[REL] Tears of the Fiend 1.22: REDEMPTION (Thread 7)

Post » Wed May 11, 2011 7:21 am

W1slicer - Thanks for posting that W1Slicer... I suppose that the the "in-game" presentation for this section wasn't particularly good.

Fortunately, it's going to be removed in my upcoming "universal" MOD refinements (for all MODs, including The Instigator, EXCEPT for Malevolent)
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Hannah Barnard
 
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Post » Wed May 11, 2011 9:23 am

Just finished it finally, it took at least 10-15 hours, though a lot of that was spent doing other things while I waited for the in-game timers.

I have to say that even though I managed to keep both companions in the end, it was about the last thing I really wanted to do, so I locked them up in the estate house and left them there. For a number of reasons, it always felt like the game had a much lower fps rate when they were around, I know for sure some areas loaded much better with less stuttering when I was alone versus when I had one or two of them with me. Maybe that's something to do with the quest tags and scripts?

As an overview, I really enjoyed the storyline though I'm not sure how well it fits in with the Oblivion arc. But I kept banging my head through bugs, crashes, and poor instructions the whole way, and it was really only the story that kept me going. Though I had to check the guide so often to get out of bugs or to make sure what I was seeing wasn't a bug that I pretty much knew all the gory details long before I was actually finished.

I know someone said it before, but I think the guide could use a major overhaul, there's got to be a way to present people with an overview of possibilities and how to get there, what signs to follow, without giving away so much of the story. That and clearing up any confusing bits would definitely save some people a few headaches.

I do think some of my experience with bugs was not really the mod's fault, more so conflicts with other things, or ways I tried to get around the mod elements when I thought I was experiencing something buggy. But I definitely went through a ton of crashes towards then end, pretty much every time I had to reload, and I wasn't really able to account for that.

Btw Cleon's voice was extremely creepy. Hope this does someone some good. I'll be endorsing it on the nexus.
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CxvIII
 
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Post » Tue May 10, 2011 10:23 pm

W1slicer - From what you are saying mate, it sounds like you would have enjoyed the new version of TOTF I'm working on significantly more, and in some respects it's disappointing that this was the version you played.

Be sure to play Malevolent and Ruined-Tail's tale, because -to be honest- they are significantly more polished than TOTF (TOTF is now my oldest MOD, because RTT was completely rebuilt in the 3.0 version).

Regarding the bugs/crashes/guide - The fact of the matter is that I despise handholding. I like games where you have to WORK and put in effort to achieve an end, and in reality everything in TOTF isn't too dissimilar in that respect from RL... Trial and error is necessary, you don't have a quest pointer saying "you should talk to this guy and ask him about "promotions" in order to receive a promotion at work", and considering that the TOTF GUIDE really is an AFTERTHOUGHT rather than an inclusion. Personally, I never would have included it at all, but I got sick to death of asking stupid questions, and also wanted somewhere to post the small TOTF Epilogue story that I wrote.

Many of the bugs will be related to Oblivion engine flaws, conflicts, or system flaws... Indeed, many people play through the MOD with no worries whatsoever (to these day it's very rare I can force the MOD to bug out on any of my computers)... SOME would argue that if TOTF battles the Oblivion engine, it should be the responsibility of TOTF to work AROUND Oblvion's engine flaws rather than through them. Technically that's true, and I agree with it to an extent (something I have done in my later MODs was to follow that principle when modding for Oblivion), but at the time when I worked on TOTF I didn't like constantly being "hamstrung" by the Oblivion engine and it's limitations, and tended to just bash my way through them. The ultimate result: unpredictability. You may have had a rubbish playthrough (with respect to bugs) but the bloke sitting next to you on the next PC over never saw a single flaw (except for a few spelling errors that I'm only noticing now while re-writing the dialogue =P ).

