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

Post » Wed Mar 30, 2011 5:36 am

The Ayleid Steps 3

Version 3.4, july 11, 2010

..... Vast teleportation network across Cyrodiil with over 800 Steps
..... 51 new dungeons with 125 levels in all for you to find and explore
..... Ten quests with lots of exploring, searching and puzzles to solve
..... Ayleid Meteoric Iron Weaponry and Ayleid Clutter to be found in the dungeons
..... Large player home in a private domain to supervise and be responsible for
..... Self-adjusting compatibility with Unique-Landscapes- and Better-Cities plugins.

Download 3.4 http://www.tesnexus.com/downloads/file.php?id=16316 (TesNexus), http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=292 (TESAlliance), or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4203 (Planet).

CHANGELOG, release 3.4
-------------------------------------------------
* Corrected lots of little typo's.
* Grounded some floating objects in several Lost Dungeons.
* (Stepstone)scripts edited and optimized.
* Changed a container in the Talos Bridge Hideout to be non-respawning. Caution: if you have put any items in the upper drawer to the right of the alchemy sorter, remove them before installing this new mod version!
* Stepstones will no longer emit message spam when triggered by anyone else than the player.
* Set cell ownership of Talos Bridge hideout and Guardians rooms to Player.
* Many small cosmetic changes in the Guardian's storage room.
* The introduction quest 'The Ayleid Steps' has compass markers.
* Corrected Welkynd Worries quest so that Cultists will attack player in their hideout even when he is an invisible master sneaker.
* During the final quest Elsabeth will no longer pop up in the farmhouse while player is preparing to enter the crater.
* Removal of several items from Player inventory during the final quest was rescripted using Cobl functions, to avoid problems with quest items.
* Cheating the Core by adding and removing Deathgems should no longer be possible.
* Added the http://www.tesnexus.com/downloads/file.php?id=31543 to the library in the Guardian's quarters. This one can spawn Ayleid clutter, Ayleid weapons, Cobl books and Cobl ingredients too.
* Added dialog topic for Bertold to explain how to use the Automagicon.
* NPCs should no longer teleport into player-owned houses.
* NPCs will (in most cases) not teleport all over Cyrodiil when another mod such as Kragenir's DQ has set them to be essential for their quests.
* Added some more named boss-type characters to several lost dungeons.
* The Steps adjustment script is now aware of the BC variant "Better Cities BRAVIL - Blood & Mud.esp".
* The adjustment script will now recognize UL's "xulRollingHills_EV_withoutWheat.esp".
* The adjustment script is now aware of the Unique Landscapes Snowdale plugin (English and German version).

Readme excerpt:
INTRODUCTION:
--------------------
As long as anyone can remember, hundreds of ancient Ayleid stones sit in Cyrodill's wilderness and in Ayleid structures such as ruins and wells. What almost nobody knows however, is what these so-called Steps are supposed to do. Doing the intro Quest, you find out that this network of stones is in fact a teleporting system. Each time you want to teleport, you have to energize the Step with a Welkynd stone.
You can teleport directly into Ayleid ruins, to Ayleid wells, and to lots of locations that the Ayleids once considered important. But you have to prepare yourself: many Steps are defective and will refuse to work, or beam you to random locations. You can land in someone's basemant, in government buildings, in caves in the middle of a bunch of goblins, and in very remote and unusual places. Or you can discover about 50 new dungeons, hitherto unknown to man, where lots of treasure and enemies await you. There are two new homes to be found, too - a small one on completing the introduction quest (not very pretty, but it has a bedroll, a private Stepstone (no doors) and many safe containers), and a large one at the end of the final quest, situated in an Ayleid ruin in a private domain.

To start the intro quest you have to try to activate one Stepstone, and read a book on the topic. There are no quest markers in your compass during the intro quest - you have to examine, read and think a bit, and search a lot. When you can actually use the Steps, the quest is not over before you find a certain location mentioned in the clues. But after that, you can imagine your own neverending quest: try to map the Network, search for those VERY hard to find lost ruins, and of course hunt for Welkynd stones.

