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

Post » Wed May 11, 2011 2:56 am

I think WoT is biased =P

It would be less of a problem to get through something like merging the 3 MODs if I wasn't studying at Uni full-time while working full-time.

Even though I love the "breakthroughs" I make in Modding, often after battling through assignments and countless hours of work, all I want to play is Assault on Dark Athena or Empire: Total War. Alas, even the best of us succumb (and I'm certainly far from the best) =P
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Joe Alvarado
 
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Post » Wed May 11, 2011 9:07 am

lettuceman44 - Eventually... in the LOOOOONG term... Assuming nothing drives me off modding (again.)

Right now my list of projects is:

1. The Instigator (30% complete)
2. Malevolent Part 2
3. The Fiend Saga (the merging of my 3 MODs).

Trust me, it's a lot longer list in practice than it is in appearance.

Hey man no rush. I eagerly await the day it happens though!

Superb mods. Other then one problem with Ruined Tails Tale(horses) its been flawless, and Tiers of the Fiend has been almost perfect for me.

Thanks for these mods!
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KIng James
 
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Post » Wed May 11, 2011 7:27 am

Hi,

I have trouble starting the encounter with Edward Pellew. I've tried to rest in several inns, but he doesn't appear.
I have started playing the Malevolent quest, if that is of any significance.
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Ymani Hood
 
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Post » Tue May 10, 2011 6:23 pm

Frik4ever
I wouldn't suggest progressing through TotF if you're already playing Malevolent. Finish the latter first.
If eventually the encounter triggers while you're at Malevolent, don't worry. Just don't push through TotF further.
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kristy dunn
 
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Post » Wed May 11, 2011 7:09 am

Hey I have problem, maybe its a mod conflict not sure, but during the Butcher of Armindale, in the part in which you attempt to find his soul in the abyss, after the potion of undeath part, I see a copy of my character, in the abyss but, the copy acts as if they been paralyzed and just fall over, there is a talk icon, but when I attempt to talk it leads to the copy's inventory, which only contains a blank key, and afterwards when I am able to get cleon out of the abyss and he begins to follow me, anytime I attempt to rest, or even wait, or just bring out the rest menu I am transported to a dream, in which I am at the place where I first saw Cleon and his demon, but nothing happens, no one is there except for the skeletons minions defeated before, sometime I see my copy, but he just falls over paralyzed.

Not exactly sure if its a mod conflict, I'm only using FCOM, Unique Landscapes, Better Cities, Thieves Arsenal, Unoffical, Some graphic mods like QTP3, RAEVWD, and oblivion crash prevention system, I have Malevolent, I have the quest and I have to find the tower because the follower from skingrad is dead, but havent gone any farther, RTT which is finished, and I might add was a great mod wish there were more, and all the patches to Malevolent, RTT, and TOTF for better cities. This is a really great quest with its depth and multilayer paths, and I really want to finish it, Any help would be appreciated.
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Pumpkin
 
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Post » Wed May 11, 2011 3:44 am

Malarky
It might be something with your stats. That copy of your character is an aspect of the quest; you were supposed to talk to him/her. Do you have any spells on you that would leech your health? I suppose something like that would affect the duplicate.
You may try to boost his/her health via the console, or try a healing spell...
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joeK
 
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Post » Wed May 11, 2011 7:05 am

Hi,

First I want to say many thanks for an excellent quest mod - it is really a very interesting story line and a well-made quest. :foodndrink:

Secondly, I have one gripe with TOTF, and that is the fact that even with a new character, Pellew comes visiting during my first sleep - and kills me :(
I know I could disable the mod until I get strong enough, but that sort of breaks my immersion, so that's not a good option for me.

But starting to get some CS skills, I decided to do something about it myself, so here is http://www.tesnexus.com/downloads/file.php?id=25346:

So this is a patch for TOTF.esp that delays Pellew's visit to a random time between level 15 or 20. With this patch added to your load order after TOTF.esp you can have TOTF running from the start and just forget it.

TOTF Delayer.esp must be loaded after TOTF.esp. If using a bashed patch, you can safely merge/deactivate the patch.


========== Configuration details ========

If you're happy with the fact that the quest will start somewhere between level 15 and 20 (or possibly a bit later if you seldom sleeps), then you can stop reading, but if you want to know how it works, or configure when the quest starts, read below.


The most important variable controlling when Pellew will visit you, is
zzTheLegacy.dStartLevel

dStartLevel is set to a random number between zzTheLegacy.dStartMinLevel and zzTheLegacy.dStartMaxLevel the first time you go to sleep after installing this mod. So if you want the game to start earlier/later, modify those two variables *before* going to sleep, by opening the console and write "set zzTheLegacy.dStartMinLevel to <##>" and/or "set zzTheLegacy.dStartMaxLevel to <##>" . If you want to modify them and recalculate dStartLevel after having slept, you must write "set zzTheLegacy.dStartLevel to 0" to force a re-calculation.

