[RELZ/WIPZ/ALPHA] Secrets of the Stones

Post » Fri May 27, 2011 4:48 am

http://oblivionworks.co.cc would like to present to you Secrets of the Stones

Name: Secrets of the Stones
Version: 0.05
Date: 10/15/2009
Category: Dungeons and Locations
Requirements: Oblivion Patch 1.2.0.214, Oblivion Script Extender (OBSE), Oblivion Mod Manager (OBMM)
Recommended: Oblivion Mod Manager
Author(s): Gerald Wayne Baggett Jr [Raziel23x]
Source: http://oblivionworks.co.cc/index.php/plugins-and-utilties/55-secrets-of-the-stones
Forum: http://oblivionworks.co.cc/index.php/forums
Homepage: http://oblivionworks.co.cc

Description
===========
This Project creation was created on the account to how rare both Varla and Welkynd Stones are.
Somewhere in the wilderness lies a undiscovered lost City. This lost city is huge beyond imagine over 21 zones all connected together creating one huge area.
Withing the walls of this once thriving City lies Secrets yet discovered. within the ruins you will discover new spell tombs which teach you new spells which allow you to conjure up new items at the cost of your life force.

Location
========
To find this new area there is a fast travel location that will allow you to travel there instantly without the worry of getting lost.

Details
=======
In this plug-in there is 6 new spells and 5 new types of Items
Soul Gem Discharger:

This spell was created for the sol purpose of discharging all the soul gems you find through out the game that already have souls in them of a lower grade then of the soul gem they are trapped in.

Combine Soul Gem:

This spell was created to combine like soul gems into a more powerful Version

Transmute Soul Gem:

This spell is created in which you channel a certain amount of health fatigue and magicka into a Silver Nugget based on what type of Soul Gem you want to create. Petty soul gems take the least amount as Grand Soul Gems take the most.
*Note: Since there is a quest for the Black Soul gems in which you can use the alter as many times as needed to make more I left them out from the transmute process.

Transmute Welkynd Stone:

This spell is created in which you channel a certain amount of health fatigue and magicka into a Common Soul Gem creating a Welkynd Stone

Transmute Varla Stone:

This spell is created in which you channel all of health fatigue and magicka into a Grand Soul Gem creating a Varla Stone

Escape Spell:
This spell when cast takes the user to the beginning of the dungeon they are in.
*Note: Some quest may break if used in them so take this in account when in a quest zone in which you are suppose to be trapped


Revive Dead:
Raises a fallen corpse to fight for you for 30 seconds at a cost of 45 Magicka

Greater Revive Dead:
Raises a fallen corpse to fight for you for 60 seconds at a cost of 90 Magicka

Grand Revive Dead:
Raises a fallen corpse to fight for you for 120 seconds at a cost of 180 cost.

Install
=======
This archive is distributed in what LHammonds calls OMOD-Ready format.
It allows you to manually extract and install like most other mods but it also
allows you to use Oblivion Mod Manager and import this archive with all the
settings pre-configured for an OMOD file.
Pick which method you are going to use for installation:

Manual Installation
- = or = -
OBMM Installation

Manual Install
--------------
1. Extract this archive to any folder and then copy the contents to Oblivion's Data
folder. You can ignore or delete the "omod conversion data" folder.
2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

OBMM Install
------------
Create the OMOD (Do this section only once)
1. Copy archive to (install folder)\Oblivion\obmm\omod\
2. Start Oblivion Mod Manager.
3. Click the Create button.
4. Click the Add Archive button, find and select the archive, then click Yes.
5. Click the Create omod button, then click OK when it finishes.

Install the mod using OBMM
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen.
(icon should turn blue)

Uninstall
=========
Pick which method you are going to use for uninstall based on how you installed it:

Manual Uninstall
- = or = -
OBMM Uninstall

Manual Uninstall
----------------
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.


