[RELZ] FROSTCRAG REBORN V 3.0.5

Post » Tue Apr 12, 2011 1:07 am

Check to see if you're using Real Lights, and if it's loading after Frostcrag ... as far as I know that's the major culprit for renaming (even vanilla) Frostcrag to 'Bruma Test House'. :)

P.S.--thanks for the update! I hadn't got too far in the earlier version ... looking forward to playing v.3 all the way through!


Hey Daemon and Ieldra,

Ive had the same problem with the "Bruma Test House". I have neither used Frostcraig Reborn nor Real Lights so i dont think that will be the problem.
Ive recently reinstalled Oblivion and will do a check tomorrow to see if the problem still occurs.

Ieldra, if you want to know which mod is altering the door you can use FormID Finder. Just check my signature for a link, its a very nifty and easy to use tool.
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leigh stewart
 
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Post » Tue Apr 12, 2011 3:00 am

Check to see if you're using Real Lights, and if it's loading after Frostcrag ... as far as I know that's the major culprit for renaming (even vanilla) Frostcrag to 'Bruma Test House'. :)

That one I know without checking. I *am* using Real Lights, and it *does* load after Frostcrag Reborn. So, that problem can be removed by load-ordering - and even if not, now that I know it's a conflict I can just text-search my esps for Bruma Test House and I'll have the culprit.

That leaves the CTD after entering the Deepness. I've noticed it's been reported in the beta thread, but not commented upon by indefiance - I'll give TES4View a try to see if I can find any conflicts.
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cosmo valerga
 
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Post » Tue Apr 12, 2011 12:19 am

That one I know without checking. I *am* using Real Lights, and it *does* load after Frostcrag Reborn. So, that problem can be removed by load-ordering - and even if not, now that I know it's a conflict I can just text-search my esps for Bruma Test House and I'll have the culprit.

That leaves the CTD after entering the Deepness. I've noticed it's been reported in the beta thread, but not commented upon by indefiance - I'll give TES4View a try to see if I can find any conflicts.


A bit of topic here, sorry Defiance :)

How do you text search your ESP's Ieldra? That might become handy :)
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Dalia
 
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Post » Mon Apr 11, 2011 6:35 pm

That one I know without checking. I *am* using Real Lights, and it *does* load after Frostcrag Reborn. So, that problem can be removed by load-ordering - and even if not, now that I know it's a conflict I can just text-search my esps for Bruma Test House and I'll have the culprit.

That leaves the CTD after entering the Deepness. I've noticed it's been reported in the beta thread, but not commented upon by indefiance - I'll give TES4View a try to see if I can find any conflicts.



As I have some experience with Frostcrag, ;) I will let you all in on the culprit. Bethesda. Unfortunately they Re-Used the cell 'brumahousetest' when they created Frostcrag. That cell has values based in oblivion.esm from the original game, and it literally was their testing cell for bruma, thus its name. It is not from the DLCfrostcrag.esp at all. the .esp for frostcrag Overwrites that cell. What occurs as I understand it is that if you have another mod that altars all default oblivion cells, by adding lights, or changing all lights in the game, or something else that altars the same cells as the interior of frostcrag in some way, the game won't read both .esp's and merge them, it just ignores them both and goes with the settings in the .esm. As described by Ieldra the default lighting for brumahoustest is rather dark, so you think it is a fault of the .esp, which isn't the case at all. I would also suspect the crashes to be related in some way as well, since for the past two years or more I have never once seen that happen in my game when I entered the Deepness, I always keep frostcrag near the bottom of the load order anyway as it doesn't change much to any other locales, and what it does change is fairly inconspicuous anyway. WHen/if you move it down in your load order I would suspect all these problems to disappear. Please make sure you install the latest version though.

Thanks for the report,

Indefiance
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Nick Jase Mason
 
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Post » Mon Apr 11, 2011 7:44 pm

I've downloaded v305 from your site yesterday and installed it, and I'm sorry to say I have to report a few problems, one of them rather major:

(1) My game crashed five times in a row a few seconds after I entered the Deepness. Once there was time to kill some ghost named "The Dead", and the game crashed after, once I even got to explore until I could see into the next room. But it always crashed. It *may* be a load order thing - Frostcrag is rather high up - but there might be more to it.

(2) The main cell of the tower is named "Bruma House Test", and the living quarters a similar cryptic name. I guess this one's easily corrected with TES4Edit...

