[REL] Enhanced Daedric Invasion 1.2

Post » Wed Mar 30, 2011 8:02 am

More on this...

Actually the problems are far worse than I thought... In Chorrol your soldiers started killing every pet (like the 2 dogs)...

The mechanic is quite strange, first a single soldier starts aggroing the dog, the other dogpile on him and kill him (the soldier...) the another 2 start aggroing the dog and some time later they are all fighting in-between them, some defending the dog (I think) and some other responding and defending their companions...
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Sara Lee
 
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Post » Wed Mar 30, 2011 5:55 am

I think I'm having trouble with the Cheydinhal "Enter the Dragon" quest.

I was out roaming the wilderness and "Enter the Dragon" popped up in my quest log that I had found the dremora at stage 20 but I didn't actually see them anywhere. I hadn't yet got the quest from the Captain at stage 10 though so I wasn't actually looking for them and now the quest seems broken. I went to the captain and he says "you've already wrote down what you need to do" (or something like that). I went back out and explored I don't see dremora anywhere, I haven't returned Martin yet.

I tried to setstage 10 and it worked okay, went back out looking for dremora but nothin. Trying the captain while I effectively had stage 10 and 20 didn't bump me to stage 60.

any ideas?
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krystal sowten
 
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Post » Wed Mar 30, 2011 12:06 pm

great work, thanks for the update
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Lillian Cawfield
 
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Post » Wed Mar 30, 2011 1:04 am

I think I'm having trouble with the Cheydinhal "Enter the Dragon" quest.

I was out roaming the wilderness and "Enter the Dragon" popped up in my quest log that I had found the dremora at stage 20 but I didn't actually see them anywhere. I hadn't yet got the quest from the Captain at stage 10 though so I wasn't actually looking for them and now the quest seems broken. I went to the captain and he says "you've already wrote down what you need to do" (or something like that). I went back out and explored I don't see dremora anywhere, I haven't returned Martin yet.

I tried to setstage 10 and it worked okay, went back out looking for dremora but nothin. Trying the captain while I effectively had stage 10 and 20 didn't bump me to stage 60.

any ideas?



also one of the captains told me he didn't have anything for me to do but to go see Cheydinhal...That quest isn't updating when I talk to Cheydinhal's captain
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Danel
 
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Post » Wed Mar 30, 2011 5:37 am

Is EDI compatible with OOO and MMM?


Same question here



1: i cant find anywhere the bravil captain, ive waited 1 week to see if he returns but nothing he stays in an inn or something?

2: if you make cheydinhal quest first i dont have to do the chorrol quest anymore? cos im triying to but the capt says that ive already helped him.

3: cant find the dremoras west south west of leyawiin, ive already looked all of that zone with life detection spells and still nothing. i found some dead bloodsails pirate corpses near their base, maybe the dremoras and the pirates fought and the dremoras died and their bodies dissapeared after several days...is that possible? and well theres no campsite south of greyland theres nothing except the invisible country lines.

awesome mod. cheers
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claire ley
 
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Post » Wed Mar 30, 2011 12:15 am

EDI is compatble with FCOM, instead of getting the 2 of them separatedly get FCOM which supports I believe a no-warcry configuration.

bTW, just how much FPS-intensive is this mod?
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Chloe Mayo
 
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Post » Wed Mar 30, 2011 1:05 am

Thanks for your work on this mod Markb50k.
One suggestion for a possible future update. Could you add a quest icon to the EDI quests? It doesn't need to be a custom one, it can be the vanilla miscellaneous quest icon, so that they don't appear with a blank box in the quest journal.


Here's neat trick that someone else came up with. No need to extract BSAs or use another program to get an icon: Open up EDI in the Construction Set. Find a vanilla quest with an icon that you like. Look at the path for the icon that it lists (something like "quests\coolicon.dds"). With the CS still open in the background, go to the same folder in your Oblivion\Data folder - you might have to create the folder path if it doesn't exist yet. Then place a fake texture file by making a text file. In the above example, you would go to (or create) the folder Oblivion\Data\Textures\Menus\Icons\Quests, then you would right click in there and add a notepad file, and call it "coolicon.dds" or whatever the icon name is that you want to use. Then back in the CS, go to the EDI quests and select this fake icon file as your real one and it shows up! But remember to delete the fake file after you save the mod and close the CS. Otherwise it will be messed up in the game.

