[RELz] Oblivifall - Losing My Religion

Post » Sun May 16, 2010 1:15 pm

I have a little question- is this mod compatible with TIE?
Spoiler
Because TIE adds a secret lair to the cheydinhall chapel and it has two entrances- one through chapel interior, other one in exterior, and i think the things may be a bit messed up at the interior entrace.

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Calum Campbell
 
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Post » Sun May 16, 2010 3:18 pm

I have a little question- is this mod compatible with TIE?
Because TIE adds a secret lair to the cheydinhall chapel and it has two entrances- one through chapel interior, other one in exterior, and i think the things may be a bit messed up at the interior entrace.

Yes. The entrance through chapel interior, is in the right place and position. BTW i'm not 100% sure.
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Karen anwyn Green
 
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Post » Sun May 16, 2010 7:40 pm

Bug, or at least I think it's one:

Went into the Bruma chapel. In there are several statues of what I assume are copied NPCs. The ones for Martin and Jaufree are not on pedestals. Further, you can also talk to them, and they're repeatedly dropping into place in the room, along with the copy of the player statue. At least the player statue you can't talk to, but it's also not on a pedestal and is somewhat hidden behind the other guy.

The statues are definitely a nice touch, but the fact that those 3 are bouncing around like this has me somewhat worried that the code is duplicating them over and over again, which will lead to bloat for as long as you're in the room with them.
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Greg Cavaliere
 
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Post » Sun May 16, 2010 9:39 pm

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


A patch for KotN is possible and planned. Sorry about not releasing it in time.
There are no new quests, and the factions are not yet joinable. I do not plan to add new quests yet.
The factions (Except the knightly orders who do not have a HQ yet) will be joinable only for roleplay.

Awesome downloading now!


Thanks!

I have a little question- is this mod compatible with TIE?
Spoiler
Because TIE adds a secret lair to the cheydinhall chapel and it has two entrances- one through chapel interior, other one in exterior, and i think the things may be a bit messed up at the interior entrace.


Yes. The entrance through chapel interior, is in the right place and position. BTW i'm not 100% sure.


Hmm I'll check it out. I placed two new doors.

Bug, or at least I think it's one:

Went into the Bruma chapel. In there are several statues of what I assume are copied NPCs. The ones for Martin and Jaufree are not on pedestals. Further, you can also talk to them, and they're repeatedly dropping into place in the room, along with the copy of the player statue. At least the player statue you can't talk to, but it's also not on a pedestal and is somewhat hidden behind the other guy.

The statues are definitely a nice touch, but the fact that those 3 are bouncing around like this has me somewhat worried that the code is duplicating them over and over again, which will lead to bloat for as long as you're in the room with them.


Definately a bug, these guys are paid to be statues. :P
I'll check it now and release a fix as soon as I can. Thanks!
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Cassie Boyle
 
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Post » Sun May 16, 2010 8:14 am

Unfortunately not the only issue I've run into :(

Went to the chapel in Cheydinhal. Looks good. Until I try to leave. Repeatable CTD every time I try and go back out the door to the city. Carried over into my save too because even after deactivating it I can't leave without a CTD. Couldn't even begin to tell you what might be causing that either.
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Jesus Duran
 
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Post » Sun May 16, 2010 8:04 am

Unfortunately not the only issue I've run into :(

Went to the chapel in Cheydinhal. Looks good. Until I try to leave. Repeatable CTD every time I try and go back out the door to the city. Carried over into my save too because even after deactivating it I can't leave without a CTD. Couldn't even begin to tell you what might be causing that either.


Strange bug, sorry about that. I hope you had a backup. :(

It's the first this is reported, and I have not experienced it. Does it CTD during the loading screen, before or after?
Could there be a conflict with Open Cities? Jsut a theory.
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Laura Cartwright
 
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Post » Sun May 16, 2010 8:08 am

CTDs right at the end of the load screen. I can enter and leave the unaltered chapel just fine, it's only after adding this that it starts crashing. I was able to coc out to another location and exit that way though so you got me. If it's a reaction to Open Cities I'd be at a loss to explain it. I've been in and out of that chapel several times before and never had this problem.

