[RELz] Reclaiming Sancre Tor RC1.x.x, Thread II

Post » Wed Dec 14, 2011 9:58 am

*Reclaiming Sancre Tor*
Author: DarkRider
Version: RC1.0.4
Last Update: 02.Dec.2011

************************


Past Development Threads:
http://www.gamesas.com/bgsforums/index.php?showtopic=993539&st=0&start=0
http://www.gamesas.com/bgsforums/index.php?showtopic=1010303&hl=
http://www.gamesas.com/index.php?/topic/1120809-beta-reclaiming-sancre-tor-thread-i/
http://www.gamesas.com/index.php?/topic/1244312-relz-reclaiming-sancre-tor-rc100/

Teaser Storyline:

In the aftermath of the Oblivion crisis, the Emperor is dead and no apparent heir will be named. The Blades, having served the Septim line for centuries, find themselves without an Emperor and without a cause to serve, and so they return to an ancient purpose.

Cyrodiil has been saved and the last son of the Septim line has ascended into the heavens. With the passing of time, life in the Imperial City resumes its normal candor and The Champion of Cyrodiil fades into anonymity…until a messenger arrives. Blade Captain Steffan has requested your return to Cloud Ruler Temple. He needs your help to escort a small party of Holymen to the Ruins of Sancre Tor. Seems a simple task; Steffan warns the journey is treacherous one, but if you are successful a new path may opened before you.

Thunder rolls overhead, the horses knicker nervously as you prepare to make the long journey to Sancre Tor. As the heavy storm clouds blot out the sky overhead, Captain Steffan catches your eye and smiles gratefully with a nod. The seasoned Blade foresees a dangerous road ahead and is obviously relieved to have a second blade along. As you mount your steed, the animal shakes the rain water out of its heavy mane. The four holymen appear from the Great Hall of Cloud Ruler Temple and begin to chant nervously. Steffan takes the lead and you close the holymen between you protectively as you weave your way down the mountain. Lightning flashes and on the distant road you see an unusual flicker of light. Someone is waiting for you in the darkness.

Bandits harry your party all along the road to Sancre Tor; with quick thinking and a quicker blade, you manage to keep them at bay. The holymen are exhausted but alive and well when the ruins at Sancre Tor finally come into view. No longer the ancient relic of a fortress you remember from months before, a vibrant living city has sprung up around it, reclaimed at last as a holy place and the new focal point for Blade affairs in Tamriel. Within the gray stone walls you find an army of Blades from across the Providences, living and working as one. Steffan offers you his hand and his thanks for your help with his escort detail, but the smile fades from his lips as he reads your expression. In your mind you wonder, with so many Blades so close at hand, why would Steffan send for you? Why would he require your help? The Blade Captain nods intuitively, "I know what you're thinking," he says evenly, "and you're right. There's another reason you've been called to Sancre Tor..."


Description:

Reclaiming Sancre Tor is an in-depth story based expansion pack that adds hundreds of new characters, overlapping quests, new worlds, and multiple unique dungeon levels to the original Elder Scrolls IV: Oblivion RPG by Bethesda Softworks. The story surrounds a contingent of Blades from Morrowind who have reclaimed the ancient ruins of Sancre Tor in the aftermath of the Oblivion crisis. The player is invited to join their ranks and must aid the Blades in serving the Empire as well as unraveling their own destiny.

What Does RST Add to the Game?:

  • Sancre Tor Reclaimed and Restored to Its Former Glory Inside and Out!
  • An Elaborate Multifaceted Main Quest!
  • Several Side Quests!
  • 6 New Dungeon Levels!
  • 5 New Worldspaces
  • Light/Dark Morality Based Gameplay
  • 5 New Towns to Visit!!!
  • 5 New Blades Armors!!!
  • New Weapons!!!
  • Coveted Lore Based Treasures!!!
  • And much, MUCH, more!!!

Current Project Site:

Current news, walkthroughs, and more for Reclaiming Sancre Tor can be found at the http://reclaimingsancretor.wikia.com/wiki/Reclaiming_Sancre_Tor_Wiki

Project Forum:

http://tesalliance.org/forums/index.php?/forum/31-sancre-tor-project/

Media:

http://bethblog.com/index.php/2010/04/22/elder-scrolls-modding-interview-darkrder/

http://darkrder.webs.com/apps/photos/album?albumid=402868

http://darkrder.webs.com/apps/videos/channels/show/527235-reclaiming-sancre-tor

Latest Video:

Check out the latest Reclaiming Sancre Tor trailer: http://s244.photobucket.com/albums/gg21/Darkrder/Sancre%20Tor%20Ext/?action=view¤t=LegendofRST.mp4

Download Information:

http://tesalliance.org/forums/index.php?/files/file/951-reclaiming-sancre-tor/

http://www.tesnexus.com/downloads/file.php?id=40757

http://www.reclaimsancretor.com


Support:

Stuck? Don't know what to do next? Try the http://reclaimingsancretor.wikia.com/wiki/Reclaiming_Sancre_Tor_Wiki for the Official walkthrough and strategy guides.

