[RELz] looking for new heavy armor?

Post » Tue May 03, 2011 6:50 am

Hi, im stuck, i killed Tsyrkis. and nothing happned, no quest update, i can leave and come back all i want even though you said after you kill him you cant go back. whats going on?
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latrina
 
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Post » Tue May 03, 2011 2:20 am

Hi, im stuck, i killed Tsyrkis. and nothing happned, no quest update, i can leave and come back all i want even though you said after you kill him you cant go back. whats going on?



Strange... I will check what the problem might be and let you know as soon as possible.
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Miss Hayley
 
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Post » Mon May 02, 2011 7:04 pm

ok, perhaps I know what might be wrong there. I will soon provide a new version of Armageddon with a better script there.

I write also to let people know that I am working on a new quest right now... it will be an "expansion" of my first mod entitled "Invasion".
Actually when I made the latter mod I did not know much about scripts and dialogues yet, so the story I had in my mind had to stay there...
In this new mod, whose name will be "Battle for Morrowind", you will have the opportunity to fight on the side of the Dunmer army and enjoy quite a lot of fighting, and I will also "restyle" my original Dunmer armor to make it look much more similar to the one of the Royal guards in Morrowind. Stay tuned! :)

Cheers,

Lancillotto
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Fam Mughal
 
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Post » Mon May 02, 2011 11:06 pm

Hello, here you have a couple of screenshots of my new Dunmer Armor:

http://i16.photobucket.com/albums/b36/Lancillotto/DunmerArmor1.jpg
http://i16.photobucket.com/albums/b36/Lancillotto/DunmerArmor2.jpg

The Beta of this mod is now available on planetelderscrolls http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4725
I have uploaded it as a work in progress, just to have some feedback, even if I am aware that there are still some things that need improvement (e.g. I need a couple of better scripts contolling some dialogues, I have to fix the odd reflective properties of the Dunmer helmets when they get wet... and add a couple of details).
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Wayland Neace
 
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Post » Tue May 03, 2011 3:29 am

Hello, now Armageddon v1.4 is available on planetelderscrolls. Enjoy!
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Laura-Jayne Lee
 
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Post » Tue May 03, 2011 5:37 am

I just read about your beta release of Battle for Morrowind.This looks and sounds like a great addition.

I really enjoyed Armageddon.

Looking forward to the first release of BFM.
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Toby Green
 
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Post » Mon May 02, 2011 6:34 pm

Hello, now a new version of "Battle for Morrowind" is available on planetelderscrolls (link above). I decided to keep it as a "Beta version" because I want it to be tested a little bit more, but I am pretty sure that this time there will be no troubles, everything should have been fixed now, from helmets to scripts.

NOTE: If you have already installed "Battle4Morrowind Beta 1.0" just overwrite the old files with the new ones, and also make sure that you delete the file helm.EGM located in your directory "Oblivion\Data|meshes\armor\crimson armor". That file is no longer needed for the new mesh of the helm and can mess up its geometry. Also note that if you experienced some problems with the previous version then after installing "Battle4Morrowind Beta v1.1" you might have to reset the quest (i.e. disable "Battle4Morrowind" from your data files, launch the game, save, exit, enable "Battle4Morrowind" again) in order to have them solved. However, in most cases, you'll probably have just to reload a saved game occurring before your last quest update, and the last quest stage will then work without problems.

Cheers,

Lancillotto
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flora
 
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Post » Tue May 03, 2011 1:04 am

Hello, now also Armageddon has been updated to version 1.5, this version fixes a problem with the ladder in the Monastery Chapel, cleans three vanilla cells that were accidentally modified, fixes the link to the Templar Cuirass ground model and improves the look of the Monastery and Templar headquarters exterior areas. For this last version I have to thank Tombrightblade, who provided very useful suggestions.
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Penny Courture
 
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Post » Mon May 02, 2011 9:31 pm

Ok, so in the end the first release of "Battle for Morrowind" is up. I hope to have solved all the problems reported for the beta versions.
However, this mod had an incompatibility issue I could not solve, indeed mods like Francesco's, MMM or Raiders of Cyrodiil considerably increase the number of guards in Bruma and the Imperial City, providing them with way too many uber-powerful defenders. This breaks the balance between the two opposing armies (Dunmer and Imperial). So, in case you want to join general Vlarys in his war for the freedom of Morrowind I suggest you to temporarily disable these mods (if you have them) until the completion of my quest. Obviously if you are not going to Join General Vlarys' side the mods cited above will give you no problems at all, but you will miss quite some fun.
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Soku Nyorah
 
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Post » Mon May 02, 2011 9:57 pm

Hello, now also Armageddon has been updated to version 1.5, (...)