Anyway, your opinion and feedback is certainly valid. None of what I have written disputes that. And indeed, I'm glad that -if nothing else- you found the storyline compelling enough to battle through the bugs to the end (kind of like the first release of Planescape Torment... Bloody brilliant game... Shame about the bugs).

As I said, I HOPE you will play RTT and Malevolent, because I think that -if you liked TOTF- you will love them.
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electro_fantics
 
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Post » Wed May 11, 2011 1:58 am

I certainly meant no offense, I definitely understood that the mod was a work in progress, and for all my complaints about bugs and crashes I enjoyed the overall experience.

I'll definitely try the Ruined Tails Tale. Though one of the things I didn't like about the Fiend companions was that if I picked up anything to steal, or killed anyone, accidentally or not, they would raise the alarm on me and guards though they wouldn't come running thanks to Ren's Guard Overall, I usually ended up with a bounty on my head never the less.

They also had the problem of running up and charging when I was trying to take out enemies with my bow through stealth, which was pretty amusing most of the time, but definitely broke some of the immersion, forcing me to get up and pull out my own swords. They would also be seen a lot more often by enemies than I was while in stealth. I'm guessing you'll fix some of that, since as I'm reading the Tails Tale, it sounds like those are not issues any longer, at least with that mod.

Still thanks for your work on these, they definitely make the game more interesting for anyone who's run through most of the vanilla content a few times. I'm using Oblivion XP in conjunction with these and that makes the whole experience a lot more worthwhile than I think they would be on their own too.
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Mark
 
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Post » Wed May 11, 2011 12:45 am

Looks like a good mod. I`ll D\L it for my new game, but I suspect i won`t be able to use it until I am of a high level. I`ll also give the Readme a good look over incase it conflicts with OOO or some other mods.
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Jimmie Allen
 
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Post » Wed May 11, 2011 1:48 am

You say this is a merger between the Butcher of Armindale and the Legacy.

Does this mean both those quest mods are included and merged together, or does that mean I should play Butcher and Legacy and then play Tears of the Fiend?



EDIT: Nevermind. Checked out the original two quests, and the answer was waiting for me there.
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suzan
 
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Post » Wed May 11, 2011 7:11 am

It's not really mentioned anywhere I don't think, but as far as I can tell you can safely uninstall this mod when you finish the quests if you want. You just will of course lose the quest sword, the house, and the companions if you kept them alive.

I mention it because I wasn't that interested in keeping the quest rewards when I was done, and when I uninstalled I received a pretty huge fps boost all across the board. Probably this is because I just had one to many mods with heavy scripts running, but if you are in the same boat, you probably won't have any problems by removing this and keeping your save games from the end of the quest lines, just as long as you aren't in one of the dungeons or the house that it adds of course, that would very likely cause a CTD every time you tried to load up.

Other than the 3 things I mentioned, you shouldn't lose anything else, I'm running Oblivion XP and a few other popular mods, and I haven't lost anything from them that I gained while doing the quest lines for Fiend. I was quite pleased since I wasn't sure if my experiment would work out so well. Again, hope that helps, especially if like me you need every ounce of fps you can get.
-------
Edit:

As an afterthought this might make it possible to run the next version of TOTF whenever they release it, I'll probably try it at any rate.
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Kevin Jay
 
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Post » Wed May 11, 2011 12:52 am

Question:

What is the song in the Redemption trailer titled, and who is it by?

Great music. Reminds me of Within Temptation..a favorite band of mine. ^_^
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Natalie J Webster
 
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Post » Wed May 11, 2011 1:39 am

-------
To help forum searches: This is the solution to the Alchemist problem in the Redemption part of Tears of the Fiend.
-------
I just managed to solve this little problem and had to come back here to help those who haven't gotten past it yet.

I feel pathetic because I spent several hours today wracking my brain and combing through the esp data for a hint on how to get past this point.
One of the many things I noticed was a timer attached to this particular part of the quest which read something like set timer 350. But I overlooked this simple piece of data for a number of reasons, first among them being that I am not a script guru, and didn't feel like I could be sure just how long 350 was.

