The Lost Spires [RELz] #12

Post » Sat Feb 19, 2011 7:56 am

http://www.lostspires.com
-a narrative Oblivion adventure-

Battles for Tamriel were fought and won long before the time of man.
...so too was sown the seed to its demise.


Uncover the mysteries of ancient Tamriel as only one can, through the Archeology Guild. Scale the guild's ranks and explore new, exotic locales to unravel a plot of sinister deceit, betrayal, and doom.
  • Single climactic story arc supported with 10 immersive dungeons
  • New Archeology Guild, filled with collectible display items
  • Two new cave retextures
  • Over a dozen retextured creatures
  • 100+ new custom meshes
  • Several new boss creatures
  • Epic battles!
  • Powerful new lore-soaked loot
  • Functional Beartrap!
  • Deep NPCs
  • Must-have modder's resource
  • Over 15 hours of new gameplay
Official website: http://www.lostspires.com


--> http://www.lostspires.com/gallery/index.htm <--

Details:

What better way to explore ancient lore than through an Archeology Guild! That's right, a fully functional Archeology Guild is now stationed in Cyrodiil. The Archeology Guild is a hub for systematic ruin exploration -- and you can bet there are plenty of new ruins to explore. When you first join up with the Archeology Guild, you'll find everyone hard at work excavating an entirely original ruin: the Spire. I want to be careful what I reveal at this point because the entire mod revolves around discovering the sinister nature of these Spires and the Warlock beings who inhabited them. I will say this, however: Spires predate Ayleid ruins, and Warlocks are now extinct. Why? That's for you to discover. Oh, and did I mention that there are powerful new artifacts to discover along the way? That's right, Warlock artifacts await the resourceful archeologist. You can find powerful loot either through exploration, or by advancing through the Archeology Guild's ranks. You'll be doing both!

Follow the 15+ hour quest to unravel a cataclysmic plot that will surely leave you shocked. Interact with up to 7 Archeology Guild members who will have you piece together the mystery of the Lost Spires one clue at a time. Your journey will span 10 unique dungeons, from Spire ruins, to caves, to lost grottos, to a massive Ayleid Labyrinth, and beyond. Every dungeon has been painstakingly designed with the story in mind. The Lost Spires features many high-quality custom retextures, over 100 unique meshes, 40+ pages of dialogue, and of course, epic loot.

This has been an ambitious project, 8 solid months in the making. Please enjoy: http://www.lostspires.com/pages/downloads.htm


Compatibility:

1. Incompatibility: Unique Landscapes: Everglades (first spire) ------ solution: "player.coc warlockruin01"
2. Incompatibility: Unique Landscapes: Dark Forest (excavation site) ----- solution: "player.coc digsitetent01"
3. Incompatibility: Open Cities -------- solution: the OC patch addresses Dakkon's house in Cheydinhal, the book store in Bravil, and the burnt out store in Leyawiin. Just be sure you're using the most recent versions of OC and the OC+LS patch.
4. Incompatibility: Misc. Mods altering Cheydinhal (Dakkon's house) ----- solution: "player.coc cheydinhaldakkonshouse"
5. Crashes upon loading Lost Spire cells ------ solution: tinker with mod loading order.
  • Avoid #1 & #2 by downloading http://www.tesnexus.com/downloads/file.php?id=13824 and http://www.tesnexus.com/downloads/file.php?id=13834, thereby making UL completely compatible with Lost Spires.
  • Many incompatibility issues can be bypassed with console commands listed above. Or, of course, by unloading the mod in question temporarily, to gain access to the required area.
  • Lost Spires is compatible with major overhaul mods like: OOO, MMM, and FCOM.
Hints:

1. See the http://www.lostspires.com/pages/faqs.htm.
2. If you're not sure how the Malevalent Zinj works, see: Azier700's http://www.youtube.com/watch?v=u4h-Ik3pVUc!

Comments:

1. Feel free to report bugs, but at this point I'm not actively issuing patches.
2. Please post constructive criticism.
3. Please enclose plot spoilers in the appropriate spoiler tags.


