[RELz] Stirk 1.2

Post » Tue May 03, 2011 7:47 am

Well http://www.gamesas.com/bgsforums/index.php?showtopic=952860 ran out of room... new thread time
Download:
http://www.tesnexus.com/downloads/file.php?id=22401
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5293
http://www.moddb.com/mods/tamriel-rebuilt


Tamriel Rebuilt
~~~~~Presents~~~~~
Stirk




Stirk, an idyllic resort isle for Cyrodiil's wealthy located in the mild Abecean sea, is a corner of paradise away from the turmoil of the mainland. A town, a picturesque lighthouse, an age-old fort, and a bustling new goldmine complete the island's natural beauty. Not all is well however, for beneath Stirk's pleasant exterior an ancient evil has awoken...
  • Venture into the depths of the isle and its past to save the residents of Stirk in a two-sided main quest steeped in Tamriel's lore.
  • Help either the miners or the oppressive owner of the mine and leave a lasting impact on the town's future.
  • Partake in the daily life of the town's residents and discover that even the rich have troubles in six miscellaneous quests.
  • Be richly rewarded with three new weapons,
    Spoiler
    the Dunedweller Dagger, the Sloadic Coral Mace, or the Stirk family Rapier.


Screenshots:
  • http://tamriel-rebuilt.org/g/scrcaps/25/Captain%20Jaffan.jpg transports you from Anvil to Stirk and back for the bargain price of 50 Septims.
  • http://tamriel-rebuilt.org/g/scrcaps/25/Isle%20of%20Stirk.jpg is visible from the island.
  • Stirk has some of the most http://tamriel-rebuilt.org/g/scrcaps/25/Lighthouse%20Sunset.jpg around.
  • http://tamriel-rebuilt.org/g/scrcaps/25/Statue.jpg, a Tiber era admiral and the island's namesake, stands guard over the fort.
  • http://tamriel-rebuilt.org/g/scrcaps/25/Stirk.jpg
  • http://tamriel-rebuilt.org/g/scrcaps/25/Sunrise%20over%20Fort%20Stirk.jpg.
  • http://tamriel-rebuilt.org/g/scrcaps/25/Stirk%20at%20Dusk.jpg.

    See more screenshots of Stirkhttp://tamriel-rebuilt.org/forum/viewtopic.php?t=20760.


If you use OOO or any mod that removes/edits borders:
You will probably receive "you cannot go this way go back" messages when Stirk is loaded. Go to your Oblivion.ini (located in My Documents/My Games/Oblivion) and change bBorderRegionsEnabled property from either 1 to 0 or from 0 to 1.

Enjoy!
[/quote]
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Natasha Biss
 
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Post » Mon May 02, 2011 7:53 pm

...
@@Washington: I'll give a look at those two things and fix the one (and then wait for Thrig/Haplo/Lady N to merge it in) and give some suggestions for the ayleid gate quest if you're still wanting those?
...
Pacific Morrowind


Thanks, I have found the solution - couldn't figure it out myself though. :embarrass:
Even then, I've had to load an earlier save because who knows what buttons had I already pressed...

About the helm bug - probably some small error in some result script; I think that I came with 8 helms and after delivering them I was left with 4 or 5 instead just one which should have been my reward (with the rest of the uniform).
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Christine
 
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Post » Tue May 03, 2011 4:40 am

Hi all,

I had a problem with the quest that removes the player's inventory temporarily. I'm playing with FCOM and I have Light of Dawn (a sword from OOO with the quest item flag). It has been "removed" from my inventory (but the quest item flag makes it impossible), and when I get my gear back later on int the ruin, the sword doesn't appear in my inventory, but I still have it, as it is set to a hotkey. I've tried removing the sword with a console command and adding it back, but it didn't work. I've tried all the version of the sword (it has 3 powerups) but none did the trick. Believe me or not, but I've noticed this issue just a couple of days ago, and I finished Stirk a while back. I narrowed it down to Stirk as it is the last quest mod I played that removed the players' inventory.

Any ideas?
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Baylea Isaacs
 
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Post » Tue May 03, 2011 6:31 am

hm, thanks for creating this thread, but i really would prefer if you didn't next time (sending a message to Haplo, Thrig, or myself would be preferable).

Dazu: make sure you are using the latest version of the file. either way, typing 'setshowquestitems 0' into the console should make all items visible again.
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Patrick Gordon
 
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Post » Mon May 02, 2011 10:49 pm

Dazu: make sure you are using the latest version of the file. either way, typing 'setshowquestitems 0' into the console should make all items visible again.

Thanks a lot for the tip, I'll try that as soon as I can :foodndrink:

EDIT: I'm using the latest version, and the console command worked! Thanks a lot!
