[RELz] Oblivifall - Losing My Religion

Post » Mon May 17, 2010 12:01 am

I'll beta test. I've gone without a god for long enough. What would I be testing?

One thing. My video card's been on the fritz lately. Testing may be semi-slow.
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Monika
 
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Post » Sun May 16, 2010 4:10 pm

I'll beta test. I've gone without a god for long enough. What would I be testing?

One thing. My video card's been on the fritz lately. Testing may be semi-slow.

I was also godless...until I was shown the holy word of LMR. Now there is know going back...I am a religious fanatic for life!!!
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Bee Baby
 
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Post » Sun May 16, 2010 5:55 pm

I'll beta test. I've gone without a god for long enough. What would I be testing?

One thing. My video card's been on the fritz lately. Testing may be semi-slow.


Thanks for offering, Erudite! :foodndrink:
Testing is very simple. You join one of the gods' orders or knightly orders, and see if the other members recognize you as a member. Also, you can try talking to members of the other orders and see if they'd mistakenly recognize you as one of their own, which would be a bug.

Otherwise, you can have fun slashing priests of your order or stealing from it, then try talking to members to see if the dialogue about expulsion works out. :D

The Order of the Hour and the Akatosh Chantry have been tested, but not the other orders.
I might be able to send you the file tomorrow or the day after. I have some mod compatibilities to work around. :)


Side Note: I've made a compatibility patch for Kvatch Rebuilt! Rejoice! It was easier to do than I thought. The landscape issues are gone. I have not modified the bandit cave's location, so it's still 3 feet away from the Order of the Hour's HQ. That's the only oddity you will encounter between the two. But there are no landscaping conflicts anymore. And the camp stays as it is.
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Erin S
 
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Post » Mon May 17, 2010 12:34 am

Hi

Love your mod, it adds so much needed personality to the chapels
any progress on the better cities, kotn and heart of the dead patches?
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benjamin corsini
 
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Post » Sun May 16, 2010 11:08 pm

Hi schtan!

Thanks!
The KOTN patch is in the making, and so are the Heart of the Dead and Better Cities ones. Kvatch Rebuilt's patch is already done and works great. :)
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Vicki Gunn
 
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Post » Mon May 17, 2010 1:33 am

Thanks for your work on this mod, it sounds great! It will absolutely be a download for me at 1.4, got to wait for those patches though :) Oblivion's religion really needed this.
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Devin Sluis
 
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Post » Sun May 16, 2010 6:51 pm

Thanks YuMMz. :)
I'm still having problems with the KOTN patch, but the rest is pretty much done. I'll see if I release 1.4 ASAP then release KOTN patch after .
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Daniel Lozano
 
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Post » Mon May 17, 2010 7:37 am

For those interested, version 1.4 is ready for testing goodness. The KOTN patch will come in a later version I'm afraid. I have tested a lot the new features and changes, but there might other evil bugs hidden somewhere. If you are interested in testing, please send me a PM. :)

Here's the complete changelog for version 1.4:


Additions

- Each god faction is joinable. Two Knightly Orders, the Order of the Hour and the Kynaran Order, are joinable as well.
- The Knightly Orders smiths use Shivering Isle’s smiting animation.
- The Knightly Orders’ horses use Zira’s beautiful Medieval Horse Clothes.
- Ambient sound atmospheres in some areas. Hear the wilderness birds and insects from inside Kynareth’s Shrine houses,the potions boiling in the alchemy lab of Mara or some NPCs who snore while they’re asleep.
- Ask about the location of wayshrines to anyone belonging to god factions.
- Akatosh worshippers at the Order of the Hour now offer the healing service.
- The second floor of Skingrad and Cheydinhal’s chapels have been changed to be more unique.

Changes

- The temples’ merchants now have their chests accessible. Meaning the player can steal from their stock. The merchants places their wares at the start of the day and bring them back with them when going to sleep.
- Removed the chants from Gottlesfront Priory and the Temple of the Ancestor Moth’s catacombs.
- The sound atmosphere in the Temple of Stendarr plays only when the priests are preaching, and will not continuously loop.
- The healers will now accept to heal you during prayers. Zenithar’s Donation Collector will also accept your donations.
- The preaching time for the priests have been reduced to 2 hours instead of 4, allowing the player to have more time dealing with services NPCs.
- The lighting has been changed inside chapels. I have removed DarkNinja’s coloured lighting to replace with a more natural ambiance.
- The Magic Item Merchant in Skingrad’s chapel, the Spell Maker Merchant in the Shrine of Kynareth and the Soul Gem Merchant in Cheydinhal’s chapel no longer offer their services to the public. You need to be a member to access this privilege.

