[RELz] Oblivifall - Losing My Religion

Post » Mon May 17, 2010 3:13 am

West Roads works fine with KR. Yes, this location seems to be getting popular. Things are compounded by the fact that LMR has a major land conflict with KR in the same area.
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Kirsty Wood
 
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Post » Sun May 16, 2010 7:50 pm

Greetings,

I simply wanted to let you know that version 1.4 will be released in the next few days.
Aside from bug fixes or compatiblity patches, it'll most likely be the last version. I will not be adding new features, as I feel Losing My Religion is pretty much complete. It was in my initial plans to build the rest of the knightly orders' HQ and add Dibella's Cults mentioned in the lore, but Cyrodiil is already filled with so many locations, modded and not-modded, that it would have cramped the province too much. :P

I also plan/hope to finish the other WIP Oblivifall Modules (Daedra Summoning and Oblivion Comes Alive) along with Sounds of Cyrodiil before the release of Skyrim, as I'll most likely switch to Skyrim when it'll be released. :)

Stay tuned!
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Arrogant SId
 
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Post » Sun May 16, 2010 9:33 pm

Cool stuff.

Curious - will you add compatiiblity patches for the following:
- KoTN
- Better Cities (possible conflicts with churches etc.?)
- AWLS (lights?)
- DS Sutch Reborn (Kynareth knights to be in the same faction)
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james reed
 
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Post » Sun May 16, 2010 7:20 pm

Fantastic news! Looking forward to trying it out. :)
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Nymph
 
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Post » Mon May 17, 2010 1:08 am

Looking forward to 1.4. I've really wanted to try this, but have been holding off installing this since I also run KotN, Better Cities, and Kvatch Rebuilt, all of which have conflicts but which you indicated would be patched for 1.4. I'm hoping the eventual Better Cities patch will work with the Blood & Mud version of BC as well.
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JR Cash
 
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Post » Mon May 17, 2010 1:58 am

I've recently played KotN while Losing My Religion was active, and I did notice a couple more conflicts than the ones you mention in opening post. Not sure if that's been adressed in this thread in the meantime, but a quick search made it look like you were not yet full aware of that, and think that the main problem is Anvil's chapel.

In general, KotN changes many of the chapels a bit, not only the Anvil chapel.
- It allows you to enter the Chapel Halls so that you're not trespassing. I believe it does this by adding you to some faction which has access there, and that YOUR mod changes the ownership of those cells from the general faction to some specific faction directly related to the god in question. So... this should change. It doesn't have any impact on the game anyway that you changed the ownership, since NPCs from the other divines' factions will hardly ever go there. And for KotN, it is sometimes necessary to enter the Chapel halls.
- In Chorrol, it places gauntlets on the floor and replaces the altar with its own version. The gauntlets don't conflict, but you placed a bookshelf to one side of them so that they're now in a very hidden spot. The altar, however, conflicts heavily, since you place your own version there as well. A compatibility patch would have to remove both altars and replace them with a new one which uses a mixed script (the script is VERY important for the quest - you have to activate the altar and get the blessing or you can't finish the quest, so that needs to be corrected.
- In Cheydinhal, you have to desecrate a sword at the altar one time, if I'm not mistaken. Now I haven't checked if there were any conflicts (because I turned LMR off after the severe problems in Chorrol), but it should definitely be checked.
- In Leyawiin, it adds a statue in the Undercroft that you have to activate, and later the Chapel gets attacked by Aurorans, which could possibly result in lots of dead NPCs and/or simply a VERY cluttered battlefield. I don't know if a fix for either of this is needed, but should be checked too.
- Visiting the wayshrines while KotN is active doesn't count for the chapel altars, since it's all part of the Pilgrimage instead. This is quite stupid in general, but for your mod a patch could change the conditions on the altars to "must have completed the Pilgrimage", and all would be well. Currently, I can simply not use the altars.
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Ellie English
 
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Post » Mon May 17, 2010 9:49 am

Cool stuff.

Curious - will you add compatiiblity patches for the following:
- KoTN
- Better Cities (possible conflicts with churches etc.?)
- AWLS (lights?)
- DS Sutch Reborn (Kynareth knights to be in the same faction)


KOTN: Yup. Huge thanks to the CSE team. I had difficulty before with editing the Knights DLC, which lead to frustration and the reason why I've delayed it so many times. But now, it's working great. I will fully play throughout the DLC to make sure no conflicts arise.
Better Cities: Yes. :D
AWLS: What do you mean?
DS Sutch Reborn: I'll look into it. I believe Sutch also has a chapel of Kynareth? If so I'll add the priests in the faction as well.


Fantastic news! Looking forward to trying it out. :)


Thanks!


