Lady Rowenas & NNWs Ayleid Ruins Expanded Project

Post » Sat Dec 10, 2011 4:53 am

Well I don't think you are correct there Bonk.

Dungeon 6: nagastani http://www.uesp.net/wiki/Oblivion:Nagastani is vanilla.

Dungeon 5: Telepe http://www.uesp.net/wiki/Oblivion:Telepe is vanilla

I, however, poked around in it with tes4edit comparing it to my FCOM mods including OOO and 300 Feudal Empire (Mazoga's quest has a foray into Telepe I believe) and didn't find anything that really jumped out as a giant conflict.

Things like this can be hard to pin down unless you go into the dungeons to snoop around in game.
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Catharine Krupinski
 
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Post » Sat Dec 10, 2011 2:08 am

@Psymon

It is compatible with OOO Frans and OWC, because i dont move or change any Vanilla Spawn there.
In Nagastani, Ondo and Telepe it only changes 1 Original Wall.
I push them down to z -25000 and set it to initial disabled.

I self use Frans and BG2408 Race Balancing Project as Overhauls, but a Girl friend has tested them with FCOM. So if She have no troubles with it, why should it be otherwise ? different ? by you...
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Jade Barnes-Mackey
 
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Post » Sat Dec 10, 2011 2:57 am

OK sounds good - having just cleaned it only found 5 identical to master (oblivion.esm) records and no deletions.

On the other hand I'm about to start new characters so I'm nowhere near level 25 - I'm gonna have to get back to you regarding gameplay.

thanks
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Lory Da Costa
 
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Post » Fri Dec 09, 2011 11:53 pm

[Time: 9.03 AM]

having just cleaned it only found 5 identical to master (oblivion.esm) records and no deletions.


To Delete a Object in your mod, that was placed from Oblivion.esm, is really a very bad idea :obliviongate:
That is something, you should never do :). Because it maybe, you destroy the Savegame from your Users with this.
But TES4Gecko and -4Edit is your best Friend to preserve this :celebration:

But to deleted the 5 Identical to Master maybe a bad idea too, because this changes MUST be.


Btw. Yesterday I have uploaded an http://www.tesnexus.com/downloads/download.php?id=41514 too, that contains only the two ESP Files from Version 2.0 DV & EV. So you dont need to download the complete Package again.

NNW
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Quick draw II
 
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Post » Fri Dec 09, 2011 4:33 pm

These dungeons are the best Ive seen. It really makes this game what it should be. They are well planned out with just enough loot to make it worthwhile without over doing it. Just an excellent mod. Would really love to see more. Great job and many thanks for the added game play. Numbrs :goodjob:
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Latino HeaT
 
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Post » Sat Dec 10, 2011 3:44 am

Actually, I was responding to what she said BEFORE she edited it, which was essentially gibberish. If you were around then, you'd know.

Look at the time of my post, then look at the time of her edit. And cut the girl a break - I'm sure her English is better than your German.
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Andrew Tarango
 
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Post » Sat Dec 10, 2011 4:25 am

I... need this mod. badly. Is there link for English version?
Thanks.
If not, I'll download the DV.
Still thanks.
Only Chinese?
Thanks all the same.

So, for the English version, please?

Edit: Ha, the DV link gave me English version, so no need to polish my Mandarin after all :D
Now, by the sound of it it's gorgeous.
Sorry, running to insta/play/enjoy!!! bye-bye, see yeah after dungeon 7!
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CArlos BArrera
 
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Post » Fri Dec 09, 2011 5:05 pm

I... need this mod. badly. Is there link for English version?
Thanks.
If not, I'll download the DV.
Still thanks.
Only Chinese?
Thanks all the same.

So, for the English version, please?

Edit: Ha, the DV link gave me English version, so no need to polish my Mandarin after all :D
Now, by the sound of it it's gorgeous.
Sorry, running to insta/play/enjoy!!! bye-bye, see yeah after dungeon 7!


