Sultericdrums' Mods - Viconia, Saerileth, Stoker, Vampire Hu

Post » Tue May 08, 2012 11:27 pm

This topic is a catch all for all of my mods current and future. It will help me keep track of support issues so I won't have to follow many different topics.

Viconia DeVir - The Underdark Saga:

Easily the most popular of my mods. Both Viconia mods are now merged. The first quest is titled, Banished. It is the original Viconia DeVir from Baldur's Gate II ? Shadows of Amn ported with permission to Oblivion. All the Viconia goodness is there. For those unfamiliar with it, Viconia is a Drow female. The Drow race inhabit the Underdark and are a vicious matriarchal society. If you are patient you can win her heart. Because of the use of the original sound files only the first lines of any conversation are voiced. Greenwarden and I are in the process of redoing this voicing.

The second quest in the Underdark Saga is Return to the Underdark. It is a completely original quest based mod that continues Viconia's story in Tamriel. Save her brother Valas and save Tamriel from Lolth's wicked plans and possibly rid the worlds of Lolth once and for all. The mod require The Underdark and SI. This mod is fully voiced. In both mods Viconia will talk to you every 24 hours. This mod also comes with a killer sword!

Viconia requires The Underdark, the very latest patch of Oblivion and Shivering Isles.

Viconia: http://www.tesnexus.com/downloads/file.php?id=15200
The Underdark: http://tesnexus.com/downloads/file.php?id=23153


The Vampire Hunter:

This mod is not only a continuation of Stoker Wolff (see below) but a complete remake of the original. Help Stoker to find his father and battle vampires across Cyrodill. The mod requires the Underdark mod (and thus SI) and is fully voiced. This mod goes into the history of Viconia and how she appeared in Tamriel. http://www.tesnexus.com/downloads/file.php?id=27437


Saerileth:

Saerileth is an Asian companion and another BG2 port but of a user mod, with permission. It has been changed from its original form. Saerileth is an Asian looking female who is instantly in love with the player. As with Viconia, Saerileth talks to you every 24 hours and is fully voiced except for a couple lines here and there. http://www.tesnexus.com/downloads/file.php?id=16251


Stoker Wolff:

Stoker is a male romance-able companion. His father was a Crimson Scar (Oblivion lore) and he was an assassin himself. The mod is fully voiced. Stoker was based off of Sunsi's CM Partner and includes Leomorg's Crimson Scar Armor. All with permission of course. http://www.tesnexus.com/downloads/file.php?id=17743


Crimson Scar Armor:

This is a separate mod with Leomorg's Crimson Scar Armor. All with permission of course. It is heavily enchanted and available at the Armorers in Imperial City Market District. http://www.tesnexus.com/downloads/file.php?id=19627


Necomancer Hunting:

Some members of the Mages Council think Arch Mage Traven is acting too passively against the Necromancers and their resurgence. Let?s face it, most of us play much more than just the Mages Guild when playing the game. These members of Mages Council have been watching your character and they realize that you are the adventurous type. They make you an offer - you take out the Necromancer lairs across Cyrodil and they reward you in gold for each robe you bring back. You get to keep any loot you find along the way. http://www.tesnexus.com/downloads/file.php?id=29562


Upcoming Mods:

Viconia DeVir ? The Underdark Saga Part IV. This will involve Drizz't Do'Urden and his friends on a truly epic quest through the Underdark.

MERP ? The Lord of the Rings main quest. Play as Frodo or as an 10th member of the Fellowship. This will take full advantage of the amazing MERP work and implement the story we all know and love into Oblivion.

All of my companions come with the following features:

Leveling

All of my companions will level with the player and comes with two spells, one being a restoration spell that they will auto-cast on themselves, you, and/or their horse after combat, if needed. Another spell you get in your inventory, which will summon them individually if you get separated. They will not lose their inventory if you summon them.

Horses

They each come with their own horse, which is the highest level horse you can get in the game (think black with red eyes). This makes for serious game immersion. It's no fun riding on a horse while your companion has to run behind you.