Looking forward to 1.4. I've really wanted to try this, but have been holding off installing this since I also run KotN, Better Cities, and Kvatch Rebuilt, all of which have conflicts but which you indicated would be patched for 1.4. I'm hoping the eventual Better Cities patch will work with the Blood & Mud version of BC as well.


I'll look into the Blood & Mud version of BC and make a patch if needed.


I've recently played KotN while Losing My Religion was active, and I did notice a couple more conflicts than the ones you mention in opening post. Not sure if that's been adressed in this thread in the meantime, but a quick search made it look like you were not yet full aware of that, and think that the main problem is Anvil's chapel.

In general, KotN changes many of the chapels a bit, not only the Anvil chapel.
- It allows you to enter the Chapel Halls so that you're not trespassing. I believe it does this by adding you to some faction which has access there, and that YOUR mod changes the ownership of those cells from the general faction to some specific faction directly related to the god in question. So... this should change. It doesn't have any impact on the game anyway that you changed the ownership, since NPCs from the other divines' factions will hardly ever go there. And for KotN, it is sometimes necessary to enter the Chapel halls.
- In Chorrol, it places gauntlets on the floor and replaces the altar with its own version. The gauntlets don't conflict, but you placed a bookshelf to one side of them so that they're now in a very hidden spot. The altar, however, conflicts heavily, since you place your own version there as well. A compatibility patch would have to remove both altars and replace them with a new one which uses a mixed script (the script is VERY important for the quest - you have to activate the altar and get the blessing or you can't finish the quest, so that needs to be corrected.
- In Cheydinhal, you have to desecrate a sword at the altar one time, if I'm not mistaken. Now I haven't checked if there were any conflicts (because I turned LMR off after the severe problems in Chorrol), but it should definitely be checked.
- In Leyawiin, it adds a statue in the Undercroft that you have to activate, and later the Chapel gets attacked by Aurorans, which could possibly result in lots of dead NPCs and/or simply a VERY cluttered battlefield. I don't know if a fix for either of this is needed, but should be checked too.
- Visiting the wayshrines while KotN is active doesn't count for the chapel altars, since it's all part of the Pilgrimage instead. This is quite stupid in general, but for your mod a patch could change the conditions on the altars to "must have completed the Pilgrimage", and all would be well. Currently, I can simply not use the altars.


Those issues are all included in the patch, but thank you very much for providing the info Fearabbit. I originally left the gauntlets as they were, but I agree that it can take a long time to find them.
For Cheydinhal and Leyawiin's Chapels, the new NPCs are disabled during the attacks so they do not interfere. When I'll be testing the DLC, I'll see if I should remove or disable the chapel guards as well. If they crowd the place too much or if they kick too much Auroran butt, I'll disable them or place their corpse as the player arrives.

Sorry for being misleading about the compatiblity with KOTN. I barely played it but wrongfully assumed the major conflicts would be with the chapel desecration.
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Emily abigail Villarreal
 
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Post » Mon May 17, 2010 11:37 am

A quick headsup as I'm celebrating right now the completion of Knights of the Nine's compatiblity patch. IT WORKS! :celebration:

I had trouble before with mod de-isolation but thanks to the Construction Set Extended, doing the patch was a walk in the park! The KOTN patch addresses these issues: (Put in spoiler tags because there are KOTN spoilers in there)

Spoiler


Bug Fixes

- Anvil and Bravil's chapels desecration is fixed and arranged with LMR's new decoration.
- The Gauntlets in Chorrol's chapel are easier to find. (Before they were hidden behind a bookshelf)
- The tomb you have to activate in Leyawiin to get to the Mace of the Crusader does not collide with one of LMR's tombs anymore.
- Pathfinding in Anvil, Bravil, Leyawiin and Cheydinhal's chapels have been reworked since KOTN modified them.
- The Altar in Cheydinhal and Chorrol now work appropriately for the Relic items.
- The central altars will be able to gift you with the blessings after becoming a KOTN.

Changes

- Forces Losing My Religion's Priests to stay inside the chapel halls during the Leyawiin and Cheydinhal attacks. The chapel guards stay on the ground floor to fight the Aurorans.
- Losing My Religion's Anvil and Bravil's priests are killed alongside the regular priests. They are replaced by new NPCs at the end of the questline.
- Chana Mona, Bravil's Primate, now has a replacement NPC. (She didn't have one in KOTN)
- Being a KOTN will grant you access to any area of the Chapels, but will not grant you access to the Order of the Hour's restricted areas. (Second floor, dungeons, towers)
- You can be a KOTN and belong to one of the god or knight factions.
- KOTN's replacement NPCs wear the appropriate religion outfit.
- Dialogues have been modified in Anvil and Bravil due to NPCs being replaced there.



Next patch on the list: Better Cities, Blood & Mud (If needed), Sutch Reborn.
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Suzy Santana
 
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Post » Mon May 17, 2010 2:43 am

Woo-hoo!