Finally within the last few minutes, I gave up and went back to the one simple thought that had occurred to me hours before, that 350 was a in fact a quest timer, and most likely meant 350 seconds, or roughly 6 minutes, since the other possibilities of 35 minutes or even 350 minutes seemed obscene.

So I reloaded a game before the hand in, handed it in, and then sat there in the room with her for probably close to 7-8 minutes since I walked away for awhile. As soon as I got back and talked to her, she gave me the potion and the quest continued without issue.

Some other details that might help, if you can't get back to the restricted part of the Mage area yet, wait in the lobby, somewhere in between 8am and 12pm, she comes in and stays there for most of the rest of the day. I don't know if her schedule varies from day to day, but keep trying for that window until you see her, then you won't have to resort to console codes or some other cheat that might screw up the mod or settings accidentally.

In my defense as well as those who also faced this simple issue, almost never do you see a quest demanding that you wait in real time for such a long period, so it's easy to click that "wait" button and expect the next phase to pop up right away, but it won't and probably never will if you do this, though if you did and can't load an earlier game, waiting the 6 or so minutes near her will still let you continue hopefully.

Hope this helps some of you.


So by opening up the script in "The Butcher and the Fiend" would I be able to fix the issue I'm having? Because I'm getting the impression from the guide that I'm supposed to wait in-game time and not real-time. I know next to nothing about scripting and I'm a little nervous about breaking something if I try poking in there myself.
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jessica sonny
 
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Post » Wed May 11, 2011 5:15 am

Stab you in the face - It's a "real time" timer. Not a "game time" timer. The easiest way to get past this section is just leave Oblivion running while you walk off to make dinner, or go jogging or something.

Suffice to say, in the new version this particular section is removed entirely.

So by opening up the script in "The Butcher and the Fiend" would I be able to fix the issue I'm having? Because I'm getting the impression from the guide that I'm supposed to wait in-game time and not real-time. I know next to nothing about scripting and I'm a little nervous about breaking something if I try poking in there myself.

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Jessie Rae Brouillette
 
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Post » Tue May 10, 2011 8:48 pm

hello, im having a pretty good time with this mod, and enjoyed ruin's tale as well, but have encountered a bit of a bug,
Spoiler
ive successfully resurected cleon and have travled a little bit, but i had to wait a little while in another quest, when i did i was transported to the abyss where he and his daedroth were fighting the skeletons, however, nothing happens. i read the readme and saw this was the beggining of a new quest, but i am stuck there, i can enable player controlls, but am still trapped in the abyss...am i missing something?


thanks for any help or ideas
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Alexandra Louise Taylor
 
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Post » Wed May 11, 2011 6:12 am

So by opening up the script in "The Butcher and the Fiend" would I be able to fix the issue I'm having? Because I'm getting the impression from the guide that I'm supposed to wait in-game time and not real-time. I know next to nothing about scripting and I'm a little nervous about breaking something if I try poking in there myself.


I think so, yeah, you could definitely increase or decrease the "timer." Might want to be careful when you do it though, unless you could be sure there were not other scripts or actions depending on that bit of script, otherwise you might mess up the mod. Also I think you wouldn't want to set it too low, since that might definitely cause an issue if you had the npc's trying to talk to you every minute or something like that. But some of the timers do seem a bit crazy.

The best way is what the creator suggested, just go walk off for 6 minutes or so, I don't think any of the timers are longer than that. When you come back you'll be able to start the conversation at your leisure.
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Stace
 
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Post » Wed May 11, 2011 5:01 am

Simyaz, have I told you how well-written and intellectually stimulating your mods are? If not, remind me to tell you that one of these days... :)

I notice you are working on a new version, just a minor thing, TOTF was missing quest icons for a number of the quests, and I so like my pretty quest icons you know. Just pointing that out if you didn't know already.