Bug Fixes

- Mara’s alchemists schedules have been fixed.
- Some greeting problems in the Order of the Hour’s restricted areas have been fixed.
- Fixed the schedules for some members of the Kynaran Order.
- Kynaran Order’s horses have proper ownership.
- Service NPCs no longer mention themselves when asked about the service offered.
- Arkay’s Matriarch now wears her proper rank outfit.
- The mage Bralsa Andaren staying near Kynareth’s Shrine will no longer attack the pacified deers.
- Fixed the position of the ladders and statues inside the chapels.
- Made the compatibility patch for Kvatch Rebuilt, Heart of the Dead, Better Cities
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Anne marie
 
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Post » Sun May 16, 2010 5:32 pm

If only it worked with KotN and KR. :(
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LijLuva
 
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Post » Sun May 16, 2010 9:56 pm

Any possibility of transparent windows on the chapel meshes? :)
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Lou
 
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Post » Mon May 17, 2010 7:45 am

Any possibility of transparent windows on the chapel meshes? :)

Yeah? I was itching of taking a look myself and just copy and paste from Brumbecks meshes and textures. I sorely miss All Natural nice transparent windows :icecream:

Your new beta looks very promising. I never signed up to beta test because I was trying to not upset my game needlessly; but lately I have been pushing my new install so maybe I ought have.

Cheers!
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Shelby McDonald
 
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Post » Mon May 17, 2010 1:39 am

If only it worked with KotN and KR. :(


I'm sorry for KotN. I'm mainly focused on getting most bug fixed for the new version. Working with KotN is tricky. I prefer to focus only on that, so I'll most likely release the patch after 1.4, when I'll have full time to work only on that.

But rejoice, Kvatch Rebuilt's landscape patch works. :)
It still look odd that the bandits have a cave close to the Order of the Hour's headquarters, but at least the quest related to it is not broken. And the Order of the Hour's guards will not fight the bandits.

Any possibility of transparent windows on the chapel meshes? :)


Yup. I'm looking into that. Thing is, I haven't yet had the time to look at guides on how to modify the texture to work with All Natural. I use a default texture, but in photoshop I had made it larger to fit the size of the regular god windows.

Yeah? I was itching of taking a look myself and just copy and paste from Brumbecks meshes and textures. I sorely miss All Natural nice transparent windows :icecream:

Your new beta looks very promising. I never signed up to beta test because I was trying to not upset my game needlessly; but lately I have been pushing my new install so maybe I ought have.

Cheers!


No worries Locksley. EruditeDragon is doing an awesome job at testing and finding all nasty bugs and glitches. :D
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Jerry Jr. Ortiz
 
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Post » Sun May 16, 2010 11:57 pm

Yes, it would be better to change the names via the CS editor. Otherwise the changes become permanent to the save.


And doing things by scripts instead of the old fashioned way makes it much more difficult to spot conflicts with TES4EDIT.

Cliffworms, great news on the Kvatch Rebuilt patch, even though you initially said it was impossible. :P
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trisha punch
 
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Post » Sun May 16, 2010 9:57 pm

Might http://tesnexus.com/downloads/file.php?id=31650 help with the compaibility problems with KoTN?
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louise hamilton
 
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Post » Sun May 16, 2010 11:18 pm

And doing things by scripts instead of the old fashioned way makes it much more difficult to spot conflicts with TES4EDIT.

Cliffworms, great news on the Kvatch Rebuilt patch, even though you initially said it was impossible. :P

Might http://tesnexus.com/downloads/file.php?id=31650 help with the compaibility problems with KoTN?


Ahh this might work indeed for those who have it active in their list, but are not interested in playing it. I'll try it out and recomend it in the readme. Thanks for the find! :foodndrink:

Yes, I was sure with TES4Edit I could patch up the landscape tear between KR and LMR. Turns out I was wrong and after many tries, I made it. :D
With West Roads it is different though. West Roads adds a road that passes through the stronghold. With the changes I made to the landscape, there's another tear there. I wonder if it'd be possible to take the road and make it pass on its side, without tearing up the landscape changes by LMR.
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April
 
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Post » Sun May 16, 2010 11:20 pm

I'm loving your mods so far Cliffworms,
Have all the oblivifail mods active and I must say it rocks.