All in all I like this Frostcrag - what I've seen of it so far - very much, except that is rather dark everywhere. Is this intended? I almost can't get around without a light spell. And may I suggest to make the installation instructions clearer with regard to the sound packs you need - since you include Enhanced Sound Control in your download but not Sound Commands which you need as well, people might get the impression you don't need the latter.

Edit:
BTW, Frostcrag Reborn looks absolutely great from the distance. I'm looking forward to making some nice shots ;)

Edit2:
It seems I *might* have installed the version I downloaded a few days ago instead of the new one. So ignore this post until I have checked!


As willi wiper indicated, in the final version I opted out of packaging Sound Commands, for the exact reasons he stated and any instructions to the contrary are old and need to be updated (i've been rather busy but I will get to it). The impression that you don't need the latter is exactly the correct one, sorry for not being more concise in my directions.

Indefiance
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Rhi Edwards
 
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Post » Tue Apr 12, 2011 5:18 am

About the "Bruma House Test" conflict:

As I have some experience with Frostcrag, ;) I will let you all in on the culprit. Bethesda.

Hehe, I just noticed that when I browsed through Frostcrag Reborn with TES4View. All right, Real Lights was it for me, but it could actually be any mod that touches this cell.

As for the Deepness CTD, that also went away after moving Frostcrag down in the load order - I put it where I put all my house mods, but before the major overhauls. But the CTD only goes away when playing from a saved game where you haven't yet entered the Deepness.

Anyway, I have one more conflict to report:

BookPlacing.esm adds two spells to Calindil in the Mystic Emporium. Frostcrag Reborn overwrites Calindil's spell list as it adds a new faction to him. May I suggest that this faction be added by script since that seems to be the only change?

@LordDammus:
There are countless tools you can use for a text search, probably including some regular Windows tools. I'm using - and recommend - a file manager called http://www.ghisler.com/. It includes a function to text search through a specified group of files, for instance look for "Bruma House Test" in all *.es* files in the Oblivion folder.
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Lewis Morel
 
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Post » Mon Apr 11, 2011 11:53 pm

I think I encountered some kind of bug with the new version... I bought everything from Aurelinwae but the quest wont update, and none of the upgrades show up in Frostcrag... is this by design or is it a bug? I remember this wasnt how it worked in previous versions...
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Anna Kyselova
 
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Post » Mon Apr 11, 2011 9:40 pm

I think I encountered some kind of bug with the new version... I bought everything from Aurelinwae but the quest wont update, and none of the upgrades show up in Frostcrag... is this by design or is it a bug? I remember this wasnt how it worked in previous versions...



Definitely a bug I have not encountered, and your the first to report it. I suspect an issue with 1) not starting the mod with a clean save, 2) Some strangeness due to load order, 3) Some mixup with the installation although I cannot imagine what. First try the load order fix by moving it down, if this doesn't help, try starting it over again with a clean save. If that doesn't work I would suggest a complete uninstallation of all frostcrag related material, and making a clean save, and then reinstalling with the installation instructions I provided in one of my previous posts, which is also viewable on the initial topic posting.

Please let me know how things go for you,

INdefiance
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Jesus Duran
 
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Post » Tue Apr 12, 2011 8:35 am

Well, I installed the mod again and now I dont have the problem with Aurelinwae anymore, so it probably had something to do with, as you said, not starting with a clean save. Im now enjoying every bit of the mod :goodjob:

EDIT: Im afraid to say that now Ive run across the same Deepness CTD issue that was reported above. I trying changing the load order but the ctd still happens. I use FCOM, and I even tried loading frostcrag AFTER the bashed patch (in other words, last in the list) but still I got CTDs. Also, I had not yet entered the Deepness in those saves, so thats not it either.
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Emily Jeffs
 
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Post » Tue Apr 12, 2011 12:50 am

EDIT: Im afraid to say that now Ive run across the same Deepness CTD issue that was reported above. I trying changing the load order but the ctd still happens. I use FCOM, and I even tried loading frostcrag AFTER the bashed patch (in other words, last in the list) but still I got CTDs. Also, I had not yet entered the Deepness in those saves, so thats not it either.

If I have this problem elsewhere, it usually has something to do with leveled lists, maybe flawed entries or some such thing. If the enemies here are leveled (can't check at this time), there might be similar problem here.

