[RELz] The Ayleids Steps 3

Post » Thu Dec 30, 2010 3:28 am

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:


Thanks. OK, better get to work then.
Spoiler
I have like 75 to go.
:)
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Lory Da Costa
 
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Post » Wed Dec 29, 2010 8:51 pm

@ Ervvyn: Sorry, that I was not precise enough. It has all happend as you have described above. I have talked to the Innkeeper before I got upstairs, but I have not talked again with her before I left the Inn. Opening the door to the city a window poped up with a message like 'You don't dare to talk to ... again, because...'. Not exactly so, of course, it is just as I have remembered it.

Meanwhile I have found out, what my problem was. The scroll in the basemant has a red hand symbol, so I only read it, but didn't take it, because I don't want to steal something. But to get the quest running you need to take the scroll! With the stolen scroll in my hand the quest window popped up with new instructions, so I am on my way now again.
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Robert Garcia
 
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Post » Wed Dec 29, 2010 8:12 pm

But to get the quest running you need to take the scroll!

You have seen that scroll before, and reading it does not bump this quest. I think the problem was that you were either too quick or not close enough to the table. It can take the quest script 5 seconds at maximum to realize you were near that table, and then initiate the next stage. Whatever it was, it can be tweaked easily in the script. :thumbsup:
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Amanda Furtado
 
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Post » Thu Dec 30, 2010 5:12 am

Bump. :hehe:
Has anyone played this to its bitter end already?
Has anyone found problems, bugs, mistakes, or story or chronology anomalies?
I seem to have corrupted my earlier savegames and had to start a new character in a new updated install ... now I'm a little level 2 khajit trying to survive the harsh world of FCOM, so I'm not yet ready to play this mod.

Currently all the mod's texts are being debugged/edited so that the next version will feature real old-fashioned non-distracting correct English, and several custom textures (icon, stepstones etc.) are being (re)designed. Thanks to Qbit and Bleral who volunteered to do this. :twirl:
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Syaza Ramali
 
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Post » Thu Dec 30, 2010 2:27 am

After resolving my problem that is described above I headed my way and did the first Guard quest which worked flawlessly for me. I was told that the guards will come back to me if needed and when I'll be in the city, so I'm eagerly waiting for the next quest popping in (I guess it takes a week or so?). Anyway, I am still on my way playing through all the quests up to the end before I'll restart with a new character. Should I find anything I'll post it here. There is only one thing what I am worrying about: In the basemant I found a special set of robe and hood, which I took with me. But somehow I have lost it on my way, at least I can no longer find it in my 'usual' storage places. Should I need it for a later quest, than I may get a problem...
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Suzie Dalziel
 
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Post » Thu Dec 30, 2010 8:15 am

Should I find anything I'll post it here.

Thank you very much. :)
There is only one thing what I am worrying about: In the basemant I found a special set of robe and hood, which I took with me. But somehow I have lost it on my way, at least I can no longer find it in my 'usual' storage places. Should I need it for a later quest, than I may get a problem...

You won't. You'll see many more of those robes during later quests, so nothing to worry about.
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Eoh
 
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Post » Thu Dec 30, 2010 1:13 am

Quick question, Does this version include the older versions? It looks interesting but I don't want to end up starting up halfway through a series or something hehe. (In short, do I need to play earlier versions first?)
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katsomaya Sanchez
 
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Post » Thu Dec 30, 2010 1:42 am

Quick question, Does this version include the older versions? It looks interesting but I don't want to end up starting up halfway through a series or something hehe. (In short, do I need to play earlier versions first?)

This version includes everything released earlier and extends it. Just install it, forget it and let yourself be drawn in sooner or later. :)
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Alexander Horton
 
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Post » Thu Dec 30, 2010 5:01 am

This version includes everything released earlier and extends it. Just install it, forget it and let yourself be drawn in sooner or later. :)


Sounds good, thanks for the reply. :goodjob:
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ZzZz
 
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Post » Wed Dec 29, 2010 10:09 pm

Just install it, forget it and let yourself be drawn in sooner or later. :)


That is the best part of the Steps. :hugs: They're just there. I get distracted almost every time I go in to test something and find a step I haven't taken before. :lmao: I blame my village taking as long as it is on the steps in the center of it calling my name. :P
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hannaH
 
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Post » Thu Dec 30, 2010 9:49 am

I think I've hit a snag. I can't get the second new quest to start (Murder Masquarade according to the readme). I finished Welkyn Worries some 13 in-game days ago, so the new quest should be able to start.

Spoiler
I've been waiting in the Imperial City so I can get the quest faster, but nothing happens. I found an oddity though. I saw a guard captain chasing a cloacked character in Talos Plaza district. I followed them and the cloacked character was a True Cultist Descendant. Something tells me that he was coming for me, but he somehow angered the captain and he ran up to the Inn of Ill Omen (yes I followed him :D) at which point he attacked me.


