[RELz] Return Of Shadows Chapter I

Post » Wed May 25, 2011 7:56 pm

I like this mod :) some thinks i need to point out though:

- Armour gets degreaded very fast and repairing it only adds 1 point. Was this done on purpose??
- I have a thief character and the enemy's are to strong for me, even at lvl 7 though. Was this mod even made for thiefs.

Wanted to point out that Haven was very dark, but thats already fixed.
Anyway, like the mod very much :)

EDIT : 1 more thing, it takes a few days before Strongwolf gets to the Imperial City. And he only continues his journey to the imperial city between 1 and 4. Dont think this has been done on purpose, since most of the post that a read he is already at the IC when you start the quest and are there between 1 and 4
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Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Wed May 25, 2011 4:20 pm

I've run into a problem with this mod, as I was passing through the palace in the Imperial City an Argonian with the name ''Order of the Dragon Knight'' goes into ''attack mode'' but doesn't actually attack as he's to busy constantly casting some sort of invisibility spell on himself and it causes other guards from OOO.esm and Oblivion.esm to attack me, I tested it by removing Reneer's Guard Overhaul and using the console to set my crime gold and infamy to 0 and none of those worked but when disabling Return of Shadows mod it fixes the problem. I'm in conversation with http://www.gamesas.com/index.php?/user/394535-tomlong75210/ on this thread http://www.gamesas.com/index.php?/topic/1106038-random-attack/ and he's trying to help me fix it but he's having to proper school me so its a tad difficult and recommended I post the problem here as well as its a possible faction conflict or something.