I wonder if the enemies here are leveled anyway. The fight against that wraith of ******* I met near the door to Nalonwyn was so hard I had to run almost all the way back up the stairs before I could kill it, and the other undead here are no pushovers either - it seems they are all completely immune to my silence spells, while I, of course, are not immune to theirs.

Apart from that, I must say that Nalonwyn must have the most impressive and epic architecture I have seen in any Oblivion mod as well as the original world itself. Just look at this:
http://www.ieldra.eu/pics/nuala/FrostcragBelow1.jpg
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Dark Mogul
 
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Post » Tue Apr 12, 2011 1:01 am


A new Video Showcasing v 3.0.5 has been uploaded to frostcragreborn.com

If your still not convinced about downloading the mod, go check it out. http://frostcragreborn.com/videos.html


Nice video. May I ask, what are the names of the songs used in the video?
Nice mod too, will download now :D
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maya papps
 
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Post » Mon Apr 11, 2011 5:59 pm

So, um... what might solve the CTD issue?
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Gavin Roberts
 
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Post » Tue Apr 12, 2011 6:20 am

If I have this problem elsewhere, it usually has something to do with leveled lists, maybe flawed entries or some such thing. If the enemies here are leveled (can't check at this time), there might be similar problem here.


They are leveled by the PC level offset, but the enemies in the Deepness are not leveled lists, but rather hand placed...

I wonder if the enemies here are leveled anyway. The fight against that wraith of ******* I met near the door to Nalonwyn was so hard I had to run almost all the way back up the stairs before I could kill it, and the other undead here are no pushovers either - it seems they are all completely immune to my silence spells, while I, of course, are not immune to theirs.


Just let me know if it gets too ridiculously hard,,,I want it difficult, very difficult, but not impossiblie.

Apart from that, I must say that Nalonwyn must have the most impressive and epic architecture I have seen in any Oblivion mod as well as the original world itself. Just look at this:
http://www.ieldra.eu/pics/nuala/FrostcragBelow1.jpg


You aint seen nothing yet.... ;)


I have no Idea what is causing the CTD in the deepness. As I have stated elsewhere, it has never even once occured on my game. If you install with a clean save, and start frostcrag with that save, and make sure you have the mod down in your load order when you start the mod, it seems like no issues that weren't reproducible should be possible. I have tried to reproduce this CTD for the last couple hours, and no go. I get the other oddities when frostcrag is too high in my load, but even then I still don't get the CTD. If anyone has anymore technical knowledge of tracing crashes it would be much appreciated if we could pinpoint the error, and if there was something I could do to fix it. But as It is, I am at a loss as to what is causing this.

Indefiance.
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Colton Idonthavealastna
 
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Post » Tue Apr 12, 2011 6:16 am

Nice video. May I ask, what are the names of the songs used in the video?
Nice mod too, will download now :D



Look up Artist: Corner Stone Cues, Album:Requim for a tower. All the songs are from that album...a very worthy purchase, I love the whole disc pretty much.
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Neko Jenny
 
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Post » Tue Apr 12, 2011 3:42 am

Heyo! Two bugs to report from my end, though one of them could easily be my own fault.

1) The alchemy lab in the main room doesn't exist. I purchased the upgrade that placed it, and while the alchemy items themselves show up and provide the alchemy bonus, the (assumed) table they're supposed to be on doesn't. This may be due to this file having 'upgraded' from one of the 2.x versions of the mod, so I'm not going to worry about it overmuch until/if I make a new character.

2) The bonuses provided by the 3 Ayleid statues found in one of the hidden parts of the mod seem to not quite remove correctly. I had somehow, without noticing for quite a while, managed to keep the bonuses from all three statues well into entire other parts of Cyrodiil. Fortunately I was able to very carefully reset my stats and abilities back to normal by visiting the statues again and making certain to walk back out of range of them, thus removing the abilities.

I think you might want to consider doing what Bethesda did with the proximity-based stat boosting items. Don't let them be picked up, and place them away from any kind of portal so that the player must walk out of range of them, thus removing the effects, to leave the room.

Also! The room where you find those statues, and indeed that whole cell, is very laggy for me. Not entirely sure why, but ouch. System chugs along, but I'm glad none of the other areas are so sluggish, though I'll be the first to admit that I'm only a level 5 (physical fighter w/magical support) character and therefore can't even come CLOSE to navigating the Deepness. Ow.

