[Beta] Bartholm 7.0

Post » Sat Feb 19, 2011 3:24 am

No, I haven't but that's not due to lack of interest. But my only current character is in Windfall for the moment, and I don't have too much time to play either, so I guess he will stay there for several weeks to come. I definitely look forward to visiting Bartholm and Slart again, especially if you fix the Slart LOD (with help of Arthmoor?).

I agree with TheNiceOne. I really appreciate your hard work on the latest version. I won't be able to test it for a bit here, but I'm looking forward to it. Oh, and I too hope perhaps with the help of the lovable Arthmoor the LOD thing can be worked out.
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Avril Churchill
 
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Post » Sat Feb 19, 2011 12:54 am

Great feedback! Thanks all!

I should have a new build out today that includes LOD for the Isle of Slart and Bartholm and a few other changes.

* Grok Gro-Hammer ( the one with the voice of an assassin matched with the dialogue of a police officer ) has a topic called Bounty Hunter. After the quest finishes the topic doesn't remove itself. Selecting the topic had him demand the same contract on the same person as before, the escaped prisoner mage. This lead to a quest that can't be finished because the person had been killed erstwhile. Btw, he said I was 'authorized to use deadly force.' I couldn't give him a 10-4 copy on that. He'll have to call an APB on the suspect.

Did you try to kill the mage again? That quest is repeatable. It has 5 possible badguys. They should respawn and be re-killable. (It's on the list to add more. Im thinking 10 so the chance of a repeat is less)

10-4 Too funny! He's a cop It just seemed like a cop line :D I'll have to think about his voice. It's just my voice with a slight time and pitch change. But, he has a bunch of lines at this point it'd be quite a task to change him. And I'm not sure what I'd change him too. Which other voice works better for him? Or do I need to start working on another bad impression :P

* The quest of the two lovers takes us to the chapel undercroft. Eranyon had taken too much time creating the Dagger of the Lich Killer. Choosing the wait 24 hours option didn't help in pronto-ing up the operation and I only witnessed his return after another 24 hour delay. By now the chapel undercroft was reset / respawned. Guess what I found in the same container as before... the Dagger of the Lich! I didn't check the staff location. Finally, there was the confrontation between all of us and the Lich Thing. This may have been intended or not, but for me it died after three strikes! This felt anticlimactic because the presence of the two lovers implied that it would take the three of us to kack the former boss of them. But it was all over in the span of three seconds! At least there was a happy ending.

I've fixed the chests they shouldn't respawn now. I'll look into the long wait. (Initially he made the dagger in bartholm, but I removed the enchanting station and made him travel for game consistency) It is a simple 3 count of strikes to take the lich thing down. Without that dagger equipped he takes no damage. But I see what you are saying about it being anti-climactic. I'll think about it.

1.) Carry-over visual anomaly from 6.0: The buildings, barricades, light posts, etc. in the village on the island (where the governor and legion are housed) turn a solid light-gray mass when viewed at certain angles.

Hopefully the new LOD changes will fix that. I just noticed it for the first time this version. I wonder if its a video card issue. (new machine since I modded last) I'll look into it more.

2.) New glitch, not present (to my knowledge) with 6.0: Grok gro-Hamner (sp???) gave me a new Bounty Hunter quest. Only, neither the initial quest nor any of its updates appeared in my active journal. Instead, they appeared (correctly dated) in my Completed Quest section. They were usable that way, but it obviously isn't right. Likewise, I took another Bartholm Courier quest and found that it too only appeared in my Completed Quest section. As with Bounty Hunter, it updated properly, only in the wrong section. I also picked up two new quests (with no equivalent in 6.0). Those gave proper active-journal entries.

Actually, this is by design. I suspect that you took the quest previously and completed it. Initially the quests would never end since they were repeatable. But people didn't like that it (and several other repeatable bartholm quests) would clog up their quest log. So after the first time through, the quest completes. Let me know if I'm wrong. Maybe I made a mistake somewhere.

3.)
Spoiler
Not a glitch: Just wanted to mention how much I enjoyed hearing a certain quest NPC read off a list of needed ingredients. Gave me a nice chuckle.

Hehe thanks! Just played the game recently thought I'd give it a nod.
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El Khatiri
 
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Post » Fri Feb 18, 2011 8:34 pm

1.) I should have a new build out today that includes LOD for the Isle of Slart and Bartholm and a few other changes.

2.) Hopefully the new LOD changes will fix that [solid gray building on the isle]. I just noticed it for the first time this version. I wonder if its a video card issue. (new machine since I modded last) I'll look into it more.