Here's my LO which may help

Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== MergeableFollowing mods are active, but could be merged into the bashed patch.* Duke Patricks - BASIC Script Effect Silencer.esp=== NoMerge Tagged ModsFollowing mods are tagged NoMerge and should be deactivate and imported into the bashed patch but are currently active.* Atmospheric Loading Screens - Random Quotes.esp=== Active Mod Files:* 00  Oblivion.esm* 01  Jog_X_Mod.esm* 02  ScreenEffects.esm* 03  All Natural Base.esm  [Version 0.9.9.5]* 04  MD_Saddle_Master.esm* 05  Cobl Main.esm  [Version 1.72]* 06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]* 07  Mart's Monster Mod.esm  [Version 3.7b3p3]* 08  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]* 09  CyrodiilUpgradeResourcePack.esm* 0A  TamrielTravellers.esm  [Version 1.39c]* 0B  Kvatch Rebuilt.esm* 0C  Better Cities Resources.esm* 0D  CURP_Controller.esm* 0E  CM Partners.esm* 0F  HorseCombatMaster.esm* 10  UnnecessaryViolence.esm* **  TNR ALL RACES FINAL.esp* **  TNR - ShiveringIsles no helms.esp* 11  Unofficial Oblivion Patch.esp  [Version 3.2.7]* 12  DLCShiveringIsles.esp* 13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 14  SM Plugin Refurbish - SI.esp  [Version 1.05]* 15  Better Cities .esp* 16  Atmospheric Loading Screens - Random Quotes.esp* 17  Natural_Habitat_by_Max_Tael.esp* 18  All Natural - Real Lights.esp  [Version 0.9.9.5]* 19  All Natural.esp  [Version 0.9.9.5]* 1A  All Natural - SI.esp  [Version 0.9.9.5]* 1B  Enhanced Water v2.0 HD.esp* ++  ln.esp* ++  Symphony of Violence.esp* 1C  AmbientTownSounds.esp* 1D  Atmospheric Oblivion.esp* ++  Diverse Voices.esp* 1E  PCSoundViconia.esp  [Version 2.6]* 1F  Storms & Sound.esp* 20  WindowLightingSystem.esp* 21  AliveWaters.esp* 22  Akatosh Mount By Saiden Storm.esp* 23  Bedrollsanyone.esp* 24  ChaseCameraMod.esp* 25  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp* 26  Days&Months.esp* ++  Item interchange - Extraction.esp  [Version 0.78]* 27  Luchaire's Neck Seam Concealer.esp* 28  P1DseeYouSleep.esp* 29  P1DseeYouSleep - Vampire Bedroll Anims.esp* 2A  P1DlookHereYou.esp* 2B  Portable Campsite.esp* ++  P1DseeYouSleep - Portable Campsite.esp* 2C  Purge Cell Buffers - Loading.esp  [Version 1.0.0]* 2D  Quest Log Manager.esp  [Version 1.2]* 2E  Enhanced Economy.esp  [Version 4.2.1]* 2F  moDem's City Life - BP Compat.esp* 30  Crowded Roads Revisited.esp  [Version 1.1]* 31  Choices and Consequences.esp  [Version 2.1]* 32  Map Marker Overhaul.esp  [Version 3.5.2]* 33  Map Marker Overhaul - SI additions.esp  [Version 3.5]* 34  DMCWeapons.esp* 35  LKF_EY_Vampirehunter.esp* 36  tona_simple_dress-armor_ver3 Patch.esp* 37  Gizmodian - Shell of the Artifice.esp* 38  Weapons(DMC,FF7,RealM,Nicos.esp* 39  RealSwords - Nord HI-NPC SI.esp* 3A  FF_Horse_Whistle.esp* 3B  MD Saddlebags v3.0.esp* 3C  HorseSpeedEqualsPlayerSpeed.esp* 3D  Cobl Glue.esp  [Version 1.72]* 3E  Cobl Si.esp  [Version 1.63]* ++  Cobl Tweaks.esp  [Version 1.44]* 3F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]* 40  Choices and Consequences - OOO.esp  [Version 2.0]* 41  OOO 1.32-Cobl.esp  [Version 1.72]* 42  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]* ++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]* 43  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]* 44  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]* 45  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]* 46  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]* 47  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]* 48  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]* 49  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]* ++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]* ++  Travellers4MMMHostileFactions.esp  [Version 1.39c]* 4A  TamrielTravellers4OOO.esp  [Version 1.39c]* 4B  TamrielTravellersItemsCobl.esp  [Version 1.39c]* 4C  ShiveringIsleTravellers.esp  [Version 1.39c]* ++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]* **  TamrielTravellersHorseTextures.esp* 4D  Smarter Bandits.esp* 4E  kuerteeWanderingEncounters.esp* ++  PersuasionOverhaul_OOO.esp  [Version 1.2]* ++  PersuasionOverhaul_MMM.esp  [Version 1.2]* ++  MMM-Cobl.esp  [Version 1.69]* 4F  Lock Bash Omega.esp  [Version 1.5]* 50  Enhanced Quest Roleplaying.esp* 51  Hentai Mania.esp* 52  JolardHome.esp* 53  Kvatch Rebuilt.esp* ++  Kvatch Rebuilt - OOO Compatibility.esp* 54  Kvatch Rebuilt Weather Patch.esp* 55  Return Of Shadows.esp  [Version 1.06b]* 56  Shads Water Bucket Plus.esp* 57  TheElderCouncil.esp* 58  TheElderCouncil_TempleOfTheOne.esp* 59  TEC_4ERA_Dialog_Filter.esp* 5A  thievery.esp* 5B  thievery - EE patch.esp  [Version 4.2]* 5C  VaultsofCyrodiilBC.esp* 