Aside from that, nice work so far, even if a lot of the gear I found preceding the Deepness was very, very powerful for my level!
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Lynette Wilson
 
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Post » Tue Apr 12, 2011 12:12 am

Nice video Indefiance, I never grow tired of hearing those songs.
I have isolated a little bug I hadn't noticed before, basicaly because it was my first Sundas at Frostcrag.
When I used one of the spells from the mana well (I don't know if it was Leap of Power or another one, or maybe both since the scripts for them are too confusing for me) Some attributes like speed and agility are fortifyed by 300. This is a bad idea since attributes in Oblivion can only reach 255, so when an ability fortifies them over this they simply revert to 0 and the difference "ability -255" is the final score of the attribute. Since the Overlord's gear and some other abilities already fortify attributes greatly, I suppose that a magnitude of 70-100 would be quite right (if your speed is too high you end up being unable to do "delicate" movements anyway). Also, do these abilities from script effects wear off with time? As I said, I have looked into them but they are so long that I can't understand them globally, and they do odd things like dispelling all effects onto me or something that looks like levitation.
And I have just started work on the new Cobl plugin, lets see how it turns out!
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Kayla Keizer
 
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Post » Tue Apr 12, 2011 5:38 am

Well, I dont really know what to do about the CTD issue... I reinstalled the mod, but I still get the CTDs in the Deepness, and there doesnt seem to be any big conflict with any mod... Any ideas what I could do?
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Michael Russ
 
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Post » Tue Apr 12, 2011 4:56 am

Well, I dont really know what to do about the CTD issue... I reinstalled the mod, but I still get the CTDs in the Deepness, and there doesnt seem to be any big conflict with any mod... Any ideas what I could do?

Mind sharing your load order ?
I'm shure something needs to be done with it.
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Harinder Ghag
 
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Post » Tue Apr 12, 2011 7:58 am