If you instead want to set the exact level that Pellew will visit you, you can simply write "set zzTheLegacy.dStartLevel to " and forget about min/max.


The second variable controlling when Pellew will visit, is
zzTheLegacy.dStartChance

When your level has reached dStartLevel, each time you go to sleep the script will have a random chance of triggering Pellew's visit, and the chance (in %) is stored in dStartChance. If you sleep and Pellew doesn't visit (after you have reached the required level), dStartChance is increased by a number equal to dStartChanceIncrease. Both of those are 4 by default.

Ex: The first time you sleep after reaching the required level, you have a 4% chance of Pellew visiting you. If he doesn't, the next time you go to sleep, the chance is 8%, and the time after that 12%, etc.

If you think those chances are too small (or to large), just write "set zzTheLegacy.dStartChance to <##>" or "set zzTheLegacy.dStartChanceIncrease to <##>". Setting dStartChance to 100 (or above) means that you're guaranteed a visit as soon as you reach the required level.

Note that if you set dStartLevel to 0 (to re-initialize it with a new random level), dStartChance will be reset to the value of dStartChanceIncrease.

--------------------

The mod may be uninstalled anytime. If you do so before Pellew has visited you, he will do so the first time you sleep afterwards. If you do so after his visit, then there is no effect, as the rest of the patched script is equal to the original.

--------------------

There is no known incompabilites, but the patch will be incomatible with any mod that changes the script "ZZLegacyScript" of TOTF.
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Darrell Fawcett
 
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Post » Tue May 10, 2011 6:32 pm

Nice patch.:)

Btw, is there a reason why the 1.22 version does not have a SI version?
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Kayleigh Mcneil
 
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Post » Wed May 11, 2011 5:29 am

Nice patch.:)

Btw, is there a reason why the 1.22 version does not have a SI version?


I want to know this as well, or is 1.22 already compatible with SI?
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Richus Dude
 
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Post » Tue May 10, 2011 10:36 pm

Awesome, absolutely awesome. Wanted to complete the entire mod before posting on it. Having done so all i can say is Thank You. This mod has a depth and scope like no other. I absolutely ended up caring about what happened to both NPCs my characters life became hopelessly entangled with, even while still hating them at times along the way. Was particularly jubliant with the extra at the end of the mod. My character is still wondering what strange chance or fate has presented him with that miracle, but is adament about not allowing that particular tragedy to play out again!

The mod was virtually bug free, and unfolded at a pace that seemed to mirror my characters progress through the rest of the game. This would have to be the only mod i have added that didnt feel like, something added. 10 of 10 man. WTG!
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Janine Rose
 
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Post » Tue May 10, 2011 9:59 pm

Btw, is there a reason why the 1.22 version does not have a SI version?

I want to know this too so,
Bump for this question
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Alister Scott
 
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Post » Wed May 11, 2011 9:45 am

Hi,

I got a request for a change to the TOTF Delayer (see 5 posts up), to add a restriction of TOTF not starting until after you have finished the main quest. I will add in this, but make it optional of course (i.e. you get to select whether to have a level requirement or a finish main quest requirement). But before I do, I just wanted to know if there was other options anyone wanted in.
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Brandi Norton
 
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Post » Tue May 10, 2011 10:26 pm

Ok, here's something interesting.

I'm on the Redemtion stage of the quest. Ever since I entered that stage the mod has... well, kept making me feel like I was banging my head aganst the wall.

This last part is a doozy, however; it seems that Mr. Simyaz has no dialouge. I've done as-was suggested and removed my other mods (either fully or partially) and found that the bug is still there, or that the save won't load up (I'm thinking one of the DLCs is "required" for the save...)

At any rate, he has dialouge when you first talk to him (albet he runs through it quickly.) But the second I get the quest update for grabbing the Fiend's Journal... BAM. No Dialouge.

I'm willing to use the console to force the quest updates and associated stuff with it; but i'd like to know if there's any other workarounds first. And before you ask, I'm running the mod as a "good" character.

