[RELz] The Ayleids Steps 3

Post » Wed Dec 29, 2010 11:02 pm

The welkynds have a script on them, that recalculate the price on every use. I have Living economy from OOO in my setup. That messes things up I think. I'm not too satisfied with the script on the welkynds though, thinking about relocating it into one of the continually running quest scripts.

That could be it. I used LE 3.7 for the longest time without problems, then I upgraded to EE; after the bugs with OBSE 18b4 came out, I went back to OBSE 17 and LE and I think that's when my pricing problem came around. Not really a big deal, since I never sell welkynd stones.

Nice offer! However, Qbit beat you to it, PM'ing me yesterday :). Thanks very much though, appreciate it. :nod:

Ah well. At least you're covered. :)

That's a good reason to "upgrade" to Enhanced Economy. :) EE also recalculates prices for Welkynd stones, but unlike LE, it reads the current price every time you enter the dialogue with the merchant (or open a loot/inventory menu) and uses that price as the base for recalculation - and resets the price back to the read price as soon as you're back in gamemode. So when trading in the IC where price for Ayleid items are 40% higher than normal, the Welkynd stones will always be worth 40% more than what The Ayleid Steps sets them to, and not 40% more than what the CS uses - and thus be fully compatible.

That was enough self-advertising. Thanks for improving one of my favorite mods :foodndrink:

I tried it and love it... I'm just waiting for OBSE to get out of beta because there are several mods relying on v18 that I want to use.
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Alan Cutler
 
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Post » Thu Dec 30, 2010 3:22 am

... after the bugs with OBSE 18b4 came out ...

I tried it and love it... I'm just waiting for OBSE to get out of beta because there are several mods relying on v18 that I want to use.


Apologies for hijacking, but I'm curious as to what kinds of bugs 18b4 has that prevent you from using it? I'm using plenty of stuff right now that relies on it and it all works just fine.
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Undisclosed Desires
 
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Post » Wed Dec 29, 2010 9:33 pm

Yay, I just found my first lost Ayleid ruin! Now I know what to look for as well. I liked the dungeon a lot - but I have to say that I found the rewards a bit unbalancing. Loads of enchanted items, five Meteoric weapons and 8 (!) Moriwelkynd Pilins arrows. The latter should be very rare IMO (I think OOO handplaces 3 in the entire game). Anyway, very cool mod which I've just started out with after stumbling around in the dark for a while. :goodjob:
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Sarah Unwin
 
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Post » Wed Dec 29, 2010 5:30 pm

Yay, I just found my first lost Ayleid ruin! Now I know what to look for as well. I liked the dungeon a lot - but I have to say that I found the rewards a bit unbalancing. Loads of enchanted items, five Meteoric weapons and 8 (!) Moriwelkynd Pilins arrows. The latter should be very rare IMO (I think OOO handplaces 3 in the entire game). Anyway, very cool mod which I've just started out with after stumbling around in the dark for a while. :goodjob:

Unbalancing for your char? What level are you? Loot consists mainly of vanilla containers mixed with some custom made, all using default leveled lists - except for some extra Ayleid weapons. Maybe you were lucky. On the other hand, dungeons that have been isolated from the world so long should be more rewarding IMO. As well as more dangerous. :evil:
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Daniel Brown
 
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Post » Wed Dec 29, 2010 6:54 pm

Unbalancing for your char? What level are you? Loot consists mainly of vanilla containers mixed with some custom made, all using default leveled lists - except for some extra Ayleid weapons. Maybe you were lucky. On the other hand, dungeons that have been isolated from the world so long should be more rewarding IMO. As well as more dangerous. :evil:


Level 21. Yeah, I was mostly concerned with the Moriwelkynd Pilins - they are sort of "overpowered" by definition so should be extremely rare IMO. Anyway, it was just a first impression. I'll get back with more impressions after playing it a while more. :)
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Samantha Mitchell
 
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Post » Wed Dec 29, 2010 9:03 pm

Level 21. Yeah, I was mostly concerned with the Moriwelkynd Pilins - they are sort of "overpowered" by definition so should be extremely rare IMO. Anyway, it was just a first impression. I'll get back with more impressions after playing it a while more. :)

Checked the mod's custom containers (22 for the lost Ayleid dungeons), removed all but two Ayleid-arrows-50% Leveled Lists from them, so next version will be more in accordance with OOO.

