[REL] Enhanced Daedric Invasion 1.2

Post » Wed Mar 30, 2011 2:04 pm

could someone help?

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

Head out the west gate, then head south to the big tower in the city wall. Head directly west from there, and look northwards for a slight dip in the land. You should find four bedrolls, as well as the 'dremora' you are looking for. A wide-area detect life spell helps. Don't forget to read the note.

Eloise
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Benjamin Holz
 
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Post » Wed Mar 30, 2011 1:13 pm

Head out the west gate, then head south to the big tower in the city wall. Head directly west from there, and look northwards for a slight dip in the land. You should find four bedrolls, as well as the 'dremora' you are looking for. A wide-area detect life spell helps. Don't forget to read the note.

Eloise


thanks for the help.

after you do the captains quest do you have to train all the new npcs? also my argonians missing, i haven't had a quest entry about him dying he's just not there.
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+++CAZZY
 
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Post » Tue Mar 29, 2011 11:19 pm

Question about this mod for anyone who knows.

Is it alright to do the quests as offered by the new town soldiers. I have a fairly new character who is all but level 2 - he's tough but level 2 at that.
Spoiler
In Cheydinhal he was sent on scouting mission to find Daedras lounging about a rune stone and asked to report back - he barely got away (thanks to attack and hide mod) and then after reported back reinforcements from Chorrol arrived (very shortly at that) then they all set off to get the daedra - they all died (except essentials) and my character barely survived (perched on a rock with silver arrows) - many fought and both sides had casualties cause they fell off a cliff.
Now my character is much wealthier, but my concern is that all but the captain died - are they gonna be needed but unavailable with the real invasion starts?

also in the config menu there is the choice to set EDI.startInvation to 0/1 - I cannot seem to change it from 1. My character has not even delivered the amulet. As I understand it this setting means that gates are going to start opening immediately - is that right? Is there perhaps a console command that can change that?

thanks much.
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Emma Copeland
 
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Post » Wed Mar 30, 2011 5:11 am

No need; the moment you open the Oblivion gates, EDI would work by giving you 3x* the enemies to fight.

HAVE FUN!

*observed using FCOM.
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Chris Cross Cabaret Man
 
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Post » Wed Mar 30, 2011 5:16 am

So my initial question still stands then, maybe I need to reword it - do those soldiers who got killed in the scouting mission respawn at a later time -or- are there only a limited amount? The readme is not clear on that?

If I don't want Oblivion gates opening until after finding the heir - is there not an option for that?

Why would you say 'no need'?
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Nicholas C
 
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Post » Tue Mar 29, 2011 11:05 pm

A little suggestion:

For the Defenders of Tamriel quests (the one where you train all the champions from each providence), It seems as if the experience gain rate for this is a bit too slow. Usually I'll have closed 30-40 oblivion gates by the time I get to this quest, and usually there is only 90 some in the game I belive.

So usually I go to the ancient towers instead and have them fight daedra out of the training room machine. And They have to slaughter thousands of them to become unkillable. In other words: The quest is just too monotonus. So I had two suggestions:

First off: Have a difference between High level daedra and lower level ones. Example: If the redguard Kills a L30 Xivali, it should should yield more training experience than if he killed a L1 Scamp. However, after doing some code-diving in the CS, I noticed that there IS no difference: both yeild the same amount of XP. Only reason I summon Xivalis instead of continual scamps at the ancient tower is because it yeilds more jewels and loot than scamps do (when you summon something in the ancient tower training room, a bucket fills up with a certain number of gems depending on what the level of the creature you summoned is)

Secondly: Going into an oblivion gate and closing it yeilds NO training experience for anyone following you. Might I ask why? The idea is to take them on raids with you into oblivion and let them see how to close one. If they get no experience in doing so though, then whats the point? Your better off just camping outside of the gate and waiting for daedra to pop out that way, or better yet do what I do and get the Ancient towers mod and just use the Training Room spawner to continually spawn daedra. Have any defender following you gain an automatic +5% or +10% whenever you take a sigil stone, so that there is actually some point to doing what your SUPPOSED to be doing.
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Steeeph
 
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Post » Wed Mar 30, 2011 11:06 am

Hi there, very nice mod here!
I only have a minor issue with that...

