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

Post » Wed Mar 30, 2011 8:02 am

I'm experiencing lots of Real Life quests and cutscenes lately...

OK, thanks a lot Erwyn! But please do come back when you can. :) Happy Holidays to you too.
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Dalley hussain
 
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Post » Tue Mar 29, 2011 11:55 pm

Updated WalkerInShadows' http://www.tesnexus.com/downloads/file.php?id=16316 of the Spoilers file with the walkthroughs provided in post #55.
:wave:
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Micah Judaeah
 
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Post » Wed Mar 30, 2011 4:17 am

Hey,

Spoiler
Regarding the quest with the secret notebook, the entry that says something like "A door, not blessed, not yours" I assume to be referring to Cursed Mine, but I've checked the place quite thoroughly and cannot find a step anywhere. Have I got the right place, and if so, could someone give me a pointer as to roughly whereabouts the step is? If I've got the wrong location, could someone give me a hint. I even checked a thesaurus for antonyms of blessed, but didn't work out any other obvious option.

In addition, I already solved the riddle for the step by the Reed River, but I didn't get the "slingshot" reference at all... No big deal as I worked it out from the rest of the riddle, but anyway.


Thanks in advance,

Vac
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Annick Charron
 
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Post » Wed Mar 30, 2011 12:15 pm

Hey,

Spoiler
Regarding the quest with the secret notebook, the entry that says something like "A door, not blessed, not yours" I assume to be referring to Cursed Mine, but I've checked the place quite thoroughly and cannot find a step anywhere. Have I got the right place, and if so, could someone give me a pointer as to roughly whereabouts the step is? If I've got the wrong location, could someone give me a hint. I even checked a thesaurus for antonyms of blessed, but didn't work out any other obvious option.

In addition, I already solved the riddle for the step by the Reed River, but I didn't get the "slingshot" reference at all... No big deal as I worked it out from the rest of the riddle, but anyway.

Spoiler
It's not IN the mine, it's BEHIND the mine. Even so, it's well-hidden - you have to look very close to the rocks, but it's there.

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Miss Hayley
 
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Post » Wed Mar 30, 2011 6:39 am

Spoiler
It's not IN the mine, it's BEHIND the mine. Even so, it's well-hidden - you have to look very close to the rocks, but it's there.


Ack. I should have thought of that...
Spoiler
I have to admit that when someone says "behind a door" I think of what's "on the other side of" the door (i.e. the inside), rather than physically behind the area with the door.

Thanks again!

Vac
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Janine Rose
 
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Post » Wed Mar 30, 2011 11:57 am

Just dropping by to say "Hello!" and "I love this mod!"

Hello!

I love this mod! :biggrin:
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renee Duhamel
 
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Post » Wed Mar 30, 2011 10:59 am

Hello and I love this mod too!

I just can't finish it but I love it.

I'm posting a spoiler so that maybe someone will tell me why I can't go beyond a particular point.

I ran the mod twice and got stuck exaclty in the same point every time.

Spoiler
it's the mapping mayhem quest, after doing the first 3 tracks for Osciuro, he tells me that he's got to leave for a few days and he'll be back. as per walkthrough I wait around the IC and outside too and I'm supposed to be contacted by someone. By anolyzing the quest I believe this someone should be Ingred the Sturdy. I managed to find her but she's travelling from weye to chorrol and back, and refuses to talk with me stating that she "doesn't like my face today". Any way to proceede past this point?



thanks
regards
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louise hamilton
 
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Post » Wed Mar 30, 2011 11:32 am

as per walkthrough I wait around the IC and outside too and I'm supposed to be contacted by someone. By anolyzing the quest I believe this someone should be Ingred the Sturdy.

After Osciuro has halted your work, go to Weye or wherever outside the IC, wait for 2 days, then return to the IC. A lady will set out to find you - not Ingred the Sturdy. You'll get to meet Ingred if you follow this lady's directions (i.e. go to a certain inn on a certain day). If you approach her at any other time or place, Ingred will not cooperate.
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Lauren Denman
 
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Post » Wed Mar 30, 2011 1:05 pm

After Osciuro has halted your work, go to Weye or wherever outside the IC, wait for 2 days, then return to the IC. A lady will set out to find you - not Ingred the Sturdy. You'll get to meet Ingred if you follow this lady's directions (i.e. go to a certain inn on a certain day). If you approach her at any other time or place, Ingred will not cooperate.


