That's the same size as the vanilla map view isn't it?

I just completed the Great Shark hunter's quest. That thing was tough - I very nearly got killed at L12. I love the reef, though; I wish I had a water breathing item to go explore more fully.


You need to finish the vanilla Go Fish quest. That one gives you a ring of water breathing.

Suggestions: I've got a couple ideas for other Hunter Craftsmen, if you're interested - boar-hide greaves and a shark's tooth necklace (which grants water breathing). I think the necklace, at least, would be really cool and quite useful.


It would be cool. But its hard finding unique tribal/hide type armors to use in the mod. A shark tooth neckace is a good idea.

Found a few minor bugs:
The ingredient Shark'sTeeth is missing a space.
In Ogra's conversation after the dire shark quest, she refers to a jaguar pelt cuirass instead of leopard pelt cuirass.
The innkepeer in Orcrest doesn't have the Bed topic, though there are rooms available. I'm not sure if this is an oversight, or it was simply never implemented for some reason.
Giant spider venom is mispelled (it says "venim"). BTW, spider poison glands and spider venom are already included in MMM... maybe there's a way to use those items instead, and avoid overlap?
And a more serious bug: Every time I try to enter the Hunter's Guildhall, the game crashes. When I open Wrye Bash, it says that my Autosave has been corrupted. For some reason, I'm getting a message when I activate the door saying "Door opened using Hunter's Guild Key". The door isn't locked, though, and I don't recall ever getting a key (I'm using a keychain, and I forgot to check, so I might have one).


I can fix the typos easily enough. I haven't done bed scripts for the inns yet, except for the one in Riverhold.
Ogra gives you the Orcrest huntsmans key when she tells you to go there. Perhaps you missed seeing the message "Orcrest Hunstmans Hall key added".
There will be some ingredient and item overlaps with other mods. Trying to combine them with a patch would be tricky, because some are integrated into quests.

I can't think of a reason why entering the Hall would cause a ctd. Its a pretty standard sort of room and doesn't have any scripts. The only unusual thing is the Tsaesci hunter NPC.

Just popping in, keep up the great work! Sent my newest character on through Elsweyr to gather some ingredients, still loving it. Any idea on when the next adon pack is due?


Not for a while yet. I haven't done any modding this month. It was time for a breather. :)
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Kelvin Diaz
 
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Post » Wed Mar 30, 2011 5:04 pm

That's the same size as the vanilla map view isn't it?


No, it's enlarged/"zoomed in", making it blurred as said. I've made a comment about it at TES as I want the map up and running before I start out with Elsweyr.

EDIT - Here's a comparison:

http://arkngt.googlepages.com/ColoredMap.jpg / http://arkngt.googlepages.com/ColoredMapforElsweyr1.1.jpg
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BEl J
 
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Post » Wed Mar 30, 2011 3:38 am

Hi,

I just dowloaded this mod a few days back with dual intention (maybe triple, depending on how you count these things).

First, it seems so cool and has been expanded so much from when I first downloaded the first Riverhold alpha that I really have to take a look when I play again.

Secondly, there was a request to get the food items from this mod added to the Cobl dinner plate. I got nominated for that task. It's on my list of things to do.

The third thing relates to this:
There will be some ingredient and item overlaps with other mods. Trying to combine them with a patch would be tricky, because some are integrated into quests.

II can solve those for you efficiently and cleanly and won't touch anything quest or script related. Don't worry about that. Again: on my list of things to do.

It seems that you've added enough content to this thing to deserve a huge round of applause (which I suspect you've had spread out over all the posts and threads I haven't read), but let me add an extra pair of hands and say "great work".

Great work! :clap:

Vac (looks forward to exploring this)
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joeK
 
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Post » Wed Mar 30, 2011 1:21 pm

You need to finish the vanilla Go Fish quest. That one gives you a ring of water breathing.

Yeah, yeah. I've already got two rings, though. :P

It would be cool. But its hard finding unique tribal/hide type armors to use in the mod. A shark tooth neckace is a good idea.

:D

I can't think of a reason why entering the Hall would cause a ctd. Its a pretty standard sort of room and doesn't have any scripts. The only unusual thing is the Tsaesci hunter NPC.

Yeah, I don't get it either - I've been in there before, and it was fine. I think that was before the September update, though... so it could either be that, or it's something in my load order. I'm going over it today (I found a bunch of bash tags the BOSS folks added to some mods), so I'll let you know.

The third thing relates to this:

II can solve those for you efficiently and cleanly and won't touch anything quest or script related. Don't worry about that. Again: on my list of things to do.

Rock on! :mohawk:

It seems that you've added enough content to this thing to deserve a huge round of applause (which I suspect you've had spread out over all the posts and threads I haven't read), but let me add an extra pair of hands and say "great work".

Seconded. It's all the more amazing because you're doing this alone.
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Steve Bates
 
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Post » Wed Mar 30, 2011 8:11 am

I've just installed Elsweyr, the Deserts of Anequina as well as yian's http://www.tesnexus.com/downloads/file.php?id=25150 and I have an issue with the map. Sorry if this already is brought up earlier in the thread(s) btw. Anyway, the ingame map is huge and all the markers are messed up. I'm using DarNified UI 1.3.2 if that is an issue. Also OOO, which removes map markers for cities from the start. I let BOSS set the load order for Colored Map for Elsweyr 1.1.esp, so it loads rather late as indicated by yian in the description at TES Nexus. Any ideas what I might do to get it working correctly?

Why not install Stirk 1.2 and go with:
http://www.tesnexus.com/downloads/file.php?id=26329 - Elsweyr & Stirk

Work fine (just disable borders in oblivion ini).
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Chris Duncan
 
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Post » Wed Mar 30, 2011 8:28 am

Why not install Stirk 1.2 and go with:
http://www.tesnexus.com/downloads/file.php?id=26329 - Elsweyr & Stirk

Work fine (just disable borders in oblivion ini).


Will do as I want to add Stirk as well. Thanks for the tip!
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Raymond J. Ramirez
 
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