After you have used a certain amount of Steps you will notice that many vanilla NPC's start to teleport through Cyrodiil, and then an epic storyline unfolds in 9 quests. You will learn why the Ayleids built the Steps, where they went after doing so, and what the hero of the opening quest really went through before he died.
To have them blend into the vanilla game these quests are time-driven. To start them, you cannot do much else than explore the Steps and pay attention. Certain events have to develop in faraway locations, dictating the progress of the quest line. Between two quests you often have to wait 4 days. Some of the quests themselves can take a week to complete, so that completion of the entire questline may take 6 to 10 (game)weeks.
The purpose of the quests is to tell the Stepstones story. Part of it is developing while you play but somewhere far away, another part is history. You'll often find yourself involved as an onlooker who performs tasks without fully comprehending what is going on. The NPCs have their own agendas. Although there is plenty to do for you the story is not player-centered, so there are very few alternatives, choices or multiple questlines.

This plugin intends to offer a reason to keep on exploring and adventuring for experienced characters, i.e. those that have completed all default game quests and have attained a level over 20. However, it can be played well by low level characters, except for the final quest in which you face some powerful enemies.
Playing the Ayleid Steps with FCOM, or OOO and MMM, or other overhaul mods is highly recommended!

REQUIREMENTS:
-------------------
* Vanilla Oblivion with the latest official patch 1.2.416.
* OBSE (Oblivion Script Extender) version 18 or newer, get the latest version here: http://obse.silverlock.org/.
* Cobl (Common Oblivion library) version 1.72 or newer, find it here: http://tesnexus.com/downloads/file.php?id=21104. For use with this mod, you merely have to install "Cobl Main.esm" and the Meshes, Sound and Textures folders in the "Cobl Core" folder, and activate "Cobl Main.esm").
* Elys Universal Silent Voice v0.93. Unless you can super-speedread - this mod has no voice files. Link: http://www.tesnexus.com/downloads/file.php?id=16622



COMPATIBILITY:
-------------------------------
UNIQUE LANDSCAPES & BETTER CITIES:
The mod detects which (if any) Unique-Landscape-mods or Better Cities IC mods are activated, and adjusts certain Stepstone positions accordingly. It does this once after each savegame loading (and at the start of a new game). Note that this will ONLY work if you have not altered the original .esp filenames! If the mod cannot find a plugin, the Steps in the area will be reset to their default position. So no more displacements after you change your plugin load order. How Oblivion stores the Steps positions in its savegames is of no importance at all, since the adjusting is repeated with every game loading.
If you have all UL-mods merged into one .esp file, then rename that file to "xulAll.esp" to make the adjustment script recognize it.
Better Cities, Open Cities and Open Better Cities (non-IC modules): compatible in so far that there are no Steps in exterior town cells, so no conflicts.
Other mods that The Ayleid Steps can adjust to, are listed under "Reference".

OTHER PLUGINS:
The mod is built with only Vanilla Oblivion, aforementioned official patch, OBSE 18 and Cobl 1.72. It is playtested with UOP, FCOM (OOO, MMM, Francesco's, WarCry), the UL and BC mods and many smaller mods activated; so far no severe conflicts were found.
This mod may conflict with other plugins that:
- alter the vanilla landscape (House and village mods for example)
- alter vanilla interiors, change architectural layout, move furniture, etc.
- alter availability and/or prices of Welkyndstones. (To be sure, load after such mods).
If you teleport somewhere and don't see a Stepstone where there should be one, an other mod may have buried it. As a consequence you can't use it. This is not necessarily a problem - there are so many Steps in the world that you can easily do without some.
The mod is tested with the Valeria Caresse and Vilja companions; there were no issues so far. Every companion that can teleport to the player should be OK.

