[RELz] Reclaiming Sancre Tor RC1.0.0

Post » Mon Nov 28, 2011 2:41 pm

This is already changed in v. RC1.0.4 as I needed to centralize and expand the radius for fast travelers, so other players will not need to fix this themselves :thumbsup:

Excellent! Keep up the good work :thumbsup:
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Dan Scott
 
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Post » Tue Nov 29, 2011 1:29 am

How do I do that?


Make whatever changes you want to your character. DO NOT hit the done button.

Open the console with the ~ key.

Type into the console:

Save somenamehere

close the console.

load the somenamehere savegame.
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Jack
 
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Post » Tue Nov 29, 2011 2:26 am

That would be a better solution, yes. I know my way around in the CS, but a lot of others might not, so perhaps it's best to change things like this.

PS: Vorians, I also meant no disrespect towards BC. I know I said "Better Cities causes this issue", but the root cause is not BC of course. I know how you always hate it when people go fingerpointing at BC whenever something is wrong.


When BC gets incorrectly accused of something, I do indeed hate it :) But I know here you were not intending anything negative towards BC. Neither mod has done anything wrong here, it's simply that the alternative (which DarkRider just said has already been done) is more compatible than the original setup.
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Mel E
 
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Post » Mon Nov 28, 2011 3:15 pm

Make whatever changes you want to your character. DO NOT hit the done button.

Open the console with the ~ key.

Type into the console:

Save somenamehere

close the console.

load the somenamehere savegame.

Thanks I'll try that out.
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Rachel Tyson
 
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Post » Tue Nov 29, 2011 1:52 am

Still can't find the phoenix gate, I followed the wiki to the letter.
Can't anyone point out where it might be? http://cloud.steampowered.com/ugc/632981209440562051/A982393A8FDCA73133AB57B6968F593D93736EBA/
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DarkGypsy
 
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Post » Mon Nov 28, 2011 4:04 pm

the area I'm looking in (SPOILERS)[/url]


You need to
Spoiler
pick the lock on the portcullis and go through it to the secret passage. The passage is a burial cave tunnel that opens into a section of ruined fort tombs. The gate is on the ground amidst the rubble in that ruined
fort area.

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Carolyne Bolt
 
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Post » Mon Nov 28, 2011 3:50 pm

You need to
Spoiler
pick the lock on the portcullis and go through it to the secret passage. The passage is a burial cave tunnel that opens into a section of ruined fort tombs. The gate is on the ground amidst the rubble in that ruined
fort area.


Still not quite getting it
Spoiler
the only thing behind the locked portcullis is a tunnel ending in a dead end, is there a switch I need to activate to open the wall?

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David John Hunter
 
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Post » Mon Nov 28, 2011 8:28 pm

It said on the bug tracker there is a conlict with Impereal Forts.

Is there any update in terms of a patch being made for that conflict?
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Scared humanity
 
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Post » Mon Nov 28, 2011 9:20 pm

With fixing bugs and working in TESA's Halloween Challenge I've not had time to devote to really addressing patches. Once the Challenge is finished I'll be able to have a look at what's still needed as far as patches. :goodjob:
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Andrew Lang
 
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Post » Tue Nov 29, 2011 4:19 am

It said on the bug tracker there is a conlict with Impereal Forts.

Is there any update in terms of a patch being made for that conflict?


There is a pathgrid conflict with Fort Black Rock that renders it extremely difficult to complete the escort quest.

The fix is ready, but we are still waiting for a response from SilentResident for approval.
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JERMAINE VIDAURRI
 
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Post » Tue Nov 29, 2011 2:45 am

I thought prettyfly was in charge of that mod now?
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Lewis Morel
 
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Post » Tue Nov 29, 2011 12:46 am

SilentResident was the original author, so I started with him. If a week passed without response, I intended to PM prettyfly about it instead.

And it looks like that week is now up, too.

(Rider, I've PMed you about this at TESA)
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Tikarma Vodicka-McPherson
 
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Post » Mon Nov 28, 2011 5:50 pm

Just noticed that this is out now!
Will download, better get my current character through the MQ.
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Gaelle Courant
 
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Post » Mon Nov 28, 2011 10:31 pm

Still not quite getting it
Spoiler
the only thing behind the locked portcullis is a tunnel ending in a dead end, is there a switch I need to activate to open the wall?




Spoiler
No it is in that little dead end room on the floor in the rubble. It is a little round thing with the bas relief or outline of a bird (phoenix) on it. Once you activate that, the gate will open.

