[RELz] The Ayleids Steps 3 -- Thread #2

Post » Wed Mar 30, 2011 11:29 am

If I have to upgrade to the latest version, should I make a clean save and install the latest, or it's OK to install over the previous version?

EDIT: Nevermind, Question already answered a few posts above...
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Samantha Pattison
 
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Post » Wed Mar 30, 2011 7:36 am

An HTML version of the Spoilers file is available at http://www.tesnexus.com/downloads/file.php?id=16316. Very neat and useful, you can highlight only the parts you were looking for without seeing unwanted information. Edited and converted by WalkerInShadows. Thanks! :goodjob:
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john palmer
 
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Post » Wed Mar 30, 2011 12:34 am

Bump for anyone who might want to upgrade to 3.4. Final Version! Shiny! New! Do it now! :hehe:
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Bambi
 
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Post » Wed Mar 30, 2011 2:51 pm

Nice work, downloaded! :)

WalkerInShadows makes nice HTML spoiler files doesn't he. :D
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Setal Vara
 
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Post » Tue Mar 29, 2011 11:57 pm

I am glad to see this mod is still being worked on Ervvyn. It is still one of my favorite mods.
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Siidney
 
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Post » Wed Mar 30, 2011 1:39 pm

Just a note of appreciation for the truly excellent dungeon designs in this mod. Seriously! The effort that has gone into making unique and interesting dungeons for each of the lost ruins is quite amazing and it makes the exploration really exciting indeed. The dungeons all feel different and are so very much mroe interesting than the vanilla dungeons. I can only hope that the dungeon designers of TESV take a look at what has been done in this mod.
I'm currently working my way through the second quest. Well actually, I'm currently working on Item Interchange, but when I am playing, I am working on that quest. Nice and challenging, but seriously, you've got me putting my dirty fingers on my screen trying to work out the riddles: I'm going to have to clean my screen again soon.

Thanks Ervvyn for the amazing effort you put into this mod.

Vac
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Jesus Lopez
 
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Post » Wed Mar 30, 2011 5:27 am

Thanks again, Vac.
Concerning Item Interchange: If I remember correctly the last TAS version it was adapted to, was 2.4. Are you planning to update II to accomodate TAS version 3.4?
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Neliel Kudoh
 
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Post » Tue Mar 29, 2011 11:49 pm

Thanks again, Vac.
Concerning Item Interchange: If I remember correctly the last TAS version it was adapted to, was 2.4. Are you planning to update II to accomodate TAS version 3.4?

Funny you should mention that. :whistling:
While there are no incompatibilities or problems with the support in the current II plugins, they don't cover the much expanded stuff included in the more recent versions with all the extra quests. So last night I went over the Ayleid Steps plugin again and added support for all the more recent stuff. It will be in the next release of II (though quite when that is, I'm not sure).

Mods I use always tend to get a higher priority for II support. Funny that. :angel:

All the best and I hope you're enjoying your modding "retirement".

Vac
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Kristian Perez
 
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Post » Wed Mar 30, 2011 12:54 pm

I found a rock I can walk around and get into oblivion (i.e. empty space, rather than Oblivion, the Daedric realms of). For players, please be aware that clicking the link to the picture could feasibly constitute as http://i285.photobucket.com/albums/ll61/Revanchism/Working/GapbyRock.jpg? The cursor points to the rock, you can walk around the left corner of it when facing it.

While I am posting, I'd kinda like confirmation that:
Spoiler
colored drink and wolfsound caves mean Redwater Slough and Howling Cave? They're *miles* apart! Do I seriously have to work my way along that entire transect of land to find the step? The picture might help a little, but I sure don't recognise the features in that picture which leaves me walking and swimming as directly as possible across half of Cyrodiil...
I hope I don't sound like I am complaining; it's just if I am wrong, I'd rather know first!

Vac
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Dark Mogul
 
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Post » Wed Mar 30, 2011 2:30 am

Thanks for reporting the rock, Vac.

I'd kinda like confirmation that:
Spoiler
colored drink and wolfsound caves mean Redwater Slough and Howling Cave?

