[Beta] Reclaiming Sancre Tor, Thread I

Post » Wed Mar 30, 2011 5:33 am

Mini Update: :wave:

Hail Blades Fans!
Things have been a bit quiet on the RST front here due mainly to much testing and then a brief hiatus this past week while my family moved houses. Still unpacking boxes, but we are settling in and testing/fixing on RST should resume full course here shortly. Testing is currently still at 0.0.7, this version saw a new tester join the crew, along with a number of significant bug finds/fixes. Hope to get to 0.0.8 this weekend, provided nothing major crops up in RL to take away from my work hours on RST. The testers are fairly biting at the bit now between updates. :lmao: Testing is at about 58% completion, when we reach the 100% mark the first release candidate of RST will be released to the public with only essential voice acting completed (ie speeches, indirect dialogues, etc). You can follow the testing progress percentage on the http://tesalliance.org/forums/index.php?/forum/31-sancre-tor-project/ header, there's a progress bar under the title image. :)

Hopefully this weekend will see 0.0.8 released, it was delayed a bit by our newest tester who is a dynamo at finding things worth fixing so I had to go back and fix a generous list of buglets from 0.0.7 I hadn't counted on when I made my last estimate for 0.0.8. With those things squared away now, I only have a bit of quest work to polish before I turned 0.0.8 over to the testers. Nice to see it all coming together now, really can't believe this is so close to the end and so far she's performed brilliantly.

RST Conflicts Revealed

I've decided to post the current known conflicts we've encountered so far, publicly. This is just what we have so far, obviously the list will be updated on routine to incorporate the most current information on mod conflicts and potential patches. If there is a popular mod you'd like to see tested for compatibility, please feel free to make a suggestion, can't promise we'll take every suggestion, there's just no time to test against every mod in existence, but we'll happily take a look at some of the more prominent titles common to most load orders. :nod: My plan is to patch what can be patched in a feasible sense, but I won't be investing time in patching mods that just can't or shouldn't play with RST.

Planned/Finished Patches :geek:

  • ImpeREAL Unique Districts

  • Unique Landscapes (several conflicts here, all should be patchable)

  • AFK_Weye

  • Kragenir's Death Quest

  • Map Marker Overhaul

  • Leyawiin Reborn

  • Feudal Empire/Knights of the White Stallion


Hard Conflicts: Will Not be Patched :cry:

  • Servant of the Dawn Diametrically opposed, conflicts unpatchable.


For the Complete List Visit the RST Forum --> http://tesalliance.org/forums/index.php?/topic/3715-about-credits-and-faq/page__view__findpost__p__61731

Ask the DarkRider :whisper:

Ladyflcn asked me to give a nudge here for the community interview deal she and WhoGuru have dreamed up. http://tesalliance.org/forums/index.php?/topic/3714-ask-the-darkrider/ is open to the public for questions you'd like to see answered post release of RST. I've agreed to give them a go, and the floor's open to just about any polite topic, especially those relating to RST, so if you'd like to participate, post your questions for them. I look forward to seeing what the community comes up with. :thumbsup:

That's it for this update! As always, I want to say thanks to everyone on the forums; I sincerely would not be this close to achieving my vision if not for the fan support and the patient technical advice of the people in this community! A special thanks to Hanaisse for her tireless support and her commitment to seeing RST through her BETA phase (you can all thank her for keeping me on task at this stage :P) and to all those who lend their skills to RST! Please post, I always enjoy hearing from you all, reading your comments and curious questions; you really do lend fuel to the fire!!

Cheers and Happy Modding :foodndrink:
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ONLY ME!!!!
 
