[RELz] Reclaiming Sancre Tor RC1.0.0

Post » Mon Nov 28, 2011 4:54 pm

Congats on the RELz DarkRider! :foodndrink:
:toughninja:
:toughninja:
:toughninja:
I foresee a nice wizard installation script. :shocking:
Maybe...
:)
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Raymond J. Ramirez
 
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Post » Tue Nov 29, 2011 2:47 am

You are misquoting me and seem to be drawing an ugly conclusion, sir, if I'm wrong in that I apologize. When I said "The Better Cities issues will be addressed, the process is already in motion." that meant it didn't require 3rd party involvement, that individuals involved in RST's development were already examining the reported Better Cities conflicts, to decide where we could give on our end, before then approaching the Better Cities team with our remaining needs and working together on an amicable solution for both projects. That is the process I was referring too. -_-

Of course not. Given the scope of RST, people need to be in contact with me before making and distributing patches as I'm in the best position to help them understand how RST works where; I'd also like to be able to provide links to made patches for players. Equally, I have been and/or will be in contact with the authors of any mods I need patches for to extend that same courtesy as they are far better equipped to patch their own mods than I am. That the Better Cities team has not heard from me is due to one reason, the current bugs being tracked in RST require my full attention at the moment and any patch considerations are not on the immediate table.

If Better Cities has no desire for compatibility with RST, I will simply not address it then and players can choose between them. For my part I was hoping we could work together. :)


I was simply asking for clarification. If compatibility patches are needed for BC we can create them, however if you're going to be making changes in RST which might negate the need for (some) patches, then that saves us having to think about it. Also, I often resolve conflicts in BC with other mods by simply editing BC itself, so that no patch is even needed. When possible, this is my preferred method of resolving conflicts.
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laila hassan
 
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Post » Mon Nov 28, 2011 10:38 pm

Good then I think we can work together on getting players up an running both mods cheerily. :)

One of RST's quests is also conflicting with ImpeREAL districts, in some similar ways as with BC, I might be able to clear up those conflicts with both at once on my end and take a number of the issues off the table. After I clear the current bug off my tracker I'll send you a PM covering the things I can't resolve as easily and would be grateful for your input on what can be done with the rest on the BC side. If you manage to resolve the rest on your end we might avoid need for a patch as you say, which sounds good to me. :goodjob:

Let's just hope it's so simple :lmao:
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Sanctum
 
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Post » Mon Nov 28, 2011 5:19 pm

UPDATE:

Version RC1.0.2 has now released on TES Alliance and TES Nexus. You may overwrite your .esps and resume gameplay at your leisure. Please note ONLY the .esp has been updated. There is no reason to download the other files again for this version. This is a list of bugs fixed in this latest update:

  • Rowan Infinite Escort Loop Entering Temple of Light or Escorting to Training -More Stable Fix in RC1.0.2

  • Blades Youth Leaving the Temple of Light -More Stable Fixed in RC1.0.2

  • Stablehand Added to Snowridge Stables -Added in RC1.0.2

  • Grandmother Gaia has No Quest Dialogue in the Water Warrior Quest -Fixed in RC1.0.1

  • Cleaned File to Remove Unnecessary ITM Records and Misc Errors -Cleaned in RC1.0.2


Thank you for your patience while I sorted out these very difficult bugs and for all of those who have reported errors, conflicts, and requests I appreciate your valuable input. Cheers!
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Silencio
 
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Post » Tue Nov 29, 2011 1:26 am

Wiki hasn't helped, how long do you have to wait for Bruin to show? Also, is the player meant to be an Agent, or are you classed based on your skills?
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Czar Kahchi
 
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Post » Mon Nov 28, 2011 7:00 pm

Wiki hasn't helped, how long do you have to wait for Bruin to show? Also, is the player meant to be an Agent, or are you classed based on your skills?


Not sure what you mean by "Bruin to show" he should be in the council room when you are apprenticed and you follow him out. If he's not there, make sure you have updated to version RC1.0.2, then back up to the Void Warrior combat with Sakai and move forward. Previous versions had some major pathing and AI hiccups and could feasibly cause Bruin to be a no show.