Looking good, Cliff! I'm definitely excited about getting my hands on this!

I've missed being able to actually get involved with the religions. In Morrowind, I played both an Imperial Cult priest -and- a member of the Tribunal Temple. I was very disappointed to see the lack of depth given to these factions when Oblivion came around. I mean, even Morrowind couldn't compare to say... Daggerfall... in terms of depth. But still, at least there was -some- left, then.

This is going to go right up at the top of my list of mods that shouldn't have had to been mods.
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Amber Ably
 
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Post » Mon May 17, 2010 3:26 am

Woo-hoo!

Looking good, Cliff! I'm definitely excited about getting my hands on this!

I've missed being able to actually get involved with the religions. In Morrowind, I played both an Imperial Cult priest -and- a member of the Tribunal Temple. I was very disappointed to see the lack of depth given to these factions when Oblivion came around. I mean, even Morrowind couldn't compare to say... Daggerfall... in terms of depth. But still, at least there was -some- left, then.

This is going to go right up at the top of my list of mods that shouldn't have had to been mods.


Thank you very much Colonel! :)
The very reason why I did this mod was indeed the lack of background info and use of the game's temples. They have 3 members walking around aimlessly, every chapel looks exactly the same, they offer very little services and the central altar is pretty much a "cheat item" since it fully restores you at no price.

I decided to add something to the KOTN add-on. As mentioned in my previous post, being a Knight of the Nine still allows you to join one of the nine religions or the two Knightly Orders. If you do so, you will be accepted right away. No skill requirement needed.
In addition, you will be accepted as a Brother/Sister rank if joining a religion, or a Knight Brother/Sister if joining a Knightly Order. For the religions, being at a much higher rank (Rank 6 to be exact) only gives you disposition bonuses with the other members (And maluses with the rivals). But being a Knight Brother/Sister grants you one of the Knightly Order's Armored Horse and the Order's Ceremonial Armor.

When you normally join a faction, you start at the lowest rank with no possibility to raise. So if you're a Knightly Order recruit, you don't have access to an armored horse and you only get the Order's basic armor.
If you're already a member of one of the factions when you're named Knight of the Nine, you'll get an instant promotion.
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dell
 
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Post » Mon May 17, 2010 9:03 am

Good to see you're still playing around with this Cliff, the KOTN patch will be appreciated!

Maybe I should finish up that overdue Kragenir's Death Quest update too... :poke:
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Oceavision
 
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Post » Mon May 17, 2010 6:33 am

AWLS: What do you mean?

Hey Cliffworms, great to hear 1.4 is coming out shortly. What he means is AWLS has some comaptibility issues with Losing My Religion, but fortunately I've made a compatibilty patch for you.

Also, I assume 1.4 has all the changes I did for you a while back? I fixed the problems with the cathedrals to make them work with All Natural and fix some other issues. You need to merge all the changes in the .esp into your main .esp. I can do it for you if you wish. http://www.4shared.com/file/P5x-_pU5/Losing_My_Religion-UpdatedFile.html.

http://www.4shared.com/file/nwetaBZP/Losing_My_Religion-AWLS_Patch-.html. You could upload this as a separate download or integrate it into your package as an optional install.

Anyway, I hope those two files above can be incorporated into the 1.4 release since they fix/improve things and make your mod work with AWLS and All Natural. Thanks, and let me know if you need any help with this.
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David Chambers
 
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Post » Mon May 17, 2010 7:57 am

Good stuff. :)

Did the incompatibility with West Roads ever get resolved?
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pinar
 
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Post » Mon May 17, 2010 12:11 am

Maybe I should finish up that overdue Kragenir's Death Quest update too... :poke:


Remove Minecraft's shortcut from your desktop. That did it for me. :evil:


Hey Cliffworms, great to hear 1.4 is coming out shortly. What he means is AWLS has some comaptibility issues with Losing My Religion, but fortunately I've made a compatibilty patch for you.

Also, I assume 1.4 has all the changes I did for you a while back? I fixed the problems with the cathedrals to make them work with All Natural and fix some other issues. You need to merge all the changes in the .esp into your main .esp. I can do it for you if you wish. http://www.4shared.com/file/P5x-_pU5/Losing_My_Religion-UpdatedFile.html.

http://www.4shared.com/file/nwetaBZP/Losing_My_Religion-AWLS_Patch-.html. You could upload this as a separate download or integrate it into your package as an optional install.

Anyway, I hope those two files above can be incorporated into the 1.4 release since they fix/improve things and make your mod work with AWLS and All Natural. Thanks, and let me know if you need any help with this.


Oh! Actually I had already included it/merged it when you sent the files but it slipped my mind when I responded. Too much modding does that I guess. :lol:
Thanks again for the beautiful clear windows and the AWLS patch. I must admit, my clear cathedral window wasn't a sight to behold. Actually, I took one of the smaller windows' texture and stretched it to fit. :P



Good stuff. :)

Did the incompatibility with West Roads ever get resolved?


