[REL] Enhanced Daedric Invasion 1.2

Post » Wed Mar 30, 2011 6:16 am

I'm having a problem with the Bravil Captain Quest:

Spoiler

Ok, so I've met up with the Colonel in the inn in Weye, killed the four bad guys that showed up and he then asked me to escort him back to the Imperial Prison. I go back there and yet nothing happens. I try talking to the Colonel and the Jailor but neither have conversation options that advance the quest. Am I missing something here?


Here is my modlist so you can see if there is a conflict there:
Spoiler
Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm  [Version 1.0]03  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]04  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]05  Cobl Main.esm  [Version 1.73]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  Enhanced Daedric Invasion.esm09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Open Cities Resources.esm  [Version 3.5.6]0C  bookplacing.esm  [Version 1]0D  Progress.esm  [Version 2.2]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0E  Unofficial Oblivion Patch.esp  [Version 3.3.2]0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  SM Plugin Refurbish - SI.esp  [Version 1.30]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Atmospheric Loading Screens - 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I have a feeling Open Cities Reborn- Outer Districts might have something to do with it but before I start uninstalling and clean saving I just want to check I'm not missing something.

Artorius
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Epul Kedah
 
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Post » Wed Mar 30, 2011 2:43 pm

Oh gosh I might be fuzzy on this, but is there a troop of soldiers just waiting for you outside the barracks? I recall open cities resulting in the EDI troops sometimes being in the closed world and sometimes in the open variant. Try disabling the outer districts and see if they are there.

I forget if there is more to do with that captain guy or you just start training the recruits. I recall that training them was not prompted until I talked to them.

Ohh and I see you are running FCOM - what level are you - if over 15 or so have fun trying to keep the recruits alive.

I'm lvl 24 doing the main quest and they could not survive one gate even after I gave them great equipment.

Also my FCOM game has suddenly taken a nose dive as for stability and 95% convinced it is because of all the gates opening like mad everywhere (about half way through the MQ even more open). I'm also certain that this mod is not helping that at all.
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Emily Martell
 
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Post » Wed Mar 30, 2011 9:05 am

Oh gosh I might be fuzzy on this, but is there a troop of soldiers just waiting for you outside the barracks? I recall open cities resulting in the EDI troops sometimes being in the closed world and sometimes in the open variant. Try disabling the outer districts and see if they are there.

I forget if there is more to do with that captain guy or you just start training the recruits. I recall that training them was not prompted until I talked to them.

Ohh and I see you are running FCOM - what level are you - if over 15 or so have fun trying to keep the recruits alive.

I'm lvl 24 doing the main quest and they could not survive one gate even after I gave them great equipment.

Also my FCOM game has suddenly taken a nose dive as for stability and 95% convinced it is because of all the gates opening like mad everywhere (about half way through the MQ even more open). I'm also certain that this mod is not helping that at all.


I haven't got that far yet with EDI I'm still trying to do the initial quests. This is for the Bravil Captain who sent me to escort his brother the Colnel to Bravil, but after meeting with him at Wawnet Inn and leaving we are attacked by four Dremora Infiltrators, after killing them the Colnel says he's needed at Imperial HQ at the Imperial Prison i.e the big one in the Imperial City- if I interpreted the quest log correctly. But after going back to the Imperial Prison neither the Colnel or the Jailor Guard is saying anything to advance the quest, so I'm stuck with the colnel following me around.

Artorius.
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Jimmie Allen
 
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Post » Wed Mar 30, 2011 5:30 am

Just talk to the Brother after you get to the prision and then go and inform the Bravil Captain and that's that one finished.
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Gwen
 
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Post » Wed Mar 30, 2011 11:47 am

Just talk to the Brother after you get to the prision and then go and inform the Bravil Captain and that's that one finished.


Yes I'm at the Imperial Prison and I talk to him and he's saying bugger all. Unless of course I have to go to Bravil Prison and the quest stage writing is inaccurate.

Artorius.
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Genevieve
 
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Post » Wed Mar 30, 2011 10:45 am

No your in the right place, I've done this many many times and have never had a problem, have you gone into the peision yard or just thru' the door? I must say I'm stumped with this I've never had a problem, I take him to the prision, walk a little way in then talk to him, he says thank you I am needed here and thats it, go back to the brother in Bravil quest over.
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Yung Prince
 
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Post » Wed Mar 30, 2011 10:11 am

No your in the right place, I've done this many many times and have never had a problem, have you gone into the peision yard or just thru' the door? I must say I'm stumped with this I've never had a problem, I take him to the prision, walk a little way in then talk to him, he says thank you I am needed here and thats it, go back to the brother in Bravil quest over.


