Silgrad Tower: V3.0 Release

Post » Tue May 03, 2011 4:44 am

Well, you could probably guess where I have been in the last few hours since I posted. And I must say, playing this mod is the first time I've ever felt like I was playing a game set in Tamrial when playing oblivion. Exploring the map, it actually feels sort of like I was playing Arena/Daggerfall mixed with Morrowiind with Oblivions physics and battlesystem. So that old school feel is part of the reason why I love this mod so much. And I haven't even seen everything yet.
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Bambi
 
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Post » Tue May 03, 2011 8:28 am

Thanks,
Remember there is a quest list readme included that tells you how to begin all the quests so if your'e looking for something to do consult that.
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Causon-Chambers
 
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Post » Mon May 02, 2011 11:32 pm

All these positive comments do make me feel happy with what we've done. :D
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Robert Devlin
 
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Post » Tue May 03, 2011 12:20 am

I've got to play this for a few hours and I must say it is brillianr so far.

Only just ready to leave the forgotten garden but it has great writing for the quest there, good voiceacting and gorgeus vistas, The only niggling negative is that it seems to produce quite a few stutters on my fairly new rig, but not to worry: I've just ordered another 4 Gig of Ram for my computer so that would take care of most of the memory problems :celebration:

Absolutely amazing mod so far!!!
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meghan lock
 
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Post » Tue May 03, 2011 8:16 am

Thankyou.
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Laura-Lee Gerwing
 
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Post » Mon May 02, 2011 7:44 pm

Its a shame I didn't have a look at the landscaping yet. That seems to be a tedious job to do, and guessing from the map, there's alot of it. I don't know if dropping in some more Ram is going to work, the game is old and can only access that much.. (1.8 GB normally, more with a little cheat I believe)

I hope this beta brings in some more great modders that can help make this mod even better ^^
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Schel[Anne]FTL
 
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Post » Tue May 03, 2011 10:07 am

I have a problem...so I talked to the guy in the imperial city and I have the scroll and I went outside the walls. But how do I get the scroll to work?
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Honey Suckle
 
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Post » Tue May 03, 2011 7:08 am

I added a new mirror for the fixed version.
Sorry for the delay, I was planning to do it last night.

@richardrocket009
Activate the scroll. A spell will be added to your inventory. Use that and you should teleport to Morrowind.
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Charles Weber
 
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Post » Tue May 03, 2011 12:53 am

I figured it out.

One thing I have to ask you about...Could you punctuate your senteces in you books better? For instance, you should write a sentence where someone speaks like this:

"The mage finally told me the correct way to punctuate the sentence.", he said with a grin.

Edit...I am loving this first quest that I started...the one to find the cure. It was so ingenious to find the book. I was like, "Where is it?", and then I found it. So ingenious!

So far...this is a really good mod!
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Lucky Girl
 
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Post » Mon May 02, 2011 9:03 pm

Thanks for your positive comments. :)

We'll add your remarks to a fix/to do list.


FYI
The updated esm/esp pair (new version) fixes a voiced dialogue issue (GREETINGS).
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Janine Rose
 
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Post » Tue May 03, 2011 9:45 am

I figured it out.

One thing I have to ask you about...Could you punctuate your senteces in you books better? For instance, you should write a sentence where someone speaks like this:

"The mage finally told me the correct way to punctuate the sentence.", he said with a grin.


That looks like incorrect use of punctuation to me. Placing a full-stop (or period as named in USA) prior to the speech mark, and placing a comma after as well is wrong. Grab any novel, you'll see the correct way to punctuate in this situation. Move the comma before the speech mark and remove the full-stop.
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Celestine Stardust
 
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Post » Tue May 03, 2011 11:20 am

Finally!
Oh, wow, what a beautiful surprise.:)
Thanks guys, this is incredible!
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Amie Mccubbing
 
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Post » Mon May 02, 2011 11:12 pm

You might be right, Vorians...

Here is an example to follow, written by JRR Tolkien....

"It looks as if my dreams were coming true," gasped Bombur puffing up behind. -Page 151 of the Hobbit, about half way down the page.
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Erin S
 
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Post » Mon May 02, 2011 7:47 pm

Has anyone visited Master Areya in Soluthis yet?


@RichardRocket009: Yes, I do believe Vorians is right.
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Bereket Fekadu
 
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Post » Mon May 02, 2011 10:26 pm

Grammar can be a very strange beast sometimes. :D But it is definitely important to try to stick to proper usage whenever possible. :yes:
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Lexy Corpsey
 
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Post » Mon May 02, 2011 8:15 pm

I finally get around to installing Silgrad Tower on my game. When I try to play it, everything loads like normal, then the journal pops up telling me I need to get to the hotel. After I get rid of the window the game just freezes. It doesn't crash, it just freezes. This happens every time. I know it's conflicting with something in my load list, but what?

Disabling FCOM and AWS didn't work.

Here's my load order.

