[RELz] Reclaiming Sancre Tor RC1.0.0

Post » Mon Nov 28, 2011 11:58 am

By the Gods! It's out! :ahhh:

Keep up the bad work, DarkRider and co. :thumbsup:
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Sophie Miller
 
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Post » Mon Nov 28, 2011 11:09 pm

Is this compatible with Kragenir's Death Quest, Intergration: The Stranded Light and The Ayleid Steps? I'm thinking of saving it for my next playthrough (probably after the fall game season is over lol).
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Epul Kedah
 
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Post » Tue Nov 29, 2011 12:50 am

Is this compatible with Kragenir's Death Quest, Intergration: The Stranded Light and The Ayleid Steps? I'm thinking of saving it for my next playthrough (probably after the fall game season is over lol).

Did you read the OP?

"Experiencing a Conflict or Bug? Browse the RST Bug Tracker for a list of all documented bugs, conflicts, and patches. "
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Glu Glu
 
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Post » Mon Nov 28, 2011 9:37 pm

Congratulations. This, I imagine, is a pretty emotional moment for quite a few TES fans :D.
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yessenia hermosillo
 
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Post » Tue Nov 29, 2011 3:09 am

I'm guessing there are major conflicts with any mod that changes the Imperial City for the moment with the buildings added to the city.

Here's hoping for a patch.
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Maria Leon
 
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Post » Mon Nov 28, 2011 4:03 pm

Looking forward to play this mod in my first Oblivion game! Awesome work DarkRider and team.
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nath
 
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Post » Mon Nov 28, 2011 7:46 pm

DarkRider - And all involved in the development of this beauty - Thank you

Thats my Christmas present sorted, Father Christmas came early this year :hugs:
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Life long Observer
 
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Post » Mon Nov 28, 2011 7:57 pm

I'm guessing there are major conflicts with any mod that changes the Imperial City for the moment with the buildings added to the city.

Here's hoping for a patch.


List of conflicts for Reclaiming Sancre Tor and Better Cities:

Anvil: No conflicts

Bravil: RST added structure is clipping into a Better Cities added wall tower, making it impossible to reach a quest-important object. Tower and attached wall section can be safely removed.

Cheydinhal: No conflicts

Skingrad: Thatch structure important to obtaining quest-essential item is removed by Better Cities. Item is unreachable and will need to be relocated (ouch).

Imperial City:

  • Market District: The new interiors added in the Market District blends perfectly fine with Better Cities. Only conflict is a street light clipping through a junked barrel, but that's hardly worth anyone's time.
  • Arboretum: There is a conflict in need of patching in the Arboretum for Better Cities, a number of plants added by RST are floating above the western pond (Cell 7-13), one of which seems quest important and will be unreachable without TCL. Relocation required (bad).
  • Talos Plaza: Single floating wine bottle in Talos Plaza, but havok should deal with that one. No patch needed.
  • Arcane University: RST added well is conflicting with Better Cities added well by occupying the exact same space as it. One of the wells will need to be removed.
  • Elven Gardens: Quest essential item is stuck under a tree (Cell 5-17). Either the item or the tree will need to be moved, preferably the latter.
  • Temple District: No conflicts.
  • Arena: The new manor is sitting on top of some Better Cities added things, and the graqe garden is blocked by a bunch of floating crates. Better Cities objects (thankfully, all unimportant clutter) need to be removed.
  • Waterfront: RST added structure is being blocked by Better Cities added tavern. Either one or the other will need to be moved.


EDIT: two cities are in conflict with RST due to major architectural discrepancies.
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Lory Da Costa
 
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Post » Tue Nov 29, 2011 3:11 am

Is this compatible with Kragenir's Death Quest, Intergration: The Stranded Light and The Ayleid Steps? I'm thinking of saving it for my next playthrough (probably after the fall game season is over lol).


It is compatible with The Ayleid Steps.

It is not compatible with KDQ. There are two hard conflicts between KDQ and RST.

Spoiler
Shadow's Rest Cavern puts a locked cell where KDQ has a tunnel. Until this gets patched, the easiest way to get the room the tunnel leads to is to use the console TCL command.


and

Spoiler
Futurus X conflicts with the Mor Dradig portal. The best way to avoid this is to get past the Futurus X part of the KDQ quest before you reach the Fire Stone part of RST


I do not know about Stranded Light.
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Melly Angelic
 
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Post » Tue Nov 29, 2011 2:37 am

List of conflicts for Reclaiming Sancre Tor and Better Cities:

Anvil: No conflicts

Bravil: RST added structure is clipping into a Better Cities added wall tower, making it impossible to reach a quest-important object. Tower and attached wall section can be safely removed.

Cheydinhal: No conflicts

Skingrad: Thatch structure important to obtaining quest-essential item is removed by Better Cities. Item is unreachable and will need to be relocated (ouch).

