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

Post » Wed May 11, 2011 1:44 am

It is not my problem, I am just asking for someone else who uses Fake HDR. Wait a second, talking about Faked HDR... may be just hardware insufficiency.
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Emily Jeffs
 
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Post » Tue May 10, 2011 6:29 pm

Can I ask... to what extent does this mod force a background/history on the player character? Obviously the Legacy part does, so I'm avoiding that for roleplay reasons with my current character. But what if I were to play the standalond mod of the Butcher of Armindale - does that do anything similar? And is it still available/compatible with your other mods these days?
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Zach Hunter
 
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Post » Tue May 10, 2011 1:29 pm

Found something about the white screen bug again...

Hi, I'm getting this whitescreen problem with a certain mod (a very popular one at that, Tears of the Fiend). Whenever I enter a dream sequence the game goes pure white while playing but if a character talks to me in the dream then the colour comes back normal. I have an 8800GT 512, AMD X2-3800, 2GB fast DDR RAM and WinXP SP2. I've contacted the author and he's said that in the 2 years of the mod's history he's not heard of this problem, and all my searches show this whitescreen problem to be with low-end cards. I'm playing with HDR, no AA and have tried disabling all mods bar this one, letting oblivion generate a new .ini file for me, but nothing works - it ONLY happens during these dream sequences in this mod. It's driving me crazy!

http://www.uesp.net/wiki/Oblivion_talk:Technical_Support#White_Screen_While_Playing_Oblivion
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Antonio Gigliotta
 
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Post » Tue May 10, 2011 8:37 pm

Can I ask... to what extent does this mod force a background/history on the player character? Obviously the Legacy part does, so I'm avoiding that for roleplay reasons with my current character. But what if I were to play the standalond mod of the Butcher of Armindale - does that do anything similar? And is it still available/compatible with your other mods these days?


*coughcoughcough*

No, really, I have a cough! I wanna go back to bed! :(
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Charlotte Lloyd-Jones
 
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Post » Tue May 10, 2011 4:24 pm

Kateri
Well, that depends on how you perceive it... For example (just abstract example): if I say that your character's mother was kidnapped and then rescued not remembering a thing about the whole ordeal, and in nine months after that your character was born, how much does it force on your char?
I could tell you what exactly the mod says on your background instead of that anology, but I hate making spoilers.
"The Butcher" mod - as well as the respective part of TotF - doesn't make any assumptions at all regarding the character (except a healthy amount of renown, which is common for all Simyaz' mods - and quite natural in Oblivion). As a standalone mod, however, it's a bit outdated, and isn't supported anymore. For example, I don't remember whether all known bugs were fixed in the last version of TB, or some work was made after the merging.

Well, I guess that's all I can say. I have a cold, so maybe I don't make perfect sense, but oh well.
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N Only WhiTe girl
 
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Post » Tue May 10, 2011 2:30 pm

Kateri
Well, that depends on how you perceive it... For example (just abstract example): if I say that your character's mother was kidnapped and then rescued not remembering a thing about the whole ordeal, and in nine months after that your character was born, how much does it force on your char?
I could tell you what exactly the mod says on your background instead of that anology, but I hate making spoilers.
"The Butcher" mod - as well as the respective part of TotF - doesn't make any assumptions at all regarding the character (except a healthy amount of renown, which is common for all Simyaz' mods - and quite natural in Oblivion). As a standalone mod, however, it's a bit outdated, and isn't supported anymore. For example, I don't remember whether all known bugs were fixed in the last version of TB, or some work was made after the merging.

Well, I guess that's all I can say. I have a cold, so maybe I don't make perfect sense, but oh well.


Thanks. :)

Sounds like I should skip the whole ToTF package with this character, but I'll certainly keep it installed for future characters!
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u gone see
 
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Post » Tue May 10, 2011 1:01 pm

Kateri - Something always bothers me about people who avoid a MOD because it interferes with the "roleplaying backstory" that he/she has crafted for his/her character... Mostly because -especially from a roleplaying perspective- it's MORE unrealistic to have defined your own hereditary existence down to the grimmest detail than it is to be influenced by life itself. I think it's less "roleplaying" -because roleplaying is bounded in some semblance of practical reality within the game world- and more bounded in "fairy tale crafting" where everything befits the individual's idea of a happy ending (though from the relative perspective of "happy" being from the individual's definition of the word in context.)