Thank You, Lancillotto. It looks like you make updates of the plugin faster than me replaying to your post. ;] I wouldn't helped you if Armageddon wasn't so good. It is really a great mod you made. I like new armors and weapons added by the mod, but you are also very good story writer. I was very surprised when I had read in some of your previous posts that early version of Armageddon hadn't too many scripts (if I didn't mixed something). Now the mod looks very good and I recommend it to everybody seeking new armors and a good quest to obtain them (and awesome texts, especially a dialog with
Spoiler
old vampire in fort Icewind
). Thank you. :)
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Robert
 
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Post » Tue May 03, 2011 8:08 am

Wow great :) your good mabye you should make the Royal Guards armor from Mournhold... i love it :)

heres a pic of the armor someone made but he gave up on it :(

http://img339.imageshack.us/my.php?image=helsethroyalguardmoodypo1.jpg
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Marion Geneste
 
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Post » Tue May 03, 2011 8:47 am

I've played on your Battle4Morrowind Beta (V1.0) and thought it was brilliant. I shan't download any updated files you upload but i did find one problem with this. After completing the quest (joining the general) my infamy reached 0... i'll simply reload a save but i had to steal a lot to get that and murder plenty of people... :D Superb mod otherwise, brilliant fun, especially seeing Dunmer march the streets of Bruma :D
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Kelvin Diaz
 
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Post » Tue May 03, 2011 5:37 am

Thank You, Lancillotto. It looks like you make updates of the plugin faster than me replaying to your post. ;] I wouldn't helped you if Armageddon wasn't so good. It is really a great mod you made. I like new armors and weapons added by the mod, but you are also very good story writer. I was very surprised when I had read in some of your previous posts that early version of Armageddon hadn't too many scripts (if I didn't mixed something). Now the mod looks very good and I recommend it to everybody seeking new armors and a good quest to obtain them (and awesome texts, especially a dialog with
Spoiler
old vampire in fort Icewind
). Thank you. :)


Thanks :)

Wow great :) your good mabye you should make the Royal Guards armor from Mournhold... i love it :)

heres a pic of the armor someone made but he gave up on it :(

http://img339.imageshack.us/my.php?image=helsethroyalguardmoodypo1.jpg


That armor looks very nice, but I don't think I have time to work on new armors at present...

I've played on your Battle4Morrowind Beta (V1.0) and thought it was brilliant. I shan't download any updated files you upload but i did find one problem with this. After completing the quest (joining the general) my infamy reached 0... i'll simply reload a save but i had to steal a lot to get that and murder plenty of people... :D Superb mod otherwise, brilliant fun, especially seeing Dunmer march the streets of Bruma :D


Thanks for the compliments, as for the infamy I decided to set it to zero at the completion of the quest because otherwise any player who starts that quest will end up having a lot of infamy points and a huge bounty (as you know you have to kill a lot of NPCs along the way). I thought that most players don't want that, i.e. to have all the guards in Tamriel running after you and trying to kill you even after the peace agreement has been signed.
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Yvonne Gruening
 
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Post » Mon May 02, 2011 8:02 pm

wow that Armageddon mod looks really cool! I'm downloading it right now.
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Victoria Bartel
 
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Post » Tue May 03, 2011 2:26 am

Thanks for the compliments, as for the infamy I decided to set it to zero at the completion of the quest because otherwise any player who starts that quest will end up having a lot of infamy points and a huge bounty (as you know you have to kill a lot of NPCs along the way). I thought that most players don't want that, i.e. to have all the guards in Tamriel running after you and trying to kill you even after the peace agreement has been signed.


