[RELs] Lancillotto's Mods

Post » Wed Mar 30, 2011 11:53 am

LANCILLOTTO'S MODS
"Armors for Quests & Quests for Armors"

Hi all,

Since my previous thread is very close to the 200 posts limit I decided to start a new one.
Here is the http://www.gamesas.com/?showtopic=766897&st=0#entry11125741 to the old thread. Many questions related to my mods have been answered there.

Below you can find all the links to my mods, and if you have questions regarding any of them feel free to post them on this thread.
I don't check this forums every day, but if you post a question I will do my best to reply asap.


For the ones who feel Black Knights inside
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3430
the Russian translation of Dark Legion is available http://www.tesnexus.com/downloads/file.php?id=19097 Many thanks to Bronod for the translation.

For the ones who like Paladins
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3454
the Russian translation of The Doomed King is available http://www.tesnexus.com/downloads/file.php?id=19073 Many thanks to Bronod for the translation.

For the ones who enjoy to be nasty and brutal Warriors
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3484
the Russian translation of The Butcher is available http://www.tesnexus.com/downloads/file.php?id=19077 Once again, many thanks to Bronod for the translation.

For the dark elves who are nostalgic of Morrowind
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4725
the Japanese translation of Battle for Morrowind should be available http://oblivion.z49.org/logs/main/1236163112.html.gz#788 Many thanks to nek-12 for the localization.

For the ones who wish to be a god's champion: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3604
and the latter also has a matching armored steed! http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3644

Every armor is linked to a little bit of contextualization (you will not find them in shops!).
I hope you will find something that fits you well...

All the mods above represent my early attempts at modding. With each of them I learned something new about this art (yes, I think all modders are artists ;P that's why we are all a bit crazy), and all that experience was put together in the making of my latest creation: Armageddon
Armageddon is a fairly long quest mod (it takes a few hours to be completed), and revolves around a Templar Order (not very lore friendly I know, but Templars are so cool :P I couldn't resist!) and a series of mysterious murders.
In it you will find four new armor sets, two new shields, three new swords, companions and a lot of adventures!
Armageddon turned out to be one of my most successful mods, and after it reached over 10.000 downloads on Planetelderscrolls.com I decided that it was time to provide it with voice acting.
However, if modding is not an easy task (dealing with all the bugs of the CS can be very tedious and time consuming), finding voice actors that could fit the roles of all my NPCs turned out to be extremely hard.
After about one year of looking for actors, working on lip files and testing the mod over and over again I am proud to announce that Armageddon v.1.8 has finally been released with full voice acting! ^_^

You can now download Armageddon both from Planetelderscrolls and TESnexus:

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=213487&id=4358 <--- This link is recommended if you have already downloaded the previous version of Armageddon (v.1.7) and only wish to get the update containing the voice files (v.1.8).
http://www.tesnexus.com/downloads/file.php?id=37487 <---This link is recommended if you have never installed Armageddon before (you don't need to download and install the patch, everything is in one file)

A SCREENSHOTS-TRAILER OF ARMAGEDDON IS AVAILABE http://it.youtube.com/watch?v=DrByq_eAcPg&feature=related DO NOT MISS IT!! :)

The Polish translation of Armageddon is available http://www.elderscrolls.com.pl/index.php?option=com_content&task=view&id=299
Many thanks to TomBrightblade who did an amazing job for the Polish localization!

The Russian translation of Armageddon can be downloaded http://mtes.ru/obliv_kvests.html#armageddon
Thanks a lot to Diablo666, Redguard TJ, stazzzy, bro_nod, and Spindle for the localization!


I wish you all the best, and I hope that you will enjoy my mods while waiting for the release of TES V:Skyrim! :D

Cheers,

Lancillotto
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Wed Mar 30, 2011 4:17 am

First loved your mod Armageddon 1.8, great work. One question though, I have killed Tsyrkis in Otherworld and the blue portal and the energy beam in the cavern are gone but the energy beam sourced from the well in the Monastery courtyard is still quites active, is there a way to shut it off that I missed? BTW did not use any console shortcuts, so up to this point all quests have progressed without hitch. If it is a permanent feature is there a console way of deactivating it?
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Wed Mar 30, 2011 6:40 am

First loved your mod Armageddon 1.8, great work. One question though, I have killed Tsyrkis in Otherworld and the blue portal and the energy beam in the cavern are gone but the energy beam sourced from the well in the Monastery courtyard is still quites active, is there a way to shut it off that I missed? BTW did not use any console shortcuts, so up to this point all quests have progressed without hitch. If it is a permanent feature is there a console way of deactivating it?