I'm currently in the Bastion (the interior of the prison), if I have to be outside the prison then I do have a problem, since I'm using Open Cities Reborn the Prison District is in the Tamriel Worldspace, so the quest is not detecting that I'm in the Prison District. Does anyone else who is using Open Cities Reborn (or any of it's other versions) have this issue?
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le GraiN
 
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Post » Wed Mar 30, 2011 9:36 am

I'm currently in the Bastion (the interior of the prison), if I have to be outside the prison then I do have a problem, since I'm using Open Cities Reborn the Prison District is in the Tamriel Worldspace, so the quest is not detecting that I'm in the Prison District. Does anyone else who is using Open Cities Reborn (or any of it's other versions) have this issue?

As I posted above Open cities and EDI have issues.

What really are you loosing with closed outer districts?

If you set EDI to have raiding parties they often do not show up in open cities and on more than one occasion I was searching for the stationed troops and found them huddled around rocks (that are secret portals to the closed city spaces) or all the way in the closed spaces.

so I would not consider them compatible.
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Laura
 
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Post » Wed Mar 30, 2011 12:07 am

As I posted above Open cities and EDI have issues.

What really are you loosing with closed outer districts?

If you set EDI to have raiding parties they often do not show up in open cities and on more than one occasion I was searching for the stationed troops and found them huddled around rocks (that are secret portals to the closed city spaces) or all the way in the closed spaces.

so I would not consider them compatible.


Well I was intending to quickly uninstall Open Cities Reborn in BAIN and cleansave, then see if I can then complete the quest.

Edit: Well I did that and found I was able to complete the quest, it seems the quest scripts check for you entering the Door to Imperial City Prison District and then have the Colonel automatically walk up and talk to you. Perhaps if this was changed to entering The Bastion instead that would solve the compatability issue.
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Fluffer
 
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Post » Wed Mar 30, 2011 2:35 pm

Well after discovering that Companion Master has the ability to change the essential status on NPCs I rehired a few of the Defenders of Tamriel to tag along. I know that the goal is to keep them alive so that once complete they will have essential status, but that will likely not happen as I got the part about hiring them pretty far into the main quest and since I'm determined to close those gates once and for all right now they will not get the action necessary to have complete training.

But they do make good pack mules and help clear those gates faster than if my character were doing it alone, so they have value and it is fun to roleplay even if I'm cheating a bit.

The problem is that after each gate crawl one or two will be hit with what seems a serious health drain and I cannot track down where it is coming from. On each cell load they will cast heal spells to get back to full health and it kind of reminds me of the discussion about http://www.gamesas.com/index.php?/topic/1140643-please-help-me-not-again-a-100-reproducable-ctd-with-a-fresh-install/page__view__findpost__p__16685536 but there are no ctds (because I don't use any form of power exhaustion and I do use Kuertee's MMM drain blocker). With EDI you can get a stat check from them and they will report even bonuses as stat damage as well as negatives. So taking their gear away and seeing no stat damage they still report as if health were slipping away.

I've tried examining them with Refscope and Kuertee Actor Details and cannot find anything that would give lead to the cause.

Other factors:
I basically only use Companion Master to set essential status and do not recruit them with it as companion master has a sever bug where if an NPC is supposed to follow you they will not fast travel with you if you recruit them with it. Instead I use talkie's Companion Share & Recruit and they do fast travel and offer combat options.

I notice that if I release them from CS&R recruit the healing continues. If I dismiss them from EDI recruitment then they stop healing themselves and the drain appears to be gone. They will immediately go back into this again if recruited via EDI - so I'm beginning to suspect it is an EDI issue as other companions recruited via CS&R have not had this issue.

Questions:
If my character uses a chapel alter to cure himself will that cure these companions?

Is there a console command I can use to read the the NPCs further and maybe even reset their health?

Any spells my character should learn to use on them?

Anyone else experience this before?
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Lily
 
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Post » Wed Mar 30, 2011 10:46 am

I have seen that problem about constant health drain on companions too. I always used EDI with any companion mods I used, so I guess it could be involved. This time around I'm going to do a new install (oh man!) and use minionz instead of other companion mods. At the time I had no idea what it could be coming from but don't remember if it ever 'fixed itself'.
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Ally Chimienti
 
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Post » Wed Mar 30, 2011 4:50 am

Basically what I'm noticing is that when recruited via EDI they have a healing ceiling - so even though they are casting heal 15 times or I'm hitting them with greater convalescence they may only retain ... like 30 out of 250 health.

Very annoying - especially when you job is to keep them alive (impossible).

I do notice that waiting helps - just click wait for 4 hours and they heal higher. But potions and spells don't do it. And they will override the CS&R command to not heal in combat so every cell load there they are going through the futile motion of self healing while Daedra are attacking.

I even had my character learn poison/disease curing spells too.

