Dirty Mod: Five Blind Mice (needs patch)

Post » Sat Mar 26, 2011 3:06 pm

Great to see hard work and beautiful designs not go to waist.
Heads off to Vorians, what a determination!:)
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Cesar Gomez
 
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Post » Sat Mar 26, 2011 3:40 pm

Great to see hard work and beautiful designs not go to waist.
Heads off to Vorians, what a determination!:)


Wow, decapitations in my honour! :hehe:
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Sammygirl
 
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Post » Sun Mar 27, 2011 12:01 am

Wow, decapitations in my honour! :hehe:

Yups, let the sacrificial festivities begin! :intergalactic:
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Susan
 
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Post » Sat Mar 26, 2011 10:58 pm

I found a floating door at Weye.
Looking it up in TES4EDIT I see it has no Teleport Destination and it is not Referenced by anything. The ID is
[REFR:##0015C9] (places ARDoor01b "Stone Door" [DOOR:0002EED2] in GRUP Cell Persistent Children of [CELL:00023777] (in Tamriel [WRLD:0000003C] at 0,0))
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Nicola
 
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Post » Sat Mar 26, 2011 8:19 pm

I found a floating door at Weye.
Looking it up in TES4EDIT I see it has no Teleport Destination and it is not Referenced by anything. The ID is
[REFR:##0015C9] (places ARDoor01b "Stone Door" [DOOR:0002EED2] in GRUP Cell Persistent Children of [CELL:00023777] (in Tamriel [WRLD:0000003C] at 0,0))


I think I read about that in the original Five Blind Mice thread. It was accidentally left in by the mod-team having used it for a quick access for testing. I thought they'd said it had been removed in the final release prior to my cleaning, but I guess it wasn't.

Is this the only remaining problem found?
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oliver klosoff
 
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Post » Sat Mar 26, 2011 3:33 pm

11 days of silence later, I'll take that as a yes :)

So, since Miyth has asked that I resolve any bugs which get reported, I'll remove the Weye door, and see what can be done about a couple dialogue sentences which I recall noticing are cut off part way through, then pass the file onto Miyth once more for the final non-beta release of this mod.
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Felix Walde
 
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Post » Sat Mar 26, 2011 4:28 pm

11 days of silence later, I'll take that as a yes :)

So, since Miyth has asked that I resolve any bugs which get reported, I'll remove the Weye door, and see what can be done about a couple dialogue sentences which I recall noticing are cut off part way through, then pass the file onto Miyth once more for the final non-beta release of this mod.

This great news, Vorians. Thank you.
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Pants
 
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Post » Sat Mar 26, 2011 10:35 pm

Since this seems to have become the de facto thread for this mod, a gameplay question:
Spoiler
how in all oblivion do you beat the lich guy who keeps teleporting
? I've tried everything I can think of, and I really haven't encountered any relevant hints. Anyone?
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Guinevere Wood
 
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Post » Sun Mar 27, 2011 1:01 am

This is awesome news. Thank you for patching the mod, display name!! And thank you for re-releasing it, Miyth!! I remember seeing this mod quite some time ago and wanting to play it, but not doing so due to the bug(s) it had. I will certainly be playing it now! :foodndrink:
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Rachell Katherine
 
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Post » Sat Mar 26, 2011 11:14 pm

11 days of silence later, I'll take that as a yes :)

So, since Miyth has asked that I resolve any bugs which get reported, I'll remove the Weye door, and see what can be done about a couple dialogue sentences which I recall noticing are cut off part way through, then pass the file onto Miyth once more for the final non-beta release of this mod.

Thanks for doing all this Vorians. You've done so much for all us Oblivion fanatics! And thanks to the original creators of this mod!
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Kanaoka
 
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Post » Sun Mar 27, 2011 1:07 am

I'm afraid I had some bad news about the download from the UK server. :brokencomputer:
When I click on the link for full 1.2 version and select the UK that was no response at all, but don't worry I've already reported it to Nexus. :talk:

The US server (Washington) is working and still downloading. :user:


EDIT: After I had read the whole thread I decided to give it a try. Thank you all for repairing it and to Ntom for this thread. :goodjob:
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keri seymour
 
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Post » Sun Mar 27, 2011 6:02 am

I'm afraid I had some bad news about the download from the UK server. :brokencomputer:
When I click on the link for full 1.2 version and select the UK that was no response at all, but don't worry I've already reported it to Nexus. :talk:


That is purely a Nexus server issue, not related to the mod itself.

