The Lost Spires [RELz] #12

Post » Fri Feb 18, 2011 10:40 pm

I dont know if this problem has been addressed yet, but im having a problem trying to give the transcribe to Verus. When I talk to him i dont get any dialogue lines. Kinda of a killjoy, I was getten into it. :(
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lexy
 
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Post » Sat Feb 19, 2011 9:40 am

I just finished it and thought it was super well done. Had a great time. Can't believe you put all this together it must have taken ages! Thanks for your commitment to the community. :)

One thing though... I cannot get rid of the chili effect thing. Is there a way a to do it? If it's permanent.... I can't cast a few of my spells now. I'm not a full blown magic user so I need all the intelligence I can get...

Again great work!
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Paul Rice
 
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Post » Sat Feb 19, 2011 1:52 pm

No. Unless you take the stella that is in the final room on the kings beir - which is probably disabled if you're not on the quest but don't pickup any peices of stone tablet.
Pacific Morrowind


Thanks Pacific Morrowind.
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Avril Churchill
 
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Post » Sat Feb 19, 2011 10:45 am

ATTENTION LS DEVS-

Prepare for some serious gushing.

1: First a little about me. I'm 35 and I've been playing RPGs for about 15 years now, I'll spare you the details, lets just say I've played them all. Back when Neverwinter Nights was popular I modded extensively for the game and even built myself a little a small cult of a following for a while.

2: You are the reason I do not mod for Oblivion. I know that no matter how many hours I put into it, I will never achieve your incredible excellence.

3: Audio additions to the dialogue was neat and I smirked a bit when I listened to the different voices from the dialogue but nothing could prepare me for Soran's narrative when you read his diary. Thats something that even gamesas hadn't thought to do.

4: The warlock realm is beyond words. This is no mod nor is it an expansion, it's a damn sequel.

5: I don't have an account here on the forums, I made this account just to come and applaud you. I don't know how long it took you to make this thing but consider yourself a legend my friend.

-Dash Hammer
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Darian Ennels
 
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Post » Sat Feb 19, 2011 8:06 am

hi, thanks for the mod ;) I?m really enjoying it so far. But one question: where is the key to rodon dakkons display cases?
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Monika Krzyzak
 
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Post » Sat Feb 19, 2011 5:26 am

where is the key to rodon dakkons display cases?


push :P

doesn?t someone remember that?
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brian adkins
 
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Post » Sat Feb 19, 2011 10:33 am

How many Gems are you supposed to Put into the Zinj? I tried to put one of each. Nothing happend, so i put an inkwell down its throat and i died.....
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Vahpie
 
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Post » Sat Feb 19, 2011 6:15 am

I'm really liking this mod. I don't particularly care for the voice acting, but that is because I'm used to the American accents of Bethesda's actors (Sheogorath not withstanding), and the European accents threw me off. This is just something I will have to get used to. That aside, the graphics and quests are amazing. The detail is incredible. The music in the spires threw me off at first, but I quickly came around to liking it. It adds an other-worldly atmosphere and really works.

A few things I've noticed though...

1.) The music in the spires stops when I open my inventory. Is this supposed to happen?
2.) There are times where map markers do not show up or are at odd locations. The mine is one instance I can think of. There is a green map marker outside of the mine's entrance, but it is squarely in the middle of a patch of dirt. This never changes. It points to nothing. Also, the map markers never show up when clicking on the map button on any mod-related journal entry.
3.) Sometimes it is difficult to do a running jump. I get it to happen about 50% of the time. The deep chasms are a rather nice touch, but almost every time I try to jump them I have to quickly turn off collision detection.

