[RELz] Mudwater

Post » Wed Mar 30, 2011 7:03 am

Finally visited the village! I love it!

I also have ran into party in the village centre featuring a jaguar, three gnolls, and a couple of fears but that's to be expected when you have lots of mods. Gnolls (from WAC) seem to be intelligent enough to use http://i285.photobucket.com/albums/ll54/pero_lozhach/screen6-3.jpg.

I'll edit my copy of .esp to make villagers essential just in case. Phitt, seems that you said that they are essential at first but not after quests. What should I edit result scripts or some quest script to keep them essential?

I liked the mine, finally a mine in Oblivion that isn't a cavern but an artificial structure!
Spoiler
The 'idol' down there was quite amusing and I felt sorry when disposing those fellows, felt bad to send them to dodos.


It's a very, very nice mod. I hope that in future it will get voiced too.
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Jonathan Egan
 
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Post » Wed Mar 30, 2011 12:54 am

Finally got around to checking out the village and I have to say, this mod rules hard. I did notice some oddly-worded dialog, stuff that I couldn't just write off to Argonician dialectical quirks I mean. Stuff like "Haven't you ever seen an Argonian village? Well, now you did." Should be "Well, you have now." or something. Much better effect that way. I'll have to go through the CS and look at the dialog later to remember the rest. I'm being a stubborn bastard and playing without universal silent voice so I'm missing a lot of it.

Spoiler
By the way, I'm in another strange place and can't seem to find my way out. I even managed to make my way to the top (or bottom, whatever) level and get praised for my cleverness but apparently I'm not quite clever enough. Can anyone help?

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michael danso
 
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Post » Wed Mar 30, 2011 7:04 am

Phitt: I took a brief look at the dialog and sent a PM with some suggestions for improvement.
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Jacob Phillips
 
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Post » Tue Mar 29, 2011 9:59 pm

This mod deserves a bump! :)
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Charlie Sarson
 
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Post » Wed Mar 30, 2011 4:21 am

Phitt - Bit of news, I dont know why this has solved a slight problem for your mod in our case, but remember the slaughterfish and crabs always in the water for us?, I have just had to revert to obse 0018 (we had another problem for our setup because of array errors eventually causing CTD's) ... anyway long story short, your fish nets now contain the appropriate slaughterfish and crabs on arrival at Mudwater.

Thanks to my eldest who noticed the difference today
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Kim Kay
 
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Post » Tue Mar 29, 2011 10:35 pm

Further experience - The array errors problem I experienced with AN/Display Stats/OBSE 19, is now resolved with a new version of the last two ... So have now returned to using obse 0019 (new version 0019b)

Had a re-visit to mudwater (again a new game start so mudwater is virgin territory this time round), fish and crabs in the water again.

Its not a big concern obviously just being cosmetic placement of dead fauna, but thought you may be interested.
With obse 0018 no problem, 0019 problem re-appears.
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Vicki Gunn
 
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Post » Wed Mar 30, 2011 11:24 am

I also have ran into party in the village centre featuring a jaguar, three gnolls, and a couple of fears but that's to be expected when you have lots of mods. Gnolls (from WAC) seem to be intelligent enough to use http://i285.photobucket.com/albums/ll54/pero_lozhach/screen6-3.jpg.

I'll edit my copy of .esp to make villagers essential just in case. Phitt, seems that you said that they are essential at first but not after quests. What should I edit result scripts or some quest script to keep them essential?


WAC adds a lot of spawn points all over Cyrodiil, so I guess there is nothing I can do about that.

A bit late for a reply maybe, but if you still want to keep the villagers essential and didn't find it yet, the part you need to alter is in the result script of the dialogue topics. For Wades-In-Mud it's after he sold you the map, for An-Rei, Hides-Her-Mind and Teel-Nah it's after you finished their quests and for Reetul it's as soon as you speak to him in the cave (after waking him up).

Further experience - The array errors problem I experienced with AN/Display Stats/OBSE 19, is now resolved with a new version of the last two ... So have now returned to using obse 0019 (new version 0019b)

Had a re-visit to mudwater (again a new game start so mudwater is virgin territory this time round), fish and crabs in the water again.

Its not a big concern obviously just being cosmetic placement of dead fauna, but thought you may be interested.
With obse 0018 no problem, 0019 problem re-appears.


That's pretty weird. I'm still on OBSE 18 so I'll check it out once I update to 19. Would be worth mentioning in the OBSE thread if it is true for everyone using OBSE 19 and not a mod conflict since OBSE is not supposed to change things in the game on its own. In Mudwater it may only be a cosmetic problem, but in other mods it may cause serious problems (break quests etc).
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Markie Mark
 
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Post » Tue Mar 29, 2011 10:31 pm

WAC adds a lot of spawn points all over Cyrodiil, so I guess there is nothing I can do about that.

No need to do it really. I posted just as a curiosity.