A question was asked about one of the quests where you have to follow a watchman through the mountains. He is easily distracted, sometimes running off to fight with enemies, recklessly jumping off slopes. He tends to end up being unable to climb back, fruitlessly walking against boulders. If this happens in your game, go into wait state for 5 hours. He should then be back with you.
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Louise
 
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Post » Thu Dec 30, 2010 3:36 am

Greetings!

Upgraded to version 3.0 the other day. Just decided to double-check and and insure that NPCs who step are still set to essential. Only, I can not find the Ayleid Step section in Cobalt Options. (It's been a while since I used it, but I recall it being easy to locate before.) I've been spending my time in Elsweyr so thought maybe the mod was installed wrong. TP'd to the ImpIsle bridge and found its two steps intact and usable.

Am I forgetting something?

-Decrepit
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NAkeshIa BENNETT
 
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Post » Thu Dec 30, 2010 9:50 am

Upgraded to version 3.0 the other day. Just decided to double-check and and insure that NPCs who step are still set to essential. Only, I can not find the Ayleid Step section in Cobalt Options. (It's been a while since I used it, but I recall it being easy to locate before.) I've been spending my time in Elsweyr so thought maybe the mod was installed wrong. TP'd to the ImpIsle bridge and found its two steps intact and usable.

Try again, it works Ok for me: (Inventory) F2 - (Cobl) Options - Ayleid Steps NPC Behavior. In the new version this section was never touched. There is a quirk: if you have used the option, the options inventory won't update, so you have to click back a level and then try again to see it once more.
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NIloufar Emporio
 
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Post » Thu Dec 30, 2010 2:47 am

Try again, it works Ok for me: (Inventory) F2 - (Cobl) Options - Ayleid Steps NPC Behavior. In the new version this section was never touched. There is a quirk: if you have used the option, the options inventory won't update, so you have to click back a level and then try again to see it once more.


Alas, I'm either not correctly following instructions or something is still amiss. I open the inventory (Tab rather than F2), click its Misc. tab (far right), find the Cobalt Options icon, launch it, and get this:

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/CobaltOptions_1.jpg
.

I have tried backing out of it and relaunching (which is what I assume you mean by "click back a level"). No difference. Clicking "refresh menu" doesn't help either.

Steps "seems" to be functioning otherwise. My quest journal still retains what I know to be its most recent Steps-related entry; that I have discovered five lost steps. My Steps bow, arrows and quiver remain in my inventory. Steps appear in-game and are usable. As mentioned, I know that the Cobalt option was easy to find in my prior version, since I most definitely used it to set NPCs essential during travel (pretty much a necessity when using this in combo with Kragenir's Death).

-Decrepit
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Kevan Olson
 
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Post » Wed Dec 29, 2010 6:23 pm

Alas, I'm either not following instructions or something is still amiss. I open the inventory (Tab rather than F2), click its Misc. tab (far right), find the Cobalt Options icon, launch it, and get this:

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/CobaltOptions_1.jpg
.

OK, thank you for reporting this, then. I cannot reproduce it in my game, so I can only wait to see if someone else pops in with similar reports.
In the meantime, you can try (console) to reset a flag that should make the options menu initialize:

set SSotA00.AddOptionNPCBehavior to 0

then wait 5 seconds, then check again.
Sorry for the inconvenience.
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Svenja Hedrich
 
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Post » Thu Dec 30, 2010 4:57 am

Alas, I'm either not following instructions or something is still amiss. I open the inventory (Tab rather than F2), click its Misc. tab (far right), find the Cobalt Options icon, launch it, and get this:

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/CobaltOptions_1.jpg
.

I have tried backing out of it and relaunching (which is what I assume you mean by "click back a level". No difference. Clicking "refresh menu" doesn't help either.