As such, no roleplayers can ever have roleplayed Morrowind -since it's physically impossible to be a part of the MQ in that game without having some semblance of your hereditary backstory created outside of the realms of your control... Nor any Forgotten Realms RPGs ever... Nor pretty much ANY RPG except a few Open-ended, storyless sandbox worlds... Which -to be storyless and open ended- is the epitome of unreality because -under no feasible construct- could an individual create -not only their own character- but indeed each and every little detail of the world they live in.

So, I guess that to be a true roleplayer one has to be roleplaying the protagonist in a fairytale, otherwise it's not roleplaying.
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rebecca moody
 
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Post » Tue May 10, 2011 4:16 pm

I'm sorry, I must be having a slow day... could you please clarify a few things for me?

it's MORE unrealistic to have defined your own hereditary existence down to the grimmest detail than it is to be influenced by life itself.

How are the two mutually exclusive? A player can know their character's history, but not know their future, because they are dynamically reacting to circumstances and encounters as they play.

I think it's less "roleplaying" ... and more bounded in "fairy tale crafting" where everything befits the individual's idea of a happy ending

What makes you think this is what I'm doing? I never said anything about knowing the *ending* of my character's story.

As such, no roleplayers can ever have roleplayed Morrowind -since it's physically impossible to be a part of the MQ in that game without having some semblance of your hereditary backstory created outside of the realms of your control... Nor any Forgotten Realms RPGs ever... Nor pretty much ANY RPG except a few Open-ended, storyless sandbox worlds... Which -to be storyless and open ended- is the epitome of unreality because -under no feasible construct- could an individual create -not only their own character- but indeed each and every little detail of the world they live in.


Again, what gives you the impression this is my attitude? (I assume you're addressing my concerns, since you're responding to my enquiry...) Of course any game gives your character certain predefined qualities, such as an ex-con, whatever. That's not a problem... I don't understand what you're trying to say.

I installed your mod, and began playing. The gentleman who attacked me in my sleep asked me if I knew my lineage. The only possible answer to give was "no". But my character does know her lineage, for several generations - she's an Ashlander. They practice ancestor worship, so *of course* she knows her lineage. Therefore, I wodnered if the mod would be appropriate for her, and asked in this forum. Given Aralita's response, where it was insinuated that the player character might be defined as being not of the father he/she thinks, I decided it might not work in this game.

I'm not casting aspersions on your mod, I've heard it's wonderful, and I'm sure it will be when I eventually play it. No mod can suit every player's character, it's only natural it won't fit all, and it doesn't fit mine on this occasion. I don't understand how anyone could possibly have a problem with this idea. :confused:
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Roanne Bardsley
 
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Post » Tue May 10, 2011 8:44 pm

I kept the optional plugins from one of the earlier versions the sake of using Cleon as a companion, but is that unnecessary with version 1.22?
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jasminε
 
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Post » Wed May 11, 2011 5:11 am

I have a small problem with The Legacy portion of the mod. Upon trying to enter the Excavation Site, I just have a pile of rocks instead of the usual excavation site. I've reinstalled oblivion, currently my oblivion has the official mods, Shivering Isles, ShiveringIsles_v1.2.0416 update, and TotF. Have tried previous versions of TotF, same problem.

http://img19.imageshack.us/img19/7199/screenshot0t.jpg
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brian adkins
 
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Post » Tue May 10, 2011 5:02 pm

darkheromagus
What did you do to acquire directions to the Excavation Site? And how close is your previous save?
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Nana Samboy
 
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Post » Tue May 10, 2011 2:14 pm

I stole the directions. Previous save was right before I stole the directions.
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remi lasisi
 
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Post » Wed May 11, 2011 2:42 am

darkheromagus
Seems that you have a problem with the door, though I don't understand why. The safest way is probably to re-play from the previous save (as there's no console command for enabling objects that was disabled not by you). When you get the directions, wait for a few seconds, don't do anything - let the game pick the variables and do what's necessary.
If the problem persists, we'll have to try some heavy variable manipulation.
Also try to keep TotF.esp last in the load order.
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Avril Churchill
 
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Post » Wed May 11, 2011 3:48 am

darkheromagus[...]as there's no console command for enabling objects that was disabled not by you.[...]

