[RELz] Silvercliff - Treasure of Balemero

Post » Wed Mar 30, 2011 2:38 am

The 1.0.1 version of the file has been uploaded to the project directory at http://www.tesnexus.com/downloads/file.php?id=29420. This fix addresses the console glitch and the conflict with Integration: The Stranded Light.

For new downloaders, you must download the Core AND the 1.0.1 file.

For those upgrading, you only need to download the 1.0.1 version. If you have not started the quest, I would recommend unloading the mod, saving, and loading the new version. If you have started, I would just suggest saving away from the Silvercliff city and loading the new version of the mod. However, note that these are recommendations; when I loaded a save in the city, there were no issues.

Also, can anyone using OOO (and a decent way into the quest) confirm this?:
Spoiler
Is the switch inside the crate at Trumbe accessible to you without using the TCL command?

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Jessie
 
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Post » Wed Mar 30, 2011 9:39 am

EDIT: Wait, do you mean in the very first dungeon? He should just be
Spoiler
among the undeads. He looks the same, except he has a different weapon.

Hopefully I'll get time to type up a walkthrough this week.

Yes. Actually I'm pretty anol about searching for keys and such but there were a couple of glitches when I went thru the first time—the Head Undead Torturer was locked in the cell with the mindless guy and couldn't be reached.

Then, after thinking about it for a while, I thought you might be sadistic enough to check to see if i used a light in the dark part of the entrance and then not allow the key to appear. As an aside, I hate over dark places and don't find them fun at all. I never could understand games like Doom III where they spent an ungodly amount of time and money on graphics you could never see int he game.

Any way, I restarted the dungeon, went thru without a light and found the key.. Then it was off to... oh, well. You know where :hubbahubba:
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Nice one
 
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Post » Wed Mar 30, 2011 12:13 am

The 1.0.1 version of the file has been uploaded to the project directory at http://www.tesnexus.com/downloads/file.php?id=29420. This fix addresses the console glitch and the conflict with Integration: The Stranded Light.


:goodjob: Downloading now.
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Da Missz
 
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Post » Wed Mar 30, 2011 3:00 am

Yes. Actually I'm pretty anol about searching for keys and such but there were a couple of glitches when I went thru the first time—the Head Undead Torturer was locked in the cell with the mindless guy and couldn't be reached.

Then, after thinking about it for a while, I thought you might be sadistic enough to check to see if i used a light in the dark part of the entrance and then not allow the key to appear. As an aside, I hate over dark places and don't find them fun at all. I never could understand games like Doom III where they spent an ungodly amount of time and money on graphics you could never see int he game.

Any way, I restarted the dungeon, went thru without a light and found the key.. Then it was off to... oh, well. You know where :hubbahubba:
That is SUPER weird! I didn't make anything like that; I think perhaps the torturer just had a bad spawn point for some reason. Glad you found it though!


:goodjob: Downloading now.
Great! Hope everything is well for you now. I gave the tower's entrance a pretty wide berth, but it will still look rather out-of-place there, I think... :( (What are the chances there would be another mod on that part of the hillside?)
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Alexander Horton
 
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Post » Wed Mar 30, 2011 4:58 am

I have managed to get through most of the quest. I found it an enjoyable romp. The puzzles weren't mind bending and the story proceeded logically. With the exception of stepping off on the left foot in the beginning with that non repeatable glitch, everything went swimmingly—except for two things.

When I showed up at the hotel, the named NPC had no dialog referencing the quest. I was dead in the water with no reasonable point of reference to the next step. there is no quest stage to cover it either. the only way I could advance was to advance the quest thru the Console and read the journal. there is no way the player could know to
Spoiler
search the basemant for a lever.


The game killing glitch came with the final boss.

