[BETA RELZ] Imperial Legion Faction Mod

Post » Sat Feb 19, 2011 4:35 am

Awesome! Congratulations on the release! ::tops:
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Sat Feb 19, 2011 1:16 am

so, how do I join, then? the imperial legion, that is.
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Sat Feb 19, 2011 10:02 am

Thanks, dev_akm!

@blaXXer: read the readme posted in the OP, it explains it in the Description. I forgot to add it into the release, doing that now for future downloads.

Alright, updated the readme as well as uploaded the new one to the Nexus if anyone wants to see it without downloading the entire mod again. Bug fixes will start soon (just starting school plus I have other important responsibilities in RL coming up.)
User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Fri Feb 18, 2011 11:06 pm

Question about the morrowind inspired armor. Will that be optional? Because maybe Cyrodiil has different armor for a reason, and I want to keep it "accurate". It isn't the east. :P
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Fri Feb 18, 2011 7:02 pm

Question about the morrowind inspired armor. Will that be optional? Because maybe Cyrodiil has different armor for a reason, and I want to keep it "accurate". It isn't the east. :P

I'm actually not quite sure how we're going to implement that yet, so I can't really give you a straight answer right now.
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Fri Feb 18, 2011 11:24 pm

I think I found a small bug in a side quest. When I started the mod last night the first thing that I did was I walked into the Imperial Legion section and talked to the guard on the right at the bottom of the stairs. This started a quest about wepons and armory shipment and that I should talk to Alos(?) at armory. When I go to see Alos(?) he immediately attacks me. This does not occur if I have joined the Imperial Legion first.
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Sat Feb 19, 2011 5:26 am

:foodndrink: It's finally out! You can't tell how happy I am! :foodndrink:

Question about the morrowind inspired armor. Will that be optional? Because maybe Cyrodiil has different armor for a reason, and I want to keep it "accurate". It isn't the east. :P

I second that, and ask the same about fort rebuilding. Come on, that would take up a mammoth amount of disk space and would be a conflict nightmare.

Anyway, some constructive criticism. I think that some of the NPC names are just a little hokey - for example, "Alive Citizen" is quite possibly the worst NPC name ever. "Refugee" would be a better choice, as would be "Barman" instead of "Bar Owner". Speaking of the Bar Owner, shouldn't he be dressed appropriately for his job? He's wearing Red Silk Robes! How many Bar Owners do you see in Red Silk Robes? Also, one of the slaves has Aqua Silk Robes, in contrast to the rest who are appropriately wearing normal lower class clothes. The Knight of the Garland seems to be wearing the wrong cuirass - just thought I'd let you know.

Other than that, great job!

PS: Since the newspaper about recruiting mentions the Siege of Kvatch, maybe you should make it so that you must complete the Kvatch quest to join. Just an idea.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Fri Feb 18, 2011 10:01 pm

Well, I completed the main quest a while ago, and it was pretty good.... except for a few bugs, and stuff-- but hey, it's a beta. So lets see....:

1: Certain things vanish a little too obviously, like
Spoiler
The knightnapped messenger, and the camp where you fight the first diseased Legion.
After you're done with them they just disappear right before your eyes.

2:
Spoiler
After killing the diseased legion for their flesh the map marker for them doesn't disappear, even after taking the flesh.


3:
Spoiler
After the sage told me that Luke had his diary with him all the time, and that I'd have to kill him... Well I took this as saying: "Hey pickpocket him so you don't have to.", and it actually worked... except for everyone saying he's dead. Perhaps in a latter release he can be kept alive, and just be "too weak", or "retire" after he's cured.. Would be nice to get a good little reward from the saved Luke.
:D

4: I couldn't get into the
Spoiler
Dragon house, after becoming head of the land Legion.
Nothing would happen when I click the door, and i ended up having to go in the console and "activate" the door.
User avatar
Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Sat Feb 19, 2011 3:43 am

There is a tearing issue when used with UL, at the legion compound

Also, how do you join the faction? I've talked to everyone inside the compound and can only ask about rumors...
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Sat Feb 19, 2011 7:26 am

I know that some of the names aren't very creative and we are working to giving almost all of them unique names.