Actually, there is:
(1) Look your TOTF mod's ID up in Wrye Bash - the two-digit hexadecimal number after the esp name. Let's say it's aa.
(2) Start the game, load your save, go to the excavation site.
(3) Open the console
(4) Enter "prid aa00b62f" (without the quotes, of course. this selects the door by its ID, substitute your TOTF mod's ID for aa)
(5) Enter "enable"
The door should appear.
Even so, I'd try without console help first, you never know what else is influenced by whatever makes that door not appear correctly.
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Neliel Kudoh
 
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Post » Wed May 11, 2011 2:15 am

darkheromagus
Seems that you have a problem with the door, though I don't understand why. The safest way is probably to re-play from the previous save (as there's no console command for enabling objects that was disabled not by you). When you get the directions, wait for a few seconds, don't do anything - let the game pick the variables and do what's necessary.
If the problem persists, we'll have to try some heavy variable manipulation.
Also try to keep TotF.esp last in the load order.




Loading the previous save and then waiting enabled the door for me. Guess I was just being too impatient about advancing the mod further :-p
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Monika Fiolek
 
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Post » Wed May 11, 2011 1:36 am

This mod is great, so far. 2 things.

I have gotten to the point where
Spoiler
I have escaped the fiend, but I am not finding Alicia, and Pellew tells me that he killed her. According to the guide, I could have "kept her alive". How do I go about doing this? She is always dead at Pellew's hand when I emerge from my rendezvous with the Fiend., but she was very much alive when I got onto the altar.


And then,
Spoiler
when I get to First Edition and purchase a copy of "The Butcher", I get a prompt telling me that it has been added to my inventory, but when I look for it there, I cannot find it.
What should I do?

Thanks in advance!
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OTTO
 
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Post » Wed May 11, 2011 6:56 am

I have gotten to the point where
Spoiler
I have escaped the fiend, but I am not finding Alicia, and Pellew tells me that he killed her. According to the guide, I could have "kept her alive". How do I go about doing this? She is always dead at Pellew's hand when I emerge from my rendezvous with the Fiend., but she was very much alive when I got onto the altar.

In that case, you
Spoiler
took too long searching for the fiend. Depending on how much information you gave away while pursuing this quest, the time you have may be as little as 50 seconds. I think this is the total time you're allowed to spend in that place
. When I did this, I had to fortify my speed up to 120 for success, although only for the escape part.
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Manuela Ribeiro Pereira
 
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Post » Tue May 10, 2011 5:12 pm

In that case, you
Spoiler
took too long searching for the fiend. Depending on how much information you gave away while pursuing this quest, the time you have may be as little as 50 seconds. I think this is the total time you're allowed to spend in that place
. When I did this, I had to fortify my speed up to 120 for success, although only for the escape part.



Thanks! That part of my problem is solved. Now if I could just get help with the missing
Spoiler
book
.
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alyssa ALYSSA
 
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Post » Tue May 10, 2011 4:16 pm

I've finished the Legacy portion of the mod, and I really don't think there are any spoilers in this, but since I can't remember when
Spoiler
Allecia Eothorn becomes a companion
, I'll put it in spoiler tags.
Spoiler
This mysterious thing happened where Allecia doesn't have any dialogue options. For a while, she had the I HAVE NO GREETING nonsense, but since I pruned my load order down 25% or so (yay me!), she now has normal "Good day," "Hello" greetings. However, she still doesn't have any dialogue options. I can't tell her to follow me, stay put, access her inventory, etc. How can I fix this? I'm itching to move on to Butcher, but I don't want to without her. Good thing Ruin's still keeping me company :)

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Adriana Lenzo
 
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Post » Tue May 10, 2011 7:48 pm

