[RELz] Mudwater

Post » Wed Mar 30, 2011 4:35 am

I can picture that... You meet one of Argonians who says that he has always some strange sensations after he eats a meal spiced with certain mushrooms. And thinks that there's a fort nearby, but have no idea whether it is real or not quite so... Such way he just fits in both scenarios and should make all players content because you can't be certain whether he's serious or delusional... ;]


Haha...that's actually a great idea. Would be a funny 'easter egg'.
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Kay O'Hara
 
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Post » Wed Mar 30, 2011 10:18 am

I can picture that... You meet one of Argonians who says that he has always some strange sensations after he eats a meal spiced with certain mushrooms. And thinks that there's a fort nearby, but have no idea whether it is real or not quite so... Such way he just fits in both scenarios and should make all players content because you can't be certain whether he's serious or delusional... ;] Well, you know, just like the local version of M'iaq ;]


I like the way you think trollf. :D
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elliot mudd
 
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Post » Wed Mar 30, 2011 10:07 am

I could add some dialogue concerning the fort, but since it wouldn't make sense for players who don't have KotN loaded it would again require OBSE or esp patching to make sure that it only shows up if KotN is loaded. A bit too much work for a tiny bit of additional immersion.
There's a possible middle way here. You can add something like this:

if GetGameLoaded  if IsModLoaded "Knights.esp"    set knightLoaded to 1  else    set knightLoaded to 0  endifendif
...and then check use knightLoaded as a condition for the dialogue. As you see, the above code requires OBSE to be compiled and run, but the beauty is that if installed without OBSE, the code will just fail to run, and knightLoaded will remain 0. So with something like this, you make the dialogue dependent on KotN and OBSE, but not the rest of the mod.
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Eileen Müller
 
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Post » Wed Mar 30, 2011 1:27 am

Haha...that's actually a great idea. Would be a funny 'easter egg'.

Don't know whether you've seen my edit... but such a lizard has a potential to become one of main attractions to visit that area ;] I'm really looking forward to your jokes ;]

You approach some Argonian and then he says:

"Heard about some mining company that only digs generic dungeons? Wonder what that means? Though, as they say, the most casualties amongst its workers are due to boredom caused by very long periods of staying in not interesting surroundings. Mmm..."

;]
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Kortniie Dumont
 
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Post » Wed Mar 30, 2011 6:41 am

Updated to v1.2, conjurers or other enemies around Fort Bulwark (if you have KotN loaded) will now be gone so the villagers can live in peace.


Thats the version I have been waiting for :)

Installing with KotN, and going to give this a first time playthrough so you have another guinea pig onboard. I very much like the look of this.
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Dean Ashcroft
 
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Post » Wed Mar 30, 2011 6:33 am

Phitt had a good wander around, but have not started any quests yet (well I have a treasure map which is bugging me :))....

First I have to mention those wind chimes - Nice touch, reminds me of the Ashlanders but fits with the tribal vibe for Argonians too.


Reference de-conflicting with KotN, after going for a wander in the immediate surroundings, came back to the village and found a conjurer up to mischief, managed to finish him off before he could cause anyone any damage http://www.bild.me/bild.php?file=5851315ScreenShot193.jpg

But I wonder should he have been there at all with the 1.2 version?.

I have T.I.E installed, and after consulting Arthmoor there are no T.I.E spawns in that area, however there are vanilla spawns for some creatures.

The next problem child was a wild Bore, I use Wrye Bash tweak As Intended Bores and Imps, so this little devil managed to cause a few deaths in the village before I could kill it. I have no idea what level it was (having T.I.E also installed means random spawns are going to be potentially any level)

Is there anything can be done about vanilla creature spawn points in that area aswell as the KotN?
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Wayne Cole
 
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Post » Wed Mar 30, 2011 6:46 am

[...]


Have you been to the area before you loaded the mod (= have enemies already spawned in that area)? Enemies who already spawned won't be removed. Every enemy spawning at the KotN spawn points will be killed and disabled immediately though, I tested that a few times and it always worked. I also removed two vanilla spawn points that I felt were too close to the village or old mine. Again, if the enemies already spawned then they would still be there no matter what happened to the spawn points.