Death

All of my companions are set to essential, so when they get knocked out they'll get back up in a few seconds, heal themselves, and jump back in combat. If you don't like this you can change it in the Construction Set.

Following

You can tell All of my companions to follow armed for combat, follow dressed casually, or follow you armed and stealthy. They require two sets of clothing. One armor and one casual clothing. They will switch clothing depending on which option you choose. If you remove any one set of clothing, when they do switch they'll wind up in their underwear (or nvde depending on what you have installed), so be careful.

Home and Waiting

You have the ability to set any location as their"home", where you can send them if you want some time alone. They will perform random daily activities in this area. It can be anywhere, from a player owned house, a castle mod, or a spot in the wilderness. You can also tell them to hang out where they are temporarily.

After telling them where home is you can tell them to sleep and she will use any available bed. If the bed is not owned and empty, they will sleep in it. If there isn't a bed close by or one that can't be used, they will just wander around instead so don't do that.

You can tell them to wait here and stand guard and they will remain there dressed for combat or you can tell them to wait here and you'll be back, which they will wait there dressed casually.

Gates and Inventory

All of my companions will go into and back out of Oblivion gates without any issues, you do not need to mark and return or anything like that. I have added scripting to fix this problem.

Combat

For combat you can tell them to stay close for melee combat or stay back and use ranged weapons (if they have a bow and arrows in their inventory). All of my companions are not a "tank". They can fight as best they can. The companion has to process every move and doesn't think like we would. They will not fight like a 50th level player. This is a limitation of Oblivion, not the scripting. The problem with sheathing and unsheathing their weapon during combat should be fixed.

Flirting

You can flirt with All of my companions. Their disposition is always at 100. The Flirt responses are based upon whether you have won their heart or not. There are many flirt options; smile at them, kiss them, etc.

Dialog

All of my companions come with a great deal of voiced lines.

All of my companions will respond vocally to all commands.

Inventory

You have full access to their inventory. You can load up them with inventory and they'll carry it if you get over-encumbered. They will not get over encumbered. I would recommend getting the Bag of Holding mod however.

Behind the Scenes Functions

They will go into sneak mode when following the player if the player is within a relatively close distance and is not in combat. When they are in follow mode they will be set to allow friendly hits. When in combat, they ignore all friendly hits.

If the player owns a horse they will auto-mount and dismount their horse when the player does. If their horse is not close by they will auto-summon it close by and mount the horse.

They will draw their weapon and go into alert mode whenever the player draws their weapon. This will only happen when they are in follow mode.
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El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Tue May 08, 2012 7:59 pm

I have a question Sulteric, I have the 1.5 version of Viconia and she uses the original Baldur′s Gate sound files, I do remeber that the second part of your saga used a different voice for the new dialogue, did you go back and replace the Baldur′s Gate voicesets for the original 1.5 version or are the new voicesets only for the second, thir and fourth parts?
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chirsty aggas
 
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Joined: Wed Oct 04, 2006 9:23 am

Post » Wed May 09, 2012 1:58 am

I have a question Sulteric, I have the 1.5 version of Viconia and she uses the original Baldur′s Gate sound files, I do remeber that the second part of your saga used a different voice for the new dialogue, did you go back and replace the Baldur′s Gate voicesets for the original 1.5 version or are the new voicesets only for the second, thir and fourth parts?

We're in the midst of replacing the old voice sets, unfortunately Greenwarden is without a mic right now. Donations to her cause are greatly appreciated. 8-)
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MR.BIGG
 
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Post » Wed May 09, 2012 5:16 am

Hi Sulteric, so I'm thinking I'll start a new game following the 50 step guide and see if my problem still happens with the CTD. I added Viconia to a game in progress and maybe that has something to do with it?
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Donald Richards
 
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Post » Tue May 08, 2012 8:36 pm

I'm not quite sure. That should NOT be an issue though. Likely it is some obscure mod causing a conflict.