We do our best to entertain you ;)
But, please dont forget to give us a Rating @ Nexus and if there's any "Bug" (moved Static like Walls / Pedestal ~) you find in there, post it here :)


R3NNW
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Tanya
 
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Post » Sat Dec 10, 2011 3:38 am

Did I miss something?
Entered mage's Guild Skingrad.
Found booklet named Missionreport - Sideways cave. Read it. Took it. Visited the cave - it is not changed. - no new parts, no messages in or near containers, no new NPCs... nothing.


I play The Ayleid Steps 2.5.3. It adds a door which needs key to Sideways Cave. And I play Elvenguard 2.0 which changes a bit the room with the dead mage (the innermost one).
Is there a conflict?
What am I supposed to find there? How to start the quest?
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Ria dell
 
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Post » Sat Dec 10, 2011 1:00 am

Did I miss something?
Entered mage's Guild Skingrad.
Found booklet named Missionreport - Sideways cave. Read it. Took it. Visited the cave - it is not changed. - no new parts, no messages in or near containers, no new NPCs... nothing.


I play The Ayleid Steps 2.5.3. It adds a door which needs key to Sideways Cave. And I play Elvenguard 2.0 which changes a bit the room with the dead mage (the innermost one).
Is there a conflict?
What am I supposed to find there? How to start the quest?


Look on the First Post, for Conflicts like this, I had Post the Position of the Dungeons ;)

http://www.gamesas.com/bgsforums/index.php?showtopic=982664#

The Version 2.0 alters nothing on this Location AND ADD only 1 Stone plaque in one of the Wallshelfes in the "Throne Room".
This Plate is in the Second Shelf on the right sight, when you enter the Room.
Sorry, but it's to hard to be compatible to all the PIs out there.
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Michelle davies
 
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Post » Sat Dec 10, 2011 12:28 am

Ha, found it!

Clever. :D
The only difference was that a container added by OOO was hanging in the air. Looked behind it! Lotto! Sorry, Bingo!
Now I have destination!
Thanks!

Edit: Found Dungeon 1. Is there reason not to have local map?
I am with Darn UI 1.3.2 and once inside, I see exits and entrances but not corridors and halls.
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Jah Allen
 
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Post » Sat Dec 10, 2011 2:27 am

Ha, found it!

Clever. :D
The only difference was that a container added by OOO was hanging in the air. Looked behind it! Lotto! Sorry, Bingo!
Now I have destination!
Thanks!

Edit: Found Dungeon 1. Is there reason not to have local map?
I am with Darn UI 1.3.2 and once inside, I see exits and entrances but not corridors and halls.


Yes, we dont know why it is so, and thats why we cant change it :nuts:
But this Cell is empty => No Enemies in there. Only Walls, Stairs, more Walls, Welkynd Stones, A chest near the Entrance..... A Lamp!, three Doors.... ;)


NNW
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Kara Payne
 
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Post » Fri Dec 09, 2011 4:26 pm

Just thought I'd post this, because I don't know when I'll actually get to Cey Vilverin... I found the marker. I was looking for markers denoting places that hadn't been found (they're lighter color), so I missed it because I'd already found that location some time before in my wanderings. So, everything's cool. :)
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Mariana
 
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Post » Fri Dec 09, 2011 2:49 pm

Just thought I'd post this, because I don't know when I'll actually get to Cey Vilverin... I found the marker. I was looking for markers denoting places that hadn't been found (they're lighter color), so I missed it because I'd already found that location some time before in my wanderings. So, everything's cool. :)


What are you searching so high in the Cold Valus Mountains? There is nothing else, as this Ruin. hihi
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Marie Maillos
 
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Post » Sat Dec 10, 2011 5:53 am

Stopped for some rest in the entrance of Dungeon 4.

Only thing I have to report was unusual slowdown of motions but it could be my pluggy problems - upgraded from 124 to 125 and then degraded back to Elys' 122 and am now fine.
Has anybody else seen slowing of motion?
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Brandon Wilson
 
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Post » Sat Dec 10, 2011 4:59 am

What are you searching so high in the Cold Valus Mountains? There is nothing else, as this Ruin. hihi

I was lost. :D And actually, it's very close to Ivellon's Cloud Tower.