Steps "seems" to be functioning otherwise. My quest journal still remains what I know to be its most recent Steps-related entry; that I have discovered five lost steps. My Steps bow and arrows remain in my inventory. Steps appear in-game and are usable. As mentioned, I know that Cobalt option was easy to find in my prior version, since I most definitely used it to set NPCs essential during travel (pretty much a necessity when using this in combo with Kragenir's Death).

-Decrepit

I'm using 1.72 of cobl (http://tesnexus.com/downloads/file.php?id=21104) and I have the option. Just try to upgrade in case you have not.
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Oscar Vazquez
 
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Post » Wed Dec 29, 2010 8:28 pm

OK, thank you for reporting this, then. I cannot reproduce it in my game, so I can only wait to see if someone else pops in with similar reports.


Just experienced the same issue. I am running COBL 1.72. Not sure if this makes a difference but I created an OMOD for both 2.61 and 3.0 and did not uninstall 2.61 from OBMM first (not sure if I should have or not - was too lazy to do it).
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Greg Swan
 
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Post » Thu Dec 30, 2010 5:57 am

Just experienced the same issue. I am running COBL 1.72. Not sure if this makes a difference but I created an OMOD for both 2.61 and 3.0 and did not uninstall 2.61 from OBMM first (not sure if I should have or not - was too lazy to do it).


Interesting. I too created an OMOD of AS3.0. However, unlike you I did deactivate my old AS OMOD and then deleted it before creating the new OMOD. Oh, COBL 1.72? Hmm.. I'll double check. I think I run 1.71 (and installed only those COBL files recommended by the AS readme).

-Decrepit
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Nicole Coucopoulos
 
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Post » Wed Dec 29, 2010 7:20 pm

Interesting. I too created an OMOD of AS3.0. However, unlike you I did deactivate my old AS OMOD and then deleted it before creating the new OMOD. Oh, COBL 1.72? Hmm.. I'll double check. I think I run 1.71 (and installed only those COBL files recommended by the AS readme).

1. Did you try the console command (post #35)?
I updated Cobl to 1.72 yesterday (not using Omod BTW); no problems, the option menu is there. I'm at a loss.

2. Checked for conflicts with the new UL-Aspen Wood module; two Steps are in the area showing up nicely, no corrections needed. :)
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Setal Vara
 
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Post » Thu Dec 30, 2010 1:37 am

Interesting. I too created an OMOD of AS3.0. However, unlike you I did deactivate my old AS OMOD and then deleted it before creating the new OMOD. Oh, COBL 1.72? Hmm.. I'll double check. I think I run 1.71 (and installed only those COBL files recommended by the AS readme).

-Decrepit

Have you tried not doing an OMOD? Maybe there's something funky happening when it gets created. It's worth a shot I think.
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Milad Hajipour
 
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Post » Thu Dec 30, 2010 3:26 am

I have not been playing OB lately, on an extended break, but it is still installed, and I when I get back into it, this update will added. I love the Steps mod, thank you. :)
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Beat freak
 
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Post » Thu Dec 30, 2010 4:26 am

Hey, I found a terrain glitch in the Lost Imperial Catacombs 7b. There's a part near the south end of the map that is an arch on one side but a wall on the other side.
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KRistina Karlsson
 
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Post » Wed Dec 29, 2010 11:57 pm

Hey, I found a terrain glitch in the Lost Imperial Catacombs 7b. There's a part near the south end of the map that is an arch on one side but a wall on the other side.

Thank you, :thumbsup: I'll look into it.
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Solina971
 
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Post » Thu Dec 30, 2010 10:16 am

Thank you, :thumbsup: I'll look into it.


Oops, I said 7b but it is actually 7. Here's the exact spot: http://img195.imageshack.us/img195/560/screenshot3ek.jpg.
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Katey Meyer
 
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Post » Wed Dec 29, 2010 9:22 pm

Oops, I said 7b but it is actually 7. Here's the exact spot: http://img195.imageshack.us/img195/560/screenshot3ek.jpg.

