[RELz] The Crimson Queen

Post » Sat May 28, 2011 12:21 pm

just dl the mod and see the bog for yourself :P
the bog is not the main environment however, it's just to set the mood of dark and dangerous :)
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Katy Hogben
 
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Post » Sat May 28, 2011 7:55 pm

At 56% now BC.
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Jeffrey Lawson
 
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Post » Sat May 28, 2011 11:19 pm

(1/16/10)updated to v1.1
- fixed an issue where the player could not equip the Hand of Asta
- fixed a script so Danus disappears after the quest is completed

hope your all enjoying it so far :)
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Kim Bradley
 
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Post » Sat May 28, 2011 9:19 pm

(1/22/10)updated to v1.11
- Pyffied meshes improving fps for those with lower-end pc's. This actually reduced the file size by like 10mb!

(1/30/10)fixed mesh issues
-Okay, i'm not sure why but some reason the game can't find the missing meshes in the bsa, but a fix has been uploaded which should fix any missing mesh errors.

*On the CTD in the Storage,
i can't figure out for the life of me why this happens for certain people, but i have 2 people helping me find the issue...worst comes to worst i will just upload an esp without the storage section.
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Amanda Furtado
 
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Post » Sat May 28, 2011 7:26 pm

The mod is crashing at the door right after the

Spoiler
giant spider fight. This is the door to the right of the statue with the gold coins on the floor.
Plus there is a missing mesh at the stuck gate.



I installed the fix mesh update already.

The modder has not updated or posted in 4 months??!!!
Is that modder active at all anymore?

Will I need to fix this myself? I hope not as it would spoil the surprise for me of what is on the other side of the door!
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Nymph
 
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Post » Sun May 29, 2011 2:11 am

This looks interesting. I shall give it a try.
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Ysabelle
 
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Post » Sat May 28, 2011 7:31 pm

Good luck getting it to work.

I looked at the mod in the CS and it seems that it is missing a "flesh pile" mesh.

And no mater where I move the player to past the aforementioned door the mod CTD.

Oh well the first fight in the "entrance" room was worth the downlad trouble.
Too bad this never was finished. But Life happens, I am sure he droped the project for a good reason.


This looks interesting. I shall give it a try.

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Avril Churchill
 
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Post » Sat May 28, 2011 11:23 pm

BadCompany is definitely still active, I saw him post today in another forum in fact. I'm sure he'll see this soon and will help you guys out. He's still supporting this mod as far as I know.
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BrEezy Baby
 
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Post » Sun May 29, 2011 1:12 am

BadCompany is definitely still active, I saw him post today in another forum in fact. I'm sure he'll see this soon and will help you guys out. He's still supporting this mod as far as I know.


Looks great.
The monsters look scary. :)
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Svenja Hedrich
 
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Post » Sun May 29, 2011 12:12 am

i didn't drop the project :P
i just can't replicate the errors that some people are having. For some the mods works great, no crashing and no missing meshes, for other there's missing meshes, for others the crashing, and than there's even both...
i've been trying to fix the issue but to no avail.
try unpacking the bsa and putting the contents into your data folder, see that works...if not :brokencomputer: i don't know what the hell to try :banghead:

also, if unpacking the bsa does fix the problem than pls let me know :)

Edit: okay, i think i might have finally found the problem...i'll upload a new version either tonight or tomorrow
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Dylan Markese
 
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Post » Sun May 29, 2011 1:04 am

everything is working again accept for a triggerzone.
i posted in the cs forums but i fugured i'd post here too...

okay, so i have a triggerzone that when triggered, enables an npc.
here's the script on the tiggzone:
scn VmpTrigZoneRedAndBeastAmbushSCRIPT; Activates linked Parent object onceshort triggeredbegin onTrigger player        if triggered == 0                set triggered to 1                playsound DRSFleshsackOpen               VmpGoreRedRef.enable        endifend

for some reason i ctd every time it triggers...yet when i just leave the npc in a room, already enabled, everything's fine. The problem seems to be with enabling and initially disabled npc.

any ideas?
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Lexy Dick
 
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Post » Sat May 28, 2011 4:26 pm

How did I miss this mod??!?! This is awesome.

My main character is a Tzimisce (using your Terran Vampires), so I can't wait to go take her stuff. Hopefully there'll be a heart to pick up somewhere so I can up his generation past 25 BP finally.
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cassy
 
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Post » Sat May 28, 2011 3:33 pm

Is that above problem related to the issue I talked about on the Nexus PM? If so, I'm glad it's going to be stamped out soon, can't wait to finally play this.
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Natalie J Webster
 
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Post » Sat May 28, 2011 6:40 pm

I also have the issue with CTD on entering the mess hall. also some missing meshes (yellow boxes)- what I assume is supposed to be some flesh hanging from one of the 2 gates in the initial room.

