Lady Rowenas & NNWs Ayleid Ruins Expanded Project

Post » Fri Dec 09, 2011 5:35 pm

Lady Rowenas & NNWs Ayleid Ruins Expanded Project




Lady Rowena and my humble self proudly presents, the EV translation of Series 1 & 2 from our ARE - Ayleid Ruins Expanded - Project.


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What contains this Plugin exactly?


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Lately you have read in Black Horse Courier the following articles about the Mysteries of the Ayleids:


A very long time ago, an artifact filled with stored knowledge was hidden by the Ayleids in an unspecified Ayleid ruin, together with lots of gold, welkynd stones and other useful things. Approximately 80 years ago, an Imperial Army troop stumbled across a strange artifact in a ruin of completely strange architectural style - partly Ayleid, partly completely unique. Since they didn't know anything about it they simply let it disappear in the vault of the emperor. Now there are rumors of still more such artifacts that have been been hidden in older days.


Series 1:


A somewhat absent-minded archaeologist of the Mages' Guild in Skingrad has left a mission report there about his investigations. Perhaps you should visit this location in order to receive more exact information“




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http://s592.photobucket.com/albums/tt9/R3NNW/?action=view¤t=ARE_Logo.jpg



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Where can the Dungeons be found?


http://pic.leech.it/pic.php?id=7e9ff7a28e1.jpg


http://pic.leech.it/pic.php?id=ae3c7a219c2.jpg


http://pic.leech.it/pic.php?id=b2d70e351d3.jpg


http://pic.leech.it/pic.php?id=3961e4a4044.jpg


http://pic.leech.it/pic.php?id=0b6fe315395.jpg


http://pic.leech.it/pic.php?id=01662817756.jpg


http://pic.leech.it/pic.php?id=861294dfb98.jpg


Note: You need a special Key to open the next Dungeon, that can always be found in the previously. This will be not apply for the First ;)

Note for MMM/FCOM Users: Please add a reduced spawn option when playing our Mod, because some of the Interiors are very big. (Thank you @ dev_akm)




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Requirements:

- Oblivion EV - with SI!
- Patch: 1.2x

The Vaults and included Traps requires an Character with Levl 25 - 30 and above.


Credits

  • Lady Rowena - for Her Suggestions and improvements.
  • Growlf for the Permission to use Parts from his http://www.ei-der-zeit.com/portal/index.php?option=com_content&view=article&id=87:growlfs-hot-clothes-and-armor-v50-vollversion&catid=40:kleidung-ruestueng-schmuck-und-waffen&Itemid=54 as Bonus Armor in this Plugin.
  • WalkerinShadows for revise the translation


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For further questions and if you has Problems to continue, please contact us by TESNexus or http://www.multimediaxis.de/showthread.php?t=116592 too.



Changelog:

Version 2.2


  • WalkerInShadows has revised the Translation again
  • Set a maximum count on the TrapSpawnBox
  • ESM Version Updatet - It uses now the same as Series 2
  • Its now compatibel to UL Beaches of Cyrodiil
  • Quest integrated, so its easier to break / follow the paper chase



Version 2.1b

  • WalkerInShadows has revised the Translation again
  • Set a maximum count on the TrapSpawnBox


Version 2.1a

  • Fixed the "Door" Plaque in Telepe
  • Change the ESM (now Version 1.1)


Version 2.1 / 05.09

  • Correct some Names and Text's
  • Removed the changes in the Sideways Cave and placed only a Message Plate on one of the Shelfs there - So our Mod is more compatible with other, that alters this Cell too.
  • The Ayleid Skelletons are now easier (less Live and Weapon Dam)


Version 2.0 / 04.09

  • All missing Pathgrids restored
  • Some small Staticbugs fixed
  • Changed the health of the strongest type of Ayleid skeletons (Lvl 50)and Dark Warrior (Lvl 60) from 2500 to 2000).
  • Changed the Name from "Dunkle Kriegerin" to "Dark Warrior" and correct the Script Text of her Weapon



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Series 2:



In the sequel from our little paperchase, we will send you again on a hunt for a special type of Ayleid artifact. This is, as might be expected, once again well-concealed. Maybe, the Hero of Cyrodiil will find out the secret that was hidden in the old days?



