[RELz] The Ayleid Steps

Post » Fri May 27, 2011 3:19 am

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:


Spoiler
The dead Mage's Guild Member is just outside of Wellspring cave. On the ground around the side. You are specifically looking for a note that will be either next to or under the Mage's hand. Have to look carefully. Depending on how you have your game settings, the body may be hid in the long grasses but it is there. I run all the UL mods and had no conflict whatever with that cave or the body. Just go to the right place and look more carefully. You'll find him.
:foodndrink:
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Tiff Clark
 
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Post » Fri May 27, 2011 7:30 am

ok, im gonna look again. Tnx!! ;)
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Rob Smith
 
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Post » Fri May 27, 2011 4:31 pm

ok, im feeling realy stupid right now, I searched systematically, but i still can't find it :S
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CHangohh BOyy
 
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Post » Fri May 27, 2011 9:03 am

ok, im feeling realy stupid right now, I searched systematically, but i still can't find it :S

Have you read the book and tried to activate a Step? Only then the messenger will be there.
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Chloé
 
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Post » Fri May 27, 2011 5:20 am

yeah, ive read the book and tried the steps (the one that are on the well nearby wellspring cave) . I tried a clean safe, but i must have messed something up, because unactivating the mod won't remove the book from inventory and the quest is still in my quest list. In my quest list, i already have the key, but i can't find the little box in the arcane lobby which should hold the key. So i'm confused. It's been a while since i started the mod, so i tried to install it again and start over.

i'm messing around anyway, cause i can't find
Spoiler
sideways cave
too :bigsmile:

Is there any console command which resets the quest?

sorry for the noobie questions :whistle:
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Chris Ellis
 
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Post » Fri May 27, 2011 4:25 am

Is there any console command which resets the quest?

The effective way to reset the quest is to restart the mod with a clean save as described in http://www.gamesas.com/bgsforums/index.php?showtopic=1027326&view=findpost&p=14870135.
BTW, we were all noobs here once. In Real Life, I still am. :hehe:
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Lory Da Costa
 
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Post » Fri May 27, 2011 2:52 pm

I've got a problem with the ayleid chest that's supposed to be in the
Spoiler
archmage's lobby
not being there. I looted the dead messenger so long ago that I can't find the report now, and I was wondering if the chest being there depends on me having the note on me or at least having read it? (I can't remember if I read it either! I've had the mod installed for ages and lost track of things)
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 9:48 am

I've got a problem with the ayleid chest that's supposed to be in the
Spoiler
archmage's lobby
not being there. I looted the dead messenger so long ago that I can't find the report now, and I was wondering if the chest being there depends on me having the note on me or at least having read it? (I can't remember if I read it either! I've had the mod installed for ages and lost track of things)

Again, refer to post #2, please. If you started the quest with an earlier mod version without having activated the Network, you need a clean save.
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April D. F
 
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Post » Fri May 27, 2011 12:39 pm

@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.


I think making it optional is an excelente idea
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Wanda Maximoff
 
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Post » Fri May 27, 2011 11:43 am

Again, refer to post #2, please. If you started the quest with an earlier mod version without having activated the Network, you need a clean save.

Well, I did that and took a look at the walkthrough. I did things a little out of order;
Spoiler
read the book, then checked the messenger, then tried a step stone, then checked the messenger again - no report on her
. I took a look in TES4Edit, and there's no
Spoiler
report on the messenger
. Is there a script that's supposed to put it there?
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hannah sillery
 
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Post » Fri May 27, 2011 9:25 am

I did things a little out of order;
Spoiler
read the book, then checked the messenger, then tried a step stone, then checked the messenger again - no report on her
. I took a look in TES4Edit, and there's no
Spoiler
report on the messenger
. Is there a script that's supposed to put it there?

You shouldn't be able to do things 'out of order'. Only after having read the book and activated a Step, the messenger will be there. The quest script activates him after you have done both.
Spoiler
The Report is not in the messenger's inventory, but on the ground near his hand.

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Danel
 
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Post » Fri May 27, 2011 4:31 am

You shouldn't be able to do things 'out of order'. Only after having read the book and activated a Step, the messenger will be there. The quest script activates him after you have done both.

Well, maybe I had tried a step before reading the book, though I'm pretty sure I didn't - I know I didn't try activating a step *after* reading the book. Anyway, it hardly matters, as I'm sure it's my fault at some point - otherwise you'd be hearing the same thing from loads of people. Since posting my previous post, I opened the script and used the console to get me through the first section of the quest, and now it's running smoothly, it's brilliant so far. I'm especially impressed with the writing - I haven't had to read much yet (3 short books), but it's immediately a cut above most of the mod writing I've come across. In fact, it's so good that it led to a slight problem!
Spoiler
When I went looking for the step-stone that leads to the Talos Bridge hideout, I was so convinced by how well the mod was written and put together that I didn't think the step-stone would be so close to the wall, because it would be so difficult to see someone stepping on it from the wall above, unless you were hanging out over the edge! Even less easy to notice being noticed. A minor point to be sure - I found it anyway.


Anyway, thanks for a great mod - not sure what happened at the beginning. I was sure I'd done a clean save the first time around, but maybe not. I've had niggling problems with a few mods recently and may have gotten confused with all the patch-bashing and load-reordering. I'm really looking forward to discovering more about it throughout the game. It was nice to finally meet the
Spoiler
monkey god
too; too bad I had to kill him! ;)
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Kaylee Campbell
 
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Post » Fri May 27, 2011 1:19 pm

Again, refer to post #2, please. If you started the quest with an earlier mod version without having activated the Network, you need a clean save.