A bit late for a reply maybe, but if you still want to keep the villagers essential and didn't find it yet, the part you need to alter is in the result script of the dialogue topics. For Wades-In-Mud it's after he sold you the map, for An-Rei, Hides-Her-Mind and Teel-Nah it's after you finished their quests and for Reetul it's as soon as you speak to him in the cave (after waking him up).


Thanks, I haven't continued my game yet so I'll comment out that lines in my copy before I continue.
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Kevin Jay
 
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Post » Wed Mar 30, 2011 7:22 am

Cross posting http://www.gamesas.com/index.php?/topic/1116298-relz-the-forgotten-realm/page__view__findpost__p__16704840:

Well I did contact Mr. Brasher but for a request for a patch for Mudwater and the Forgotten Realm - a bit of his reply on that:
It turns out that this is a crowded piece of real estate. There is Aryons' Estate from this mod, the village of Mudwater, and Fort Bulwark from Knights of the Nine. The three things do not overlap and clip, they are just near each other. The patch makes sure the landform, landscape textures, and path-gridding are all correct for whatever mod sits on that specific land and makes sure all the seams match up and look good.

The biggest conflicts are between Knights of the Nine and Mudwater, but this patch fixes them. (Note that there are no conflicts at all between Knights of the Nine and The Forgotten Realm.)

If you don't like the spot to be this crowded, then you can turn off one or two of the mods or DLC. Otherwise it just sort of makes a larger village.
So he did make a patch that is available on the http://www.tesnexus.com/downloads/file.php?id=35696

Haven't tested yet, but may within the next two days.
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Elizabeth Lysons
 
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Post » Wed Mar 30, 2011 10:19 am

Cross posting http://www.gamesas.com/index.php?/topic/1116298-relz-the-forgotten-realm/page__view__findpost__p__16704840:

Well I did contact Mr. Brasher but for a request for a patch for Mudwater and the Forgotten Realm - a bit of his reply on that:
So he did make a patch that is available on the http://www.tesnexus.com/downloads/file.php?id=35696

Haven't tested yet, but may within the next two days.


Thanks, nice to see there is a patch for FR and Mudwater - will update the description and link to the patch. Only wondering what he means with 'the biggest conflicts are between Knights of the Nine and Mudwater' since there are none (something I made sure after finding out that at first (in version 1.0) there was indeed a conflict). Will update the description with a link to the patch.
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lydia nekongo
 
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Post » Wed Mar 30, 2011 4:47 am

That patch only seems to address some landscaping issues, it doesn't do anything for the quest stage trigger and special effect TFR still has sitting over the southern portion of the village. I don't know exactly what the purpose of the trigger + effect are, but it doesn't seem likely that it was designed with having a population center in the area.
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josh evans
 
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Post » Wed Mar 30, 2011 1:08 pm

That patch only seems to address some landscaping issues, it doesn't do anything for the quest stage trigger and special effect TFR still has sitting over the southern portion of the village. I don't know exactly what the purpose of the trigger + effect are, but it doesn't seem likely that it was designed with having a population center in the area.

Well what does the quest stage do?
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Nathan Barker
 
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Post » Tue Mar 29, 2011 11:27 pm

No idea, I've not had the chance to play through TFR yet and I didn't look at the scripts, but it's a trigger zone at one of the later stages of TFR's quest.
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Nymph
 
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Post » Wed Mar 30, 2011 2:48 am

No idea, I've not had the chance to play through TFR yet and I didn't look at the scripts, but it's a trigger zone at one of the later stages of TFR's quest.

Well I'd suspect either GDA or David Brasher would know how essential it is and if it disrupts Mudwater or if Mudwater could interrupt it.
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Jhenna lee Lizama
 
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Post » Wed Mar 30, 2011 3:53 am

I think in the final anolysis the biggest conflict with Mudwater will be from overhauls.

I'd already read a report that WAC added some heavy duty monsters in that area. I've not yet tried the area with my TIE-WAC load order, but I did just go there with FCOM and Forgotten Realm and KOTN load order. The first arrival I met two NPCs called slayers that were spawned in the middle of the town. They had just killed one resident and came after my 24th level Paladin with a vengeance and even though he lasted a few minutes eventually killed him, so I would imagine that the residents of Mudwater would have no chance against them. The second arrival only spawned a spriggan Berserker and a will o the wisp called a black soul. The lizard man was doing ok fighting them.

Thematically looking at the house added by forgotten realm (cheydinhall style) it doesn't really fit to be next to third world hovels, but not the worst clash of styles I've seen.

So since I do run two load orders - one will be TIE-WAC with Mudwater and Forgotten Realm the other will be FCOM-KOTN-Mudwater.

also pretty close to there is a hollowed out tree called primeval hollow added by Lost Spires I think, but no encounters outside of it.
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ONLY ME!!!!
 