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Requirements:

- Oblivion EV - with SI!
- Patch: 1.2x

Extra Info:

- NNWAE Series 2 EV contains Dungeon 1 - 5 from Series 2 and Part 1 of the Quest. Dungeon 6 contains Part 2. You can play Nr.6 without the Single ESP too, if you have the Seperate ESPs from 1- 5.
- ALL Dungeons have a minimum level req. of 25! Lvl. 30 is even better, however.
- All have built-in "deadly traps" and their Activators are well-camouflaged!


Please take a look into the included Readme after download!


Credits

- Lady Rowena - for Her Suggestions, improvements and building 2 Levels.
- Sonea - for one Level of Dungeon Nr. 3
- Growlf for the Permission to use his Pyramid from http://www.ei-der-zeit.com/portal/index.php?option=com_content&view=article&id=577:growlfs-pyramide-modres&catid=37:ressourcen-und-replacer&Itemid=54.
- WalkerinShadows for revise the English translation and help by the Walkthrough

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Downloads



@ TESNEXUS


http://www.tesnexus.com/downloads/file.php?id=23384

http://www.tesnexus.com/downloads/download.php?id=71021

Please take a look in the Readme's after Download.

Lady Rowena & NNW
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Lauren Dale
 
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Post » Sat Dec 10, 2011 4:27 am

Looks pretty good! :)
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Bedford White
 
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Post » Fri Dec 09, 2011 1:48 pm

Do these conflict with any Unique Landscapes? If so, I will wait for a patch.
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candice keenan
 
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Post » Sat Dec 10, 2011 4:13 am

Only Dungeon 5 had a little Problem with an Part from UL => Beaches of Cyrodiil.
I can't use this UL because it make troubles with an German Housemod ;)

The Exterior Door of our Dungeon cant be found, because it is "under the Earth" with this PI.
You must open the Console and type TCL => Disable Collision. Go through the "Sand" to the Door and after get in reopen it again =>TCL to acivate the Collsion....

The Other Dungeons Entry's are inside Interiors or outside from UL Modded Terrain Parts
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Chris Jones
 
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Post » Sat Dec 10, 2011 4:36 am

Ayleid ruins are properly my favorite type of dungeons in unmodded Oblivion due to their structure, so this sounds quite appealing.

I would like to ask, though, could you give a bit more detail on what this conflict with Beaches of Cyrodiil? Because I don't want to part with any UL mods, so I'd like to know if the conflict is one I can ignore or not.
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Emma louise Wendelk
 
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Post » Fri Dec 09, 2011 1:39 pm

Anything that adds new dungeons is aces with me. Downloaded. :)
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Milad Hajipour
 
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Post » Fri Dec 09, 2011 3:27 pm

New dungeons to explore tied together with a backstory? No contest, in my mind. Definitely downloading. :twirl:


I was hoping this one would get translated- thank you for sharing it.
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Alexandra Louise Taylor
 
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Post » Fri Dec 09, 2011 5:00 pm

Looks great. I love the Alyeid ruins the best too. They are the most interesting dungeons I think in the game.

/downloaded

:D
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Lauren Denman
 
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Post » Fri Dec 09, 2011 9:33 pm

There are the mod makers who use their skills in creating additions/tweaks for their own personal use. I have no problem with this even though it doesn't help my game at all.

Then there are those who share their additions/tweaks. They take on the extra work involved in writing a readme and uploading their mod. These actions add immeasurably to my game and are more than worthy of my respect, appreciation, and thanks.

Next come those who take an additional step and provide for the translation of their mod to languages other than their own. I cannot but feel an extra degree of gratitude to these individuals.

Thank you so much for your efforts.
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Love iz not
 
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Post » Fri Dec 09, 2011 1:59 pm

Thanks for the English version, I needed some new places to explore.
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Evaa
 
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Post » Sat Dec 10, 2011 4:45 am

I found a small mistake: in the Meshes/Armor folder, there's a folder named "Growfl". I assume it's supposed to be "Growlf"; I've already renamed it, but I thought I'd point it out.

