[RELz] The Ayleids Steps 3

Post » Thu Dec 30, 2010 1:09 pm

http://www.tesnexus.com/downloads/file.php?id=16316 is uploaded. This time there's only the big complete package, as new meshes and textures were included. More download links in this thread's OP. Many thanks to all who contributed to this release, especially Bleral who designed some neat textures - and he isn't even done yet. :clap:

CHANGELOG, release 3.1
-------------------------------------------------
* Fixed another missing mesh bug (for the tombstone)
* Implemented a few cosmetic fixes in the SSotA worldspace as pointed out by Chaky.
* Removed object script from welkynd stones.
* Fixed a bug in the Daring Dunmer quest (quest would halt if Norb Gro-Rukhol didn't like player).
* Fixed some Lost Dungeon architectural problems in Morra and Carnivore Cave.
* Pimped one of the Lost Dungeons (Tocrec) with a new large room and enemies.
* Rewrote AI script and packages for the cultists. They should now behave as intended.
* Fixed a few problems in the Talos Bridge Hideout as pointed out by Khettienna.
* Added meshes & textures for the Guardian's diary, a tombstone, a True Descendants banner and a street poster (all designed and produced by Bleral).
* Added new textures for the Stepstones. They are now seamless; some have nice glinting scraps of welkynd embedded (Bleral).
* Added new custom Ayleid Steps quest icon (Bleral).
* (WIP) Covered essentials of the version 3 questline in the Spoilers file.
* Added a few new Steps here & there.
* Added 2 new Lost Dungeons. We now have 44 Lost Dungeons plus 3 quest-specific dungeons.

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Anna S
 
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Post » Thu Dec 30, 2010 3:56 am

I have the urge to say "The end has not yet been written"

This teleporting business, houses without doors in private domains... Reminds me of Myst :D
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Liv Staff
 
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Post » Thu Dec 30, 2010 7:57 am

http://www.tesnexus.com/downloads/file.php?id=16316 is uploaded. This time there's only the big complete package, as new meshes and textures were included. More download links in this thread's OP. Many thanks to all who contributed to this release, especially Bleral who designed some neat textures - and he isn't even done yet. :clap:

Awesome, thanks man! :mohawk:
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Bee Baby
 
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Post » Thu Dec 30, 2010 12:12 pm

44 dungeons!? Stop already! I'll never get to visit them all if you keep adding more! :D

But seriously... which version of OBSE does 3.0.x require? I noticed that 3.1 requires OBSE 18.4, and I want to make sure I'm good with using OBSE 17 with 3.0.2 - I'm getting crashing problems that I didn't have when I started this latest character, and I'm fairly it's related to some mod that I updated in the interim.
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stacy hamilton
 
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Post » Thu Dec 30, 2010 12:05 pm

But seriously... which version of OBSE does 3.0.x require? I noticed that 3.1 requires OBSE 18.4, and I want to make sure I'm good with using OBSE 17 with 3.0.2 - I'm getting crashing problems that I didn't have when I started this latest character, and I'm fairly it's related to some mod that I updated in the interim.

My mistake. As I wanted to try out some new mods I upgraded my OBSE to from 17 to 18.4 while I was working on the 3.0.1 or above, don't remember which one it was. The problem here is that (I didn't realize at the time) the mod's scripts compiled with OBSE 18.2 or higher are not compatible with earlier OBSE versions even if they don't use any of the new functions. When I realized this, I was well into building TAS 3.1. If I had known before, I would have postponed my OBSE upgrade. My apologies. Now you either have to upgrade your OBSE, or if you dont want beta versions, wait until they release the final version 18. Which should happen fairly soon as far as I know. :shrug:
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Luis Longoria
 
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Post » Thu Dec 30, 2010 11:09 am

sending some thanks for the new version. great stuff.
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SexyPimpAss
 
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Post » Thu Dec 30, 2010 4:41 am

The Ayleid Steps long ago became an essential part of my game. Your continued work on it enriches my gaming pleasure with each upgrade and expansion.