ISSUES & KNOWN CONFLICTS:
---------------------------------------------
* Some users reported getting stuck when trying to reach a particular Stepstone near the invisible borders of the game. The scripts were corrected for this one. In case you find another problem Step, you can correct it by editing this line in your Oblivion.ini file: "bBorderRegionsEnabled=1". Change the 1 to a 0, and save the file.
* Playing with MMM, you may encounter bands of adventurers in the Lost Dungeons. If you find this immersion-breaking, use the MMM-provided "Mart's Monster Mod - No Adventurers.esp" to prevent them spawning in dungeons.
* Should stepping activity of NPCs cause problems, it can be altered with the (Cobl) Options menu in your inventory. Look for the "Ayleid Steps - NPCs behavior" option. You can determine if NPCs will go teleporting, and if they should be set to essential when they do so, to protect them.
* The dialogs in version 3 are mostly performed by custom NPCs, but several vanilla NPCs are involved with a few lines, and they must be alive in your game to ensure quest progress. These are Angalmo, Aryarie, Calindil, Carahil, Gundalas, Hlidara Mothril, Mog-gra-Mogakh, Orintur, Suurotan, Tumindil and Ungarion.
* There are a few landscape edits far northeast of Cheydinhal (pathgrid edits) and south-southeast of Skingrad/West of Silorn (a small building, pathgrids & slight height changes). These areas are not affected by currently finalized UL-landscaping mods as far as I know.



THANKS:
-----------
* to the OBSE programmers for their nifty script extender.
* to MadCat221 (madcat221@gmail.com), RDjeke (rdjeke@gmail.com) and Sotobrastos for the Ayleid Meteoric Iron Weapons.
* to Meo, Cryptic_Rain and Vacuity for the Ayleid Clutter objects.
* to Wrye and anyone who contributed, for Common Oblivion Library (Cobl).
* to several people in the gamesas and TesNexus forum threads or sending e-mails, for suggestions that helped improve the mod - notably Skyranger for the Hubs concept, WalkerInShadows, Khettienna, Jack Whitehead and Dazu for bughunting, Chaky for general helpfulness, Shadowborn for pointing out conflicts and script bugs, and Wrye for constructive criticisms.
* to PresetM (up to 2.3.1) and SuzieQ (from 2.6.1 on) for the German versions.
* to Bleral for designing and producing the custom meshes and textures.
* to Qbit for correcting and editing all texts of the first 5 quests.
* to Ed Waldorph for correcting and editing all texts of the remaining 8 quests.




CHANGELOG, release 3.3.2
-------------------------------------------------
* Moved entrance step for Lost Varlavale from cell 0,3 to 2,2 to fix map marker problem causing occasional crashes.
* Fixed script glitch which would stall Vanuasecul quest when player escaped the dungeon using mark & recall.
* Fixed script glitch which sometimes stalled final quest (Tertia's squad refusing to show up for the final journey).
* Losing the watchman in an interior cell during Mapping Mayhem quest will no longer break the quest.
* Many minor questscript tweaks and typo corrections.
* Welkynd stone base price is now capped at 510 septims.
* Added named bosses to 12 of the lost dungeons.

