[REL] Enhanced Daedric Invasion 1.2

Post » Wed Mar 30, 2011 12:16 pm

will this work with mmm?
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Amber Ably
 
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Post » Wed Mar 30, 2011 12:10 pm

Are there any more quests??


When you have done all the city quests that lead to you getting your soldiers - no, not that I remember.

will this work with mmm?


Yes - if your computer is strong in the force :hehe:
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Fiori Pra
 
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Post » Wed Mar 30, 2011 2:40 am

This looks very fun, cant wait to get FCOM installed so I can try it out.
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roxxii lenaghan
 
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Post » Wed Mar 30, 2011 8:13 am

so i do not need any compatability plugins or anything?
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SamanthaLove
 
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Post » Wed Mar 30, 2011 11:40 am

there's one included in the fcom package
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Marlo Stanfield
 
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Post » Wed Mar 30, 2011 4:09 am

In general, mods are pretty compatible with each other except when chaning the same thing. And EDI mostly adds new soldiers and monster spawn points and is therefore pretty compatible with other mods.
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Karine laverre
 
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Post » Wed Mar 30, 2011 1:48 am

I don't really consider this compatible with Open Cities.

I've often found that the added town soldiers may still be in the closed city spaces at times. This is minor if you don't play with Daedric war parties tying to invade the cities.
But it can be an issue when trying to complete the quests they give an not be able to find them because they are in the closed space.
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SexyPimpAss
 
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Post » Wed Mar 30, 2011 12:27 pm

good, i am downloading right away then
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Michael Korkia
 
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Post » Wed Mar 30, 2011 2:13 am

I can't wait to try this mod out!

This probably has been asked before: Do the guards from MMM's "City defenses" mod help defend the cities at all? Or are they just for show?
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Kat Ives
 
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Post » Wed Mar 30, 2011 12:17 pm

Yes they will if you have a raiding war party invade the city.

They are effective provided they don't fall off the walls.

This mod, however, is not that friendly with city mods. With Open Cities you may not see the war parties because they spawned in the closed city space (same with the support troops) and with Better Cities the game may slow to sludge with AI overload combined with graphics/mesh overload.

Read the readme to find the ingame menu to set those options to suit you.
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Rob Davidson
 
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Post » Wed Mar 30, 2011 8:46 am

I've found a way to talk to the guards if you're using Open Cities. Sometimes you can find them outside the gates, but if you don't, use "coc exterior02". For example: If you're in Cheydinhal, type coc Cheydinhalexterior02 (all one word), and this will plunk you down somewhere inside the closed cityspace. From there, just walk out the city gate and you'll be back in the normal worldspace. I've done this for Bravil, Bruma, and Cheydinhal, so I know it works for them, at least.
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Charlotte Buckley
 
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Post » Tue Mar 29, 2011 11:29 pm

This has probably been reported before, but if you commit a crime a guard added by the mod might try to arrest you. But when he does, a custom greeting is played regarding the daedric invasions so the player is not arrested.
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Siobhan Thompson
 
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Post » Wed Mar 30, 2011 12:35 am

Walker-

Arthmoor placed teleportation rocks in the open cities that transport you to the closed spaces. I found that several times the guards would huddle around these rocks. Once I transported myself into the closed space to find daedra were invading.

My suggestion is turn off invasions in cities if using Open Cities. Then as you see the officers milling about in open cities take the side quests.


Povuholo-

That could be related to another mod. Sounds like RenGuard acting funny again. Do you use that?
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Susan
 
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Post » Wed Mar 30, 2011 3:13 am

That could be related to another mod. Sounds like RenGuard acting funny again. Do you use that?

Yeah, then that's probably it. I've been meaning to remove it, it has being acting REALLY 'funny' recently. Whenever I'm modding and something doesn't work I go on a random killing rampage and then the guards act all weird. :P
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Emma
 
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Post » Wed Mar 30, 2011 6:52 am

Walker-

Arthmoor placed teleportation rocks in the open cities that transport you to the closed spaces. I found that several times the guards would huddle around these rocks. Once I transported myself into the closed space to find daedra were invading.

Heh. I remember suggesting that awhile back... I didn't know he'd done it. I'll have to see if I can find them.
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Kahli St Dennis
 
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Post » Wed Mar 30, 2011 2:40 am

Yeah, then that's probably it. I've been meaning to remove it, it has being acting REALLY 'funny' recently. Whenever I'm modding and something doesn't work I go on a random killing rampage and then the guards act all weird. :P


Pov, are you using Ren's 2.02 version?
If im right, the 2.0 version should have fixed this issue.

Edit: Copy-paste from RGO 2.01 - Fixes for Guard issues (guards not attacking, guards not arresting the player).
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willow
 
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Post » Wed Mar 30, 2011 6:46 am

With all due respect to Reneer - he has been posting that this has been fixed for the past 10 versions.

Not hating - not casting derision - but whatever it is it has been an issue for a while.
Not being arrested and not defending themselves when attacked.
Looping reinitialization of dialogue - has been going on for a while.

It could very well be how his mod interacts with this mod. In fact I'd bet it has a lot to do with mod interaction.

