[RELz] The Ayleids Steps 3

Post » Thu Dec 30, 2010 9:19 am

I found a floating step caused by West Roads 1.1. It's just west of Broken Promises Cave.
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Chloe Mayo
 
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Post » Thu Dec 30, 2010 8:26 am

I found a floating step caused by West Roads 1.1. It's just west of Broken Promises Cave.

Found it, thanks. Will add it to the adjustment script for the next update.
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Samantha Mitchell
 
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Post » Thu Dec 30, 2010 11:56 am

Visual Anomaly.

Was questing in the Imperial City this morning. Zoned in to one of the Hotels. Councilor Osciuro was there. He wore a robe and hood. The hood was solid purple. Bringing up the console an clicking the Councilor returned this ID: 24002f65. 24xxxxxx is Ayleid Steps in my load order.

Oh, I run the latest (so far as I know) version.

-Decrepit
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-__^
 
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Post » Thu Dec 30, 2010 3:07 pm

Visual Anomaly.
Was questing in the Imperial City this morning. Zoned in to one of the Hotels. Councilor Osciuro was there. He wore a robe and hood. The hood was solid purple. Bringing up the console an clicking the Councilor returned this ID: 24002f65. 24xxxxxx is Ayleid Steps in my load order.
Oh, I run the latest (so far as I know) version.
-Decrepit

Please re-download that latest version. It had initially the wrong .bsa, I corrected that on the 18th.
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Jessie Butterfield
 
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Post » Thu Dec 30, 2010 5:04 am

Please re-download that latest version. It had initially the wrong .bsa, I corrected that on the 18th.


Thanks ever so much! I downloaded 3.2 again and substituted its BSA for the one in my data folder. (I kept the original 3.2 esp. Is that okay?) I then tracked down the Councilor and saw that he now wears a proper hood. All's well, so far as that's concerned.

However, it seems to have triggered never before seen messages in my console. Since swapping BSAs, if I open the console following combat I now see multiple lines of this statement:

"SSotA : Player fighting, NPCs waiting"

Is this intentional? If not, does it cause harm? Will it bloat my saves?

Thanks again!
-Decrepit
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Russell Davies
 
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Post » Thu Dec 30, 2010 10:16 am

Just wanted to pop in and tell you how much I love this mod. I've had it installed before, but never actually gotten to activate the steps. This time, I have done so (although I've still only done the first quest, so far). The clues leading to the activation were perfect, and the experience of taking a step to who-knows-where in my heavily modded game was very exciting. My very first step, I wound up surrounded by a pitched battle between shadow wolves and minotaur lords in the depths of an Ayleid ruin I'd never been to before . . . awesome!
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Jimmie Allen
 
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Post » Thu Dec 30, 2010 5:45 pm

"SSotA : Player fighting, NPCs waiting"
Is this intentional? If not, does it cause harm? Will it bloat my saves?

Those are harmless no-bloat debug messages.
Just wanted to pop in and tell you how much I love this mod. I've had it installed before, but never actually gotten to activate the steps. This time, I have done so (although I've still only done the first quest, so far). The clues leading to the activation were perfect, and the experience of taking a step to who-knows-where in my heavily modded game was very exciting.

Thank you. You merely scratched the surface with that 1st quest. Lots of fun ahead. :D
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meghan lock
 
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Post » Thu Dec 30, 2010 6:13 am

Hey Erwyyn,

I just had a good chance to play the latest update, and the new icons are neat. The one for the lost dungeons are subtle. I thought at first I had a problem since I had night eye turned on, but when the spell worn out I could see the blueish tint.

I think I've found another "WTF I'm missing a mesh". I was talking to Bertold about the steps and he directed me to Lost Carnivore Cave (I've not cleared it yet), and on the second level, I encountered a "Vatte-lys". I'm not sure it's from your mod, but just in case.

Two suggestions:

1 - The death gems. They seem to be limited to greater soul gems, and when you explore the lost dungeons with FCOM and a high level character like mine (lvl 49) most of the spawns consist of liches and grand soul gems and I had a somewhat hard time getting greater souls only.

2 - The recharge stone spell. I've already talked about it some time ago but I think it could use a buff for expert/master of alteration, even if it takes 100 mana points or more. It would make it more appealing that carrying 100 welkyn stones I think.