Sure, here it is...
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  CM Partners.esm04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.6beta3]06  Enhanced Daedric Invasion.esm07  FCOM_Convergence.esm  [Version 0.9.9a7]08  DremoraCompanion.esm09  Kvatch Rebuilt.esm0A  AFC v2 Core.esm0B  HorseCombatMaster.esm0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Black Guard.esp10  Kyoma's Spell Renamer Addon.esp11  DeathKightSpells v1_3.esp12  BlackguardClass.esp13  SM Plugin Refurbish - SI.esp  [Version 1.05]14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Guards.esp18  FCOM_Francescos.esp  [Version 0.9.9]19  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  Book Jackets Oblivion.esp1C  Book Jackets DLC.esp1D  Akatosh Mount By Saiden Storm.esp1E  AFC v2 Combat Moves.esp1F  AFC v2 Gauntlet Weaponry.esp20  AFC v2 Locational Damage.esp21  Guide Books.esp22  LostTelvanniCodex.esp23  Terran Vampires Beta.esp  [Version 1.31]24  DLCHorseArmor.esp25  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]26  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]27  DLCOrrery.esp28  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]29  SM Plugin Refurbish - Orrery.esp  [Version 1.11]2A  DLCVileLair.esp2B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]2C  SM Plugin Refurbish - VileLair.esp  [Version 1.11]2D  DLCMehrunesRazor.esp2E  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2F  DLCSpellTomes.esp30  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]31  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]32  ExnemEyeCandy.esp33  Ancient Silver Armor.esp34  ArmorOfTheFallen.esp35  AW_Wings.esp  [Version 1]36  FrostAtronachArmor.esp37  Nicos  Scimitars Back.esp  [Version 1.61]38  Nicos  Scimitars Side.esp  [Version 1.61]39  PersuasionOverhaul.esp  [Version 1.4]3A  Tegeals Extra Robes.esp3B  vermillionandsilverthorn.esp3C  Thieves Arsenal.esp3D  StockClothingArmor-forExnems.esp3E  ExnemEC_Rogue01.esp3F  ExnemZorlackArmory.esp40  LichGear.esp41  Dude Wheres My Horse.esp42  AncientTowers.esp43  DLCThievesDen.esp44  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]45  SM Plugin Refurbish - ThievesDen.esp  [Version 1.11]46  Slof's Oblivion Robe Trader.esp47  Oblivion WarCry EV.esp48  FCOM_WarCry.esp  [Version 0.9.9]49  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]4A  FCOM_Convergence.esp  [Version 0.9.9]4B  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]4C  FCOM_RealSwords.esp  [Version 0.9.9]4D  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta3]4E  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.6Beta3]4F  Mart's Monster Mod - Vindasel.esp  [Version 3.6Beta3]50  Mart's Monster Mod - Foxes.esp  [Version 3.6Beta3]51  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]52  FCOM_HungersUnitySI.esp  [Version 0.9.9]53  FCOM_FriendlierFactions.esp  [Version 0.9.9]54  Fransfemale.esp55  OOO-Armor.esp56  PersuasionOverhaul_MMM.esp  [Version 1.2]57  PersuasionOverhaul_OOO.esp  [Version 1.2]58  Cyrodiil transportation network 1.3.esp59  Ivellon.esp  [Version 1.8]5A  GTAesgaard.esp5B  HoarfrostCastle.esp5C  Lem - The Nether.esp5D  Lem - The Rift.esp5E  1SB_VampireHaven.esp5F  VaultsofCyrodiil.esp60  WeynonRetreat.esp61  za_bankmod.esp62  DLCBattlehornCastle.esp63  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]64  SM Plugin Refurbish - Battlehorn.esp  [Version 1.11]65  Knights.esp66  Knights - Unofficial Patch.esp  [Version 1.0.9]67  SM Plugin Refurbish - Knights.esp  [Version 1.06]68  The Lost Spires.esp69  Mighty Umbra.esp6A  Lost Paladins of the Divines.esp6B  Origin of the Mages Guild.esp  [Version 5.1]6C  Mart's Monster Mod - City Defences.esp  [Version 3.6Beta3]6D  FCOM_MightyUmbra.esp  [Version 0.9.9]6E  FCOM_Knights.esp  [Version 0.9.9]6F  FCOM_OMG.esp  [Version 0.9.9]70  Enhanced Daedric Invasion.esp71  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]72  mythsandlegends.esp73  Moriarcis.esp74  Castle_Almgard-V2.esp75  Kvatch Rebuilt.esp76  Kvatch Rebuilt - OOO Compatibility.esp77  Kvatch Rebuilt - Leveled Guards - FCOM.esp78  AutoBookPlacer_v3.esp79  DecoratorAssistant with OBSE v1.1.esp7A  kikaibookbelts-tail.esp7B  Kyoma's Journal Mod.esp  [Version 2.04]7C  Enhanced Quest Roleplaying.esp7D  Quest Award Leveller.esp7E  Quest Award Leveller - Battlehorn Castle.esp7F  Quest Award Leveller - Vile Lair.esp80  Quest Award Leveller - Mehrunes Razor.esp81  Quest Award Leveller - Knights of the Nine.esp82  RealisticForceMedium.esp83  RealisticMagicForceMedium.esp84  MidasSpells.esp85  GrimbotsSpellTomes.esp86  Kyoma's Spell Renamer.esp  [Version 1.82]87  SpellDeflection.esp88  Telekinetic Mastery.esp  [Version 1.5]89  Wizard's Vengeance Spells.esp8A  SupremeMagicka.esp  [Version 0.87]8B  SM_ShiveringIsles.esp  [Version 0.86]8C  SM_OOO.esp  [Version 0.87]8D  SM_DLCSpellTome.esp  [Version 0.80]8E  SM_MMM.esp  [Version 0.82]8F  SM_EnchantStaff.esp  [Version 0.80]90  SM_Scrolls.esp  [Version 0.84]91  SM_SigilStone.esp  [Version 0.83]92  sr_enhanced_magic_system.esp93  Weapon Magic.esp94  Enchantment Enhanced.esp95  EnchantmentRestore.esp96  EnchantmentRestore_Wells.esp97  Multiple Enchantments.esp98  attack and hide medium v2.1.esp99  Stealth Entrances v1.esp9A  Toaster's Brutal Stealth.esp9B  SuddenViolence_CombatMoves.esp9C  SuddenViolence_Push.esp9D  SuddenViolence_Sprint.esp9E  SuddenViolence_ElementalSpells.esp9F  DeadlyReflex 5 - Combat Moves.espA0  SM_DeadlyReflex.esp  [Version 0.86]A1  Smarter Mercantile Leveling - Multi.espA2  Kobu's Character Advancement System.espA3  Kobu's Personality Enhancer.espA4  Kobu's Lighter Backpack Mod.espA5  Francesco's Slower skills x1.5.espA6  OOO-Level_Stock.esp  [Version 1.33]A7  OSR_pose.espA8  Visually Realistic Lava.espA9  Beautiful People.espAA  CM Partners.esp  [Version 1.8]AB  CM Partners NPC.espAC  DremoraCompanion.espAD  DAFeria.espAE  DABrinn.espAF  DALineage2Elves.espB0  DAKaleahSuccubus.espB1  Bashed Patch, 0.espB2  DLCfrostcrag.esp