It appears your soldiers bear grudges against some particular npcs and creatures...
For example, I play with Alive Waters and your soldiers in anvil simply can't bear the sight of the koi in the small lake, slaughtering them immediately...
The same happens with a wanderind swine in bravil (the one from Blood and mud, if you know the mod...)


Only minor issues, really... But I think everything could be solved simply lowering the guards aggression level... Is there a way to do it via CS pr do I have to manually console-lower each npc stat?

I've tried this mod in the past and had the same issue. The EDI npc's would attack the Tamriel Travelers animals, which would cause an EDI/TT npc battle. Since there's no way I'm disabling TT I was forced to disable EDI.

If there is a solution to this I'd love to hear it.

Edit: I've got FCOM running. Would the combination of the TT/FCOM and EDI/FCOM patches resolve this?
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Nicholas C
 
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Post » Wed Mar 30, 2011 7:27 am

http://www.tesnexus.com/downloads/file.php?id=25824

What it does:

It affects the Defenders of Tamriel (the companions you get after you complete all the city captain quests) by making their training process less monotonous.

- Defenders, when they do gain experience from an enemy, will now gain experience based on the power of the Daedra they're fighting instead of just gaining +1 experience for each enemy that passes the random percent check (which I left in). They will get more experience points fighting two high level xivalis than they will fighting 10 low level scamps, whereas in the "vanilla" EDI its the other way around. This puts more reliance on giving them bigger/stronger opponents to fight instead of just larger numbers of them. Also they are more likely to actually gain experience from high leveled enemies than they are from low leveled ones.
I recommend using FCOM or other overhauls to remove the "world leveling around the player" nonsense so that there is more variety in the enemies you fight in oblivion gates.

- Defenders will also gain a guaranteed +10 experience every time you close an oblivion gate. Unlike with fighting enemies, this is NOT a random percent and happens EVERY TIME you close an oblivion gate. Note that they MUST be with you in order for this to happen (duh). This feature does create a slight problem though with Toasty Says Share (Update: Fixed this problem by making them unrecruitable with TSS ). see below.
This feature forces the player to put more emphasis on actually closing oblivion gates with the defenders in tow, rather than just camping outside one, waiting in cities for raiding teams to show up, or summoning and bear baiting daedra, or other cheap methods (IE: the ancient tower's training room) to raise the defender's experience. In other words, the fastest way to raise the defenders experience... is to go inside of oblivion gates and close them, which is what you should be doing in the first place.

- Defender limit imposed: To counter balance the fact that the defenders are easier to train, I have imposed a limit to how many you can have with you. You can now only have up to 3 defenders following you at any one time. you CAN however tell one to wait and get another one instead of just dismissing them. Beware that if you load a game where more than 3 are following you, it will dismiss them all and you will have to go get them again.
As I said, this is to counter-balance the above features. Since it is now much easier and less monotonous to train them, I felt a counterbalance of SOME sort was indeed necessary.

- Defender dialogues are now less confusing: if a defender is waiting, the "wait here" option is gone. If they are following you, the "join up with me" option is gone, etc.
This prevents confusion in topics obviously

INCOMPATIBILITIES:

As mentioned above, there is a slight incompatibility with Toasty's Companion Share and Recruit (Aka Toasy Says Share). Recruiting the defenders by means of Companion share, then closing a gate in their presence will cause them to gain experience ad infinium untill you appear outside the gate. This is because EDI teleports them back to the gate's entrance when you take the sigil stone, while CS&R teleports them back to you, and so on and so fourth.
So to "fix" this I have set all the defenders to "No Rumors" status, so it is no longer possible to recruit them in this fashion anyway. The warning stays though b/c of mods that can remove the no-rumor status that blocks CS&R from being able to recruit them.