Links:

http://www.lostspires.com
http://www.tesnexus.com/downloads/file.php?id=12997
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3295
http://www.gamesas.com/bgsforums/index.php?showtopic=884374

Please rate LS at http://www.tesnexus.com/downloads/file.php?id=12997 & http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3295

Have a question? Take a look at the http://www.lostspires.com/pages/faqs.htm. Chances are the answer is here.



User avatar
renee Duhamel
 
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Post » Sat Feb 19, 2011 11:29 am

Downloading Now I hope its good as you make it sound
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SiLa
 
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Joined: Tue Jun 13, 2006 7:52 am

Post » Sat Feb 19, 2011 1:57 pm

Downloading Now I hope its good as you make it sound


Trust me, it's much better than he makes it sound :)

Has the A.I. plugin been updated for v14?


No, but when I merged it into my copy of the 1.4 ESP I had no trouble with it, other than having to mark the targets as persistent.
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Leonie Connor
 
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Joined: Mon Mar 12, 2007 4:18 pm

Post » Sat Feb 19, 2011 6:30 am

An ode to a wonderful mod :thumbsup: This is one mod no one would want to miss !
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victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Sat Feb 19, 2011 5:15 am

Great mod! Its very professionally done and nearly as good as SI. Nobody is better than the voice work for the head evil guy in SI though

:D
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gandalf
 
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Post » Sat Feb 19, 2011 1:23 am

Trust me, it's much better than he makes it sound :)



No, but when I merged it into my copy of the 1.4 ESP I had no trouble with it, other than having to mark the targets as persistent.

I assume you used Tes4Gecko, but what do you mean by mark the targets as persistent? Can I use TES4Edit to do that? Which targets? Sorry about all of the questions...
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Alexis Acevedo
 
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Post » Sat Feb 19, 2011 11:01 am

I assume you used Tes4Gecko, but what do you mean by mark the targets as persistent? Can I use TES4Edit to do that? Which targets? Sorry about all of the questions...


You have to search each modified A.I. package of the Archeology Guild's NPCs manually for the appropriate targets and then make them persistent using the cell view window of your construction set.
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WTW
 
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Post » Sat Feb 19, 2011 8:38 am

You have to search each modified A.I. package of the Archeology Guild's NPCs manually for the appropriate targets and then make them persistent using the cell view window of your construction set.

I don't know what you mean by target... I'm backing up my Oblivion Hard Drive right now, so I can't open TESCS for about a 20 minutes.
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Lucie H
 
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Post » Sat Feb 19, 2011 10:23 am

I don't know what you mean by target... I'm backing up my Oblivion Hard Drive right now, so I can't open TESCS for about a 20 minutes.


In this case, target means the place the NPCs are going to reach within the execution of their AI-package. It can be an object e.g. a chair where the actor is supposed to sit on or a marker where the character has to perform a certain task like reading a book, for instance. As far as I know, AI-related targets have to be marked persistent in order to work properly.
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Nick Pryce
 
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Post » Sat Feb 19, 2011 7:26 am

In this case, target means the place the NPCs are going to reach within the execution of their AI-package. It can be an object e.g. a chair where the actor is supposed to sit on or a marker where the character has to perform a certain task like reading a book, for instance. As far as I know, AI-related targets have to be marked persistent in order to work properly.

The CS Cell Window thing really confuses me. I hope I can find these targets...haha. Where do I find out what the packs targets are?