Other than that, I'm a happy
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Fefandor resident
:D
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Mélida Brunet
 
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Post » Thu Dec 30, 2010 12:38 pm

Vatte-lys are from Vacuity's Spirits and Ephemerals (VASE).
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Curveballs On Phoenix
 
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Post » Thu Dec 30, 2010 3:40 pm

Vatte-lys are from Vacuity's Spirits and Ephemerals (VASE).


Or MMM, which includes Vacuity's work.
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Robert Garcia
 
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Post » Thu Dec 30, 2010 6:57 pm

Vatte-lys are from Vacuity's Spirits and Ephemerals (VASE).

Sorry for the false alarm then! I'll go check VASE.
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Britney Lopez
 
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Post » Thu Dec 30, 2010 5:47 pm

Or MMM, which includes Vacuity's work.


Really? I was under the impression that the latest MMM included Diverse Wisps, but not VASE- but I could be mistaken.
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Charity Hughes
 
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Post » Thu Dec 30, 2010 3:50 pm

Really? I was under the impression that the latest MMM included Diverse Wisps, but not VASE- but I could be mistaken.


It doesn't include all of VASE, but it does have Vatte-lys. I've fought a couple, and I don't have VASE installed.
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Rachael
 
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Post » Thu Dec 30, 2010 8:21 am

1 - The death gems. They seem to be limited to greater soul gems, and when you explore the lost dungeons with FCOM and a high level character like mine (lvl 49) most of the spawns consist of liches and grand soul gems and I had a somewhat hard time getting greater souls only.
2 - The recharge stone spell. I've already talked about it some time ago but I think it could use a buff for expert/master of alteration, even if it takes 100 mana points or more. It would make it more appealing that carrying 100 welkyn stones I think.

Good suggestions, thanks. I'll have to go figure out how to script things like upgrading the recharge spell, and how to have Death gems only accept the souls of the Undead (if that is at all possible). (Bleh. :whisper: I hate scripting.)
The Vatte-lys are probably put into the leveled enemies lists by MMM.
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Kelly Osbourne Kelly
 
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Post » Thu Dec 30, 2010 3:41 pm

Every time I install this mod, I uninstall it after some time. I my current setup and character I have done this operation two or three times... Why?
- Every time I see these steps in every corner (even those unexpected) of Cyrodiil this break immersion for me.
- "Teleportation" idea doesn't appeal to me in a fantasy world like TES IV. (this is kind a more futurist modern concept)

But thanks to the author for all his work. This mod has already a lot of fans as I see in this forum or TESNexus.
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X(S.a.R.a.H)X
 
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Post » Thu Dec 30, 2010 4:26 pm

Every time I install this mod, I uninstall it after some time. I my current setup and character I have done this operation two or three times... Why?
- Every time I see these steps in every corner (even those unexpected) of Cyrodiil this break immersion for me.
- "Teleportation" idea doesn't appeal to me in a fantasy world like TES IV. (this is kind a more futurist modern concept)

But thanks to the author for all his work. This mod has already a lot of fans as I see in this forum or TESNexus.

http://www.uesp.net/w/images/images.new/a/ab/OB-npc-Raminus_Polus.jpg
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Timara White
 
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Post » Thu Dec 30, 2010 2:21 pm

Even if teleportation was present in Morrowind and to some extent in Oblivion (as shown in your screenshot) he still has the right not to like the concpet.

/ot
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LijLuva
 
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Post » Thu Dec 30, 2010 9:20 pm

True, but it seems like an odd reason to dismiss the mod since teleportation is not exclusive to sci-fi. It's been part of fantasy gaming for decades.
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Klaire
 
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Post » Thu Dec 30, 2010 7:43 am

http://www.uesp.net/w/images/images.new/a/ab/OB-npc-Raminus_Polus.jpg


The perfect picture to prove the opposite :P
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Taylah Haines
 
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Post » Thu Dec 30, 2010 6:51 pm

Every time I install this mod, I uninstall it after some time. I my current setup and character I have done this operation two or three times... Why?
- Every time I see these steps in every corner (even those unexpected) of Cyrodiil this break immersion for me.
- "Teleportation" idea doesn't appeal to me in a fantasy world like TES IV. (this is kind a more futurist modern concept)
But thanks to the author for all his work. This mod has already a lot of fans as I see in this forum or TESNexus.

