[RELz] Five Blind Mice v1.1 (Quest)

Post » Mon Feb 07, 2011 10:28 pm

Do you think he likes the mod?


Can't tell, but he probably needs to change his shorts.
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Kill Bill
 
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Post » Mon Feb 07, 2011 3:23 pm

...Wow o_o I'll be sure to pass it along to everyone that at least someone out there is enjoying it so far. :)
If he's just at the armory, though, the most challenging parts are yet to come. I hope he doesn't end up hating us after those. =x
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Svenja Hedrich
 
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Post » Mon Feb 07, 2011 8:44 am

I never understand why quest releases don't garner more comments.

Without quests - what is there to do in the world of Oblivion?

With that said, I am excited to see this! I had no idea this was even "out there" and am looking forward to playing it.

I came to lurk because I have next week off and hope to spend some serious time re-engaging my love for Oblivion.

Will share my thoughts once I've played - but for now, please know that it is EXCITING to see people still releasing large quest mods especially with voice acting!

:)

J


100% agree.

I'd REALLY like there are more questmods for Oblivion.
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james reed
 
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Post » Mon Feb 07, 2011 6:44 pm

Is this compatible with Heard of the Dead, Midas Magic, and Lost Spires? Those are the big ones I'm running and they add several new locations, just hoping your new dungeons aren't in the same spots. Sounds good so far, will wait for some photos and reviews.
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Ann Church
 
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Post » Mon Feb 07, 2011 7:49 pm

I don't know about Heard of the Dead and Midas Magic-- But I -DO- know that it is compatible with Lost Spires. We even spoke to the creator of Lost Spires once or twice for advice while we were making the mod. =)

We only claimed one small overland cube near the edge of the map, that I believe is unused by everything. There shouldn't be any geographical conflicts in any major mods out there.
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suniti
 
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Post » Mon Feb 07, 2011 11:31 am

soo since it is in BETA is there any bugs or???

oh, one more thing, do you think you can upload it to tes nexus aswell??
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Charlotte X
 
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Post » Mon Feb 07, 2011 6:16 pm

Belphegor - "New quests and adventures are always welcomed to my world. I'm looking farword to meet this Celed Pivot and help him out."

Thanks for sharing and keep up the good work!

Cheers!



p
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Tiffany Holmes
 
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Post » Mon Feb 07, 2011 10:56 pm

Hello :) Just wanted to drop a quick note...

I haven't played the mod yet, since I've just recently reinstalled oblivion (and the mods) and don't have a high level character yet, but I am very much looking forward to it. However, since I am running a heavily modded game (FCOM, Cobl, quests, race rebalance project, LAME to name a few) I've encountered a warning message that the mod has a (minor) conflict with Cobl overriding generic lore script. After digging a bit through Cobl FAQs , I've found this:

Generic Lore Override

When you first start playing, you may get an error message indicating that some mod has overridden the generic lore script and that this may interfere with some of Cobl's functions.

? First, don't panic! The interference is relatively small (main effect is that some things may fail to appear in the options menu).

? However, the reason for such interference is usually that a mod has done a "Compile All" on scripts. Doing is usually a (somewhat) bad idea, since it means that the mod will interfere with any other mod that intentionally changes vanilla Oblivion scripts (e.g. UOP or Herman's Script Optimization).

? Currently, the best way to find the offending mod is to update Wrye Bash to version 226 (or later) and then rebuild your bashed patch. Bash will report on which files have the compile all problem. You can then use Bash's Decompile All command on the offending mods. It's also a good idea to contact the author of the mod and let them know of the problem.


So, I am following the advice and letting you know :P.


Bash Decompile All command goes absolutely berserk on the esp, by the way, with something like 1K + scrips... I am by no means an expert on modding and I don't know if doing so breaks anything and I can't test since I don't have the character ready for the mod yet :/.
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Rachyroo
 
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Post » Mon Feb 07, 2011 4:38 pm

double posted, sorry!
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Louise Dennis
 
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Post » Mon Feb 07, 2011 3:28 pm

soo since it is in BETA is there any bugs or???

oh, one more thing, do you think you can upload it to tes nexus aswell??


I'll look into TES Nexus today.
As it says in the original post- this mod has been tested behind closed doors, and we have squashed out all the bugs that we could find. However, we do know that certain things (like having an unupdated version of Oblivion, or using instant-kill weapons) can break the mod regardless of what we do because of the way the Oblivion scripts work. So- chances are you'll have no problems, but if you're running a lot of mods, it's possible you may encounter something. If/when new bugs do pop up (reported here), we'll do our best to fix them ASAP so that others do not end up with the problem.