I am making progress on the fix for the Lolth encounter. I am going to finish it tonight.
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Lavender Brown
 
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Post » Wed May 09, 2012 4:28 am

I'm not quite sure. That should NOT be an issue though. Likely it is some obscure mod causing a conflict.

I am making progress on the fix for the Lolth encounter. I am going to finish it tonight.

I fixed it!!!

Unfortunately I still don't know what the problem was, but starting a new game and reloading each mod one by one (50 steps to ctd free FCOM) fixed the issue. Viconia no longer is crashing, which goes to show the problem wasn't your mod....which I already knew. I'm so glad I can enjoy all your hard work now! It was well worth activating 214 mods one at a time while staring at a prison wall. hehehehe

cheers.
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He got the
 
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Post » Wed May 09, 2012 5:41 am

The patch is available.
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victoria gillis
 
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Post » Wed May 09, 2012 6:38 am

AI in the second quest has been fixed. Patch is up on Viconia's TesNexus page. Now working on fixing the final lLolth battle.
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Peter P Canning
 
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Post » Wed May 09, 2012 3:54 am

Lolth battle is fixed. At least it should be!
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josh evans
 
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Post » Wed May 09, 2012 5:48 am

I seem to be stuck. I have Viconia and Vilja. We are at the stage in Viconia's quest where Artok, given the two spells and ingredients, is supposed to deliver an improved (reverse drider form) spell in three days. It's been a week and still no spell. I think I'm patched up until July 13th.

Edit: pesky parentheses
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Robert Bindley
 
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Post » Wed May 09, 2012 5:45 am

I fixed it!!!

Unfortunately I still don't know what the problem was, but starting a new game and reloading each mod one by one (50 steps to ctd free FCOM) fixed the issue. Viconia no longer is crashing, which goes to show the problem wasn't your mod....which I already knew. I'm so glad I can enjoy all your hard work now! It was well worth activating 214 mods one at a time while staring at a prison wall. hehehehe

cheers.


Well,,, I spoke too soon. The problem has crept back in for me. Constant CTDs after loading new areas with Viconia in my party. I was wondering if this mod uses alot of memory? The crash reminds me of the memory ceiling crash people can get. But it just seems wierd that this mod would set it off like this. Could be way off with this. But again, no crashes if I tell viconia to wait somewhere. Just plain wierd.
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Tasha Clifford
 
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Post » Tue May 08, 2012 5:38 pm

Well,,, I spoke too soon. The problem has crept back in for me. Constant CTDs after loading new areas with Viconia in my party. I was wondering if this mod uses alot of memory? The crash reminds me of the memory ceiling crash people can get. But it just seems wierd that this mod would set it off like this. Could be way off with this. But again, no crashes if I tell viconia to wait somewhere. Just plain wierd.

Perhaps you could see if certain mods in my LO might be to blame. You mentioned it might be a mod conflict, so ignoring the ones in your LO and others you are familiar with...are there a handful you suggest I look into as suspects? thanks.....this issue is pretty annoying. I love your mod.
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Stephy Beck
 
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Joined: Mon Apr 16, 2007 12:33 pm

Post » Wed May 09, 2012 7:28 am

The issue has been cleansed. Turns out that hats and helmets were causing the problem. Supposedly the unofficial oblivion patch has something to do with it. So as long as Viconia isn't waering a headdress of any kind I get no CTDs....but if she is then it's almost every area transition. Pretty randomly wierd issue. Glad I was given the heads up about it. Hopefully I can help someone else with this issue by having these past few panicked posts. heheheh.

thanks again for a fantastic mod. I couldn't bare to have my LO without her.
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Brooke Turner
 
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Post » Wed May 09, 2012 2:43 am

What is the status of the animations with this mod? I have not been able to play in a while, so please excuse me if I have missed anything.


