[RELz] Oblivifall - Losing My Religion

Post » Sun May 16, 2010 3:46 pm

holy crap its finally out! :D ...wait a 'tic, damnit i gotta wait till i finish the kotn, oh well :P so glad it's finally out there, so congrats on the relz


I'm pretty sure the only issue between the two is that you might see overlapping meshes in the ruined chapels, and LMR NPCs will walk around as if nothing really happened. :P
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Matt Fletcher
 
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Post » Sun May 16, 2010 11:36 am

This sounds highly interesting. Can I play this mod on a save where I haven't done KotN as long as I don't plan on touching the DLC with that character?
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Nathan Maughan
 
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Post » Sun May 16, 2010 6:36 pm

Finally, Worth the Wait
this WILL win monthly award 4 this month or next
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naana
 
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Post » Sun May 16, 2010 7:04 am

I' ve maked a map location of the two areas introduced by Lost My Religion, based on the mapgrid of "Unique Landscapes Completed + WIP areas" = 100% compatible with all ULx :celebration:

Look here: http://i918.photobucket.com/albums/ad28/tosky/LMRTheTWOLocationAkatoshKynarethFor.jpg

Perfect job Cliffworm :foodndrink:
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Kortniie Dumont
 
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Post » Sun May 16, 2010 5:39 am

I knew from Beta testing...this was going to become an instant classic.
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Jonathan Montero
 
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Post » Sun May 16, 2010 6:02 pm

This sounds highly interesting. Can I play this mod on a save where I haven't done KotN as long as I don't plan on touching the DLC with that character?


As long as the DLC is not activated in your list of plugins. Since it changes Anvil's chapel right from the start.
Sorry about that. :P

Finally, Worth the Wait
this WILL win monthly award 4 this month or next


Thanks Jaden! I was sure you'd love it. :)

I' ve maked a map location of the two areas introduced by Lost My Religion, based on the mapgrid of "Unique Landscapes Completed + WIP areas" = 100% compatible with all ULx :celebration:

Look here: http://i918.photobucket.com/albums/ad28/tosky/LMRTheTWOLocationAkatoshKynarethFor.jpg

Perfect job Cliffworm :foodndrink:


This made my day! Wohoo!
This map is very useful when the time will come to introduce the 7 other knightly orders' headquarters! :)
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No Name
 
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Post » Sun May 16, 2010 6:09 am

More conflict reports:

I earlier wrote:
LMR deletes the statue of Zenithar in Bruma and replaces it with a Statue of Mara, but Better Cities moves the statue slightly, so you end up with two statues...

That should be Bravil, not Bruma.
In addition there are som heavy conflicts in the BrumaChapel and BrumaChapelHall, so it looks like a patch for Better Cities will be needed.

There is a Dialogue conflict with http://www.tesnexus.com/downloads/file.php?id=9132. Both edit the GREETING -> [INFO:000BF1BF] "Halt! This might be the day where your Circle ends! So either come with me peacefully or die where you stand!"
I suggest loading LMR after RPD since LMR is more "important" and RPD is more "cosmetic".

http://www.tesnexus.com/downloads/file.php?id=20514 and LMR both edit AltarNine "Blessings of the Nine" [SPEL:00064C9D], but Chapel's Tithe's edit is more essential (it is bascially what the mod does), so I suggest loading it after LRM. The only difference is that Chapel Tithe adds a scripted effect to the altar.


I suggest also using the C.Owner tag, since LMR removes ownership from about three cells, a change later loading mods may negate.
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NEGRO
 
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Post » Sun May 16, 2010 6:59 am

That should be Bravil, not Bruma.
In addition there are som heavy conflicts in the BrumaChapel and BrumaChapelHall, so it looks like a patch for Better Cities will be needed.


Thanks! I'll download Better Cities to check what's wrong. I thought Better Cities did not affect interiors? :P

There is a Dialogue conflict with http://www.tesnexus.com/downloads/file.php?id=9132. Both edit the GREETING -> [INFO:000BF1BF] "Halt! This might be the day where your Circle ends! So either come with me peacefully or die where you stand!"
I suggest loading LMR after RPD since LMR is more "important" and RPD is more "cosmetic".


Ahh this I already have. I'll check if I can fix it without having one load before the other.

http://www.tesnexus.com/downloads/file.php?id=20514 and LMR both edit AltarNine "Blessings of the Nine" [SPEL:00064C9D], but Chapel's Tithe's edit is more essential (it is bascially what the mod does), so I suggest loading it after LRM. The only difference is that Chapel Tithe adds a scripted effect to the altar.


