[RELz] [WIPz] The Golden Crest

Post » Wed Mar 30, 2011 2:53 am

Awesome thats actually not too far away, looking forward to it
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christelle047
 
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Post » Wed Mar 30, 2011 6:26 am

Progress is still slow, but I'm getting something done every day. Currently working on the final quest for the pirate part of the update. If everything goes as planned I should have it finished the day after tomorrow, after which I'll spend a week testing the update extensively. If there are no major bugs the update should arrive some time next week, hopefully mid-week.
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IsAiah AkA figgy
 
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Post » Wed Mar 30, 2011 10:51 am

Bump. I've found some time to work on this again so you should expect an update somewhere in the second half of the month.
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remi lasisi
 
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Post » Wed Mar 30, 2011 5:12 am

I just found this mod and it looks great and I really like pirate games so that makes it even better. I made a post at http://forum.piratesahoy.net/topic/17166-the-golden-crest/ about this mod. Pirates Ahoy is a site for pirate games and is mostly dedicated to the Sea Dogs/Pirates of the Carribean/Age of Pirates series of pirate rpgs but also cover all other pirate games.
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brian adkins
 
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Post » Wed Mar 30, 2011 3:34 am

Firstly, many thanks for making such a great mod.

I seem to have a few problems with the Blessed Forefathers quest.

  • I find the note about the gate room, but when I activate the lever, the gate does not open.
    I used TCL to continue, but it would be good to know if I have done something wrong or whether there is a glitch.

  • I can't figure out how to cross the lava to get to the door leading to the river of fire.
    Hints and tips will be very much appreciated

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Multi Multi
 
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Post » Wed Mar 30, 2011 11:40 am

guenthar1: Thanks for the post. Any publicity is highly appreciated :)


Surazal: As far as I can recall, I don't remember anybody reporting the gate issue. It might be a bug on your end, but you pretty much need to read the letter, go to the gate control room, climb the central tower and activate it. As for the lava, you should be able to jump across with minimal contact, but you pretty much need to run through it. There's no special way to do it.
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Nuno Castro
 
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Post » Wed Mar 30, 2011 10:13 am

Waterwalking is always very useful when lava is involved. Your feet still get singed, but you can hop to minimize the damage you take, and you have less trouble exiting promptly on the far end. I was rather shocked when I first learned that the game engine thinks lava is a type of water...
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Steve Fallon
 
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Post » Wed Mar 30, 2011 4:58 am

Surazal: As far as I can recall, I don't remember anybody reporting the gate issue. It might be a bug on your end, but you pretty much need to read the letter, go to the gate control room, climb the central tower and activate it. As for the lava, you should be able to jump across with minimal contact, but you pretty much need to run through it. There's no special way to do it.

Thanks for responding. First time I went into the dungeon, I found the lever first and activated it. I later found the gate and the letter. I then went back to an earlier save before I had entered the gate room and waited to find the letter. Still didn't work, but I wonder if the game "knew" I had done it the wrong way first and was punishing me :)

Waterwalking is always very useful when lava is involved. Your feet still get singed, but you can hop to minimize the damage you take, and you have less trouble exiting promptly on the far end. I was rather shocked when I first learned that the game engine thinks lava is a type of water...

Thanks for this tip - I died many times trying to jump across the lava
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WTW
 
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Post » Wed Mar 30, 2011 9:58 am

Just a small progress update: I've been testing what I've created several months, before my break from the CS and there aren't many bugs. I still have to finish the final pirate quest for this update (which should take some time) as well as polish up the current ones. If I manage to do all this by Tuesday, I'll then work on adding another quest or two for the Straight Arrow as well. I don't want to make any solid predictions as I, myself, have no idea how much time I'll have to work on the mod the next ten days, but if I have at least a bit of time each day, as well as no major problems arise, the new update (1.2) should arrive by February the 20th.
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Alkira rose Nankivell
 
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Post » Wed Mar 30, 2011 2:17 pm

/
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Maria Leon
 
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Post » Tue Mar 29, 2011 10:39 pm

Pretty much everything is done, apart from two interior cells and one or two more final test runs. As I don't really have the time to work on it in the next few days I can't say when the update will be released, but if no major issues are found in the test runs I suppose you can expect the update sometime next week. The update focuses on the pirate quest line and that's how it'll probably stay until the release.
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Bethany Short
 
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Post » Wed Mar 30, 2011 2:08 am

An idea for a spell, and theme (not lore however) related: make it possible to summon a kraken (you know what i mean right?) that reaches out of the water and will kill one or two enemies.
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Fanny Rouyé
 
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Post » Wed Mar 30, 2011 5:26 am

Pretty much everything is done, apart from two interior cells and one or two more final test runs. As I don't really have the time to work on it in the next few days I can't say when the update will be released, but if no major issues are found in the test runs I suppose you can expect the update sometime next week. The update focuses on the pirate quest line and that's how it'll probably stay until the release.