Edit: wording
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Causon-Chambers
 
Posts: 3503
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Post » Wed May 09, 2012 5:07 am

I've been having a really strange issue with Stoker lately...his horse has started stalking him.

No, really. Instead of disappearing after a dismount like she should, Sunsi will continue to follow Stoker everywhere, including into Oblivion Gates, cities, and other interiors. (Like my character's house. Three people and a horse do not fit into the Imperial City Waterfront shack, let me tell you. :P ) If I tell Stoker to stay put, Sunsi will stay with him. If I send him home, he teleports off, and she runs off in the general direction of home after him. I've tried just about everything I can think of, short of disabling her entirely.

Any ideas? Is there a console command to take her out of follow mode or anything?

Here's my modlist, if it helps:

Spoiler
Masters for: Save 21 - Amarel Mathmeldi - Roxey Inn, Level 22, Playing Time 96.34.13.ess00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4.1]02  Cobl Main.esm  [Version 1.72]03  Kvatch Rebuilt.esm04  Unofficial Oblivion Patch.esp  [Version 3.2.8]05  Oblivion Citadel Door Fix.esp06  DLCShiveringIsles.esp07  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]08  EnhancedWeather.esp  [Version 1.3.5]09  Enhanced Weather - Across-The-Borders Mods Patch.esp  [Version Final]0A  All Natural - Real Lights.esp  [Version 0.9.9.5]++  Advanced_Water_Modification-2734.esp0B  Atmospheric Oblivion.esp0C  Distant Chapel Bells.esp0D  WindowLightingSystem.esp0E  SoT_Holiday.esp0F  Enhanced Economy.esp  [Version 4.2]10  Crowded Roads Revisited.esp  [Version 1.1]11  FF_Real_Thirst.esp12  Map Marker Overhaul.esp  [Version 3.5.1]13  Map Marker Overhaul - SI additions.esp  [Version 3.5]14  DLCHorseArmor.esp15  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]16  DLCOrrery.esp17  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]18  DLCVileLair.esp19  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1A  DLCMehrunesRazor.esp1B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1C  DLCSpellTomes.esp1D  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1E  MaleBodyReplacerV4.esp1F  TFF_Races_Base_RSM.esp20  Slof's Male Clothing.esp21  UFF Armor of Gaia.esp22  TFF_Armor_Base.esp23  TFF_Clothing_Base.esp24  TFF_Clothing_SI.esp25  Accompt of the Delitescent.esp26  UFF & RM Assassin Elite Armor.esp27  Pirate Gear.esp28  UFF - Celtic Witch Robes.esp29  UFF RM Ranger Armor.esp2A  Slof's Horses Base.esp2B  Slof's Extra Horses.esp2C  DLCThievesDen.esp2D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2F  Cobl Glue.esp  [Version 1.72]30  Cobl Si.esp  [Version 1.63]31  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.44]32  Ivellon.esp  [Version 1.8]33  Better Benirus Manor for Cobl - Complete.esp34  BHC_Expanded.esp  [Version 1.2]35  hackdirtabyss.esp36  ImpeREAL City Unique Districts - All the Districts - Merged.esp37  Kragenir's Death Quest.esp38  KDQ - Rural Line Additions.esp39  Kvatch Rebuilt.esp3A  Kvatch Rebuilt Weather Patch.esp3B  Slof's Oblivion Goth Shop.esp3C  The Ayleid Steps.esp  [Version 3.4]3D  UFF Gypsy Market.esp3E  Cyrodiil Travel Services.esp  [Version 2.0.3]3F  DLCBattlehornCastle.esp40  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]41  DLCFrostcrag.esp42  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]43  Knights.esp44  Knights - Unofficial Patch.esp  [Version 1.0.9]45  SM Plugin Refurbish(Merged).esp  [Version 