Edit: I got a script conflict error when I tried to merge the two plugins, so Gecko didn't merge them.
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Darlene Delk
 
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Post » Fri Feb 18, 2011 11:13 pm

As I'm sure you've heard this many times, I'll be brief ;) Simply fantastic work m8. This mod is tied for first place as my all-time favorite quest addon :D As a dedicated Warlock, I was delighted to find all the various warlock-based items, lol. I only got about half-way through during my last game, so this is my first time playing w/ the voiced version. I was skeptical at first, but you guys just nailed the dialouge :) The library of my main home is where I keep my finest books and treasures. For what it's worth, almost every Lost Spires item has a place on my bookshelf or hung on the surrounding walls (thank you Decorator Assistant). So kudos to everyone on the LS team, I don't see myself ever playing Oblivion w/out this.
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An Lor
 
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Joined: Sun Feb 18, 2007 8:46 pm

Post » Sat Feb 19, 2011 10:15 am

Great mod! Its very professionally done and nearly as good as SI. Nobody is better than the voice work for the head evil guy in SI though

:D


:biglaugh: Damn Sheogorath! I had a crack at him in my latest VA video (see the fourth vid in the link below on 'Cunning Linguist' - it only shows a very brief extract of Sheogorath though). It's a quite soft Irish accent but the voice itself has a lot of character and it's that that's hard to replicate with his voice. SI was made all the more appealing for him though. Thanks to Immortal_D above for the very kind remarks on the dialogue. I often drift back to this thread just to get the odd ego boost from kindly folks such as yourself!

btw, hi Liquidgraph! Nice to see you're still dropping by.
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Noraima Vega
 
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Post » Sat Feb 19, 2011 6:40 am

When Will It End!


Never! Release a 2nd episode!! :D
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Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Sat Feb 19, 2011 12:57 pm

As I'm sure you've heard this many times, I'll be brief ;) Simply fantastic work m8. This mod is tied for first place as my all-time favorite quest addon :D As a dedicated Warlock, I was delighted to find all the various warlock-based items, lol. I only got about half-way through during my last game, so this is my first time playing w/ the voiced version. I was skeptical at first, but you guys just nailed the dialouge :) The library of my main home is where I keep my finest books and treasures. For what it's worth, almost every Lost Spires item has a place on my bookshelf or hung on the surrounding walls (thank you Decorator Assistant). So kudos to everyone on the LS team, I don't see myself ever playing Oblivion w/out this.


Thanks man. I'd glad you enjoyed it that much.

...btw, hi Liquidgraph! Nice to see you're still dropping by.


Heya Ibsen. It's hard not to keep one ear to the ground with you guys. Just when I think I'm out, you pull me back in.

Never! Release a 2nd episode!! :D


Ah! :o You just made me seriously considered the possibility for about 2 seconds *shudder*
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djimi
 
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Post » Sat Feb 19, 2011 11:55 am

I assume you used Tes4Gecko, but what do you mean by mark the targets as persistent? Can I use TES4Edit to do that? Which targets? Sorry about all of the questions...


Yes. I used Gecko to merge the packs into the main ESP. After that, I used Tes4edit to find the references that the AI packs were targeting and change the persistent flags on them. Basically anything an AI pack uses as a target, a bed, a chair, a marker in the room, needs to be persistent. We're probably getting a bit off topic here though.
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Sammykins
 
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Post » Sat Feb 19, 2011 11:21 am

I'll join in too. Fantastic stuff. I rarely get in game time now because I'm currently heavily into development mode but when I do get to play and test I'm using this mod. I am really enjoying it and it gives my companions AI a real work out. Most of all it's just great. I'm a voicing fanatic too and I really appreciate voiced and lipped mods. I know how hard it is/was.
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Ben sutton
 
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Post » Sat Feb 19, 2011 10:46 am

Hey, really good mod; superb atmosphere and setting, plus voices were good effort.

However, i've run into a hitch. I'm in primeval hollow and not sure what to do. Upon reading FAQ I found that I was supposed to (Spoiler) find a quest item at base of the lost deity shrine. I searched there and everywhere else to no avail, is this a bug or am I being stupid? Is there a console command I could use to give me this quest item cause its kinda stopping me in my tracks.

Any help greatly appreciated.
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Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Sat Feb 19, 2011 1:17 am

Hey, really good mod; superb atmosphere and setting, plus voices were good effort.

However, i've run into a hitch. I'm in primeval hollow and not sure what to do. Upon reading FAQ I found that I was supposed to (Spoiler) find a quest item at base of the lost deity shrine. I searched there and everywhere else to no avail, is this a bug or am I being stupid? Is there a console command I could use to give me this quest item cause its kinda stopping me in my tracks.