Losing My Religion removes the healing spell you receive when you pray at the altar and replaces it with the blessing you could otherwise obtained at the smaller altars before. So both mods are not compatible and cannot be, since you can only be healed by using the healer's service.

I suggest also using the C.Owner tag, since LMR removes ownership from about three cells, a change later loading mods may negate.


Excellent idea. Thank you very much Petrus for all your feedback and reports. It's truly appreciated!
I love this community. :D
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Isaiah Burdeau
 
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Post » Sun May 16, 2010 3:52 pm

I am SOOO interested in using this mod - I've tracked it on TESNexus until I can use it. Right now I'm not done with KoTN, and I might just wait and use it on my next character. Will be watching this one as it goes.
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Michelle Chau
 
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Post » Sun May 16, 2010 7:47 pm

The Nine Divines faction no longer exists. Each god/goddess has its own faction and each priest has been associated to his god/goddess.


Good thing I checked this thread as I've got something working toward release that would have been affected by this. I can work around it though by targeting the individual priests in question for the particular dialogue.

Losing My Religion removes the healing spell you receive when you pray at the altar and replaces it with the blessing you could otherwise obtained at the smaller altars before. So both mods are not compatible and cannot be, since you can only be healed by using the healer's service.


So just to be clear here, you didn't actually delete the spell "Blessings of the Nine" right? Just put new activators down that cast a different spell?
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Claire Mclaughlin
 
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Post » Sun May 16, 2010 2:01 pm

Good thing I checked this thread as I've got something working toward release that would have been affected by this. I can work around it though by targeting the individual priests in question for the particular dialogue.



So just to be clear here, you didn't actually delete the spell "Blessings of the Nine" right? Just put new activators down that cast a different spell?


Hehe yes I should put other words to describe these changes. :P

I did not remove Nine Divines from the faction list. I simply put all members in their god's faction with a script.
The same thing with the altar spell, I simply removed the altars from the chapels and replaced them with custom ones that have a different script attached. (Not removing anything from the Form IDs.)

I'll change the mod's description to avoid confusion. :)
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Michael Russ
 
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Post » Sun May 16, 2010 6:54 pm

Thanks! I'll download Better Cities to check what's wrong. I thought Better Cities did not affect interiors? :P


BC edits both exteriors and interiors. In the case of Bruma it uses the Darker Cathedrals retexture and thus replaces the vanilla doors and statics with the Darker Cathedral ones. And with LMR moving some of the stuff about doubling of doors and some statics occurs.



Losing My Religion removes the healing spell you receive when you pray at the altar and replaces it with the blessing you could otherwise obtained at the smaller altars before. So both mods are not compatible and cannot be, since you can only be healed by using the healer's service.


Hmm...all I can http://bildr.no/view/647558t. Apart from that it's identical to the vanilla blessing and Chapel Tithe only adds the scipted effect (tithe) on top of that again.

EDIT: Ah, now I see...you have removed all instances of CathedralAltar01 "Altar of the Nine" [ACTI:00064DAD] so there won't be any place to get the pay the tithe. Is that correct?
It also means that http://www.tesnexus.com/downloads/file.php?id=29038 will not work properly. But that shouldn't lead to any problems, I think.
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KU Fint
 
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Post » Sun May 16, 2010 1:04 pm

I did not remove Nine Divines from the faction list. I simply put all members in their god's faction with a script.


Oh, so the priests are still in the faction? I guess I'm still confused, but no matter, it's safer to specify the Bruma priests by NPC anyway and this was a good excuse to do it right :)

Probably nitpicky too, but the meshes under the "Losing my Religion" folder could stand to be PyFFI'd.
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roxxii lenaghan
 
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Post » Sun May 16, 2010 4:51 pm

BC edits both exteriors and interiors. In the case of Bruma it uses the Darker Cathedrals retexture and thus replaces the vanilla doors and statics with the Darker Cathedral ones. And with LMR moving some of the stuff about doubling of doors and some statics occurs.


Ahh I see now. Hopefully it can eventually be made compatible for those who use Better Cities. :)

EDIT: Ah, now I see...you have removed all instances of CathedralAltar01 "Altar of the Nine" [ACTI:00064DAD] so there won't be any place to get the pay the tithe. Is that correct?
It also means that http://www.tesnexus.com/downloads/file.php?id=29038 will not work properly. But that shouldn't lead to any problems, I think.