3.) Actually, this [repeatable quests appearing in the Completed section rather than Active] is by design. I suspect that you took the quest previously and completed it. Initially the quests would never end since they were repeatable. But people didn't like that it (and several other repeatable bartholm quests) would clog up their quest log. So after the first time through, the quest completes. Let me know if I'm wrong. Maybe I made a mistake somewhere.


1.) I'll for sure give it a try. Been looking forward to the LOD fixes.

2.) What card do you now use? I've seen the anomaly with two different nVidia models, first an 8800gts 640mb (which sadly went belly-up following a power surge) and now a 260 core 216. My current drivers are from the 186.xxx series. (I've read that the 19x.xxx drivers can be iffy with Oblivion.) I no longer recall which drivers I ran with the 8800. Yeah, I too had roamed the isle for some time without seeing the anomaly, then WHAM, there is was. Once seen, it is easily reproduced.

3.) Oho! Yeah, the journal works as you describe. Like I said, your system gets the job done. It's just not what I'm used to, so I thought maybe it was a mistake.

-Decrepit
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Daddy Cool!
 
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Post » Sat Feb 19, 2011 2:20 am

[00:09] Background Loader: loading "bartholm.esp"...[00:09] Background Loader: [bartholm.esp] Loading file[00:09] Background Loader: [bartholm.esp] File loaded[00:09] Background Loader: [bartholm.esp] Start processing[00:09] Background Loader: [bartholm.esp] Adding master "Oblivion.esm"[00:09] Background Loader: [bartholm.esp] Header processed. Expecting 17855 records[00:09] Background Loader: [bartholm.esp] GRUP Top "FACT" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "SCPT" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "ENCH" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "SPEL" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "ACTI" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "ARMO" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "BOOK" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "CLOT" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "CONT" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "DOOR" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "INGR" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "MISC" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "STAT" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "FURN" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "WEAP" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "NPC_" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "CREA" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "LVLC" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "SLGM" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "KEYM" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "ALCH" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "LVLI" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "CELL" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "WRLD" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "DIAL" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "QUST" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "PACK" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "CSTY" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "LSCR" processed[00:09] Background Loader: [bartholm.esp] GRUP Top "LVSP" processed[00:09] Background Loader: [bartholm.esp] Building FormID index[00:09] Background Loader: [bartholm.esp] FormID index built[00:09] Background Loader: [bartholm.esp] Building EditorID index[00:09] Background Loader: [bartholm.esp] EditorID index built[00:09] Background Loader: [bartholm.esp] Processing completed[00:09] Background Loader: [bartholm.esp] Building reference info.[00:09] Background Loader: <Warning: File [01] bartholm.esp with Group GRUP World Children of CheydinhalWorld "Cheydinhal" [WRLD:0001C31C] is missing an overriden record for CheydinhalWorld "Cheydinhal" [WRLD:0001C31C][00:09] Background Loader: <Warning: File [01] bartholm.esp with Group GRUP World Children of ICArenaDistrict "Imperial City, Arena District" [WRLD:0002C10D] is missing an overriden record for ICArenaDistrict "Imperial City, Arena District" [WRLD:0002C10D][00:10] Background Loader: [..\obmm\BSARedirection.bsa] Loading Resources.[00:10] Background Loader: [Oblivion - Meshes.bsa] Loading Resources.[00:11] Background Loader: [Oblivion - Textures - Compressed.bsa] Loading Resources.[00:12] Background Loader: [Oblivion - Sounds.bsa] Loading Resources.[00:13] Background Loader: [Oblivion - Voices1.bsa] Loading Resources.[00:16] Background Loader: [Oblivion - Voices2.bsa] Loading Resources.[00:22] Background Loader: [Oblivion - Misc.bsa] Loading Resources.[00:22] Background Loader: [FraNewItems.bsa] Loading Resources.[00:22] Background Loader: [bartholm.bsa] Loading Resources.[00:23] Background Loader: [bartholm696patch.bsa] Loading Resources.[00:23] Background Loader: [C:\games\Oblivion\Data\] Setting Resource Path.[00:23] Background Loader: finished



This was from TES4Edit. I'm kinda new to this so is this gonna kill my game?
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*Chloe*
 
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Post » Sat Feb 19, 2011 5:13 am

[00:09] Background Loader: [00:09] Background Loader:


Junk data, usually harmless, if you have Wrye Bash installed, right-click on the bartholm.esp file and use the "remove world children" option. That will fix this.
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Ells
 
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Post » Sat Feb 19, 2011 12:31 am

I've uploaded a new version bartholm 6.97. I'd really appreciate it if a few people would put it through its paces and let me know if LOD works.