5D  Apachii_Goddess_Store.esp* 5E  za_bankmod.esp* 5F  RTT.esp* 60  RTT-Weye Relocation Patch.esp  [Version 2.0.1]* 61  The Lost Spires.esp* 62  AFK_Weye.esp  [Version 2.0.COBL]* 63  Mighty Umbra.esp* 64  Blood&Mud.esp* 65  Blood&Mud - EE patch.esp  [Version 4.2]* 66  road+bridges.esp  [Version 4.5.6]* 67  Faregyl.esp  [Version 1.0.10]* 68  xuldarkforest.esp  [Version 1.0.4]* 69  LostSpires-DarkForest patch.esp* 6A  xulColovianHighlands_EV.esp  [Version 1.2.1]* 6B  xulChorrolHinterland.esp  [Version 1.2.2]* 6C  xulLushWoodlands.esp  [Version 1.3]* 6D  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]* 6E  MMMMWL-RollingHills patch.esp* 6F  xulRiverEthe.esp  [Version 1.0.2]* 70  xulBrenaRiverRavine.esp  [Version 1.0.2]* 71  xulImperialIsle.esp  [Version 1.6.3]* 72  xulBlackwoodForest.esp* 73  xulCheydinhalFalls.esp  [Version 1.0.1]* 74  Blood&Mud-CheydinhalFalls patch.esp* 75  KvatchRebuilt-CheydinhalFalls patch.esp* 76  xulAspenWood.esp  [Version 1.0.1]* 77  NRB4+UL-II Patch.esp  [Version 5.0]* 78  Better Cities - House price patch.esp  [Version 1.0]* 79  EVE_ShiveringIslesEasterEggs.esp* 7A  Dungeon Actors Have Torches 1.6 DT.esp* 7B  Exterior Actors Have Torches 1.3 DT.esp* 7C  PersuasionOverhaul.esp  [Version 1.43]* 7D  ReneerNPCSneakMod.esp* 7E  Salmo The Baker v2.0.esp  [Version 2.06]* 7F  Salmo the Baker, Cobl.esp  [Version 3.08]* 80  Side's Backpacks.esp* 81  Side's Backpacks (COBL).esp* 82  Storms & Sound - Better Cities.esp* 83  Roleplaying Dialogues.esp* 84  Alternative Start by Robert Evrae.esp* 85  RealisticFatigue.esp* 86  RealisticHealth.esp* 87  RealisticForceMedium.esp* 88  RealisticMagicForceHigh.esp* 89  Simple Essentials beta2.esp* 8A  Duke Patricks - Basic Hypothermia.esp* 8B  EnchantmentMastery.esp* 8C  AgarMoreVariedSpellEffects.esp* 8D  SupremeMagicka.esp  [Version 0.90]* 8E  SM_ShiveringIsles.esp  [Version 0.86]* ++  SM_OOO.esp  [Version 0.89]* ++  SM_MMM.esp  [Version 0.89]* ++  SM_COBL.esp  [Version 0.86]* 8F  SM_EnchantStaff.esp  [Version 0.80]* ++  SM_VanillaSpells.esp  [Version 0.86]* ++  SM_UnlockSpells.esp  [Version 0.70]* ++  SM_NoSpellLights.esp  [Version 0.70]* ++  SM_Scrolls.esp  [Version 0.84]* ++  SM_SigilStone.esp  [Version 0.83]* 90  MidasSpells.esp* 91  FearsomeMagicka.esp* 92  StealthOverhaul.esp* 93  ZumbsLockpickingMod - OBSE.esp* 94  RenGuardOverhaul.esp* 95  DeadlyReflex 5 - Combat Moves.esp* ++  SM_DeadlyReflex.esp  [Version 0.86]* 96  Oblivion XP.esp  [Version 4.1.5]* ++  SW01Minus.esp* 97  Let There Be Darkness - Cyrodiil + SI.esp* ++  Item interchange - Placement.esp  [Version 0.78]* ++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]* ++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]* 98  Nec Mystic High Elf-Remake.esp  [Version 1.0]* **  _Ren_BeautyPack_full.esp* 99  Sharingan and Uchiha Clan.esp* 9A  X.Races.Comp.esp* 9B  Sonia.esp* 9C  bgBalancingEVCore.esp  [Version 10.52EV-D]* ++  TamrielTravellers Cosmetics Cobl or RBP.esp* 9D  bgMagicEV.esp  [Version 1.7EV]* ++  bgMagicItemSigil.esp  [Version 1.68EV]* ++  bgMagicEVAddEnVar.esp  [Version 1.68EV]* 9E  bgMagicEVPaperChase.esp  [Version 1.68EV]* 9F  bgMagicAlchemy.esp  [Version 1.57]* ++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]* ++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]* ++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]* **  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]* ++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]* **  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]* A0  bgIntegrationEV.esp  [Version 0.993]* A1  Better Cities - Full City Defences.esp* A2  Better Cities Full - B&M Edition.esp* A3  Better Cities - Ruined Tail's Tale.esp* A4  BCChorrol-ChorrolHinterland fix.esp* A5  Better Cities - Unique Landscape Chorrol Hinterland.esp* A6  BCCheydinhalFULLB&M-CheydinhalFalls patch.esp* A7  Better Cities - Unique Landscape Cheydinhal Falls.esp* A8  Better Cities - Thievery.esp* A9  Better Cities - VWD of the IC.esp* AA  Better Cities Full - B&M Edition FPS Patch.esp* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]* AB  Better Imperial City.esp* AC  Better Imperial City FPS Patch.esp* AD  Better Cities - COBL.esp  [Version 2]* AE  Better Cities - No LEYAWIIN Flooding.esp* **  bgMagicEVShader.esp  [Version 1.7EV]* AF  bgMagicLightningbolt.esp* **  Enhanced Economy - Soulgems.esp  [Version 4.2.1]* B0  MiniMap.esp* B1  UnnecessaryViolence.esp* B2  NRB4 Standard Road Record.esp* ++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]* B3  Cobl Silent Equip Misc.esp  [Version 01]* B4  Bashed Patch, 0.esp* B5  Duke Patricks - Combat Archery.esp* B6  Duke Patricks - BASIC Script Effect Silencer.esp* B7  FormID Finder4.esp* B8  Streamline 3.1.esp