Any help greatly appreciated.


I'm not sure why this item's missing, but here's a hacky workaround:

Open the console with "~" and type "setStage ARPrimevalHollow 30". Hit enter. Proceed to the Guild to speak with Norlene. She's not going to want to talk to you because you don't have the Stele quest item. Open the console again with "~" and type "setStage ARPrimevalHollow 40". Hit enter. Talk to Norlene and continue the main quest. Read over some of the dialogue options that you may have missed.

Type the following lines into the console to hotwire the next leg of the main quest:

"StartQuest ARTheElvenHero" >> press enter

and then

"SetStage ARTheElvenHero 10" >> press enter

Speak to Sova to continue the main quest.
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Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Fri Feb 18, 2011 11:05 pm

Hey, really good mod; superb atmosphere and setting, plus voices were good effort.

However, i've run into a hitch. I'm in primeval hollow and not sure what to do. Upon reading FAQ I found that I was supposed to (Spoiler) find a quest item at base of the lost deity shrine. I searched there and everywhere else to no avail, is this a bug or am I being stupid? Is there a console command I could use to give me this quest item cause its kinda stopping me in my tracks.

Any help greatly appreciated.


If you don't wanna use cheats,
Spoiler
the door to the shrine is very close to the giant dreugh (the one you can rip his head off as a trophy), once inside, look for a tombstone that is placed at the bottom of a big statue and take it

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Alessandra Botham
 
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Joined: Mon Nov 13, 2006 6:27 pm

Post » Sat Feb 19, 2011 11:56 am

Right, when I reloaded and went back to the shrine I found the quest item sitting there. Strange, but this happened once before; when I had to retrieve the dissolving agent from the argonian, his tent was see-through and wouldn't allow entry, but on reloading it was normal again. Wonder if this is a common theme throughout TLS. Nethertheless, its was only a small bug in an otherwise awesome mod and I can't wait to play through the rest of it.
Thanks for all replies anyway.
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Steeeph
 
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Post » Sat Feb 19, 2011 6:00 am

Really worth getting this! One of the best mods for Oblivion in my opinion!
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Peetay
 
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Joined: Sun Jul 22, 2007 10:33 am

Post » Sat Feb 19, 2011 5:47 am

On the quest Vengeance after defeating the leader of the bandits it tells me to look around for an artifact, I have looked but I cannot find what it is intending me to find. I looked in the chest above the spikes, and didn't find anything. I'm pretty sure that is where I was supposed to look. Any input / help would be appreciated.
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Nienna garcia
 
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Post » Sat Feb 19, 2011 10:43 am

On the quest Vengeance after defeating the leader of the bandits it tells me to look around for an artifact, I have looked but I cannot find what it is intending me to find. I looked in the chest above the spikes, and didn't find anything. I'm pretty sure that is where I was supposed to look. Any input / help would be appreciated.


Spoiler
Enter the tent and look inside a chest, you'll find a scroll, now THAT's the artifact you must get.

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Shannon Marie Jones
 
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Post » Sat Feb 19, 2011 11:59 am

Announcing the release of the LS v14 French translation courtesy of Gr?goire Guisez. The full download can be found http://oblimods.wiwiland.net/spip.php?article316. Thanks for the hard work Greg.

Also, the FAQ has been updated with questions from my inbox.
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Jason Wolf
 
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Post » Sat Feb 19, 2011 9:03 am

Just dropped by to say that I finally got to play this mod - and add my kudos to the long list... It is an excellent mod, very well structured, with a keen progression of the quests, intelligent and funny dialogues, intriguing plot, surprising twists, believable NPC - and, not to forget, very nice voice-acting (a plus for Ibsen's Ghost, who's skill and ressources seem to be infinite).

So, thank you Liquidgraph&Co for an excellent mod, one of the things that made me play Oblivion again after more than 1 year of switching to Morrowind... :foodndrink:
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matt oneil
 
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