[Quest Mod] The Dwarves Of The Mountain

Post » Wed Mar 30, 2011 1:53 pm

Alright, it will take me some time to get that patch you remade uploaded; this time, I'm going through the entire thing, something I should have done last time, to make sure it works...
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Bloomer
 
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Post » Wed Mar 30, 2011 2:22 am

Alright, it will take me some time to get that patch you remade uploaded; this time, I'm going through the entire thing, something I should have done last time, to make sure it works...


Very wise :)
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Richard Thompson
 
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Post » Wed Mar 30, 2011 5:01 am

Alright, I put the newest patch through it's paces, and I didn't find a single problem...

There was some things that I recently adressed that I had to change with the patch, but apart from that, it was fine...

I've uploaded it to the site, and let's just hope that's the end of it...

Thanks again Display for your help, and I'm just glad we were able to rectify that horrible problem quickly and efficiently...

Also, thanks to everyone else who contributed to making this mod that much better...

And thanks to everyone who downloads it, and enjoys it...

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Minako
 
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Post » Wed Mar 30, 2011 6:43 am


And thanks to everyone who downloads it, and enjoys it...




thank you Emerald for your time, your work and your overall efforts to improve this mod :foodndrink:
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phil walsh
 
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Post » Wed Mar 30, 2011 12:42 am

Three questions:

Is The Orrery a master file, or does this just use resources? I don't have it, and am not interested in getting it, even if I were able (you should take into account the fact that the DLCs are no longer available...)

Can you include an actual readme?

What's the minimum recommended level?
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Rob Davidson
 
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Post » Wed Mar 30, 2011 5:12 am

Three questions:

Is The Orrery a master file, or does this just use resources? I don't have it, and am not interested in getting it, even if I were able (you should take into account the fact that the DLCs are no longer available...)

Can you include an actual readme?

What's the minimum recommended level?


The Orrery ESP is not a master file, so you can play the mod without that DLC, however some objects will be missing in-game. The DLCs can still be acquired in the shops.
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djimi
 
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Post » Wed Mar 30, 2011 1:26 pm

I wouldn't even say "some" objects; it only relates to one object I couldn't finish retexturing myself...

It really isn't essential to play this mod...

As for a ReadMe, what does the Walkthrough not say that a ReadMe would?

As for the level, I never really worked that out; I guess the best idea is to play as much as you can, and then perhaps if you can't fight any further, train and level, and then come back again...

Although I would suggest doing that before the quest "The Geomancer"...

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kitten maciver
 
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Post » Wed Mar 30, 2011 10:19 am

The Orrery ESP is not a master file, so you can play the mod without that DLC, however some objects will be missing in-game. The DLCs can still be acquired in the shops.

Oh. I keep hearing that they're not available... I assume you mean actual stores, not online? I forgot the latest versions of Oblivion would have all the DLCs included. Ah well - I think I can live without a few meshes/textures, as long as it doesn't break anything.
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Sharra Llenos
 
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Post » Wed Mar 30, 2011 5:44 am

Yes, all it refers to is the orbs on the main display in the Geomancer's Conservatory...

If you don't have the DLC Orrery file, instead of brown orbs, you'll have black ones with a purple square around it...

It's very, very minor...

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Bad News Rogers
 
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Post » Wed Mar 30, 2011 1:15 am

It seems I need some help Emerald:

The "return to sender" spell seems to function only partially for me:

it worked on Torgan but not Porgg or Grunk. They keep lying down in front of me and I am afraid this will break the quest update after I have confronted all 10 of them.

pls advise
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Jonathan Montero
 
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Post » Wed Mar 30, 2011 6:45 am

Don't worry about it; I've noticed that some don't disappear like they should...

Them disappearing is just for the sake of the storyline making them appear somewhere else...

It's not even necessary to cast it on their bodies; I couldn't make a script that makes it necessary to do...

Everything is fine; it won't break the quest update...all you need to do is beat them unconscious, then walk away...

The spell is just for the sake of the storyline...

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Maria Leon
 
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Post » Wed Mar 30, 2011 7:09 am

you made my day :laugh:

thanks mate
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Arnold Wet
 
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Post » Wed Mar 30, 2011 12:20 pm

Vorians, Wrye Bash chokes on the merged UL Patch:

Load Error Mods
The following mods had load errors and were skipped while building the patch. Most likely this problem is due to a badly formatted mod. For more info, see Bashed Patch: Error Messages.

? DwarvenMines-UniqueLandscapes Merged patch.esp

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Clea Jamerson
 
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Post » Wed Mar 30, 2011 7:12 am

Vorians, Wrye Bash chokes on the merged UL Patch:

Load Error Mods
The following mods had load errors and were skipped while building the patch. Most likely this problem is due to a badly formatted mod. For more info, see Bashed Patch: Error Messages.