Originally the player would choose one of three classes and each follow a unique storyline. Due to time constraints, the most dominant story won out and all players are assigned as Agents, though the choice you make in that conversation does impact your Moral Code standing overall. :thumbsup:
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Eileen Collinson
 
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Post » Tue Nov 29, 2011 12:48 am

Thank you. I can't back up to the Void Warrior combat though, so I suppose I'll have to move the quest forward with the console.
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Taylor Tifany
 
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Post » Mon Nov 28, 2011 12:06 pm

I'm not certain that will resolve anything for you, I'm also not sure that won't break the quests. RST has very layered quests, folks consoling without knowing all the markers that need hitting risk breaking the mod further down the line. Make sure you update the .esp at least or NPC issues will persist around Sancre Tor. :)
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Anna Kyselova
 
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Post » Tue Nov 29, 2011 3:32 am

I'd strongly caution against using the console to "fix" a quest even if you know what you're doing with it. Far too much can break, leading to potential issues with save corruption even. This is why it's absolutely critical to keep a rolling set of saves instead of relying on only one.
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Ebony Lawson
 
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Post » Tue Nov 29, 2011 12:02 am

DarkRider: According to Ysne58, RST does something with an Sidri-Ashak Rune Stone, is it moved or disabled? I ask because Map Marker Overhauls adds map markers for all stones, and need to know whether I shall move or disable the marker when RST is active. Similarly, does RST disable the vanilla Sancre Tor map marker? It shouldn't really matter to MMO if you disable or move map markers, but for the stone, the map marker is added by MMO, thus MMO needs to change it when other mods move/disable the stones.
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Richard Dixon
 
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Post » Mon Nov 28, 2011 9:56 pm

You'll want to disable the runstone marker for RST, if you can. I believe the stone is not moved or disabled. But RST adds a city wall perimeter around Sancre Tor in the Tamriel worldspace and the runestone marker from MMO is still active inside that perimeter. So it teleports players to the old Sancre Tor ruins where the main fort is disabled inside my perimeter.

The Sancre Tor mapmaker is disabled, and a new map marker is added outside the city perimeter called Shrine at Sance Tor.

An additional marker is added via the SancreTorWorld which teleports players inside the restored Sancre Tor city complex. :)
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Clea Jamerson
 
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Post » Tue Nov 29, 2011 2:41 am

You'll want to disable the runstone marker for RST, if you can.
Yes, I can dynamically disable/enable it at game start, depending on whether RST is installed or not. I already do this for some other mods.

The Sancre Tor mapmaker is disabled, and a new map marker is added outside the city perimeter called Shrine at Sance Tor.

An additional marker is added via the SancreTorWorld which teleports players inside the restored Sancre Tor city complex. :)
This should not conflict with MMO at all :)
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Julia Schwalbe
 
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Post » Mon Nov 28, 2011 1:22 pm

Hey guys,
I am going to ask a stupid question.
I read the description of this mod, downloaded all necessary files, activated the plugin, and even downloaded the save data which DarkRider recommend to load the game,
but I still don't know how to start the quest of this mod, unfortunately.
I checked the walkthrough page at http://reclaimingsancretor.wikia.com/wiki/Reclaiming_Sancre_Tor_Wiki but still can't get any clue.
Could someone be so kind to tell me how to trigger it?
Thanks a lot.
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Chloe Botham
 
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Post » Mon Nov 28, 2011 10:29 pm

You need to collect the Imperial Dragon Armor and then leave the city interior. If you already have the armor just go out into the exterior world (not in a city) and walk about. A messenger note will tag you after a few minutes. :goodjob:
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Chloé
 
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Post » Mon Nov 28, 2011 6:38 pm

Player Caution:

Since RST's release I've heard several players say "Oh I consoled through" or "Hey just console it to setstage _______" so I thought this should be addressed somewhere. You do NOT want to console through RST, it's a bad idea in general but even more for this mod, really really. RST has a very interconnected design. Let's say you are stuck in MQ02 stage 24 and you console advance to 25 to get passed a glitch or bug or whatever, YAY that works! What you might not realize is that, had it run properly the next update would have updated stage 25 but ALSO stage 5 in MQ04 preparing for a future event. So when you get to MQ04 that event won't fire and you'll be stuck, only you can't go back and can't console through because MQ04 was since advanced to 10 and the stage 5 setup was missed. This creates frustration for you because you have to go back to MQ02 stage 24, and makes it harder for me to track real bugs when I'm chasing console created phantoms, errors made by consoling.

This is not a simple questline, please do NOT console over bugs or glitches, I'd hate for folks to miss things or play things out of order because the console messed it up. Instead, please report bugs and let me fix them. I've been bug tracking daily, this mod is very closely supported. An update will always be around the corner and if the update is delayed by a particularly tricky bug I will provide a console bump if it's in a safe place to do so without breaking anything later.