Imperial City:

  • Market District: The new interiors added in the Market District blends perfectly fine with Better Cities. Only conflict is a street light clipping through a junked barrel, but that's hardly worth anyone's time.
  • Arboretum: There is a conflict in need of patching in the Arboretum for Better Cities, a number of plants added by RST are floating above the western pond (Cell 7-13), one of which seems quest important and will be unreachable without TCL.
  • Talos Plaza: Single floating wine bottle in Talos Plaza, but havok should deal with that one. No patch needed.
  • Arcane University: RST added well is conflicting with Better Cities added well by occupying the exact same space as it. One of the wells will need to be removed.
  • Elven Gardens: Quest essential item is stuck under a tree (Cell 5-17). Either the item or the tree will need to be moved, preferably the latter.
  • Temple District: No conflicts.
  • Arena: The new manor is sitting on top of some Better Cities added things, and the graqe garden is blocked by a bunch of floating crates.
  • Waterfront: RST added structure is being blocked by Better Cities added tavern. Either one or the other will need to be moved.


EDIT: two cities are in conflict with RST due to major architectural discrepancies.

Just as I thought.

Will probably either have to deactivate Better Cities while playing this mod, or I will have to use tcl in the console if possible.
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Zualett
 
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Post » Tue Nov 29, 2011 3:05 am

Check and see if there aren't already patches out for these.
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Sista Sila
 
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Post » Tue Nov 29, 2011 12:51 am

CRAP went to download this off of TESnexus and got the esp and meshes downloaded then the site crapped out. THANK GOD I was able to go to another site and get the rest.
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Steve Fallon
 
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Post » Mon Nov 28, 2011 5:40 pm

Kudos for sticking it out, DR! I'll stop holding my breath now.
My "RST" char is now level 26, probably a little on the outside edge. But I've always intended that RST be the end of his effective 'working' career, so we're going to run through it anyway. Can't wait to see it! :D
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Neko Jenny
 
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Post » Mon Nov 28, 2011 5:20 pm

I saw on the Bug Tracker page that a patch is needed for Map Marker Overhaul?
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Hazel Sian ogden
 
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Post » Mon Nov 28, 2011 4:52 pm

Congrats on the release! I will be looking to solve the few conflicts between KDQ and RST.
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Ally Chimienti
 
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Post » Tue Nov 29, 2011 12:28 am

Congrats on the release! I will be looking to solve the few conflicts between KDQ and RST.


Thanks, and excellent, if you come up with a patch, please link me so it can be included on RST's patches page. :thumbsup:
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kirsty williams
 
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Post » Tue Nov 29, 2011 4:26 am

Congrats on the release! I will be looking to solve the few conflicts between KDQ and RST.

:celebration: Been looking forward to this release! I downloaded before I even saw the conflict with KDQ, but thanks for the release to all involved, and thanks in advance for the patch!
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Karine laverre
 
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Post » Mon Nov 28, 2011 6:26 pm

I saw on the Bug Tracker page that a patch is needed for Map Marker Overhaul?


Not sure what exactly the conflict is there, but, I run MMO, and I was one of the beta testers......
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MARLON JOHNSON
 
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Post » Mon Nov 28, 2011 5:58 pm

Not sure what exactly the conflict is there, but, I run MMO, and I was one of the beta testers......


I guess it can not be a really serious bug i think, i guess it should not interfere with the game play of RST. I will go ahead and install RST. :)
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Laurenn Doylee
 
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Post » Mon Nov 28, 2011 5:38 pm

MMO probably takes offense to RST's attempt to disable the Sancre Tor map marker when the quest starts, that seems the most logical.

"No, Rider. You are disturbing the system. You will not disturb the system." :lmao:
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Johanna Van Drunick
 
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Post » Tue Nov 29, 2011 3:04 am

The RST Bug page says that something is wrong between Companion Share & Recruit, and RST. However, it doesn't say what the problem is. What is it?
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Ysabelle
 
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Post » Mon Nov 28, 2011 11:54 pm

MMO probably takes offense to RST's attempt to disable the Sancre Tor map marker when the quest starts, that seems the most logical.


/\ This. With MMO installed, the old map marker doesn't disable so instead of using RST's marker players can teleport inside the original Sancre Tor complex, not game breaking but immersion breaking for sure, kind of wrecks the illusion. :rolleyes:

Update: Working on version RC1.0.1 which will include some minor bug fixes and restore the road record for the intro escort for non UOP users. :thumbsup:

The RST Bug page says that something is wrong between Companion Share And Recruit, and RST. However, it doesn't say what the problem is. What is it?


Old bug removed prior to release, I'll update it off that list. I'll also add descriptions for specific bugs listed, I just didn't have time to get specific with the release. :lmao:

I want to reiterate the OP here a bit, some folks are getting a little overzealous with the info reporting. I need the bug reports and questions to go in the support thread linked to you in the OP of this thread, linked to you in the readme, and on all the download pages. It's the best way to get the information to you and more importantly the fixes. :foodndrink:
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Amysaurusrex
 
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Post » Tue Nov 29, 2011 12:49 am

Spamming my own thread now, damn reply button. :rolleyes:
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Isaiah Burdeau
 
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Post » Tue Nov 29, 2011 2:28 am

Had to update the patches for Cheydinhal Falls and Open Cities Reborn due to land tearing that showed up. Load order in BOSS has also been modified to get things into the right configuration.
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Harinder Ghag
 
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Post » Mon Nov 28, 2011 5:18 pm

List of conflicts for Reclaiming Sancre Tor and Better Cities:
(...)


Does that mean that a patch can't be done for RST and BC ?
Or that it'll take time to do it ?

(wouldn't mind second one as I have barely time to play these days, probably going to find time play RST after final release / Skyrim Release)
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le GraiN
 
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