DarkZephyr
The book is a quest item. Do you perhaps happen to use the Amnesia Stone mod, or been to Henantier Dream? Do you have any other quest items in your inventory that you can see?

ishmaeltheforsaken
Are you using the last version of TotF? Though if not, patching now would not return Allecia's normal dialogue, but would save from other possible glitches.
What was the last thing Allecia told you? At least, what part of the story was it when she talked normally to you last time? Did you try to use any console commands to force your advance through the quest? (Because if you did, you might just end up with a wrong version of Allecia)
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Jonny
 
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Post » Tue May 10, 2011 9:28 pm

DarkZephyr
The book is a quest item. Do you perhaps happen to use the Amnesia Stone mod, or been to Henantier Dream? Do you have any other quest items in your inventory that you can see?


Yes, the Partners mod adds the companion ring and another ring as quest items, and I have a bunch of keys, including the dementia and mania gate keys and I have the Sword of the Celestial, and for some reason, two blades of woe. Could the doubled up blades of woe be causing this?
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Lory Da Costa
 
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Post » Wed May 11, 2011 5:05 am

ishmaeltheforsaken
Are you using the last version of TotF? Though if not, patching now would not return Allecia's normal dialogue, but would save from other possible glitches.
What was the last thing Allecia told you? At least, what part of the story was it when she talked normally to you last time? Did you try to use any console commands to force your advance through the quest? (Because if you did, you might just end up with a wrong version of Allecia)


I just updated yesterday hoping that it might solve it (I haven't played Oblivion since the update, so I didn't know about it; the issue arose a few months ago before I stopped playing). I have not used any console commands to advance through the quest, and as I said,
Spoiler
I've finished the Legacy and haven't started Butcher, so the last thing she said to me was when she wanted to kill me after the confrontation with Pellew and Maris, when I convinced her to stay with me.

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CxvIII
 
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Post » Tue May 10, 2011 8:37 pm

I liked playing through your mod.

I have only one problem.
Spoiler
I'm at the end of the mod. I've gotten to the point where the main character can try to keep cleon from retiring. I, like some people, get only one option when looking for reasons. I have learned that this was caused ny me not being able to talk to the duplicate the first time I visited the abyss.
The problem is that my duplicate would fall over and spend some time frozen. I at first thought my duplicate was some kind of representation of my body outside of the abyss.
I really only noticed this problem the last time the main character met the duplicate.
SO this comes to the question at hand: Can you give me some way of remedying this problem that does not have to do with restarting at the first time the main character enters the abyss.

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Darlene Delk
 
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Post » Tue May 10, 2011 11:47 pm

Well, I started a fresh game with a new character and the book problem was solved that way. Not sure why it would not work with my other game. Fun mod! :)
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Jack Moves
 
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Post » Wed May 11, 2011 3:15 am

ishmaeltheforsaken
Try the following
Spoiler

0. Make sure TotF.esp is last in load order.
1. Load your saved game.
2. Call console (~), type
message "%0.f" ZZTheLegacy2.AlleciaWantsToTalk
press
3. There'll be a number in top left corner of the screen. If it's 1 (as I suppose it to be), follow next steps of the instructions. Otherwise tell me.
4. You should still be in the console (otherwise enter it), so type
set ZZTheLegacy2.Dialogue4 to 1
press , type
set AlleciaDialogueCounter to 4
press again
5. Talk to Allecia now. She will tell one of her previous dialogues. Though since you were using an old version, this dialogue may be new for you. Anyway, keep in mind that this discussion should have occured before you finished The Legacy, so don't be surprised if she says something weird.
At the end of that dialogue everything should turn alright, quest variables and conditions and everything, and next time you address her she should have normal companion options.


Hope that helps. If anything goes wrong, return here.

lupusxx
Like Cleon, huh? Most players are happy to get rid of him...
Try that:
Spoiler

0. Make sure TotF.esp is last in load order.
1. Load your saved game.
2. Call console (~), type
set ZZTheButcher.CloneSpeak1 to 2
press

Obviously those manipulations should be made before you talk to him (
Spoiler
cause as far as I remember, if you let him retire he'll go away quite quickly
).
Should work. Any problems, return and complain.
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Lily Evans
 
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