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Helen Quill
 
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Joined: Fri Oct 13, 2006 1:12 pm

Post » Wed May 25, 2011 3:34 pm

I'm still having problems with the elemental poisons. I got hit with one the other day (burning blood, I think) and drank a cure poison potion. The potion worked, but I was locked in place - I could only look up and down. I tried using TCL, but that just enabled me to move up and down on the z-axis.

Edit (to save posts): Has anyone else had problems with OBSE mods simply stopping working when this mod's active? I've noted that scripts for things like Super Hotkeys, C&C (bandit fingers) and QZ Easy Menus will sometimes stop working, which often results in crashes. I just wanted to know if this is unique to my system, or if it's a more widespread problem. I have a feeling I know the cause, but I want to make sure before I say anything further.
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Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Wed May 25, 2011 9:17 pm

Getting a CTD while looting Shroud Runner's Heart.

I already tried to use the CS to get the item. But when the item is added in my inventory the game crashes.
Also, forwarding to the same stage through the CS, is also causing a CTD.
And forwarding to the next stage isnt that helpfull, the person you need to talk to doesnt have the option in the dialogue menu to forward the quest ( think there should be an dialogue option called "The Ritual")

So it has nothing to do with the Heart it self. I think the problem is either something to do with the quest not using the script properly or something is wrong in the script.

Hope that i've been helpfull :)

Edit: You can bypass this stage by going to 2 stages after this one.
for people who dont know the id and the stage : ID = 3D0056BA, stage = 80
(Stage 70 is the stage where you get the CTD, stage 75 is the stage where you need to talk to a certain person but cant forward the quest)
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Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Wed May 25, 2011 12:08 pm

Any chance of maybe getting an answer? :huh:

EDIT:

I said intro, it's actually ''title'' music I'm after


It is now loaded into the bsa of versions 1.07 and up.




Hey, I really love this mod! Very well done and engaging.
I just have a slight problem (probably not even a bug but my own studity), but *SPOILER* when I go to the cave with the shroud thing and get attacked by the dragon knights; how do I get past that door behind them? I've tried taking and equipping basically all of their stuff and looked around the cave for key-like things, but I can't get past. A little help please?

Oh, and if you need a female voice actor I'd love to help. Just write and let me know :)

Proto




I suspect you must actually have Nimbrinia show up. If you are beaten below 40% of your hp (as any none godmoded character (as in without reflect damage 100%) should be at some point. She will show up and pwn the Order.




I like this mod :) some thinks i need to point out though:

- Armour gets degreaded very fast and repairing it only adds 1 point. Was this done on purpose??
- I have a thief character and the enemy's are to strong for me, even at lvl 7 though. Was this mod even made for thiefs.

Wanted to point out that Haven was very dark, but thats already fixed.
Anyway, like the mod very much :)

EDIT : 1 more thing, it takes a few days before Strongwolf gets to the Imperial City. And he only continues his journey to the imperial city between 1 and 4. Dont think this has been done on purpose, since most of the post that a read he is already at the IC when you start the quest and are there between 1 and 4


Thanks for the heads up, I did not know this. I've only tested the mod with my level 1 characters who are able to run through it fairly well. Are you sure you're using your rewards correctly... to buy new spells and potions and Shadowknight Orbs from Anthrop Glad's goods? These enemies are suppose to be tough, which is why a Shadowknight is given more tools than batman.


Getting a CTD while looting Shroud Runner's Heart.