I do feel certain that he will track it down.
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T. tacks Rims
 
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Post » Wed Mar 30, 2011 10:19 am

With all due respect to Reneer - he has been posting that this has been fixed for the past 10 versions.

Not hating - not casting derision - but whatever it is it has been an issue for a while.
Not being arrested and not defending themselves when attacked.
Looping reinitialization of dialogue - has been going on for a while.

It could very well be how his mod interacts with this mod. In fact I'd bet it has a lot to do with mod interaction.

I do feel certain that he will track it down.
You know why I've been posting that? Because I've been working on the issue for the past 10 versions. Every time I think I track it down, Oblivion either throws me a curveball (like functions that would be perfect have one tiny flaw that means they can't be used) or the Guards just don't feel like playing nice. The problem is that all of the crime code in Oblivion is hard-coded. There is nothing in the vanilla scripts that tells the Guards to arrest they player - they just do it. There is nothing in the vanilla scripts that toggles whether a Guard knows about a crime - they all just do. I have to circumvent all these hard-coded systems without ever getting a chance to see how those hard-coded systems actually work. I plug theories into the black box and hope that it works. When it does I have to test it, but I have less and less time to do that lately. And when other issues come up, I either have to not release a new version or throw up my hands and release it anyway and hope that someone doesn't have a mod that will completely screw up the delicate balance that holds RGO together.
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Myles
 
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Post » Wed Mar 30, 2011 12:47 pm

And you have been doing this for a few years now.

Amazing act of patience and perseverance.

For what it is worth I've spent the last month or so not even hardly playing as much as testing mods out.
I've seen guards initiate conversations for no reason without RGO active. Not sure what mod causes it as it is never persistent enough to test.

Could very well be this mod, but I'd not know what to look for in it to see. I can manage my way around a lot of tes4edit and some CS stuff but scripts are way over my head.
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YO MAma
 
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Post » Wed Mar 30, 2011 5:20 am

How EDI plugins should be tagged when used in OOO+MMM game?
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bonita mathews
 
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Post » Wed Mar 30, 2011 4:05 am

Where can I find the anvil captain?
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Amber Hubbard
 
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Post » Wed Mar 30, 2011 12:13 am

Same place you find all the other captains - at the city gates between 6 and 7 AM.
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mike
 
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Post » Wed Mar 30, 2011 9:51 am

This mod just wasn't made for use with overhauls. It is deceptive that there is an FCOM patch.

At one point during the mod you are placed in charge of a squad of soldiers who you then lead to fight against Daedra and train them so they in turn can train others. The Defenders of Tamriel. There is even http://www.tesnexus.com/downloads/file.php?id=25824 to make it easier.

The problems with this:
If you using FCOM then start training them early and prior to level 10 (if you start the main quest that early).

My character is level 24 so I knew they would be facing some challenges and took 3 (all that I could hire due to the add on mod linked above) with me - and I outfitted them with good mid to high end equipment - forget that legion armor crap and plenty of potions. So FCOM - lesser Balrogs, Clanfear Patriarchs, Straada, Tough dremora, mobs - lots of mobs.

Then add onto that - this is the oblivion plane not the grasses of Cyrodiil - there is lava everywhere - these guys will jump into lava if their way is blocked. Dumb Oblivion AI.

So after about 10 reloads of my game trying to keep them alive - I'm convinced it is not possible. I plan to fail this quest.

I do like how it adds more to the gates, but dislike the war parties that go into cities and now dislike the Defenders of Tamriel quest.
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Breanna Van Dijk
 
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Post » Wed Mar 30, 2011 7:28 am

these guys will jump into lava if their way is blocked.


"This way! Wait! Its a dead end! Let's try... OH NO! Its another dead end! What if I try....Ugh...Oof! I can't get over this rock....Dearest Akatosh, I'm trapped...I'm...I can't get out of this place! I'll never see anything I love again! BY THE GODS SAVE ME. THERE IS NOTHING LEFT TO LIVE FOR!"
*jumps*
*Psymon face palms*

Such my imagination plays out....

There has been talk about cleaning this mod up, making it more compatible, and whatnot.... But some of the most excellent modders on here came to a conclusion that trying to fix Daedric Invasion would be tougher than just starting a new, similar mod from scratch.
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Dona BlackHeart
 
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Post » Wed Mar 30, 2011 9:13 am

Yeah I recall that.

And even after I whined about this I almost have those guys to the heart of the sigil sanctum room - just died again. I want to see how much total experience they get for closing a gate with me. Mostly though I kill all the really tough foes so I don't think it is counting for them and that room full of reavers - they probably don't count either even though they were tough. I think all my character gets is tithes from the countries they are from. He is already rich and most likely I will disable the mod after main quest anyway, so I doubt I will let anymore tag along.

I don't even think Minionz! could make them tougher. Hmm - I wonder if Companion Master can set them to essential? Problem with companion mods is that they can override scripts from other mods. Ahh.

It is a solid enough mod for vanilla. And MarkB did a few great mods for Fallout3 too. Wasteland encounters that have the enclave swoop in on aircraft and hunt you down. Fun stuff.

ohh well.
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Ridhwan Hemsome
 
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