I'm presently waiting for Miyth to reply to a PM, he's probably a bit too busy in RL to notice the message yet :) On Nexus in the Comments thread for the mod, he mentioned some script and dialogue problems, but I don't know what these problems are which he refers to (though dialogue could be the one line of text which cuts off mid-sentence), so I've asked him to clarify these problems.
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Lynne Hinton
 
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Post » Sun Mar 27, 2011 5:13 am

Hey, I withdraw my question; figured it out. :P It seems you just have to be patient with certain scripted objects because the scripts don't work until the 6th or 7th time you activate them. Anyway, my sincere thanks goes out to the respective creators and fixer-uppers of this mod. If you're looking for any other bug reports, a couple things I noticed was the optional summon for you to get at the end doesn't work. At all. Meaning, I can cast it anywhere, and it will make a swooshing sound, but nothing will appear. Also there was a misturned tile in the mines. Don't know if there was just something wrong with just my download because trust me, it was impossible to miss. Also, it looks like there were some duplicate tiles in fengsel (clever name, are the developers norwegian?). Ohhh and right at the end when the a certain NPC "disappears" and the final boss comes, I still hear the NPC giving me standard greetings. Like, during the monologue, I'll hear the npc saying "I hear you know how to move in light armor" and "how goes it?" Very disruptive to the atmosphere. And the shadows probably should not have any loot, especially not loot that rubs it in your face that they're just retextures of other creatures. Still, sweet mod.

Cheers!
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yermom
 
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Post » Sat Mar 26, 2011 10:06 pm

Vorians: I know you are awfully busy with UL and BC, but did you get any time to work on this mod?

Thanks for your awesome work! :foodndrink:
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Maya Maya
 
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Post » Sat Mar 26, 2011 4:39 pm

I did make some fixes to the mod, then sent a query to Miyth back in May about a couple lines of missing dialogue, as I didn't know what was meant to be said so couldn't restore it. I also asked what the "scripting glitches" were which he referred to in his last post on the comments thread for Five Blind Mice on Nexus.

Unfortunately Miyth did not respond, and eventually I forgot about this. Since the http://www.tesnexus.com/downloads/file.php?id=24580 for Five Blind Mice does state "From this point on, Vorians will be handling the final bug-fixing to bring the Mod to its 1.3 (Final) release. The original team will be supporting, but will not be actively leading.", I shall take this as permission to upload the mod myself onto a new page. I hadn't wanted to do this, as it's better for a mod's updates to all go onto the mod's own page, but it looks like it'll be the only way to release the update now.

This does mean that I will first have to dig out the ESP I was editing, and guess what the missing dialogue was meant to be - and whatever the "scripting glitches" are, I can do nothing about until someone identifies what they actually are (maybe they were accidental edits to vanilla scripts and I already fixed them back in April/May, I don't know). So I'll find the ESP I was editing and get back to this sometime soon.
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Kit Marsden
 
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Post » Sun Mar 27, 2011 4:51 am

.... snip....
So I'll find the ESP I was editing and get back to this sometime soon.


Thank You!!
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Eilidh Brian
 
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Post » Sat Mar 26, 2011 4:26 pm

I did make some fixes to the mod, then sent a query to Miyth back in May about a couple lines of missing dialogue, as I didn't know what was meant to be said so couldn't restore it. I also asked what the "scripting glitches" were which he referred to in his last post on the comments thread for Five Blind Mice on Nexus.

Unfortunately Miyth did not respond, and eventually I forgot about this. Since the http://www.tesnexus.com/downloads/file.php?id=24580 for Five Blind Mice does state "From this point on, Vorians will be handling the final bug-fixing to bring the Mod to its 1.3 (Final) release. The original team will be supporting, but will not be actively leading.", I shall take this as permission to upload the mod myself onto a new page. I hadn't wanted to do this, as it's better for a mod's updates to all go onto the mod's own page, but it looks like it'll be the only way to release the update now.

