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

Post » Tue Feb 08, 2011 2:02 am

UPDATE:

Version 1.1 is now released. The TES Nexus FULL download is definitely working at this point- and if it isn't yet, the 1.1 Full version should be ready on PES.

I have also released on both mirrors a "Version 1.1 Update" file, that contains the same patch notes etc.. but only contains the esp file. (No bsa changes this patch, fortunately.)
So those of you that have already downloaded the mod before the patch can now download the 1.1 esp only version. :D

======Version 1.1 Patch Notes======

Bugfixes:
*Fixed an errant trigger that was causing a storyline script to run if the player ran over a certain monster spawning node in 'The Cage'.
*Rebalanced the Sleepwalking Alyeid in 'The Cage'. The skeletons should now have significantly less max Hp at higher levels, making them killable.

Cosmetic Fixes:
*Fixed Helseth Norring's name. He is Helseth, not Halseth.
*Fixed several lore-related misspellings.

Compatability Fix:
*Moved the entrance to the Wealdwater Mines two cells east to prevent conflict with the 'Elder Council' mod. Hopefully this will be far enough to prevent oddities.

Known minor bugs etc.:
* Cobl compatability is still pending. Looking for this to go into 1.2
* In the beginning, there are two lines of voice acting missing from Celed's dialog. We're still looking to see if we actually recorded it.
* The FBM quest, in the quest log, does not have an icon yet. Pending for 1.2
* Outpacing Torrin may cause the quest to fail, forcing you to repeat the run sequence. Not too big an issue, since its very, very difficult to outrun Torrin. Scheduled to fix in 1.2

As always- future bug reports help us make the experience better for future players. Thanks to all those who submitted! :D
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Rachel Cafferty
 
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Post » Mon Feb 07, 2011 10:07 pm

good thing you fixed it!

I have recently found out that you forgot to add a icon for the sojorners (SP?) aswell, plus the title is to long to be shown properly..
PS I had no problems outrunning torrin , it was really easy.. and i dont even have a high atletic skill.

just so that you dont forget, you sometimes spell "Akirr", "Akkir" or has it been fixed??
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Georgine Lee
 
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Post » Tue Feb 08, 2011 10:08 am

I did a once over to check on spelling errors etc. It's possible some of the naming errors are still in there, though. This was a quick patch to address some of the major concerns (the unkillable skeletons and Elder Council compatibility).
The issue preventing us from adding an icon to the quest is the same thing preventing us from giving an icon to the Sojourners, for the time being. For 1.2, we'll be unpacking the Oblivion .bsa and grabbing/modifying the files we need to make icons that look like they belong in the Oblivion set.

More minor and cosmetic fixes will find their way into 1.2 :)
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N3T4
 
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Post » Tue Feb 08, 2011 4:26 am

UPDATE:

* Outpacing Torrin may cause the quest to fail, forcing you to repeat the run sequence. Not too big an issue, since its very, very difficult to outrun Torrin. Scheduled to fix in 1.2


I could have absolutely sworn that this was fixed. In fact, Mr. Scripter foresaw this problem and implemented a solution. After that, like always, he extensively playtested his fix.

He originally made Torrin run really really fast as a solution, among other things. In the end, he implemented a failsafe script because he noticed that it is still possible to outrun Torrin under certain conditions.

Maybe something's preventing the failsafe script from running.

Well, going to have to wait until he returns from Japan, the lucky bastard.
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Alberto Aguilera
 
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Post » Tue Feb 08, 2011 5:26 am

Miyth@ i didnt think you where going to create a unquie new faction and quest icon.. I would settle for one of the orginals.. but it looks better with a custom texture..
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Lexy Corpsey
 
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Post » Tue Feb 08, 2011 12:49 pm

Miyth@ i didnt think you where going to create a unquie new faction and quest icon.. I would settle for one of the orginals.. but it looks better with a custom texture..


If we did voice acting, we might as well go all the way, right?
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Anthony Diaz
 
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Post » Tue Feb 08, 2011 12:53 am

Not sure if this has been mentioned, or fixed(I'm still using the unpatched version) but uhh.... There's land Dreughs in Kingcrest Cavern which look exactly like your
Spoiler
greater shadows
, or whatever they're called. I'm not surea bout Scamps since I haven't been anywhere that they frequent recently.
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Darren
 
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Post » Tue Feb 08, 2011 2:26 am

Wicked.

I love the title...it actually seems to fit with the humour and style of the Oblivion devs. I can't really make this an endgame quest, as I'm a devout Main-Quest-Detester, so it'll be a beginning game quest. Which, the best versions of loot do not concern me - I'm here for the quest, not the reward.