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Post » Wed Mar 30, 2011 3:23 am

Can't tell you how much I'm looking forward to playing this one, Darkrder. Keep on keeping on! :thumbsup:
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Brian Newman
 
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Post » Wed Mar 30, 2011 4:34 am

Question: Will this be geared toward "good" characters, or can anyone (good, evil, or otherwise) take part in the quest, from a role-playing perspective? I'm really looking forward to this, but I'm playing a mercenary/assassin, so I felt the need to ask. :)
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SWagg KId
 
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Post » Wed Mar 30, 2011 4:25 am

Question: Will this be geared toward "good" characters, or can anyone (good, evil, or otherwise) take part in the quest, from a role-playing perspective? I'm really looking forward to this, but I'm playing a mercenary/assassin, so I felt the need to ask. :)


From the RP perspective, the Blades have a use for all types of people, as there is often "dirty" work to be done to preserve the Empire. So, RST is geared toward a broad range, but those in the gray middle will be most comfortable. Shiny paladin types may find some things distasteful to their roleplay, such as roughing up a contact or stealing something for their spywork. Likewise, extremely dark characters that eat little children and murder on a whim, may find defending the Empire or saving their comrades a contrary cause to their persona. From the technical aspect, RST has a moral compass that tracks certain behaviors of the player and determines whether they are a light or dark character and the final rewards will reflect that alignment. Some ultra dark characters cannot be played, like those aligned to the daedra or the Mythic Dawn because lorewise, that's too contradictory to resolve; the Blades have to draw a line somewhere. :D
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Taylor Tifany
 
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Post » Wed Mar 30, 2011 6:35 am

:drool:
:twirl:
:bowdown:

Awesome news :D.
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ImmaTakeYour
 
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Post » Wed Mar 30, 2011 6:22 am

@Darkrder: Thanks for the update. This looks really good.

I request that one single patch also be created for all RST-UL conflicts, rather than multiple (e.g. RST-Bravil Barrowfields, RST-CloudTop etc.) This would be useful for those players who use all ULs, and are therefore running low on esp slots.
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Joanne Crump
 
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Post » Wed Mar 30, 2011 7:25 am

I request that one single patch also be created for all RST-UL conflicts, rather than multiple (e.g. RST-Bravil Barrowfields, RST-CloudTop etc.) This would be useful for those players who use all ULs, and are therefore running low on esp slots.


Certainly doable, will likely offer both a full patch and individual patches so folks can choose what works best for their setup. Thanks for the suggestion. :)
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Kat Stewart
 
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Post » Wed Mar 30, 2011 5:03 am

I'd highly welcome a compatibility patch for Open Cities. However I'd prefer to have it after RST's release so that it doesn't cause any further delay.
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Nick Tyler
 
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Post » Wed Mar 30, 2011 2:55 am

I'd highly welcome a compatibility patch for Open Cities. However I'd prefer to have it after RST's release so that it doesn't cause any further delay.


Don't worry, patching is not going to delay RST's release. Other modders have graciously offered their services to help patch for RST, so I will not be deviating from my work to do the job myself. :)
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Albert Wesker
 
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Post » Wed Mar 30, 2011 1:00 pm

From the RP perspective, the Blades have a use for all types of people, as there is often "dirty" work to be done to preserve the Empire. So, RST is geared toward a broad range, but those in the gray middle will be most comfortable. Shiny paladin types may find some things distasteful to their roleplay, such as roughing up a contact or stealing something for their spywork. Likewise, extremely dark characters that eat little children and murder on a whim, may find defending the Empire or saving their comrades a contrary cause to their persona. From the technical aspect, RST has a moral compass that tracks certain behaviors of the player and determines whether they are a light or dark character and the final rewards will reflect that alignment. Some ultra dark characters cannot be played, like those aligned to the daedra or the Mythic Dawn because lorewise, that's too contradictory to resolve; the Blades have to draw a line somewhere. :D

That's awesome - a morality tracker is something you hardly ever see. My PC isn't truly "evil", just amoral - will do just about anything for money and has little compunction about getting her hands dirty, but doesn't go out of her way to do bad things otherwise. Sounds like she'll fit right in. :D
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IsAiah AkA figgy
 
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Post » Wed Mar 30, 2011 5:35 am

I'd highly welcome a compatibility patch for Open Cities. However I'd prefer to have it after RST's release so that it doesn't cause any further delay.