Also, not sure how you went about renaming the various chapel cells, but their altered names have stuck around past deactivating the mod and rebuilding the bashed patch.
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natalie mccormick
 
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Post » Sun May 16, 2010 8:24 pm

CTDs right at the end of the load screen. I can enter and leave the unaltered chapel just fine, it's only after adding this that it starts crashing. I was able to coc out to another location and exit that way though so you got me. If it's a reaction to Open Cities I'd be at a loss to explain it. I've been in and out of that chapel several times before and never had this problem.

Also, not sure how you went about renaming the various chapel cells, but their altered names have stuck around past deactivating the mod and rebuilding the bashed patch.


Could you post your mod list?
I'll try to replicate it and see if I can replicate the bug you have. Strange. Or maybe that save got corrupted there? I'm at a loss as well.

Oh, the chapel names were changed via script to avoid compatibility issues with other mods changing any of the cell's parameters. Do you think it'd be better to change the name in the cell editor?
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Mélida Brunet
 
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Post » Sun May 16, 2010 3:11 pm

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

And for what its worth:
Spoiler
Active Mod Files:
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01 Cobl Main.esm [Version 1.72]
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A3 Bashed Patch, 0.esp
A4 MergedMaps.esp


I'll swing back by the chapel again to see what happens with it active but not processed by Bash.
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Justin Bywater
 
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Post » Sun May 16, 2010 9:12 pm

This mod has become its own religion...
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Mario Alcantar
 
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Post » Sun May 16, 2010 8:41 am

Nevermind. The problem appears to have been the result of a corrupted TIE spawner that broke as I entered the chapel. Ran a clean save on TIE and the whole thing seems to have cleared itself up now.
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Jaki Birch
 
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Post » Sun May 16, 2010 10:58 pm

Nevermind. The problem appears to have been the result of a corrupted TIE spawner that broke as I entered the chapel. Ran a clean save on TIE and the whole thing seems to have cleared itself up now.


Phew!
Thanks for the heads up. :)

I should be able to release the patch for the post-mainquest statues today, along with some cleaning done and other quickfixes.
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Naomi Lastname
 
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Post » Sun May 16, 2010 5:41 pm

I am having issues with purple textures and meshes. o_O;; Anyone else experiencing this?
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GPMG
 
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Post » Sun May 16, 2010 9:28 pm

I am having issues with purple textures and meshes. o_O;; Anyone else experiencing this?


What are the objects that are missing meshes? And in which location are you experiencing the issue? Seems like there might another hiding bug! :)
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Del Arte
 
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Post » Sun May 16, 2010 9:20 pm

Here's an example, this is Bravil Chapel. Please excuse the nekkid Vilja in the background, she won't put her clothes on when I summon her. :whistling:


http://www.xfire.com/profile/vikitty/screenshots/?view#97764521
http://www.xfire.com/profile/vikitty/screenshots/?view#97764530
http://www.xfire.com/profile/vikitty/screenshots/?view#97764536
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john palmer
 
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Post » Sun May 16, 2010 12:34 pm

Oh no worries about your naked summon. LMR has a tiny, tiny, bit of advlt content as well. :P
Besides, the Life Detect acts as a censor in your screen... ;)

Now let's see what's the issue. The Mara knight has his armor and it works fine. The worshippers don't. I can think of several things.
Can you check the following folders to see if these files are in? They are located in "Oblivion\Data"

First, the Mara's robes. It appears that you are missing either the female or male robes.

Open "Meshes\Oblivifall\Losing My Religion\clothes\Mara\Worshipper"

This folder should contain the following things

- Two files and two subfolders
- Inside the subfolder "F" there should be "autumrobeF.nif". Inside the folder "M" are the files "Autumrobe.nif" and "autumrobe_gnd.nif"


Next, open "Meshes\Oblivifall\Losing My Religion\clothes\Mara\Diviner"
You'll see, again, the subfolders "F" and "M"

"F" should contain 1 file.

