[RELZ] Enter The Shinobi 1.4

Post » Thu Apr 14, 2011 12:40 am

Yes sir, if they are vanilla leveledlist then if one has mmm/ooo/frans/fcom installed it will pull it npc / creatures into your game world..

MooCow worldspace are great, glad to see you putting one of them to use..Love those pic of Shinobi Temple


Ah cool, thanks for clarifying Corepc, that is good to hear. I didn't want anyone missing out on the MMM or FCOM action. In fact, it's going to be touigh, as I'll hand place the Ninja and Samurai, and I'm aiming to learn how to do patrols, so even my factions will have battles of their onw, lol!! If it works, it's going to look good.

Yeah, MooCow is an awesome landscape maker! Thanks, I'm going to do alot more buildings, I want it to look grand. This one is made predominantly out of marble - The Shinobi build things to last. But on their way from Akavir, they got a bit lost, and ended up on Merhunes Wake Island. And they weren't the only ones there when they arrived either...

Insert my version of the Lore for the Mod and how it all fits: The battle raged on in Akavir, the Tang Mo Samurai were struggling to gain control of the populace to establish supreme order, and they had pitted their mortal enemies against each other, The House of Shinjii, and the House of the Shinobi - The Forgotten Ones, for they are legend born of shadow. In an attempt to gain furhter control, and turn the tide of battle as the Samurai were suffering heavy losses due to the sabotage of the Ninja, a young prince was set forth to trade with the Aylieds in Cyrodiil, for there was word of an artifact of great power, and they thought the Aylieds weak, an easy target. BUt little did they know, after they sailed off, both The House of Shinjii & House of the Shinobi followed, eager to usurp their savage plans.

Little more is known of the great quest in Akavir however, as the prince never returned. A great storm had washed them off course upon their return after they retrieved the item from Cyrodiil. It was a simple trade with some human slaves for a few Akavir Katanas and some help to overthrow the Aylieds. And now, as the Emporer lays dead, there was one who remained, one who did not forget, one who was not... forgotten.

Merhunes Wake was an archipalegeo of islands, with one distinct feature, a volcano. And yet people had been there before, and they had left something of interest behind, although not a legacy, nor lore or myth, but equipment from an advanced civilazation that has seemed to dissappear. And now locked in a bloody feud, although the war in Akavir is over, the three houses find themselves locked in a bloody battle for generations to come.


Enter The Shinobi 2.0 - Heart Under Blade. - And so the bloody tale begins...
-Coors916
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Rowena
 
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Post » Thu Apr 14, 2011 4:22 am

I just wanted to pop in and say I'm excited about the upcoming relz! I'm a fan of your 1.4, and I know I'll be a fan of 2.0! The pics look great! :) I think it's a great idea to set up a new worldspace!


Thanks Vaisellias !

Yeah I'm, excited too. I've got some cool plans I hope to implement. I'm toying with doing a 1.5 release in the interim just to buy me some time really; more of a balance fix tbh.

-Coors916 :ninja:
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Ridhwan Hemsome
 
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Post » Thu Apr 14, 2011 8:57 am

I had Deadly Reflex at the time of the issue, neither that nor your's were last in the order-which later on with DR I found helped avoid bugs with it. I removed DR due to bugs and the fact that playing my Assassin was super easy then. =P
Far as computer specs, not sure on the Motherboard as I got a new one for cheap off of Tiger Direct-was short on cash and the PSI-E slot got burned out in my old computer. Due to not checking my power supply Wats before buying a Video Card that was over clocked. Two years of Comp Repair class and made a mistake like is epic fail. Oh well live and learn. =P

AMD Athlon 64 3700+
2.21 GHz., 2.50 Gigs of RAM.
Geforce 8400 GS, 512 DDR2
I forget the sound card, but nothing fancy.


Hey Odariz,

I've just learnt that SI actually is probably the issue here actually. ALthough I do not use any assets from SI, the fact it is installed on my machine could and is probably the issue. For Ver2.0, I will make sure that it clearly states that SI is required for the mod.

Sorry about that.

