[RELz] The Dungeons of Ivellon

Post » Fri May 27, 2011 4:49 am

Spoiler
I used the crystal in the Shrine of Stendarr and then put an Ivellon Bastard Sword in with 100 gold; it changed into a blessed weapon and worked fine. Now I'm much further in the dungeon and I'd like to create another blessed weapon to use as a sacrifice with Ivan's bones. I tried putting in other unblessed Ivellon weapons into the altar with the 100 gold coins, clicking on the statue etc, and nothing happens! It doesn't work at all...

Really nothing? At least a message box should pop up. Anyways, the responsible script definitively works.


Spoiler
What effect does the blessing of Stendarr actually have on weapons?? I can't tell any difference with the bastard sword that I got blessed.

Additional fire damage to undead.
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Sarah Edmunds
 
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Post » Fri May 27, 2011 12:50 am

Really nothing? At least a message box should pop up. Anyways, the responsible script definitively works.


Absolutely nothing. Nada. Zilch. :(

I've tried multiple times and it doesn't work.

Oh well, guess I'll just skip it... :(
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Steph
 
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Post » Fri May 27, 2011 4:30 am

I beat it with skipping most of the questline. Did I do something wrong?
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Teghan Harris
 
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Post » Fri May 27, 2011 4:17 am

I was cleaning up some stuff in my Data directory and packing larger mods' resources into BSA files and ran across the following while packaging Ivellon as a BSA:

Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/Ivellon/Activator/WallSconceSingle01Off.nif"
Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/textures/lazeon/static/wanda2.dds"
File "Ivellon/Data/textures/ivellon/creatures/hieronymus/skeleton.dds" already exists!
Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/sound/fx/ivellon/creatures/paladin/attack/"
Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/sound/fx/ivellon/creatures/armor/attack/"
Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/sound/fx/ivellon/creatures/ghoul/foot/"


Not sure what the consequences of these being missing are but figured I'd point it out.
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neen
 
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Post » Fri May 27, 2011 4:39 am

I have everything for the Mara's shrine sacrifice except the scepter. Where do I find that?
Still two doors to unlock and a tantalizingly close crystal I can't quite reach. I need a nudge in the right direction.
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Mario Alcantar
 
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Post » Fri May 27, 2011 2:59 am

Finished the mod (except for one door that may not even have a key and does not seem to affect the flow of the mod.) The final boss is the hardest in the game IMO. I was in no way ready for him at level 26 and there is no way to back out so have a save to retreat to.

Spoiler
But I did not have to fight him, I just sent Ivan to do the heavy lifting while I cowered in fear on a lower ledge.

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Ann Church
 
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Post » Fri May 27, 2011 1:27 am

bookmarked. i just restarted oblivion with mods and my ambient lighting mod already contributes to scaring the heck out of me.

tks for your mod my noobself looks forward to it :)
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Tammie Flint
 
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Post » Fri May 27, 2011 1:41 am

I'm playing through this now with third character and the attention to detail just never ceases to amaze me. I see something new every time.
Not to mention that you hurt my brain! More than once I've had to check the walk through.
Love the new tile sets, the weapons, armours, the whole mod in fact.
The best dungeon of it's type I've played.
Great Mod L@zarus. :thumbsup: Anything else planned for us addicts?
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Jordyn Youngman
 
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Post » Fri May 27, 2011 5:07 am

I played the mod and enjoyed it very much but I just read that one should use a border mod like Cyrodiil Border Regions with Ivellon. So if you are using OOO you might want to add a border mod.

From the FCOM wiki

Dungeons of Ivellon -- restores some vanilla border regions, making OOO's Arctic Wolf camp unreachable (north of Dragon Claw Rock, east of Bruma). To avoid this problem, add a border regions remover like Cyrodiil Border Regions and make sure it loads after Dungeons of Ivellon.
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Tracy Byworth
 
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Post » Fri May 27, 2011 12:26 am

I'm having a little problem... either a compatibility bug thing maybe with a magic mod I'm using, or I'm even more dense than I thought. Spoilers ahead.
Spoiler
In the crypt, I have found two crystals, and am looking for the third one. I had found the fissured wall earlier, tried hitting it, launching large fireballs and telekinesis spells on it, to no avail, so I guessed I would figure it out later. Then found the old man's remains and his book, looked everywhere else in the dungeon, thought I definitely had to get through that wall to get further, tried again with fire spells as suggested in the book... nothing.

So I came looking for clues here, peeked into the walkthrough, browsed a few pages in this thread and others... I was definitely doing pretty much the right thing, it just didn't work anyhow?
After that, I tried adding the flare spell with the console, to eliminate the factor of possible custom spells: launched it on the fissure, nothing. Pondered a bit, had a smoke, asked my cat, well, I tried to deactivate collision with the console (tcl) to get through, see if I could understand and/or confirm what I would find behind.
Hmm, there's pretty much nothing behind.
Spoiler
a tiny room with an unlootable corpse, a non-activable altar, a few rocks on the ground, that's about it. No crystal at all.
Any clues anyone? Am I doing it wrong, or is something unexpected happening in my install? If so, any suggestions are welcome...
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KIng James
 
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Post » Fri May 27, 2011 10:45 am

Spoiler
tried again with fire spells as suggested in the book... nothing.