And all I can do in return is thank you over and over again. :goodjob:
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JESSE
 
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Post » Thu Dec 30, 2010 12:57 pm

My mistake. As I wanted to try out some new mods I upgraded my OBSE to from 17 to 18.4 while I was working on the 3.0.1 or above, don't remember which one it was. The problem here is that (I didn't realize at the time) the mod's scripts compiled with OBSE 18.2 or higher are not compatible with earlier OBSE versions even if they don't use any of the new functions. When I realized this, I was well into building TAS 3.1. If I had known before, I would have postponed my OBSE upgrade. My apologies. Now you either have to upgrade your OBSE, or if you dont want beta versions, wait until they release the final version 18. Which should happen fairly soon as far as I know. :shrug:

Hmm. I originally tried out 18b2, but after several people reported that it was unstable (and I experienced the same), I downgraded back to 17. I decided to wait until 18 was fully released before messing with it again, just to be safe (due to many bad past experiences, I'm one of those "once bitten, twice shy" people when it comes to upgrading software). I'll just do a clean save and go back to TAS 3.0 for the time being. By the time I actually get around to starting any of the quests, I'm sure 18 will be released. Thanks for the heads-up.
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ILy- Forver
 
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Post » Thu Dec 30, 2010 2:41 pm

Thanks for the update Ervvyn!
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Teghan Harris
 
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Post » Thu Dec 30, 2010 1:32 pm

Hmm. I originally tried out 18b2, but after several people reported that it was unstable (and I experienced the same), I downgraded back to 17.


18b4 thru b6 all seem perfectly stable to me. Been using b4->6 for awhile now since All Natural requires it.
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Taylrea Teodor
 
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Post » Thu Dec 30, 2010 4:47 am

The new UL-Skingrad Outskirts buries a group of 4 stepstones in a huge pile of rocks. You may have to use (console) tcl to get out into the open, and the steps cannot be activated from ground level. Next version of TAS will be compatible.
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Josh Lozier
 
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Post » Thu Dec 30, 2010 8:47 am

Why can you not just set an invisable creature on the steps and see if you can hit it with a spell, if you can't, then raise the step by a certain amount?
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Anthony Santillan
 
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Post » Thu Dec 30, 2010 4:08 am

18b4 thru b6 all seem perfectly stable to me. Been using b4->6 for awhile now since All Natural requires it.

Yeah, I noticed many people have been using b4+, so I figured it was stable again. I'm debating over upgrading now and waiting until the full release; there are several mods that rely on 18 (including TAS) that I really want to use. I'll probably just take the plunge and do it now - my game is only 30 hours along, so restarting if something went wrong wouldn't be a big deal.
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Len swann
 
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Post » Thu Dec 30, 2010 11:11 am

Why can you not just set an invisable creature on the steps and see if you can hit it with a spell, if you can't, then raise the step by a certain amount?

Apart from the many, many technical problems (huge script, or huge array for 500-600 named references; how long will it take the script to check all those stepstones, what to do if a Stepstone is inside a building or a tree, and so on) my main reason is: I want to be in control, I want to determine where the stepstones sit in the landscape. Many steps are merely raised or lowered, but others such as the quartet affected by Skingrad Outskirts need to be moved in the horizontal plane too. For each new release of a UL module I have to check about 3 to 5 Stepstones and extend the adjustment script for 1 or 2 of them. I only have to do that once, so it's no big deal anyhow.

After having seen yet another mesh/texture problem :banghead: I have to announce another bugfix release in the very near future. On the bright side, it will also contain the last new textures that Bleral designed for me, so resource-wise the mod should then be complete. :twirl:
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liz barnes
 
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Post » Thu Dec 30, 2010 8:33 am

I just downloaded this, and tried to activate a stone with a welkyd in my inventory, and nothing happens. Do I need to read that book you mentioned? Ican't find it anywhere.

Sorry for my stupidity :)
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Trevi
 
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Post » Thu Dec 30, 2010 4:34 pm

I just downloaded this, and tried to activate a stone with a welkyd in my inventory, and nothing happens. Do I need to read that book you mentioned? Ican't find it anywhere.

Yes. The starter quest (with the book) leads to finding and activating the otherwise dormant Step system. So nothing works until then. ;)
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Thomas LEON
 
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Post » Thu Dec 30, 2010 1:52 pm

Yes. The starter quest (with the book) leads to finding and activating the otherwise dormant Step system. So nothing works until then. ;)


Where is that book, and the quest?
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Chloe Lou
 
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Post » Thu Dec 30, 2010 4:07 am

Where is that book, and the quest?

In the spoilers file in the mod package.
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Michelle davies
 
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Post » Thu Dec 30, 2010 3:57 pm

In the spoilers file in the mod package.