BTW, if you need someone to clean up the English in the readme, I'd be happy to help.
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Alina loves Alexandra
 
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Post » Fri Dec 09, 2011 11:27 pm

I happened to stumble across Aba Agea Sel when I was travelling the Ayleid Steps, so I decided to go in. It's... long. And hard. (Yeah, yeah, I made a double entrendre.) But seriously - wow. I went in at L26 and had a hard time; I spent a good 2.5 hours in there. I did, however, find a few bugs/things worth noting:

The Dunkel Kringerin are very powerful (perhaps TOO powerful?); I fought two of them for ten minutes or so, over half of one level. I had to use every trick I could think of, and barely won. I also lost three swords - they have a very annoying tendency to disarm you and apparently steal your weapon. To say I'm not happy is a mild understatement - two of the swords aren't unique, but one was enchanted; I don't recall where I got the third, and it might well be unique.

And speaking of swords... when you try to take the Dunkel's sword, you get a message in German.

The chests of loot you get after defeating the Dunkels are definitely worth it, but they're all same, except for the armor and weapons. It's just a minor gripe, but it's kind of immersion-breaking to see the same loot in half a dozen different chests.

The Ayleidskelleton warriors (yes, their name appears just like that) are also very powerful. The combination of bows and arrows they have, along with their high level, makes them really dangerous. Are they and the Dunkels scaled, or static? If they're static, I can understand.

There's a key-only door on in the Hall of Travelers that I assume is supposed to be unlocked by the Key Ebene 1, but it doesn't work. I just used the console to unlock it.

Are there supposed to be ogres, minotaurs, bears, and imps on the lower levels? Given what else is down there (avoiding spoilers), I don't think that's right.

Is the list in the readme the order in which you're supposed to do the ruins? If so, Aba Agea should be locked, and it's not.


All in all, though, I'm hooked. I'm looking forward to finding the next one.
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Nick Swan
 
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Post » Sat Dec 10, 2011 5:51 am

Time 13.08

First, thank you for Bugreporting:

It seems the German and EV Com are not the same players....

found a small mistake: in the Meshes/Armor folder, there's a folder named "Growfl".


No, thats correct. Please let the name like it is! This prevent problems, i you have his Original Mod and deinstall our dungeons later again!


There's a key-only door on in the Hall of Travelers that I assume is supposed to be unlocked by the Key Ebene 1, but it doesn't work. I just used the console to unlock it.


Why do you cheat with the ^ Button ;) ?

This Door has Locked with Level 100 and needs a Key, what can not found in this Dungeon because.....?!

In my Startpost i had written:

Note: You need a special Key to open the next Dungeon, that can always be found in the previously. This will be not apply for the First :whistle:


Are they and the Dunkels scaled, or static?


Static

Are there supposed to be ogres, minotaurs, bears, and imps on the lower levels? Given what else is down there (avoiding spoilers), I don't think that's right.


I used the spawns LL2Tomb100, LL1UndeadBones, LL2VampireLair, LL2MythicEnemyLair100, LL2MythicEnemyBoss100

What spawns at the End is based on what Overhaul you use.


The chests of loot you get after defeating the Dunkels are definitely worth it


It included the same LL's like => DungMythEnemyBossChestAlyied02

But, i will change it ...

Is the list in the readme the order in which you're supposed to do the ruins? If so, Aba Agea should be locked, and it's not.



But it is locked! => I just used the console to unlock it. Dont use the ^ Button ;)



BTW, if you need someone to clean up the English in the readme, I'd be happy to help.


That will be nice
Please do

NNW

@Mercer Meka

- No Clipping when you wear it alone.
- Growfls Body => No clipping when mixed with other Armors
- Exnems, HGEC => clipping when mixed with other Armors
- Babe & Fantasy Body => Clipps a lot

But the included Bonus Armor is very sixy, so use it alone, to get the best Look.
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josh evans
 
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Post » Fri Dec 09, 2011 11:31 pm

WOW!! This looks awesome. 7 new Ayleid style dungeons to explore :drool: Thank you very much!


(btw does this require a special body-mod in order to use the bonus armor you mention?)
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Johnny
 
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Post » Fri Dec 09, 2011 1:21 pm

No, thats correct. Please let the name like it is! This prevent problems, i you have his Original Mod and deinstall our dungeons later again!

I don't have the original mod (I don't even know what it is!) but I'll change it back. :)

Why do you cheat with the ^ Button ;) ?

This Door has Locked with Level 100 and needs a Key, what can not found in this Dungeon because.....?!