"M" shoulc contain 8 files.


Then, let's check the missing textures. The reason why some meshes are purple.


Open the "Textures\Oblivifall\Losing My Religion\clothes\Mara\Worshipper" folder

It should contain 2 items.


Next, open "Textures\Oblivifall\Losing My Religion\clothes\Mara\Diviner"

It should contain 12 files.


For the tapestries, they are located "Textures\Oblivifall\Losing My Religion\Clutter\upperclass"
There are 18 files in there.


So, if you're missing any file, you will have to re-install the mod. Simply extract the archive's content to your Oblivion main folder (Not Data)

Hope it helps!
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Alina loves Alexandra
 
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Post » Sun May 16, 2010 3:29 pm

Well everything was fine and in place until I hit the Textures folder -- it looks like it didn't finish extracting because I only had folders for Arkay and Dibella. I'm going to just re-download and reinstall and hopefully everything will be copied over correctly!~
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Jonathan Braz
 
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Post » Mon May 17, 2010 1:23 am

Well everything was fine and in place until I hit the Textures folder -- it looks like it didn't finish extracting because I only had folders for Arkay and Dibella. I'm going to just re-download and reinstall and hopefully everything will be copied over correctly!~


Ahh excellent that's good to know!
Let me know if it works. :)
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Carlos Vazquez
 
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Post » Sun May 16, 2010 12:38 pm

Ahh excellent that's good to know!
Let me know if it works. :)

I come back after 5 weeks and find that this released, HOLY [censored] MAN YOU ARE AWESOME! Oblivion Comes Alive and Daedra Summoning are next, I REPEAT WHAT I SAID IN A MUCH LOUDER VOICE! I'm glad you've stuck this through. Seriously man take a bow you deserve it.
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Umpyre Records
 
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Post » Sun May 16, 2010 10:28 pm

That seems to have done the trick! I wish I could take video of my visits to the church because they were so funny. I sneak into the Chapel Halls (because nobody is around, I guess it was nighttime) in the upper area. I saw one of the crazy disembodied nuns with missing textures. I went to press my screencap hotkey and instead hit my "cast spell" hotkey which summoned my companion, Vilja, who was nekkid for some reason (she doesn't seem to like custom non-vanilla armor) and of course, I'm trespassing so we get ambushed. And then Vilja starts attacking and killing everyone and I'm left with a bunch of disembodied NPCs, me going "WTF" and having to reload without saving.

The second time around was easier, and everyone seems to be working smoothly and not missing body parts or clothes. Well, except for Vilja--oops.
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Sammykins
 
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Post » Mon May 17, 2010 1:16 am

Here is the list of features and bugfixes that will be included in the next version. Which, I hope, will be released before the 9th of June, as I'm traveling for a full month then. :P


BugFixes:

- Post-Mainquest statues in Bruma not behaving correctly
- The Destruction Master Trainer will no longer hunt Kynareth's pacified deer for food
- Knights of the Nine Patch (I hope!)
- The Khajiit servant in the Order of the Hour HQ not behaving correctly when sweeping around the keep.
- Compatibility with Role-Playing Dialogue, Better Cities (I hope!)
- Some dialogue issues when trespassing and breaking out of jail in the Order of the Hour's HQ.

Additions:

- Joinable factions! The 9 Gods will be joinable and the two established knightly orders also (Order of the Hour and Kynaran Knights)
Joining a factions requires the character to meet certain skill requirements, to have completed a pilgrimage to the religion's shrine and not being part of another religion/knightly order. (If the KOTN patch is available, any character part of the KOTN faction will not be able to join any god or knightly order, but they can still explore the chapels restricted areas without problem)
No missions will be included, no possibilities of advancement. By joining, you get the religion's outfit/order's cuirass & shield, and half-price for healing services. You also have access to the restricted areas, of course.
The disadvantage is that some religion are hostile towards each other. And Dibella has made Sanguine worshippers their worst enemies. (So no possibility to complete Sanguine's Daedric Quest if you are a member of Dibella)

- Ask about wayshrines location. Useful for the pilgrims! The priests will never point the locations on your map, but they will give you directions.