The chapels and the priests ect. seem mush more indepth and interesating than the old bare stone and plain clothes of vanila.

Keep up the awesome work!
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Invasion's
 
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Post » Mon May 17, 2010 1:39 am

What a brilliant mod. This was one of those mods I installed and then intended to forget about so it would be better when I finally discovered it, and that's exactly what happened. I visist the temple every time I go to a city now

Just one question, does donating earn you brownie points with the temple faction or something?
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Benjamin Holz
 
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Post » Mon May 17, 2010 1:36 am

Will bad things happen if I change the flag on the races herein to and remove the playable flag?

Imperials and Redguards are flagged as playable. The rest are not Not even sure why they are in there, but I use RBP so they are annoying at character generation.

thanks
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Flutterby
 
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Post » Mon May 17, 2010 2:50 am

Yeah? I was itching of taking a look myself and just copy and paste from Brumbecks meshes and textures. I sorely miss All Natural nice transparent windows :icecream:

Cheers!

Hey guys, I know cliffworms is busy working on his stuff, so for the time being I'm posting a patch for All Natural and for AWLS below. I've also edited the exterior cathedrals to match the interior cathedrals. This required some 3D modeling work, but it turned out well I think.

I also created new blank stained glass window textures. Here is what they look like:

http://i275.photobucket.com/albums/jj317/Brumbek/Oblivion%20General/LosingMyReligionANVersion.jpg

Here's what the changed exterior cathedrals look like:

http://i275.photobucket.com/albums/jj317/Brumbek/Oblivion%20General/LosingMyReligionExteriorChanges.jpg

I've also edited the divine shield textures to match the custom ones I made for AN. It adds more color. Here's what the new ones look like:

http://i275.photobucket.com/albums/jj317/Brumbek/Oblivion%20General/LosingMyReligionShieldTextureChanges.jpg

AN Patch plus Cathedral changes:
http://www.megaupload.com/?d=C7NFBZI0

AWLS Patch
http://www.megaupload.com/?d=E3WG8EY1

I believe cliffworms will be including all this in his next version, but I wanted to release it for people to use until then.
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how solid
 
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Post » Mon May 17, 2010 12:39 am

Thanks Brumbek, really looking forward seeing these ingame :goodjob:
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Kevan Olson
 
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Post » Sun May 16, 2010 10:40 pm

With West Roads it is different though. West Roads adds a road that passes through the stronghold. With the changes I made to the landscape, there's another tear there. I wonder if it'd be possible to take the road and make it pass on its side, without tearing up the landscape changes by LMR.

Maybe I can help! What cell(s) is/are problematic? (I couldn't play because I'm waiting for KOTN patch, so I didn't notice). I'll be working on an update for West Roads if required. I try to avoid patches as much as I can. So tell me exactly what is the prob. :grad:
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des lynam
 
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Post » Mon May 17, 2010 8:55 am

Oh, nothing much, just a ginormous land tear down the middle of the castle: http://img98.imageshack.us/img98/8844/westroad.jpg :)

Cell -42,-2 if it's not obvious, shot facing east in the CS. Your road would need a significant reroute to avoid that I think.
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Timara White
 
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Post » Mon May 17, 2010 1:41 am

Oh, nothing much, just a ginormous land tear down the middle of the castle: http://img98.imageshack.us/img98/8844/westroad.jpg :)

Cell -42,-2 if it's not obvious, shot facing east in the CS. Your road would need a significant reroute to avoid that I think.
Err ... good to know. Well out comes west roads on this next build.
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Verity Hurding
 
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Post » Mon May 17, 2010 5:36 am

Oh, nothing much, just a ginormous land tear down the middle of the castle: http://img98.imageshack.us/img98/8844/westroad.jpg :)

Cell -42,-2 if it's not obvious, shot facing east in the CS. Your road would need a significant reroute to avoid that I think.

Nothing much!?! I already rerouted that segment to avoid compatibility issues with Kvatch Rebuilt and OOO... That spot is getting crowded! Wonder what makes it so popular amongs mods... Well, I don't think I can get away without a patch. Unless there's a way to replicate the exact same landscaping but that also means trees and rocks and whatnot. Which would mean, if I remember correctly, another conflict with KR. I don't think I can help much, in the end. I'll meditate on that.
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Alexandra Ryan
 
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Post » Mon May 17, 2010 7:40 am

Does west roads conflict with Kvatch rebuilt?
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Undisclosed Desires
 
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