If other mods like TIE add spawn points to that area then only a patch would help.
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Chris Duncan
 
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Post » Wed Mar 30, 2011 4:44 am

Have you been to the area before you loaded the mod (= have enemies already spawned in that area)? Enemies who already spawned won't be removed. Every enemy spawning at the KotN spawn points will be killed and disabled immediately though, I tested that a few times and it always worked. I also removed two vanilla spawn points that I felt were too close to the village or old mine. Again, if the enemies already spawned then they would still be there no matter what happened to the spawn points.

If other mods like TIE add spawn points to that area then only a patch would help.


I haven't been to this area in my current game before now (in fact the weapon you see in the screenshot is the first weapon I grabbed from a dead goblin in the first sewers)... I am still wearing sack cloth pants at this stage :)

This is a brand new game, very recently installed Korana's n_dywyll race and created a new player character.

And as mentioned previously, there are no T.I.E spawns in the area.
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Sammygirl500
 
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Post » Wed Mar 30, 2011 6:11 am

I haven't been to this area in my current game before now (in fact the weapon you see in the screenshot is the first weapon I grabbed from a dead goblin in the first sewers)

This is a brand new game, very recently installed Korana's n_dywyll race and created a new player character.

And as mentioned previously, there are no T.I.E spawns in the area.


That's really strange. No idea why that happened. I tested the KotN patch at least 5x, I even put in kill counter messages for testing to confirm that the conjurers get killed and disabled. And the next vanilla spawn point is 4+ cells away from the village - even outside the loaded area. I've spent a hell of a lot of time in the village while testing the mod and I've never seen an enemy attack one of the villagers in all the time (except for the KotN guys, something I only discovered after release). I can only imagine that some other mod (something else but TIE) adds spawns to the area. I've got absolutely no idea...can't replicate the problem either.

EDIT: One thing that might at least explain why the conjurer spawned is if you have a mod that puts conjurers in a non-evil faction. In vanilla they're in the conjurer faction only (which is an evil faction). The script checks for NPCs who are in an evil faction and in no non-evil faction. Just wanted to make sure that I don't accidentally kill a companion of the player for example. So if they have other factions now it might explain the problem...but not sure why a mod should do that.
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Claire Vaux
 
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Post » Wed Mar 30, 2011 8:31 am

I really like the look of this! Great work.

Spoiler
If only I can dodge those Asteroids now...

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Georgine Lee
 
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Post » Wed Mar 30, 2011 12:48 am

Okay, will play on and see what else occurs, but I dont think I have anything else which would add critters to the area, I dont have MMM or the usual complicated setup with OOO/FCOM etc, maybe the Bore could have followed me in from the surrounding area... here is my BAIN installers list for reference (nothing else installed manually, using OBMMex for sensual walks anims but the following is everything).....