Coors916 :ninja:
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Javaun Thompson
 
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Post » Thu Apr 14, 2011 3:39 am

Nice job! I love your mod, just hope you will include more asian themes into the mod like the temple (instead of ayleid ruins). I was just wondering what songs did you use for the second trailer
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Nicole Mark
 
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Post » Thu Apr 14, 2011 2:20 am

Nice job! I love your mod, just hope you will include more asian themes into the mod like the temple (instead of ayleid ruins). I was just wondering what songs did you use for the second trailer


Hey joesmithy,

Thanks, glad you enjoy it :)

Yeah I will be adding temples, and much more. Did you see the screenshot? ALso, I will be adding pagodas and hopefully a Japanese style town with alleyways, paper lanterns etc...

The videos weren't done by me, they were done by the Japanese modding community, I came across them purely by chance actually.

Also, I have a new idea for the mod.

Well, there was always an issue I had with H2H. It was basically completely useless. Seriously. Thanks to Sephiroth, we had new animations, so that is great. But Scruggs had made a mod I dl'ed today called Fiery Fists. So what I am going to do, is based on scientific fact, is instead of incorporate elemental damage to H2H for the Ninja PC, I am actually going to make it worthwhile for the PC to have H2H attacks in place of weapons. How, I will not say, but I know how to do it, this true factual video, will give you an idea.

http://www.youtube.com/watch?v=tMOTWHnd9X0&feature=related I have the perfect effect to use, and combined with new martials arts anim, I aim to make the perfect H2H effect.

http://www.youtube.com/watch?v=vN9NYy09NMw&feature=related

Coors916 :ninja:
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stephanie eastwood
 
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Post » Thu Apr 14, 2011 10:43 am

Thanks Vaisellias !

Yeah I'm, excited too. I've got some cool plans I hope to implement. I'm toying with doing a 1.5 release in the interim just to buy me some time really; more of a balance fix tbh.

-Coors916 :ninja:


I think that's a good idea. Not only will it buy you some time, but it will also let you make tweaks before relz'ing, which will save you more time. No pressure, though. I'll be happy whenever the next version arrives. :)

Cool vids, especially the NG clip. Very educational. My son will enjoy that one, as he's a die-hard Rock Lee fan. :thumbsup: (Believe It.. lol).
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elliot mudd
 
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Post » Thu Apr 14, 2011 9:34 am

I think that's a good idea. Not only will it buy you some time, but it will also let you make tweaks before relz'ing, which will save you more time. No pressure, though. I'll be happy whenever the next version arrives. :)

Cool vids, especially the NG clip. Very educational. My son will enjoy that one, as he's a die-hard Rock Lee fan. :thumbsup: (Believe It.. lol).


Yeah, the NG clip is great, as it is entirely factual, and quite impressive. Interesting to note, the Ninja is a Kiwi as well (I recognise the accent) which is cool. Go the All Blacks!! (being a kiwi, I'm a little biased...)

I am just fine tuning what I have already with the new armor and balancing damage etc... then will release 1.5 BETA (1.6+ etc willbe based on any fixes needed) as I will continue to develop towards ver2.0.

Coors916 :ninja:
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Solène We
 
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Post » Thu Apr 14, 2011 4:37 am

Thanks Benrahir.

Would you be able to outline specifically what bugs there are?

I am aware of the balancing issues, but bugs? Should be pretty clean. Any bugs you're able to help out with would be appreciated. Some sytems may not be able to handle the mod, or due to load order. And definately Duke Patricks Archery Mod conflict with this one, and ETS should be loaded after his mods, but before deadly reflex as he also alters the game settings for archery (well from what I have gathered from others, but this needs to be confirmed 100% - but any mod that changes the archery will conflict with my mod).

If you would be so kind as to point out the bugs, I can make sure they are fixed for ver 2.0 relz asap. Balancing issues have been addressed with the $ of the items and the damage.