Is there any way of restoring your infamy points or adding a small amount to them... i mean from going to a very infamous person... killing (in my case) over 24 NPCs... forcing the countess of Bruma to allow Dunmer to patrol her town... breaking entry to the imperial city and imperial palace and finally repeatedly knocking Ocato unconscious *because it's fun* and then forcing him to sign a treaty is a just cause for everyone in the provine of Cyrodiil to completly forgive everything you've previously done :D
Is there a console command i could simply use to restore my infamy points/change them to whatever i'd like? (I searched wiki).
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Red Sauce
 
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Post » Tue May 03, 2011 5:33 am

Spoiler
setpc(fame/infamy)100
but only with a space between the number and the code. The number is what you want to set your points to.
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Haley Merkley
 
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Post » Mon May 02, 2011 6:26 pm

Hello everybody, for some reason this week has been an endless source of new ideas on how to improve my mod Armaggeddon, so now version 1.6 is available. I added/fixed/improved a lot of stuff there, I hope you'll like it :)
Here you have my changelog if you are interested:

Version 1.6 fixes some problems in the skinning of the male Templar armor (the back) and the female Templar armor (the skirt), fixes the name
of the cell of "Luther Broad's Boarding House" that had been accidentally changed, fixes the links between two switches in the Otherworld
and respective gates, adds some new fonts to the books and journals, adds a new texture to "The Black Book of the Dead" (now it's
collector's edition ;P ), adds the possibility to have one more recruit (Marcus), and also adds a special effect along the quest.


Cheers,

Lancillotto
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louise hamilton
 
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Post » Mon May 02, 2011 11:50 pm

Below I answer a couple of questions I got about B4M on planetelderscrolls:

Maraudon, that's strange, perhaps it's a conflict with another mod you have, anyway you can still reload a saved game before you killed everybody (if you have one) and ask them to flee and hide (n.b., this dialogue option is available only if you did not kill anybody there yet), that will allow you to proceed along the quest. As for Bluewaters, yes, that's from my mod, you'll learn more about it if you go on.

701, it's normal that you are being attacked at the start of the quest, you are just an intruder in the fort. Fight back until you find the general.
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CORY
 
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Post » Tue May 03, 2011 10:47 am

All I know is it's brilliant - but it would e more brilliant if I could find the key - not a good start to the mod, just looking in every barrel and drawer and shelf to no avail!
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Rob Smith
 
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Post » Tue May 03, 2011 8:03 am

All I know is it's brilliant - but it would e more brilliant if I could find the key - not a good start to the mod, just looking in every barrel and drawer and shelf to no avail!


please check my readme file, most answers are there, this one included. People usually go through the whole place for that key... but where would you start looking if you misplaced something in your own room? please also consider that real life has physics and that luckily Oblivion has that too ;) just behave realistic.

Cheers,

Lancillotto
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CYCO JO-NATE
 
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Post » Mon May 02, 2011 9:20 pm

Sorry, had a problem but I fixed it. Keep up the good work.
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Sylvia Luciani
 
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Post » Tue May 03, 2011 9:22 am

Found Fort Icewind, haven't started the Armegeddon Quest yet, should I go in now, or wait? :)
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Cameron Wood
 
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Post » Mon May 02, 2011 11:53 pm

I just finished your Armageddon quest and loved it! The armor and weapons are your usual brilliant work, with a good quest line as well. I hope that you are planning some more quests for the Grandmaster and crew.
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Brian LeHury
 
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Post » Mon May 02, 2011 11:36 pm

Found Fort Icewind, haven't started the Armegeddon Quest yet, should I go in now, or wait? :)


personally I would wait until you are asked to go there, just for the sake of linearity... but if you really can't resist and want to go inside there is no problem, the quest will not be broken. You will still have to go back there later and everything will be fine.
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saxon
 
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Post » Mon May 02, 2011 9:37 pm

Hello, I am back here just to let people know that now both "Armaggeddon" and "Battle for Morrowind" have been upgraded to a new version (1.7 and 1.4 respectively). Enjoy.
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Rachie Stout
 
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