[RELz] Arthmoor's Villages of Cyrodiil

Post » Wed Mar 30, 2011 12:49 am

Heh. Well at least someone has been checking the gravestones :)

Also, the proper response should have been: "I am the Dread Pirate Dean" followed by others claiming to be him instead :P
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Wed Mar 30, 2011 6:16 am

Oh, is that what's that all about? :lol: While I'm old enough to have see the movie when it came out, it never piqued my interest and I've never seen it! I did get the Battlestar Galactica references though... :rofl:
User avatar
Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Post » Wed Mar 30, 2011 1:40 am

Does the Faregyl mod do anything with Red Welkynd stones, or does it just show up in conversation?
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Wed Mar 30, 2011 1:05 am

http://www.iguanadons.net/Dread-Pirate-Dean-407.html

Is there an Urasek village that I am missing? Arthmoor's page indicates something to that effect...
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Wed Mar 30, 2011 10:13 am

Does the Faregyl mod do anything with Red Welkynd stones, or does it just show up in conversation?

Just a topic of conversation.

Is there an Urasek village that I am missing? Arthmoor's page indicates something to that effect...

It's still in progress :)
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Wed Mar 30, 2011 9:49 am

Faregyl is really good. I had played a previous version, and had to replay the newer version due to the clean save requirement while upgrading. I still enjoyed the quest, even if I knew what was coming. I also liked that you added a lot of polish to the dialog, story, and quest in this newer version.

3 observations:
Spoiler

1. In the upper level cave (where the dead Necromancer Vizero lies), as you step out on the ledge near the ayleid ruin, where there a there are a few tarantulas, undead, and an (ayleid coffer?). If you drop your torch on that rock ledge where you stand, it sheds no light. Not sure what causes it, but there it is.
2. I notice that there are a bunch of gate switches in the ayleid ruin. One is on the main level, one is near the lava, one is near the gate where the treasure hunters are stuck, and 2 inside the confined space where the treasure hunters are. What does each one open? I understand that the one near the lava opens the hidden panel near the closed gate. One switch inside the confined location opens the same gate (not sure why the miners were stuck in the first place when they had the switch). But what do the other switches do?
3. Can one get inside the Nenowynd Twyll doors, or are those for integration in the game and only that? I guess the latter, but thought to ask.

User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Wed Mar 30, 2011 5:36 am

Thanks, polishing things up for the mine quest was one of the big goals. Faregyl was the first mod where I'd really done more than just throw stuff down in the CS, and that was reflected in what I thought was a mediocre quest. So it got the upgrade it deserved.

As for your spoilers....
Spoiler
1. That doesn't sound normal. There shouldn't be any reason for torches thrown to the ground not to give off light. Assuming you're using a drop lit torch kind of mod.

2. As you noticed, the lava switch opens the panel that has the button that opens the gate.
The second switch inside the miners' area opens the panel.
The switch out on the main level opens the varla cage.

It probably wasn't made entirely clear, but the miners were trapped by the spiders more than anything else. They should have explained that somewhat. They didn't feel as though they could escape without help, especially after Bites' party of relic hunters was all killed. They could come and go freely, but think of it as a security measure on their part. Anyone willing to go to the trouble of getting them out is probably friendly.

The Nenyond Twyll doors have a use later. I won't say more, but you're certainly not done yet. Expect a visit soon :P

User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Wed Mar 30, 2011 11:39 am

http://www.tesnexus.com/downloads/file.php?id=38447 recently popped up, an unofficial CP for Frostcrag Village and Frostcrag Reborn.

Now, IIRC, the main reason no official patch is being provided for these two has something to do with FormID conflicts between the two mods due to errors in Frostcrag Reborn's forms, is that correct?
User avatar
Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm

Post » Wed Mar 30, 2011 12:20 am

That's partially correct, yes. Frostcrag Reborn reuses the same filename as the DLC, and apparently also recycled some of the same forms (which seems questionable to me). It's this recycling of only SOME of the forms that causes problems with someone doing more than a surface landscape patch. Any attempt to reconcile interiors is not considered safe.

The main reason though is because I use the official DLC, and my village was meant to be a companion to the official DLC. Not a companion to someone's revamping of the whole area which includes their own village. There's more than just technical conflicts between the landscape and path grids to consider here. The biggest issue is that my village has no knowledge of theirs, and theirs has no knowledge of mine, and the two don't fit together because of it.

Someone would have to effectively rewrite portions of one or both mods, and rewriting what I've done in my village is something I will oppose.