Cheers,

Coors916 :ninja:


Essentially...:

1. Once you've installed and run the mod, you don't have the slightest clue of where to begin or what to do unless you read the Readme.
1.b. Partly because of that, you can enter the ruin at any time and mess up the questline.
2. Various rocks near the ruin are floating.
3. The mod causes MANY crashes, especially on the zone near the ruin.
4. It could be some sort of sacrilegy to some people to edit the Tutorial cells. Certainly it is for me :)

Basically all of that. Besides, I like the slightly-overpowered enemies. I was sick of easy fights :D
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Miragel Ginza
 
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Post » Thu Apr 14, 2011 9:57 am

Essentially...:

1. Once you've installed and run the mod, you don't have the slightest clue of where to begin or what to do unless you read the Readme.
1.b. Partly because of that, you can enter the ruin at any time and mess up the questline.
2. Various rocks near the ruin are floating.
3. The mod causes MANY crashes, especially on the zone near the ruin.
4. It could be some sort of sacrilegy to some people to edit the Tutorial cells. Certainly it is for me :)

Basically all of that. Besides, I like the slightly-overpowered enemies. I was sick of easy fights :D


Hi Benrahir,

Ok, I see your 'personal opinions' and the crashing issue, thank you.

1. Did you read the scroll in the starting cell? Did you talk to the Grandmaster? (I'll dbl check as well... ;))
1b. You can enter the ruin, but you can't retrieve anything, you need the keys. You have to find the keys first as the quest is not that complicated. Hence you can't retrieve the sword (I based this quest on a simple tutorial). However, I shall try to see if it causes a problem if going into the ruin causes any issues.
2. Not my mod. Must be something ele that edits the area. That I can gaurantee. Post load order please with all current mods you are using.
3. How so? Please be more specific. Where do you crash apart from near the shrine? (are you relying on quicksaves and saving often with quick save as the quick save system we all know eventually corrupts your save after like 30 quicksaves or something) What are your system (computer) specs? What is the load order of the mod in your list? Are you using OBMM as suggested in the read me? (I cannot help if you are not - ver 2.0 will be strictly omod only too). What are the mods you are using as well as mine? - please list, including the load order. What version of the mod were you using? Did you download it from Tesnexus?
4. Opinion is not a bug I am afraid :P. Please only outline specific bugs. Sacrilege is your opinion, not a bug, although I appreciate your point of view :)

Did you check the readme before downloading? Enemies power depends on your level really, as it states, it is for higher level players ;)

Yeah I was sick of easy fights too when my PC was at level 40.

Thank you for your "opinions", but as for the bug with crashing - as stated, I need to see your load order - are you loading it last and did you check the read me? I have not experienced these crashing issues I am afraid.

The rocks are not caused by my mod, rather another mod editing the same cell. So we need to see your load order.

Coors916 :ninja:
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Michelle davies
 
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Post » Thu Apr 14, 2011 2:34 pm

Hi Benrahir,

Ok, I see your 'personal opinions' and the crashing issue, thank you.

1. Did you read the scroll in the starting cell? Did you talk to the Grandmaster? (I'll dbl check as well... ;))
1b. You can enter the ruin, but you can't retrieve anything, you need the keys. You have to find the keys first as the quest is not that complicated. Hence you can't retrieve the sword (I based this quest on a simple tutorial). However, I shall try to see if it causes a problem if going into the ruin causes any issues.
2. Not my mod. Must be something ele that edits the area. That I can gaurantee. Post load order please with all current mods you are using.
3. How so? Please be more specific. Where do you crash apart from near the shrine? (are you relying on quicksaves and saving often with quick save as the quick save system we all know eventually corrupts your save after like 30 quicksaves or something) What are your system (computer) specs? What is the load order of the mod in your list? Are you using OBMM as suggested in the read me? (I cannot help if you are not - ver 2.0 will be strictly omod only too). What are the mods you are using as well as mine? - please list, including the load order. What version of the mod were you using? Did you download it from Tesnexus?
4. Opinion is not a bug I am afraid :P. Please only outline specific bugs. Sacrilege is your opinion, not a bug, although I appreciate your point of view :)

Did you check the readme before downloading? Enemies power depends on your level really, as it states, it is for higher level players ;)

Yeah I was sick of easy fights too when my PC was at level 40.

Thank you for your "opinions", but as for the bug with crashing - as stated, I need to see your load order - are you loading it last and did you check the read me? I have not experienced these crashing issues I am afraid.

The rocks are not caused by my mod, rather another mod editing the same cell. So we need to see your load order.