This does mean that I will first have to dig out the ESP I was editing, and guess what the missing dialogue was meant to be - and whatever the "scripting glitches" are, I can do nothing about until someone identifies what they actually are (maybe they were accidental edits to vanilla scripts and I already fixed them back in April/May, I don't know). So I'll find the ESP I was editing and get back to this sometime soon.


Great job rescuing this nice questmod from forgetfulness!
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sam westover
 
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Post » Sun Mar 27, 2011 5:00 am

Thank you for your generosity! Can't wait to try out this mod. :D
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Alexander Lee
 
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Post » Sun Mar 27, 2011 12:21 am

Hey, I withdraw my question; figured it out. :P It seems you just have to be patient with certain scripted objects because the scripts don't work until the 6th or 7th time you activate them. Anyway, my sincere thanks goes out to the respective creators and fixer-uppers of this mod. If you're looking for any other bug reports, a couple things I noticed was the optional summon for you to get at the end doesn't work. At all. Meaning, I can cast it anywhere, and it will make a swooshing sound, but nothing will appear. Also there was a misturned tile in the mines. Don't know if there was just something wrong with just my download because trust me, it was impossible to miss. Also, it looks like there were some duplicate tiles in fengsel (clever name, are the developers norwegian?). Ohhh and right at the end when the a certain NPC "disappears" and the final boss comes, I still hear the NPC giving me standard greetings. Like, during the monologue, I'll hear the npc saying "I hear you know how to move in light armor" and "how goes it?" Very disruptive to the atmosphere. And the shadows probably should not have any loot, especially not loot that rubs it in your face that they're just retextures of other creatures. Still, sweet mod.

Cheers!


I've been resolving the issues listed above, can anyone tell me specifically which NPC is being referred to in the section I've marked in bold? Since I didn't make this mod, it's a little difficult to fix things without specific info :)
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Krystina Proietti
 
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Post » Sat Mar 26, 2011 6:39 pm

display name, it's been some time since I played through it now, and I don't remember the NPC's name, but if I recall,
Spoiler
it was one of the adventurers who you came to the dungeon to rescue. After you defeat the first boss, there was a sequence where he walks up to you, a voiceover plays, and then the adventuer "disappears" (sort of fades out) and the final boss appears. And yet, while the final boss is delivering exposition, you hear an npc reciting his greetings loudly, saying things like "how goes it?"
I'm not sure when I'll be able to get back to my PC and play it again but I hope that helps somewhat. Sorry I don't remember his name and I'm not even entirely sure I could tell you the race.
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FITTAS
 
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Post » Sat Mar 26, 2011 7:42 pm

Okay, well that might still help. Annoyingly for me I totally missed your post back when you actually posted it, otherwise I'd have asked then.

As an FYI...
I tested the creature summon spell, and it worked fine for me, so I haven't done anything to change that.
I found the cave section which was rotated wrongly and corrected it.
I found and removed a section of Fengsel level 4 above the main chamber, which is not reachable by the player. The bottom of it cut through the ceiling of the chamber below which the player does walk through. I'm assuming this is what you referred to as duplicate tiles, as I could find no other problems in this cell relating to the ruins tileset.
I've adjusted the AI on the keeper who gives his speech at the point where an NPC disappears so that the keeper cannot greet the player, it might have been him rather than the disappeared NPC who kept greeting you, but I'll try to find which NPC it was anyway.
All inventory items have been removed from the Shadows.
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john palmer
 
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Post » Sun Mar 27, 2011 2:57 am

And I've finally uploaded, you can get the ESP http://www.tesnexus.com/downloads/file.php?id=35248.
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Penny Courture
 
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Post » Sun Mar 27, 2011 7:35 am

Thanks so much - this is going right into my new load order.
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victoria johnstone
 
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Post » Sun Mar 27, 2011 9:02 am

Thanks you! :D
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Ludivine Poussineau
 
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Post » Sat Mar 26, 2011 10:31 pm

I just love it when this kind of thing happens. You have my very sincere thank you, Vorians.
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Kevan Olson
 
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