Nice of you to stop by and tell us even so. This is all a matter of personal taste. Thanks for your thanks. :)

As for the concept, it is in fact based on what I once read in Greg Bear's 'Songs of Earth and Power' (vol. 2, The Serpent Mage), where in some fantasy world people indeed travel around using stepstones.

As for immersion: Cyrodiil was initially one of the most nonsensical and non-immersive worlds I had ever seen. Khajitt. Argonians. Minotaurs, with horns and hooves ... minotaurs! :rofl: ... Imperial Watch armors. Latin names. French names. Redguard speech. No kids... - It looks like a crazy jumble of human history and mythology elements that had nothing to do with creativity, and all the more with desperate resampling. The latter is, as I understand it, a popular and valued approach nowadays: eclecticism. Whatever. I got used to it but I never learnt to like it. My fault, no doubt. I must be too old. :P
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Umpyre Records
 
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Post » Thu Dec 30, 2010 8:16 am

Apologies for the semi-off-topic post.
Vatte-lys exist both in Diverse Wisps which is incorporated into MMM, and VASE which will be incorporated into MMM, and overwrite Diverse Wisps in the process. The creatures in VASE are much better models and are more interesting in all aspects. I'm not quite sure I follow what the poster's comment about them was about though...? Is there a problem with the creature?

Vac
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Kim Bradley
 
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Post » Thu Dec 30, 2010 9:19 pm

I'm not quite sure I follow what the poster's comment about them was about though...? Is there a problem with the creature?

Missing mesh.
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Greg Swan
 
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Post » Thu Dec 30, 2010 11:39 am

I'm having a little issue... I think. I'm at the point where I've discovered the
Spoiler
Talos bridge hideouts (both of them) and Austel's second journal
- actually, I've been at that point for two months, with that character. If I recall correctly from my previous playthrough, I should now be able to find
Spoiler
his secret notes in Luther's inn
, and start scratching my head with his riddles... Thing is, I can't find the damn thing. First time I looked for it, I just thought I had missed something and went on; second time, I thought "hmmm, maybe it's hidden somewhere else"; third time, weeks later, I started going crazy. Now I'm wondering. So I checked in the CS, it's supposed to be where I was looking for it - but it's not there.

Any idea what could be wrong, there? I updated the mod inbetween, any chance it could be related (I don't think so)? Or do I just forgot something and should better just play without trying to remember my previous playthroughs? A compatibility issue (unlikely, isn't it?)?
Eventually, anything I could test to check if the mod's quest is still okay, and/or any setstage I could enter to make sure I'm not stuck?

(Oh and, check your mail, there might be a little mistake in the .bsa) (or not)
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Alyesha Neufeld
 
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Post » Fri Dec 31, 2010 12:37 am

If I recall correctly

I wonder if you do :P.
Have you done your minimum of 20 teleports and then slept on it? You're supposed to have a certain dream before that book can be found.

Thanks for the mail, checking it.
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Jessie
 
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Post » Thu Dec 30, 2010 1:57 pm

Bugfix release 3.2.1 available. No esp-only because there was yet another change in the .bsa file.

CHANGELOG, release 3.2.1
-------------------------------------------------
* Placed more bedrolls in third Fefandor level to prevent cultists from sleeping in the Selatus family hideout.
* Closed a big gap in the second Crater Passage cell.
* Fixed a layout problem in lower level of Lost Megund Rael.
* Steps adjustment script can now recognize West Roads 1.1 mod.
* Corrected Jannus Mercium's script so he won't chase Player after completion of main quest.
* Teleporting NPCs will no longer pop up when Player is in a lost dungeon.
* Shortened time between quests from Murder Masquerade on to final quest to 4 days.
* Tweaked spell for Purple Welkynd recharge; Alteration level governs how often you have to cast the spell.
* Deathgems capacity is now grand, although the Core will continue to use 1200 points of it at maximum.
* Replaced a mesh in the .bsa for the 'shiny' Stepstone variant.

Deathgems/Core script and Purple Welkynd recharge script are untested, my current game character is nowhere near completion of the quests. Dazu, could you verify? Thanks. :hehe:
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Richard Thompson
 
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