I use BOSS to sort the mods out, and just leave the ones not recognized at the top of the list. Originally, DLCfrostcrag.esp was much higher on the load list, but I started lowering its position to see if it helped, but it didnt.
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rheanna bruining
 
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Post » Mon Apr 11, 2011 11:38 pm

I use BOSS to sort the mods out, and just leave the ones not recognized at the top of the list. Originally, DLCfrostcrag.esp was much higher on the load list, but I started lowering its position to see if it helped, but it didnt.

Hm, lots of mods in your list I dont know unfortunately. Hopefully someone else pops in here with additional tips...

Personally in such cases I always start decativating some mods and check out if the crash vanishes. If it does not, I continue deactivating the next ones, otherwise I re-enable some again and check back to narrow down unitl the last one in question. I know this sounds cumbersome but it always helped me finding out the culprit eventually.

What happens if you deactivate LichGear.esp ? This one in particular could be very well of influence ;)
Do you have WryeBash ? Would be interesting what results it would bring up with its color coding.


Edit: If you start a disabling process similar to what I tried to suggest, be sure to diable bashed patch first (oh yea, you very well seem to have WB, dont you ? sorry for my oversight lol), and continue from bottom to top...
Oh and, please let us know what you found out,
good luck !
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Darlene DIllow
 
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Post » Tue Apr 12, 2011 6:30 am

Ok, after some tedious work, I found out the culprit, though the results are somewhat unexpected... it was Supreme Magicka, as soon as I deactivated it, the ctds went away. I dont really know why it happens, and I dont know why noone else here is having that same problem (since both are mods for mages mostly, after all), but I cant find any solution to it... any ideas?

EDIT: Okay, Im still not sure what the problem is, but I did manage to find a solution. In the SM ini, I activated SMDebugMode1, and that took care of the ctds. Ill just play through the deepness like that and deactivate it later (it doesnt seem to affect the game that much, at least not at first sight, the fights are still a pain in the ass and such...). If anyone is willing to investigate some more be my guest, but Im relatively happy with this results.
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Everardo Montano
 
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Post » Mon Apr 11, 2011 8:49 pm

Ok, after some tedious work, I found out the culprit, though the results are somewhat unexpected... it was Supreme Magicka, as soon as I deactivated it, the ctds went away. I dont really know why it happens, and I dont know why noone else here is having that same problem (since both are mods for mages mostly, after all), but I cant find any solution to it... any ideas?


Here's the quote for that mode from the .ini file:

turns off the central spell script- everything related to enemies (spell effects,;Poison Damage, etc). Adds the token for the spell knockbacks and staggers

So I suspect that SM does something to the spellcasters here - i.e. the liches and ghosts - that the game doesn't like. The most complicated aspect is the handling of summoning spells. I'd look there for suspects. Perhaps it would be interesting to know in which way the liches here are different from the standard ones.

@indefiance:
Just let me know if it gets too ridiculously hard,,,I want it difficult, very difficult, but not impossiblie.

I've made it through the Avalon quest. Phew....what a voyage. Truly epic, as is its reward and the whole architecture down there. No "impossible" enemies here except the one that's supposed to be, I'm glad to say. The liches (those in the Deepness as well as elsewhere) are the worst by far, probably because they've been boosted by Supreme Magicka. The wraith is difficult mainly because the traps in the Deepness distract you. The other Avalon enemies, even the higher-level ones, were fairly easy for my sneaky mage, but if I hadn't almost always noticed them first things might have been a bit tricky at times. As it was, the only difficult ones were the group of 4 at the center of Avalon. And, of course, the overlord which I couldn't kill at level 16...but I got his ring.
I guess things might be somewhat more difficult for non-mages or non-sneaking characters.

So, enemies are OK but I think you overdid it a bit with the long walks - especially in Firaga Dorn. And that insane stairway! I jumped down once, just to see how long the fall would take. It was a long way down :D I also noticed the amount of loot down there is staggering... I don't know why these enemies are carrying better loot than those in the rest of the game at this time, but I got *lots* of absolutely high-class magical equipment, even if I don't count weapons and armor I normally wouldn't be able to carry.