No, no, no. I think we've got a mix-up in communication here. The MAIN door, the entrance to the entire dungeon, wasn't locked. The door in the Hall of the Travelers, that
Spoiler
let me access the button to open the grate on the other side of the poison trap
, THAT was locked. I assume that's what the key went to, since it was the only one I found on the first level.

Static

Okay. You might want to increase the recommended level, then - a L15 would be torn apart in there. At L26, I was fairly evenly matched, one-on-one, but it was still a difficult fight. Those ayleid skeletons, though, were a bit more than I could handle.

I used the spawns LL2Tomb100, LL1UndeadBones, LL2VampireLair, LL2MythicEnemyLair100, LL2MythicEnemyBoss100

What spawns at the End is based on what Overhaul you use.

Okay, so it was me. I'm using OOO+MMM. I had some odd instances of the natives fighting with the ogres, minotaurs, and such.

It included the same LL's like => DungMythEnemyBossChestAlyied02

But, i will change it ...

Cool.

That will be nice
Please do

Sure thing. I'll PM you a rewrite of the readme, since it's pretty short.
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Francesca
 
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Post » Sat Dec 10, 2011 12:17 am

Readme and First Post Updated
A Patch for the BoC Problem is at TESNexus available.

There are the mod makers who use their skills in creating additions/tweaks for their own personal use. I have no problem with this even though it doesn't help my game at all.

Then there are those who share their additions/tweaks. They take on the extra work involved in writing a readme and uploading their mod. These actions add immeasurably to my game and are more than worthy of my respect, appreciation, and thanks.

Next come those who take an additional step and provide for the translation of their mod to languages other than their own. I cannot but feel an extra degree of gratitude to these individuals.


Thank's, we do our best to entertain you :)
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Trent Theriot
 
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Post » Sat Dec 10, 2011 3:11 am

Readme and First Post Updated

Woohoo, I've got a credit! :D

I will wait with the Update of the EV, till you haved finished the last dungeon.

I assume you're talking to me. I guess this means I need to hop on it. I found the scholar's notes last night, but I don't play much on weekend ends (other stuff to do), so it'll be a bit. I'll post things as I find them, though.

Oh, one thing I should've changed:

"A troop of the Imperial Army, approximately 80 years ago, stumbled across..." should be "Approximately 80 years ago, an Imperial Army troop stumbled across..."

The first version is still technically correct, but the second is less tortured and easier to read.

I also should have noted (as in, written it down) the tablet inscription, because it needed revision too. I'll keep that in mind for future bug reports. :)
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FirDaus LOVe farhana
 
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Post » Sat Dec 10, 2011 3:34 am

@Mercer Meka

- No Clipping when you wear it alone.
- Growfls Body => No clipping when mixed with other Armors
- Exnems, HGEC => clipping when mixed with other Armors
- Babe & Fantasy Body => Clipps a lot

But the included Bonus Armor is very sixy, so use it alone, to get the best Look.


Thanks for the answer :) I don't use any body mods so this is good news for me. I can't wait to go dungeon crawlin' :D
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[ becca ]
 
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Post » Sat Dec 10, 2011 3:22 am

Any chance of making a version without Growllf's stuff in it?

I LOVE dungeons, especially detailed ones like these, but I really don't like ridiculous "sixy" "armour" in my game. So do you think you could make a version without it, or even better - make a version that includes a realistic replacement?
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Jose ordaz
 
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Post » Fri Dec 09, 2011 5:27 pm

@Durza
If you don't like it, just leave it in the chest please
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Solène We
 
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Post » Sat Dec 10, 2011 12:35 am

...what?
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Darren
 
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Post » Fri Dec 09, 2011 11:27 pm

I think she said, "if you don't like it, just leave it in the chest".
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Veronica Martinez
 
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Post » Fri Dec 09, 2011 5:54 pm

Actually, I was responding to what she said BEFORE she edited it, which was essentially gibberish. If you were around then, you'd know.
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Katy Hogben
 
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Post » Fri Dec 09, 2011 1:20 pm

So does this add new dungeons or just reconfigure existing dungeons?

If it reconfigures then I guess I need to ask the old question - is this compatible with OOO?

thanks and sorry
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Blaine
 
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Post » Fri Dec 09, 2011 2:20 pm

It adds new ruins and it should be totally compatible to OOO.

:D
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james reed
 
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