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Post » Wed Mar 30, 2011 8:28 am

TIE won't be an issue by itself, so any spawns you're seeing are coming from WAC or FCOM. I moved the Daedroth titans to the other side of the swamp in TIE.
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Scott Clemmons
 
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Post » Wed Mar 30, 2011 1:56 pm

I think that for WAC best thing is to edit gnolls, fears etc to have their intelligence under 30 so that Mudwaterians can run for safety in their huts.
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Dominic Vaughan
 
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Post » Wed Mar 30, 2011 9:20 am

I think that for WAC best thing is to edit gnolls, fears etc to have their intelligence under 30 so that Mudwaterians can run for safety in their huts.

Huh? what? Why would lowering the int of these creatures then trigger the NPCs of mudwater to hide? I've never seen an NPC hide unless it was mod added behavior and never by having them leave a cell.

Better yet to remove the WAC spawn point from the overspawn esp.
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Gisela Amaya
 
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Post » Wed Mar 30, 2011 8:44 am

Huh? what? Why would lowering the int of these creatures then trigger the NPCs of mudwater to hide? I've never seen an NPC hide unless it was mod added behavior and never by having them leave a cell.

Better yet to remove the WAC spawn point from the overspawn esp.


I think what Washington means is that the NPC will run into their houses while the creatures can't follow them. A creature with an intelligence of less than 30 is not able to go through load doors. At least in my game fleeing NPCs use load doors, usually the first thing they do when running away is going through the next load door.

I could place another large triggerzone on top of the village for WAC users that kills and disables any hostile creatures inside and around the village, just like I did for the conjurers added by KotN. Or I could make an OBSE version that scans the cells around the village to do the same thing. But I fear that this may cause unexpected problems if applied to a large area, you never know what kind of actors other mods add, what their aggression value is set to etc. Don't want to kill companions or quest NPCs/actors that way by accident.
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SWagg KId
 
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Post » Wed Mar 30, 2011 1:12 am

^^ What Phitt said, if NPCs confidence is not too high, they flee when their health gets low. And they flee into huts. But stoopid gnolls from WAC have their intelligence >30 and they follow them inside.
Or what Psymon said, deleting spawn points from WAC, even better.

Phitt, I think that you don't need to take the obligation of doing anything about it because WAC is alpha and currently unsupported and it's expected that user has to mingle with it in CS or TES4Edit.

Edit: I have one other mod that also adds some house there - http://tesnexus.com/downloads/file.php?id=17498. It's some dull Bravil style house, probably quest related, but I don't know details because I haven't even started with that mod ever.
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Laura-Jayne Lee
 
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Post » Wed Mar 30, 2011 12:48 am

Or I could make an OBSE version that scans the cells around the village to do the same thing. But I fear that this may cause unexpected problems if applied to a large area, you never know what kind of actors other mods add, what their aggression value is set to etc. Don't want to kill companions or quest NPCs/actors that way by accident.


Would that add much processing overhead?, and could it trigger your actors to run indoors. I like the sound of this idea Phitt, timid villagers very wary of outside visitors (or in my experience - though as mentioned previously its not a problem - if I am careful not to lead any T.I.E fans into the village), if there's something not noticed by myself wandering in, the villagers would leg it.

Coming out of a hut too when the place should be busy, then you take a look around and think "Hmm, its quiet out here for this time of day, better be wary" would not really be an immersive spoiler for those who have the sneak icon disabled. A sneak icon does not appear in real life, but beasts with a heightened sense of awareness do.
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Cathrin Hummel
 
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Post » Wed Mar 30, 2011 1:16 pm

I have to say, even as one who takes interoperability seriously, I think asking for all of this is starting to go too far. At some point you just have to make a decision or do some CS legwork of your own to resolve the number of incompatibilities that are likely to continue mounting. There's only so much that can be done before it turns ridiculous and starts to affect the integrity of the mod. Cyrodiil is packed full. You won't be able to have everything you want in perfect harmony.
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Ash
 
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Post » Wed Mar 30, 2011 2:38 am

I have to say, even as one who takes interoperability seriously, I think asking for all of this is starting to go too far. At some point you just have to make a decision or do some CS legwork of your own to resolve the number of incompatibilities that are likely to continue mounting. There's only so much that can be done before it turns ridiculous and starts to affect the integrity of the mod. Cyrodiil is packed full. You won't be able to have everything you want in perfect harmony.

I too vote for no more safeguards such as OBSE detectors of other mods and such.

WAC should be easy to edit and anyone using it would have to be editing it anyway.

I just got wrod frokm Mr. Brasher that the activator Arthmoor was referring to was benign to the village and only a hint of what it does:
Spoiler
It is the exit point from the forgotten realm above TFR - otherworldly kind of thing I think
No need to read if you want to play TFR.
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lacy lake
 
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Post » Wed Mar 30, 2011 8:00 am

Fair and good points above - Ignore my oar I think now on reflection its a bit OTT venturing into more consideration than you should have to. And really is a fine mod as is.
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Alisha Clarke
 
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Post » Wed Mar 30, 2011 10:04 am

Just gotta say this is one of the most unique, interesting village / quest mods I've played. It stands out from the rest of the Cyrodiil redundancy but still doesn't seem out of place. Thank you much for making this!
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Jodie Bardgett
 
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