Hi, the column is set to disappear as you walk through the blue portal. If it didn't this means that the game didn't read properly the script that makes that happen..
In short, it's a strange and seemingly rare bug of the game (the script always worked fine for me). If you try to load a saved game just before you crossed the blue portal and get through it a second time the script might work and the column will disappear.
If that doesn't work I will look for a console command.

Cheers,

L
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Wed Mar 30, 2011 3:56 am

@ zigzagman55 who wrote: i just downloaded the mod, and so far its great, but how do i find the secret cave entrance beneath the monastary?

here is the answer:
Spoiler
the entrance to the cave beneath the monastery is located behind the monastery, partially hidden in the grass. If you check your local map while outside the monastery you cannot miss it. I just realized that the note in my walkthgrough is not very clear because I wrote "at the back of the monastery" rather than "behind", I will fix that as soon as possible.


Cheers
User avatar
Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

Post » Wed Mar 30, 2011 5:59 am

Hello Lancillotto,

Just started playing your mod "Armageddon" and I am thoughly enjoying it so far, excellent work. Just stopped by to report a minor mod conflict, not sure if you're aware of it or not. The orc Murk- Grumoll's house (the stolen dagger quest) conflicts with Blood and Mud II enlgish version (it sits in the middle of the bridge Blood and Mud II has located there) making the house impossible to enter unless turning off collision via the console. Other than that, great mod! (Not sure if you feel like fixing it, but just to make you aware of the conflict)

Cheers!,
Ayal.
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Wed Mar 30, 2011 2:24 pm

Hello Lancillotto,

Just started playing your mod "Armageddon" and I am thoughly enjoying it so far, excellent work. Just stopped by to report a minor mod conflict, not sure if you're aware of it or not. The orc Murk- Grumoll's house (the stolen dagger quest) conflicts with Blood and Mud II enlgish version (it sits in the middle of the bridge Blood and Mud II has located there) making the house impossible to enter unless turning off collision via the console. Other than that, great mod! (Not sure if you feel like fixing it, but just to make you aware of the conflict)

Cheers!,
Ayal.


Hi! Thanks for the comments and for reporting the conflict. The house of Murk-Grumoll was placed there to avoid a conflict with the module of Unique Landscapes that affects that same area. If I move the house it will end up conflicting with Unique Landscapes, so I think I will have to let the house where it is (one place or another it will eventually conflict with something anyway). However, I will write a note about the conflict in my readme.

Cheers,

L
User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Wed Mar 30, 2011 5:42 am

Hi! Thanks for the comments and for reporting the conflict. The house of Murk-Grumoll was placed there to avoid a conflict with the module of Better Landscapes that affects that same area. If I move the house it will end up conflicting with Better Landscapes, so I think I will have to let the house where it is (one place or another it will eventually conflict with something anyway). However, I will write a note about the conflict in my readme.

Cheers,

L



Ah, ok :) I changed the location myself since I don't use Better Landscapes anyways. Finished the questline this morning. Loving the bosses armour!
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Tue Mar 29, 2011 10:10 pm

To PaladinOfTheNine who wrote: "How do i "look for new recruits"? I'm stuck on that bit, and there is NOTHING IN THE README TELLING YOU HOW TO GET NEW RECRUITS! Thank you, have a nice day."

Here is the answer:
Spoiler
the first recruit will be a young woman who will visit the Templar headquarters. After a while she will tell you about a potential second recruit. For now there are only two recruits, cause I thought that 2-3 followers (3 if you managed to keep Efremor alive) are more than enough people to follow you around. I hope this helps :)


Cheers,

L
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Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm


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