? DwarvenMines-UniqueLandscapes Merged patch.esp



This should have been reported in the UL thread, I might have missed it here :)
Any issues with my UL patches should be my problem, not the problem of the authors of the mods my patches try to resolve conflicts with.
Thanks for mentioning this, someone has informed me before, but I haven't looked into it yet. I'll do so tonight.
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M!KkI
 
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Post » Wed Mar 30, 2011 1:38 am

It's okay, I don't mind...this thread was dying and seriously killing my download rate anyway... :laugh:

I've been really hoping to get some work done on a sequel, but until I work out the issues with my mouse, I'm in dry dock for the moment...

Sorry everyone... :(

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Naazhe Perezz
 
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Post » Wed Mar 30, 2011 1:53 pm

Hey, I've been working on my next mod, and I've kinda hit a wall with something...

Does anyone know how to make an NPC stand still and pose like the Bruma Statue? I'd really appreciate some insight into it...

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His Bella
 
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Post » Wed Mar 30, 2011 3:50 am

Hey, I've been working on my next mod, and I've kinda hit a wall with something...

Does anyone know how to make an NPC stand still and pose like the Bruma Statue? I'd really appreciate some insight into it...



Wouldn't know about how to choose that specific pose, but as for posing in general and standing still, you might want to take a look at Reznod's scripts adapted in my http://www.tesnexus.com/downloads/file.php?id=31218. Note that if you use one of them, I'd recommend setting Unconscious=1 and giving them a helmet. Otherwise, they'll utter basic greetings--unless you try setting them to a group of one.
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!beef
 
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Post » Wed Mar 30, 2011 6:23 am

I've looked into his scripts, and I still can't work out the script necessary to do what I want...

I'll just have to message him to find out...

Thanks anyway for the help...

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Causon-Chambers
 
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Post » Wed Mar 30, 2011 2:45 pm

Probably because they started as common dwarves at the beginning of the Elder Scrolls series, but then somewhere along the road, lore started to get more shape and became something unique.
So dwarfs would be just a relict from generic fantasy first concept of Arena justified by http://www.uesp.net/wiki/User:Wrye/Somewhat_Acerbic_Modders_Dictionary#Weasel_Lore that the dwarves was the name by which giants called Dwemer, that were their allies and the name is still incorrectly used by some ignorant people of Tamriel.

IMHO, I like that, but I don't understand why items in Oblivion were called dwarven again instead of Dwemer now that everything is clear?


Wasn't this explained a long time ago?? there were explanations to why dwemer and their weapons were called dwarven again, and i think that there are some books in the game that clear up all this questions
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Logan Greenwood
 
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Post » Wed Mar 30, 2011 1:51 pm

This looks like a wonderful mod and quest, i am very grateful for such fine additoins to the world of Cyrodil.

As for Unique Landscapes it is an option and not a necessity, tho they are very nice indeed....

I look forward very much to seeing this story in action.
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Tessa Mullins
 
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Post » Wed Mar 30, 2011 1:33 pm

I'm glad you see it like that CrisG9...

I'm currently working on a sequel to it right now, but I'm having a little trouble...

Fable2, I looked at that mod, and read through all the scripts, and I still couldn't isolate the Statue factor...

I messaged the author, and he directed me to the original mod, and so I checked that out...

The scripts were the same, so I thought of contacting THAT author, but it doesn't appear like he's around anymore, seeing as he has contributed in almost a year...

So, once again I'm back here, pleading on this forum for anyone with answers to please come forward...

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Rich O'Brien
 
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Post » Wed Mar 30, 2011 3:27 pm

Couldn't you just use some combination of 0 Fatigue and/or Paralyze?
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Laura Shipley
 
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Post » Wed Mar 30, 2011 12:45 pm

I don't know if that would work; even so, that doesn't solve the problem I'm having making him pose...
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Paul Rice
 
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Post » Wed Mar 30, 2011 7:02 am

I don't know if that would work; even so, that doesn't solve the problem I'm having making him pose...


Poses are handled by IdleAnims. Now I don't know how to make an NPC act like a statue, but I do know that if you create a new IdleAnim using an animation for the pose you want, triggered by either an object held by the NPC or a specific AI package, that should resolve the pose.
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Stacyia
 
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Post » Wed Mar 30, 2011 8:11 am

I took your suggestion, and I swear I've made it work, but it still doesn't...

I made a new IdleAnim, using the same Nif file that the original StatuePose IdleAnim uses, and made it so it works with the requirements GetIsID, and GetIsCurrectPackage, both the same as what the Statue NPC is using, even using the Actors In Charge mod as a reference, and STILL nothing...

I'm at my wits end...
:(
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cassy
 
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