Coors916 :ninja:


1) If by "starting cell" you refer to the Tutorial Quest, nopes. I've started this quest with an already-built character. I suggest you make it the way that you receive a quest update just when you install the mod. That way you'll avoid those issues.

1b) If I'm not mistaken, I solved the riddle of the chest outside the ruin and gained access inside. Once inside I managed to get some stuff from expositors (I don't exactly remember now, I'll reinstall the mod and try it).

2) I need to confirm it but it's impossible that the cause could be another mod. I'm pretty selective with them and methodical with my load order. Currently I've only installed my "Essential" mods + 2 dungeons I'm playing (the "Unique Dungeons" esps you see).

3) Idem as 2). Confirmation is needed, too.

My load order is:

Oblivion.esmToaster Says Share v3.esmScreenEffects.esmEnhancedWeather.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espToaster Says Share Faction Recruitment.espUnique Dungeons - Lichs Lair.espUnique Dungeons - Lost Glory.espEnter The Shinobi - Coors916.espdbpoisonapple.espDB_NightMotherMoney3k.espSpell Delete.espLiving Economy - SI.espLiving Economy - Items.espMasks.espBag of Holding.espEnchantmentRestore.espEnchantmentRestore_Wells.espAkatosh Mount By Saiden Storm.espQuest Item Tag Remover.espPoison Combiner.espBlackpowder_bombs v04.espJQ-Backpacks.espThrowable kunai.espAssassin Tripwires.espTc2rPoisonsOfNamira.esptda_ScytheModv1.2.espMore Interesting Moonshadow.espNinjaFallProtection.espeek's Poisoning and Skooma Refining merged.espS.P.A.M. 100+.espAtmospheric Loading Screens - No Text.espShdw_Armor Set_Sotonhorian.esp1AlexScorpionSneakingSuit.espRise Of A Samurai.espSnow Dragon Temple v1.0.espMidasSpells.espFineWeapons.espRustyItems.espRTFemaleReplacerV12.espMaleBodyReplacerV4.espVA_BetterGold.espBook Jackets Oblivion.espBook Jackets DLC.espReal Lava 1.3.espWindowLightingSystem.espEnhancedWeather.espEnhancedWeather - SI.espEnhancedWeather - Enhanced Seasons.espdiversegrasses.espPHVanillaEyesAddon.espDeadlyReflex 5 - Combat Moves.esp


I'll try 1.4 with this load order and confirm/unconfirm the bugs I found :D

CONFIRMED: Enter the Shinobi is NOT the one causing a rock to be in the air. I bet it's Snow Dragon Temple, but well, I suppose it doesn't matter.

CONFIRMED: With Enter the Shinobi running Oblivion sometimes crashes to me (eip=006605c2), while with weOCPS installed I've had only 2 crashes since last week (that's when I installed it). I'll report crash/es to weOCPS team (edit: done :) ), and see if they can fix it/them for the next version. (EDIT: Confirmed crash, same eip, same situation (loading a savegame you saved near the ruin). Reported).

WIP: Confirm if I can enter the ruin before talking to the Grandmaster, or reading any letter. Confirmed: I can enter though
Spoiler
the "Secret door" (the one whose riddle solution is "A bee")
. I'll see what I can do once inside.

BTW, once inside, a wraith (or a curse for a riddle mistake) paralyzed me while I was mid-air and a ninja stabbed me to death while I was on the ground. This mod rocks, and Deadly Reflex 5.0 is REALLY God :D
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gary lee
 
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Post » Thu Apr 14, 2011 3:58 pm

1) If by "starting cell" you refer to the Tutorial Quest, nopes. I've started this quest with an already-built character. I suggest you make it the way that you receive a quest update just when you install the mod. That way you'll avoid those issues.

1b) If I'm not mistaken, I solved the riddle of the chest outside the ruin and gained access inside. Once inside I managed to get some stuff from expositors (I don't exactly remember now, I'll reinstall the mod and try it).

2) I need to confirm it but it's impossible that the cause could be another mod. I'm pretty selective with them and methodical with my load order. Currently I've only installed my "Essential" mods + 2 dungeons I'm playing (the "Unique Dungeons" esps you see).

3) Idem as 2). Confirmation is needed, too.

