[RELz] The Northern Front

Post » Tue May 03, 2011 7:45 am

Snowdale patch already...excellent! I might finally have time to play some Oblivion tonight...been so busy!
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Klaire
 
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Post » Mon May 02, 2011 8:12 pm

Snowdale patch already...excellent! I might finally have time to play some Oblivion tonight...been so busy!


Yup, 0.81 will work with all ULs
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-__^
 
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Post » Tue May 03, 2011 6:37 am

The only new structure is a camp which is a stonesthrow away from Dragonclaw Rock. It's due north west of it. The only large mod I found in that area was UL Snowdale, and the mods now been made to be compatible with that. There were just a few issues with newly added trees and rock blocking waypoints

I can't imagine there would be any compatibility issues with FCOM


FYI: OOO adds Skyrim Bandit Clans, that have strong essential NPCs patroling that area near DragonClaw rock (Vyka Hurslt), Also, their base camp is north from Dragonclaw rock with about 3-4 bandits at any given time present. That could create some unwanted NPC kills from your mod.
Also, Addonay's classical weaponry adds the really strong Addonay's Shade Wraith at the DragonClaw rock, and that again could single-handedly kill a legion of NPCs. Hope you don't have any NPCs hanging out in that area...
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Bellismydesi
 
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Post » Mon May 02, 2011 10:55 pm

FYI: OOO adds Skyrim Bandit Clans, that have strong essential NPCs patroling that area near DragonClaw rock (Vyka Hurslt), Also, their base camp is north from Dragonclaw rock with about 3-4 bandits at any given time present. That could create some unwanted NPC kills from your mod.
Also, Addonay's classical weaponry adds the really strong Addonay's Shade Wraith at the DragonClaw rock, and that again could single-handedly kill a legion of NPCs. Hope you don't have any NPCs hanging out in that area...


I'll test it all, but unless they're level 40+ they won't cause too many problems for the mercs wandering around the camp. It's had about 200 unique DLs and some of those players must be using OOO, no reports of conflicts yet
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Nicola
 
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Post » Tue May 03, 2011 7:58 am

I'll test it all, but unless they're level 40+ they won't cause too many problems for the mercs wandering around the camp. It's had about 200 unique DLs and some of those players must be using OOO, no reports of conflicts yet


Thanks for taking on to test it - that's more than I asked for. It's just that I don't want faction fights that kill things from any of the mods - that Adonnay's shade is a special challenge I like because it carries an amazing weapon as loot. Getting it killed by your mercs would also be bad. Same thing with Vyka from OOO...

One suggestion would be to change the location of the merc camp to slightly east to avoid mod-added NPCs duking it out with each other... or changing factions such that there are no fights...
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Wanda Maximoff
 
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Post » Tue May 03, 2011 10:21 am

Thanks for taking on to test it - that's more than I asked for. It's just that I don't want faction fights that kill things from any of the mods - that Adonnay's shade is a special challenge I like because it carries an amazing weapon as loot. Getting it killed by your mercs would also be bad. Same thing with Vyka from OOO...

One suggestion would be to change the location of the merc camp to slightly east to avoid mod-added NPCs duking it out with each other... or changing factions such that there are no fights...


Adding the mercs to the enemy factions to stop fights is a good idea, for a quick fix anyway. Moving the entire camp is something I'll consider for the full release of v1.0 if conflicts do arise, if you look at the camp in game and some of the custom structures you'll see why it'd be a massive undertaking
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Sylvia Luciani
 
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Post » Tue May 03, 2011 7:37 am

Fixing some minor AI issues people have told me about
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Jerry Cox
 
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Post » Tue May 03, 2011 9:41 am

Wrye Bash complained about this mod having compile all script, causing cobl to stop working .. Had to use decompile all from wrye bash.
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Roisan Sweeney
 
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Post » Tue May 03, 2011 1:25 am

I'm not sure why, but when I installed this and rebuilt my patch, the game wouldn't start - it would get partway along the load screen before the map loop, then crash. I removed this mod, and it worked fine. FWIW, I had the same problem with TOS when I tried to uninstall it for a clean save (had some issues with dialogue topics not showing up). I'll try it with 0.81 and see what happens.
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christelle047
 
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Post » Tue May 03, 2011 9:24 am

Sorry about that. From what you're saying, and seen as the problem only arises when using Wrye Bash, it'd seem like I've edited and recompiled a vanilla script (which to my knowledge, I havn't)

I'll check over it all though

- edit, found the source of the problem. An unused script of mine wasn't compiled properly which will have caused problems. Also, I accidentaly deleted a lower class container (random junk) and made it again, but got one of the levelled items wrong. That will have caused problems with cobl (if you've already downloaded the mod, it's the difference between getting a cabbage or an ear of corn)