@Wolfcp11: If you downloaded the mod before yesterday, you'll have to read the readme on the OP. If you have downloaded it since yesterday, then it is included in the readme. Well, of course either way you can just read the OP, but its good practice to read the readme, especially if you're not sure of something.


@phoenix:
1. I had a problem when I first played where they wouldn't show up at all, save one dead one. Guess I fixed my problem, now we'll have to figure that one out. Also, how was the timing on the journal entry for that part? I want to know if I fixed it or not. Before it was showing up before I even saw the camp.

2. I am aware of that one and I totally forgot about it, thanks for reminding us!

3. I was thinking the same thing, I'm not a fan of linear quest lines, and I obviously didn't write the quests. I left that to Logam since I came onto the team later, after he had done most of it.

4. I am also aware of that one, as it is listed in the readme under known problems. I left it intentionally because I'm thinking about getting a new one made in the same location.


Oh, and about the rebuilt forts and whatnot, I don't think that they will be optional, at least not immediately. And it really won't add on too much to file size, so don't worry about that.
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Sat Feb 19, 2011 2:24 am

Oh god, i read that post like 5 times and missed it everytime!

Sorry!
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Sat Feb 19, 2011 6:50 am

OMFG OMFG OMFG OMFG OMFG!!!! Finally!!!

And, excuse the overuse of the "OMFG" but, I have been waiting since this was announced, literally. Since the very first WIP thread.

Thanks, Logam and team!
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Fri Feb 18, 2011 9:18 pm

alright got a couple more bugs i have encountered while playing this mod

the slaughterfish at the navy base arent dead there flapping around the ground in the base = )

the legion district when you look at it from a certain distance away the walls you can see through the top battlements you can see but you can see through the actual wall = P

when your escorting the noblemen to chorrol the female gaurd got lost and didnt follow us

minor minor minor problem = P but when you arent in the legion yet some of the items you can steal with no bounty and some you can

minor dialogue issues stuff your probably aware of.

some suggestions that would make things a bit more simple and easy yet nothing major easy

the messenger should tell you the name of the place where the knight is being held and give you some idea where it is too...

and add a few more gaurds to legion and navy district it feels so empty to me = )

ive also had lots of ctds during this mod probably just a load order problem on my part so ill run the proper tools later and fix the problems = )
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Sat Feb 19, 2011 8:42 am

I too have eagerly awaited this mod. I downloaded it this AM and fired it up after work. The game crashed on opening the saved game (three different saves). I assumed there was a major conflict and thought it was probably Giskard's Elder Council mod (which also adds a legion faction but not to the level this one does). Disabled Elder Council, still crashes on start. Disabled Legion mod, just fine. So, are there known mod incompatibilities - I play FROOOMMM and some quest mods but not much else. Where do the meshes, etc go, i.e., any special folders? Where do I put it in the load order? Any help appreciated. Thanks.
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Sat Feb 19, 2011 12:56 am

alright finished main quest and here is my overall opinion of the mod so far

The plotline wasent what i was expecting but this is good too i was just expecting something more cops and robbers like also i was expecting something a bit longer... aswell

I myself also was dissappointed how when you finish the main plotline to this tal gives you a cape i was expecting some of that fancy gold and white imperial armor = )

Also if you do the main plotline a bit some parts of the other side quests become undoable ( i think ) for example at the end of the main plotline tal goes to the navy district and some of the side quests i didnt do i couldent do because i needed to speak to him

Also i know you stated the leggionares ( SP ) would be weak but its just sad when they get 3 shotted bye a mountain lion... or 1 shotted bye a bow...

and the overall experience of the quests the reward in all truth wasent worth the time spent in doing the quests

and small bug too when i install the mod it shows up as Imperial Legion Faction 1.0 i just think it would be better for it to state Beta in it = P

Overall verdict at its current state is a 7/10 but its only in beta stage so im sure there will be much more improvements made so far its a good mod but has a lot of work to do still i believe = )
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Sat Feb 19, 2011 8:53 am

You may want to load ILFM later in your load order, it works for me that way.