Hope everyone is having a great weekend!

http://worlds.fortinbras.net/maps/bartholm697_beta.zip
http://worlds.fortinbras.net/maps/bartholm697_beta_patch.zip

_v 6.97 changes_
-updated "Here Today Yarn Tomorrow" quest items (disabled until the quest begins)
-updated Isle of Slart LOD meshes and distantlod
-updated Bartholm distantlod
-updated Slartholm map marker (moved closer to town)
-updated Bartholm Chapel Crypt (quest chests no longer respawn)
-updated "Pirate Hunters" (adjusted pirate's aggression, confidence & responsibility)
-updated "Bartholm Bounty Hunter" (added 5 more escaped convicts)
-cleaned bartholm.esp (used wrye bash to remove orphans)
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Sweets Sweets
 
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Post » Sat Feb 19, 2011 8:32 am

Just have time for a quick bug report:

Downloaded and installed 6.97 this morning. Ran TES4LODgen afterward. Traveled to the island. LOD issues seem unchanged (The far section of the isle doesn't appear until leaving the ship. Floating trees with absolutely nothing underneath. Etc.) Also, the solid light-gray structures (seen at certain viewing angles only) remain.

-Decrepit
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Rozlyn Robinson
 
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Post » Sat Feb 19, 2011 7:56 am

My game's been incredibly instable of late, so I haven't had the chance to even get to Bartholm and try out all the new stuff.
Makes me very sad.
Will let you know when I do!
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asako
 
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Post » Sat Feb 19, 2011 2:21 am

Downloaded and installed 6.97 this morning. Ran TES4LODgen afterward. Traveled to the island. LOD issues seem unchanged (The far section of the isle doesn't appear until leaving the ship. Floating trees with absolutely nothing underneath. Etc.) Also, the solid light-gray structures (seen at certain viewing angles only) remain.

Bummer. I thought I'd gotten it working. Oh well back to the drawing board :P. Been a rough weekend in RL, but hopefully I'll find some time this week to work on it.

My game's been incredibly instable of late, so I haven't had the chance to even get to Bartholm and try out all the new stuff.
Makes me very sad.
Will let you know when I do!

Thanks! I appreciate it.
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jadie kell
 
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Post » Sat Feb 19, 2011 3:45 am

Landscape LOD will not work until the ESP is run through Gecko's "move worldspaces" function.
The following also comes up when tes4edit checks for errors:		  Parameter #2 -> <Warning: Could not resolve Parameter 1>		  Parameter #1 -> Found a NULL reference, expected: QUST		Above errors were found in :CTDA - Condition	  Above errors were found in :Conditions	Above errors were found in :BartholmHorseBashiraGive [PACK:0100F6E8]  Above errors were found in :GRUP Top "PACK"			  Script effect -> [00055315] <Error: Could not be resolved>			Above errors were found in :SCIT - Script effect data		  Above errors were found in :Script effect		Above errors were found in :Effect	  Above errors were found in :Effects	Above errors were found in :BartholmEnStaffBanishment [ENCH:0102A96C]  Above errors were found in :GRUP Top "ENCH"Above errors were found in :[01] bartholm.esp


The AI Pack has a bad condition check, and that script effect formID ont the enchantment doesn't seem to exist even in a non-SI master file.
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Antony Holdsworth
 
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Post » Fri Feb 18, 2011 11:09 pm

I've uploaded a new version 6.98. This update includes a new quest "Return of the Maormer" a repeatable quest that takes place 7 days after the "Siege of Slartholm". Additionally, I revamped the "Siege of Slartholm" quest based on user feedback. No more waiting. Skirmishes all occur on the same day and reinforcements are available immediately. And hopefully this update resolves the LOD issues on the Isle of Slart. I would appreciate it if people would run this through its paces and let me know if they run into any issues.

Hope everyone is having a great weekend!

http://worlds.fortinbras.net/maps/bartholm698_beta.zip
http://worlds.fortinbras.net/maps/bartholm698_beta_patch.zip


Version 6.98 Changes
-added "Return of the Maormer" repeatable quest from Major gro-Hammer in Slartholm
-revamped "Siege of Slartholm" (reinforcements are now available in slartholm at need / all battle waves now occur on the same day / increased boss difficulty level / bandits no longer spawn after the siege is completed)
-updated "Pirate Hunters" (player reward is higher if legionnaires survive / modified pirate npc script - first kill now says "1 pirate is dead")
-updated stablehand BartholmHorseBashiraGive package (bashira should now stand next to the horse when the player first mounts)
-edited Staff of Banishment from the "Bartholm Ghost Story" (removed script effect)
-updated lost sheep quest (levelled gold reward / sheep will no longer follow the player if they have failed the quest / dying sheep only trigger quest fail when the quest is active)
-updated lost dog quest (levelled gold reward)
-updated lod using tes4gecko
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Multi Multi
 
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Post » Sat Feb 19, 2011 12:30 am

That's awesome!
Was planning on a long oblivion session with my sister today, so I'll make sure this get's done.:)

Additionally, she has tried to do the Bartholm main quest, but got stuck at the waiting behind the chapel.