Not yet, I'm afraid. It's a rather complicated issue since the road goes through the exact same cells as the ones where the keep sits on. It's a very popular spot.
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Mariaa EM.
 
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Post » Mon May 17, 2010 11:55 am

Hrm... so, I guess that with only the two knightly orders here represented, I'll have to wait on someone else to finally let me join the Knights of Iron. Bah! Zenithar never lets me join his knights. T_T

I feel so left out.
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Genocidal Cry
 
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Post » Mon May 17, 2010 1:29 pm

Hrm... so, I guess that with only the two knightly orders here represented, I'll have to wait on someone else to finally let me join the Knights of Iron. Bah! Zenithar never lets me join his knights. T_T

I feel so left out.


Bah! Zenithar! It's all about filling up coffers with gold and trapping poor souls in their religion by offering them honest work. :P
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Chloe Yarnall
 
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Post » Mon May 17, 2010 12:09 am

Regarding the West Roads conflict - can you move the Akatosh Order's castle a bit to avoid that busy spot? I understand it is also too close to a (bandit?) cave from Kvatch rebuilt, making it non-realistic. Of course, I know that this is more work for you, but maybe a slight shift from you might solve it as you are already making modifications for v 1.4? Just a request, consider it if you have the time and inclination.

Really looking forward to your mods - I have been waiting for LMR, OCA and Sounds of Cyrodiil since day one! :)
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Richard Dixon
 
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Post » Mon May 17, 2010 8:56 am

Regarding the West Roads conflict - can you move the Akatosh Order's castle a bit to avoid that busy spot? I understand it is also too close to a (bandit?) cave from Kvatch rebuilt, making it non-realistic. Of course, I know that this is more work for you, but maybe a slight shift from you might solve it as you are already making modifications for v 1.4? Just a request, consider it if you have the time and inclination.

Really looking forward to your mods - I have been waiting for LMR, OCA and Sounds of Cyrodiil since day one! :)


I'll look into it. Since most patches are already done for the current LMR version, I'll release what I have first, then a few days later I'll work out the castle's location. :)
And I have full inclination to do so. I want LMR to be as compatible as possible with other mods. :P

I'm currently working on LMR's trailer now. The real one actually, since the video footage in the first post had been done with an older computer and I did not show enough things about the mod.
Regarding Patches, I'm currently doing last touch-ups on Kvatch Rebuilt. After that, I believe the mod should be released. At last. :sleep2:

Edit: Oh and before I forget. Oblivion Comes Alive's Minstrels work perfectly. Wandering from city to city, playing music at taverns/streets and castles....I just wanted to tease a bit.
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Anna Beattie
 
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Post » Mon May 17, 2010 1:48 am

Edit: Oh and before I forget. Oblivion Comes Alive's Minstrels work perfectly. Wandering from city to city, playing music at taverns/streets and castles....I just wanted to tease a bit.


Consider us teased :drool: :biggrin: Hopefully they are essential or have guards or something, as FCOM baddies will roast them alive on the roads :oh noes:
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Naomi Lastname
 
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Post » Sun May 16, 2010 11:03 pm

I too am really looking forward to your 1.4 release. Also glad to hear that will allow you to return to Sounds of Cyrodiil.

Don't know if I've mentioned it before, but I'm a really big fan of your work. :goodjob:
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Josh Trembly
 
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Post » Mon May 17, 2010 12:41 pm

Consider us teased :drool: :biggrin: Hopefully they are essential or have guards or something, as FCOM baddies will roast them alive on the roads :oh noes:


They're not essential, but they respawn. :)

I too am really looking forward to your 1.4 release. Also glad to hear that will allow you to return to Sounds of Cyrodiil.

Don't know if I've mentioned it before, but I'm a really big fan of your work. :goodjob:


Thanks, Garx! :foodndrink:
Well, all's done. Now I just have to make sure everything's packaged right. It should be released tomorrow or Tuesday. :)
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Lyd
 
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Post » Mon May 17, 2010 12:59 pm

ZOMG Cliff is still alive!
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Dezzeh
 
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Post » Mon May 17, 2010 11:58 am

Remove Minecraft's shortcut from your desktop. That did it for me. :evil:

Must... Build... Vivec... :miner:
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BethanyRhain
 
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Post » Mon May 17, 2010 1:16 pm

Well, all's done. Now I just have to make sure everything's packaged right. It should be released tomorrow or Tuesday. :)


:whistling: How's the packaging going? :)
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Charleigh Anderson
 
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Post » Mon May 17, 2010 12:10 pm

Awaiting this with bated breath...
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Elisabete Gaspar
 
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