I can't wait to get to this point. I love this mod.
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Code Affinity
 
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Post » Wed Mar 30, 2011 6:48 am

After Osciuro has halted your work, go to Weye or wherever outside the IC, wait for 2 days, then return to the IC. A lady will set out to find you - not Ingred the Sturdy. You'll get to meet Ingred if you follow this lady's directions (i.e. go to a certain inn on a certain day). If you approach her at any other time or place, Ingred will not cooperate.



well, it's not happening. seems that only Larthjar the Luggard is interested in me, but he doesn't say anything and doesn't have any useful dialog. I'll try to uninstall some other mods, maybe I have some conflict, and meantime I'll do the ayleid steps with another character to make sure it's not something to to with the present one.
thanks
ciao
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Genocidal Cry
 
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Post » Wed Mar 30, 2011 8:49 am

I may be having stability issues with my mod combination. I found the
Spoiler
purple welkynd stone
but when I attempted to use the step in the dungeon, I got a CTD. I was able to teleport out using the Astral Recall spell in Midas Magic mod, but I got another CTD when I attempted to leave the areas I teleported to using that spell. I will test a save game before I picked up the item in question, to rule out another cause.

EDIT: There may be something else at work, here. I tested a savegame in the same lost ruin (
Spoiler
Morra, to be exact
and tried to leave before picking up the above mentioned item. I got the same results....a CTD when I tried to use the exit step. I will next load a save game from before I entered this dungeon and do something else for a few game days. I will re-enter this dungeon at that time and see what happens.
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Samantha Wood
 
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Post » Wed Mar 30, 2011 10:17 am

Playing again and have some more things to report.
Dungeon design problems:
Spoiler
In ssLostSutchArena "Lost Sutch Arena" [CELL:020581D2] there are quite a lot of "gaps" whereby the player can walk into the "stands". Thing is, the collision of said stands is messed up in all kinds of ways and the player is forced to tcl to get themselves extricated. Perhaps a few carefully placed rocks would help?

and a more serious problem. Having finished the quest SSotA02 "Retracing the Steps" [QUST:02061847] and recieved the final quest update I crash when I save the game. I have checked that I can save *just* before completing the quest, but as soon as I have recieved that last quest update, my next save will cause a ctd. I even tried dropping
Spoiler
the purple welkynd stone again to be sure it wasn't something about having it in my inventory.
No good. Guaranteed crash.

This seems to be related to the previous poster's problem? Any suggestions?

Vac

Edit: After further testing, it's quite noticeable that upon entering the final dungeon in this quest my game suddenly has stability issues. I say this because I am currently able to do things like run all the way from Kvatch to Fort Irony via Riverhold without any crashes at all, yet when I enter this last dungeon I get crashes aplenty, and at some stage I become unable to make a save without crashing. My test this time I reached this point just before I had completed the last quest update (i.e. I'd killed the baddies, but hadn't retrieved the item). I wonder if there's something going on here using OBSE that has been changed in v20beta5. Maybe I should try with OBSE v19.
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Roisan Sweeney
 
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Post » Wed Mar 30, 2011 10:40 am

Apologies for the double post, but I believe this is worth drawing attention to.

I just tried the above again with obse v19b and it worked flawlessly (at least thus far). It seems something in this mod's quest scripts is getting messed up by obse v20 beta5. That's a touch unfortunate as I use obse 20 for a couple of things. I'll try and check whether I can go back to obse v20 beta 5 now, or whether I'm stuck with the old version for the interim.

Vac
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Vivien
 
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Post » Wed Mar 30, 2011 1:08 am

Playing again and have some more things to report.
Dungeon design problems:
Spoiler

and a more serious problem. Having finished the quest SSotA02 "Retracing the Steps" [QUST:02061847] and recieved the final quest update I crash when I save the game. I have checked that I can save *just* before completing the quest, but as soon as I have recieved that last quest update, my next save will cause a ctd. I even tried dropping
Spoiler
No good. Guaranteed crash.