Spoiler
Trinyir is set essential and cannot be killed. Once I killed the boss he appeared but never attacked me. He just kept running around in attack mode, attracted by some monster on the other side of the locked door. After taking the key the quest doesn't update. opening the treasure gives no choice for light or dark path. The next stage for obtaining the armor never fires either. I could manually advance the quest but that gives no opportunity for the armor.

I also replayed the ending taking Havinir (sorry about the spelling.) He helped with the killing of the boss, but did not fight Trinyir. Trinyir was still essential and the final stages never fired.


If there is anything i can do to help you pin this down I will be happy to help. I deliberately did not take any companions into the crypt during the final stage. (I actually had to replay almost the entire quest because the first time through they killed the Boss without me even knowing. The scripting prevented me from damaging him but while I was leaving the dungeon they killed him before I could summon them out. I didn't realize it until I returned for the final battle and found him dead on the floor!)
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Cash n Class
 
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Post » Wed Mar 30, 2011 1:26 am

The thing you mentioned about the named NPC is possible; with the decrypted note, you follow the riddle...
Spoiler
"Three barrels stand guard at my door" -> The door with three barrels... "Go down ten steps and turn east" -> Down the stairs, turn right... "Flip the switch; it's time for more." -> Pull the lever.


I'll have to play through again for that part about the game-killing glitch. I experienced that once but fixed it by adjusting his confidence level. I'm going to take a look at that part again and make sure only the player can damage him and that he'll fight no one else. Thanks for the info.
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Sarah Unwin
 
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Post » Wed Mar 30, 2011 12:43 pm

The thing you mentioned about the named NPC is possible; with the decrypted note, you follow the riddle...
Spoiler
"Three barrels stand guard at my door" -> The door with three barrels... "Go down ten steps and turn east" -> Down the stairs, turn right... "Flip the switch; it's time for more." -> Pull the lever.

Ahhhh! Of course! Once I got the NPC's name, I forgot about the note.

I'll have to play through again for that part about the game-killing glitch. I experienced that once but fixed it by adjusting his confidence level. I'm going to take a look at that part again and make sure only the player can damage him and that he'll fight no one else. Thanks for the info.

You're welcome. What about Trinyir being Essential? I was just thinking that i have the Ayleid Steps. Do you think it's possible that that turned him essential? Now I forget where that switch is to turn it back on. I disabled the steps anyway after finishing the mod—the upkeep was grinding me down.
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Cagla Cali
 
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Post » Wed Mar 30, 2011 12:47 am

You're welcome. What about Trinyir being Essential? I was just thinking that i have the Ayleid Steps. Do you think it's possible that that turned him essential? Now I forget where that switch is to turn it back on. I disabled the steps anyway after finishing the mod—the upkeep was grinding me down.
I doubt that would do it (but I never liked Ayleid Steps for the same reason).
Spoiler
But he's essential at the start of the quest on purpose. At that point of the quest, he's supposed to talk to you, then become non-essential. But if there's no conversation, then no luck.


EDIT: I was able to reproduce the glitch (spawning a hundred skeletons around him, lol). I'm going to work on a way to fix it, which will be added in the 1.0.2 patch.
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Kelly Upshall
 
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Post » Wed Mar 30, 2011 2:37 am

I doubt that would do it (but I never liked Ayleid Steps for the same reason).
Spoiler
But he's essential at the start of the quest on purpose. At that point of the quest, he's supposed to talk to you, then become non-essential. But if there's no conversation, then no luck.

Well, I'll go back a few saves and try the ending again.
EDIT: I was able to reproduce the glitch (spawning a hundred skeletons around him, lol). I'm going to work on a way to fix it, which will be added in the 1.0.2 patch.

Good Luck!
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Roy Harris
 
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Post » Wed Mar 30, 2011 1:32 pm

The 1.0.2 patch as been released to fix a glitch with the final boss, one with guards collecting fines, and one with collecting the second book.

It is available from the download site: http://www.tesnexus.com/downloads/file.php?id=29420
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Laura-Jayne Lee
 
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Post » Wed Mar 30, 2011 3:51 am

Hey Stewie, I just finished playing the mod. Neat reward.