Unless the release of OCR Cheydinhal has changed something there shouldn't be a need for an Open Cities patch.
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jodie
 
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Post » Wed Mar 30, 2011 9:21 am

Unless the release of OCR Cheydinhal has changed something there shouldn't be a need for an Open Cities patch.


Good news :)

I use the classic version anyway, so that shouldn't affect me :D

Btw. Is there a tutorial on how to make compatibility patches for OC with basic modding knowledge?

I'd like to know how to determine the exact position of a mod object added to a city's worldspace in the main worldspace of Tamriel. I know how to clean mods, how to change quest start conditions via scripts (basic stuff only), how to edit weapon's, spell's and other stats and how to move things around using the edit tab (I svck at moving them using the mouse).
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LuBiE LoU
 
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Post » Wed Mar 30, 2011 11:15 am

Unless the release of OCR Cheydinhal has changed something there shouldn't be a need for an Open Cities patch.

Regardless of the new OCR Chey, there is a need. We'll talk in private. :)
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Jenna Fields
 
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Post » Wed Mar 30, 2011 6:36 am

I can't wait for this mod to finally get released, been waiting for it for a LOOONG time, and it will be the thing that makes me reinstall Oblivion.
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Juliet
 
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Post » Wed Mar 30, 2011 3:44 pm

If you intend to add custom Oblivion style loading screens and haven't done that yet, I'd be willing to help out. Having installed Paint Shop Pro once again and using the script linked on the official cs website, it takes me no longer than a few minutes to perform that task, including the conversion to *.dds file format.

Keep up the excellent work, Darkrder and TESAlliance!
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kristy dunn
 
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Post » Wed Mar 30, 2011 12:37 am

@Fahrenheit :
I hope you will think to do in this case an adaptation for the interface DarkUI because the color change during the load is very unpleasant. A further adaptation is very simple when the loading screens are done.

And like many people, I'm looking forward to RST, but over the long wait the more I like it. Hopefully it will come out before TES V (As if my config is not enough I can have something to do).
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Cameron Garrod
 
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Post » Wed Mar 30, 2011 2:53 pm

Thanks to everyone who continues posting and keeping this thread un-pruned; mostly thanks for your relentless support, it helps the project along. :goodjob: Just a brief heads up here for you Blades fans: as things are wrapping up I am vastly short on time for regular updates in my various threads and even the Dimension so I have started the http://tesalliance.org/forums/index.php?/topic/3908-almost-daily-quickfire-updates/ thread in my project forum where you can follow short daily progress blurbs to watch the project progress through these final days of testing. It's far better than long silences waiting for a large update. :wavey:
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lydia nekongo
 
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Post » Wed Mar 30, 2011 3:52 am

Yay! The anticipation is burning a hole in my anticipator.
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Calum Campbell
 
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Post » Wed Mar 30, 2011 4:32 am

Yay! The anticipation is burning a hole in my anticipator.

My anticipator blew itself up.
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Trista Jim
 
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Post » Wed Mar 30, 2011 12:12 pm

My anticipator blew itself up.


Richardrocket's anticipation must be... OVER NINE THOUSAAAAAND!
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Jonathan Windmon
 
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Post » Wed Mar 30, 2011 1:50 pm

:twirl: Update: Just passed Beta version 0.0.8-0.0.9 to the testers, hoping the bugs in this section will be small, as usual I've tested it quite a bit to get it relatively stable. Never know what will happen in testing though. Testers will likely chew through this over the weekend and start of next week, my goal is to fix as they report and have 0.1.0 out by next weekend. When testers finish testing this block, testing progress will be to 70%. :goodjob:
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Big Homie
 
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Post » Wed Mar 30, 2011 4:46 am

:twirl: Update: Just passed Beta version 0.0.8-0.0.9 to the testers, hoping the bugs in this section will be small, as usual I've tested it quite a bit to get it relatively stable. Never know what will happen in testing though. Testers will likely chew through this over the weekend and start of next week, my goal is to fix as they report and have 0.1.0 out by next weekend. When testers finish testing this block, testing progress will be to 70%. :goodjob:


Awesome :D.
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Robert Garcia
 
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