(REL) South Wall, Den of Iniquity

Post » Thu Aug 19, 2010 10:11 pm

would Havish affect the placement of Sugar-Lips Habasi? I know Havish adds an introduction quest through Habasi herself.

Yes, it does. I installed Havish and saw that Habasi was in her Vanilla spot.
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daniel royle
 
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Post » Thu Aug 19, 2010 10:09 pm

hey i installed this mod played it and all but i got all these warning's about animations and clones and stuff heres a sample:

ble to LayerActivate for AnimGroup "IdleCrossbow" for "CLONE _Bal_DancerGirl_200000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.

it goes on and on, on, on just the 1 digets of the numbers change from 1 to 4 can any1 help?
Try downloading Liztail's Animation Kit and clicking Fix Animation Errors.
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Kaylee Campbell
 
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Post » Thu Aug 19, 2010 10:29 pm

Try downloading Liztail's Animation Kit and clicking Fix Animation Errors.



I CLICKED IT AND GOT ALL THIS -oops caps sry-

WRN: meshes\CON2\xanim_dancingGirl.nif does not exist. There may be a problem with this mod. (GS_Tamriel Tribute to The Comunity.esm)
WRN: meshes\dw\xanim_dancingGirl.nif does not exist. There may be a problem with this mod. (The Dark Wood.esp)
WRN: meshes\dw\xanim_dancingGirl.nif does not exist. There may be a problem with this mod. (The Dark Wood.esp)
WRN: meshes\dw\xanim_dancingGirl.nif does not exist. There may be a problem with this mod. (The Dark Wood.esp)
WRN: meshes\dw\xanim_dancingGirl.nif does not exist. There may be a problem with this mod. (The Dark Wood.esp)
WRN: meshes\dw\xanim_dancingGirl.nif does not exist. There may be a problem with this mod. (The Dark Wood.esp)
WRN: meshes\dw\xanim_dancingGirl.nif does not exist. There may be a problem with this mod. (The Dark Wood.esp)

is this the problem?
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Gaelle Courant
 
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Post » Thu Aug 19, 2010 8:35 pm

Dunno :shrug: Double-check you've installed those two mods right: sounds like missing meshes.

After Fix Animation Errors do you still see the warnings like this: "Unable to LayerActivate for AnimGroup "IdleSneak" for "CLONE _Bal_DancerGirl_200000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation."
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Adrian Powers
 
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Post » Thu Aug 19, 2010 10:11 pm

However, I am fairly certain that all the missing files are included in Illtempered's "Arena and the Rusty Swordsman, from which I stole them in the first place. If you download that mod and copy its files into your main data-file directory, it should remove the error messages. You don't have to add the actual mod, just the meshes/textures (it's a good mod, though).
Also, I believe all the missing files were relatively minor. The only problem their absence is likely to cause is the error messages themselves.
Once again, I'm sorry for the hassle. I really am at a loss as to why I can't seem to get these files included in the download.
Here's the link to Arena and the Rusty Swordsman:
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=579

That link appears to be broken.
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Janeth Valenzuela Castelo
 
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Post » Fri Aug 20, 2010 12:38 am

That link appears to be broken.
The link's fine, it's ElricM that seems to be a bit http://www.gamesas.com/bgsforums/index.php?showtopic=1078334 :)

Anyway, here's a link to the https://download.yousendit.com/VGlmTmZTeFVCTW14dnc9PQ I posted earlier. Good for 7 days / 100 downloads. There're 3 modified meshes in there (see earlier in the thread for why).

It's a shame that Balathustrius has left us :(
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Rhi Edwards
 
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Post » Thu Aug 19, 2010 4:59 pm

I uploaded a new version of this mod, with all the missing files and a bunch of music that I cut from the final release before. Sorry for the long neglect.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=266951&id=7545


My tests showed no errors or missing files on a clean install. If anyone finds a missing file, I will commit ritualized hara kiri. I've commissioned a sword and everything.

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Zach Hunter
 
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Post » Fri Aug 20, 2010 6:01 am

Thank you for the update, Bal. This is a wonderful mod, and also thanks for making it compatible with MCA and LCV.
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Amy Masters
 
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Post » Thu Aug 19, 2010 7:27 pm

This is great! I totally missed this mod and just yesterday I started a Thief build for the first time in years. Thank you so much for the update.
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le GraiN
 
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Post » Fri Aug 20, 2010 8:40 am

I uploaded a new version of this mod, with all the missing files and a bunch of music that I cut from the final release before. Sorry for the long neglect.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=266951&id=7545


My tests showed no errors or missing files on a clean install. If anyone finds a missing file, I will commit ritualized hara kiri. I've commissioned a sword and everything.
Great! Thanks for the update :thumbsup:
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D IV
 
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Post » Fri Aug 20, 2010 1:25 am

I uploaded a new version of this mod, with all the missing files and a bunch of music that I cut from the final release before. Sorry for the long neglect.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=266951&id=7545


My tests showed no errors or missing files on a clean install. If anyone finds a missing file, I will commit ritualized hara kiri. I've commissioned a sword and everything.