Two questions:
(1) To get into the mana well, you have to activate the door frame, not the door. Is that as intended?
(2) I'd gotten a soulstone from the grave. A little later it had vanished. What was it for?
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Prohibited
 
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Post » Mon Apr 11, 2011 9:07 pm

@indefiance:

I've made it through the Avalon quest. Phew....what a voyage. Truly epic, as is its reward and the whole architecture down there. No "impossible" enemies here except the one that's supposed to be, I'm glad to say. The liches (those in the Deepness as well as elsewhere) are the worst by far, probably because they've been boosted by Supreme Magicka. The wraith is difficult mainly because the traps in the Deepness distract you. The other Avalon enemies, even the higher-level ones, were fairly easy for my sneaky mage, but if I hadn't almost always noticed them first things might have been a bit tricky at times. As it was, the only difficult ones were the group of 4 at the center of Avalon. And, of course, the overlord which I couldn't kill at level 16...but I got his ring.
I guess things might be somewhat more difficult for non-mages or non-sneaking characters.


I may consider bumping the citizens difficulty a bit in the patch...

So, enemies are OK but I think you overdid it a bit with the long walks - especially in Firaga Dorn. And that insane stairway! I jumped down once, just to see how long the fall would take. It was a long way down :D I also noticed the amount of loot down there is staggering... I don't know why these enemies are carrying better loot than those in the rest of the game at this time, but I got *lots* of absolutely high-class magical equipment, even if I don't count weapons and armor I normally wouldn't be able to carry.


It has been suggested elsewhere I mix it up a bit more in Firaga Dorn. I admit the caves are a bit long and boring. In my defense from a Realistic point of veiw,to get so far down in the earth to find a lake of lava would require a good bit of hiking, but I am brainstorming other solutions...I lessened the amount of loot from the beta, but perhaps not enough? I even added some generic weapons to the leveled lists that they carry. Anyway, in the patch (coming out in a while) I will correct this, as well as the other small bugs still being reported. No major additions to the tower are in the works, and no changes to parents or anything that would mess up the stuff you buy from Aurlinwea.


Two questions:
(1) To get into the mana well, you have to activate the door frame, not the door. Is that as intended?
(2) I'd gotten a soulstone from the grave. A little later it had vanished. What was it for?


This Damn door has been my bain for quite some time...I don't know what its problem is, but I can't quite seem to get it corrected... I will see what else I can do to fix it.
Spoiler
The soulgem allowed you access into the dark passage from the vault. The button that controls the stairs will not initially open when you first arrive...you just happened to find the gravestone that gives it to you first, before trying the stairs. I will make it a messagebox, instead of a message so that you can't miss it.

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Post » Tue Apr 12, 2011 8:58 am

Ok, after some tedious work, I found out the culprit, though the results are somewhat unexpected... it was Supreme Magicka, as soon as I deactivated it, the ctds went away. I dont really know why it happens, and I dont know why noone else here is having that same problem (since both are mods for mages mostly, after all), but I cant find any solution to it... any ideas?

EDIT: Okay, Im still not sure what the problem is, but I did manage to find a solution. In the SM ini, I activated SMDebugMode1, and that took care of the ctds. Ill just play through the deepness like that and deactivate it later (it doesnt seem to affect the game that much, at least not at first sight, the fights are still a pain in the ass and such...). If anyone is willing to investigate some more be my guest, but Im relatively happy with this results.


I am happy to hear you got some sort of a solution worked out... I didn't really do much to the Liches or anything down there,,they are uniquely named and unique to the mod, I did not edit the originals, so I can't understand where a mod conflict would come in...
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neen
 
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Post » Tue Apr 12, 2011 8:56 am

I lessened the amount of loot from the beta, but perhaps not enough? I even added some generic weapons to the leveled lists that they carry.

Actually, probably their loot is normal for their level. It's just that in other quests, you don't encounter 50+
Spoiler
high-level vampires
in one quest, and they're never that easy to kill - for some reason, for instance, your level+25
Spoiler
Avalon Matrons
are not *nearly* as difficult to beat as OOO's level+21
Spoiler
Vampire Matriarchs
. I met one of these (Sorcerer variant) in Nalonwyn, too, and it took me 20 minutes to kill her. Not that I would want all 50 to be that hard...
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Prue
 
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