I already tried to use the CS to get the item. But when the item is added in my inventory the game crashes.
Also, forwarding to the same stage through the CS, is also causing a CTD.
And forwarding to the next stage isnt that helpfull, the person you need to talk to doesnt have the option in the dialogue menu to forward the quest ( think there should be an dialogue option called "The Ritual")

So it has nothing to do with the Heart it self. I think the problem is either something to do with the quest not using the script properly or something is wrong in the script.

Hope that i've been helpfull :)

Edit: You can bypass this stage by going to 2 stages after this one.
for people who dont know the id and the stage : ID = 3D0056BA, stage = 80
(Stage 70 is the stage where you get the CTD, stage 75 is the stage where you need to talk to a certain person but cant forward the quest)


This was fixed in version 1.06 and is currently cured in 1.07 as well.
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Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Wed May 25, 2011 8:24 am

Hey, thought I'd stop by. :P My infamy is at 100 and still no visit from Miss Mirage. =/ and my bounty is around 40 000. Should I update my OBSE? It's the same version i used while doing slight betatesting.
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Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Wed May 25, 2011 10:05 pm

Sorry for double post. TCR, I got the mod working :P By doing something YOU could have done yourself, or I could've and did. I placed DaCryon in to the game. :P

Though I did have a problem with strongwolf. He attacked me on sight.
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Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Wed May 25, 2011 6:50 am

Not happy with all the races being set to playable, but at least they have the warning.

What I am noticing thought is that my bashed patch does not keep the race names from this mod and reverts them back to vanilla names.

So I see redgaurds three times - once from where I want to see them (RBP) and twice more with the warning ... they are not named Omaruu and Mirage.

Most likely this can be solved with a bash tag of names.
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Fluffer
 
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Post » Wed May 25, 2011 7:58 am

Not happy with all the races being set to playable, but at least they have the warning.

What I am noticing thought is that my bashed patch does not keep the race names from this mod and reverts them back to vanilla names.

So I see redgaurds three times - once from where I want to see them (RBP) and twice more with the warning ... they are not named Omaruu and Mirage.

Most likely this can be solved with a bash tag of names.


Nah, their EditorIDs are Omaruu and Mirage (probably because the NPCs by those name are of those race) but the actual Names are Redguard and Redguard.
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Rebekah Rebekah Nicole
 
Posts: 3477
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Post » Wed May 25, 2011 12:24 pm

Getting crashes on exit to main menu.

Ran tes4edit error checker and got this info:
          Parameter #1 -> Found a REFR reference, expected: ACHR,ACRE,PLYR,TRGT        Above errors were found in :CTDA - Condition      Above errors were found in :Conditions    Above errors were found in :TcSK2ndPatrol2 [PACK:01001CEF]  Above errors were found in :GRUP Top "PACK"              XTRG - Target -> Target is not persistent            Above errors were found in :BoardTargetHeader1 [REFR:01001BF9] (places XMarkerHeading [STAT:00000034] in GRUP Cell Persistent Children of 0BanduArwyll "Shadow Knights Base" [CELL:01000ED3])              XTRG - Target -> Target is not persistent            Above errors were found in :BoardTargetHeader3 [REFR:01001BFB] (places XMarkerHeading [STAT:00000034] in GRUP Cell Persistent Children of 0BanduArwyll "Shadow Knights Base" [CELL:01000ED3])          Above errors were found in :GRUP Cell Persistent Children of 0BanduArwyll "Shadow Knights Base" [CELL:01000ED3]        Above errors were found in :GRUP Cell Children of 0BanduArwyll "Shadow Knights Base" [CELL:01000ED3]      Above errors were found in :GRUP Interior Cell Sub-Block 9    Above errors were found in :GRUP Interior Cell Block 5  Above errors were found in :GRUP Top "CELL"              Script effect -> Found a INFO reference, expected: NULL,SCPT            Above errors were found in :SCIT - Script effect data          Above errors were found in :Script effect        Above errors were found in :Effect      Above errors were found in :Effects    Above errors were found in :TcPoisonFrenzy2 "Frenzied Poison" [ALCH:01002A39]              Script effect -> Found a CELL reference, expected: NULL,SCPT            Above errors were found in :SCIT - Script effect data          Above errors were found in :Script effect        Above errors were found in :Effect      Above errors were found in :Effects    Above errors were found in :TcPoisonBurnBlood "Burn Blood" [ALCH:01004589]  Above errors were found in :GRUP Top "ALCH"Above errors were found in :[01] Return Of Shadows.esp
But I'm not sure how to fix these. Another mod I have installed that also crashed on exit was easy to fix, but I don't understand these errors.