Yes that is right. That is why Chapel Tithe has no effect on Losing My Religion, since it uses CathedralAltar01, which I have removed.

If PrayerIdles uses the original altars, it will indeed not work. The animations will not play. Though Losing My Religion has prayer hours and changes the worship schedules of the vanilla NPCs so they sit on the curfews and listen to the prayers, instead of activating the altar.

Oh, so the priests are still in the faction? I guess I'm still confused, but no matter, it's safer to specify the Bruma priests by NPC anyway and this was a good excuse to do it right :)

Probably nitpicky too, but the meshes under the "Losing my Religion" folder could stand to be PyFFI'd.


Hehe, sorry I've been confusing in the last post. The NPCs are still part of the Nine Divines faction. I kept it that way to avoid conflicts with mods that may use the "GetInFaction Nine Divines" condition in scripts or dialogue. Though the change I've done is that I lowered the disposition modifier to 5 instead of 80. That way, two members of rival gods will still not like other and be able to offer dialogue that has the Nine Divines faction condition.
But yes, it's safer to specify Bruma's NPCs, otherwise you end up with every priests saying those dialogue lines.

I'll have to read up more on PyFFI to understand more of it. Thanks for the suggestion!
I must admit, I'm new to the "adding custom resources" department. :)
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Michelle Smith
 
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Post » Sun May 16, 2010 8:52 am

Can you add a few more lines for each NPC to make them more unique? For instance, maybe one of the church workers in Cheydinhall would say something about the hopelessness of those who do not pray enough, while one in Skingrad might say something about the benefits of holy water, etc..etc...etc....etc. Just so that they can even become more individualized.
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remi lasisi
 
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Post » Sun May 16, 2010 9:27 am

It also means that http://www.tesnexus.com/downloads/file.php?id=29038 will not work properly. But that shouldn't lead to any problems, I think.


Prayer Idles does not target the shrines directly. It places trigger zones in each temple that then cause the NPCs using the AI packs to pray in front of the shrines. I'll have a look with both of these in the CS, but I doubt it's going to be an issue unless the underlying AI packs have been altered in a way to make things not work.
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CHangohh BOyy
 
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Post » Sun May 16, 2010 1:55 pm

Prayer Idles does not target the shrines directly. It places trigger zones in each temple that then cause the NPCs using the AI packs to pray in front of the shrines. I'll have a look with both of these in the CS, but I doubt it's going to be an issue unless the underlying AI packs have been altered in a way to make things not work.


Actually, it depends pretty heavily on which chapel you're talking about, since the vanilla AI packs got made in differing ways. The quick and dirty version is:

- Idles for all secondary altars (the ones to individual divines) and the main altar in Anvil will flat out fail, as they require the altar to be there (the AI packs they're tied to are all Use Item At packs targeted to the altars).

- Idles for other main altars (Bravil, Cheydinhal, Leyawiin) depend on the nearby vanilla XMarkers BravilChapelPriestMarker, CheydinhalPriestMarker, LeyawiinChapelPriestMarker, and LeyawiinChapelPrimateMarker. If those are gone, the idles won't work. The presence of the altar is irrelevant, and depending on what happened to the markers, you may or may not have people kneeling in funny spots.

As you say, the idles are all tied to vanilla AI packs, and if those packs aren't there, the idles will never fire. If the packs have been changed, you may or may not get some very strange behavior.

If I'm reading these posts right, AFK_PrayerIdles should just fail harmlessly. Doesn't sound like it's much compatible in any event.
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Jinx Sykes
 
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Post » Sun May 16, 2010 9:13 am

New bugfixes in http://www.tesnexus.com/downloads/file.php?id=31668
Patches with Better Cities and Roleplaying Dialogue will come later. :)


V1.3:

Bug Fixes
- Fixed the statues in Bruma’s chapel.
- Added C.Owner and Actor.AIPackages Bash tags.


Can you add a few more lines for each NPC to make them more unique? For instance, maybe one of the church workers in Cheydinhall would say something about the hopelessness of those who do not pray enough, while one in Skingrad might say something about the benefits of holy water, etc..etc...etc....etc. Just so that they can even become more individualized.


I do not believe I'll have the time to do so. Sorry.