I have found a new incompatibility though.. I believe it's with OOO and the ruin of

Spoiler
Trumbe. The Reliquary of the deep is at the same spot as an ayleid cask added by OOO. You might want to move the reliquary to the end of the room, or copy/paste the stone altar with the chest in-between the existing ones.


The active sword is a bit too powerful. I'm playing with Deadly Reflex, and the most powerful weapon I have is Light of Dawn (from OOO) and it deals 104 damage. Your sword deals 194 damage. It also is set as a quest item. I believe it's done on purpose (like for Light of Dawn, it prevents you from getting disarmed) but just in case, I point it to you.

Last, you moved the house, but there's some landmass missing (not much, the stairs are accessible with a small jump). I'll upload some screenshots soon, so you can get an idea. I'm not sure you can do something about it, but for the persons playing with Integration, it might be a cool gesture.

I enjoyed playing your quest :)

Cheers!

Edit: here are the screenshots:

http://img37.imageshack.us/g/conflict1.jpg/
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Adriana Lenzo
 
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Post » Wed Mar 30, 2011 2:12 am

I have found a new incompatibility though.. I believe it's with OOO and the ruin of

Spoiler
Trumbe. The Reliquary of the deep is at the same spot as an ayleid cask added by OOO. You might want to move the reliquary to the end of the room, or copy/paste the stone altar with the chest in-between the existing ones.
Just moved it to the lone altar nearby. Thanks.

Last, you moved the house, but there's some landmass missing (not much, the stairs are accessible with a small jump). I'll upload some screenshots soon, so you can get an idea. I'm not sure you can do something about it, but for the persons playing with Integration, it might be a cool gesture.
Argh... I'll try to fix that, but since I don't actually have Integration installed, it's a bit of a crapshoot. Worth a try anyway, though, thanks.

The active sword is a bit too powerful. I'm playing with Deadly Reflex, and the most powerful weapon I have is Light of Dawn (from OOO) and it deals 104 damage. Your sword deals 194 damage. It also is set as a quest item. I believe it's done on purpose (like for Light of Dawn, it prevents you from getting disarmed) but just in case, I point it to you.
I'm not sure why it's dealing so much damage; the damage is set to 65 in the CS (and it hits through weapon resistance, like a Daedric weapon)... I've no idea why it would be dealing 194.

It's intentionally a quest item so people cannot discard or duplicate it in the likely event of a sequel. If you have a suggestion for dealing with this, I'd be happy to hear it.
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XPidgex Jefferson
 
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Post » Wed Mar 30, 2011 12:15 pm

Just moved it to the lone altar nearby. Thanks.

If you're talking about the altar that's perpendicular to it, and towards the back of the room, OOO adds another container. Just a heads up :) I'll make a screenshot of this room later tonight or tomorrow.

Argh... I'll try to fix that, but since I don't actually have Integration installed, it's a bit of a crapshoot. Worth a try anyway, though, thanks.

Thanks, much appreciated :)

I'm not sure why it's dealing so much damage; the damage is set to 65 in the CS (and it hits through weapon resistance, like a Daedric weapon)... I've no idea why it would be dealing 194.

As I mentionned, I'm using deadly reflex, with the 250% damage plugin, so weapons are deadly. 65*250%=162.5 so with Oblivion damage formula, you arrive at 194. You might want to set it on par with Daedric weapons or a bit stronger so it blends seamlesly into the game.

It's intentionally a quest item so people cannot discard or duplicate it in the likely event of a sequel. If you have a suggestion for dealing with this, I'd be happy to hear it.

I get it and I don't mind, and if people are bothered by it, they can either use cobl which has a feature that removes the quest item flag on the fly, or a mod that removes this flag. The huge bonus is that you can't get disarmed :)
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Marine Arrègle
 
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Post » Wed Mar 30, 2011 12:37 pm

If you're talking about the altar that's perpendicular to it, and towards the back of the room, OOO adds another container. Just a heads up :) I'll make a screenshot of this room later tonight or tomorrow.
Yeah, that's the one I meant... Thanks for taking that picture!