Overall though, these are minor issues. The story is integrated very well and Bethesda needs to add an Archeology Guild in the next game. It really stands out now that it exists. Very well done!
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Sunnii Bebiieh
 
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Post » Sat Feb 19, 2011 12:21 am

Ok, whenever i go to enter Sova (i think thats her name) room, my game just crashes, i've already fiddled with the load order and nothing works, someone help,
oh and i am using V 14
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Jamie Lee
 
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Post » Sat Feb 19, 2011 9:00 am

Well, I was disappointed! It was too short... :(

It seriously needs to be expanded. What if the warlocks didn't originate in Tamriel? Maybe while the Archeology Guild is investigating them further, they find a portal to another land? Or, what if they decide to attack Tamriel from their homeland and the player has to travel there to stop the impending invasion? This can go quite far with enough time and effort. Just a thought. I don't know what, if anything, I could contribute, but I'd like to be involved if there is an expansion of some sort.
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Jonny
 
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Post » Sat Feb 19, 2011 6:42 am

Hi all, I am stuck at the Miro's Scribe Services part of the quest. When I arrive at the scribe building there is no guard stationed there, and I can see that there is supposed to be one from the readme. Any ideas what might be causing this? I am using open cities, but I have the OC-Ls patch and it is loaded after all of the OC files... If there is a console command I can use to put the guard at my location I would be happy to use that as a work around... Any advice much appreciated!

Never mind! figured out how to use the Console to get it done. Hope I havent broken anything! SHould I now get rid of the spawned guard? Or did I simply move him to my location, not duplicate him? I used the player.placeatme script...
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Kortknee Bell
 
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Post » Sat Feb 19, 2011 9:33 am

I'm at the bandit cave and every time I try to save the game crashes, I've already fiddled with the load order and nothing works, is there a work around?
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kitten maciver
 
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Post » Sat Feb 19, 2011 8:44 am

anyone know how many glyph enchanters can be found in the mod? (the sigilstonelike things you find after each Warlock fight) I found one draining health/fortifying conjuration, one which did frost damage and absorbed magic and one which had absorb health or chameleon and resist normal weapons. Are there more variants or are these three it?
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ijohnnny
 
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Post » Sat Feb 19, 2011 3:44 am

I think that everyone that thinks Liquidgraph should get his lazy ass in gear and make another one raise your hand.

And now ill be serious, I wouldn't call this a mod, id call it a work of art, truly a work of art. I think that you can see the many hours of work put into this mod, right from the moment you walk into the guild the first time. The storyline is intriguing and exciting, and contains unexpected twists and turns, plus awesome bossfights.

If I must point out flaws in the mod, (which is very hard by the way) I might mention the voice of the argonian, whose name escapes me at the moment, the ending, a bit too much like the guildendings in oblivion for my tastes, and last but certainly not least, the thing I thing that svcks most about this mod is, that there isn't more of it. So Liquidgraph please make more.

Final words: Brilliant, to anyone who hasn't, download and play it now, your lives are empty without it.
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-__^
 
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Post » Sat Feb 19, 2011 2:19 am

He he, This is more then just "hours" of work....this is like years of work... and yes i would like Liquidgraph to make an other mod such as this one...
but this would take long... let's just wish...He he ! i i can point you to the next "Big" mod (RST) Reclaiming SancreTor, this will be great too, and release soon also !
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Benjamin Holz
 
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Post » Sat Feb 19, 2011 4:01 am

So here is a question I've not found an answer for.

Previously I've had some form of City Overhaul (whether BC or OC or even OBC) in my load order. Currently I'm doing without a city overhaul and I cannot seem to access Rathmer's Book store in Bravil (it is outside the city walls yet in the closed city space). I am using Blood and Mud though - so that may be a factor.

The only fix I've found is to ~coc there. It seems OC and BC have both made room for this bookshop, but with vanilla it is inaccesible.

Hmmm ... could this be because the door location was already set with the city overhauls?

Clean save needed? Going to test these.

[EDIT] new character has same results, so not part of door placement in save game.

[edit 2] ah ha - so when using vanilla cities I need to have Lost Spires load after blood and mud. Maybe BOSS should say that. doing so gave me the extra built up space inside the closed city space. when using BC it must already be accommodated for OC has a patch.
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Judy Lynch
 
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Post » Fri Feb 18, 2011 11:57 pm

I haven't played this mod yet, so I can't really comment on it, but I expect great things from it.

However, there is one thing I can say already: When I saw a screen shot of the spires for the first time, I knew I had to get this mod. In my opinion, Oblivion is largely missing those exotic visuals Morrowind had (striders, netches, giant mushroom houses, strange-looking cities, etc.)... the spire visuals immediately reminded me of that old "sense of wonder(land)," and I can't wait to experience the mod.

