[RELz] The Ayleid Steps

Post » Fri May 27, 2011 4:29 pm

Is that the actual file that should be there"oblivion\data\meshes\weapons\meteoric" I have no such file under weapons. That would explain a lot.
I do have it under Textures

It is the folder, containing a bunch of mesh-files (*.nif), yes.
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Sian Ennis
 
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Post » Fri May 27, 2011 6:47 am

It is the folder, containing a bunch of mesh-files (*.nif), yes.


Can you specify which .nif it is. Like I said I have no such files under Weapons in the meshes folder in my data folder. Thanks
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Brian LeHury
 
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Post » Fri May 27, 2011 2:54 pm

I just re-downloaded COBL 1.71 to make sure, and there is a meshes/weapons/meteoric/ folder, with met2hmace.nif, metarrow2.nif, metaxe.nif, metbow.nif.... files in it. Something definitely went wrong in your installation of COBL, so just download and install it again, the missing files are on your end ;)
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KIng James
 
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Post » Fri May 27, 2011 5:13 pm

I just re-downloaded COBL 1.71 to make sure, and there is a meshes/weapons/meteoric/ folder, with met2hmace.nif, metarrow2.nif, metaxe.nif, metbow.nif.... files in it. Something definitely went wrong in your installation of COBL, so just download and install it again, the missing files are on your end ;)


I'll try that right now, thanks. Numbrs
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Beth Belcher
 
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Post » Fri May 27, 2011 3:38 pm

Reloading COBL worked. I don't know what happened the first time but its working now. Thank you guys for all your help, Numbrs
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Amelia Pritchard
 
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Post » Fri May 27, 2011 8:44 am

(Once again) thank you for a very interesting and well-made mod :)

I have made http://www.gamesas.com/bgsforums/index.php?showtopic=1029156&hl=, a mod that among other things makes it possible to have (almost) any number of different map marker types in the game. And someone suggested that I added an unique map marker type for the markers you add for the steps to the hidden ruins. I think those steps deserves their unique map marker symbol too, but don't really have any good idea for the icon?

If you think this is a decent idea and you have an idea for an icon, please let me know, and I'll add it to the game :)
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Big Homie
 
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Post » Fri May 27, 2011 4:42 pm

This is not my mod of course, but what about a step-like icon? I think the steps leading to a lost dungeon would be good for a map marker.
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Zualett
 
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Post » Fri May 27, 2011 4:02 pm

Ervvyn, I have totally overlooked the new update, shame on me!
So many thanks for this great mod. Normally I'm not a dungeon creeper, but this mod ist so intriguing... :)

Distribution of the beautiful Ayleid Clutter is roughly in accordance with Vacuity's mod Ayleid Loot Extension (ALEX 2.0, highly recommended) for the vanilla ruins. As might be expected, the Lost Dungeons have slightly more clutter containers than the vanilla ruins.


Sweet, thanks to both Ervvyn and Vacuity. :twirl:
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Baylea Isaacs
 
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Post » Fri May 27, 2011 3:32 pm

This is not my mod of course, but what about a step-like icon? I think the steps leading to a lost dungeon would be good for a map marker.

That is my initial idea as well, but I don't see how the icon should look and be recognized as a step. A possible idea is to have the icon symbolize a circle of steps seen from the above, but I'm not sure how well that would work either...
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Sabrina Steige
 
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Post » Fri May 27, 2011 12:52 pm

Hmmm... so :
1. try to activate a step.
2. read the book in one of the MG
3. find the message in Wellspring cave (which I messed as I assumed note is in the dead mage's inventory, not on the table)
4 take the key from container (which was missing because I obtained note via console, so did the same with key... oops, sorry :D)
5 activate main key in Sidewise cave.
6 Enjoy further.

Got it!
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dean Cutler
 
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Post » Fri May 27, 2011 1:15 pm

3. I think that should be Vatechan (sp?) cave.
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KIng James
 
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Post » Fri May 27, 2011 4:15 pm

That is my initial idea as well, but I don't see how the icon should look and be recognized as a step. A possible idea is to have the icon symbolize a circle of steps seen from the above, but I'm not sure how well that would work either...
When you think about it the vanilla Ayleid Ruin icon would fit much better for Ayleid Steps, and as was mentioned in the other thread (by you I think?) that icon doesn't really fit with an Ayleid Ruin. :shrug:
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i grind hard
 
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Post » Fri May 27, 2011 6:47 pm

Icons for lost Ayleid Ruins? I'm not understanding something here. What good is an icon to a lost site which has no entrance/exit?

Also, we need to watch out for the spoilers on this thread.
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GRAEME
 
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Post » Fri May 27, 2011 7:13 am

Icons for lost Ayleid Ruins? I'm not understanding something here. What good is an icon to a lost site which has no entrance/exit?

Also, we need to watch out for the spoilers on this thread.

It's a map marker icon we're talking about here. For the ones you have discovered. Much like regular map icons.
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Hussnein Amin
 
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Post » Fri May 27, 2011 3:01 am

Yes, I assumed map marker icons were what was being discussed, and maybe I'm just to deeply involved in the role playing construct of my game world, but here I am in a lost location that I have been transported to by means of a step. How would you know where the icon should be placed? As far as I know, the mod does not provide indications of the lost sites in the external world.
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ONLY ME!!!!
 
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Post » Fri May 27, 2011 6:23 pm

Yes, I assumed map marker icons were what was being discussed, and maybe I'm just to deeply involved in the role playing construct of my game world, but here I am in a lost location that I have been transported to by means of a step. How would you know where the icon should be placed? As far as I know, the mod does not provide indications of the lost sites in the external world.