1.30]46  TOTF.esp++  TOTF Delayer.esp47  RTT.esp++  Enhanced Weather - Ruined Tail's Tale Patch.esp  [Version Final]48  Blood&Mud.esp49  Blood&Mud - EE patch.esp  [Version 4.2]4A  Shadowcrest_Vineyard_COBL.esp4B  Shadowcrest_Vineyard_GuardCOBL.esp4C  xuldarkforest.esp  [Version 1.0.5]4D  xulStendarrValley.esp  [Version 1.2.2]4E  xulTheHeath.esp4F  XulEntiusGorge.esp50  xulFallenleafEverglade.esp  [Version 1.3.1]51  xulColovianHighlands_EV.esp  [Version 1.2.1]52  xulChorrolHinterland.esp  [Version 1.2.2]53  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]54  KragenirsDeathQuest-LostCoast patch.esp55  xulBravilBarrowfields.esp  [Version 1.3.2]56  xulLushWoodlands.esp  [Version 1.3]57  xulAncientYews.esp  [Version 1.4.3]58  xulAncientRedwoods.esp  [Version 1.6]59  xulCloudtopMountains.esp  [Version 1.0.3]5A  KragenirsDeathQuest-CloudtopMountains patch.esp5B  xulArriusCreek.esp  [Version 1.1.3]5C  xulPatch_AY_AC.esp  [Version 1.1]5D  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]5E  KragenirsDeathQuest-RollingHills patch.esp5F  xulPantherRiver.esp60  Blood&Mud-PantherRiver patch.esp61  xulRiverEthe.esp  [Version 1.0.2]62  xulBrenaRiverRavine.esp  [Version 1.0.2]63  xulImperialIsle.esp  [Version 1.6.5]64  xulBlackwoodForest.esp  [Version 1.0.4]65  xulCheydinhalFalls.esp  [Version 1.0.1]66  Blood&Mud-CheydinhalFalls patch.esp67  TearsOfTheFiend-CheydinhalFalls patch.esp68  KvatchRebuilt-CheydinhalFalls patch.esp69  DungeonsOfIvellon-CheydinhalFalls patch.esp6A  xulAspenWood.esp  [Version 1.0.1]6B  xulSkingradOutskirts.esp  [Version 1.0.1]6C  BarrowFields-Blood&Mud-Patch.esp  [Version 1.3]6D  AutoBookPlacer.esp6E  Curseman's Anti Extinction Mod.esp6F  Dungeon Actors Have Torches 1.6 DT.esp70  seorin's Artifact Fix.esp++  sixier Sheogorath.esp71  Enhanced Vegetation [100%].esp72  Enhanced Economy - House prices.esp  [Version 1.0]73  RealSleepExtended.esp  [Version 2.4.1]74  nGCD.esp75  nGCD Oghma Infinium.esp76  nGCD Skeleton Key.esp77  1em_Vilja.esp78  bgBalancingEVCore.esp  [Version 10.52EV-D]79  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]7A  bgMagicEVPaperChase.esp  [Version 1.68EV]7B  bgMagicAlchemy.esp  [Version 1.57]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]7C  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]7D  bgIntegrationEV.esp  [Version 0.993]7E  TheOubliette.esp7F  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]80  bgMagicLightningbolt.esp++  KoldornsImprovedLava2.esp81  Enhanced Economy - Soulgems.esp  [Version 4.2]82  Real Hunger, Cobl.esp  [Version 1.6.1]83  StokerWolff.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]84  Bashed Patch, 0.esp85  Oblivion Graphics Extender Support.esp  [Version 0.2]86  BetterCoins.esp87  DLCFrostcrag_MysticEmporiumPatch.esp
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Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Wed May 09, 2012 3:41 am

Is there anyway to get Viconia and Stoker to fight like regular companions? You know, like not put their weapons away until all enemies are dead? And how can I get Viconia to stop turning invisble/chameleon in fights? Thanks!
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jeremey wisor
 
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Joined: Mon Oct 22, 2007 5:30 pm

Post » Tue May 08, 2012 6:17 pm

Is there anyway to get Viconia and Stoker to fight like regular companions? You know, like not put their weapons away until all enemies are dead? And how can I get Viconia to stop turning invisble/chameleon in fights? Thanks!

