[RElz] Under the sign of the dragon - Guards of Cyrodiil Red

Post » Tue Dec 13, 2011 12:22 am

hi all,

I've decided to close down the nexus download link, since i've started actively moddding again. Plus there will be some big changes. With the newest version the Fort Hist will be completely removed and Swampmoth legionnaires will be placed inside an old fort ruin. Primarily did this to greatly improve compatibility. I'm currently building the Fort interiors.

have fun.
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Chloe Mayo
 
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Post » Tue Dec 13, 2011 4:37 am

hi all,

I've decided to close down the nexus download link, since i've started actively moddding again. Plus there will be some big changes. With the newest version the Fort Hist will be completely removed and Swampmoth legionnaires will be placed inside an old fort ruin. Primarily did this to greatly improve compatibility. I'm currently building the Fort interiors.

have fun.


plus the nightblades HQ (Tower) has been moved to a small island (small unique worldspace) which makes it more compatible,especially with the coming Reclaiming Sancre Tor mod and overall more mysterious...

:foodndrink:
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Everardo Montano
 
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Post » Tue Dec 13, 2011 4:02 am

Good news this is being worked on again, I've greatly enjoyed playing this. Thanx for your work firespark and Onra :)
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Shaylee Shaw
 
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Post » Tue Dec 13, 2011 3:52 am

Good news this is being worked on again, I've greatly enjoyed playing this. Thanx for your work firespark and Onra :)


thanks!!

I've uploaded the newest version to Onra and he's going to test the module and provide some critics. I'll post a more complete log of changes when i release the newest version.

cheers :foodndrink:
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anna ley
 
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Post » Mon Dec 12, 2011 11:37 pm

Very good news firespark, I was wondering what happened to it since it wasn't available on Nexus.

I'm looking forward to it :D
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My blood
 
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Post » Tue Dec 13, 2011 2:54 am

Hi, i've released version 1.10 of this module.

It's quite a large change from the previous version. The entire wooden encampment which was located in a very overcrowded area with more modules. So eventually i decided to remove the entire fort and now the swampmoth are inside a new small ruin. So this will fix alot of compatility issues!

The next large change is the removal of the tower of this module to another worldspace. There's now a boatman who will take you there.

Hasphat Delius' ruin has been moved to the border of Valenwood as well..improves compatibility as well.

Several landscape edits have been removed.. also improves compatibility!

Of course i hope i didn't misss out on some journal entry, but i think i got them all to reflect these new changes!

Have a nice week-end all.

ps. you'll need a module or oblivion.ini edittor to make border regions playable!
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Mizz.Jayy
 
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Post » Tue Dec 13, 2011 7:48 am

Forgot to add. Like you'll notice of course this is Episode 1 and the first version was released quite some time ago. I've already started building quite a few interiors, but i'm a little unsure where the module will continue... keeping other modules in mind. It won't be the vanilla province that's for sure!

I'll try to update this thread with new screenshots or other useful information.

Have fun.
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Taylah Haines
 
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Post » Tue Dec 13, 2011 1:13 am

Thanks for the update. I've been following this thread and was waiting for this new version which moved the tower before giving the mod a try, since I believe the older version conflicted with some thing I'm already running. Will definitely give it a try now.
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abi
 
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Post » Mon Dec 12, 2011 11:07 pm

Thanks for the update. I've been following this thread and was waiting for this new version which moved the tower before giving the mod a try, since I believe the older version conflicted with some thing I'm already running. Will definitely give it a try now.



yep...the new version is now fully compatible with all mods editing the imperial isle (no lod mesh needed any longer as well) since the camp of the Swamp Moth Legion has been moved to a new location

also it is now fully compatible with Side's Sailing Ships mod and will afaik not conlict anymore with the hopefully soon coming "Reclaiming Sancre Tor"

:foodndrink:
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Avril Churchill
 
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Post » Tue Dec 13, 2011 4:02 am

hey all, today i've given permission for this module to be translated into German. The Tamriel Resource Pack is already available on the Nexus in German. Awesome stuff. There might be a French translation on the way. Not so sure about that at the moment. Haven't been contacted yet. Speaking about that. The same person provided Dark UI loading screens for us to use. :celebration:

Have a nice week-end.
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Monika Fiolek
 
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Post » Tue Dec 13, 2011 4:56 am

This looks really good. I am not entirely sure which parts of the Tamriel Resource Pack need to be downloaded (all of the main files listed on Tesnexus? Some of these have different versions = e.g. 1.41, 1.40, and 1.31 and 1.3?)

Also, more importantly, is this compatible with the ULs and FCOM?
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Multi Multi
 
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Post » Tue Dec 13, 2011 3:52 am

This looks really good. I am not entirely sure which parts of the Tamriel Resource Pack need to be downloaded (all of the main files listed on Tesnexus? Some of these have different versions = e.g. 1.41, 1.40, and 1.31 and 1.3?)