Anyway, I'm still only about half through TOTF, and I'm loving it. Great to see you still working on all this. Your quests bring a level of sophistication that reminds me of Planescape Torment and such.
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Alexx Peace
 
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Post » Wed May 11, 2011 12:19 am

Brumbek -When you say "quest icons" I assume you mean the ones that show up in the "quest journal" or whatever it's called... TOTF isn't missing any of those mate... The only reason they wouldn't show up is if it's not installed properly... =/
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Andrew Lang
 
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Post » Wed May 11, 2011 8:21 am

Brumbek -When you say "quest icons" I assume you mean the ones that show up in the "quest journal" or whatever it's called... TOTF isn't missing any of those mate... The only reason they wouldn't show up is if it's not installed properly... =/

Hey again, yes, I mean the quest icons. It turns out the icon "icon_6_TBoA.dds" is not in your 1.22 package on Nexus but is used by ZZTheButcher. Same with "icon_9_Redemption.dds" used for ZZRedemption, both missing from the archive (should be in textures\menus\icons\quest). And ZZRedemptionBU doesn't have an icon...Anyway, just pointing that out!

Thanks for checking this out for me! I can switch icons myself of course but I'd like to have your custom ones to use if you made them at some point. Let me know if I'm wrong about all this, I do make mistakes sometimes. :)
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Laura Elizabeth
 
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Post » Wed May 11, 2011 10:45 am

i got past my earlier glitch by restarting the whole quest, but am now stuck at an equally frustrating part
Spoiler
i have finished the interigation in the prison, and convinced cleon to stay with me, i have also saved ruin from the assassins, and kept allecia alive, however nothing more happens. i was led to belive there is a confrontation between allecia and cleon, and i have waited the designated 16 minutes of real time, about 4x over. is there some choice of dialouge or something that would keep this part of the quest from triggering, all my quests relating to the legacy and cleon are marked as complete. also, should i have one or both of them in my party...i would just like to know how to trigger the end game of this awesome quest

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Marnesia Steele
 
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Post » Tue May 10, 2011 8:39 pm

Ok, loving your mods guys I finished The Legacy and now I'm playing through The Butcher

But I'm stuck...

SPOILER

After my first dialogue with Cleon, I got some rest and jumped back to the Abyss where my duplicate is supposed to talk to me and then be attacked by the skeletons.
Well he approaches, says HI and that's about it. There is no option in the dialogue menu apart from the casual ones (rumors, Gray Fox, etc), and when i exit the menu he just says HI again without the attack or anything else really.

Am I missing sth?
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Sebrina Johnstone
 
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Post » Wed May 11, 2011 7:43 am

Simyaz, I'm glad to see you are working on a new version of this mod.... All of your mods are hands down the best storylines of any Oblivion mods that I've played. Thats the whole deal for me, is the story....without a good story, you lose immersion. I played through ToTF with very few bugs. I ended up playing RTT latest version not too long after I played ToTF. I've always thought it would be great if RTT would pick up right when
Spoiler
you save ruin from the assassins in totf
. I was also wondering what your plans were for malevolent, if, infact, you were planning on advancing that story at all. Anyways, stay motivated bro...there are a lot of us out here that LOVE your mods.
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Elle H
 
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Post » Wed May 11, 2011 5:24 am

Hello, great mod, but I've encountered a bit of a problem.

I'm at the part where I come to the throne room and pick up the sword, go back to Allecia and then head back to mine the last part. When I first tried it, it teleported me to the rock that I mined before that one, so I decided to turn off everything/try again. Now, with all of my mods turned on and with them turned off, the mining dialogue won't start!

Any help?

Thanks :)
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Emily Shackleton
 
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Post » Tue May 10, 2011 8:55 pm

Simyaz,

I just read that you are preparing an updated TOTF version - which is good news!

Some time ago (maybe a long time ago!) I had pointed to Arilita that in one of the previous versions of your mod you had edited a female NPC (I forget the name, I am not near my gaming pc) at the Arcane University.