EDIT: Ok, I'f resigned myself to the fact that i won't be able to complete the "redemption" quest without forcing the final few quest updates. Giving myself the appropriate quest objects/updates at my current stage won't work; and neither will trying to enable the hidden door (the damn console wants me to give it a reference; apparently typing in the thing's HEX code isn't enough!) and neither will COCing myself to the hidden lair work- I just sit there.
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Chad Holloway
 
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Post » Wed May 11, 2011 4:37 am

Very nice mod....It has kept me totally immersed for many hours. I think that I'm at the final stages of the mod, or maybe done with it....but I'm not sure. Here is my progress:

Spoiler
I kept both cleon and allecia alive, I found ruined-tale, just north of the excavation site, and saved him from the assassins. I figured that this would be the end of the quest, but it is still active in my journal, hinting that there is something else that i need to do, to finally achieve redemption. I have had ruined-tale in my party, for over 20 hours of REAL TIME, and nothing else has happened. If there is something left to do in this mod, please give me a hint, because I have been back and forth across cyrodiil, trying to bring this thing to a close.


Once again, thanks for this mod, and W2G!
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Sabrina garzotto
 
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Post » Wed May 11, 2011 9:48 am

ChoppedSuey - Yeah mate, you're at the end,
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Amie Mccubbing
 
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Post » Tue May 10, 2011 8:48 pm

Question will this Mod ever have voice acting ? sometime i cant keep up with the dialog or is there a way to slow it down a bit ?
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Michael Korkia
 
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Post » Tue May 10, 2011 6:52 pm

Cogstar - Nope, to voice acting. Yes, to speed of text. Answer: install the MOD properly.

If it is properly installed the text will stay on screen for 8 seconds per line of dialogue. If it doesn't you didn't install it properly.

Check the Walkthrough for tips on installation paths.
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priscillaaa
 
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Post » Wed May 11, 2011 7:44 am

Cogstar - Nope, to voice acting. Yes, to speed of text. Answer: install the MOD properly.

If it is properly installed the text will stay on screen for 8 seconds per line of dialogue. If it doesn't you didn't install it properly.

Check the Walkthrough for tips on installation paths.


i did install it right iam just a slow reader :embarrass:
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Helen Quill
 
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Post » Tue May 10, 2011 9:14 pm

Problem with redemption:
Arcane University alchemist does not give me the prepared potion. After waiting for 4 days she still rolls up her eyes... Readme says few minutes...
is there a console command or stage entry to fix this?
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Kay O'Hara
 
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Post » Wed May 11, 2011 4:08 am

Hi Simyaz et al,

I have recently restarted this quest mod after abandoning it back when I wasn't very high level. I uninstalled it and shelved it for a later date. However now that I've reinstalled, I find that
Spoiler
the professor of Religious Symbology at the Arcane University won't speak to me at all. Immediately after I try to initiate dialog with him he says something to the effect of "I'm way too busy, don't pester me!" and I don't get the dialogue options. Of course I must speak to him about the birthmark though.


I'd appreciate some help! From my previous half-playthrough I know there's a lot of goodness waiting!

Thanks all :D
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Annick Charron
 
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Post » Tue May 10, 2011 7:19 pm

ok so, i just started the mod today and i get to the imperial watchamacallit dude in the prison district after you get the book. i talk to him and everything is cool. after hes like let me look it up, he walks away to look it up. then he walks back to me but doesnt talk to me just stands there and stares at me. i cant talk to him cause im in that thing where you cant move and you cant activate anything. any answers?
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WYatt REed
 
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Post » Wed May 11, 2011 2:13 am

ok nevermid my other question i fixed it but now i need more help. i am stuck at the part where your at moriss house or watever and you have to sneak in while hes not there but he never leaves! i waited for an hour actual time and he never left. the guide says the best time is between 2200 hrs and 0100 hrs but he still isnt leaving. can somebody give me like a good estimate of when exactly he leaves or some kind of assistance?
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RObert loVes MOmmy
 
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Post » Wed May 11, 2011 6:38 am

Unanswered questions, can anybody help? In other words, bump :P
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Susan Elizabeth
 
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Post » Wed May 11, 2011 5:11 am

I must say that this is one of the most impressive quest mods I have ever played in an Elder Scrolls game. There are few times in all the games I've played over the years where I have been drawn into the story like I have here.

I am, however, still trying to finish the mod and I have have fallen prey to a possible bug. I am on The Butcher and the Fiend after the first dialog with Cleon that's described in Chapter X of the guide occurs. The guide tells me to rest or wait until the first argument ensues, but I've been waiting around in-game for several weeks and nothing has happened. Is it supposed to take this long or is something bugged? I haven't been able to find any conflicts, so I kind of doubt that that is the issue here. Do you know of anyway I can fix this? Some kind of console command to initialize the argument or something?
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Alkira rose Nankivell
 
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Post » Wed May 11, 2011 8:37 am

Problem with redemption:
Arcane University alchemist does not give me the prepared potion. After waiting for 4 days she still rolls up her eyes... Readme says few minutes...
is there a console command or stage entry to fix this?

-------
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.
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Samantha Jane Adams
 
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