This seems to be related to the previous poster's problem? Any suggestions?

Vac

Edit: After further testing, it's quite noticeable that upon entering the final dungeon in this quest my game suddenly has stability issues. I say this because I am currently able to do things like run all the way from Kvatch to Fort Irony via Riverhold without any crashes at all, yet when I enter this last dungeon I get crashes aplenty, and at some stage I become unable to make a save without crashing. My test this time I reached this point just before I had completed the last quest update (i.e. I'd killed the baddies, but hadn't retrieved the item). I wonder if there's something going on here using OBSE that has been changed in v20beta5. Maybe I should try with OBSE v19.


Apologies for the double post, but I believe this is worth drawing attention to.

I just tried the above again with obse v19b and it worked flawlessly (at least thus far). It seems something in this mod's quest scripts is getting messed up by obse v20 beta5. That's a touch unfortunate as I use obse 20 for a couple of things. I'll try and check whether I can go back to obse v20 beta 5 now, or whether I'm stuck with the old version for the interim.

Vac


Can OBSE be downgraded for the duration of the quest and re-updated after, or do the the problems persist aft the quest if OBSE is updated again. This issue is preventing me from adding this mod to my LO as I have mods that require OBSE V20b5.
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:)Colleenn
 
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Post » Wed Mar 30, 2011 2:29 pm

Sorry guys, I'm in the process of moving, I have to do with a tiny netbook. On top of that, I reinstalled my desktop but not (yet) Oblivion ... so I cannot test anything for a while.

@Thorbin, @Vacuity: are you using the 3.4 version, or perhaps 3.4.1, the one with added Oblivion-XP result scripts? Note that I've never tested that version. I don't even understand those script snippets. :tongue: :blush:

@pcoborys: That second quest is a side quest, you can ignore it for as long as you want. It will not influence the main questline, which will resume later on if you just carry on teleporting.
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Claire
 
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Post » Wed Mar 30, 2011 8:31 am

Sorry guys, I'm in the process of moving, I have to do with a tiny netbook. On top of that, I reinstalled my desktop but not (yet) Oblivion ... so I cannot test anything for a while.

@Thorbin, @Vacuity: are you using the 3.4 version, or perhaps 3.4.1, the one with added Oblivion-XP result scripts? Note that I've never tested that version. I don't even understand those script snippets. :tongue: :blush:

@pcoborys: That second quest is a side quest, you can ignore it for as long as you want. It will not influence the main questline, which will resume later on if you just carry on teleporting.


I am using the 3.4 version of the mod.
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Gwen
 
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Post » Tue Mar 29, 2011 11:24 pm

Thank you for the reply Ervvyn.

I have wanted to play through this mod for over a year, but despite the great efforts you have gone through to insure compatibility (which I really, really appreciate), I have always run into a catastrophic conflict that made me choose between this and several other mods. I have a setup now that will work with AS, so I almost cried when I saw the post about possible conflict with OBSE 20b5 (I have several mods that require this). I will add AS to my list of mods and see how it goes. If I find out anything useful I will post it here (unless someone beats me to it).

Again, thank you for this mod and continuing support for it.
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MISS KEEP UR
 
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Post » Wed Mar 30, 2011 11:36 am

Ok, well, I just tried out with OBSE v20b6, and that's working out fine, so either beta 6 fixed a problem in beta 5, or there is only a short window where quest/script activity causes the crash with OBSE v20 and once you're past it you can go back to v20. Not sure. I haven't actually progressed any further (that I know of) in TAS, but I think Ervvyn may have set up stuff happening in the background over time that sets things up for later quests?

Anyway, I haven't checked if the crash occurs with beta 6. I should probably go back and find out? My enthusiasm for trying to cause a ctd is less than stellar at this moment.

In any case, it seems to be working again ok.

Vac
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Meghan Terry
 
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Post » Wed Mar 30, 2011 11:17 am

Ok, well, I just tried out with OBSE v20b6, and that's working out fine, so either beta 6 fixed a problem in beta 5, or there is only a short window where quest/script activity causes the crash with OBSE v20 and once you're past it you can go back to v20. Not sure. I haven't actually progressed any further (that I know of) in TAS, but I think Ervvyn may have set up stuff happening in the background over time that sets things up for later quests?