Actually, it depends pretty heavily on which chapel you're talking about, since the vanilla AI packs got made in differing ways. The quick and dirty version is:

- Idles for all secondary altars (the ones to individual divines) and the main altar in Anvil will flat out fail, as they require the altar to be there (the AI packs they're tied to are all Use Item At packs targeted to the altars).

- Idles for other main altars (Bravil, Cheydinhal, Leyawiin) depend on the nearby vanilla XMarkers BravilChapelPriestMarker, CheydinhalPriestMarker, LeyawiinChapelPriestMarker, and LeyawiinChapelPrimateMarker. If those are gone, the idles won't work. The presence of the altar is irrelevant, and depending on what happened to the markers, you may or may not have people kneeling in funny spots.

As you say, the idles are all tied to vanilla AI packs, and if those packs aren't there, the idles will never fire. If the packs have been changed, you may or may not get some very strange behavior.

If I'm reading these posts right, AFK_PrayerIdles should just fail harmlessly. Doesn't sound like it's much compatible in any event.


Aye they will not work together, as the worshipping citizens sit on the benches to preach with the priests there, instead of activating or getting near the altars.
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X(S.a.R.a.H)X
 
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Post » Sun May 16, 2010 7:22 am

Squee! It's Christmas again?! :celebration:

In case I'm being unclear: Thanks for a superb mod, and if it changes much in the near future, I look forward to seeing in what ways as well. :)
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Skivs
 
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Post » Sun May 16, 2010 11:59 am

Somewhere along the way, probably when other more important bugs get fixed, the ESP needs to be run through tes4edit cleaning and undelete.
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Sanctum
 
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Post » Sun May 16, 2010 6:24 pm

Somewhere along the way, probably when other more important bugs get fixed, the ESP needs to be run through tes4edit cleaning and undelete.

Oh yeah I'd say. In fact I'm not waiting I'm cleaning now.

Cliffworms - What kind of conflicts with KotN are we talking about here?

[edit] then thematically - I wonder which should be played first. I know that you disagree with the ideas and themes of KotN and that was a driving factor behind creating this, but would you go as far as to say that they are mutually exclusive?
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Pixie
 
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Post » Sun May 16, 2010 1:35 pm

Cliffworms - What kind of conflicts with KotN are we talking about here?

[edit] then thematically - I wonder which should be played first. I know that you disagree with the ideas and themes of KotN and that was a driving factor behind creating this, but would you go as far as to say that they are mutually exclusive?

...
I'm pretty sure the only issue between the two is that you might see overlapping meshes in the ruined chapels, and LMR NPCs will walk around as if nothing really happened. :P

:)
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Charlie Sarson
 
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Post » Sun May 16, 2010 9:31 am

Squee! It's Christmas again?! :celebration:

In case I'm being unclear: Thanks for a superb mod, and if it changes much in the near future, I look forward to seeing in what ways as well. :)


Thank you very much Breton Paladin! Have fun preaching the gods in their new temples! ;)

Somewhere along the way, probably when other more important bugs get fixed, the ESP needs to be run through tes4edit cleaning and undelete.


Seems like that's an habit that hasn't changed in me since I started modding with Morrowind: Cleaning.
I always forget to clean a mod before releasing it. Thanks for reminding me. :D

Cliffworms - What kind of conflicts with KotN are we talking about here?

[edit] then thematically - I wonder which should be played first. I know that you disagree with the ideas and themes of KotN and that was a driving factor behind creating this, but would you go as far as to say that they are mutually exclusive?


Actually, I disagreed with the themes of KotN when I started working on Losing My Religion. Though now they actually blend perfectly (In terms of lore!)
The Knights of the Nine being the "supreme" knightly order composed of the best knights from each knightly order.

Technical wise, the conflict you'll see are meshes overlapping each other, LMR's new NPCs wandering around the ruined chapels as if nothing happened and old clothing on vanilla dead priests.
The questline can be done, but it will not be pretty in Anvil and Bravil's chapels. :P(If I recall correctly, only Anvil and Bravil are ruined)
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Lindsay Dunn
 
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Post » Sun May 16, 2010 9:50 am

So then a KotN patch is possible? Is one planned?

I've KotN installed and really want to put this in too - I was also thinking about starting the KotN quest soonish.

Does this have quests or is it just expanded roleplay? I don't see anything about quests with this in the readme.

If a patch is made I'd be glad to playtest it.

thanks
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Marine x
 
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Post » Sun May 16, 2010 9:52 am

Awesome downloading now!
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Anna Kyselova
 
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