Any advice ...tc2r? PetrusOctavianus?
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Karen anwyn Green
 
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Joined: Thu Jun 15, 2006 4:26 pm

Post » Wed May 25, 2011 3:32 pm

"Target is not Persistent" errors are harmless, AFAIK.
Also, not everything TES4EDIT reports as errors are atcual arrors. I think OBSE can do things with scripts that TES4EDIT interprets as errors, for example.

BTW, what's the deal with the all the Dragon Squires in cities?
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Beast Attire
 
Posts: 3456
Joined: Tue Oct 09, 2007 5:33 am

Post » Wed May 25, 2011 9:00 pm

Well as long as this makes my game crash on exit to main menu I'm not going to use it.

deal/game breaking to me.
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keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Wed May 25, 2011 7:29 am

Well as long as this makes my game crash on exit to main menu I'm not going to use it.

deal/game breaking to me.


You sure it's caused by this mod?
I'm still on version 1.07, but will test the new version 1.1 soon and see if my game too crashes on exit to main menu.

BTW, I'm getting no error messages myself when doing Check for Errors. Are you using version 1.1?
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keri seymour
 
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Post » Wed May 25, 2011 12:02 pm

The latest version - just downloaded it a few days ago.
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courtnay
 
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Post » Wed May 25, 2011 1:01 pm

The latest version - just downloaded it a few days ago.


Well, I get no crash when exiting to main menu and neither when exiting the game from menu. Maybe re-download it?
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Vicki Gunn
 
Posts: 3397
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Post » Wed May 25, 2011 2:18 pm

ROS, as are all the mods are I create, has undergone at least 20 cleaning processes to ensure compatibility. Version 1.1 was cleaned as was all versions before it (which is kinda pointless as after the first few cleanings, nothing that caused game crash glitches ever showed up again (cept for shroud runner heart, which was due to the game disliking the way player would loot an item and thus reprogrammed to just appear in inventory.


Dragon squires are in the cities because according to lore of this mod, they've been dispatched to protect the citizens from all forms of evil due to the assassination of the king. They act as an elite guard within all towns. Think of them as the National Guard deployed to protect a state.
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Dustin Brown
 
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Post » Wed May 25, 2011 11:00 am

Pymon, I am currently checking that error log you posted to see if anything there is actually of importance. Please try loading a new character and attempting to save and reload and exit to main menu with that character. I have never had trouble with this (and as the tester you can imagine I do it a lot) so maybe it is one of your saves that may be bloated by another mod or could simply have a rude incompatibility with ROS.esp.

Also please try making ROS one of the last mods loaded in the Load order and see if that helps.
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Nicholas C
 
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Post » Wed May 25, 2011 11:30 pm

Checked the errors posted and found nothing harmful in the latest mod file (1.1)
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Smokey
 
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Post » Wed May 25, 2011 1:51 pm

Dragon squires are in the cities because according to lore of this mod, they've been dispatched to protect the citizens from all forms of evil due to the assassination of the king. They act as an elite guard within all towns. Think of them as the National Guard deployed to protect a state.


I see. So if you use a Main Quest Delayer and the Emperor is not yet dead, this mod should not be activated untill Uriel has been killed?

Another thing - just met Mirage and she told me where to go to meet her, but unless I'm mistaken the place does not appear on the map, which can cause problems for those playing without quest arrows.
Earlier in the thread you said:
No, it [the map marker] was removed because the Shadows have returned and Namira has hidden her presence from the outside world, the shrine and all are still there however now you have to travel through teh storm and darkness to reach them.


I met Mirage and the guy with the French name in Cheydinhal, oustide the general store. After the encounter I entered the store, but when I exited the weather had changed back to what it was before the encounter.
Conflict with All Natual?

Nevermind, I see in TES4EDIT the weather should change when the guy is dead.

And are you supposed to head for the Shrine ASAP?