Experiencing a Conflict or Bug? Browse the http://tesalliance.org/forums/index.php?/topic/4371-reclaiming-sancre-tor-bug-tracker/ for a list of all documented bugs, conflicts, and patches.

Technical trouble? Undocumented Mod Conflicts? Post in the http://tesalliance.org/forums/index.php?/topic/4333-reclaiming-sancre-tor-support/ on TES Alliance OR Email us at support@reclaimsancretor.com

Questions, issues, and concerns posted in other threads, comment sections, or PM'd to the author may not be addressed in a timely fashion if at all. Please use the provided support and help us help you.

What's Planned New for RC2?:
We've launched but not done yet, coming in Release Candidate 2.0.0:
  • Additional Apprentice Dialogue and Commands
  • Completely Voice Acted Dialogue
  • Custom Quality Sound FX


Thank You for Playing!

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:
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Wed Dec 14, 2011 1:25 pm

Obviously, I'm not trying to get this made off-limits, but will this mod's coding conflict horribly with MOE's Mythic Dawn powers? My Bosmer assassin killed the Argonian slave, so as to pick off the cultists at his leisure, rather than all at once in a group, but in MOE, that completes the sacrifice and extends you a tiny portion of Daedric power.
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Hannah Barnard
 
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Joined: Fri Feb 09, 2007 9:42 am

Post » Wed Dec 14, 2011 10:40 am

Thank you for your reply in the other thread DarkRider. Very much appreciated.

Now, on to v1.0.4 (And well 2.0.0 too of course)! :D
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Sheila Esmailka
 
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Post » Wed Dec 14, 2011 8:57 am

Unless the mod does anything with the Mythic Dawn after the Main Quest's conclusion, you should be in the clear.
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Kirsty Wood
 
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Joined: Tue Aug 15, 2006 10:41 am

Post » Wed Dec 14, 2011 11:45 am

Much as I dislike http://www.tesnexus.com/downloads/file.php?id=13834..... the patch collection for RST and Unique Landscapes needed one desperately. Yet more issues with land height, water levels, and grass being places it wasn't wanted.
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Louise Andrew
 
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Joined: Mon Nov 27, 2006 8:01 am

Post » Wed Dec 14, 2011 3:58 pm

Can't help it, Arthmoor, but I really like you doing what you dislike. :teehee: Thanx mucho for the patch update. :thumbsup:
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Julia Schwalbe
 
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Post » Wed Dec 14, 2011 8:19 pm

Heh. It's a never ending cycle. :P
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мistrєss
 
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Post » Wed Dec 14, 2011 7:21 am

Much as I dislike http://www.tesnexus.com/downloads/file.php?id=13834..... the patch collection for RST and Unique Landscapes needed one desperately. Yet more issues with land height, water levels, and grass being places it wasn't wanted.

Any specific updates to Cheydinhal Falls? The previous patch seemed to have some issues in that area. Haven't checked to see if they are fixed with the new version, but I'm just going to assume they are.
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TWITTER.COM
 
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Joined: Tue Nov 27, 2007 3:15 pm

Post » Wed Dec 14, 2011 10:04 am

Cheydinhal Falls was the one with the nagging water height issues. That should be fixed, but if not, I don't know what more I can do with it. The particular spot is too crowded up with mods to be able to guarantee a good result.
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Julie Ann
 
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Post » Wed Dec 14, 2011 9:49 am

Has anyone taken a companion (like Vilja) on this quest?
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Alister Scott
 
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Post » Wed Dec 14, 2011 7:55 pm

I've done substantial parts of it with Ruined Tail in tow and other than a few spots of difficulty that required jumping up onto things, he did fine. I think it would be unwise to bring him (or anyone else) along to Mor Dradig though. He wasn't along for the ride there since his quest had progressed past where he's still traveling with you, but many of the puzzles and levels in that part of RST would be a serious problem for companions tagging along.
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Honey Suckle
 