Anyway, I got through Cey Vilverin yesterday... nothing major to report. The front door was key locked, as it should be. The ayleid skeletons are much easier to kill now, but the dark warriors might still need a little adjusting - I only encountered one, and she was on the other side of a portcullis, so I just shot her with arrows through the hole in the door. :D It took a LOT of arrows, though...

Just one little thing:
Spoiler
When you find the orb, the message should say "You have recorded the saved knowledge from the artifact. Some of your skills will increase." Personally, I'd either drop that second sentence or change it to something more immersive like "You learn new things about yourself" to simulate the skill increases.

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mimi_lys
 
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Post » Sat Dec 10, 2011 3:37 am

And actually, it's very close to Ivellon's Cloud Tower


Yes, this is a very Great Quest mod, but very hard too ;)

Only thing I have to report was unusual slowdown of motions but it could be my pluggy problems


Slowdown in Belda Vabria?
It must be Pluggy or something, because no User reported anyhting like this in the DV. An this Version, was used from more as 1000 Users until now.
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Damian Parsons
 
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Post » Fri Dec 09, 2011 7:16 pm

Yes, this is a very Great Quest mod, but very hard too ;)



Slowdown in Belda Vabria?
It must be Pluggy or something, because no User reported anyhting like this in the DV. An this Version, was used from more as 1000 Users until now.

Seconded for Ivelon.
I think I maybe found out what causes the slowing in my game:
I play FCOM + Supreme Magica + LAME + Race Balancing Project
What they do? they all add loads of enemies with skills and abilities beyond imagination.
What does your ruins have? Huge halls, some on 2-3 floors but still count as one single cell.
I counted 27 NPC, most of them summoners, conjurers, battlemages, all summoning up to 7 creatures to help them,
all this fighting a horde of Lich Lords and Skelleton Lords and other monsters who in their turn summon huge amount of creatures, total more than 120! In one cell!
My PC is good but not good enough to run without slowing with that number of living (and undead) creatures in a single cell.
However, with careful reducing the number through good marksmanship this number was reduced to 0 and my speed went back to its normal self.

Is it me tired after 48 hours hard work or Dungeon 4 is simply enormous? Stopped just before the innermost level, will cleanse it tomorrow!
Thanks for this delectable delightful delicious, delirious deranging, devastating mod!
Edit: still waiting for CTD... have you put some in your mod? :D

Edit: took me a while to finish #4 and... in my game it is linked to belabudro, so had to cleanse this as well.
ATM am playing with my newest acquisition - Race Balancing Project and Integration mods by bg2408.
The moment I take my latest 2 chars I will continue toward Dungeon 5.
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Ryan Lutz
 
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Post » Fri Dec 09, 2011 8:32 pm

I found some problems with Ondo. As someone mentioned, this mod alters that ruin, and rather awkwardly - for some reason, it's reverting to the vanilla spawns (probably that leveled list thing again). I strongly suggest using a unique leveled list.

Also, I cleared Ondo awhile back and stopped by there last night to find some weapons/armor added by Nico's compilation (the Dreadweave armor/weapons; that sword is one of the ones I lost). It's supposed to respawn, but it hadn't, nor have any of the containers. I'm not completely sure this mod is doing it, as I've had problems with corpses not disappearing for a long time now, but with the other issues here, it might be affecting respawning too. Is there a way to make a dungeon NOT respawn?
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Barbequtie
 
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Post » Sat Dec 10, 2011 12:58 am

I found some problems with Ondo. As someone mentioned, this mod alters that ruin, and rather awkwardly - for some reason, it's reverting to the vanilla spawns (probably that leveled list thing again). I strongly suggest using a unique leveled list.