Redwater Slough is not correct. :nope:
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Gemma Archer
 
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Post » Wed Mar 30, 2011 1:28 am

Thanks for reporting the rock, Vac.
No problem then.
Redwater Slough is not correct. :nope:
Gah. I'd better do some more thinking then... :dead:

Vac

Edit: Ahh! Never mind, I think I just worked out the answer to that riddle. And the distances involved are *much* more reasonable. More fingerprints on my screen then.
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brandon frier
 
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Post » Wed Mar 30, 2011 12:54 am

Minor bug: There's some floating Wisp Stalks near the entrance of one of the Lost Dungeons. Which one?

Spoiler
The one immediately south of Skingrad, west of Castle Skingrad, and east of the Apprentice Stone.


Also, in Lost Fort Hardaxe Cavern, on the top level of the crumbled tower the farthest left-hand floor tile (coming in from the door on that level) is several units higher than its neighbor; you can see through it.

Otherwise, no bugs found so far. This is an excellent mod, bro. Glad you made it.
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Brandi Norton
 
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Post » Wed Mar 30, 2011 12:19 am

I made it through the first quest and I have to say I'm completely amazed. If there were nothing further than what I've already discovered this would still be a must-have mod.

What's making me uneasy is I want to map what's left of the network, but Map Marker Overhaul isn't really up to that task. I think it might be time I went digging for journal/map mods that let me either fill a huge notebook or scribble random junk all over the map. Barring that, out comes the laptop and some diagramming software... :D

Blindly following a bunch of steps is an extremely scary exercise too. The effect is similar to the weirdness that ensued in any season of Doctor Who where the TARDIS flew to random places or the first season of Sliders where the protagonists kept finding themselves in mortal danger and warping out five seconds before death.

So like these guys have all said, thank you for the awesome mod! :clap: :goodjob: :celebration:
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I love YOu
 
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Post » Wed Mar 30, 2011 7:31 am

Blindly following a bunch of steps is an extremely scary exercise too.
Yes, I got dropped within detection range of a particularly large spawn of vampire bosses (thankyou MMM) a couple of nights ago. In the dark. Without any summons and no time to cast them. Moments like that are very memorable, even scarred onto your memory.

banjo2E, I'm not sure if you're meaning next to the step in the exterior world or next to the step you land in inside the lost dungeon?

Vac
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Patrick Gordon
 
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Post » Wed Mar 30, 2011 5:18 am

I found a rock I can walk around and get into oblivion (i.e. empty space, rather than Oblivion, the Daedric realms of). For players, please be aware that clicking the link to the picture could feasibly constitute as http://i285.photobucket.com/albums/ll61/Revanchism/Working/GapbyRock.jpg? The cursor points to the rock, you can walk around the left corner of it when facing it.

I think I reported that one ages ago too.

What's making me uneasy is I want to map what's left of the network, but Map Marker Overhaul isn't really up to that task. I think it might be time I went digging for journal/map mods that let me either fill a huge notebook or scribble random junk all over the map. Barring that, out comes the laptop and some diagramming software... :D

Someone did up a map/list in Excel, but you'd have to ask Ervvyn who it was.

Blindly following a bunch of steps is an extremely scary exercise too. The effect is similar to the weirdness that ensued in any season of Doctor Who where the TARDIS flew to random places or the first season of Sliders where the protagonists kept finding themselves in mortal danger and warping out five seconds before death.

Many are the times I've jumped into a dungeon, in (near)pitch blackness (I use Let There Be Darkness) and hit my darksight/lifevision (RBP Ohmes-Raht power) to discover there were things like trolls, minotaurs, or spectral warriors (OOO) nearby. Whereupon I promptly thank the darkness and quietly jump out again. :D
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Alexxxxxx
 
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Post » Wed Mar 30, 2011 1:29 am

banjo2E, thanks for reporting, noted. :tops:

What's making me uneasy is I want to map what's left of the network, but Map Marker Overhaul isn't really up to that task. I think it might be time I went digging for journal/map mods that let me either fill a huge notebook or scribble random junk all over the map. Barring that, out comes the laptop and some diagramming software... :D

Someone did up a map/list in Excel, but you'd have to ask Ervvyn who it was.