CHANGELOG, cumulative from 3.0 to 3.3.1
-------------------------------------------------
* Language edits completed. All dialogs and books/notes of the quests 6 through 12 were proofread and edited by Ed Waldorph.
* In the Mapping Mayhem quest fast travel is now disabled during Player's mapping journeys.
* The Dead Mages Guild messenger (Intro Quest) is relocated from Wellspring Cave's entrance to the northeast. She can now be found on the roadside near the Ayleid Well.
* Several very minor quest and dungeon tweaks.
* Start of Vanuasecul Venture slightly altered: the beggar will now set out to find the Player in the IC instead of waiting in the Market district.
* Several objects will no longer be marked as quest items after Vanuasecul Venture is completed.
* Fixed a dialog bug which would affect all NPC's if Player elected to abandon the final quest.
* Fixed a script glitch that prevented proper use of the handles in the Guardian's Hub room.
* Changed Steps adjustment script to avoid conflict with DLC Frostcrag Spire.
* Fixed a few layout problems in the dungeons as pointed out by Khettienna.
* Added 4 new Lost Dungeons. We now have 51 new Dungeons, 3 of which are quest-specific.
* 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.
* Fixed a mesh-texture path bug (for the cultists' banner).
* Added new textures & meshes for the Deathgem and special Imperial Legion armors, all designed by Bleral.
* Packed resource files into a .bsa file; added a batch file to remove earlier versions' file clutter.
* Resolved a conflict with the new UL-module Skingrad Outskirts.
* The mod now recognizes the German UL-filenames (thanks to Chaky for sorting these out).
* Fixed another missing mesh bug (for the tombstone)
* Implemented a few cosmetic fixes in the SSotA worldspace as pointed out by Chaky.
* Removed object script from welkynd stones.
* Fixed a bug in the Daring Dunmer quest (quest would halt if Norb Gro-Rukhol didn't like player).
* Fixed some Lost Dungeon architectural problems in Morra and Carnivore Cave.
* Pimped one of the Lost Dungeons (Tocrec) with a new large room and enemies.
* Rewrote AI script and packages for the cultists. They should now behave as intended.
* Fixed a few problems in the Talos Bridge Hideout as pointed out by Khettienna.
* Added meshes & textures for the Guardian's diary, a tombstone, a True Descendants banner and a street poster (all designed and produced by Bleral).
* Added new textures for the Stepstones. They are now seamless; some have nice glinting scraps of welkynd embedded (Bleral).
* Added new custom Ayleid Steps quest icon (Bleral).
* (WIP) Covered essentials of the version 3 questline in the Spoilers file.
* Added a few new Steps here & there.
* Added 2 new Lost Dungeons. We now have 44 Lost Dungeons plus 3 quest-specific dungeons.
* Texts in books, dialogs and quest updates from the Intro Quest up to the Daring Dunmer quest were corrected and edited by Qbit.
* Corrected missing mesh bugs introduced in previous versions.
* Changed a StepstoneScript to avoid a nasty problem in the Mapping Mayhem quest.
* Added Cobl's alchemy sorter to the Talos bridge tower hideout.
* Removed Ayleid arrows from leveled loot lists in the Lost Dungeons.
* Fixed several small (Lost) dungeon layout problems.

Screenshots:
http://www.tesnexus.com/downloads/images/16316-3-1206987532.jpg
http://www.tesnexus.com/downloads/images/16316-2-1206987532.jpg
http://www.tesnexus.com/downloads/images/16316-1-1206987532.jpg
http://www.tesnexus.com/downloads/images/16316-4-1206987532.jpg
http://www.tesnexus.com/downloads/images/16316-5-1206987533.jpg
http://www.tesnexus.com/downloads/images/16316-3-1207071127.jpg
http://www.tesnexus.com/downloads/images/16316-4-1207071128.jpg
http://www.tesnexus.com/downloads/images/16316-5-1207071128.jpg
http://www.tesnexus.com/downloads/images/16316-2-1212744092.jpg
http://www.tesnexus.com/downloads/images/16316-4-1212744092.jpg
http://www.tesnexus.com/downloads/images/16316-1-1217585755.jpg
http://www.tesnexus.com/downloads/images/16316-1-1217586330.jpg
http://www.tesnexus.com/downloads/images/16316-1-1217586377.jpg
http://www.tesnexus.com/downloads/images/16316-1-1223034725.jpg
http://www.tesnexus.com/downloads/images/16316-2-1223034725.jpg
http://www.tesnexus.com/downloads/images/16316-5-1223034726.jpg
http://www.tesnexus.com/downloads/images/16316-4-1223034726.jpg
http://www.tesnexus.com/downloads/images/16316-3-1223034725.jpg
http://www.tesnexus.com/downloads/images/16316-1-1223034835.jpg
http://www.tesnexus.com/downloads/images/16316-2-1223034835.jpg
http://www.tesnexus.com/downloads/images/16316-4-1223034835.jpg
http://www.tesnexus.com/downloads/images/16316-1-1223034867.jpg
http://www.tesnexus.com/downloads/images/16316-3-1223034835.jpg
http://www.tesnexus.com/downloads/images/16316-1-1233218989.jpg
http://www.tesnexus.com/downloads/images/16316-1-1256220811.jpg
http://www.tesnexus.com/downloads/images/16316-2-1256220813.jpg
http://www.tesnexus.com/downloads/images/16316-3-1256220813.jpg
http://www.tesnexus.com/downloads/images/16316-5-1256220814.jpg
http://www.tesnexus.com/downloads/images/16316-1-1256220906.jpg
http://www.tesnexus.com/downloads/images/16316-2-1256220906.jpg
http://www.tesnexus.com/downloads/images/16316-3-1256220906.jpg
http://www.tesnexus.com/downloads/images/16316-4-1256220906.jpg
http://www.tesnexus.com/downloads/images/16316-5-1256220906.jpg
http://www.tesnexus.com/downloads/images/16316-3-1256220998.jpg
http://www.tesnexus.com/downloads/images/16316-2-1256220997.jpg
http://www.tesnexus.com/downloads/images/16316-1-1256220997.jpg
http://www.tesnexus.com/downloads/images/16316-4-1256220998.jpg
http://www.tesnexus.com/downloads/images/16316-5-1256220998.jpg
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Wed Mar 30, 2011 11:24 am