Spoiler
Bain Packages:
000 - ==--UOPs--==
++ 001 - 1.Unofficial_Oblivion_Patch_v3_2_0_Manual_BAIN-5296.7z (BCBA7B56) (Installed)
++ 002 - 2.Unofficial_Official_Mods_Patch_v15_BAIN-9969.rar (59895567) (Installed)
++ 003 - 3.Unofficial-SI-Patch-v1_4_0-BAIN-10739.rar (79CE866D) (Installed)
004 - ==--Sounds--==
++ 005 - Louder_Nirnroots-5277.rar (1C92F999) (Installed)
++ 006 - AS_Rain_and_Thunder_Sounds_V1.7z (DF3DBAB0) (Installed)
++ 007 - Quiet & Whispered Feet MAX.rar (E8212F8E) (Installed)
++ 008 - Ambiant_Sound_FX_1-2-29676.rar (93165CB5) (Installed)
009 - ==--Land-LOD-Weather--==
++ 010 - 1.Bomrets_Detailed_Normal_Maps_for_Vanilla_Version_1_1-18430.rar (19757949) (Installed)
++ 011 - 2.Diverse Grasses 0.6 - Main.7z (082DA354) (Installed)
++ 012 - 3.LowTriPolyGrass-33403.7z (C5ADC3C6) (Installed)
++ 013 - 4.LowPolyTrees-33414.7z (9AA85BC1) (Installed)
++ 014 - 5.RedBag_-_Fog-33424.rar (694FDFF4) (Installed)
++ 015 - 6.Animated_Window_Lighting_System_-_Meshes_v5-3-5-19628.7z (ACFDDEAD) (Installed)
++ 016 - 7.AWLS_-_Brumbek_Mixed_Textures_v5-2-0-19628.7z (9D61BD69) (Installed)
++ 017 - 8.RAEVWD_v1_8-20053.7z (CC621199) (Installed)
++ 018 - 9.RAEVWD_SI_Edition-20053.7z (2E433124) (Installed)
++ 019 - 10.RAEVWD_Darker_Regal_IC_Texture_Pack-20053.7z (911475E6) (Installed)
++ 020 - 11.RAEVWD_SI_Bomret_Textures-20053.7z (ABBE189F) (Installed)
++ 021 - 12.Unofficial_Patch_Supplementals-v3.3.3-27710.7z (B22A6E3A) (Installed)
++ 022 - 13.Phinix_Waterfix_v2-6680.zip (66703519) (Installed)
++ 023 - 14.ImprovedSignsComplete-9498.rar (7B1F6919) (Installed)
++ 024 - 15.Real_Wood_Road_Signs_Full-25429.rar (9FF09A61) (Installed)
++ 025 - 16.Unique_Signs-25314.zip (FC0A6D23) (Installed)
++ 026 - 17.All_Natural_v1_0-18305.7z (FEE597A7) (Installed)
++ 027 - 18.New Roads & Bridges.7z (7C700E60) (Installed)
028 - ==--House-Dungeons-Castles-Quests--==
++ 029 - Better_Dark_Brotherhood_Sanctuary_v3-01-BAIN-22135.7z (252A2B65) (Installed)
++ 030 - Better_Abandoned_House_v1-22-BAIN-25319.7z (166C4B5C) (Installed)
++ 031 - Better_Benirus_Manor_v4-6-BAIN-18054.7z (90F144F9) (Installed)
++ 032 - A_Brotherhood_Renewed-v1.09-31773.7z (CEE4E8C7) (Installed)
++ 033 - Aleswell_Cottage-28702.rar (A17331C6) (Installed)
++ 034 - BravilBridgeCottage.7z (3F55268C) (Installed)
++ 035 - RoxeyCottage.7z (D578DFC4) (Installed)
++ 036 - Faregyl_Village-21562.rar (F182678F) (Installed)
++ 037 - Feldscar-30000.7z (AAF51607) (Installed)
++ 038 - Molapi-33462.7z (F26CA663) (Installed)
++ 039 - Oubliettev1.2.rar (7AEB8C14) (Installed)
++ 040 - The_Ayleid_Steps_3_4-16316.7z (AFBC1590) (Installed)
++ 041 - Vergayun-26643.7z (EAC246C4) (Installed)
++ 042 - Shadowcrest_Vineyard_COBL-22810.7z (C24B9C58) (Installed)
++ 043 - NRB4_Shadowcrest_Vineyard_Compatibility_Patch-20218.7z (8EEC0435) (Installed)
++ 044 - TIE-v1.4-35265.7z (5E8F8E6E) (Installed)
++ 045 - Mudwater_V_1_2_Full-35434.7z (ECC5DCC1) (Installed)
046 - ==--Body-Race--==
++ 047 - 1.Cobl_172-21104.7z (BFECAEE3) (Installed)
++ 048 - 2.Cobl_Cosmetics_Res_01-21104.7z (C1254BEC) (Installed)
++ 049 - 3.Exnem-Female-Eyecandy-nvde-v1-10171.7z (58411DC0) (Installed)
++ 050 - 4.HGECBody_v1dot21-BAIN.rar (C530A9C0) (Installed)
++ 051 - 5.Cosmetic Compilation Revived - Capucine-17042.7z (00C83C68) (Installed)