I bet this'll take ages to download, too...:EDIT: I'll have to make an express trip to an aunt, but I promise it will be gotten!


Thank you for the awesome Last-day-of-school gift! This'll give me something to do for the next few days.



this one is for you....... :) http://www.tesnexus.com/downloads/file.php?id=14904

i use it myself i think the last time i did the oblivion main questline was in 1990 something.
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cosmo valerga
 
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Post » Tue Feb 08, 2011 8:40 am

Not sure if this has been mentioned, or fixed(I'm still using the unpatched version) but uhh.... There's land Dreughs in Kingcrest Cavern which look exactly like your
Spoiler
greater shadows
, or whatever they're called. I'm not surea bout Scamps since I haven't been anywhere that they frequent recently.


Hmm, that's something we missed during cleanup.

It'll probably be fixed for v1.2.

Thanks for reporting it.
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stevie critchley
 
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Post » Tue Feb 08, 2011 2:22 am

Crash:
Spoiler
I outran Torrin and then used enableplayercontrols to proceed despite not giving him the quiver and stuff. After killing the Keeper and giving in to the demon the game crashed as he was talking about the special Varla stone he gave me. I also had to use cal twice just before the crash because I kept getting the black screen bug
. Applied the patch, ran slower, and it didn't happen again... probably random Oblivion crashing.

Exploit:
Spoiler
In the armory I never solved the lock puzzle I just used a fortify acrobatics 500 spell to jump between the the bars above the doors
. Didn't seem to screw anything up, I just thought it was interesting... I'm sure it could probably be done with lower acrobatics too.

Quest update error:
Spoiler
After falling through the map two or three times I was wandering around and got a quest update for finding Torrin's body even though I had no idea where it was and it took me like another 20 minutes to actually stumble across where it really was
.

Cut offs:
Spoiler
The captions for the Keeper's two monologues are cut off, as is the guild rank at the end. There's also one or two missing spacing in the demons dialogue.... On a side note, prior to entering actual conversation with you he'll say normal pleasantries( "Oh, hello" "Oh, it's you...", etc. ) in the usual human voice three times or more times
.
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My blood
 
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Post » Tue Feb 08, 2011 8:00 am

Crash:
Spoiler
I outran Torrin and then used enableplayercontrols to proceed despite not giving him the quiver and stuff. After killing the Keeper and giving in to the demon the game crashed as he was talking about the special Varla stone he gave me. I also had to use cal twice just before the crash because I kept getting the black screen bug
. Applied the patch, ran slower, and it didn't happen again... probably random Oblivion crashing.


Outrunning the NPC has been known to cause issues; it's listed in our 'known and slated to be fixed' section. I can't recommend strongarming the game into continuing after that.

Exploit:
Spoiler
In the armory I never solved the lock puzzle I just used a fortify acrobatics 500 spell to jump between the the bars above the doors
. Didn't seem to screw anything up, I just thought it was interesting... I'm sure it could probably be done with lower acrobatics too.


Not an exploit. There are multiple puzzles and mazes in the dungeon that can be solved by having high acrobatics. Our dungeon rewards acrobats :)

Quest update error:
Spoiler
After falling through the map two or three times I was wandering around and got a quest update for finding Torrin's body even though I had no idea where it was and it took me like another 20 minutes to actually stumble across where it really was
.


Nobody has ever had issues with falling thorugh the map. If you can SS the locations I'd appreciate it- but falling-through-maps is something that tends to happen on certain Oblivion machines. We're definitely willing to double check though. Secondly, as for finding
Spoiler
Torrin's body
that was a bug that was fixed in the 1.1 patch. Judging from your post, you didn't apply the patch until the end of the mod- but it was included in our patch notes that this bug has already been fixed.

Cut offs:
Spoiler
The captions for the Keeper's two monologues are cut off, as is the guild rank at the end. There's also one or two missing spacing in the demons dialogue.... On a side note, prior to entering actual conversation with you he'll say normal pleasantries( "Oh, hello" "Oh, it's you...", etc. ) in the usual human voice three times or more times
.


The typos we'll look into- but there is no way in Oblivion to disable the "pleasant" pvssyr that characters like to throw at you. Its coded into NPCs on a by-race basis. There may be some way to disable the race-specific pvssyr in the TES editor, but we could find no documentation of it.