As I mentionned, I'm using deadly reflex, with the 250% damage plugin, so weapons are deadly. 65*250%=162.5 so with Oblivion damage formula, you arrive at 194. You might want to set it on par with Daedric weapons or a bit stronger so it blends seamlesly into the game.
Ah, I never used DR so I didn't know it had a 250% damage plugin. In the 1.0.3 patch I'm scaling back the weapon damage as well as the boss health by 1.6x, so it should come out for you around 119. Perhaps that's a bit too high also, but I don't really want to make it much weaker, especially since it's a two-hander. (Is Light of Dawn also?)

I get it and I don't mind, and if people are bothered by it, they can either use cobl which has a feature that removes the quest item flag on the fly, or a mod that removes this flag. The huge bonus is that you can't get disarmed :)
Excellent, then. Because I really don't want to give people a legitimate way to cheat the system. They can cheat themselves if they want! :)
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Maddy Paul
 
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Post » Wed Mar 30, 2011 6:58 am

Yeah, that's the one I meant... Thanks for taking that picture!

Here it is:

http://imageshack.us/photo/my-images/10/cheststrumbe.jpg/

As you can see, there are three altars at the top of the picture, and yours is in the middle, exactly were the one from OOO is. The good thing is that there is a free altar just on the right. You could also add an altar with your chest right between the welkin stones pillar (just under the top-middle one).

Ah, I never used DR so I didn't know it had a 250% damage plugin. In the 1.0.3 patch I'm scaling back the weapon damage as well as the boss health by 1.6x, so it should come out for you around 119. Perhaps that's a bit too high also, but I don't really want to make it much weaker, especially since it's a two-hander. (Is Light of Dawn also?)

Yes, Light of Dawn is a two-hander and deals 104 damage, but has a potent power against Vampires, so if you set your weapon to 119, it should be just fine.

Thanks for the continued support!
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Ella Loapaga
 
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Post » Wed Mar 30, 2011 7:16 am

It's definitely not any Unique Landscapes the reason why it tries to crash. I've tried reaching Silvercliff from the northern side (http://img824.imageshack.us/img824/5605/screenshot7mb.jpg)....that's the exact point where it "crashed" to me.

I haven't tested it without UL because my game somehow doesn't even load when I deactivate Entius Gorge and Cheydinhal Falls (don't know exactly why...I don't have any compatibility patches concerning any of them that could make the game crash on startup). In any case, looking at the http://bettercities.free.fr//UniqueLandscapes/Maps/UniqueLandscapesGridMapReleasedAndWIP.jpg, it seems neither of those UL edits the cells where Silvercliff is...

Anyways, I'd find it odd to crash that way even if two mods edits the same cell. I mean, I have los of mods + compat. patches, and even a certain place south of Leyawiin where 3 different mods have edited the same cells, and there's no crash when I go either of there (in fact, miraculously there's not even clipping in those Leyawiin cells....well, maybe a bit, but not THAT noticeable).

weOCPS log:

Sun May 22 19:50:02 2011	OCPS build 2009-03-28 prevented crash at offset 0x000b29ce (eip: 0x004b29ce, sub_4B2980).	Invalid object pointer: 0x00000000 (vtbl: 0xffffffff)!					eax=00000000 ebx=1b662010 ecx=7c850473 edx=00000000 esi=00000000 edi=1b614164 esp=0018f650 ebp=1b662010Sun May 22 19:50:06 2011	OCPS build 2009-03-28 prevented crash at offset 0x000b29ce (eip: 0x004b29ce, sub_4B2980).	Invalid object pointer: 0x00000000 (vtbl: 0xffffffff)!					eax=00000000 ebx=1b662010 ecx=7c8504db edx=09002310 esi=00000000 edi=1b614164 esp=0018f6f8 ebp=1b662010

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Chris Guerin
 
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Post » Wed Mar 30, 2011 12:31 am

In the news: The most recent version, 1.0.3, has been uploaded to TESNexus: http://www.tesnexus.com/downloads/file.php?id=29420. This addresses issues with conflicts with OOO, missing landmass, and the weapon damage being incorrect.