Released with permission.
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phil walsh
 
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Post » Wed Mar 30, 2011 12:37 pm

A little suggestion:

For the Defenders of Tamriel quests (the one where you train all the champions from each providence), It seems as if the experience gain rate for this is a bit too slow. Usually I'll have closed 30-40 oblivion gates by the time I get to this quest, and usually there is only 90 some in the game I belive.

So usually I go to the ancient towers instead and have them fight daedra out of the training room machine. And They have to slaughter thousands of them to become unkillable. In other words: The quest is just too monotonus. So I had two suggestions:

First off: Have a difference between High level daedra and lower level ones. Example: If the redguard Kills a L30 Xivali, it should should yield more training experience than if he killed a L1 Scamp. However, after doing some code-diving in the CS, I noticed that there IS no difference: both yeild the same amount of XP. Only reason I summon Xivalis instead of continual scamps at the ancient tower is because it yeilds more jewels and loot than scamps do (when you summon something in the ancient tower training room, a bucket fills up with a certain number of gems depending on what the level of the creature you summoned is)

Secondly: Going into an oblivion gate and closing it yeilds NO training experience for anyone following you. Might I ask why? The idea is to take them on raids with you into oblivion and let them see how to close one. If they get no experience in doing so though, then whats the point? Your better off just camping outside of the gate and waiting for daedra to pop out that way, or better yet do what I do and get the Ancient towers mod and just use the Training Room spawner to continually spawn daedra. Have any defender following you gain an automatic +5% or +10% whenever you take a sigil stone, so that there is actually some point to doing what your SUPPOSED to be doing.

what ancient tower training room are you talking about?
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Scott Clemmons
 
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Post » Wed Mar 30, 2011 9:26 am

what ancient tower training room are you talking about?

The one in the Ancient Towers mod
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Harry-James Payne
 
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Post » Wed Mar 30, 2011 5:41 am

Ok very cool idea and mod.

This time around I'm wanting very much to get the full EDI experience - to the point of not even doing any city mods.

This is welcome thanks much.
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steve brewin
 
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Post » Wed Mar 30, 2011 12:52 am

I never actually got around to this part of the quest :embarrass: However, I am now resolved to finish it on my current character, lol. Mad props on the addon rylasasin :D
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Rachell Katherine
 
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Post » Wed Mar 30, 2011 2:47 am

Story time!


So today my internet briefly died on me, leaving me bored out of my skull, so I decided, what the heck, Oblivion doesn't need the internet for me to play it, let's fire it up.


I load up the game, and start in with my most recent character, a Nord woman-warrior, pretty generic, big swords, heavy armor, etc.

Anyways, I'm saved in fort BlueBlood, having just recently awoken from a night of rampaging as a werewolf (Curse of Hircine mod). I find my way out of the fort and start roaming the leyawiin countryside. I'm suppose to be looking for Ectoplasm for one of the fighter's guild quests. It seems like the Oblivion invasion is particularly bad in this part of Cyrodiil, just the other day I had closed the gate nearest the city so that the count would agree to send aid to Bruma, but there is still a multitude of gates around the city.

As I'm travelling East of Leyawiin, avoiding gates when possible (I'm low on repair hammers and just don't want to deal with daedra right now), I am suddenly attacked by a group of goblin bandits. They're quickly dealt with, along with the feral rats I assume they were hunting.


Soon after, I can see in the distance some fighting between daedra and other things, fireballs and bolts are flying about near the gate. I continue to avoid the gates. At the moment I'm right in between two of them, not the best place in the world, but they're far enough away that I should be able to proceed un-noticed.

Suddenly, one of those lightning bolts strays dangerously close and strikes the ground in front of me. Fearing that I may have been spotted I turn around, only to see an entire squadron of dremora coming over the hill!