Happy Playing! :foodndrink:
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Schel[Anne]FTL
 
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Post » Tue Nov 29, 2011 1:37 am

UPDATE:

Here it is, my wife's birthday and I'm posting an update, man you guys are spoiled! XD Version RC1.0.3 has now released on TES Alliance and TES Nexus. You may overwrite your .esps and resume gameplay at your leisure. Please note ONLY the .esp has been updated. There is no reason to download the other files again for this version. This is a list of bugs fixed in this latest update:

  • Various AI issues with Master Bruin Hrothgar (Not appearing, disappearing, locking up) -Fixed in RC1.0.1

  • Added some minor aesthetic changes to Cloud Ruler Temple

  • Added Console Warning to ReadMe


A Note on the RST Wiki

I know many of you are turning to the RST Wiki for help getting started and finding it a bit bare. Two years ago we started the RST Wiki, working on it behind the scenes for this exact time. Then about a week or two before release, our wiki host dropped the wiki software from their service unannounced and our wiki was gone, just like that. :( So, the wiki you see now on Wikia.com is only a couple weeks old and we've been working on it daily to provide the information you need. We're shifting our attention today to the starting quests since that seems to be hanging up some folks. It will become more valuable given some time, I'm sorry it's not as full and informative as it could have been. :)

Thank you for your patience while I sorted this bug batch (you notice they're getting smaller!) and for all of those who have reported errors, conflicts, and the like I continue to appreciate your valuable input. Thanks for helping make her even better. Cheers!
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Eibe Novy
 
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Post » Tue Nov 29, 2011 2:50 am

Just letting you know that I appreciate the quick updates, keep up the good work.
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Anne marie
 
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Post » Mon Nov 28, 2011 7:41 pm

Thanks mate, I'll do my best to keep smoothing them out. :goodjob:
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TASTY TRACY
 
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Post » Tue Nov 29, 2011 4:02 am

Okay, so after reading people's warnings against using the console, I loaded a save I made after I finished escorting the monks. I'm now up to the part where you have to find Xanir, and I can't find him at the Waterfront. I haven't used any console commands to advance the quest, and I'm not sure if he's supposed to appear but doesn't, or if I have to go look for him.
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Rachie Stout
 
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Post » Mon Nov 28, 2011 10:35 pm

Okay, so after reading people's warnings against using the console, I loaded a save I made after I finished escorting the monks. I'm now up to the part where you have to find Xanir, and I can't find him at the Waterfront. I haven't used any console commands to advance the quest, and I'm not sure if he's supposed to appear but doesn't, or if I have to go look for him.

To locate him:
Spoiler

In Capetown, after talking to Laird about Xanir's location, OR after finding the clue paper about it you need to talk to Bruin. He'll say "So Xanir is expecting Laird to meet him in the Imperial Waterfront eh? We're getting close now, best not keep him waiting, let's travel fast." at which point Xanir is enabled in the IC Waterfront as Vigo D'artiri, Xanir being a code name, you won't walk up and just find "Xanir"

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Christine Pane
 
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Post » Mon Nov 28, 2011 11:18 pm

I'm apparently not having a good run with patches lately. Updated the RST+Open Cities patch. Suffice it to say it left a massive exploit open for OCR users, OCC users should have come for my head by now since their file was missing entirely. Oops? All fixed now though.

Too bad I can't say the same for whatever happened to Windows in the last couple of days. .NET and VC++ have both decided to maim themselves, and now the Windows Installer service has decided it's done obeying orders :(
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chirsty aggas
 
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Post » Mon Nov 28, 2011 4:25 pm

Here it is, my wife's birthday and I'm posting an update, man you guys are spoiled! XD


Well you can tell her that we didn't go out for our 24th wedding anniversary because I was too busy testing tDBC :D I'm sure that will help... NOT. Hubby did prepare a wonderful dinner at home though.

Relax Rider, you'll get it all sorted. This is a huge mod and you need the larger user base to nail down all the issues.

@Arthmoor - as long as you don't mix the DBC+OC and the RST+OC patches... :lol:
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Laura
 
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Post » Mon Nov 28, 2011 8:08 pm

Relax Rider, you'll get it all sorted. This is a huge mod and you need the larger user base to nail down all the issues.


True that, the players have been very good at finding things. Luckily it seems to be smoothing out now and all that testing has paid off :lmao:
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x_JeNnY_x
 
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Post » Mon Nov 28, 2011 1:09 pm

I found another glitch.

Spoiler
Don't know when this one snuck in, cause I'm pretty sure I tried this in testing. When you talk to the guy in the requistions quest and give up all your stuff, if you close out the dialogue without clicking on one of the questions, the quest does not progress. Instead the only dialogue you can get with Rowan is about rumors.

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how solid
 
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Post » Mon Nov 28, 2011 7:01 pm

I found another glitch.


Thanks I'll have a look. :thumbsup:
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Dina Boudreau
 
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