Thanks for the submissions ^^
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Phillip Brunyee
 
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Post » Tue Feb 08, 2011 8:25 am

I haven't gotten to the quest yet but unfortunately I've traced some bugs back to this mod. I unloaded everything from my mod list and ran Five Blind Mice with vanilla Oblivion (Oblivion.esm only).
- Same bug an earlier poster reported. The Startup of the game is broken by this mod. Just after you leave the goblin cave in the tutorial the emperor and guards should come out and get attacked but they don't. They just stand there frozen and won't move
-A few instances of broken activators (I suspect there may be more though).
- In the quest "Through a Nightmare Darkly" in the test of perception, swinging blades and dropping blades either stick or don't work at all and square stone floor traps don't activate.
- Right at the start of Bawn you have to open a grate by stepping on (same type as described above) a stone floor plate. It doesn't work with this mod enabled, in Vanilla it does.
-I also found that this mod caused a button not to work that opens a gate at the beginning of the Lost Labyrinth of Aeon (some roman numeral or other). This is from the Lost Spires mod.


It seems that your mod may be affecting activators (sorry don't know the proper term for them). Please don't take my comments negatively, I don't mean them that way, I just wanted to let you know what I've found.

Edit: I forgot to mention that I am using your latest 1.1 version.
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Skrapp Stephens
 
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Post » Tue Feb 08, 2011 11:25 am

I haven't gotten to the quest yet but unfortunately I've traced some bugs back to this mod. I unloaded everything from my mod list and ran Five Blind Mice with vanilla Oblivion (Oblivion.esm only).
- Same bug an earlier poster reported. The Startup of the game is broken by this mod. Just after you leave the goblin cave in the tutorial the emperor and guards should come out and get attacked but they don't. They just stand there frozen and won't move
-A few instances of broken activators (I suspect there may be more though).
- In the quest "Through a Nightmare Darkly" in the test of perception, swinging blades and dropping blades either stick or don't work at all and square stone floor traps don't activate.
- Right at the start of Bawn you have to open a grate by stepping on (same type as described above) a stone floor plate. It doesn't work with this mod enabled, in Vanilla it does.
-I also found that this mod caused a button not to work that opens a gate at the beginning of the Lost Labyrinth of Aeon (some roman numeral or other). This is from the Lost Spires mod.


It seems that your mod may be affecting activators (sorry don't know the proper term for them). Please don't take my comments negatively, I don't mean them that way, I just wanted to let you know what I've found.

Edit: I forgot to mention that I am using your latest 1.1 version.


Can you confirm that you're using the latest patched version of Oblivion?

If yes, we'll start looking in to it right away.
It is entirely possible that we missed this stuff during cleanup.

Thanks for the report, keep them coming!

EDIT: Oh yeah, I should mention. You seem to have gone some lengths to find these problems. I just want to let you know that your efforts are much appreciated. I don't think we'd have known about them if you haven't. And uh, don't worry about our feelings. You are just reporting bugs, it's not like you are bashing us or anything. :P
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Hussnein Amin
 
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Post » Mon Feb 07, 2011 11:48 pm

Yes I'm patched to the latest version 1.2.0416
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Hope Greenhaw
 
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Post » Tue Feb 08, 2011 2:47 pm

I've found another oddity. Just West of the Wawnet Inn in Weye I found there was an ayleid ruin door just standing there. I didn't bother with it at the time. I came back through Weye recently and noticed the door was gone. I thought "Hmmm what's changed?". I checked my mod list and found I had Five Blind Mice turned off. I turned it back on and sure enough the strange door is back. The door doesn't seem to do anything except stand there. Is the door important or am I good to go ahead and use the disable command on it?
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Maria Garcia
 
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Post » Tue Feb 08, 2011 5:42 am

More activator glitches?: All the iron grates in misscaaranad(sp? the Alyeid ruin with the Great Welkeynd) didn't seem to be working. I had to tcl through them to continue the main quest.

GOTY edition Oblivion, unofficial patches, and the FBM patch.
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Samantha Mitchell
 
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Post » Tue Feb 08, 2011 1:53 pm

*bunch of curses*
Ack,
that run is driving me crazy.
My poor little short-legged wood elf doesn't stand a chanse!
Any tips on the run-sequence?

Incredible mod this far, love it!
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Mackenzie
 
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Post » Tue Feb 08, 2011 5:16 am

I've found another oddity. Just West of the Wawnet Inn in Weye I found there was an ayleid ruin door just standing there. I didn't bother with it at the time. I came back through Weye recently and noticed the door was gone. I thought "Hmmm what's changed?". I checked my mod list and found I had Five Blind Mice turned off. I turned it back on and sure enough the strange door is back. The door doesn't seem to do anything except stand there. Is the door important or am I good to go ahead and use the disable command on it?


Oh my god I didn't remove that door?
I placed that door there as a makeshift entrance to my level so I can run around and test it out. I swear I removed it.

Oh well. That door's not important. We'll probably remove it for 1.2.