I did that myself. ;)
IMHO trying to map all Steps locations is pointless. There are more than 800 stepstones in Cyrodiil, of which 60% is 'broken', i.e. they send you to random places. Important Steps, i.e. those that send you into lost dungeons and some other locations will have a mapmarker after you have activated them. The remaining 300 or so Steps that are reliable could probably be mapped (in one of the later quests you even get to do this for the Council), but you wouldn't end up with something like an enclosed network. I have drawn a huge map while expanding the mod, and the end result looks like spaghetti. Which is why I have to refer to an enormous spreadsheet as well.
Which is not to say it can be fun to try and find Steps connections from any A to any B, if you can spare the Welkynds. Or even to try and find all locations with Stepstones in the world. As I recounted in the previous thread:
Chances to find certain locations are often less than 0.1 % per teleport. Someone actually went so far as to try to 'find' all existing Stepstones by teleporting around continuously, listing the Steps in a huge spreadsheet. As far as I know he did not succeed. About 20 stepstones were never found, although I made sure the teleporting scripts covered them.


Yes, I got dropped within detection range of a particularly large spawn of vampire bosses (thankyou MMM) a couple of nights ago. In the dark. Without any summons and no time to cast them. Moments like that are very memorable, even scarred onto your memory.

That's why Wrye called it The Russian Roulette of Cyrodiil. :)
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Queen of Spades
 
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Post » Wed Mar 30, 2011 12:14 pm

Yes, I got dropped within detection range of a particularly large spawn of vampire bosses (thankyou MMM) a couple of nights ago. In the dark. Without any summons and no time to cast them. Moments like that are very memorable, even scarred onto your memory.

banjo2E, I'm not sure if you're meaning next to the step in the exterior world or next to the step you land in inside the lost dungeon?

Vac


They're the mushrooms inside the dungeon. There aren't any shrooms next to that particular exterior step (that I know of).
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Irmacuba
 
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Post » Wed Mar 30, 2011 12:00 pm

Hmmm. I started a new game a couple of days ago, and the first quest started the moment I opened a certain book I found at an Inn in the Imperial City. I had to restart my game (and I updated some of my mods), and went back to that Inn. The book was present but when I opened it, the quest failed to trigger. Does anyone have a solution (other than the 'clean save' method)?
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REVLUTIN
 
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Post » Wed Mar 30, 2011 12:17 am

Hmmm. I started a new game a couple of days ago, and the first quest started the moment I opened a certain book I found at an Inn in the Imperial City. I had to restart my game (and I updated some of my mods), and went back to that Inn. The book was present but when I opened it, the quest failed to trigger. Does anyone have a solution (other than the 'clean save' method)?

Have you tried to activate a Step?
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Alexandra Ryan
 
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Post » Wed Mar 30, 2011 1:33 am

Hi!
Question about the quest progress: Do I have to complete the mapping mayhem in order to advance through the storyline(walkthrough isn't specific)? I have already recieved the travelling merchant quest, but it failed to proceed (response: I'd rather see inkeeper's face,...) so I used the console to advance one quest stage(not the whole quest).
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Zoe Ratcliffe
 
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Post » Tue Mar 29, 2011 10:37 pm

Question about the quest progress: Do I have to complete the mapping mayhem in order to advance through the storyline(walkthrough isn't specific)? I have already recieved the travelling merchant quest, but it failed to proceed (response: I'd rather see inkeeper's face,...) so I used the console to advance one quest stage(not the whole quest).

The travelling merchant quest is embedded in the mapping quest, i.e. after you have mapped 3 (4?) routes, that quest is suspended. You then have to do and complete the merchant quest, before you can continue mapping.
The response you got indicates either you talked to the merchant too soon (i.e. she must enter the inn first), or you approached her on the wrong day. Talk to her on tuesday/tirdas in Imperial Bridge Inn.
Beware, advancing the stage manually may have borked up quest progress in this case. Better redo things with an older savegame.
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Ben sutton
 
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Post » Tue Mar 29, 2011 11:18 pm