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Lisa
 
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Post » Mon Nov 28, 2011 1:28 pm

I'm currently overhauling my oblivion build and I would like to give this mod a try. I have seen there is an issue with Unique Forts. I was wondering are there any known issues with Fort Akatosh Redux?
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Tammie Flint
 
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Post » Mon Nov 28, 2011 3:19 pm

Spoiler
No it is in that little dead end room on the floor in the rubble. It is a little round thing with the bas relief or outline of a bird (phoenix) on it. Once you activate that, the gate will open.


Spoiler
There's no rubble there, there's just a tunnel ending in a dead end.

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Mandy Muir
 
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Post » Tue Nov 29, 2011 1:47 am

Spoiler
There's no rubble there, there's just a tunnel ending in a dead end.



Spoiler
http://reclaimingsancretor.wikia.com/wiki/A_Phoenix_ Hunt has a picture of the first gate in the open state. From the picture there is no rubble there. It looked like there was some when I first found it but that could just have been uneven flooring.

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Laura Cartwright
 
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Post » Tue Nov 29, 2011 12:51 am

Spoiler
http://reclaimingsancretor.wikia.com/wiki/A_Phoenix_ Hunt has a picture of the first gate in the open state. From the picture there is no rubble there. It looked like there was some when I first found it but that could just have been uneven flooring.


Spoiler
Yeah, I don't think I can even get there- Behind the locked portcullis is a dead end with black textured rock. There's absolutely nothing else there.

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Jason King
 
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Post » Mon Nov 28, 2011 11:51 pm

Spoiler
Yeah, I don't think I can even get there- Behind the locked portcullis is a dead end with black textured rock. There's absolutely nothing else there.



Post your load order in spoilers. There might be a mod conflict that DR can spot. I'm guessing you have some kind of mod conflict.
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Klaire
 
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Post » Mon Nov 28, 2011 10:47 pm

Post your load order in spoilers. There might be a mod conflict that DR can spot. I'm guessing you have some kind of mod conflict.


Nope, looks like there's an issue, somehow the portcullis has lost it's teleport link, I'm not sure how it's teleporting Ghost anywhere, but it's been fixed for v1.0.4
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Elizabeth Falvey
 
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Post » Mon Nov 28, 2011 7:29 pm

Nope, looks like there's an issue, somehow the portcullis has lost it's teleport link, I'm not sure how it's teleporting Ghost anywhere, but it's been fixed for v1.0.4

Just curious, is it supposed to teleport you as soon as you walk through it?
Also, good to know it's not just me. The help I received is still very appreciated.
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Chloé
 
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Post » Tue Nov 29, 2011 3:27 am

If the teleport is set it doesn't open at all you just teleport to the second location like with any other door. :goodjob:
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Louise Andrew
 
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Post » Mon Nov 28, 2011 8:26 pm

Hello, DarkRider.
Great job this!
As usual :D

Question: I would like to play the mod. Very much. But... would hate to repeat the main quest again.
Would you say a mod like MQ Done 0.97 is safe to use to avoid the main quest?
It updates all the necessary stages, leaves you one gate to close, gives you all the rewards and advances. And lets Ocato speak to you and offer you the dragon armor.
May I use this? or the save provided would be better? I'll do whichever you say is better.

Thanks.
And thanks!!! :D
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Mari martnez Martinez
 
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Post » Mon Nov 28, 2011 10:24 pm

Hello, DarkRider.
Great job this!
As usual :D

Question: I would like to play the mod. Very much. But... would hate to repeat the main quest again.
Would you say a mod like MQ Done 0.97 is safe to use to avoid the main quest?
It updates all the necessary stages, leaves you one gate to close, gives you all the rewards and advances. And lets Ocato speak to you and offer you the dragon armor.
May I use this? or the save provided would be better? I'll do whichever you say is better.

Thanks.
And thanks!!! :D


I have tested the MQSdone with RST and it does work just fine. Don't forget to visit Kvatch, Bruma, and to talk to Ocato though. That did screw things up for me. I did have one game where I had to used that Kill the Statue mod because of the Bruma Statue issue.
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Joey Bel
 
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Post » Tue Nov 29, 2011 1:32 am

Oh yes, for those who will encounter the Bruma Statue problems (when using custom race/hair/equipment which were used during the statue's creation (after the battle of Bruma)) ... I think the best combination I found last time I had to go in search of solving the problems were the following two mods ....

http://www.tesnexus.com/downloads/file.php?id=23575 - fixed version of Quazzy's Update My Statue.

and

http://www.tesnexus.com/downloads/file.php?id=21008

There are others around, but the combination of those two above solved all our problems successfully.
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Noely Ulloa
 
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