The latest versions fix these issues.
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Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Wed May 09, 2012 5:02 am

I am beginning work again on the fixes for the merged version of Viconia.

The non merged versions are being deprecated (i.e. I ain't supporting them) so if you want the combat AI fix, get the merged version.

I am no longer going to mod for Oblivion, which means my work for MERP and DBC is over with and has been for a while now.

I will keep supporting my mods. If my voice actress ever comes back I will work on finishing the revoicing of the first quest and work on a third and final quest.

I just don't have the time to dedicate to multiple projects any longer.
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Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Tue May 08, 2012 11:29 pm

I am hoping to soon experience the merged Viconia that is in my load order. She and Stoker are patiently waiting in Bruma till I got the time for them :P
I am going to start with Stoker.
Would be nice, but not necessary, if a quest delayer for Viconia could be applied when having both Stoker and Viconia, as Stoker is supposed to played first? Was a while since I read the readme's but I know I decided to start with Stoker for one reason or the other. I have done the old two part Viconia but am looking forward to the new additions and the new Underworld that I have yet to visit.

Here's hoping your voice actress returns! :twirl:

Thank you!
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Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Tue May 08, 2012 7:45 pm

Since my last question was dumb and I managed to fix it, here's another one.

Where is the entrance near Fort Scinia? I found the forgotten cave which was filled with kobolds and then I found a direct entrance to the Underdark, yet no House Baenre guard or some Duergar. =/

Oh and it's the Viconia thing again.
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WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Tue May 08, 2012 10:02 pm

Since my last question was dumb and I managed to fix it, here's another one.

Where is the entrance near Fort Scinia? I found the forgotten cave which was filled with kobolds and then I found a direct entrance to the Underdark, yet no House Baenre guard or some Duergar. =/

Oh and it's the Viconia thing again.
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Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Wed May 09, 2012 7:56 am

Since my last question was dumb and I managed to fix it, here's another one.

Where is the entrance near Fort Scinia? I found the forgotten cave which was filled with kobolds and then I found a direct entrance to the Underdark, yet no House Baenre guard or some Duergar. =/

Oh and it's the Viconia thing again.
Well, if you found the entrance to Underdark neat Fort Scinia you are on the right track. What you entered is only the first cave, you will have to go down almost to the bottom. There are at least one more door leading somewhere else, if you start meeting allot of gruffy dwarfs, then you are in the wrong place :D
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anna ley
 
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Joined: Fri Jul 07, 2006 2:04 am

Post » Tue May 08, 2012 8:42 pm

And the weird problems continue... I had it first with the drow scout and now with the matron mother of House Freet. They both said or say 'Talk to the hand' when trying to talk to them. =/
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Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Wed May 09, 2012 1:41 am

And the weird problems continue... I had it first with the drow scout and now with the matron mother of House Freet. They both said or say 'Talk to the hand' when trying to talk to them. =/
Ah yes. Long time since I played through this but this means you missed some part of the quest, backtrack. Keep Viconia with you at all times (unless specified differently). The "talk to the hand" thing I belive is a que that it is in fact Viconia who are going to talk to them. Remember not to interrupt the talk. That means you will have to make sure no fighting will occur with following foes; kill them off if you can't sneak past them (or Viconia can't) before entering somewhere where Viconia will do the talking - if fighting starts, the conversations end and the quest can be broken.

It is quite fragile, but take it easy and keep old saves available.

Cheers!
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Lisha Boo
 
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Joined: Fri Aug 18, 2006 2:56 pm

Post » Wed May 09, 2012 7:37 am

Now Im having another problem :P

I've killed all the pets and the two priestesses at the temple, and I've had the handmaiden appear. She talked to me and did her thing, but she didn't attack me, instead, she just stood there. I whacked her till she died but... nothing happens. =/ Where is She supposed to appear?
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Justin Hankins
 
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