Just a new thread continuing the first thread for version 3.0 and its successors http://www.gamesas.com/index.php?/topic/1062044-relz-the-ayleids-steps-3/. :deal:
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Wed Mar 30, 2011 10:23 am

I found cases where I'd get the key for one of the houses, unlock the door to go inside - and there were one or two NPCs already inside! :glare:

I didn't realize what was going on until I used a step and saw a NPC appear next to me.

In the end I ended up turning that part off.


Well that's interesting. I've been noticing NPCs going into the manor from AFK_Weye despite it being clearly marked as owned by the player and have been wondering why they're doing this. One of them was even stealing my stuff!

If that is really what is going on, I find it hilarious. :) True, the stepstone scripts do not check who activates them, so it seems possible, but why would NPCs try to do that? The NPCs that are supposed to teleport around in the later quest stages are marker-moved by the scripts, and never tasked to activate the Steps.


Well it's the only explanation I can reach since the specific message only shows up in scripts from your ESP, and there are two steps in range of where I've been seeing the message. Might be worth making sure the message will only be shown if the player tries to activate one.
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Wed Mar 30, 2011 2:03 am

Well that's interesting. I've been noticing NPCs going into the manor from AFK_Weye despite it being clearly marked as owned by the player and have been wondering why they're doing this. One of them was even stealing my stuff!

Since you have not even started TAS quests, they are definitely not related to or directed by this mod. Maybe AFK_Weye makes them do it, and even makes them try to activate (steal?) steps. Just guessing, I don't have that mod.

Might be worth making sure the message will only be shown if the player tries to activate one.

I will, thank you. :)
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Wed Mar 30, 2011 10:52 am

Maybe AFK_Weye makes them do it, and even makes them try to activate (steal?) steps. Just guessing, I don't have that mod.


It's not AFK_Weye's NPCs that are doing it, they're all accounted for right where they belong. The only other NPCs who could be responsible are spawns generated by TIE but they don't have any AI logic or scritping that calls for them to randomly activate stuff in the world. I think at this point it's just random luck they happened to pick one of your steps and triggered a message that prompted me to look for the cause. Otherwise whoever is doing it would have gone undetected.
User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Wed Mar 30, 2011 2:59 am

Just curious, how/when are NPCs set essential in this mod? Is it as soon as they travel to a dungeon that they are flagged essential, and that the essential flag is cleared afterwards?

What if I set a by default nonessential NPC to essential through script when they are not travelling, they are then told by your mod to go explore an ayleid ruin or whatever, setting them essential again in the process, and then the NPC returns to his original schedule? Will it clear the essential flag I set, or does whatever scripts you have running check whether the NPC was essential already when he was selected to go exploring?