++ 052 - 6.RobertMale_v5_plus_Average_BAIN-25365.rar (19FA4533) (Installed)
++ 053 - 7.TGND_Release_2.1_BAIN-30914.rar (BD372531) (Installed)
++ 054 - 8.Foxs_Female_Argonian_textures_for_Exnems_body_v11-10506.rar (C068570D) (Installed)
++ 055 - 9.Tabaxi_Version_2-9870.7z (40A7B16F) (Installed)
++ 056 - 10.Khajiit_Fix-31156.7z (F067285F) (Installed)
++ 057 - 11.SUN_IB_Textures_v1.5-BAIN-33354.7z (1F9218E3) (Installed)
++ 058 - 12.Exlorians_Khajiit_Tail_for_HGEC-33745.rar (5E9DD6F1) (Installed)
++ 059 - 13.The_n_Dywyll_Elves-35397.7z (AB7F2FE4) (Installed)
++ 060 - 14.SP_Hair_Pack_Beta_Ver_1_0-30707.7z (4640AFFD) (Installed)
++ 061 - 15.Body_Seam_Reducer_-19738.7z (0F378394) (Installed)
062 - ==--Companion-Creatures--==
++ 063 - TIE Cats Full v1.0-34872.7z (07AB2D2E) (Installed)
++ 064 - slofs_horses_base_2-24312.7z (3EFC924F) (Installed)
++ 065 - Espless_Slofs_Horse_Replacer-27675.7z (39EF0C00) (Installed)
++ 066 - Benjamin_the_donkey_-_pimped_up_version_-_small-33618.7z (0094F848) (Installed)
++ 067 - Companion_Vilja_ver_2-28977.7z (BF7DB802) (Installed)
++ 068 - Companion_Vilja_ver_2_3_2-28977.7z (AD06FACA) (Installed)
++ 069 - Vilja_Customization_Pack-28977.7z (A9C6F328) (Installed)
++ 070 - Companionfriendly_Inns_0_9-33475.7z (582803D2) (Installed)
++ 071 - Deadlier_Creatures_V2-31882.rar (09BC037C) (Installed)
072 - ==--Armour-Clothing--==
++ 073 - Dark_Sisterhood_for_TGND-32970.7z (D4760C14) (Installed)
++ 074 - Kogane_Ranger_Armor-30916.rar (3F01A9F9) (Installed)
++ 075 - Lingerie_and_Underwear_for_TGND-33113.7z (8AD00C8D) (Installed)
++ 076 - Mithris_HGEC_v2_with_TGND-32958.rar (C6664024) (Installed)
++ 077 - Phasmatis_Rogue_Leather_for_TGND-32999.7z (16252534) (Installed)
++ 078 - Shell_of_the_Artificer_1.5_RobM_TGND-33087.7z (6B4D4A6E) (Installed)
++ 079 - TGND-Athol_Brose_v1_1-31246.rar (2A78FA8F) (Installed)
++ 080 - TGND-Corsets_of_the_Rose-Fixed-31331.7z (41DBB352) (Installed)
++ 081 - TGND-Featherwynd_-_Amazon_Priestess-Patched-28151.rar (C7BC3CCF) (Installed)
++ 082 - TGND-Zertualpro_Sonja_Underworld_armor-25734.rar (122147B4) (Installed)
++ 083 - TGND_Sister_of_Eisen.rar (6DE7A087) (Installed)
++ 084 - TGND_Witch_Queen_Ritual_Robe-31026.rar (354E7B06) (Installed)
++ 085 - Dwemer_Spectacles-5198.rar (04C823F3) (Installed)
++ 086 - Neck Seam Concealer Version_1_2-18669.rar (E942D40B) (Installed)
087 - ==--Weapons--==
++ 088 - SothaDagger_-_The_Ornate_Dwemer_Blade-24236.rar (A9231713) (Installed)
++ 089 - Nicos_Tabaxi_Bows_v1_0-17444.rar (41579318) (Installed)
++ 090 - Blade of Woe and Sufferthorn Replacer.rar (92842CB0) (Installed)
091 - ==--Misc-Placers--==
++ 092 - slofs_ob_pillow_book_1.1.rar (7A987642) (Installed)
++ 093 - Improved Soulgems for TIE.7z (C70A668A) (Installed)
++ 094 - Better_Potion_Bottles_Reduced_1dot2-14347.7z (93FC23BE) (Installed)
++ 095 - VAs_Better_Gold_with_No_Menu_Icon-5122.rar (DDF03442) (Installed)
++ 096 - ElvenMapComp1-NRB_Map-32006.7z (85E05093) (Installed)
++ 097 - Sensual Walks Patch ESPs v6.8.2.7z (2FB72E18) (Installed)
++ 098 - Display_Stats_1_3-31855.rar (235DAD1C) (Installed)
++ 099 - Clocks_of_Cyrodiil-11778.7z (0E92A616) (Installed)
++ 100 - Streamline_31_and_patch_BAIN-22170.7z (4EABBD9A) (Installed)
101 - ==Last==