Hello :) Just wanted to drop a quick note...

I haven't played the mod yet, since I've just recently reinstalled oblivion (and the mods) and don't have a high level character yet, but I am very much looking forward to it. However, since I am running a heavily modded game (FCOM, Cobl, quests, race rebalance project, LAME to name a few) I've encountered a warning message that the mod has a (minor) conflict with Cobl overriding generic lore script. After digging a bit through Cobl FAQs , I've found this:



So, I am following the advice and letting you know :P.


Bash Decompile All command goes absolutely berserk on the esp, by the way, with something like 1K + scrips... I am by no means an expert on modding and I don't know if doing so breaks anything and I can't test since I don't have the character ready for the mod yet :/.


Yes, I said that the mod was heavily scripted. I'm not exactly sure what the problem is, since it sounds like an issue between Oblivion and Cobl. I'll get in touch with our other scripting guy and give him this post, and we'll see if we can follow the steps outlined here and get it into the 1.1 revision. =) Thanks for the help.
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Devin Sluis
 
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Post » Mon Feb 07, 2011 10:38 am

That sounds good, I will download as soon as you upload to Tes Nexus :goodjob:
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Oscar Vazquez
 
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Post » Mon Feb 07, 2011 6:17 pm

Updated the original post with a link to the Nexus download. =)

Both sites now have also been updated with a few teaser images- though we've sidestepped the most interesting stuff in the interests of not giving away any spoilers.
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Toby Green
 
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Post » Mon Feb 07, 2011 12:58 pm

Thanks a lot! Will try it out as soon as I come back to playing Oblivion.
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Tamika Jett
 
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Post » Mon Feb 07, 2011 10:50 am

Small update: We'll be releasing an update version of the esp file shortly (version 1.1) to address a minor bug we uncovered with a wayward event trigger relating to one of the ending routes. Hopefully, we'll also be able to fix this cobl error in this, too.
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Maya Maya
 
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Post » Mon Feb 07, 2011 7:35 pm

This looks very interesting! I can't wait to give it a try. :thumbsup:
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Jason Wolf
 
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Post » Mon Feb 07, 2011 10:05 pm

Sounds great! Looking forward to trying it! :tops:
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Alyce Argabright
 
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Post » Tue Feb 08, 2011 2:03 am

I like interesting mod projects just popping out of nowhere and making my eyes tell my brain to send "omg-substances" =D.

Especially:
Fully scripted boss fights

That sounds VERY interesting. DL-ing now!
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Wayne W
 
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Post » Mon Feb 07, 2011 2:21 pm

The anticipation is killing me.

Oh hi, I'm on of the guys who worked on this.

If any of you get lost (in the dungeon), it's probably my fault.

Enjoy yourselves, just here to say hi.
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Sami Blackburn
 
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Post » Mon Feb 07, 2011 11:28 am

This mod looks very promising. My wizard is level 18 right now, I'll probably download this when he gets to level 24 .
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Joe Bonney
 
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Post » Mon Feb 07, 2011 4:54 pm

This mod looks very promising. My wizard is level 18 right now, I'll probably download this when he gets to level 24 .


Cool. :) Depending on how well equipped you are- I think that you'd be able to handle the mod fine. Flamedragon (the designer for level 1) is very adamant that it is possible to complete the entire quest with a level 1 character- because he did it. :P (with liberal use of quicksave)
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Sophie Miller
 
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Post » Mon Feb 07, 2011 9:46 pm

I have only just started the mod, and i have found a few minor errors which shouldnt take long to fix;

- you seem to have forgot to set a quest logo for the quest.. you know, the blue icon next to the quest title..
- in the journal update, you spelled Cyrodiil, "Cyrrodil"
- when i talk to the high elf in the inn, and first choose the topic about "hired help" and then "whats in it for me" there is no voice acting for the next two lines..
EDIT: - the first time we is introduced to "Helseth" he is spelled "Halseth". ( minor note; Helseth is actually a dunmer name. and Skiiva is a khajiti name.)

also, in my opnion, it would if you disabled the "Glarthir" topic, and recorded greetings and farewell lines for the high elf as well..
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CHARLODDE
 
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Post » Tue Feb 08, 2011 1:35 am

I have only just started the mod, and i have found a few minor errors which shouldnt take long to fix;

- you seem to have forgot to set a quest logo for the quest.. you know, the blue icon next to the quest title..
- in the journal update, you spelled Cyrodiil, "Cyrrodil"
- when i talk to the high elf in the inn, and first choose the topic about "hired help" and then "whats in it for me" there is no voice acting for the next two lines..
EDIT: - the first time we is introduced to "Helseth" he is spelled "Halseth". ( minor note; Helseth is actually a dunmer name. and Skiiva is a khajiti name.)

also, in my opnion, it would if you disabled the "Glarthir" topic, and recorded greetings and farewell lines for the high elf as well..