I'm still running into the stepstones constantly while playing through Kragenir's Death Quest. I think the mods work quite well together in that regard. :wink_smile:
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Wed Mar 30, 2011 2:53 am

Just curious, how/when are NPCs set essential in this mod? Is it as soon as they travel to a dungeon that they are flagged essential, and that the essential flag is cleared afterwards?
What if I set a by default nonessential NPC to essential through script when they are not travelling, they are then told by your mod to go explore an ayleid ruin or whatever, setting them essential again in the process, and then the NPC returns to his original schedule? Will it clear the essential flag I set, or does whatever scripts you have running check whether the NPC was essential already when he was selected to go exploring?

Every night at 0.30 AM a group of steppers is selected for the day. They are then set to essential. The next night everyone is sent back to their hometown, is set to nonessential, and then the process runs anew. So yes, if KDQ has set them to essential, that will be undone when the NPC returns.
I'm still running into the stepstones constantly while playing through Kragenir's Death Quest. I think the mods work quite well together in that regard. :wink_smile:

We could make it even better. Thanks to OBSE, TAS can easily check for KDQ being in the player's load order and in that case leave the NPC's essentialness alone--if you tell me who they are (right, I don't play KDQ or any other quest mods ... if I have the time to play ... almost never :( ). PM?
User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Wed Mar 30, 2011 10:03 am

Is there a list of mods that TAS detects internally? I see the list in the readme for what you use to test and have been informed that TAS also detects mods in one's load order too.

Is that right and is there a list of these mods?

thanks.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Tue Mar 29, 2011 10:57 pm

Is there a list of mods that TAS detects internally? I see the list in the readme for what you use to test and have been informed that TAS also detects mods in one's load order too.

The Readme file in the mod package ('Reference' chapter) lists all mods that TAS is aware of in your load order. The numbers refer to the versions I have thoroughly checked in the CS. All those mods edit the landscape, resulting in a conflict with TAS. Every mod check and (if needed) adjustments for it has to be scripted, so I try to keep that list short. (Thus: only popular/widely used mods, and no alpha/beta/wip releases). I heard strange rumors -TAS is said to anolyze one's load order and dissect the mods in it even it has never seen them before ... I wish they were true. :glare:
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Wed Mar 30, 2011 2:24 am

Every night at 0.30 AM a group of steppers is selected for the day. They are then set to essential. The next night everyone is sent back to their hometown, is set to nonessential, and then the process runs anew. So yes, if KDQ has set them to essential, that will be undone when the NPC returns.

We could make it even better. Thanks to OBSE, TAS can easily check for KDQ being in the player's load order and in that case leave the NPC's essentialness alone--if you tell me who they are (right, I don't play KDQ or any other quest mods ... if I have the time to play ... almost never :( ). PM?

Well there's quite a lot of them and I also prefer to set them back to unessential afterwards, to avoid half of cyrodiil being essential... Of course that would cause problems if your mod assumes I've set them essential when they aren't anymore.

I don't know exactly how your scripts work (I can't look right now but maybe I should), but would it be possible to use the IsEssential condition before a stepper is set essential, which if it returns '1' sets a new variable that you create to '1', and in the end when the exploring is over this new variable is used as a condition for deciding whether or not the NPC should be set to unessential again?

So if I would make an NPC essential and this mod selects him as a stepper, the script recognises that this stepper was already essential when he was chosen, in which case the script skips the step (:hehe:) of setting the NPC unessential afterwards.
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Wed Mar 30, 2011 11:32 am

but would it be possible to use the IsEssential condition before a stepper is set essential, which if it returns '1' sets a new variable that you create to '1', and in the end when the exploring is over this new variable is used as a condition for deciding whether or not the NPC should be set to unessential again?
So if I would make an NPC essential and this mod selects him as a stepper, the script recognises that this stepper was already essential when he was chosen, in which case the script skips the step (:hehe:) of setting the NPC unessential afterwards.