Thanks in advance!
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lolly13
 
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Post » Sat Feb 19, 2011 6:15 am

hi all :)
first, i'm sorry if my english is poor...
I just want to ask few question, because i'm still new in this things (Applying Mod to Oblivion)
I just got this Lost Spires a few minutes ago, and now i'm still downloading this Mod... and before i install this Mod, i just want to make sure i don't do anything wrong...
and now, i'm confused with Compatibility Patches that i found in Lostspires website...
What for actually, Compatibility Patches is?
If i download the Lost Spires V1.4, do i still need to Download and install those Compatibility Patches?
And if i need those files, where should i put those files?
ok, thats all... thank you very much :)
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Code Affinity
 
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Post » Sat Feb 19, 2011 2:06 pm

The compatibility patches are only needed if your using the mods they are related too, unless you are using either of the UL mods, or Open Cities, or even the DarkUI mod, you can ignore those completely.
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Reven Lord
 
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Post » Sat Feb 19, 2011 6:17 am

So here is a question I've not found an answer for.

Previously I've had some form of City Overhaul (whether BC or OC or even OBC) in my load order. Currently I'm doing without a city overhaul and I cannot seem to access Rathmer's Book store in Bravil (it is outside the city walls yet in the closed city space). I am using Blood and Mud though - so that may be a factor.

The only fix I've found is to ~coc there. It seems OC and BC have both made room for this bookshop, but with vanilla it is inaccesible.

Hmmm ... could this be because the door location was already set with the city overhauls?

Clean save needed? Going to test these.

[EDIT] new character has same results, so not part of door placement in save game.

[edit 2] ah ha - so when using vanilla cities I need to have Lost Spires load after blood and mud. Maybe BOSS should say that. doing so gave me the extra built up space inside the closed city space. when using BC it must already be accommodated for OC has a patch.


but dosent you have several floating things near the shop??
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Jeneene Hunte
 
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Post » Sat Feb 19, 2011 7:18 am

[edit 2] ah ha - so when using vanilla cities I need to have Lost Spires load after blood and mud. Maybe BOSS should say that. doing so gave me the extra built up space inside the closed city space. when using BC it must already be accommodated for OC has a patch.


Yep. Load order is important there. Will need to look at BOSS and see where things are currently sorted. I want to avoid moving things around too much and causing other unintended disruptions. Ah, the balancing act continues.

As far as BC/OC/OBC/etc, yes. Those all take the space requirements for Rathmer's shop into account. You still need the OC patch for the path grids in Bravil and for the other city locations. I don't know how BC/OBC is handling that currently.
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Ilona Neumann
 
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Post » Fri Feb 18, 2011 11:56 pm

Simonp92-

No so far I did not notice any floating anything near the shop, will look closer though.

Arthmoor-

Not sure ho BC does it, but there is room for the shop.

the only real problem I've found with having Lost spires load after B&M is that the extra city wall around the shop is regular textures and not B&M red.
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James Shaw
 
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Post » Sat Feb 19, 2011 8:41 am

the only real problem I've found with having Lost spires load after B&M is that the extra city wall around the shop is regular textures and not B&M red.


Yep. One of the prices to pay. That's not something that would be fixable without some kind of patch.
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ruCkii
 
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Post » Fri Feb 18, 2011 11:42 pm

Simonp92-

No so far I did not notice any floating anything near the shop, will look closer though.

Well i can choose between rathmers shop being unaccesable or having dosens of floating items near shop, and the door to one of the interiors added by B&M is underground when LS is loaded first
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James Smart
 
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Post » Sat Feb 19, 2011 2:07 pm

Well i can choose between rathmers shop being unaccesable or having dosens of floating items near shop, and the door to one of the interiors added by B&M is underground when LS is loaded first


this mod is so cool the only Issue ive had is Map markers and 2 boss Music's playing at the same time with the first boss heres a http://www.xfire.com/video/f8dc7/ maybe a Spoiler
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tegan fiamengo
 
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