A, well, i finally managed to get a clean safe :) It workes now, tnx for the help!!!
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Jessica Colville
 
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Post » Fri May 27, 2011 11:11 am

I must say I love the Lost ruins I've found so far. They look more like actual *ruins* than the vanilla ones.

And I see more and more NPCs stepping. Will be intersting to see how that turns out, as it has the potential to screw up some quests. I've also seen some MMM Adventurers inside lost ruins, too, and there was some concern about that in an earlier thread, but I just imagine they arrived in the same manner my character did.

The only thing this mod needs is patches for the larger landmass mods, like Elsweyr Anequine and Windfall.
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Monika Krzyzak
 
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Post » Fri May 27, 2011 5:21 pm

I see more and more NPCs stepping. Will be intersting to see how that turns out, as it has the potential to screw up some quests. I've also seen some MMM Adventurers inside lost ruins, too, and there was some concern about that in an earlier thread, but I just imagine they arrived in the same manner my character did.

I'll try to implement the option to have those steppers made essential during their journeys soon, within 2 weeks or so.
The only thing this mod needs is patches for the larger landmass mods, like Elsweyr Anequine and Windfall.

Do you mean patches for conflicts, or extensions for new landmasses? The latter will not materialize I'm afraid -very difficult to implement. Besides, I'm still working on the 'final' version 3 which is nowhere near completion :(. If on the other hand there are conflicts, could you please point these out?
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Unstoppable Judge
 
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Post » Fri May 27, 2011 4:09 am

Do you mean patches for conflicts, or extensions for new landmasses? The latter will not materialize I'm afraid -very difficult to implement. Besides, I'm still working on the 'final' version 3 which is nowhere near completion :( . If on the other hand there are conflicts, could you please point these out?


I haven't noticed any conflicts, but it would have been nice to see the Aylied Ruins in Windfall and Elseweyr being included in the network, for the sake of consistency.
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Zach Hunter
 
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Post » Fri May 27, 2011 3:39 am

Yay! Finally found that illusive step to the Talos Bridge room. It was quite well hidden and I don't quite see how a guard could have spotted Ervvin when the stone is *under* the battlement? Or does Better Cities change things?
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Stephanie Nieves
 
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Post » Fri May 27, 2011 9:34 am

Hmm !? Sounds like it does: if I recall correctly, this step is right outside the wall, a bit hard to find maybe but definitely not under any building.
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Nikki Morse
 
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Post » Fri May 27, 2011 2:11 pm

Updated http://www.tesnexus.com/downloads/file.php?id=16316 is available, featuring minor changes in the scripts that handle NPC steppers.

* Added some 35 vanilla NPCs to the pool of steppers for more variety. There are now nearly 120 vanilla people willing to explore the steps. None of them offers services or is involved in vanilla quests.

* Added a Cobl options submenu (in Player inventory) for NPCs stepping behavior. You can now determine if the vanilla NPCs will be stepping around or not, and if they should be set to essential when they do. The latter is the default setting on initialization.
A change of settings will come into effect during the following night, i.e. sometime between 0:30 and 8:00 hours if you are not waiting or sleeping. Everyone is then returned to his/her hometown and a new party of steppers is set up.

Notice: on returning home, the NPCs are always set to non-essential, as they are in the vanilla game. If you run other mods that alter this setting, this mod could disrupt things a bit.
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Sophie Miller
 
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Post » Fri May 27, 2011 11:19 am

This mod has been in my load order for a while, but I haven't had the chance to try it out yet. Maybe this is a stupid question, but where is the book we're supposed to read on the Steps?
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Lisa
 
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Post » Fri May 27, 2011 5:01 am

This mod has been in my load order for a while, but I haven't had the chance to try it out yet. Maybe this is a stupid question, but where is the book we're supposed to read on the Steps?


B. Quest walkthroughs
--------------------------------
Quest I: The Ayleid Steps

1a. Find and read the book The Ayleid Steps, by Annika Caiole. There is one in each of the Mages Guild halls, except Bruma. The Mystic Archives in the Arcane University have one, too. If you are not a Mages Guild member, you can enter the MG building in Cheydinhal and search its top floor. Or visit the Foaming Flask in the Talos Plaza district. Someone has left his or her book there.
- and -
1b. Find a Step and try to activate it.


@Ervvyn
Thanks for the Update! I love stepping NPCs :)
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Michelle Chau
 
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Post » Fri May 27, 2011 5:18 am

@Ervvyn
Thanks for the Update! I love stepping NPCs :)


Wow thanks for showing me that. I feel really dumb now, where is the walkthrough? I didn't see it in the readme or in the OP. Sorry about that :embarrass:
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Fam Mughal
 
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Post » Fri May 27, 2011 5:06 pm

Wow thanks for showing me that. I feel really dumb now, where is the walkthrough?

In the main mod package, in a separate file. "The Ayleid Steps 2.6 SPOILERS.txt" :deal:
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Rachell Katherine
 
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Post » Fri May 27, 2011 3:35 am

* Added a Cobl options submenu (in Player inventory) for NPCs stepping behavior. You can now determine if the vanilla NPCs will be stepping around or not, and if they should be set to essential when they do. The latter is the default setting on initialization.

Thanks, this will save people using this mod along with Kragenir's Death Quest from tons of missing quest NPC problems! :)
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Jacob Phillips
 
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Post » Fri May 27, 2011 1:46 pm

In the main mod package, in a separate file. "The Ayleid Steps 2.6 SPOILERS.txt" :deal:


Ah ok, I just downloaded the ESP only file, so I didn't know that a walkthrough existed. Sorry about that. Congrats on the release and thanks for continuing to update this mod! I'm really looking forward to exploring the steps :)
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Eve Booker
 
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