It's definitely not any Unique Landscapes the reason why it tries to crash. I've tried reaching Silvercliff from the northern side (http://img824.imageshack.us/img824/5605/screenshot7mb.jpg)....that's the exact point where it "crashed" to me.

I haven't tested it without UL because my game somehow doesn't even load when I deactivate Entius Gorge and Cheydinhal Falls (don't know exactly why...I don't have any compatibility patches concerning any of them that could make the game crash on startup). In any case, looking at the http://bettercities.free.fr//UniqueLandscapes/Maps/UniqueLandscapesGridMapReleasedAndWIP.jpg, it seems neither of those UL edits the cells where Silvercliff is...

Anyways, I'd find it odd to crash that way even if two mods edits the same cell. I mean, I have los of mods + compat. patches, and even a certain place south of Leyawiin where 3 different mods have edited the same cells, and there's no crash when I go either of there (in fact, miraculously there's not even clipping in those Leyawiin cells....well, maybe a bit, but not THAT noticeable).
Yeah, Integration: The Stranded Light also edits that cell and no one's had any crashes, just some weird occurrences. Just out of curiosity, does your game crash in this location without Silvercliff attached? (I mean, you probably would never have visited that cell without Silvercliff enabled, so there is a chance it is crashing regardless.)
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Assumptah George
 
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Post » Wed Mar 30, 2011 3:21 pm

In the news: The most recent version, 1.0.3, has been uploaded to TESNexus: http://www.tesnexus.com/downloads/file.php?id=29420. This addresses issues with conflicts with OOO, missing landmass, and the weapon damage being incorrect.


Yeah, Integration: The Stranded Light also edits that cell and no one's had any crashes, just some weird occurrences. Just out of curiosity, does your game crash in this location without Silvercliff attached? (I mean, you probably would never have visited that cell without Silvercliff enabled, so there is a chance it is crashing regardless.)


That's the next thing I'm going to try right now. So far I've tried putting Silvercliff below any UL (and pretty much at the end of my load order), and I have the same results.
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neen
 
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Post » Wed Mar 30, 2011 5:24 am

Just out of curiosity, does your game crash in this location without Silvercliff attached? (I mean, you probably would never have visited that cell without Silvercliff enabled, so there is a chance it is crashing regardless.)


Nopes. 0 crashes with Silvercliff deactivated / uninstalled. Pure unadvlterated Vanilla terrain AFAIK.
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GabiiE Liiziiouz
 
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Post » Wed Mar 30, 2011 3:59 pm

Aside from your Unique Landscapes; All Natural; and Better Cities mods; I've narrowed down a list of mods that could cause this:
+ WindowLightingSystem.esp+ diversegrasses.esp+ ImprovedSigns.esp+ Enhanced Economy.esp? MyPersonalArmy.esp? ROADMasterOutift.esp? VA_GlamdringSword.esp? BladeOfTheHaunted.esp+ SunderedKeep.esp+ GuardsofCyrodiilRedux.esp* Improved Fires and Flames - Increased Sound.esp* Enhanced Vegetation [125%].esp? CayoArtaria.esp+ SP1stPLegs.esp? 1em_Vilja.esp

A + indicates an unlikely cause; a * indicates a more likely cause; a ? indicates that I'm not sure regarding the implementation of the mod; so I cannot determine whether or not it's the culprit.