I look forward to the fixed version though!
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Ian White
 
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Post » Sat May 28, 2011 9:43 pm

yeah all the missing meshes are fixed now but that damn script problem is astill there and i have no idea why so someone with some know-how check out post http://www.gamesas.com/index.php?/topic/1066699-relz-the-crimson-queen/page__view__findpost__p__15892444

and Emperor Muad'Dib, the mod doesn't transmit info to TV yet, so although you find some nice and disturbing items, you won't be able to take her heart to up your gen. Once i fix this damn triggerzone issue ill release a version for those with TV :)
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GabiiE Liiziiouz
 
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Post » Sat May 28, 2011 5:39 pm

First do this, change to the following:

begin onTrigger player        if triggered == 0                set triggered to 1                playsound DRSFleshsackOpen               ;VmpGoreRedRef.enable        endifend


Now try it in game, does it crash?

Lets say your answer is "no, after trying this it will no longer crash."

Then I would suspect the script on the VmpGoreRedRef.
Please print any scripts you have running on this Ref as there are dozens of commands that will CTD when used in particular ways.
For example running a LOS command on a disabled ref will CTD.




scn VmpTrigZoneRedAndBeastAmbushSCRIPT
; Activates linked Parent object once

short triggered

begin onTrigger player
if triggered == 0
set triggered to 1
playsound DRSFleshsackOpen
VmpGoreRedRef.enable
endif
end

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Teghan Harris
 
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Post » Sat May 28, 2011 6:07 pm

thnx for the tip duke, i'll give it a whirl.

EDIT:
okay, it didn't ctd
the script that is on this ref is
scn VmpGoreMonsterForceCombatSCRIPTBegin onLoad	startCombat PlayerEnd

ima try without that script since it was really just an insurance policy anyway then ill get back to ya.
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Del Arte
 
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Post » Sat May 28, 2011 10:36 pm

and Emperor Muad'Dib, the mod doesn't transmit info to TV yet, so although you find some nice and disturbing items, you won't be able to take her heart to up your gen. Once i fix this damn triggerzone issue ill release a version for those with TV


You rock, I can't wait.

Looking forward to getting past the messhall door.
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Amy Cooper
 
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Post » Sat May 28, 2011 4:16 pm

@spooky,
well i removed the combat script from the ref and it still ctd's. i don't know why! the npc now has now scripts on it and it still crashes once i cross the tigger, yet if i uncheck "initially disabled" on the npc all is fine...i can't understand why enabling this particular disabled ref is causing a ctd, especially since it works fine with other refs :brokencomputer:

@Emperor,
thnx :P
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ShOrty
 
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Post » Sat May 28, 2011 7:14 pm

I will bet that there is SOME script someplace that is acting on the ref, it may even be one you do not know about.

So do this instead. do not disable the ref, instead put it in a door less cell. then use MOVETO the flesh bag ( VmpGoreRedRef.MoveTo fleshbagref, 100,100, 0 ) instead of enable.


@spooky,
well i removed the combat script from the ref and it still ctd's. i don't know why! the npc now has now scripts on it and it still crashes once i cross the tigger, yet if i uncheck "initially disabled" on the npc all is fine...i can't understand why enabling this particular disabled ref is causing a ctd, especially since it works fine with other refs :brokencomputer:

@Emperor,
thnx :P

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Jessica White
 
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Post » Sat May 28, 2011 6:50 pm

@spooky,
i [censored] love you man...MoveTo works! I'll have the new version up late tonight :) Thank you so much!
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Joey Bel
 
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Post » Sun May 29, 2011 12:02 am

Is there a Court of the Crimson Queen is this mod? ;)
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teeny
 
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Post » Sat May 28, 2011 11:48 pm

I am sorry we could not find the issue but at least the work around will get us playing again!

I have a mod that turns the vampires in the game to "Nosferatu Class Vampires ".

http://www.tesnexus.com/downloads/file.php?id=15236

As long as you have clicked the "vampire" box on the Reference my holy water and wood stakes will work on your vampires.
I am excited to try your mod again. (When will it be uploaded to TesNexus?)

Are you a modler? I have a Medusa project laid out to turn an Argonian NPC into a Medusa that if the player looks at her eyes in combat they will turn to stone.

But I need a helmet that looks like a head of a Medusa (like the werewolfs in MMM) with wiggling snake hair. I can model a little in blender but have no animation skills yet. Have you done animations?



@spooky,
i [censored] love you man...MoveTo works! I'll have the new version up late tonight :) Thank you so much!

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Kevan Olson
 
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Post » Sat May 28, 2011 9:42 pm

@Petrus,
eh, sorta, i guess

@spooky,
these vampires are completely separate from the Cyrodiillic species, so holy water and stakes should/will not have an effect on them. I have class all day till 9pm, but as soon as i get home i'll be able to upload it.

And as far as modeling goes, no, i have no idea how to do animations sorry. The most i can do is sculpt in blender, animations are out of my league :P
thnx again man
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Ezekiel Macallister
 
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Post » Sat May 28, 2011 11:57 am

@Petrus,
eh, sorta, i guess


So the mod name is not a tribute to King Crimson, then?
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Lindsay Dunn
 
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