Oblivion\Data\Secrets of the Stones.esp
Oblivion\Data\Docs\Secrets of the Stones.txt


OBMM Uninstall
--------------
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen,
click Yes. (icon should turn green)

Upgrade
=======
No ill affects on save-games:
1. Uninstall the old mod.
2. Install the new mod.
3. Start oblivion and play. There is no effect on saved games and cannot
corrupt any saves.

Incompatibility
===============
Unknown at this time

Known Issues or Bugs
====================
None reported YEt

History
=======

0.01, 2009/10/15
- Initial release.
0.02, 2009/10/15
- Fixed broken door marker in first inner City
0.03, 2009/10/15
- Fixed a Few area where you fall through
- Added 3 new spells Revive Dead Greater Revive Dead Grand Revive Dead
0.04, 2009/10/15
- Rewrote The spells to fix a bug in which the spells would not end.
(shame on me for over seeing this)
0.05, 2009/10/16
-Fixed a mistake in the scripts Oblivion was ignoring the else string so i had to change all else statements to elseif



Contact
=======

Examples:
You can find me on the official Elder Scrolls forums as 'Raziel23x'
You can find me on TESNexus as 'Raziel23x'
You can send me an email here: Raziel23x AT oblivionworks DOT co Dot cc
You can send me an email here: Raziel23x@oblivionworks.co.cc

Credits
=======
Thanks to Bethesda for creating Oblivion.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to God for creating us all.

Tools Used
==========
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES4Gecko - http://www.tesnexus.com/downloads/file.php?id=8665
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Wrye Bash - http://wrye.ufrealms.net/Wrye%20Bash.html

Licensing/Legal
===============
You must contact me and obtain my permission before re-packaging any part of
this mod.

This spell is created in which you channel a certain amount of health fatigue and magicka into a Silver Nugget based on what type of Soul Gem you want to create. Petty soul gems take the least amount as Grand Soul Gems take the most.
*Note: Since there is a quest for the Black Soul gems in which you can use the alter as many times as needed to make more I left them out from the transmute process.

Transmute Welkynd Stone:

This spell is created in which you channel a certain amount of health fatigue and magicka into a Common Soul Gem creating a Welkynd Stone

Transmute Varla Stone:

This spell is created in which you channel all of health fatigue and magicka into a Grand Soul Gem creating a Varla Stone

Escape Spell:
This spell when cast takes the user to the beginning of the dungeon they are in.
*Note: Some quest may break if used in them so take this in account when in a quest zone in which you are suppose to be trapped

Download:
http://oblivionworks.co.cc/index.php/plugins-and-utilties/55-secrets-of-the-stones
http://www.tesnexus.com/downloads/file.php?id=27682
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Fri May 27, 2011 1:32 am

Nice work man, I'll check it out this weekend!
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Fri May 27, 2011 4:55 am

Nice work man, I'll check it out this weekend!


Cool I think i have gotten all the bugs out not sure though need user feedback since everyone machine is different and that can affect many things with all the different mods out there
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Fri May 27, 2011 8:03 am

0.02, 2009/10/15 - Fixed broken door marker in first inner City
There was a broken Door marker that allows you to go back into the main area of the Lost city to leave the exit so i quickly fixed it and now Version 0.02 is up on both the main website as well as TES Nexus

updated the OP to have this change in the change log
User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Fri May 27, 2011 2:03 am

I have been getting some feedback on TES Nexus and I am currently working on fixing a few more things in Version0.03
There have been reports of falling through the world so i went through and raise a few things and moved a few things closer.

Now There is a NPC in the Final Room. He is a Lone Necromancer who will Teach you some spells and Has many items for sell.
AS for up until now he been exploring this lost city for a while now and has been making alot of gold so his bartering gold is around 50000 so you will not have to run away to sell your loot you do not want.
He also introduces 3 more spells to the mod.