Actually it does, but only once you're inside the ruin. Finding a "lost ruin step" doesn't add it to your world map. It's activating the step that does. Granted you don't know where you are teleported, but you know where the step is ;)
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Naughty not Nice
 
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Post » Fri May 27, 2011 2:59 am

Yes, I assumed map marker icons were what was being discussed, and maybe I'm just to deeply involved in the role playing construct of my game world, but here I am in a lost location that I have been transported to by means of a step. How would you know where the icon should be placed? As far as I know, the mod does not provide indications of the lost sites in the external world.

As Dazu says, when you have discovered a step to a lost ruin, the step's location is marked with a map marker in the world map. This makes perfectly sense, as you learnt where the step is even though you don't know the location of the lost ruin it took you to. This is how this mod works today. But today, the steps are marked with Ayleid ruin or cave markers, and our idea is simply to switch those existing ruin/cave markers for a unique step marker, which is possible with my Map Marker Overhaul mod. After all, it is the step's location that is marked, not the ruin's.

Makes better sense now? :)
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Beat freak
 
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Post » Fri May 27, 2011 4:46 am

Okay. My problem was in missing the discussion was about makers for steps to and not the lost locations themselves. :facepalm:
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brenden casey
 
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Post » Fri May 27, 2011 9:24 am

Got it!

Yes. The message is not in the body's inventory to force the player to read it on picking it up. An other mod can prevent the quest from starting when a message is read from your inventory. I'm not yet sure if this is caused by Cobl, some Darn-UI variant or both.
A clean save and starting anew with that can put you back on track.

PetrusOctavianus: I think that should be Vatechan (sp?) cave.

I think not. Vahtacen is not used anymore in this version 2.6. :)
TheNiceOne: I have made Map Marker Overhaul, a mod that among other things makes it possible to have (almost) any number of different map marker types in the game. And someone suggested that I added an unique map marker type for the markers you add for the steps to the hidden ruins. I think those steps deserves their unique map marker symbol too, but don't really have any good idea for the icon?

Dazu: This is not my mod of course, but what about a step-like icon? I think the steps leading to a lost dungeon would be good for a map marker.

What a nice idea. :thumbsup: However, I imagine a step-like icon would just look like a little disc or maybe even an egg. I've never really thought about this though, being content with the default cave and ruin-symbols. A stepstone is after all not too different from an ordinary door, is it? You activate it, you see a loading screen and then find yourself in an interior. To indicate the Step, there is the prefix "(Step) " with each map marker.
Maybe a meaningful symbol would be a welkynd stone, since you always need one to get there. But that's not very impressive, is it?
Any other suggestions?

Kyoma: When you think about it the vanilla Ayleid Ruin icon would fit much better for Ayleid Steps, and as was mentioned in the other thread (by you I think?) that icon doesn't really fit with an Ayleid Ruin.

That's it, TheNiceOne. I'll have the default icons if you come up with a fitting icon for the vanilla ruins.:lol:

Thanks all, for bumping this thread all day ... I was too carried away in modding what is to become The Ayleid Steps 3.0 to pay attention for a while.
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BRIANNA
 
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Post » Fri May 27, 2011 2:37 pm

I'm still loving this mod. It's great! And the new lost dungeon was especially precious! :)

*Checks speed.. realizes how slow she truly is.. ouch.. LOL.
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Toby Green
 
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Post » Fri May 27, 2011 4:05 am

This mod deserves a good BUMPing.

The more I play this mod the more I like. It's very subtle, perhaps *too* subtle as my character was not able to figure out the clues in the explorarion report, but instead stumbled sideways into the Activation Chamber.
And I still have no idea how to access the hideaway in the Talos Bridge Tower. The step stone is supposed to be in a castle with guards patrolling the walls. I've been to all the castles in the cities, but I've found no stones in any of the court yards and only one inside a castle, but that was not the right one. A small hint, please?

Also, I've now seen NPCs starting to use the stones. Poor Adanrel stepped right into a vampire lair. :( She didn't look quite as fresh and rosey cheeked anymore...
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Mistress trades Melissa
 
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Post » Fri May 27, 2011 10:15 am

Guards when placed on castle walls can make for good lookouts. :whisper:

............and yes. This one deserves every bump it gets.
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Stacey Mason
 
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Post » Fri May 27, 2011 2:12 pm

Now this sounds cool, I will have to try this put. :foodndrink:
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Cameron Garrod
 
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Post » Fri May 27, 2011 5:30 am

@Garx: Thank you, that was a subtle hint :).
@PetrusOctavianus:
Spoiler
Nowhere is said that the access Step is in or inside a castle.


And please remember everyone, if you have problems with those NPC's teleporting everywhere, there is a console command to stop it:
Set SSotA03b.Mode to 3. (And it can be restarted with Set SSotA03b.Mode to 1.)

Maybe in a next update version I should make them essential for as long as they're Stepping? Or make that optional? It's on the to-do list anyway.
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Josh Lozier
 
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Post » Fri May 27, 2011 4:21 pm

ok. I'm trying to play this mod :P

I've read the spoiler you added with the mod, but i already get stuck at step 2 :o I can't find
Spoiler
a murdered mages guild member
:facepalm:

So, i figured it maybe conflicted with UL or something, so i updated this mod, got Cobl 1.71. I wanted to update my UL too, but i can't find an updated compilation and i'm to lazy to install them all individually :whistle: .

Do you have an idea? Am i missing something?
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Jay Baby
 
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