And @Mehrunes: First of all, if you use OBMM, then it automatically sets the version number as 1.0 if the mod doesn't come with a version number.

Also, I realize that the quests aren't very strong right now and I'm devising a way to fix them, but I need to speak with Logam first.
The issue of the weak legionnaires will be dealt with very soon, perhaps early next week. Right now the mod is in the hands of Dragonforce so he can do a little bit of work on something, and since the hurricane is hitting this weekend over where he's at, he'll be inside most likely working on it, providing the energy doesn't go out. This guy is a great world designer and I'd like to thank him again for working on such short notice!

So anyway, all of the bugs will be dealt with, and most all complaints will also be dealt with in due time. School has started for me and I have a heavy schedule, as well as I've just become a writer for the Mesogea mod, so I'll have to divide my time up between these things, with a heavy anchor on school and debate.
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Sat Feb 19, 2011 9:07 am

Working on it now, actually. Im guessing you got the heads up from Logam, then? Awesome!

I'll get that 'something' for you soon. And details in a PM even sooner!
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Sat Feb 19, 2011 3:12 am

Working on it now, actually. Im guessing you got the heads up from Logam, then? Awesome!

I'll get that 'something' for you soon. And details in a PM even sooner!

I didn't, actually. He hasn't been on in a while, but I don't think he'd mind so I'll give the go ahead while you have time.
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Sat Feb 19, 2011 1:01 am

Oh, okay. Thats still cool, as long as I get to work =D
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Sat Feb 19, 2011 4:09 am

Well, the 'thing' is going well. I finished the first of three 'things' in the 'thing'.

So i'll probably be done with the 'thing' today.


heh..
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Sat Feb 19, 2011 5:49 am

Right on, good to know!
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Sat Feb 19, 2011 7:35 am

Well, the 'thing' is going well. I finished the first of three 'things' in the 'thing'.

So i'll probably be done with the 'thing' today.
heh..


I'm so confused...

Anyway, great mod guys! So far I have really enjoyed it. However, I came across a very bad bug. Whenever I try to complete a certain quest and get my rewards
Spoiler
(the quest is the one involving escorting a noble)
, my game will crash five real seconds after completion. It doesn't matter what I do either. I've tried to waste time in the menus, get the next quest and leave the building, and countless others, but to no avail. I can also guarantee that this mod is the last in my load order. I'll go redownload the mod, but if that doesn't work, would you guys happen to have a fix?
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Sat Feb 19, 2011 2:40 am

I'm so confused...

Anyway, great mod guys! So far I have really enjoyed it. However, I came across a very bad bug. Whenever I try to complete a certain quest and get my rewards
Spoiler
(the quest is the one involving escorting a noble)
, my game will crash five real seconds after completion. It doesn't matter what I do either. I've tried to waste time in the menus, get the next quest and leave the building, and countless others, but to no avail. I can also guarantee that this mod is the last in my load order. I'll go redownload the mod, but if that doesn't work, would you guys happen to have a fix?

That is very strange... I don't know how or why that is happening... let's see if anyone else experiences this problem if it is not fixed.
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Sat Feb 19, 2011 9:19 am

Odd. I just did that quest and it was fine for me, but that sounds like a script error. Scripts run in intervals of 5 seconds, no?
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Sat Feb 19, 2011 4:05 am

Alright, I sent you the 'thing' in an email IK. Let me know if you get it.
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

PreviousNext

Return to IV - Oblivion