Thanks for the update, the place definitely has a nice feel to it, http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot37.jpg. ;)
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Emma Copeland
 
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Post » Fri Aug 20, 2010 4:27 am

I love the update to the South Wall. Now, if I can just convince you to add kitchens and a wider variety of decor to the other inns/taverns across Vvardenfell...

I know, I know, it's a lot of work. But a gal can dream, can't she? :)
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Dean Brown
 
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Post » Fri Aug 20, 2010 6:45 am

Happy to see an update, this is one of my very favorite quest mods.
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Louise Lowe
 
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Post » Fri Aug 20, 2010 5:47 am

:o

Downloading..


Awesome mod! I always wanted the mos tense thieves guild in Vvardenfell to look the part.

Good job :tops:

Now, we just need someone to do the other guilds :shifty:
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Sophh
 
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Post » Fri Aug 20, 2010 7:15 am

hello, I started ercently this mod, but I'd need a walkthrough to finish it.
Is there any?
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Taylah Illies
 
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Post » Fri Aug 20, 2010 8:35 am

Balathustrius QUOTE
*Surprises


That gives me pause--hope they're pleasant surprises. :unsure:

Downloading. :wink_smile:
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Avril Churchill
 
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Post » Thu Aug 19, 2010 10:46 pm

As per request, I've written a walkthrough for this mod. It can be downloaded at the following link until I get a chance to include it in the mod package:

http://www.megaupload.com/?d=GXUZ0U1Z

Obviously, reading this will spoil the mod, so don't read it if you want to be surprised.

Cheers!
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Javaun Thompson
 
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Post » Fri Aug 20, 2010 8:39 am

Great mod and thanks for the walkthrough. I got myself stuck and don't yet know if it is a mod conflict or if maybe I did something out of order. Guess I'll d/l and have a look!
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Trevi
 
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Post » Thu Aug 19, 2010 5:53 pm

Thank you! :)

You could add it as new file to download at its page at PES, rather than including it in the mod.
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Hope Greenhaw
 
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Post » Fri Aug 20, 2010 1:51 am

I'd really like to continue playing through the mod, but according to the guide I've broken the quest line. I wish I'd known this beforehand, cause I really didn't want to go to all the trouble of punching the informant to death and constantly missing due to my crappy unarmed skill. And I can't go back, cause I've saved in the meantime.

So, can I use a journal entry code to continue the storyline? Or will that break things? As a critique, I'd also ask that you find a way to accommodate people who opt to spare the informant so they can complete the mod. Maybe a different story path? I dunno. Thanks in advance.

Edit: Or, even better, find a way to accommodate people who aren't so good at hand-to-hand combat. Offer to buy him a drink and spike it, if you're a guy, for example, or seduce him as a woman. Plenty of avenues there.
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carrie roche
 
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Post » Fri Aug 20, 2010 4:58 am

This really Kicks.
I never played a Rogue before, and never felt it was cool enough.
But now that the Guild looks like a real organization I'll hit them up! :wink_smile:

Kudos!
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Kelvin Diaz
 
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Post » Fri Aug 20, 2010 12:36 am

I'd really like to continue playing through the mod, but according to the guide I've broken the quest line. I wish I'd known this beforehand, cause I really didn't want to go to all the trouble of punching the informant to death and constantly missing due to my crappy unarmed skill. And I can't go back, cause I've saved in the meantime.

So, can I use a journal entry code to continue the storyline? Or will that break things?


Try putting this into the console:

journal "_bal_sw003" 50

Then talk to Mingarn (the Redguard Guild boss in the sewer lair) again, on the topic of "helping out the Guild." If he says 'Culonir's in the dungeon, here's your money' or something similar, you should be back in business, and you can go talk to what'shername in the dancers' quarters to continue the questline. You should get to hear her heartbroken remonstrations (I guess she and Culonir were friends), and then the questline continues the next time you go wandering around Balmora.

I'm not entirely sure this will work; it's been a while since I've had time to mess around with this mod. It depends on if you can overwrite a higher journal index (_bal_sw003" 500 in this case) with a lower one (_bal_sw003" 50) via the console. I don't know how the game handles this. I'd recommend saving before fiddling with the journal indexes, just in case.


As a critique, I'd also ask that you find a way to accommodate people who opt to spare the informant so they can complete the mod. Maybe a different story path? I dunno. Thanks in advance.

Edit: Or, even better, find a way to accommodate people who aren't so good at hand-to-hand combat. Offer to buy him a drink and spike it, if you're a guy, for example, or seduce him as a woman. Plenty of avenues there.


Those are good ideas. The entire questline is overly linear and easy to break as it is, I know. It was really only meant to be an ancillary part of the mod, there mainly to contribute to the atmosphere of intrigue. If you break it, you shouldn't feel like you're missing out on a lot; it's not terribly deep or anything, and I tried to write cool dialogue even for the quest-breaking events. That said, I'd like to go back through it and flesh it out more, but real life conspires to keep me otherwise occupied.