Ouch. That would take 110 new variables. Not to mention an additional 100 or so if I realize the plan to have shopkeepers, trainers and others teleport around as well ... I think the best solution is to give them a token when they're essential. It's on the to-do-list. Maybe not in the current planned update, but it will be done, I promise, sir. :)

Edit: maybe I could even assume that anyone that is essential when not teleporting around, is involved in one of your quests, and have the script leave him/her alone? Making it easier for the player to find them when they're needed? Yes. Good idea, Ervvyn! Well, thank you. :P
(why didn't I come up with this right away?)
User avatar
Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Wed Mar 30, 2011 9:12 am

The Readme file in the mod package ('Reference' chapter) lists all mods that TAS is aware of in your load order. The numbers refer to the versions I have thoroughly checked in the CS. All those mods edit the landscape, resulting in a conflict with TAS. Every mod check and (if needed) adjustments for it has to be scripted, so I try to keep that list short. (Thus: only popular/widely used mods, and no alpha/beta/wip releases). I heard strange rumors -TAS is said to anolyze one's load order and dissect the mods in it even it has never seen them before ... I wish they were true. :glare:

Yeah that was what I was told too: "don't merge house mods or other mods such mods because TAS will not be able to detect them."

So then just UL and BC mods? OK then that I can deal with. thanks
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Wed Mar 30, 2011 3:10 am

Edit: maybe I could even assume that anyone that is essential when not teleporting around, is involved in one of your quests, and have the script leave him/her alone? Making it easier for the player to find them when they're needed? Yes. Good idea, Ervvyn! Well, thank you. :P
(why didn't I come up with this right away?)

So that would mean only nonessential NPCs would be selected for Stepping and essential ones are ignored? Sounds good indeed. :P

It would also prevent a very unlikely but possible problem: When a KDQ quest would be finished by the player, and sets a couple of NPCs nonessential again, there would be a tiny chance that the NPC who is set nonessential is in the middle of a Stepping and gets himself killed. :P
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Wed Mar 30, 2011 9:37 am

Well, having barely played the game much in the last couple of years, I have managed to do a bit of playing again in the last few weeks. This mod is one that I've looked at the insides of plenty of times in the course of other stuff, but I never really got around to playing through. Well, I've only done the first quest thus far (the second one has initiated, but I haven't done anything about it).

Nevertheless, the dungeons are *fab*! They're stuffed full of enemies (and with MMM, we're talking *stuffed*), lots of loot of varying interest, loads of locked and hidden or partially hidden chests. Lots of interesting designs and layouts. Really, this is how Ayleid Ruins should be made: they look like ruins and you've got to explore them properly to find everything.

I am very impressed!

Vac
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Wed Mar 30, 2011 3:00 am

New http://www.tesnexus.com/downloads/file.php?id=16316 available. Contains tweaks and bugfixes.

Credits for this release:
- The Timescale setting for the Mapping Mayhem quest would be disrupted by the Real Sleep Extended/Automatic Timescale mods. TheNiceOne found a workaround for this problem. The latest version of his mods will leave the Timescale alone for the duration of each mapping journey. Thank you!
- Thanks to several people at the TesNexus forum for their reports, questions and complaints.
- Thanks to Khettienna (TESA Beta Testing & anolysis Guild) for pointing out several issues.
- Thanks to the Unique Landscapes Council for showing me Snowdale prior to its release.