I will never play with this mod again - it has just not stood the test of time and even with an FCOM patch it is not appropriate to to play in an FCOM game - performance wise being the first concern, mission content the second.
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Benji
 
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Post » Wed Mar 30, 2011 4:37 am

I've been using this for quite a while for immersion--I mostly just enjoy running into town soldiers heading to a gate in the wilderness and getting into battles outside of the gate--but today I'm experiencing a problem with an infinitely repeating sound after changing my load order.

Earlier I installed the Unofficial Oblivion Patch supplementals, and moved the UOP esp from the beginning of my load order where it had been forever to the end of my load order (well technically BOSS did after trying it out for the first time). So upon loading my game I hear the same alteration spellcasting sound repeated every second or two, over and over ad infinitum, the sound sometimes stacking as if activated multiple times at once. After some troubleshooting I determined the Enhanced Daedric Invasion esp was the cause of this. Opening it in TES4Edit I see some kind of spell effect scripting stuff that inherits(?) alteration casting sounds from Oblivion.esm, I believe. I'm almost entirely inexperienced with modding so I really have no idea what's going on here. I can always have the UOP esp load before the EDI esp if I want the repeating sound to go away, but I'd much rather resolve this issue if it's possible. Does anyone have any insight or suggestions regarding what's going on here?
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LuCY sCoTT
 
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Post » Wed Mar 30, 2011 9:33 am

I can't promise this is the answer but it sounds like you need a http://www.tesnexus.com/downloads/file.php?id=15677.

Wrye Bash now has one as an option to integrate into bashed patch as well.
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Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Wed Mar 30, 2011 10:49 am

Script effect silencer! Thank you! I had definitely come across mentions of that utility before but never thought about needing it until today, and the funny thing is that almost immediately after I encountered the repeating sound effect problem I could not remember what it was called even though I knew it might be exactly what I needed. And, of course, you were correct, it fixed the problem. Thanks so much. My version of Wrye Bash might be kind old, though. That or I wasn't looking hard enough. Good reason to upgrade, I guess!
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Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Wed Mar 30, 2011 7:53 am

I wish someone would just update this mod to modern standards, or make their own version of this concept. Its completely mind boggling to me how such a great idea like this has existed and meanwhile NO ONE has bothered expanding the idea and concept. Theres mods for everything else under the sun, but a realistic Invasion? No. Its too weird.
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James Rhead
 
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Post » Wed Mar 30, 2011 8:34 am

Well, I've got an idea for "Total Daedric Invasion" I've mentioned before that I may work on one day. It's basically EDI to the extreme, where at some point in the main quest you get to choose between saving the world or letting it go to hell, and if you choose the latter, the sky turns permanently red and all of the cities are overrun by Daedric armies massacring everyone. Just Daedra spawning everywhere. I also want to integrate the Oblivion Crisis into ImpeREAL Unique Forts, so that soldiers at the forts go out to fight Daedra the same way EDI's soldiers in cities do, along with quests to arm the soldiers and rewards brought back from their excursions into the Oblivion realms. So it's not like there aren't any ideas out there, at least coming from me, but it's going to be a while before I have the modding skills to implement any of it. I've got a txt file set aside specifically for writing down my mod ideas, and once I finally launch the mod website I'm working on I plan to start working on those ideas. So you might see some further development of this stuff, oh, after Skyrim is released lolololol
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DarkGypsy
 
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Post » Wed Mar 30, 2011 12:21 pm

Uh ... yeah

Well I'd recommend starting from scratch as EDI is already ridiculous. There are already settings available in it to crush all but the most high end computers. Where it will spawn 20+ daedric soldiers in cities. that is 20+ high level AI processing in cities which then kicks up all the regular NPC processing. Report after report of crashes with that option.

Then take into account the context of that. How long would it be fun to see Daedra everywhere you go? What would you do? It would need a plot like servent of the dawn but even then a full daedric invasion would seem the last thing that should happen. Become Daedric champion and take each town and count one by one - but that is end-game material.

Finish the game twice and you will never want to see the daedra again.
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Trey Johnson
 
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Post » Wed Mar 30, 2011 10:22 am

The Total Invasion idea wouldn't be fun; it's meant to be an alternate ending, really. It's mostly just silly, but I thought it would be neat. Of course the Daedra would have to spawn in a conservative manner, when the player enters the cell or whatever, I didn't mean literally everywhere, heh. I guess you could figure out different methods to make it engaging in a way that would see the player continuing on after making the ultimate decision, but I kind of think of it as being anologous to letting disasters lose to destroy a city you built in SimCity, hehe.
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Mr.Broom30
 
Posts: 3433
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Post » Wed Mar 30, 2011 2:05 am

I wish someone would just update this mod to modern standards, or make their own version of this concept. Its completely mind boggling to me how such a great idea like this has existed and meanwhile NO ONE has bothered expanding the idea and concept. Theres mods for everything else under the sun, but a realistic Invasion? No. Its too weird.