And reference T.I.E Arthmoor responded here http://www.gamesas.com/index.php?/topic/1123328-tie-tamriel-immersion-experience/page__view__findpost__p__16619679

I believe he is also playing with Mudwater, and uses T.I.E
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Taylor Thompson
 
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Post » Wed Mar 30, 2011 1:45 pm

Looks great, Phitt, this has piqued my interest in Oblivion again. :)

...a wild Bore...

Sounds like an interesting foe - it kills it's enemies by providing inane facts about the dullest subjects. ;)
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Penny Flame
 
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Post » Wed Mar 30, 2011 3:05 am

[...]


Thanks. At first I wanted to
Spoiler
put http://s66.photobucket.com/albums/h271/Phittte/Vader.jpg in as an easter egg asteroid (end of first Star Wars movie...), but then I decided it would probably be too immersion breaking.


Okay, will play on and see what else occurs, but I dont think I have anything else which would add critters to the area, I dont have MMM or the usual complicated setup with OOO/FCOM etc, maybe the Bore could have followed me in from the surrounding area... here is my BAIN installers list for reference (nothing else installed manually, using OBMMex for sensual walks anims but the following is everything).....


I wouldn't know where he could come from otherwise. Open the mod in the CS and have a look yourself. The next spawn point is a minimum of 3.5 cells away (max distance at which enemies notice other actors is 0.75 cells). I will test the KotN fix a bit more and see whether I can get a conjurer to spawn.

Sounds like an interesting foe - it kills it's enemies by providing inane facts about the dullest subjects. ;)


:rofl:
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Dj Matty P
 
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Post » Tue Mar 29, 2011 11:34 pm

There's a possible middle way here. You can add something like this:

if GetGameLoaded  if IsModLoaded "Knights.esp"    set knightLoaded to 1  else    set knightLoaded to 0  endifendif
...and then check use knightLoaded as a condition for the dialogue. As you see, the above code requires OBSE to be compiled and run, but the beauty is that if installed without OBSE, the code will just fail to run, and knightLoaded will remain 0. So with something like this, you make the dialogue dependent on KotN and OBSE, but not the rest of the mod.


Ah...completely forgot that OBSE functions are simply ignored in a non OBSE game. Thanks!

Don't know whether you've seen my edit... but such a lizard has a potential to become one of main attractions to visit that area ;] I'm really looking forward to your jokes ;]

You approach some Argonian and then he says:

"Heard about some mining company that only digs generic dungeons? Wonder what that means? Though, as they say, the most casualties amongst its workers are due to boredom caused by very long periods of staying in not interesting surroundings. Mmm..."

;]


Hehe...good idea. Every beast race should have their own freak. I'm sure it would be a lot of fun making the dialogue for him.

EDIT: Whoops...new post instead of edit...sorry.
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Brandi Norton
 
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Post » Wed Mar 30, 2011 8:54 am

Sounds like an interesting foe - it kills it's enemies by providing inane facts about the dullest subjects. ;)


Oh rats!, too late to edit now and repeated :D

Anyone got a spare 12 boar bore shotgun to end the shame? :facepalm:

Edit: Lord!, it gets worse, "as intended bores" - gamesas could never have been this cruel

Can kill a man at ten paces with paralysing dialogue, from which there is no escape :rofl:
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MISS KEEP UR
 
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Post » Wed Mar 30, 2011 11:49 am

Ough, still haven't managed to play game and visit this swampy, muddy gem.
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JUan Martinez
 
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Post » Wed Mar 30, 2011 2:03 pm

That rogue conjurer might be the one from the spell tomes add-on. He can show up anywhere, anytime, and isn't spawned.
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Kelly James
 
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Post » Wed Mar 30, 2011 1:00 pm

Meet Cybil ...

http://www.bild.me/bild.php?file=3049547ScreenShot201.jpg

I dont know what the hell her beef is but in my last save she runs straight up behind me and dumps me in the water, so at least she isn't killing locals .... but I still have no idea from whence she came

Anyway, bacon sandwich anyone? http://www.bild.me/bild.php?file=2934481ScreenShot208.jpg

Hopefully thats the last I will see of swines like this ( studiously avoiding the b word :) )

That rogue conjurer might be the one from the spell tomes add-on. He can show up anywhere, anytime, and isn't spawned.