Also, the Lich Thing quest is much better like this, with having to travel to the AU and not having a free enchanter in town.
Even though there is a part in the dialog which was recorded differently, and so makes it obvious that this was added later.
It's a great improvement of a lovely quest, well done!:)
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James Wilson
 
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Post » Fri Feb 18, 2011 6:47 pm

WE LOVE BARTHHOLM! WE LOVE BARTHOLM!
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remi lasisi
 
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Post » Fri Feb 18, 2011 5:59 pm

That's awesome!
Was planning on a long oblivion session with my sister today, so I'll make sure this get's done.:)

Additionally, she has tried to do the Bartholm main quest, but got stuck at the waiting behind the chapel.

Also, the Lich Thing quest is much better like this, with having to travel to the AU and not having a free enchanter in town.
Even though there is a part in the dialog which was recorded differently, and so makes it obvious that this was added later.
It's a great improvement of a lovely quest, well done!:)

Thanks! Let me know how the rest of the playthrough goes.

The "Victrix Family Troubles" quest meeting stage:
Spoiler
takes place between 1am and 4am between Igor and the Assassin every day until the player encounters them. If you are truly stuck, you can skip this section by tracking the Assassin back to Babbette's house and killing her.


WE LOVE BARTHHOLM! WE LOVE BARTHOLM!

You made my day! :D


Thanks for all the positive comments! Please let me know if anyone runs into any issues, particularily with LOD or SaveGames. Gecko's move worldspaces function changes the world id and I'd love verification that it doesn't cause anyone trouble before I release v7.0. Pending any mod / game breaking bugs, I plan to release v7.0 to the public next Friday.

Enjoy the rest of the weekend!
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TIhIsmc L Griot
 
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Post » Sat Feb 19, 2011 1:45 am

OBMM keeps erroring, telling me path to .....\thumbs.db is denied whenever i try to unpack the bsa. Anyone know what the problem is?
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Nikki Hype
 
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Post » Fri Feb 18, 2011 8:43 pm

Yes, I love bartholm, I would rather live there then skingrad. The voice acting is incredible, the arena is outstanding, the quests are interesting and the guards are... fun... to... kill... :D

If you need any help with quests or anything, I would be glad to help you, with anything!
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jodie
 
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Post » Fri Feb 18, 2011 11:12 pm

OBMM keeps erroring, telling me path to .....\thumbs.db is denied whenever i try to unpack the bsa. Anyone know what the problem is?

Sounds like I packed a hidden windows file into the BSA. I'll remove it for the next release. I'm pretty sure thumb.db is a windows thumbnail file. You might try showing hidden files and folders to get past the error. Let me know. If not I'll see about fixing it and send you a link to break :P Thanks for the bug report!

...and the guards are... fun... to... kill... :D

LOL
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Mariana
 
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Post » Sat Feb 19, 2011 4:31 am

Anyone had a chance to check out the new version? I'd love verification that I fixed the LOD issue on the Isle of Slart.

Hope everyone is having a great week!
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neen
 
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Post » Fri Feb 18, 2011 11:39 pm

Anyone had a chance to check out the new version? I'd love verification that I fixed the LOD issue on the Isle of Slart.


http://i176.photobucket.com/albums/w179/octavius243/ScreenShot344.jpg?t=1269471226
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Astargoth Rockin' Design
 
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Post » Fri Feb 18, 2011 8:34 pm

Wohoo! You did it, you merged Slart!^^
Which I still haven't been able to travel to due to school.
But.
Long weekend ahead, ahoy!
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Julia Schwalbe
 
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Post » Fri Feb 18, 2011 10:56 pm

http://i176.photobucket.com/albums/w179/octavius243/ScreenShot344.jpg?t=1269471226

Awesome! Thanks!

Wohoo! You did it, you merged Slart!^^

:D Unless someone breaks it today I'm releasing v7.0 tomorrow.
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Myles
 
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Post » Sat Feb 19, 2011 2:02 am

This is great, thank you!
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Katey Meyer
 
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