I'd like to add my voice to the chorus of praise for this mod. The concept intrigued me when I first read about it back at version 2pointsomething and it's been in my load order ever since. However, I've finally started to play it in earnest with my first-ever mage character. A http://a.imageshack.us/img825/5140/scholarsresized.jpg who's decided late in life to experience the Ayleid ruins instead of just reading about them. I essentially made this character to play this mod (and "systematically and thoroughly explore" all the ruins), and I must say that I'm happy I did. :) :clap:

What's making me uneasy is I want to map what's left of the network, but Map Marker Overhaul isn't really up to that task. I think it might be time I went digging for journal/map mods that let me either fill a huge notebook or scribble random junk all over the map. Barring that, out comes the laptop and some diagramming software... :D

I'm trying to keep the notes in-game and in character. Thus, I'm using http://www.tesnexus.com/downloads/file.php?id=15294. (potentially spoiler-ish http://a.imageshack.us/img255/65/ayleidresearchjournalre.jpg with DarkUI'd DarN) Fortunately, I can alt-tab without problems so I generally do all the editing/formatting in Notepad++ and just import to the game. I'm also using MMO to note Steps/clusters of Steps in the wilderness, though I'm only adding used ones to the text journal or I'd be typing more than I play...

Many are the times I've jumped into a dungeon, in (near)pitch blackness (I use Let There Be Darkness) and hit my darksight/lifevision (RBP Ohmes-Raht power) to discover there were things like trolls, minotaurs, or spectral warriors (OOO) nearby. Whereupon I promptly thank the darkness and quietly jump out again. :D

Yes, I've had scary times like that as well. And my http://a.imageshack.us/img690/2927/partnersresized.jpg decides not to Step after me sometimes. Grr on her!

On a technical note, I understand there's a quest that'll break/bork if you're using a variable timescale mod. I'm tweaking my Time Manager mod (which has such a feature) so I would gladly integrate the solution you and NiceOne came up with if you can PM me the details, Ervvyn.
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Alba Casas
 
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Post » Wed Mar 30, 2011 3:04 am

I understand there's a quest that'll break/bork if you're using a variable timescale mod. I'm tweaking my Time Manager mod (which has such a feature) so I would gladly integrate the solution you and NiceOne came up with if you can PM me the details, Ervvyn.

Done. And thank you. :)
Note that this solution was entirely devised by TheNiceOne.
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Brian Newman
 
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Post » Wed Mar 30, 2011 1:05 am

Two things.

1. Thanks for the mod. My latest character spent most of his existance just working on mapping as much of the steps network as he could find. Some months later, he's full cleared every dungeon in the mod (and all the vanilla Ayleid ruins), completed all the quests, and I have a sort of hard to read map and 17 pages of typed up map key. It's been a while since I've gotten that obsessive about my gaming, and while I don't think I ever want to see another lich again ever, that was pretty fun. Exhausting, but fun.

2. However, a slight issue I ran into. Well, two, really.

First, most of the dungeons were fantastic, and I'm pretty jealous I didn't think of some of them for my own mod, but they could really use a run through for floating objects and missing ceilings.

Second, and this bit is a spoiler:

Spoiler

During the quest Murder Masquerade, there's an XMarker outside whichever inn it is in Skingrad where the murder takes place which triggers one of the quest stages. Unfortunately, I'm an Open Cities Classic user, and the XMarker remains in the closed version of the Skingrad worldspace, meaning I had to hunt it down in the CS, then go track it down in the closed version of Skingrad. As you might imagine, this was fairly confusing for a while, until I figured it out.


Anyway, minor issues with a great mod.
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SaVino GοΜ
 
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Post » Wed Mar 30, 2011 9:29 am

Let me start out by praising The Ayleids Steps too.

Just seeing the steps everywhere, knowing there's an adventure to experience (even busy with other quests), make the Oblivion world so much more interesting :)

On a technical note, I understand there's a quest that'll break/bork if you're using a variable timescale mod. I'm tweaking my Time Manager mod (which has such a feature) so I would gladly integrate the solution you and NiceOne came up with if you can PM me the details, Ervvyn.
I think it's easier if I explain the technical details, so I'll send a PM now (Edit: Ninja'd).
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Zoe Ratcliffe
 
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