There are at least 8 of them, possibly more, mages, archers, the whole lot.

I draw my claymore and prepare for the inevitable confrontation, using my Woad power to steel myself for the oncoming assault.

The first dremora reaches me, and is cut down swiftly. Then the second and third move to flank me, with a large chieftain taking me on head-on. I give a quick punch to the chieftain's helmet, staggering him a bit, which is quickly followed up with a swift kick to the gut, which knocks him down. I then use the momentum I have built to swing my claymore in a wide arc, beheading one of the unlucky dremora soldiers next to me.

All the while I am being pelted with arrows and spells, luckily my armor is holding up fairly well against the assault, and the magickal wards are helping to protect me from the flames of their magic.

There is only a couple soldiers remaining, which are quickly cut down. The chiefain has gotten up and comes at me again, only to be knocked on his behind again after a fierce blow from my claymore. I finish him off with a quick thrust while he's still down, and turn my attention to the scattered archers and mages.

This is where it gets tough for me, I'm not too fast in all this heavy armor, and my wards and armor are weakening. I draw a slightly lighter weapon and charge the nearest mage, he dodges away, but his friend isn't so lucky, he's caught between me and a rock, and is quickly impaled on my sword.

Several minutes pass, in which I chase down the remaining archers and mages, a couple of them fled, but all in all, I counted at least 7 dremora felled, including their leader.


I stop to catch my breath, both in-game and in real life, because that was one of the most exciting battles I've had!


And it's all thanks to this mod, I didn't even know it was possible for the war-parties to actually hunt down the PLAYER and not just go to the city gates... but apparently they do, or I was just in their way. But it was awesome. Thanks for a sweet experience. :D
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Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Wed Mar 30, 2011 10:55 am

Sorry if it was asked before, is this mod fully compatible with OOO 1.3? Thanks.
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RObert loVes MOmmy
 
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Joined: Fri Dec 08, 2006 10:12 am

Post » Tue Mar 29, 2011 11:45 pm

Sorry if it was asked before, is this mod fully compatible with OOO 1.3? Thanks.


Yes :)

Nice story DarkDragon, fun to read
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Music Show
 
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Post » Wed Mar 30, 2011 2:06 am

Story time!


So today my internet briefly died on me, leaving me bored out of my skull, so I decided, what the heck, Oblivion doesn't need the internet for me to play it, let's fire it up.


I load up the game, and start in with my most recent character, a Nord woman-warrior, pretty generic, big swords, heavy armor, etc.

Anyways, I'm saved in fort BlueBlood, having just recently awoken from a night of rampaging as a werewolf (Curse of Hircine mod). I find my way out of the fort and start roaming the leyawiin countryside. I'm suppose to be looking for Ectoplasm for one of the fighter's guild quests. It seems like the Oblivion invasion is particularly bad in this part of Cyrodiil, just the other day I had closed the gate nearest the city so that the count would agree to send aid to Bruma, but there is still a multitude of gates around the city.

As I'm travelling East of Leyawiin, avoiding gates when possible (I'm low on repair hammers and just don't want to deal with daedra right now), I am suddenly attacked by a group of goblin bandits. They're quickly dealt with, along with the feral rats I assume they were hunting.


Soon after, I can see in the distance some fighting between daedra and other things, fireballs and bolts are flying about near the gate. I continue to avoid the gates. At the moment I'm right in between two of them, not the best place in the world, but they're far enough away that I should be able to proceed un-noticed.

Suddenly, one of those lightning bolts strays dangerously close and strikes the ground in front of me. Fearing that I may have been spotted I turn around, only to see an entire squadron of dremora coming over the hill!

There are at least 8 of them, possibly more, mages, archers, the whole lot.

I draw my claymore and prepare for the inevitable confrontation, using my Woad power to steel myself for the oncoming assault.