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Joined: Wed Sep 27, 2006 4:22 pm

Post » Wed Dec 14, 2011 11:21 am

Thanks Arthmoor. On another note, has anyone mentioned a recommended level for this? I am level 8 with 106 health (75 STR and 65 END). Doable?
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I love YOu
 
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Post » Wed Dec 14, 2011 11:04 am

Not sure where, but I belive Rider mentioned 10 ~ 15

*Make that 12~15
http://www.gamesas.com/index.php?/topic/1120809-beta-reclaiming-sancre-tor-thread-i/page__view__findpost__p__16482527
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Heather Dawson
 
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Joined: Sun Oct 15, 2006 4:14 pm

Post » Wed Dec 14, 2011 2:15 pm

Any update on when the 1.0.4 update will be released? I am holding off downloading the mod because looking at the bug tracker it fixes a lot of small bugs and glitches and I am fine with waiting until it is released before downloading.
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Richard Dixon
 
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Joined: Thu Jun 07, 2007 1:29 pm

Post » Wed Dec 14, 2011 8:23 pm

Soon, very soon. DarkRider has been absent for a week with his daughter being ill but I know he is still tackling some stubborn AI issues, and won't release until that's perfect.
Even with the Skyrim distraction, it won't be long. Believe me, it's worth the wait.
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Prisca Lacour
 
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Post » Wed Dec 14, 2011 1:30 pm

Thanks, I cannot wait to play it. I am starting a new game just for this mod.
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celebrity
 
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Joined: Mon Jul 02, 2007 12:53 pm

Post » Wed Dec 14, 2011 8:08 pm

Yes, blame Skyrim of late, been playing my way through the Nordic north :lmao: But never fear, I'm not abandoning RST or update support, as Hana mentioned there's a buggy AI issue holding up that update, shouldn't be much longer. :thumbsup:
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Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Wed Dec 14, 2011 6:54 pm

Hey DarkRider,

Do you have a log of the changes made by the next version? According to the wiki, I seem to have hit a snag with the "phoenix hunt" quest. I found the locked portcullis by chance, but there's nothing behind it, and if I read things right, it should be where the first portal is.

Cheers, and enjoy Skyrim, my copy should be in the mail box tomorrow or on Thursday...
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Catherine Harte
 
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Joined: Sat Aug 26, 2006 12:58 pm

Post » Wed Dec 14, 2011 6:38 pm

@Dazu, yes, that bug is/has been fixed. :) http://tesalliance.org/forums/index.php?/topic/4371-reclaiming-sancre-tor-bug-tracker/.
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Rachel Tyson
 
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Post » Wed Dec 14, 2011 2:45 pm

I've just started playing the mod and have run into my first problem. I spoke with Steffan, was told to wait until the evening of 3 days later. At that time Steffan was at the gate with 4 mages. He told me to accompany him and the mages. He then rode his horse into Cloud Ruler accompanied by the mages. He just sits there without attempting to go to Sancre Tor. If I leave, no one follows. When I speak to any of them I just get the CS Companions prompts. I can make them companions and get them to go with me, but I'm afraid that's break the script. Any suggestions?
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tegan fiamengo
 
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Post » Wed Dec 14, 2011 7:14 pm

Yes, my suggestion is uninstall it and wait for the 1.0.4 update coming soon. That's a known bug. :)
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Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Wed Dec 14, 2011 5:33 am

Yes, my suggestion is uninstall it and wait for the 1.0.4 update coming soon. That's a known bug. :)

I wasn't sure if we were Still getting a 1.04 when I seen 2.0 was comming... :P
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Reanan-Marie Olsen
 
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Post » Wed Dec 14, 2011 10:31 am

I wasn't sure if we were Still getting a 1.04 when I seen 2.0 was comming... :P


1.0.4 is coming I'm just short for time right now with the holidays and all my other responsibilities on top. It's close but I need to tweak it more to avoid some nasty AI bugs in the primary companion, Bruin. :thumbsup:
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Tom Flanagan
 
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Post » Wed Dec 14, 2011 5:04 am

Not a problem, I thought it sounded like 2.0 was close...
I realize how Swamped youv'e been with everything all at once. (I Also know about Baby Jail, and I've only got Grandkids )
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hannah sillery
 
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Post » Wed Dec 14, 2011 2:04 pm

Yes, indeed :lmao: Baby jail got a lot more serious since she started climbing on stuff. :facepalm:
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emma sweeney
 
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