The fissured wall is not the place mentioned in the book. Search for the high shaft in the tombs west of the great main hall.
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Anne marie
 
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Post » Thu May 26, 2011 10:47 pm

I just finished this dungeon and I have to say...this was the first time in recent memory that I have been actually challenged on multiple levels while playing a game.

I enjoyed playing through Ivellon immensely and I recommend it to anyone looking for a real challenge in Oblivion.

Thankyou L@zarus for your amazing creation.
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Sierra Ritsuka
 
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Post » Fri May 27, 2011 2:33 am

The fissured wall is not the place mentioned in the book. Search for the high shaft in the tombs west of the great main hall.

Thank you!
The usual lazy attitude I guess: "I don't know what to do anymore, let's assume it's a bug instead of trying to figure it out again" ;)
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Louise Andrew
 
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Post » Thu May 26, 2011 11:55 pm

Thank you!
The usual lazy attitude I guess: "I don't know what to do anymore, let's assume it's a bug instead of trying to figure it out again" ;)



I don't know what to do in teh game I got the manuscript and key, Idk what to do after that. help plz
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Bryanna Vacchiano
 
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Post » Fri May 27, 2011 7:54 am


A walkthrough for the main quest can be found http://www.gamesas.com/bgsforums/index.php?s=&showtopic=809239&view=findpost&p=12289044.
Unable to find all of Ivan's bones in the crypt? http://www.gamesas.com/bgsforums/index.php?s=&showtopic=809239&view=findpost&p=12581007 the guide.

...
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Ymani Hood
 
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Post » Thu May 26, 2011 10:11 pm

Just finished this yesterday. Wow. Fan-freakin-tastic. Lots of creativity on display here. Fun, and very detailed. My favorite part was the Hieronymus fight. Great, great atmosphere.
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Rob Davidson
 
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Post » Fri May 27, 2011 1:38 am

Does anyone else experience massive lag in the first level of the dungeon with the movable crates, etc. mod? I know it has to do with that mod because using tcl in the console (which also stops physics) makes the lag go away completely.
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Sanctum
 
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Post » Thu May 26, 2011 11:54 pm

I absolutely love the attention you payed to the lore in this mod.
Spoiler
-Prevalence of Stendarr in the pre-Talos army
-use of coins that aren't septims
-Resadyn instead of Morrowind
-the red diamond of Penial incorporated into the coat of arms


Please tell me you're working on something in the future! :)
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ruCkii
 
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Post » Fri May 27, 2011 10:06 am

I completely agree that this is an epic work. It is up there with Lost Spires and Cybiades with the attention to detail and custom material. Thank you for all your hard work! This has been the creepiest dungeon in all of Cyrodil. I use headphones and play in the dark so those ghouls made me jump three feet off my A$$! Great Mod!

I have to admit that I'm a little stuck.




[Spoiler!] I have finished assembling Ivan and I have checked everywhere for a key to the catacombs. I thought it might be in the Shrine of Mara's room, but I can't find it. Is the key in a previous level? I have read the materials and can't figure it out. I have a bad feeling that it is something very simple [like you've said, right in front of my nose] because no one has mentioned the key to the catacombs. [Spoiler!]
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Quick Draw III
 
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Post » Fri May 27, 2011 10:50 am

See my comment on tesnexus: http://www.tesnexus.com/modules/comments/index.php?tid=43843&fid=13714
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Richard
 
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Post » Thu May 26, 2011 10:45 pm

Before I install this mod, a question: has it been cleaned? Has anyone experienced CTD's, etc? I have a completely clean install and I'm being careful. Please tell me no default objects were deleted...

No offense for asking, I just want to make sure. I keep backups of my Data folder before I install mods just in case.
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Paula Rose
 
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Post » Fri May 27, 2011 7:08 am

It has been clean from the beginning, no problems in the past year. At least nobody noticed one. ;)
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Lalla Vu
 
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Post » Fri May 27, 2011 9:32 am

it does have some edits that the TES4view process cleans. I don't know how many it was but I have a backup file so something got removed.

I just did it because I clean most of my mods, it wasn't causing a problem that I noticed.
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Tamara Dost
 
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Post » Fri May 27, 2011 6:01 am

Okay, then it is almost clean. ;)
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John Moore
 
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Post » Thu May 26, 2011 10:33 pm

Awesome. I can;t wait to play this. I've been kind of saving it for some time now. DROOL.
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Hilm Music
 
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