I've worked on a couple of prototypes for this idea, but I haven't really had time (read: motivation) to keep working on it. That was a while ago, before I started messing with the GECK for Fallout and such.

Basically, a quest that runs and spawns groups of soldiers/Daedra to act as "warbands". Something along those lines.

Some other ideas I had scribbled down - being able to invest money/weapons for soldiers, or just flat out help the Daedra, which influences the numbers of each group. I think this is pretty much all possible, thanks to OBSE. Basically a mini-game/subplot that you can participate in or not participate in while playing.
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Marion Geneste
 
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Post » Wed Mar 30, 2011 12:01 pm

I would agree, EDI is crazy, I think something more realistic and down to tamriel would be cool. Like Small bands of Daedra from the smaller gates that pop up in the wilderness near towns going out raiding towns and cities, while the big Main city gates(the ones you have to close in the main storyline) outside of cities are more contained with legionaires holding the line near the gate to keep hordes from spilling out into Tamriel. I think that'd save on processing power, keep it smaller, more contained yet making it still seem like an invasion. But is it a pipe dream? Im still amazed we have mods for everything else but not this.
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Dorian Cozens
 
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Post » Wed Mar 30, 2011 6:17 am

I'd be more insterested in seeing the unique daedra planes completed.

What really set EDI over the to for me was FCOM which already ups the spawns and AI processing. Gates were game killers with this installed. And that was with the FCOM patch AND the lowest settings on this.

The author though is kind of in his own league (world) he too made a similar mod for Fallout3 which had similar issues of not meshing well with existing overhauls and crashy problems when used with them. He seems to prefer to make and tailor mods to his own load order and in conjunction with his personal mods - little effort seemed to be put forth on the idea of compatibility.

I recall bg2408 stating the best option was a rebuild.

I agree it would be nice to see the options in an ini.
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Lillian Cawfield
 
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Post » Wed Mar 30, 2011 9:22 am

Maybe this could be modified or leveraged in such a way as to become the consequence of ignoring the main quest for too long. Daedra move in and take over cities. Up to a certain point of ignoring this, you're able to reverse the damage by liberating them and driving the Daedra back out, and then permanently out by closing off the gate near the city. It would certainly add a lot more to the game than just having a mess of Daedra randomly spawn and some soldiers running off regularly to try and kill them.

The idea of the invaders also putting the smaller villages at risk would be cool too. Especially if one allowed for those villages to be destroyed permanently, consequences to other quests be damned. Like one day you show up in Blankemmarch to find the whole place burnt to the ground, a smoldering ruin, the original structures having been replaced with actual burnt ruins. I'd wager that would motivate people to stop ignoring the main story line. :)

It's one of the things I initially thought was cool about Dragon Age, because Lothering got wiped out by the blight after you left, even if you hadn't done the quests or rescued Sten. I thought it was too bad the game didn't build on that by destroying other stuff too if you ignored the plot for too long.

inb4 where the hell is the open cities patch. :P
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Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Wed Mar 30, 2011 4:06 am

Maybe this could be modified or leveraged in such a way as to become the consequence of ignoring the main quest for too long. Daedra move in and take over cities. Up to a certain point of ignoring this, you're able to reverse the damage by liberating them and driving the Daedra back out, and then permanently out by closing off the gate near the city. It would certainly add a lot more to the game than just having a mess of Daedra randomly spawn and some soldiers running off regularly to try and kill them.

The idea of the invaders also putting the smaller villages at risk would be cool too. Especially if one allowed for those villages to be destroyed permanently, consequences to other quests be damned. Like one day you show up in Blankemmarch to find the whole place burnt to the ground, a smoldering ruin, the original structures having been replaced with actual burnt ruins. I'd wager that would motivate people to stop ignoring the main story line. :)

It's one of the things I initially thought was cool about Dragon Age, because Lothering got wiped out by the blight after you left, even if you hadn't done the quests or rescued Sten. I thought it was too bad the game didn't build on that by destroying other stuff too if you ignored the plot for too long.

inb4 where the hell is the open cities patch. :P


That sounds really cool, almost like Gothic 3, wherein Orcs occupied cities and kept the humans prisoner. Daedra could do that too, suspend the Guard spawns and replace it with dremora guarding the captured city with a Daedra Commander of sorts taken up residence in the inn or something and you have to defeat a certain number of the Daedra guards then take out the Lt and Cmdr to free the occupied city. Destroyed Villages would be really nice, having consequences for ignoring the crisis.
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naomi
 
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