Also, I cleared Ondo awhile back and stopped by there last night to find some weapons/armor added by Nico's compilation (the Dreadweave armor/weapons; that sword is one of the ones I lost). It's supposed to respawn, but it hadn't, nor have any of the containers. I'm not completely sure this mod is doing it, as I've had problems with corpses not disappearing for a long time now, but with the other issues here, it might be affecting respawning too. Is there a way to make a dungeon NOT respawn?


a)
The Problem is Oblivion self. The Changes of the LAST Mod always wins!
Move Our Dungeons at a Place before Nico's (What do this Mod? :) i dont knew him)) in your Loadorder or use a Bashed Patch please.

Ondo changes:

We changed 5 Original Statics (move down & Initial Disable) and added some New + 5 Unique Spawns + 2 Unique Elite Skelletons .

b)Yes, change the Containers by switch off ?? the hook on RESPAWN, to get a respawnfree Container. But you can't do this with the LC's. You must change the Spawning Creatures.

play FCOM + Supreme Magica + LAME + Race Balancing Project
What they do? they all add loads of enemies with skills and abilities beyond imagination.


Hm, FCOM and OOO adds many Enemies to the LC's, Frans and Race Balancing not ;)
So, what should we do?
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Assumptah George
 
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Post » Fri Dec 09, 2011 3:58 pm

This sounds like a lot of fun! Thanks for this creation and for releasing the translation! :tops:

...
Hm, FCOM and OOO adds many Enemies to the LC's, Frans and Race Balancing not ;)
So, what should we do?


I wouldn't worry about it too much. Perhaps Blade Of Mercy was just unlucky to find such a large spawn there. It happens sometimes with MMM/FCOM.

However, if you want to avoid overspawn problems like this you could use custom spawn lists instead of vanilla lists (since MMM/FCOM may alter the vanilla lists to randomly produce multiple spawns). Or, you could recommend that MMM/FCOM users add a reduced spawn option when playing this.
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Undisclosed Desires
 
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Post » Fri Dec 09, 2011 9:13 pm

I dont think OOO really overdoes the spawns. I think that overspawning is more to do with MMM than anything else

:D
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Antonio Gigliotta
 
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Post » Fri Dec 09, 2011 9:16 pm

I dont think OOO really overdoes the spawns. I think that overspawning is more to do with MMM than anything else


Very true. (MMM and FCOM, that is) :)
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James Hate
 
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Post » Fri Dec 09, 2011 1:45 pm

Hm, FCOM and OOO adds many Enemies to the LC's, Frans and Race Balancing not ;)
So, what should we do?

Play further of course and hope for series 2 and 3 of your delightful mod! :D
RBP gives new varieties of enemies, I met them in Dungeon 4 (pretty tough trigger happy summoners!)
If I wanted less enemies, I would play vanilla or tetrix :D
Thanks for this gorgeous mod! Give us more of them!
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Zoe Ratcliffe
 
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Post » Sat Dec 10, 2011 5:26 am

a) The Problem is Oblivion self. The Changes of the LAST Mod always wins!
Move Our Dungeons at a Place before Nico's (What do this Mod? :) i dont knew him)) in your Loadorder or use a Bashed Patch please.

It's Nicoroshi Creations - a collection of bows, armor, and weapons. And, your mod is waaay after his, so it should take precedence. I haven't checked some other dungeons yet to see if they're respawning properly, so I'll get back to you.

Ondo changes:

We changed 5 Original Statics (move down & Initial Disable) and added some New + 5 Unique Spawns + 2 Unique Elite Skelletons .

Ah, the new spawns must be where I'm getting the vanilla creatures. I saw those elite skeletons.

b)Yes, change the Containers by switch off ?? the hook on RESPAWN, to get a respawnfree Container. But you can't do this with the LC's. You must change the Spawning Creatures.

Hmm. It's a vanilla dungeon, so they should all respawn. I know you didn't make each container non-respawning (you didn't, did you? :D), so something's borking up the scripts. I've got some other odd issues going on unrelated to this... I've really got to play around with my load order.

Hm, FCOM and OOO adds many Enemies to the LC's, Frans and Race Balancing not ;)

OOO adds its fair share - I've seen over a dozen sylvan warriors in one room. It gets crazy when they all summon their animals and start casting spells at me. And that's with MMM spawn rates reduced x2.
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Yung Prince
 
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