This really Kicks.
I never played a Rogue before, and never felt it was cool enough.
But now that the Guild looks like a real organization I'll hit them up! :wink_smile:

Kudos!



Thank you. I hope you find it to your liking.
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K J S
 
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Post » Thu Aug 19, 2010 6:32 pm

I did download and run through this. As much as I loved it, I discovered I had several mods affecting South Wall NPCs which I had to patch. Then I kept breaking it every time I tried to do the questline. I would really like to see an update on this, because the idea is sound and the structure is really good, but there are some rather disappointing aspects:

Spoiler
In my game, the prisoners and torture victims kept standing up. In the blink of an eye, they'd pop up and fall down again. I think there are new methods of forcing NPCs into positions without this effect. Some of the corridors in the dungeon were too small, as well. I kept getting caught behind the secret doors. Once, I accidentally fell down the hole, and then, when I went back with a spell to save me from the fall, I couldn't get back through. I wouldn't say the mod was ruined for me, but I did have to take it out. I hope to see an update someday, so I can put it back in.

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Maeva
 
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Post » Fri Aug 20, 2010 12:52 am

Try putting this into the console:

journal "_bal_sw003" 50


I went ahead and did this the day after I made that post, actually, and it works as you described; Culonir even showed up in Thumbscrew's dungeon, so everything was fine, and I was able to progress.

I DID encounter a bug with the very next mission, however. Instead of grabbing only one cursed ruby I decided to be bold and grabbed all of 'em, using an invisibility scroll to dodge the Dremora Lords and escape. Problem was, Mingarn wouldn't acknowledge me with all three rubies in my inventory: removing two and talking to him with only one made him suddenly more receptive to taking the thing off my hands.

Probably not so much a bug as it was an oversight, I'm guessing, but it happens to the best of us.



Those are good ideas. The entire questline is overly linear and easy to break as it is, I know. It was really only meant to be an ancillary part of the mod, there mainly to contribute to the atmosphere of intrigue. If you break it, you shouldn't feel like you're missing out on a lot; it's not terribly deep or anything, and I tried to write cool dialogue even for the quest-breaking events. That said, I'd like to go back through it and flesh it out more, but real life conspires to keep me otherwise occupied.



Variety and choice is always a good thing; my Khajiit thief isn't so much a pugilist as he is a conniver, so I decided it'd fit for him to just save himself the trouble and tell Culonir to skip town, seeing as that was my only alternative. Problem was, I didn't realize this would bring the quests to a premature end.

Anyway, now that I've finished the mod I think I'll offer some general observations:

I liked the atmosphere of the South Wall, and I think it goes without saying that this is a sublime improvement over the vanilla version. Pitch perfect, nothing else really needs to be said in that department.

The underground aspects were obviously built with Vampire: The Masquerade - Bloodlines in mind, a game I adore. From the music to the general distrustful atmosphere of the Thieves Guild, very reminiscent of the conflict between the Camarilla and Sabbat, this was a well-made homage to that game. The actual, physical inclusion of vampires only sweetened the deal...

... which was both a good thing and a bad thing. Good because they seemed appropriate for the underground setting, bad because they, for whatever reason, became the focus of the last quest. The mod advertises itself as being an exploration of the conflict between the Thieves Guild and the Camonna Tong, and yet our climix is us killing a bunch of vampires? It doesn't fit. At most that quest should have been a "taking care of business" sideshow, rather than the penultimate quest. What little I actually saw of the conflict with the Tong (from the dialogue to what little interaction we had with them) was good, but it wasn't enough. A climix that drives the theme you were going for home would be far more appropriate, in my opinion.

I know that the vanilla Thieves Guild sort of takes care of the Camonna Tong by itself, but we all know that those quests are severely lacking in personality and emotion, and this was a substitute I had high hopes for, but ultimately fell short.

My recommendation: build up from this and release a new version some time down the line with an expanded quest line which gradually ratchets up the pressure from the Tong. You've proven yourself to be a clever writer so far, so I have no doubt you'd be able to do this. Just in case you're starved for ideas, though...

- Infiltrating the Council Club to overhear a conversation; the quest unfolds differently depending on your race.

- Actually, physically getting that cursed ruby to the Tong boss and watching as a Dremora pops up and guts him. Make it a scripted death, perhaps?

- Some actual thievery missions, cause I'm a svcker for those. Stealing weapons from a Tong hideout, maybe, or swapping in false orders at a dead drop which would lead a group of unwitting Toughs right into a trap.

- Good ol' assassinations.

- The Guild should experience a moment of weakness where all seems lost; maybe the South Wall gets raided, people you knew get killed, there's a reshuffling of priorities.

- More stuff to do in the actual South Wall. Liette's boyfriend quest was an exercise in tedium for me, although the writing was good.

That's about all I can think of, so far. My overall verdict on this mod is that it's excellent, but it feels unfinished. Still, you did a great job, and you should feel proud of it.
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Hilm Music
 
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