Thanks Arthmoor, I am going to play on in this area so hopefully your right and I should not get any further incident of conjurer
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kennedy
 
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Post » Tue Mar 29, 2011 9:43 pm

EDIT: One thing that might at least explain why the conjurer spawned is if you have a mod that puts conjurers in a non-evil faction. In vanilla they're in the conjurer faction only (which is an evil faction). The script checks for NPCs who are in an evil faction and in no non-evil faction. Just wanted to make sure that I don't accidentally kill a companion of the player for example. So if they have other factions now it might explain the problem...but not sure why a mod should do that.


Do slaughterfish fall under an evil faction?, I have seen a few dead ones (not by my hand) floating around occasionally under the walkways. Or do the locals not take kindly to their presence?

http://www.bild.me/bild.php?file=1274747ScreenShot209.jpg

Also (Please dont get dis-heartened, I am loving the detail of this mod, wish the place was real, just reporting what I have found so far) - I found Wades in mud dead just inside Hides her minds shack. Actually on first entering I am pretty sure Wades in mud was stood but went quickly out of my view at very close range, when I turned around, then looked down....

http://www.bild.me/bild.php?file=1910626ScreenShot219.jpg

Maybe thats part of the setup I dont know yet but I dont think Wades in mud would have initially been standing when I entered the shack if that was the case.

Anyway, sorry to be reporting what seem to be hiccups so far, its obviously a beautiful mod, the caged fireflies for lights are another nice touch, the smoke from Hides her minds cooking going up the hole... just the little details around the place are very nice and I have barely started.

I have had one more piggy running amok, a shoat this time, after I went a short way away (forget the cave name, fields .. something .. will get back there), came back to the village and the shoat was running away from me, couldn't catch the thing and it went off into the swampy surroundings fast.

So far my presence seems to bring ill tidings, A dead conjurer floating in the waters, a dead boar also dumped in the water, dead slaughterfish bobbing up to the surface (along with a mud crab, also dead), and one of the residents became fatally ill as soon as I walk through the door .... Is there a strong cure for bad body odour in cyrodiil?

Edit: Fieldhouse cave North West of Mudwater - Just snuck up on a couple more there http://www.bild.me/bild.php?file=7672577ScreenShot223.jpg
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Tyrone Haywood
 
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Post » Tue Mar 29, 2011 10:57 pm

Meet Cybil ...

http://www.bild.me/bild.php?file=3049547ScreenShot201.jpg

I dont know what the hell her beef is but in my last save she runs straight up behind me and dumps me in the water, so at least she isn't killing locals .... but I still have no idea from whence she came

Anyway, bacon sandwich anyone? http://www.bild.me/bild.php?file=2934481ScreenShot208.jpg

Hopefully thats the last I will see of swines like this ( studiously avoiding the b word :) )



Thanks Arthmoor, I am going to play on in this area so hopefully your right and I should not get any further incident of conjurer


Yes, thanks Arthmoor. Would be an explanation. Tried again to spawn some conjurers in Fort Bulwark a few times, but no 'luck'. Tried to approach the village from far away, fast traveled to the village - no conjurers (once some adventurers from Fran spawned, but that's completely normal as they're friendly people and no enemies so the script is not supposed to kill them).

Do you use Refscope? I've never seen a 'Lone Boar' in my game, so at least the creature type was added by a mod. That doesn't necessarily mean that the boar spawns directly inside the village of course, but knowing which mod adds the boar might help.

Do slaughterfish fall under an evil faction?, I have seen a few dead ones (not by my hand) floating around occasionally under the walkways. Or do the locals not take kindly to their presence?

http://www.bild.me/bild.php?file=1274747ScreenShot209.jpg

Also (Please dont get dis-heartened, I am loving the detail of this mod, wish the place was real, just reporting what I have found so far) - I found Wades in mud dead just inside Hides her minds shack. Actually on first entering I am pretty sure Wades in mud was stood but went quickly out of my view at very close range, when I turned around, then looked down....

http://www.bild.me/bild.php?file=1910626ScreenShot219.jpg

Maybe thats part of the setup I dont know yet but I dont think Wades in mud would have initially been standing when I entered the shack if that was the case.