Also, more importantly, is this compatible with the ULs and FCOM?



the current Tamriel Resource Pack version is 1.4.1 (esm)...you need to dl and install the TamRes esm amd esp ( esp ist just a dummy for activating the bsa's) and all 4 bsa archieves(textures, meshes, sound, complement)

Guards of Cyrodiil should be fully compatible with UL and FCom

cheers

I am too slow :snoring:
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ijohnnny
 
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Post » Tue Dec 13, 2011 12:20 pm

This looks really good. I am not entirely sure which parts of the Tamriel Resource Pack need to be downloaded (all of the main files listed on Tesnexus? Some of these have different versions = e.g. 1.41, 1.40, and 1.31 and 1.3?)

Also, more importantly, is this compatible with the ULs and FCOM?


Hi, yes the latest version of this module requires the latest version of the Tamriel Resource Pack; You'll need all files - complement BSA as well. (i'll add this to the OP)

The module has been extensively tested with all UL modules. My module does place quite a number of new locations around the Cyrodiil map, but they all merge well together. Also from all old versions till now i've removed nearly all landscape edits to increase compatibility with landscape modules. FCOM should be fully compatible as well ...in fact might give you a different dungeon crawl as well. If you want to complete all quests FCOM might also increase the difficulty in the hack 'n slash department of this module.

Cheers.

ps. didn't realise Onra was posting :P
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asako
 
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Post » Tue Dec 13, 2011 2:05 pm

I just wanted to write to offer some feedback on this mod. As I mentioned in a prior post I had been holding off on installing this until some of the compatibility issues were addressed, but did install the most recent version about a month ago.

There are several things I have noticed. The most significant is how seamlessly the mod seems to fit into the game world. I tend to be careful with my mod choices, and I try to avoid situations where I wander into something that just seems totally out of place. When I walk into a building and rock music starts playing, it isn't something that I find immersive...instead it just makes it obvious that I'm in a "mod".

After some initial testing where I gathered some initial positive impressions of the first part of the quest line, I went back to wandering around Cyrodiil.

On occasion I would come across things in various places that I hadn't noticed before, yet seemed to fit very well in with the environment. I wondered what put them there. Using Form Finder ID I was able to identify the source as this mod. What I found pleasantly surprising is how much "sense" the placement of some of the things you've added to the game world made, and not just independently. The placement of some of the legion camps really seems to complement some of my other favorite mods that place buildings in various places. It made "sense" that the legion would be guarding those areas.

In spite of running many other mods, I haven't noticed any serious compatibility issues, either in game or with TES4EDIT.

I think this mod is overlooked given the relatively low activity on this thread, so I just wanted to say thank you and hope to encourage others to try it.
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Lexy Corpsey
 
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Post » Mon Dec 12, 2011 9:47 pm

hey mate, thanks for the small report. It's nice to get some feedback after a while. I'm glad you're enjoying the module. Both quest and locations.

Cheers. :foodndrink:
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ijohnnny
 
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Post » Tue Dec 13, 2011 6:29 am

It has been awhile since i could actively mod and update things.

Version 1.11 has been released with a number of fixes;

Fixed a few visual glitches and a number of typing errors. Quest-items handed out twice or more shouldn't happen anymore through dialogue. Vampire Mariah has her own tent. Cleaned out the module some more with tes4edit.

I also fixed some small things, which aren't all listed. There is a French and a German translation now available, a big thank you to those who created them.

Hopefully i can continue modding again soon with some more activity when i'm not feeling ill anymore.

Cheers!!
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brian adkins
 
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Post » Mon Dec 12, 2011 10:04 pm

hi,

made a small update for those interested;

1.12

Fixed an issue where three invisible bandits spawn without proper quest context. Very annoying bug.


Thank you for reading and have a nice week-end!
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TIhIsmc L Griot
 
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Post » Tue Dec 13, 2011 3:48 am

Thanks for the new version. Hadn't noticed that problem myself but patches are always appreciated. :)
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m Gardner
 
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Post » Tue Dec 13, 2011 6:45 am

Last night I started a new character with Illusion as a major skill, and noticed that one of the spells from Guards of Cyrodiil is marked as a PC starting spell. The spell is "TRFurnquest02light".

Was this intentional, and is there any risk associated with unchecking that as a starting spell and/or deleting it from my character's spell list? I'm using a magic mod for balance purposes, which provides its own set of starting spells for each school.
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Chrissie Pillinger
 
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Post » Tue Dec 13, 2011 7:28 am

Last night I started a new character with Illusion as a major skill, and noticed that one of the spells from Guards of Cyrodiil is marked as a PC starting spell. The spell is "TRFurnquest02light".

Was this intentional, and is there any risk associated with unchecking that as a starting spell and/or deleting it from my character's spell list? I'm using a magic mod for balance purposes, which provides its own set of starting spells for each school.



as far as I can remember you get this spell during the quest when you have to collect the urns for the nightblades ...as it is a kind of help/reward given to you it should be removed from the start spells of course...


cheeers

onra
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*Chloe*
 
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Post » Tue Dec 13, 2011 11:41 am

as far as I can remember you get this spell during the quest when you have to collect the urns for the nightblades ...as it is a kind of help/reward given to you it should be removed from the start spells of course...


cheeers

onra


Thanks, I figured it would be OK to uncheck it in the CS but wanted to verify.
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Heather Kush
 
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Post » Tue Dec 13, 2011 12:10 am

Thanks, I figured it would be OK to uncheck it in the CS but wanted to verify.


Thanks for the report. I've uploaded a new small update to the main plug-in.
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carley moss
 
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