EDIT:
I also see that you don't remove the map marker, AFAICT
But I think it would be great if after Mirage talked to she either marks the Shrine on your map, or even better - gives you directions. Much more immersive and realistic than relying on quest arrows. Assuming you do use quest arrows, of course. I have them turned off, so I wouldn't know.

This mod looks like it could be something great, but like some other great mods (Tears of the Fiend and Cybiades) the start leaves a bit to be desired.
The guy who sets the quest in motion is looking for a strong warrior, so why is he approaching a lvl 1 nobody?
I see the only condition for him to seek out the PC is that the PC had Infamy greater than 0. Given the nature of the Shadowknights and the hunt for a "strong warrior" it might be better to change the conditions to something like Infamy 10+ and level 5+.
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sexy zara
 
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Joined: Wed Nov 01, 2006 7:53 am

Post » Wed May 25, 2011 6:59 pm

I see. So if you use a Main Quest Delayer and the Emperor is not yet dead, this mod should not be activated untill Uriel has been killed?
I do use http://www.tesnexus.com/downloads/file.php?id=23757 and the main quest not started yet - maybe that is the issue.
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Sammie LM
 
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Post » Wed May 25, 2011 5:35 pm

I see. So if you use a Main Quest Delayer and the Emperor is not yet dead, this mod should not be activated untill Uriel has been killed?

Another thing - just met Mirage and she told me where to go to meet her, but unless I'm mistaken the place does not appear on the map, which can cause problems for those playing without quest arrows.
Earlier in the thread you said:


I met Mirage and the guy with the French name in Cheydinhal, oustide the general store. After the encounter I entered the store, but when I exited the weather had changed back to what it was before the encounter.
Conflict with All Natual?

Nevermind, I see in TES4EDIT the weather should change when the guy is dead.

And are you supposed to head for the Shrine ASAP?

EDIT:
I also see that you don't remove the map marker, AFAICT
But I think it would be great if after Mirage talked to she either marks the Shrine on your map, or even better - gives you directions. Much more immersive and realistic than relying on quest arrows. Assuming you do use quest arrows, of course. I have them turned off, so I wouldn't know.

This mod looks like it could be something great, but like some other great mods (Tears of the Fiend and Cybiades) the start leaves a bit to be desired.
The guy who sets the quest in motion is looking for a strong warrior, so why is he approaching a lvl 1 nobody?
I see the only condition for him to seek out the PC is that the PC had Infamy greater than 0. Given the nature of the Shadowknights and the hunt for a "strong warrior" it might be better to change the conditions to something like Infamy 10+ and level 5+.



Great questions, the map marker is hidden because of the reasons stated above and it remains hidden as long as this mod is active. You will however eventually receive a spell that lets you port instantly to the haven. There are a number of reasons the map marker has been removed besides immersion (and that map markers are cheap) you would miss key events by fast traveling to the shrine.

Mirage is the type who doesn't exactly walk you hand in hand down the path, she sends you to do something and if you ask for help she guts you like a fish.

Mesho is... Mesho was in the same situation as you (which can be later explained if you decide to ask mirage about this). Wanting to insure he survived, he looked for someone to kill and if given the opportunity, would call a mud crab strong. Mirage will soon ask you to "kill a strong warrior."
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joeK
 
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Post » Wed May 25, 2011 1:17 pm

So there is no rush getting to the Shrine, then?
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Nuno Castro
 
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Post » Wed May 25, 2011 6:05 pm

So there is no rush getting to the Shrine, then?


There is a perceived rush only dependent upon the amount of immersion you wish to dive into. If your character takes Mirage's hinting to mean that she will kill your character if she doesn't hurry up, you may want to hurry up. If not then consider that one event the "starter" of the mod and whenever you are ready to actually start it, head to the shrine. Kinda like how you're told to take the jewelry to the son after the starter dungeon (you can do it whenever you feel like)
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e.Double
 
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Joined: Tue Jul 24, 2007 11:17 pm

Post » Wed May 25, 2011 6:56 pm

...this mod should not be activated untill Uriel has been killed?

I'd like to know the answer to this too. I was planning to use this mod without starting the main quest in my next game.
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Killah Bee
 
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Post » Wed May 25, 2011 11:09 am

The mod can be activated at whatever time you wish. The story takes place from the dungeon of the main quest, aka characters will often comment about the King's murder (in the prison cell)
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Louise Lowe
 
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