(Sorry I can't use commas. My keyboard is progressively losing key functionalities. So far my 'w'; 'b'; comma; and left arrow keys are gone. Thank God for copy-paste.)
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Tikarma Vodicka-McPherson
 
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Post » Wed Mar 30, 2011 12:46 am

Aside from your Unique Landscapes; All Natural; and Better Cities mods; I've narrowed down a list of mods that could cause this:
? MyPersonalArmy.esp -- Edits no cells AFAIK.? ROADMasterOutift.esp -- Technically only adds a barrel in the IC Palace District.? VA_GlamdringSword.esp -- Edits no cells AFAIK.? BladeOfTheHaunted.esp -- Don't remember right now...it's a questmod but I don't know if it edits any cells near Silvercliff.* Improved Fires and Flames - Increased Sound.esp -- Replaces fires, no bugs with it so far.* Enhanced Vegetation [125%].esp -- Replaces trees, no bugs with it so far.? CayoArtaria.esp -- Personal mod for my char that adds (by now), a single spell, and nothing else. 100% clean.? 1em_Vilja.esp -- Companion Vilja mod. Latest version.


I've removed all the "+" (unlikely causes).
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Dan Scott
 
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Post » Wed Mar 30, 2011 5:03 am

Right now I'm not just looking at cells. I'm trying to determine if any of the objects' usage in my mod is conflicted with how they are modified by your game. (Hence my worries about the fires&flames mod, and the vegetation mod.)

I assume that you do not have the Vilja companion active when you are near the village? As in, she is not following you nor you following her. If my assumption is correct, then this wouldn't be the cause. Same case for your CayoArtaria mod.

The difficult part for me is finding which of your modlist does it; it's not exactly easy to download 100+ mods and activate them until I get a crash, if you know what I mean. :)

I suppose I'll start with the remaining six...
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Cartoon
 
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Post » Wed Mar 30, 2011 3:48 pm

Right now I'm not just looking at cells. I'm trying to determine if any of the objects' usage in my mod is conflicted with how they are modified by your game. (Hence my worries about the fires&flames mod, and the vegetation mod.)


And not with Diverse Grasses?

I assume that you do not have the Vilja companion active when you are near the village? As in, she is not following you nor you following her. If my assumption is correct, then this wouldn't be the cause. Same case for your CayoArtaria mod.


Nope. In fact, she's wandering around in another cell, and pretty far away.

I'm curious now...how could your mod be affected by fires&flames or enhanced vegetation? AFAIK, they're replacers....nothing else. And I've installed tons of other questmods and the game has never tried to crash...
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SexyPimpAss
 
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Post » Wed Mar 30, 2011 11:41 am

And not with Diverse Grasses?
It's possible, but there's really not a lot of grass in the area. Most of it is cobblestone or dirt.

I'm curious now...how could your mod be affected by fires&flames (P.D: This one is also improbable to be the "culprit", as I installed it way after I first tried reaching Silvercliff and getting my first crashes) or enhanced vegetation? AFAIK, they're replacers....nothing else. And I've installed tons of other questmods and the game has never tried to crash...
Good to know it's not that one, but I do have quite a few flames going in that town and some are colored and such. But if you installed it after, that doesn't really matter.

I'm also straying away from the idea that it's the vegetation mod now... I used no custom trees or an excessive amount of them. This is like trying to find a needle in a large stack of needles...
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Lewis Morel
 
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Post » Wed Mar 30, 2011 1:00 pm

It's possible, but there's really not a lot of grass in the area. Most of it is cobblestone or dirt.

Good to know it's not that one, but I do have quite a few flames going in that town and some are colored and such. But if you installed it after, that doesn't really matter.

I'm also straying away from the idea that it's the vegetation mod now... I used no custom trees or an excessive amount of them. This is like trying to find a needle in a large stack of needles...


Nononono, my mistake. If you've taken that list from the load order I posted long ago, then I haven't installed it after Silvercliff but at the same time or before. Sorry!!
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Tamara Dost
 
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