Fixing it all now, sorry for the inconvenience
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Catharine Krupinski
 
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Post » Tue May 03, 2011 1:51 am

Okay uploaded v0.82, this fixes the problems with corrupted and uncompiled scripts that were causing problems with Wrye Bash (defunct scripts I forgot to delete)
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Alex [AK]
 
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Post » Tue May 03, 2011 5:20 am

The mod is still seriously dirty - you must have recompiled all the scripts, because there's a ridiculous number of identical to master scripts. All it took was 10 secs in TES4Edit to see this, so I'd recommend checking out any releases in that before you upload them to make sure you haven't accidentally included stuff you don't want.
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Julia Schwalbe
 
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Post » Tue May 03, 2011 4:46 am

The mod is still seriously dirty - you must have recompiled all the scripts, because there's a ridiculous number of identical to master scripts. All it took was 10 secs in TES4Edit to see this, so I'd recommend checking out any releases in that before you upload them to make sure you haven't accidentally included stuff you don't want.


Ah you're right I remember now. Downloading has been disabled, gonna decompile all before enabling them again

Who knew one accidental click could cause so many problems. That compile all button shouldn't even be there
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Kelly John
 
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Post » Tue May 03, 2011 10:00 am

Ok thanks to wrinklyninja for finding the source of the problem

I must've hit recompile all when making the mod. Basically this adds all vanilla scripts to my module, overwriting those in Oblivion.esm and any changes made by Wyre Bash, cobl, ect

I've used TES4edit and manually removed all vanilla scripts fron NorthernFront.esp, and fixed a few other problems that arose. All should be good now :)
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Adrian Morales
 
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Post » Tue May 03, 2011 5:59 am

Woohoo. Thanks for fixing that so quickly. :thumbsup:
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jessica robson
 
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Post » Tue May 03, 2011 2:34 am

Is a clean save required to update?
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Chloe Lou
 
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Post » Tue May 03, 2011 1:20 am

Is a clean save required to update?


Just tested, the character I was using to test v0.82 loaded up and worked fine, so you should be fine with your old save
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chirsty aggas
 
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Post » Mon May 02, 2011 7:31 pm

Fixed a rather large issue with the fina quest. My apolagies if you've already completed the mod and the ending made no sense. Thanks to Furga for bringing this to my attention
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Mrs Pooh
 
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Post » Tue May 03, 2011 3:20 am

So as I understand, all the dirty edits have been fixed in the latest version on Nexus? This latest file is good-to-go?
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Michael Russ
 
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Post » Tue May 03, 2011 1:21 am

So as I understand, all the dirty edits have been fixed in the latest version on Nexus? This latest file is good-to-go?


Yep. It all came down to one issue I overlooked, I hit the "recompile all" button which will cause Wyre Bash, cobl and such to go insane

Fixed it, TES4edit now calls it as clean
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Melanie
 
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Post » Tue May 03, 2011 7:48 am

Just an update, had no bug reports lately, so hopefully that means I got the last of them

Voice acting is coming along great for the full release, got a bunch of talented guys on board, however, I'm struggling to find a female voice actor

If you're a female voice actor (or male, there are still parts available) please get in contact! :)
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candice keenan
 
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Post » Mon May 02, 2011 11:15 pm

Just an update, had no bug reports lately, so hopefully that means I got the last of them

Voice acting is coming along great for the full release, got a bunch of talented guys on board, however, I'm struggling to find a female voice actor

If you're a female voice actor (or male, there are still parts available) please get in contact! :)


Try the Voice Actors Project at TESAlliance.org. they've got a few female VA's.
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Marcia Renton
 
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Post » Tue May 03, 2011 10:35 am

Try the Voice Actors Project at TESAlliance.org. they've got a few female VA's.


Yeah asked a couple, WhoGuru is busy with other projects and greenwardens mic is broken but she might be available later

Still, voice acting for males is coming along great. Most of the minor parts are done, and a good deal of the larger ones too
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katsomaya Sanchez
 
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Post » Tue May 03, 2011 1:42 am

Mishaxhi: Just checking the latest Unique Landscape - Snowdale was released a few weeks ago. It modifies the area around Bruma as seen http://bettercities.free.fr//UniqueLandscapes/Maps/UniqueLandscapesGridMapReleasedAndWIP.jpg (warning - large file).

Does this need a patch for the Northern Front (I am guessing it will)? If so, a good idea would be to request in the http://www.gamesas.com/index.php?/topic/1106890-the-unique-landscapes-project/... where Vorians and Arthmoor usually are very responsive in getting patches up
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Brandon Bernardi
 
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Post » Tue May 03, 2011 7:30 am

Errr. bump? Also, how's the search for voice actors coming along Mishaxhi -are you planning to re-release this mod with voice acted dialog later?
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Sian Ennis
 
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