My load order is:

Oblivion.esmToaster Says Share v3.esmScreenEffects.esmEnhancedWeather.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espToaster Says Share Faction Recruitment.espUnique Dungeons - Lichs Lair.espUnique Dungeons - Lost Glory.espEnter The Shinobi - Coors916.espdbpoisonapple.espDB_NightMotherMoney3k.espSpell Delete.espLiving Economy - SI.espLiving Economy - Items.espMasks.espBag of Holding.espEnchantmentRestore.espEnchantmentRestore_Wells.espAkatosh Mount By Saiden Storm.espQuest Item Tag Remover.espPoison Combiner.espBlackpowder_bombs v04.espJQ-Backpacks.espThrowable kunai.espAssassin Tripwires.espTc2rPoisonsOfNamira.esptda_ScytheModv1.2.espMore Interesting Moonshadow.espNinjaFallProtection.espeek's Poisoning and Skooma Refining merged.espS.P.A.M. 100+.espAtmospheric Loading Screens - No Text.espShdw_Armor Set_Sotonhorian.esp1AlexScorpionSneakingSuit.espRise Of A Samurai.espSnow Dragon Temple v1.0.espMidasSpells.espFineWeapons.espRustyItems.espRTFemaleReplacerV12.espMaleBodyReplacerV4.espVA_BetterGold.espBook Jackets Oblivion.espBook Jackets DLC.espReal Lava 1.3.espWindowLightingSystem.espEnhancedWeather.espEnhancedWeather - SI.espEnhancedWeather - Enhanced Seasons.espdiversegrasses.espPHVanillaEyesAddon.espDeadlyReflex 5 - Combat Moves.esp


I'll try 1.4 with this load order and confirm/unconfirm the bugs I found :D

CONFIRMED: Enter the Shinobi is NOT the one causing a rock to be in the air. I bet it's Snow Dragon Temple, but well, I suppose it doesn't matter.

CONFIRMED: With Enter the Shinobi running Oblivion sometimes crashes to me (eip=006605c2), while with weOCPS installed I've had only 2 crashes since last week (that's when I installed it). I'll report crash/es to weOCPS team (edit: done :) ), and see if they can fix it/them for the next version. (EDIT: Confirmed crash, same eip, same situation (loading a savegame you saved near the ruin). Reported).

WIP: Confirm if I can enter the ruin before talking to the Grandmaster, or reading any letter. Confirmed: I can enter though
Spoiler
the "Secret door" (the one whose riddle solution is "A bee")
. I'll see what I can do once inside.

BTW, once inside, a wraith (or a curse for a riddle mistake) paralyzed me while I was mid-air and a ninja stabbed me to death while I was on the ground. This mod rocks, and Deadly Reflex 5.0 is REALLY God :D


Awesome, thanks for the detailed report, glad we could isolate the problem, as it has given me some more ideas actually.

I have a feeling the crashes may be due to 'saves' or them being corrupt. (Would be good to hear the Windom earle team feedback) With the mod, it also should be loaded towards the end of the list (last) as it needs to be loaded after black powder bombs, as with permission from the maker of that mod, I have used their material (which was originally taken from pumpkin bombs) for the apple grenades (but with all activators and scripts renamed).

I'll fix that issue with the keys, in the next version, I am thinking of relocating the entire structure a there are too many people doing mods in that area into a new world space. Great feedback, thank you.

Coors916 :ninja:
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Austin England
 
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Post » Thu Apr 14, 2011 2:57 am

How's the mod coming, coors?
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Judy Lynch
 
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Post » Thu Apr 14, 2011 6:39 am

How's the mod coming, coors?


Hey samuro,

R/L has been a challenge lately, and tbh, my head has not been in a good place for modding. However, that only means it may take a little longer, there basically isn't a day that goes by that I don't think about it, and it is something I need to do. I hope that makes sense. In summary, yep, I pretty much have the resources now (Resources as in 'modders resources', permisions etc have been given except 1; but that is ok, I'll try and touch base with that person again, or I'll have to forgo it / re-read the readme to dbl check.)

It's been started, I'm just figuring out how I want to construct the Shinobi Villagew (I just watched Shinobi: Heart Under Blade) for some inspiration the other day. Think I am onto something, and I want to do something like the German modders do with the villages etc that makes it look more lived in, more real.