We'll probably fix the other stuff you mentioned for 1.2 as well.
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Spaceman
 
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Post » Tue Feb 08, 2011 4:29 am

*bunch of curses*
Ack,
that run is driving me crazy.
My poor little short-legged wood elf doesn't stand a chanse!
Any tips on the run-sequence?

Incredible mod this far, love it!


I assume you keep dying?
Spoiler
The traps on the run sequence can be triggered harmlessly by proximity. If you can remember the trap locations, just get close to trigger it and step back for a second to let the trap fall. After that, jump over the trap and keep running. This way, you can stop getting chopped in half. You should be able to get past the run sequence this way.


Also, Glad you're enjoying the mod, :D.
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Kelvin Diaz
 
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Post » Tue Feb 08, 2011 10:58 am

Update on the Activator Issue:

We're aware of the problems with Activators, and want to thank everyone that helped bring it to our attention. Right now, I recommend disabling the mod (that fixes all activator issues outside of the FBM related dungeons). You do not need to bug-report any more of them. They are all caused by the same bug. :) Awhile back, we had some minor issues with the TES editor corrupting a few files related to triggers.

There is a common "Activator" type item used in Oblivion that has a generic "Activate" script attached to it. We made copies of this default "Activator" item and attached our own scripts to it to drive a lot of the story-based events in the FBM quest. During the corruption, the script for our mod overwrote the script for the default Oblivion Activator.

We'll be fixing it so the default Activator will have the correct scripts associated with it- and you'll be able to use your FBM quest rewards for the main Oblivion quest again. :)

Thanks for bringing it to our attention! I'm adding this to the "Known Issues" list now.
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Jamie Moysey
 
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Post » Tue Feb 08, 2011 3:51 pm

I assume you keep dying?
Spoiler
The traps on the run sequence can be triggered harmlessly by proximity. If you can remember the trap locations, just get close to trigger it and step back for a second to let the trap fall. After that, jump over the trap and keep running. This way, you can stop getting chopped in half. You should be able to get past the run sequence this way.


Also, Glad you're enjoying the mod, :D.


Hehe, well, that was what I was doing, since running non-stop would end in death.
Spoiler
But taking a step back would render me unable to be in time to get to the next closing gate.
So, what I did was run full-out and jump on the railing next to the trap when I fell, effectively dodging it and keeping u to speed.
The end battle was lovely and hard to do.
But I did manage and so my level 2(!) druid has some nice trinkets as well as a more than awesome summon.


Once again, I'm baffled by the thrills and beauties of the mod.
Well done!
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-__^
 
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Post » Tue Feb 08, 2011 1:56 am

I've found another oddity. Just West of the Wawnet Inn in Weye I found there was an ayleid ruin door just standing there. I didn't bother with it at the time. I came back through Weye recently and noticed the door was gone. I thought "Hmmm what's changed?". I checked my mod list and found I had Five Blind Mice turned off. I turned it back on and sure enough the strange door is back. The door doesn't seem to do anything except stand there. Is the door important or am I good to go ahead and use the disable command on it?


Lol, I just found that door but I thought it was part of another mod (AFK-Weye) that I had just loaded. Thanks for clearing that up.
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Barbequtie
 
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Post » Tue Feb 08, 2011 10:21 am

Ward keys:
Spoiler
They remain in your inventory after completing the quest. All but the last one are 0 pounds. The last one is 7 pounds, and when I dropped it, it just floated there in a slightly tilted manner. I ended up just putting it in a container, perhaps with the shadow demon being freed the wards should disappear, or be destroyed
.
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Queen of Spades
 
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Post » Tue Feb 08, 2011 7:17 am

Hi,

I just installed the mod and started a new game..

I noticed that this mod conflicts with the Tutorial Dungeon after the Goblin Cave when you meet up again with the Emperor and the two Blades, the three just keep standing in the hallway without moving...

I know that this mod is causing it, I don't know why, but i thought you should know ;)

:D
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Sam Parker
 
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Post » Tue Feb 08, 2011 5:03 pm

Ward keys:
Spoiler
They remain in your inventory after completing the quest. All but the last one are 0 pounds. The last one is 7 pounds, and when I dropped it, it just floated there in a slightly tilted manner. I ended up just putting it in a container, perhaps with the shadow demon being freed the wards should disappear, or be destroyed
.


Spoiler
This is intended. The ward keys are what kept the 'shadow demon' in its cage. Having removed them, the seal is undone and the ward keys are now no more than oversized Welkin stones. Actually they're Great Welkin stones. It actually took five of them to get the job done. :P. Originally, they're supposed to be used for activating the portal out of the dungeon but if you choose to side with the demon, the Ward Keys aren't used as he teleports you out himself. Just throw them away somewhere.

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Mandi Norton
 
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