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Kill Bill
 
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Post » Tue May 03, 2011 3:59 am

Hello all,

I know this is an old thread but, it seems to be the last one used so here i go.. I have a problem with Jafan, he's always there on Anvil's side, but he's never there on Stirk's side. Absolutely never since i've been hanging on the island, in fact. When a quest requested me to talk to him, i'm stuck. The green arrow is pointing right on the dock at the edge of his boat, but i searched all over the island and i didn't found him.

I tried refreshing the cells, i tried PRID with a bunch of numbers, i searched him inside the boat's mesh with TLC... nothing. I'm a bit out of ressources here. I can post my load order if asked, but i don't think it's much related to that since it's only on Stirk's side and i have nothing else that relates to that.

Thanks all.
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J.P loves
 
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Post » Tue May 03, 2011 2:44 am

Nothing, anybody ? :embarrass:
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Ross
 
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Post » Tue May 03, 2011 12:48 am

hey, sorry for the late reply. If he is no where on stirk (check all around the dock, in the ship, and probably even in the water) your best bet would be to use a console command to finish that part of the quest. The stages for this quest can be found http://www.uesp.net/wiki/Tes4Mod:Stirk/Errands_for_the_Eulius_Brothers.
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Yvonne
 
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Post » Mon May 02, 2011 7:35 pm

Hey thanks !

Too bad.. i wonder what went wrong .. :poke:

Although, that mod is a very fine one, congrats by the way, i didn't mention it yet ^_^
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Gemma Woods Illustration
 
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Post » Tue May 03, 2011 9:29 am

just bumping so some new people see this old mod.

i'm thinking of going back and updating it to 1.3 . fixes would include:
-missing patch of land
-adding proper LOD files (iirc, stirk is in its own quad, and hence should have no problems)
-fixing the no greeting bug (thanks, vorians)
-fixing AI/path gridding or what ever is causing Jaffan to wander into the water near Anvil.

did i miss any errors? additionally, some players have reported that the clothing near the water gets duplicated every day. not entirely sure what is causing the problem, but i dont think its being used by the applicable NPC at all, so i might just delete them. a couple players have also reported that jaffan is missing near Stirk, and i have no idea what could be causing that (if anyone wants to investigate, be my guest)

I would also like opinions on whether i should bother with adding voice acting. i myself think silent voices are just fine, and don't like VA unless its very close to the original. how hard is it to find quality actors these days? do you think its worth going through the trouble?

how can i make the readme better? every 2nd comment i get is answered in the readme, and i really have no idea how to drive the very simple installation into people's brains. its like everyone stops reading at "not compatible with OOO" and doesn't continue on to "but easily fixed by editing the ini"
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ShOrty
 
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Post » Tue May 03, 2011 6:32 am


how can i make the readme better? every 2nd comment i get is answered in the readme, and i really have no idea how to drive the very simple installation into people's brains. its like everyone stops reading at "not compatible with OOO" and doesn't continue on to "but easily fixed by editing the ini"


remove the not compatible with OOO and restate it this way..LOL..

Required: Borders must be disabled in order to Reach Stirk.

If You receive "you cannot go this way go back" messages when Stirk is loaded. Exit Game, then Go to your Oblivion.ini (located in My Documents/My Games/Oblivion) and change bBorderRegionsEnabled property from either 1 to 0 or from 0 to 1.


Voice Acting make it optional download maybe?
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marina
 
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Post » Tue May 03, 2011 9:10 am

i don't really give a [censored] about voice acting :)
just my 2 cents :P
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Tiffany Castillo
 
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Post » Mon May 02, 2011 10:05 pm

just bumping so some new people see this old mod.

i'm thinking of going back and updating it to 1.3 . fixes would include:
-missing patch of land
-adding proper LOD files (iirc, stirk is in its own quad, and hence should have no problems)
-fixing the no greeting bug (thanks, vorians)
-fixing AI/path gridding or what ever is causing Jaffan to wander into the water near Anvil.

I would also like opinions on whether i should bother with adding voice acting. i myself think silent voices are just fine, and don't like VA unless its very close to the original. how hard is it to find quality actors these days? do you think its worth going through the trouble?

how can i make the readme better? every 2nd comment i get is answered in the readme, and i really have no idea how to drive the very simple installation into people's brains. its like everyone stops reading at "not compatible with OOO" and doesn't continue on to "but easily fixed by editing the ini"


I'd like to see this updated.

How about making Jaffan sit on a stool during daytime instead of having him wander around?

Voice acting: either do it properly (ie not two different voices) or don't bother, is my opnion.

ReadMe: disable comments on Nexus?

BTW, what happened to that avatar you used? It was one of the best I've seen and it was very distinct.