Changelog Version 3.4
--------------------------------------
* Corrected lots of little typo's.
* Grounded some floating objects in several Lost Dungeons.
* (Stepstone)scripts edited and optimized.
* Changed a container in the Talos Bridge Hideout to be non-respawning. Caution: if you have put any items in the upper drawer to the right of the alchemy sorter, remove them before installing this new mod version!
* Stepstones will no longer emit message spam when triggered by anyone else than the player.
* Set cell ownership of Talos Bridge hideout and Guardians rooms to Player.
* Many small cosmetic changes in the Guardian's storage room.
* The introduction quest 'The Ayleid Steps' has compass markers.
* Corrected Welkynd Worries quest so that Cultists will attack player in their hideout even when he is an invisible master sneaker.
* During the final quest Elsabeth will no longer pop up in the farmhouse while player is preparing to enter the crater.
* Removal of several items from Player inventory during the final quest was rescripted using Cobl functions, to avoid problems with quest items.
* Cheating the Core by adding and removing Deathgems should no longer be possible.
* Added the http://www.gamesas.com/index.php?/topic/1091338-relz-the-automagicon/ to the library in the Guardian's quarters. This one can spawn Ayleid clutter, Ayleid weapons, Cobl books and Cobl ingredients too.
* Added dialog topic for Bertold to explain how to use the Automagicon.
* NPCs should no longer teleport into player-owned houses.
* NPCs will (in most cases) not teleport all over Cyrodiil when another mod such as Kragenir's DQ has set them to be essential for their quests.
* Added some more named boss-type characters to several lost dungeons.
* The Steps adjustment script is now aware of the BC variant "Better Cities BRAVIL - Blood & Mud.esp".
* The adjustment script will now recognize UL's "xulRollingHills_EV_withoutWheat.esp".
* The adjustment script will handle the Unique Landscapes Snowdale plugin.


This is probably the Final version of TAS. No more content expansions. Real life is pretty immersive lately, so modding (and even playing) Oblivion is out of the question for a few months at least. I will no longer actively monitor other mods for compatibility issues, but I'll continue to keep an eye on this thread; if you find conflicts with UL- or BC mods or other widely used landscape-altering mods, or bugs in the mod itself, please report them here (rather than in the Tesnexus or Planet or TESA threads because I won't check those anymore). I may be able to release a fixed version sometime. Thank you. :)
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Tue Mar 29, 2011 11:29 pm

Thank you for the update.
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Wed Mar 30, 2011 6:52 am

New http://www.tesnexus.com/downloads/file.php?id=16316 available.

:trophy:
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Wed Mar 30, 2011 7:59 am

Thanks for the update and all your hard work on this mod. Much appreciated. :) :cake:
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Wed Mar 30, 2011 10:37 am

Great mod, that really adds a lot to the Oblivion experience. Thank you for all you have done, including this update of course.

Cheers.
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Wed Mar 30, 2011 2:15 pm

This is probably the Final version of TAS.


Oh bad mistake, never say never :unsure: :laugh:

Thank you Ervvyn, instant grab, I have not got very far at all playing this but looking forward one day to actually getting into the meat of it. One of my younglings is further into it than me :blush:
User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Wed Mar 30, 2011 10:03 am

Thank you for the update! :thumbsup: I trust there'll be no difficulties upgrading to the new version, even if one is in the middle of one of the quests that's been bugfixed?
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Wed Mar 30, 2011 2:09 pm

Thanks for the update and all your hard work on this mod. Much appreciated. :) :cake:

What he said. :D
User avatar
HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Wed Mar 30, 2011 1:02 am

I trust there'll be no difficulties upgrading to the new version, even if one is in the middle of one of the quests that's been bugfixed?

No, there shouldn't be any problems. Just overwrite the old ESP with the new one and play on.

Thanks for your kind words, everyone. And I thank you. Without your input (praise, critics, questions, whining, reports, ideas, patience, etcetera, I loved it all) the mod would never have grown to what it is. :thumbsup:
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Wed Mar 30, 2011 3:30 am

Hey hey hey :celebration:
Reallife can be very convincing at times.... eh.

As new UL comes out, will you (or do they already know) leave instructions on how to make the script recognize them and adjust, and permission to do so?

I never got far in this (never got far in any thing) but what I have played, and what I know about this mod, has given me immense pleasure - Thank you!
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Wed Mar 30, 2011 12:43 pm

No, there shouldn't be any problems. Just overwrite the old ESP with the new one and play on.

Thanks for your kind words, everyone. And I thank you. Without your input (praise, critics, questions, whining, reports, ideas, patience, etcetera, I loved it all) the mod would never have grown to what it is. :thumbsup:

Thanks Erwyn for your hard work. TAS has given me loads of fun and all the dungeon crawling I could hope. Take care :mohawk:
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Next

Return to IV - Oblivion