To fix this, is it safe to use the setstage console command to force the new quest, or is there a way (without clean saving the mod) to reset the encounter?
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Kat Lehmann
 
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Post » Thu Dec 30, 2010 10:14 am

I think I've hit a snag. I can't get the second new quest to start (Murder Masquarade according to the readme). I finished Welkyn Worries some 13 in-game days ago, so the new quest should be able to start.

Spoiler
I've been waiting in the Imperial City so I can get the quest faster, but nothing happens. I found an oddity though. I saw a guard captain chasing a cloacked character in Talos Plaza district. I followed them and the cloacked character was a True Cultist Descendant. Something tells me that he was coming for me, but he somehow angered the captain and he ran up to the Inn of Ill Omen (yes I followed him :D) at which point he attacked me.


To fix this, is it safe to use the setstage console command to force the new quest, or is there a way (without clean saving the mod) to reset the encounter?

Lol! that chase by the guard is indeed a snag. Those cultists should not be set to evil yet. I'll look into that.
As for the quest launch: in the current setup it starts 10-11 days after you finished the first quest.
Spoiler
You can wait in the IC, and at the designated time be sure to spend some time inside any building/shop, then leave it and walk the street in the Market district. Near the center you should find something.
.
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Niisha
 
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Post » Thu Dec 30, 2010 11:25 am

Lol! that chase by the guard is indeed a snag. Those cultists should not be set to evil yet. I'll look into that.
As for the quest launch: in the current setup it starts 10-11 days after you finished the first quest.
Spoiler
You can wait in the IC, and at the designated time be sure to spend some time inside any building/shop, then leave it and walk the street in the Market district. Near the center you should find something.
.

Thanks a lot man I'll try that tonight. I was waiting outside. I'll wait inside some shops for a change. When you say
Spoiler
"designated time" do you mean any time of the day after 10/11 days have passed since the end of the former quest?

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josh evans
 
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Post » Thu Dec 30, 2010 12:20 am

No specific time. Just "the day when it is time for the next quest". :)
I'll compile a table listing the exact setup conditions for each quest and post it here for anyone who wants to rush through them. Hang on.
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Jason Rice
 
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Post » Thu Dec 30, 2010 5:36 am

I'm constantly running into steps while testing Kragenir's Death Quest. A pleasant surprise every time! :)

Fantastic mod.
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elliot mudd
 
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Post » Wed Dec 29, 2010 9:29 pm

As announced, here is a list of the quests setup conditions and start times. As these quests are not yet covered in the mod package's Spoilers.txt file, this table will serve as the official reference. :deal:
Note that each quest is "set up" before it actually starts, i.e. certain NPCs are moved to certain locations, certain items are enabled, etc. This happens after a predetermined time, usually a week, and when you are not around to witness it. The quest will then launch when you show up in or near a certain place, usually the Imperial City.

1. Welkynd Worries
Spoiler
starts after you have acvtivated at least 80 Steps. Several general merchants start talking about 'Welkynd stones'. Ask around until you get a pointer.


2. Murder Masquerade:
Spoiler
starts 11 days after completion of the previous quest. The quest is set up while you are in the Imperial City, inside any building, and will start when you walk the street in the Market district and find a certain item lying around.


3. The Daring Dunmer
Spoiler
is initiated at the end of the previous quest. You will get a clear pointer from an NPC.


4. The Audacious Argonians
Spoiler
starts at least 7 days after completing the previous quest (no setup). When you are in the IC, someone will approach you with a message.


5. The Dungeon Dabblers
Spoiler
is set up at least 7 days later, while you are outside the IC and outside any building. It will start when you show up in the Imperial City: someone will come and talk to you.


6. Mapping Mayhem
Spoiler
is set up at least 7 days later, while you are outside the IC. When you go there and wait a while, someone will approach you.


7. Ingred's Inauguration:
Spoiler
after you have mapped 4 lines of steps, the Councilor will halt your work by leaving the city. This quest is then set up 1-2 days later, while you are outside any building. Wait in the IC, where someone will come to you.


8. After completing the previous quest, you can
Spoiler
resume Mapping Mayhem some 2 days later, when the Councilor shows up.


9. The Vanuasecul Venture
Spoiler
is set up at least 7 days after the previous quest is completed, while you are outside the Imperial City. If you then go there, someone will approach you.


10. Aryarie's Artifact is a little side quest, embedded in the Vanuasecul quest.

11. The True Descendants
Spoiler
is set up 7 days after Vanuasecul Venture is completed, while you are outside the IC. When you go there, someone will approach you.