Problem was that the specific NPC was being used by one of Giskard's mods. The end result was a conflict between two excellent mods. Will you take care of the specific problem (a clone NPC maybe?) in the updated version of TOTF?

I wouldn't want to have to choose among these two mods mate.

If identifying which exactly is the specific NPC would help, pls post or pm me and I will revert.

thanks in advance

take care
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ShOrty
 
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Post » Wed May 11, 2011 3:04 am

I've been playing TOTF and it has been great. I have ran into a problem though. I'm new to using forums (this is the first time I have ever posted to any forum) so please forgive me if I do something wrong. I am going to try to use the spoiler tags & hope it works. I'll try to be a little vague just in case.

Spoiler


I'm currently doing the Redemption part of the story. I have found the fiend journal. I found the hidden note planted by the suspicious person. I then tried to talk to the suspicious person. I received the "I have no greeting" message.



I have tried going back to previous saves. I made TOTF the last mod in the load order. I disabled all other mods. None of these helped. After a while I just tried to bypass the problem by using the setstage console command. It got me to next part of the quest, but none of the people in settlement had the dialog for the next part of the quest. I did not save after I attempted this solution. I was going to do it again, but figured I was going to get myself into trouble.

I would appreciate any solution to the problem or a work around you can suggest. Thank you for all your hard work on this project.
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tiffany Royal
 
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Post » Wed May 11, 2011 6:24 am

I have a problem with the quest, so please help me.
when i defeat edward pellews (or something like that), he leaves and when i try to sleep or leave the building, the game crashes.
this have happened many times with all of your mods man =/
i've played malevolent but when i get to the tower with that other dude, everyone attacks him and thats it...nothing else happens (i did talk to everyone in the camp)
i've also player ruined tail talem but my game crashes at that damned battered dragon inn when its set on fire ??
i don't know whats wrong, maybe someone could come up with a solution?
well... here's my mod list