Good finds. :) However, the names are intentional and intentionally mixed up in terms of race-lore (except for Helseth being spelled Halseth, we'll get on that.)

And we're also aware of the two lines without voice acting in his dialog. Those probably won't get added in for awhile though, since it will require rebuilding the BSA and actually recording the voices for those lines.

Also, we're leaving the Glarthir and goodbyes that are standard to the elves are actually more difficult to change for one NPC without messing around with more low level stuff. If you notice in vanilla oblivion- voice frequently change for the hello's/goodbyes because most characters just have a set of random goodbyes and hellos for their race, not their person specifically.
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adam holden
 
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Post » Mon Feb 07, 2011 7:26 pm

I also had the Cobl error message. The mod seemed to change my stats (Actually it looks like it canceled some of the changes that Cobl makes) so that some of my handmade spells no longer worked (Insufficient rank to do some spells)

There is a conflict with The Elder Council mod since the cave you go to is on top of the city of Arenthia. In the final dialog I heard voices from NPCs in Arenthia alongside the voice acting from the mod and upon exiting the cave at the end of the quest, I was stuck behind invisible walls.

The mod was very well done with great storyline and excellent voice acting. The monsters were insanely difficult however.
Spoiler
The shadows were easy to kill with the special arrows (Very nice feature) but the skeletons were close to impossible with any weapon or spell I used.
And the final battle was epic and on the difficulty level of the boss in Mannimarco revisited. I have not tried alternate endings yet but the final perks for the one I did were nice. I am not sure if I will keep it loaded because I am still working through TEC.
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.X chantelle .x Smith
 
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Post » Mon Feb 07, 2011 7:31 pm

I also had the Cobl error message. The mod seemed to change my stats (Actually it looks like it canceled some of the changes that Cobl makes) so that some of my handmade spells no longer worked (Insufficient rank to do some spells)

There is a conflict with The Elder Council mod since the cave you go to is on top of the city of Arenthia. In the final dialog I heard voices from NPCs in Arenthia alongside the voice acting from the mod and upon exiting the cave at the end of the quest, I was stuck behind invisible walls.

The mod was very well done with great storyline and excellent voice acting. The monsters were insanely difficult however.
Spoiler
The shadows were easy to kill with the special arrows (Very nice feature) but the skeletons were close to impossible with any weapon or spell I used.
And the final battle was epic and on the difficulty level of the boss in Mannimarco revisited. I have not tried alternate endings yet but the final perks for the one I did were nice. I am not sure if I will keep it loaded because I am still working through TEC.


I assume Cobl is mod of some kind?
EDIT: Blah, I just looked it up. Apparently makes Tamriel a more interesting place. Sorry, I'm kind of Oblivion Mod ignorant.
Like Miyth said before, we can't guarantee it'll be peachy with all mods, although the stat changing part is certainly weird.
I don't know if we can doing anything about it because I don't recall us doing anything that will alter anything that already exists, let alone the Player-Character itself.
We did our best to keep the mod as a mostly self-contained Eco-dome of horror and evil. Theoretically, this mod and every other mod should be peas and carrots.
Again, no guarantees though.

On to the next.
Oh snap, geographical conflict number one.
The Elder Council mod you say.
We'll be noting this. *Jots it down*

Monsters insanely hard?
I actually came across the same thing myself.
Spoiler
The skellies were on god mode, I swear.

I reported it to the rest of the team but no one else seemed to have run into the problem. Maybe it just happens to character of a certain level range?
What level was your character?
I playtested on my level ~12 Wizard.
Spoiler
Indeed, the skeletons shrugged off not only my most powerful spells, but also all the staves which cast spells much higher than my skill level.


EDIT: Oh yeah, I feel like an idiot. Miyth did warn everyone that this is an Endgame quest. So, if your character's not around lv24, then, like my wizard, we cannot guarantee your survival.
If you ARE level 24 or higher and can do nothing but forcefully embrace the floor, then we might have to look into it. Otherwise, I think this is intended.

Actually, even if you are lvl24+, we can't guarantee your survival. *cackles*

*Cries in front of the corpse of my wizard*

Again, all this feedback is great. Keep it up!

Cheerio.
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Kevin S
 
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Post » Mon Feb 07, 2011 4:59 pm

I noticed that you spelled halseth and cyrodiil wrong many times..

- im going back to play testing in a little while..
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Bereket Fekadu
 
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