Anyway, sorry to be reporting what seem to be hiccups so far, its obviously a beautiful mod, the caged fireflies for lights are another nice touch, the smoke from Hides her minds cooking going up the hole... just the little details around the place are very nice and I have barely started.

I have had one more piggy running amok, a shoat this time, after I went a short way away (forget the cave name, fields .. something .. will get back there), came back to the village and the shoat was running away from me, couldn't catch the thing and it went off into the swampy surroundings fast.

So far my presence seems to bring ill tidings, A dead conjurer floating in the waters, a dead boar also dumped in the water, dead slaughterfish bobbing up to the surface (along with a mud crab, also dead), and one of the residents became fatally ill as soon as I walk through the door .... Is there a strong cure for bad body odour in cyrodiil?

Edit: Fieldhouse cave North West of Mudwater - Just snuck up on a couple more there http://www.bild.me/bild.php?file=7672577ScreenShot223.jpg


In the village are four dead mud crabs and one dead slaughterfish (but not more than one...). They should be on top of the fishing nets though and not in the water (maybe some area effect spells during a fight made them fly around?).

Wades-In-Mud is another mystery. His AI definitely doesn't tell him to go to Hides-Her-Mind's hut ever, so he could only have gotten there while fleeing from the boar or conjurer. Why he turns up dead is beyond me though. Maybe the conjurer cast a spell with a long duration on him before he went through the door? No idea. There is nothing deadly inside HHM's hut.

Enemies around Fieldhouse Cave are perfectly normal. Fieldhouse Cave is about 3.5 cells away from the village and unless you lure them to the village the enemies will not attack any villagers on their own. I can't extinguish all the wildlife in the Blackwood Forest region after all only to make the village safe.

Only thing I can do is to increase the villager's defense stats (more health, maybe some potions etc).

But like I said, in my game I have yet to see someone getting attacked inside the village.
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Michelle Serenity Boss
 
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Joined: Tue Oct 17, 2006 10:49 am

Post » Wed Mar 30, 2011 5:44 am


But like I said, in my game I have yet to see someone getting attacked inside the village.

I haven't seen anyone get attacked either. Alls peaceful and calm in Mudwater.
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Catharine Krupinski
 
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Joined: Sun Aug 12, 2007 3:39 pm

Post » Tue Mar 29, 2011 10:50 pm

Yes, thanks Arthmoor. Would be an explanation. Tried again to spawn some conjurers in Fort Bulwark a few times, but no 'luck'. Tried to approach the village from far away, fast traveled to the village - no conjurers (once some adventurers from Fran spawned, but that's completely normal as they're friendly people and no enemies so the script is not supposed to kill them).

Do you use Refscope? I've never seen a 'Lone Boar' in my game, so at least the creature type was added by a mod. That doesn't necessarily mean that the boar spawns directly inside the village of course, but knowing which mod adds the boar might help.



In the village are four dead mud crabs and one dead slaughterfish (but not more than one...). They should be on top of the fishing nets though and not in the water (maybe some area effect spells during a fight made them fly around?).

Wades-In-Mud is another mystery. His AI definitely doesn't tell him to go to Hides-Her-Mind's hut ever, so he could only have gotten there while fleeing from the boar or conjurer. Why he turns up dead is beyond me though. Maybe the conjurer cast a spell with a long duration on him before he went through the door? No idea. There is nothing deadly inside HHM's hut.

Enemies around Fieldhouse Cave are perfectly normal. Fieldhouse Cave is about 3.5 cells away from the village and unless you lure them to the village the enemies will not attack any villagers on their own. I can't extinguish all the wildlife in the Blackwood Forest region after all only to make the village safe.

Only thing I can do is to increase the villager's defense stats (more health, maybe some potions etc).

But like I said, in my game I have yet to see someone getting attacked inside the village.


Okay thank you for having a look Phitt, and apologies if I am causing undue concern. I am going to go further back in time on another run through so that Mudwater is still virgin territory, see if I can replicate the conjuror incident if not it will be as Arthmoor described, I have not seen another since. And I want to experience all the village has to offer, dead locals kind of ruins that.

Understand the fish (I think your right and I have maybe mistaken a floaty crab for an extra slaughterfish) and crabs now, and yes when the conjuror appeared he caused mayhem casting spells and villagers running around because of his presence so an area affect disturbing placement is possible (I didnt see everything that happened initially because I fell off a walkway trying to target him then had to run around to get back up), also a couple of the villagers (possibly including Wades in mud - I did not recognise them by name at the time of the attack) were near the entrance to Hides her minds shack, so Wades in mud could have been hit before bolting in there.