    Active Mod Files:00  Oblivion.esm01  Windfall.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 0.9.7]04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  Enhanced Daedric Invasion.esm09  FCOM_Convergence.esm  [Version 0.9.9a7]0A  CM Partners.esm0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  SM Plugin Refurbish - SI.esp  [Version 1.05]0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Chance of More Enemies.esp12  FCOM_Francescos.esp  [Version 0.9.9]13  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Atmospheric Loading Screens - Random Quotes.esp16  All Natural.esp  [Version 0.9.7]17  All Natural - Real Lights.esp  [Version 0.9.7]18  All Natural - EW + NW + AWS.esp  [Version 0.9.6]19  Enhanced Water v2.0 HDMI.esp1A  Symphony of Violence.esp1B  Rainbows.esp1C  Book Jackets Oblivion.esp1D  Days&Months.esp1E  Reznod_Mannequin.esp1F  Crowded Roads Advanced.esp  [Version 1.3]20  Immersive Travelers.esp21  DLCMehrunesRazor.esp22  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]23  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]24  MaleBodyReplacerV4.esp25  AyleidMeteorIronWeaponsBASE.esp26  Tyrael Armor.esp27  Bob's Armory Oblivion.esp28  FCOM_BobsArmory.esp  [Version 0.9.9]29  Oblivion WarCry EV.esp2A  FCOM_WarCry.esp  [Version 0.9.9]2B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2C  FCOM_Convergence.esp  [Version 0.9.9]2D  FCOM_RealSwords.esp  [Version 0.9.9]2E  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b1]2F  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]30  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]31  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]32  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]33  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]34  Nightshade_Armor.esp35  HeartOftheDead.esp  [Version 6.0.1]36  Corpse_Kvatch.esp37  thievery.esp38  Windfall.esp39  za_bankmod.esp3A  Lynges_Thieves_Highway-10256.esp3B  Knights.esp3C  Knights - Unofficial Patch.esp  [Version 1.0.9]3D  SM Plugin Refurbish - Knights.esp  [Version 1.06]3E  Mart's Monster Mod - Knights.esp  [Version 3.7b1]3F  Mighty Umbra.esp40  Blood&Mud.esp41  Lost Paladins of the Divines.esp42  FCOM_MightyUmbra.esp  [Version 0.9.9]43  FCOM_Blood&Mud.esp  [Version 0.9.9]44  FCOM_Knights.esp  [Version 0.9.9]45  Enhanced Daedric Invasion.esp46  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]47  Harvest [Flora].esp  [Version 3.0.0]48  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]49  Drop Lit Torches Weight.esp  [Version 1.6]4A  Higher Thieves' Guild Fence Amounts.esp4B  Toggleable Quantity Prompt.esp  [Version 3.1.1]4C  Alternative Start by Robert Evrae.esp4D  RealisticFatigue.esp4E  RealisticHealth.esp4F  bgBalancingEVCore.esp  [Version 10.5EV-D]50  Disenchant.esp51  SupremeMagicka.esp  [Version 0.89]52  SM_ShiveringIsles.esp  [Version 0.86]53  SM_OOO.esp  [Version 0.89]54  SM_MMM.esp  [Version 0.89]55  SM_EnchantStaff.esp  [Version 0.80]56  SM_Scrolls.esp  [Version 0.84]57  SM_SigilStone.esp  [Version 0.83]58  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]----> Delinquent MASTER: bgMagicEV.esp59  bgMagicEV.esp  [Version 1.7EV]5A  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]5B  bgMagicItemSigil.esp  [Version 1.68EV]5C  bgMagicEVStartspells.esp  [Version 1.68EV]5D  bgMagicBonus.esp  [Version 1.7EV]5E  bgMagicEVAddEnVar.esp  [Version 1.68EV]5F  bgMagicEVPaperChase.esp  [Version 1.68EV]60  bgMagicAlchemy.esp  [Version 1.57]61  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]62  qazFingerSnap.esp63  Stealth Entrances v1.esp64  RenGuardOverhaul.esp65  RenGuardOverhaulShiveringIsles.esp66  RealisticLeveling.esp67  immersive_caves_auto.esp68  Let There Be Darkness - Knights.esp69  Let There Be Darkness - Cyrodiil + SI.esp6A  Let There Be Darkness - Mehrunes Razor.esp6B  bgMagicEVShader.esp  [Version 1.7EV]6C  bgMagicShaderLifeDetect.esp  [Version 1.68]6D  bgMagicLightningbolt.esp6E  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]6F  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]70  bgBalancingEVOptionalMoreEyes.esp  [Version 10]71  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]72  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]73  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]74  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]75  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]76  bgIntegrationEV.esp  [Version 0.96]77  CM Partners.esp78  Bashed Patch, 0.esp79  sr_spell_deletion.esp7A  ScaryCastle.esp7B  Dread Knight Armor.esp


thank you very much everyone.
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ONLY ME!!!!
 
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Post » Wed May 11, 2011 11:36 am

Hey!

I've encountered a problem and I was wondering if it was known. The Ehothorn estate in Cheydinal is floating 5 metres up in the air, could there be a conflict with Better Cities?

On a side note: I loved the first part of Malevolent and I'm just curious on what the status of a second episode is?
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luis dejesus
 
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Post » Wed May 11, 2011 7:18 am

whats the play order of the authors 3 amazing mods?

ive installed TOTF, RTT AND MALEVOLENT
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ashleigh bryden
 
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Post » Wed May 11, 2011 10:46 am

whats the play order of the authors 3 amazing mods?

ive installed TOTF, RTT AND MALEVOLENT

Hmm, none really but i would at least say Malevolent last as some persons reapear. I think (dont hang me up on this) its RTT, TOFT and then Malevolent.
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Elizabeth Falvey
 
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