EDIT: Also, with the load ordering the way it needs to be for Snowdale, one would expect that the patch would be raising parts of the mountain back to where FR needs them rather than having to unbury the village, right?
User avatar
KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Mar 30, 2011 2:25 am

Arthmoor, I have been itching to add some sort of mod to the Frostcrag DLC, but I have been warned off of Frostcrag Reborn by several people whose opinions I tend to trust. Reading your post kind of confirms my concerns about it. I was wondering if the lesser known but seemingly less invasive mod http://www.tesnexus.com/downloads/file.php?id=13953%5D would play more nicely with yours. Someone told me this mod is less likely to conflict with other mods that touch that area. I would really like to find one I can use with yours, if possible.
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Wed Mar 30, 2011 6:56 am

Nope. Can't use Frostcrag Revisited either, and judging by the amount of change it's going to be worse off than trying to shoehorn Reborn into the mix. Nearly all of the forms in Revisited are mismatched, and that's a recipe for disaster if you try and use it with my village.

Revisited isn't even a viable replacement for the official DLC if you've already started using it in a game. The form clashes will lead to serious problems if you attempt that. Revisited is definitely one that MUST be used on a fresh save that hasn't been exposed to the official DLC yet.
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Wed Mar 30, 2011 11:17 am

I use Frostcrag Reborn, but at the same time I have to give it very special treatment. For one thing, I cannot allow any other mod to touch the area unless it was tailor-made for FR (which is why I'm skipping Frostcrag Village), I have made a special plugin set for the DistantLOD ever since I uncovered that modifying the DistantLOD data that TES4LODGen creates caused problems (you can Download them at Nexus if you are interested), and I also need to keep in mind that it is not the same plugin the game is expecting it to be, so nothing that is dependent on DLCFrostcrag is allowed unless I know it is for FR.

Yes, it's a very problematic mod, but the trouble is I like it quite a lot and don't really want to let it go. :sadvaultboy:

Hmm... perhaps in one of my later mods, I could try a Frostcrag Spire overhaul that doesn't suffer these problems.... Might not happen for awhile, though.
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Wed Mar 30, 2011 4:32 am

The only way you'll be able to guarantee this is if your modification uses the official DLC as it's parent. Then you won't have to worry about formID clashes. Realistically this is what Reborn and Revisited both should have done and then neither would be a problem like this. Any compatibility issues raised could be dealt with in the usual manner instead of having to tip-toe around it.

Hopefully I won't regret this in the form of a bandwidth rush... but Dwip released a "lite" http://afkmods.iguanadons.net/index.php?a=files&s=viewfile&fid=18 that's perfectly compatible with the village. It may not have all the big frills people want, but that wasn't the point either. :) please don't murder the server
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Wed Mar 30, 2011 12:45 am

The only way you'll be able to guarantee this is if your modification uses the official DLC as it's parent. Then you won't have to worry about formID clashes. Realistically this is what Reborn and Revisited both should have done and then neither would be a problem like this. Any compatibility issues raised could be dealt with in the usual manner instead of having to tip-toe around it.

Hopefully I won't regret this in the form of a bandwidth rush... but Dwip released a "lite" http://afkmods.iguanadons.net/index.php?a=files&s=viewfile&fid=18 that's perfectly compatible with the village. It may not have all the big frills people want, but that wasn't the point either. :) please don't murder the server


And that was exactly my plan. ;)

All of these problems stem from the respective mods replacing the DLC plugin, ergo all can be avoided by just making my mod dependent on the DLC and being done with it.

Now if you'll excuse me, I need to recirculate that link to my internet buds and get started on my latest pyramid scheme... :geek:
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Wed Mar 30, 2011 5:39 am

Thanks for the warning, Arthmoor, I would not have guessed that. Also thanks for the link. I will wait a bit before downloading it because I don't want to cause to any problems for Dwip. It sounds like it probably has most of what I was hoping for. :) I already like the two AFK_ mods that are on Nexus. I didn't realize there were more.

Fresh save wouldn't have worked for me since the reason I wanted to do something with Frostcrag is that it is my mage's main home.
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Tue Mar 29, 2011 11:59 pm

Well it'll be me with the trouble if things get out of hand and there's a huge rush since the server is in my paid VPS account :)
User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Wed Mar 30, 2011 6:07 am

Just played through Faregyl, Darcy's mine. Excellent, Arthmoor. Thanks a bunch. That was really fun.
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Previous

Return to IV - Oblivion