Going to be a bit more careful on my approach this time so as not to drag along any wilderness followers, the boar variations I am pretty sure are from T.I.E, their behaviour is typical of T.I.E added wildlife (some smaller, as in the shoat will flee, but considering I am level 1 most have their angry pants on) and my venturing out is attracting them, even though considered far enough away not to be a bother to the villagers can be pulled in by the player. And being fuelled by T.I.E are a bit more of a problem than usual. Normal levelled wildlife would not be so thats not a concern for you but the player needs to be more wary of what is attracted towards the village I think if using T.I.E. Anyway, on to round 2, see if I can preserve the peace normally expected :)
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luke trodden
 
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Post » Wed Mar 30, 2011 12:37 am

Only thing I can do is to increase the villager's defense stats (more health, maybe some potions etc).

Some weapons may not be a bad idea, either (unless their hand-to-hand skills are upped instead), and isn't something that would be out-of-place in such a remote village. They have to protect themselves somehow, right? I also had an issue with a couple of boars wandering into the village... though I'm using OOO, so perhaps that added it? The first one I helped a villager take care of, but the second one would've killed a villager if they weren't essential. Also a Guar wandered through (which was almost surely added by OOO), though it wasn't hostile, so no big deal.

I did run into a nasty bug, though...
Spoiler
When Hides-Her-Mind instructed me to sit by the door for the ritual, I did so and had my controls locked (as expected), but she never sat down to perform the ritual and I ended up stuck. She just stood idle next to her seat. I had to reload a previous save, which thankfully was just made a few seconds before, and waited for her to sit first, and it worked that time.


Also...
Spoiler
Kudos for the dream sequence. Was a rather unexpected, but very enjoyable, twist to the whole thing. Have to admit, though.. the first 'game' had me using the walkthrough spoiler. Never would have figured that out in a reasonable time frame even knowing the basics of what to do.

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sarah
 
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Joined: Wed Jul 05, 2006 1:53 pm

Post » Wed Mar 30, 2011 8:29 am

Phitt - Pleased to report no more conjurer incidents on this run through, I have now started getting on with the quests (treasure hunt first), and Wades in mud is alive and doing his daily stuff.

Concluded I have to be very careful when entering Mudwater if wandering in from the surrounding areas, T.I.E must have my pheremones on high, I seem to attract a lot of attention from the wildlife. But if I sneak in the last 4-5 cells no problems. Fast travelling to Mudwater is easier and doesn't cause any such problems soooo I think I was not being careful enough combined with being low level easy prey for T.I.E generated critters. They may not be close enough to cause problems for villagers as Arthmoor confirmed, but a player with T.I.E does have to look over their shoulder before marching in to town (that is unless theres a guard or two around, then the player can just run past a guard sreaming SAVE MEEEE! :))

So its not your mod, and I dont think you need to adjust NPC defenses, not for me with T.I.E anyway, and my player character at level 1, I could quite easily pick up a level 20 fan club enroute ... how much do you adjust villagers for an un-levelled game?, I dont think you can without making things un-realistic.

Only thing still out of place in my experience so far, and no big problem - the sun-dried slaughterfish and crabs initial positioning ... I saved circa 6 cells away before entering for the first time again, after entering the catch is always in the water. Did a re-load and slightly different but they are still starting in the water ... I presume its just a havoc thing with those and your placement of the slaughterfish and mudcrabs is being upset on first entering the area, I never see them as intended in the nets ...

http://www.bild.me/bild.php?file=9805728ScreenShot224.jpg
http://www.bild.me/bild.php?file=5271769ScreenShot227.jpg
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Nina Mccormick
 
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Joined: Mon Sep 18, 2006 5:38 pm

Post » Wed Mar 30, 2011 11:30 am

Maybe the villagers should start up a small militia. It sounds like the local wildlife likes to cause them trouble and they can't rely on the Legion or player to always protect them. And in a KOTN game they might have noticed the conjurers sneaking into their formally abandoned fort in the middle of the night, that'd be a pretty good reason for a few of them to buy a cheap sword and learn how to swing it.
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Peetay
 
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