Oblivion.esmSilgrad_Tower.esmCybiades.esmAWS-Core.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmCyrodiilUpgradeResourcePack.esmFCOM_Convergence.esmCURP_Controller.esmCM Partners.esmUnofficial Oblivion Patch.espDLCShiveringIsles.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFCOM_FrancescosNamedBosses.espAWS-ShiveringIsles.espNatural_Weather_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espJOJOeffect.espStandingJOJO.espCrowded Cities 15.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espMaleBodyReplacerV4.espFrancesco's Optional New Adventurers.espBob's Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espFCOM_Convergence.espFCOM_RealSwords.espMart's Monster Mod - No Blood.espMart's Monster Mod - No Undead Rise.espBrotherhoodRenewed.espDukeCity.espHeartOftheDead.espKragenir's Death Quest.espKDQ - Rural Line Additions.espKvatchRising.espSilgrad_Tower.espTheElderCouncil.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espKnights.espKnights - Unofficial Patch.espCybiades.espCybiadesDungeon.espMighty Umbra.espOrigin of the Mages Guild.espFCOM_MightyUmbra.espNatural_Vegetation_by_Max_Tael.espQuest Award Leveller.espRealisticForceMedium.espSmite of Order.espMidasSpells.espMidas OscuroGems.espNo psychic guards v1.2.espactors_in_charge.espActorsInMadness.espActorsInEmotions.esp77_Umpa_Animation.espBetter Redguard v2.espIDKRRR_C_race.espbgBalancingEVCore.espbgMagicEV.espbgBalancingEVOptionalFangs.espbgBalancingEVOptionalMoreEyes.espbgBalancingVanillaGMSTArmorPenalty.espbgBalancingVanillaGMSTMagickaRegeneration.espbgBalancingEVOptionalBetterRedguards.espbgBalancingEVOptionalFCOMAdditions.espbgBalancingEVLAMEAddition.espbgIntegrationEV.espBashed Patch, 0.espMore_Generic_Faces-1903.espAWS-Main.espTEC_4ERA_Dialog_Filter.espk_HOD_RBP_patch.espTales of the Madhouse.esp77_Umpa_Arts.esp

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Jake Easom
 
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Post » Tue May 03, 2011 3:16 am

Had a nice stroll through the land yesterday.
Its amazing, that′s for sure. I only encountered critters at the beginning, a forest spiderlings and two blue Fears(those are from ST and not WAC, right?).
But it seemed that either some locations are far heavier than others or there are some seriously unoptimized meshes, since at some times my framerate would be crawling to near halt and at other times the game would run smoother than in Cyrodiil.
This seemed to have nothing to do with the density of the foliage.
Sometimes, when I looked at a single rock or plant it would happen, while I could pass thick jungle without any lag.
Is my Pc not up for this, or are other having these issues too?

Still, I was baffled by the size and love that went into this!:)
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Roberto Gaeta
 
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Post » Tue May 03, 2011 8:34 am

Had a nice stroll through the land yesterday.
Its amazing, that′s for sure. I only encountered critters at the beginning, a forest spiderlings and two blue Fears(those are from ST and not WAC, right?).
But it seemed that either some locations are far heavier than others or there are some seriously unoptimized meshes, since at some times my framerate would be crawling to near halt and at other times the game would run smoother than in Cyrodiil.
This seemed to have nothing to do with the density of the foliage.
Sometimes, when I looked at a single rock or plant it would happen, while I could pass thick jungle without any lag.
Is my Pc not up for this, or are other having these issues too?

Still, I was baffled by the size and love that went into this!:)



I've been actually having this same problem. It only seems to happen for me when I'm facing a City or town. I'll be getting 4-5 fps, turn 90 degrees, and get around 30.
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Stephanie Kemp
 
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Post » Tue May 03, 2011 9:32 am

Downloaded the mod before and I just want to say, it is quite simply stunning. I love the huge, open lands and the enormous cities. Reminds me of Morrowind - in a good way!
I am having one problem, though. I can't start the Morag Tong questline in Soluthis, even though the .txt file says I should be able to. Is there anything I need to do to before I start the quests, or do I need to be a certain level?
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meg knight
 
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Post » Tue May 03, 2011 11:54 am

Thank you all once more. It's great to know people enjoy what we make.


@Zadama,
I will investigate the issue.
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мistrєss
 
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Post » Mon May 02, 2011 8:24 pm


@Zadama,
I will investigate the issue.


I managed to start the quest by looking it up in the Construction Set, and using "setstage". From there, completeing it was quite fun! However, it seems as though there are no writs that are being handed out by any of the Morag Tong guildmasters in Soluthis, Steadhelm or Silgrad City. I do know this is a Beta, and can completely understand if the quests aren't done.
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Lindsay Dunn
 
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Post » Tue May 03, 2011 2:05 am

Coming Soon...
You will be able to walk from Cyrodiil into Morrowind through a mountain pass near Cheydinhal. We will also be adding content and fixing stuff etc. etc.

How are you guys at the ST team going to go by this approach when the whole mod takes place in it's own separate worldspace?
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Killer McCracken
 
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Post » Tue May 03, 2011 9:41 am

Could you guys put more random creatures out in the wilds? Also, I was checking out Steadhelm, or whaever that city is called, and it just seemed the inn I went into was too big for the only 2 or 3 people in it. Could you add more guests/drunks/whatever and make it more lively?
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BlackaneseB
 
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Post » Tue May 03, 2011 8:17 am

Richard, If you had read the opening post, it says this is a beta. Meaning that parts of this mod aren't finished at all..Things will be added and changed in next versions.
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Imy Davies
 
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Post » Tue May 03, 2011 11:55 am

How are you guys at the ST team going to go by this approach when the whole mod takes place in it's own separate worldspace?


A Kung-Fu secret... :toughninja:

No,
The transition will be a huge trigger box. When the player hits it he will enter the ST worldspace. With some even more awesome complex scripting we will be able to do it without any loading screens.
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Abi Emily
 
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