Revive Dead: - 30 seconds, 45 cost

Greater Revive Dead:-60 seconds, 90 cost

Grand Revive Dead:- 120 seconds, 180 cost.
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Fri May 27, 2011 1:57 am

I have uploaded Version 0.03 to both my website as well as tesnexus
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Fri May 27, 2011 3:19 am

There has been a bug report about the scripts so i am looking into it right now and working on a fix.
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Fri May 27, 2011 12:58 am

After going through all the scripts I fixed the infinite loop bug with the spells. and now Version 0.04 is up in omod version as well as 7z on both tes nexus and the website
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Fri May 27, 2011 9:02 am

snip
all resolved
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Fri May 27, 2011 2:03 pm

more updates

0.05, 2009/10/16
-Fixed a mistake in the scripts Oblivion was ignoring the else string so i had to change all else statements to elseif

thanks to the guys in the forums here for pointing out that the scripts do not handle else statements and told me to only use elseif
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Fri May 27, 2011 12:16 am

Woah! I just stumbled upon this gem. I say gem already without having downloaded because it says "author: raziel23x" :D
Thanks! Will post later when I've tried it. (What a great start on my weekend)
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Fri May 27, 2011 12:05 pm

yea be warned i am getting bug reports and fixing them as fast as i get them o find them. I am hoping to get out of alpha and into beta soon hince for now being 0.05 now and be a version 1.0 soon. and have a stable release.

mostily because I am working out the rust of not writing any scripts in 3 years once i get back in the full swing i should have all the script bugs out and advancing this even futher.


I have been talking with puff and have gotten perrmission from them or use some of there work on this project and hopeing to get some other s permission to use some other stuff. I am hoping to get up a team as well to advance this project even furher
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Fri May 27, 2011 9:37 am

more updates

0.05, 2009/10/16
-Fixed a mistake in the scripts Oblivion was ignoring the else string so i had to change all else statements to elseif

thanks to the guys in the forums here for pointing out that the scripts do not handle else statements and told me to only use elseif

They don't handle else statements?! Well, that shows how much I know about scripting.

I got my Avatars hands full but I will get around eventually to do your quests and dungeon :goodjob:
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Thu May 26, 2011 10:46 pm

I have been planning on doing some actual quest entries instead of this being a silent quest being it is more of a exploration of a new dungeon which adds a few new spells. but there are a few kinks in the system right now as the bug reports come in i fix then errors that moment. but since this a alpha i aspect bugs untill everything gets tested on different computer rigs
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Fri May 27, 2011 8:46 am

I am working on some more updates to this project introducing a lot more items and systems to the game. AS of right now I have repaired a bunch of bugs in the scripts and feel that there is still more room for improvement.
I Am working on some ring sets that have scripted affects that should be random stats based on your stats.

Scrrenshots
http://www.tesnexus.com/imageshare/image.php?id=44826
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Thu May 26, 2011 10:09 pm

bug report:
I'm inside the ruin and I keep getting messages about not having any silver nuggets (and I have 3 of them).
Also I found
Spoiler
some "devices". I cannot remember what they were called but I tried using them and was given a choice of which soul gem type. No matter which I chose, nothing happened and I couldn't quit the menu either. I had to exit Oblivion and restart.

Otherwise, nice big dungeon. :) It's a long time since I've been in such a huge thing.
User avatar
Donatus Uwasomba
 
Posts: 3361
Joined: Sun May 27, 2007 7:22 pm

Post » Fri May 27, 2011 12:37 pm

yea I am working on and trying to track down these weird bugs.

What I do not get is why is what is causing the message about the silver nuggets. It is a spell that you have to cast and no PC know that spell.
They are also Activators as well and do on gamemode after being activated.

I have changed the scripts around a bit and hope that changing onactivate to onequip player will fix the portable items.

I will look into the infinite loop and see what is going on.

I rewrote parts of it on this up coming release so that should fix it.

remember this is a alpha so there will be bugs
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Fri May 27, 2011 8:44 am

working out some bugs in the soul gem conjure script
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Fri May 27, 2011 12:10 am

now in BETA stage


http://www.gamesas.com/bgsforums/index.php?showtopic=1049975
User avatar
Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Fri May 27, 2011 7:38 am

now in BETA stage


http://www.gamesas.com/bgsforums/index.php?showtopic=1049975

yay!
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Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am


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