Found and repaired it, would never have seen it without the screenshot BTW, thank you. :)
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Tracey Duncan
 
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Post » Wed Dec 29, 2010 10:15 pm

An update...

OK, thank you for reporting this, then. I cannot reproduce it in my game, so I can only wait to see if someone else pops in with similar reports.
In the meantime, you can try (console) to reset a flag that should make the options menu initialize:

set SSotA00.AddOptionNPCBehavior to 0

then wait 5 seconds, then check again.
Sorry for the inconvenience.


The console command indeed restores Cobalt's Ayleid Steps NPC options. I used it to verity that steppers remain set to essential. Oddly (or not), clicking DONE caused Ayleid Options to disappear again. It might well have been that way with my old version, but I never had reason to go back in and look at it. In any case, all appears well.

Thanks!

-Decrepit
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W E I R D
 
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Post » Thu Dec 30, 2010 8:13 am

I have found a problem with the second new quest 'Murder Masquerade'. Seems that I am to dump to see a way to put my words into a spoiler, so I'll try to be as neutral as possible:

A while after the first quest I found a hint that I have to find a person in an Inn in the West. I 'met' him and left the Inn without talking to the Innkeeper (a quest window popped up when I went through the door). After that, I followed the questmarker to a shopkeeper. First I was irritated that the shopkeeper had no new dialog options, but soon I realized that the questmarker was still in red and pointing to the basemant. Going down I followed the marker (it turns green now) and found a scroll (with red hand symbol) and two parts of clothing (with white hand symbol). And there I stay, the green marker points still to that corner and no quest update appears, what ever I do: If I read the scroll or take it, if I take the clothing or wear it, nothing happens. I even opened the sideboard and looked behind it, just for the case there is something hidden, but nothing. Approaching the corner with the marker from different directions doesn't help too, the marker is still green, but no new entry in my quest log. Have I missed something? What am I expected to do?
I am using Better Cities, which must be loaded last. Should that be a problem? But on the other side, the first new quest and the second quest started both IC with no problems, so Better Cities should not be the problem. Was it a mistake, that I haven't talked to the Innkeeper in the far West after I have 'met' the contact person?
Anyway, when I'll back home tonight I'll try that part with Better Cities disabled, but meanwhile it would be nice to hear if anybody has made this quest without discovering my problems and if someone may have a hint for me for what I have missed...
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+++CAZZY
 
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Post » Wed Dec 29, 2010 9:33 pm

Was it a mistake, that I haven't talked to the Innkeeper in the far West after I have 'met' the contact person?
Anyway, when I'll back home tonight I'll try that part with Better Cities disabled, but meanwhile it would be nice to hear if anybody has made this quest without discovering my problems and if someone may have a hint for me for what I have missed...

I cannot imagine how Better Cities could interfere with this quest.
I think not having talked to the innkeeper is causing this. (Not that she has much to say.) You enter the inn - you see someone walk away - you talk to the innkeeper - you take a look at the mage (and pick up and read something) - you leave the inn. You can also see the mage first and then talk to the innkeeper.
Anyway, thanks. It should be possible to skip the talk with the innkeeper, so the problem is now on my to-do-list. :)
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Anna Krzyzanowska
 
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Post » Wed Dec 29, 2010 6:57 pm

For the impatient:
Spoiler
For the first new quest after having completed the introduction quest, do at least 80 teleports, preferably more.


Why this rather huge requirement? :unsure:
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alyssa ALYSSA
 
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Post » Thu Dec 30, 2010 4:03 am

Why this rather huge requirement? :unsure:

Heavy spoiler!
Spoiler
Causes & consequences. After Player has done 50 steps, NPCs have figured out what is going on and start imitating Player. At 30 steps more, some 30% of the designated NPCs are stepping around, using up precious welkynds. A certain other faction gets alarmed and tries to force merchants to sell welkynds to them only. Which makes the vendors whine and complain, which is noticed by Player ... and there is your first quest.
:whistle:
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Avril Louise
 
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