Thanks! :wub:


EDIT: Wow, I just went on a two hour stint of hopping around on the steps, and I have to say, this mod is amazing. I've never actually felt scared in this game before, but being teleported to a step that's under water will freak you out. Amazing mod :wub:
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Ezekiel Macallister
 
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Post » Thu Dec 30, 2010 3:00 am

As announced, a http://www.tesnexus.com/downloads/file.php?id=16316 is available.
The big change is that, now the resources are complete and sorted out, the mod will have them in a .bsa file. (To get rid of your older version's file clutter, put the included "The Ayleid Steps -Uninstall old Resource Files-.bat" in your Data folder and run it once.)

Again, thanks to Bleral for designing the custom textures. Some of them are sampled in the screenshot links below. Note that I specifically requested the Imperial armors to be as 'ugly' and ordinary as the vanilla armors, and how he just put a Steps emblem on the helmets and a few glinting pieces of Welkynd on the other parts. Subtle, eh? The Councilor's outfit is not so modest of course, but I absolutely like it.

Screenies:
http://www.tesnexus.com/downloads/images/16316-1-1266413415.jpg
http://www.tesnexus.com/downloads/images/16316-3-1266413415.jpg
http://www.tesnexus.com/downloads/images/16316-2-1266413415.jpg
http://www.tesnexus.com/downloads/images/16316-4-1266413415.jpg
http://www.tesnexus.com/downloads/images/16316-5-1266413416.jpg

CHANGELOG, release 3.2
-------------------------------------------------
* Fixed a mesh-texture path bug (for the cultists' banner).
* Added new textures & meshes for the Deathgem and special Imperial Legion armors, all designed by Bleral.
* Packed resource files into a .bsa file; added a batch file to remove earlier versions' file clutter.
* Resolved a conflict with the new UL-module Skingrad Outskirts.
* The mod now recognizes the German UL-filenames (thanks to Chaky for sorting these out).

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roxxii lenaghan
 
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Post » Thu Dec 30, 2010 10:35 am

(To get rid of your older version's file clutter, put the included "The Ayleid Steps -Uninstall old Resource Files-.bat" in your Data folder and run it once.)


Question:

As with most mods, I created an OMOD of Ayleid Steps. Will simply deactivating my OMOD do the same thing as your uninstall bat, or does the bat do something more?

Thanks!
-Decrepit
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victoria gillis
 
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Post » Thu Dec 30, 2010 9:05 am

As with most mods, I created an OMOD of Ayleid Steps. Will simply deactivating my OMOD do the same thing as your uninstall bat, or does the bat do something more?

I guess it does the same: delete the mod's meshes and textures and sound files (and nothing else). (Not too sure because I never use OMOD's. :P )
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Tiff Clark
 
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Post » Thu Dec 30, 2010 10:23 am

As announced, a http://www.tesnexus.com/downloads/file.php?id=16316 is available. The big change is that, now the resources are complete and sorted out, the mod will have them in a .bsa file. (To get rid of your older version's file clutter, put the included "The Ayleid Steps -Uninstall old Resource Files-.bat" in your Data folder and run it once.)

Rock on. I upgraded to OBSE 18 a couple days ago; had some issues to iron out (with OBSE, not this), but things seem to be running fine now, so I'm all geared up to give TAS a run.

Again, thanks to Bleral for designing the custom textures. Some of them are sampled in the screenshot links below. Note that I specifically requested the Imperial armors to be as 'ugly' and ordinary as the vanilla armors, and how he just put a Steps emblem on the helmets and a few glinting pieces of Welkynd on the other parts. Subtle, eh? The Councilor's outfit is not so modest of course, but I absolutely like it.

So does this mean there's a specific unit of the Imperial Legion who spend their time hopping around on steps too? It would make sense, I suppose...
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bimsy
 
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Post » Thu Dec 30, 2010 6:07 pm

So does this mean there's a specific unit of the Imperial Legion who spend their time hopping around on steps too? It would make sense, I suppose...

The're planning to do that, and preparing for it, but I haven't seen them do it. Yet.
Who knows? :shifty:
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Veronica Flores
 
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Post » Thu Dec 30, 2010 11:00 am

Please re-download version 3_2, updated feb 18. Former file had a wrong .bsa version. Sorry for the inconvenience. :(
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Auguste Bartholdi
 
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