- Receive healing during prayers. Priests will no longer snob you while they pray.

- Introducing Sounds of Cyrodiil first sound effects! Each new area has a sound atmosphere.

- Horse Armor! (Without needing the DLC). The Order of the Hour and the Kynaran Order's horses make use of http://www.tesnexus.com/downloads/file.php?id=26788



I come back after 5 weeks and find that this released, HOLY [censored] MAN YOU ARE AWESOME! Oblivion Comes Alive and Daedra Summoning are next, I REPEAT WHAT I SAID IN A MUCH LOUDER VOICE! I'm glad you've stuck this through. Seriously man take a bow you deserve it.


Hehe, thanks dakorma! :)

That seems to have done the trick! I wish I could take video of my visits to the church because they were so funny. I sneak into the Chapel Halls (because nobody is around, I guess it was nighttime) in the upper area. I saw one of the crazy disembodied nuns with missing textures. I went to press my screencap hotkey and instead hit my "cast spell" hotkey which summoned my companion, Vilja, who was nekkid for some reason (she doesn't seem to like custom non-vanilla armor) and of course, I'm trespassing so we get ambushed. And then Vilja starts attacking and killing everyone and I'm left with a bunch of disembodied NPCs, me going "WTF" and having to reload without saving.

The second time around was easier, and everyone seems to be working smoothly and not missing body parts or clothes. Well, except for Vilja--oops.


Yep, I noticed all the action that went on in there. And to think that Mara is the Mother Goddess of Love! Oh well, the undercroft will be filled with dead priests. :P
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des lynam
 
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Post » Sun May 16, 2010 4:18 pm

That will be a sad month come June 9th, for us LMR fanatics!
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El Goose
 
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Post » Sun May 16, 2010 3:54 pm

I've been looking forward to this! Thanks for all the hard work. :)
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Rinceoir
 
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Post » Sun May 16, 2010 7:22 pm

- Joinable factions! The 9 Gods will be joinable and the two established knightly orders also (Order of the Hour and Kynaran Knights)
Joining a factions requires the character to meet certain skill requirements, to have completed a pilgrimage to the religion's shrine and not being part of another religion/knightly order. (If the KOTN patch is available, any character part of the KOTN faction will not be able to join any god or knightly order, but they can still explore the chapels restricted areas without problem)
No missions will be included, no possibilities of advancement. By joining, you get the religion's outfit/order's cuirass & shield, and half-price for healing services. You also have access to the restricted areas, of course.
The disadvantage is that some religion are hostile towards each other. And Dibella has made Sanguine worshippers their worst enemies. (So no possibility to complete Sanguine's Daedric Quest if you are a member of Dibella)

So if i already completed/doing the KOTN questline, i will not be able to join any of the orders? :sad:
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Motionsharp
 
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Post » Sun May 16, 2010 1:42 pm

That will be a sad month come June 9th, for us LMR fanatics!


Why should it be sad? :P
It's only one month. It's not long. Plus, there are tons of other mods that will be fun to try. :)

I've been looking forward to this! Thanks for all the hard work. :)


Thanks! :D

So if i already completed/doing the KOTN questline, i will not be able to join any of the orders? :sad:


Yep exactly. Because a Knight of the Nine represents all religions and serves all of them through his actions. While a priest serves only one god. If you consider the fact that some gods are hostile toward each other, a Knight of the Nine would not want to to start picking sides in eventual conflicts. :)

If you start fresh, you cannot join a god and his associated knightly order. It's one or the other.

But don't worry, A Knight of the Nine gets the same privileges as a regular member: Access to restricted areas and half-price healing. But some services are not available. For example, members of the School of Julianos do not need to pay a subscription to use the great library. A Knight of the Nine will need to.

In the case of the Knights of the Nine, you get access to ALL restricted areas. So it's not "that" bad. :P
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