The above sounds long and complicated, but it's very quick and easy once you do it, and you can use that trick to use any vanilla mesh or texture in your own mod.

Edit: Be sure to check me on the file path though - I was just working from memory.
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tannis
 
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Post » Tue Mar 29, 2011 11:18 pm

Here's neat trick that someone else came up with. No need to extract BSAs or use another program to get an icon: Open up EDI in the Construction Set. Find a vanilla quest with an icon that you like. Look at the path for the icon that it lists (something like "quests\coolicon.dds"). With the CS still open in the background, go to the same folder in your Oblivion\Data folder - you might have to create the folder path if it doesn't exist yet. Then place a fake texture file by making a text file. In the above example, you would go to (or create) the folder Oblivion\Data\Textures\Menus\Icons\Quests, then you would right click in there and add a notepad file, and call it "coolicon.dds" or whatever the icon name is that you want to use. Then back in the CS, go to the EDI quests and select this fake icon file as your real one and it shows up! But remember to delete the fake file after you save the mod and close the CS. Otherwise it will be messed up in the game.

The above sounds long and complicated, but it's very quick and easy once you do it, and you can use that trick to use any vanilla mesh or texture in your own mod.

Edit: Be sure to check me on the file path though - I was just working from memory.



You can actually just copy and paste the misc quest icon path in TS4edit from another quest already using it. It's really simple and maybe only takes a few mins because there are a handful of quests to change. The poster you quoted gave a little tutorial on how to do it. Worked great for me :) just another option
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Ernesto Salinas
 
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Post » Wed Mar 30, 2011 11:01 am

This mod rocks so hard it's sick. Adds a whole new dimension to the main plot so more than just you and the Blades are fighting the invasion. I've done the Captain quests and everything works great so far.
Spoiler
The fake dremora bandits were very clever, and I loved it when the Bruma captain happily equipped his new Dwemer helmet - hehe.


Way to go!
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Joey Avelar
 
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Post » Wed Mar 30, 2011 10:43 am

So how are some other people managing their special post-city quest volunteers? Are you taking all of them at once? A couple at a time?
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Abel Vazquez
 
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Post » Wed Mar 30, 2011 2:33 pm

Somehow, I'm having freezing at a place across the water at the North of the Imperial City, slightly South-West of Secren.
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no_excuse
 
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Post » Wed Mar 30, 2011 1:41 pm

I have some questions:

1. Is it CPU-intesive? Judging by the screenshots, we can expect large fight within the city, involving over 20, maybe 30 NPCs and creatures? Now I'm not sure about this, but is there some kind of limitation "in battle" on how many NPCs and creatures can fight at the same time at the same location?

2. Is there any plan for updates in the future? What about voice acting?

3. And an old one, is it already compatible with Open Cities modification? If I use Leyawiin Reborn layout, will it mess with EDI Leyawiin mission?
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Killer McCracken
 
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Post » Wed Mar 30, 2011 7:33 am

1)Vanilla's limit is 20, I think. MMM puts this higher, so I don't see why this wouldn't.

3)I think I've heard it's... compatible, but a bad idea. because the daedra kill -everything-.

2)I can't help with :P
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Jessica Thomson
 
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Post » Wed Mar 30, 2011 4:00 am

Do you have any support for FCOM + Open Better Cities?

Open Better Cities: http://www.tesnexus.com/downloads/file.php?id=17084
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Robert Devlin
 
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Post » Wed Mar 30, 2011 2:30 am

Do you have any support for FCOM + Open Better Cities?

Open Better Cities: http://www.tesnexus.com/downloads/file.php?id=17084


There is an compatibility esp for FCOM included in FCOM Convergence download. You can find it in the Optional Folder of FCOM convergence.7z. (1st post, installation chapter)

Edit: @ Lowtime, freezing or CTD's are not always caused by a mod like EDI, try Windom Earle's Crash preventer.

As for Mark, thanks for the continuous support. There are lot of users enjoying your mod, including yours truly. :)
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Stephanie I
 
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Post » Wed Mar 30, 2011 10:52 am

That solves one issue, but the other one in regard to OpenBetterCities is left unanswered. I suspect that the lack of an answer means a no?