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Annika Marziniak
 
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Post » Thu Dec 30, 2010 4:43 am

If I install Ayleid Steps over FCOM do I need to do any spesific things or just install Cobl's master esm and Ayleid Steps? Does this conflict with FCOM anyway? Is anything else required?
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Len swann
 
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Post » Wed Dec 29, 2010 9:35 pm

If I install Ayleid Steps over FCOM do I need to do any spesific things
No .
or just install Cobl's master esm and Ayleid Steps?
Yes .
Does this conflict with FCOM anyway?
No .
Is anything else required?
No.

:whistle: That was a lot of questions. I hope the answers suit.

Vac
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Alisia Lisha
 
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Post » Thu Dec 30, 2010 4:44 am

Ok thanks. :)
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Blaine
 
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Post » Thu Dec 30, 2010 1:10 pm

No .Yes .No .No.
:whistle: That was a lot of questions. I hope the answers suit.
Vac

Thanks, Vac. :)

Install Cobl's master esm plus other resources (meshes, sound, textures folders) in the Cobl Core folder. If you want Cobl's goodies to appear anywhere else in the game than in the mod's areas, then install Cobl glue.esp as well.
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Taylor Thompson
 
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Post » Thu Dec 30, 2010 1:30 am

Hey Ervyyn, I still have a problem launching the second quest. I ended Welkyn Worries on the 22nd of the month (I checked, it was 30 days long), and now I'm on the 5th of the next, so that gives me 13 days.

So I did the following:
Spoiler
I went to the Imperial City's market district, went to a shop to sell some loot, waited (with T) for 6 hours inside the shop, went out and looked everywhere but found nothing. I've looked in the CS to know what to look for, and the Black Horse Courrier paper doesn't appear on the pavement. According to the CS I should also find it in Bravil (and several other places) in the inn, but I didn't.


Is there any console command I can use to check if the script works as it should? I've place the Ayleid steps at the bottom of my load order to check, but to no avail. I think
Spoiler
I'll add the document to my inventory
.
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NAtIVe GOddess
 
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Post » Thu Dec 30, 2010 6:45 am

I think
Spoiler
I'll add the document to my inventory
.

That probably won't work. Try like this:
Go inside a shop, enable the sheet (console):
SSotABHC07Market.enable

then do this:
SetStage SSotAMurder 5
SetStage SSotA03 30

Now leave the shop and find the document. Reading it should bump the quest with a new journal entry.
I don't know a better solution at the moment. What baffles me is that http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1062044&view=findpost&p=15469277 got the quest running without problems, as I did in countless test sessions. I cannot find any obvious bug in the scripts or quests at the moment. The newly founded http://www.invision.tesalliance.org/forums/index.php?/forum/67-welcome-to-the-bta-guild/ have agreed to playtest the mod, so I hope this will be sorted out soon.
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Skivs
 
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Post » Thu Dec 30, 2010 7:31 am

That probably won't work. Try like this:
Go inside a shop, enable the sheet (console):

then do this:

Now leave the shop and find the document. Reading it should bump the quest with a new journal entry.
I don't know a better solution at the moment. What baffles me is that http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1062044&view=findpost&p=15469277 got the quest running without problems, as I did in countless test sessions. I cannot find any obvious bug in the scripts or quests at the moment. The newly founded http://www.invision.tesalliance.org/forums/index.php?/forum/67-welcome-to-the-bta-guild/ have agreed to playtest the mod, so I hope this will be sorted out soon.

Thanks a lot, I'll try that immediately. The problem is on my end, since I'm the only one with this issue. I just can't narrow it down.
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Anne marie
 
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Post » Thu Dec 30, 2010 7:29 am

Thanks a lot, I'll try that immediately. The problem is on my end, since I'm the only one with this issue. I just can't narrow it down.

The problem is definitely on my end. When I try to enable the reference, I get this message "Invalid reference (only object references and reference variables are allowed in this context). I fired up the CS and checked the reference and the one you gave me is correct. I tried activating the paper in
Spoiler
Leyawiin
and got the same message. I'll try reinstalling the mod. Thanks again for the great mod :)
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Lisha Boo
 
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Post » Thu Dec 30, 2010 1:57 am

The problem is definitely on my end. When I try to enable the reference, I get this message "Invalid reference (only object references and reference variables are allowed in this context). I fired up the CS and checked the reference and the one you gave me is correct. I tried activating the paper in
Spoiler
Leyawiin
and got the same message. I'll try reinstalling the mod. Thanks again for the great mod :)

Okay. Keep me informed please. :)
By the way, I'd advise you to keep your load order as it was (ordered with BOSS, I hope) when you started the game. Use OBMM to export the load order and reload it on installing newer mod versions, etc., you know the drill. :toughninja:
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Victoria Vasileva
 
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