Anyway, I haven't checked if the crash occurs with beta 6. I should probably go back and find out? My enthusiasm for trying to cause a ctd is less than stellar at this moment.

In any case, it seems to be working again ok.

Vac


There was a bug that is fixed by beta 6. Andalaybay documented from reports in OblivionXP and I think it showed up in some of TNO's mods as well.
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Janeth Valenzuela Castelo
 
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Post » Wed Mar 30, 2011 6:14 am

Ok, well, I just tried out with OBSE v20b6, and that's working out fine, so either beta 6 fixed a problem in beta 5, or there is only a short window where quest/script activity causes the crash with OBSE v20 and once you're past it you can go back to v20. Not sure.

Thanks for reporting that, Vac. :thumbsup:

I haven't actually progressed any further (that I know of) in TAS, but I think Ervvyn may have set up stuff happening in the background over time that sets things up for later quests?

Nothing more than a quest script that counts your teleports. When you have stepped xx times, the main quest is resumed.

There was a bug that is fixed by beta 6. Andalaybay documented from reports in OblivionXP and I think it showed up in some of TNO's mods as well.

Thanks for mentioning it. :)

On a side note: two people at the Nexus forum thread reported a problem with the Dungeon Dabblers quest; a crucial Stepstone seems to be buried by another mod, probably Heart of the Dead. If you use that mod and don't want to disable it temporarily, try the Hub system! That's what it's there for. ;)
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Elle H
 
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Post » Wed Mar 30, 2011 12:37 pm

I'm finally progressing in the quests for this really great mod. I did check the spoilers file and noticed a spelling error in the part for quest no 3.


Spoiler
This quest starts after you have activated at least 80 Steps. Several of the general vendors (refer to the list above) who used to trade welkynds start complaining about the stones being scarce. Some of them mention Ungarion in the Warlock's Luck, Bravil. Ask him about welkynds; he will direct you to Gundalas in Leyawiin. After talking to Gundalas, wait until next Sunday afternoon at 2 AM (should be PM) and watch his shop from the street. Someone in a grayish robe will enter it and reappear after a while. Follow this person and see what happens.

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ruCkii
 
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Post » Wed Mar 30, 2011 4:54 am

"You are in a dream. Anything is possible in a dream, except for taking this step."

- A message attached to a certain step. :lol:
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Jon O
 
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Post » Tue Mar 29, 2011 11:14 pm

I am stuck at the beginning of the quest:

Kuertee's cleanup mod disabled the
Spoiler
dead mages guild messenger for me a long time ago:
27/02/2011 16:03:08 disabling Dead Mages Guild Messenger 7003C837. GetTimeDead 3518.13. IHoursToRespawnCell 72.00



And therefore, I cannot progress with the quests.

I am planning to enable the said NPC with the enable console command, but that requires a RefID (not a Form ID). Can anyone let me know what the RefID for said NPC is? Where can I find this info? I couldn't find it in TEs4Edit either... maybe I don't know what I am searching for. Enabling the said NPC should allow me to continue with the quest, right?
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Aliish Sheldonn
 
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Post » Wed Mar 30, 2011 3:25 am

If you follow the Mages' Guild questline or explore Mages' Guild-related locations then you'll be able to continue the quest no problem. This is because too many people had problems with the messenger.

If you are trying to avoid going anywhere near the Mages' Guild, then that's a different story.

Vac
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Jennifer Munroe
 
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Post » Wed Mar 30, 2011 12:18 am

If you follow the Mages' Guild questline or explore Mages' Guild-related locations then you'll be able to continue the quest no problem. This is because too many people had problems with the messenger.

Not anymore. That Vahtacen questline was abandoned long ago because it required players to be Mage Guild members, and because of gameplay problems.

@anithinks: since you have not done anything with TAS so far, nothing will be lost if you just uninstall the mod, do a clean save, and reactivate it. Then find the book, touch a Stepstone and the dead messenger will be there. :)
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Chris Jones
 
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