Also, will this conflict with Midas Magic? I heard Midas Magic made some factional changes, though I may have misread this wrong as I was reading this in the middle of the night, half-asleep...
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Joanne
 
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Post » Wed Mar 30, 2011 11:55 am

That solves one issue, but the other one in regard to OpenBetterCities is left unanswered. I suspect that the lack of an answer means a no?
I'm pretty sure this has been answered earlier in this thread, so you can try read through it all. If I remember correctly, each city's captain will never be found within OpenBetterCities, but can be found outside the cities now and then. So the quests will be quite a bit harder since the captains will be harder to find, but not impossible. Also, the daedra get free access to the cities, so you may want to reduce the amount of spawns to avoid getting too many citizens killed.

Also, will this conflict with Midas Magic? I heard Midas Magic made some factional changes, though I may have misread this wrong as I was reading this in the middle of the night, half-asleep...
No idea.
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Invasion's
 
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Post » Wed Mar 30, 2011 1:26 pm

That solves one issue, but the other one in regard to OpenBetterCities is left unanswered. I suspect that the lack of an answer means a no?

Also, will this conflict with Midas Magic? I heard Midas Magic made some factional changes, though I may have misread this wrong as I was reading this in the middle of the night, half-asleep...


I think you didnt read the first pages since the topic has been discussed about Open cities (which wont differ much from OBC as far as EDI goes)

Quote by Mark;
@Gedeway: does it work with Open Cities? Yes. Does it work PERFECTLY with it? No. You might have a hard time finding the city captains when they are hanging aroud in town, so you'd have to wait until they left the city to attack the gates, then you can speak to them and do their missions. Of course, if you have a way to gettig to the actual city worldspace you can find them fine.

maybe i will have them go into the chapels in each city during lunch time so there is a place to find them. ill think about it.


As for Midas, im a Midas user as well, you can check using Tes4Edit and load EDI + Midas to check for errors.
I would think the Bashed patch can help out as well, but i would have to try it out myself first.
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Everardo Montano
 
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Post » Wed Mar 30, 2011 2:56 pm

Apologies. I'm suffering major slowdown just surfing these forums atm, so pages arent loading at all at times. I'll try again at page 1 to see if I can read the info there regarding open cities.
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Jonny
 
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Post » Wed Mar 30, 2011 7:32 am

Great mod, i've been using it since I got oblivion pretty much, can't imagine the game without it. have been kind of doing the quests sporadically, no probs until i got to the leyawiin one (spoiler) and I can't seem to find the bandits - i've looked pretty thouroughly, there isn't that much terrain to cover one would think. I'm probably just an idiot but has anyone else had this problem, they're supposed to be west southwest of the city. anywho, not a big deal, but i hate having a quest just sitting there unfinished! thanks for any help, and again, kudos on the Mod!
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-__^
 
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Post » Wed Mar 30, 2011 7:25 am

Yes, I had the very same problem: turns out they had been placed outside of the invisible frontier barriers, and I had to disable them to reach them.
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Elizabeth Davis
 
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Post » Wed Mar 30, 2011 5:41 am

Yes, I had the very same problem: turns out they had been placed outside of the invisible frontier barriers, and I had to disable them to reach them.


haha nice thanks so much
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Rowena
 
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Post » Wed Mar 30, 2011 1:50 am

At the TESNEXUS site there is no 1.0 version or a 1.1 only 1.2 & 1.3 patches with a Sound patch for 1.0. I'm currently using the .7 version and would like to upgrade, what's up with the down loads?
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Blackdrak
 
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Post » Wed Mar 30, 2011 3:41 am

At the TESNEXUS site there is no 1.0 version or a 1.1 only 1.2 & 1.3 patches with a Sound patch for 1.0. I'm currently using the .7 version and would like to upgrade, what's up with the down loads?


Just download and use v1.3. It's not a patch despite what you read. As for upgrading, follow any instructions in the readme. If there aren't any, a clean safe should suffice.
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Project
 
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Post » Wed Mar 30, 2011 10:43 am

could someone help?

im doin the leyawin quest and im jsut wandering around not findin anthing. what am i meant to do?
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Tikarma Vodicka-McPherson
 
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