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meghan lock
 
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Post » Mon May 02, 2011 7:42 pm

a couple players have also reported that jaffan is missing near Stirk, and i have no idea what could be causing that (if anyone wants to investigate, be my guest)


I cannot see any reason for the Stirk version of Jaffan to be missing if the Anvil version is not. If they were both missing, it'd be because he's dead (as scripted), but only one of them? No reason. He's not sleeping even though the Stirk version has an AI sleep package, because this package will never be used - the package above it runs at any time for 24 hours, so it will ALWAYS run. So he's not in bed. No quest, script or dialogue script disables, relocates, or changes AI packages for either Jaffan.

There's no need to do voice acting unless you really want to. As for the Readme, that's normal behaviour, people just don't read Readmes. CorePC's suggestion on changing the reference to OOO is good. Just tell everyone to find "bBorderRegionsEnabled" in the INI and set it to 0, no need to mention other mods needing this to resolve potential conflicts.
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Mel E
 
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Post » Mon May 02, 2011 11:24 pm



BTW, what happened to that avatar you used? It was one of the best I've seen and it was very distinct.


heh, thanks. Tamriel Rebuilt (where the avatar was hosted) switched servers, and i've not gotten around to moving files i need over to the new server. so until then i'm using a replacement.

i'll definitely use Corpec's suggestion.

the problem with disabling comments on Nexus is that i do get good comments, and i'd rather help people than have them not try the mod at all. furthermore, silly as it seems, ratings matter to me since they help to promote the mod.
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Angela Woods
 
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Post » Mon May 02, 2011 10:15 pm

I'm a bit confused about the instructions on the setting the borders on/off.

I have Elsweyr. It says to turn borders off. Yours says to turn it opposite of what it currently is in the ini, what ever it may be at.

I thought this was outside the borders so it would need to be off but turning it the opposite of what Elsweyr requires means turning it on, barring access to Elsweyr...correct?
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James Rhead
 
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Post » Tue May 03, 2011 6:19 am

You want them off. In the ini, that's done by setting bBorderRegionsEnabled to 0. If it's already 0, you have nothing further to do.
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victoria gillis
 
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Post » Mon May 02, 2011 7:59 pm

Ok thanks. The big bold letters are confusing at Nexus.

Edit your Oblivion.ini's bBorderRegionsEnabled property to read either 0 (if it is originally at 1) or 1 (if originally at 0)

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claire ley
 
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Post » Mon May 02, 2011 10:00 pm

The big bold red letters right above that should clarify it. If you're getting error messages, YES, change your ini. If everything runs fine there is no need to touch it.

[edit] how much interest would there be in a 1.3? Just bug fixes and an updated archive with LOD meshes.
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Stace
 
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Post » Tue May 03, 2011 1:24 am

There's always interest for updates. :)
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Chris Jones
 
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Post » Tue May 03, 2011 3:36 am

[edit] how much interest would there be in a 1.3? Just bug fixes and an updated archive with LOD meshes.


Yes please!
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Anna Watts
 
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Post » Tue May 03, 2011 10:20 am

[edit] how much interest would there be in a 1.3? Just bug fixes and an updated archive with LOD meshes.


Bugfixes are always good. So are LOD meshes. In fact, I made one if you'd like a copy of it and the texture that goes with it.
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Big mike
 
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Post » Tue May 03, 2011 2:19 am

[edit] how much interest would there be in a 1.3? Just bug fixes and an updated archive with LOD meshes.


Gladly, thanks :)
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Elle H
 
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Post » Tue May 03, 2011 1:57 am

I would also like opinions on whether i should bother with adding voice acting. i myself think silent voices are just fine, and don't like VA unless its very close to the original. how hard is it to find quality actors these days? do you think its worth going through the trouble?


Not if it takes much time away from Hammerfell. But I do care deeply for voice acting. As long as it isn't obviously mediocre, its okay by me.

[edit] how much interest would there be in a 1.3? Just bug fixes and an updated archive with LOD meshes.


Yes. Yes. Yes. :P
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kat no x
 
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Post » Tue May 03, 2011 6:37 am

[edit] how much interest would there be in a 1.3? Just bug fixes and an updated archive with LOD meshes.

(And cleaned :D ) That would be most welcome.

And going back:
I would also like opinions on whether i should bother with adding voice acting. i myself think silent voices are just fine, and don't like VA unless its very close to the original.

Voice acting, I think is a good idea for mods using a lot of dialogue (which of course also happens to be the hardest to mod for voice acting - more work!) But with limited dialogue is not very important at all. Arthmoor's village mods for example uses limited dialogue, and as a result the lack of voices goes largely unnoticed, but I found Windfall hard to play through with it's walls of silent dialogue. In short: A judgement call. I always welcome good voice acting, but it is a minor thing really.
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Nikki Morse
 
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