So I figured I would start with the world building as such, and then go onto the quests. New Ninja Weapons & Armour are done. No screenies yet, as they will be a surprise. A worthy one.

Coors916 :ninja:
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Gemma Archer
 
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Post » Thu Apr 14, 2011 3:42 pm

Ah, well don't rush it whatever you do. :) I am sure this version will be amazing and I can't wait to try. Thanks for your hard work, coors.
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He got the
 
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Post » Thu Apr 14, 2011 11:08 am

Ah, well don't rush it whatever you do. :) I am sure this version will be amazing and I can't wait to try. Thanks for your hard work, coors.


Thanks samuro.

Yeah, like you say, I want to concentrate on quality, and zero bugs - no dirty edits etc... of courdse build a good mod in the process that can interact with as many other mods as possible, so the PC Ninja can pwn all! In a balanced way of course, which was a lesson from all previous versions.

My aim will be to relz a v1.5, just so I can get the new armors, weapons in there with re-balanced stats & prices. v2.0 that way, can take a natural progression now my life has started to stabilise in these uncertain economic times.

Coors916 :ninja:
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Rob Davidson
 
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Post » Thu Apr 14, 2011 3:10 pm

hey coors916, not that i'm rushing you or anything...but is there an update on the status of at least Shinobi 1.5?? anything to wet the appetite....
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victoria johnstone
 
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Post » Thu Apr 14, 2011 8:37 am

hey coors916, not that i'm rushing you or anything...but is there an update on the status of at least Shinobi 1.5?? anything to wet the appetite....

:clap: :nod: :banghead: :rofl:
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Adriana Lenzo
 
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Post » Thu Apr 14, 2011 1:52 pm

You know? All the ninja suits out there are just retextures of the DB leather armor... I was wondering if maybe you could get a modeler/texturer to do something more traditional maybe, something like http://img16.imageshack.us/img16/6803/34ywqx1.jpg, what do you think?
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Sanctum
 
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Post » Thu Apr 14, 2011 11:40 am

Look at AlexScorpion's stuff on tesnexus. His deadly shadows one may suit you.
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Becky Palmer
 
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Post » Thu Apr 14, 2011 7:47 am

Hi, Coors916.

Just to check on your (oh how much expected!) progress and to report an issue of your mod with COBL Races - Balanced.
As you probably know it changes a lot of the birthsigns and as per load order instructions it should be (IIRC according its readme) after the race mods.
Thus it overrides ETS 1.4 and I loose all your cool skill/birthsign/spell bonuses. The rest is intact, not overwritten and I can play the quest, no problem.

Just wanted to report as many people are nowadays playing COBL and you should probably readjust either the bonuses or the instructions about load order.

Thanks for your work, carry on but don't forget to play!
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Chantel Hopkin
 
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Post » Thu Apr 14, 2011 4:11 pm

VERY nice! Thxs for pointing that out samuro_!
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Tha King o Geekz
 
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Post » Thu Apr 14, 2011 9:21 am

Hi all,

1.5 will be relzed shortly, and it includes new weapons etc... but at this stage, the new land will have to wait a bit, my new job had me put in 100 hours in the 1st week. Coming into winter here in NZ, and once I slow down at work, I'll start again on ver 2.0.

Coors916 :ninja:
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Ashley Tamen
 
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Post » Thu Apr 14, 2011 5:57 pm

Sweet, been waiting for this for a while. Will the weapons be balanced to be more MOBS friendly? Thanks, coors.
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Rhysa Hughes
 
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Post » Thu Apr 14, 2011 2:26 pm

Been away for a month... 1.5 or (even better- 2.0) was due to public release any moment.
I come back and only thing I find on Nexus is good old 1.4... ?

I'm waaaaitiiing! :D
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Jani Eayon
 
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Post » Thu Apr 14, 2011 12:50 pm

I haven't been able to skim the whole thread yet. But after looking at it lightly in the CS there appears to be no real point to joining the dark brotherhood as a double agent, as the mod does not add anything to the dark brotherhood quests, does not modify them in any way, etc.. was that going to be part of a future quest addon?
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Thema
 
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