The first dremora reaches me, and is cut down swiftly. Then the second and third move to flank me, with a large chieftain taking me on head-on. I give a quick punch to the chieftain's helmet, staggering him a bit, which is quickly followed up with a swift kick to the gut, which knocks him down. I then use the momentum I have built to swing my claymore in a wide arc, beheading one of the unlucky dremora soldiers next to me.

All the while I am being pelted with arrows and spells, luckily my armor is holding up fairly well against the assault, and the magickal wards are helping to protect me from the flames of their magic.

There is only a couple soldiers remaining, which are quickly cut down. The chiefain has gotten up and comes at me again, only to be knocked on his behind again after a fierce blow from my claymore. I finish him off with a quick thrust while he's still down, and turn my attention to the scattered archers and mages.

This is where it gets tough for me, I'm not too fast in all this heavy armor, and my wards and armor are weakening. I draw a slightly lighter weapon and charge the nearest mage, he dodges away, but his friend isn't so lucky, he's caught between me and a rock, and is quickly impaled on my sword.

Several minutes pass, in which I chase down the remaining archers and mages, a couple of them fled, but all in all, I counted at least 7 dremora felled, including their leader.


I stop to catch my breath, both in-game and in real life, because that was one of the most exciting battles I've had!


And it's all thanks to this mod, I didn't even know it was possible for the war-parties to actually hunt down the PLAYER and not just go to the city gates... but apparently they do, or I was just in their way. But it was awesome. Thanks for a sweet experience. :D


I realy enjoyed reading your story :) I'm gonna download this mod right away :P
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Adam Porter
 
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Post » Wed Mar 30, 2011 9:06 am

Does this work with Talkie Toaster's follower mod?
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Svenja Hedrich
 
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Post » Wed Mar 30, 2011 3:33 am

How can I start the Defenders of Tamriel quest? I can't find the soldiers. Where are they?
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Alexander Horton
 
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Post » Wed Mar 30, 2011 9:58 am

You can find them at the city gates between 6 and 7 AM each day.
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Penny Flame
 
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Post » Wed Mar 30, 2011 11:08 am

Thought I might report a little quest problem.

I "accidentally" discovered the Dragon Stone outside Cheydinhal and that activated quest EDI05 at stage 20. And it stuck there; I had to do some console dancing to be able to finish it. I think the correct order is to first speak to the Chorrol Captain (Quest EDI06) and that will activate the other quest in Cheydinhal and then you go there and speak to that captain. Might be that you can speak with the Cheydinhal Captain right away.

I am not handy enough myself to make a patch for this, nor do I know the best way to block the quest from updating when discovering the Dragon Stone - maybe add a conditional for being at stage 10 before advancing.

Now I am off to finish the last City quest since I feel the invasion has been taking a toll on Cyrodiil - it must stop :P
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QuinDINGDONGcey
 
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Joined: Mon Jul 23, 2007 4:11 pm

Post » Wed Mar 30, 2011 2:53 pm

I've made a patch that sets all the defenders aggression to 5 (default guard) to hopefully fix the randomly attacking NPCs and the ('evil') player problems. Let me know if you find any weird behavior.


http://www.tesnexus.com/downloads/file.php?id=26839
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Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Wed Mar 30, 2011 4:00 am

Anyone else experiencing slain Dremora war parties not disappearing from city spaces even though many cell respawns and such have passed? They seem to lay there forever.

Could be an interaction with Duke Patrick's Fresh Kills mod, but then other corpses from other mods don't linger.
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Pumpkin
 
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Post » Wed Mar 30, 2011 3:00 am

What happens after you train the champions from each province??
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Ian White
 
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Joined: Thu Jul 19, 2007 8:08 pm

Post » Wed Mar 30, 2011 11:20 am

What happens after you train the champions from each province??


The champions become Essential characters, so they only get knocked in combat.
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Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Wed Mar 30, 2011 3:29 am

The champions become Essential characters, so they only get knocked in combat.

Are there any more quests??
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Natalie Taylor
 
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