Excellent news. Good luck with this. :)
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RUby DIaz
 
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Post » Wed Mar 30, 2011 2:19 pm

Everything is more or less done. The straight arrow won't be getting any additional quests this update, but chances are that the next update will focus on expanding it, whilst adding a minor quest or two for the pirates, but that's a topic for another time. I still need to do some polishing and a bit of dungeon cluttering, but that should be finished today. I'll then skim over the scripts and quests and see if any additional testing is required. If I don't see the need for any serious testing the update should arrive tomorrow.
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Zosia Cetnar
 
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Post » Wed Mar 30, 2011 9:29 am

So what do the ones who have played this think of it? Skimming to the thread I don't find any feedback on the quality, quests etc. Seems interesting but would be nice with some feedback. :)
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NAkeshIa BENNETT
 
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Post » Wed Mar 30, 2011 1:21 pm

Well, I'm not boasting or anything, but it was generally liked. I can give you a few example comments.

rupertlittlebear, an admin on a site called Pirates Ahoy said:
just finished playing the Golden Crest

The Bartholomew quest was really annoying - follow that horse, don't be seen and don't get lost --- with road bandits killing the target it was actually hard.

Otherwise it was around 11.5 out of 10

Head, shoulders and torso above any DLC Bethesda has released.

The Savage Island quest series alone makes this mod worthy of re-installing Oblivion just to play.


JasiGD said:
If you like long quests that take you all over....get this mod. I have been playing this for about 16 hours realtime and haven't even scratched the surface. Great job on a great mod....If I could give this mod a 5 star endorsemant I would.


Calipsoid said:
TGC is a great mod that adds challenging and creative quests which are, indeed, longer and harder than any vanilla quests. I recommend it to everyone who likes a good adventure and not just pirate fans.


There was a lot of feedback, and the majority of which was quite positive. You can check out the comments on TESNexus, but I doubt you'll find digging through 1300+ comments fun :)
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loste juliana
 
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Post » Wed Mar 30, 2011 6:38 am

The latest update is released and can be found on TESNexus.
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JD bernal
 
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Post » Wed Mar 30, 2011 11:44 am

Bump
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k a t e
 
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Post » Wed Mar 30, 2011 9:23 am

Love this mod. Seriously, long quests that are interesting, though the startup to get to the actual pirating is quite long. The first few are straightforward, but it starts getting more complex and exciting as you play along, definitely a keeper!

Waterwalking is always very useful when lava is involved. Your feet still get singed, but you can hop to minimize the damage you take, and you have less trouble exiting promptly on the far end. I was rather shocked when I first learned that the game engine thinks lava is a type of water...



Haha I need to rely on some custom spells to get across, since I added a mod that makes lava deadly as well as visually better. On a side note, I also added a mod that makes traps deadlier, making a certain misty location extremely dangerous to go through!

Edit: For other tips for people with lava that's too deadly to cross normally, use spells like Midas Magic's icewalk, spells that let you jump very far or jump via telekentics, or potions and items that increase your acrobatics. Also take off your armor when attempting the jump if you do try to clear it via acrobatics.
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quinnnn
 
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Post » Wed Mar 30, 2011 5:18 am

Glad you like it Hades Drive :)

Suggestions, bug reports and any and all feedback is welcome, as always :)
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Dominic Vaughan
 
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Post » Wed Mar 30, 2011 1:34 pm

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Jonathan Windmon
 
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Post » Wed Mar 30, 2011 6:33 am

This looks great, and I am really interested in downloading this.

Are there any known compatibility issues with FCOM, BCs, UL etc.?

Also, are there any requirements? Is Side's sailing ships recommended with this?
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Ryan Lutz
 
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Post » Tue Mar 29, 2011 10:20 pm

Bump to my question above!
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Nitol Ahmed
 
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Post » Wed Mar 30, 2011 11:19 am

There aren't any requirements and there's a compatibility issue with Battlehorn, which is fixed by download the additional plug in on the site. There's also a tiny conflict with UL, but it's only cosmetic and doesn't affect gameplay.
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Frank Firefly
 
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Post » Wed Mar 30, 2011 9:33 am

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kiss my weasel
 
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