[RELz] The Northern Front V1

Post » Wed Mar 30, 2011 1:08 am

If you can, request greenwarden or princess_stomper on these forums to do the female VA. They are great!
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Jonathan Windmon
 
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Post » Wed Mar 30, 2011 5:42 am

Greenwarden is a great VA, heard some of her work. Unfortunately she's busy with other projects right now

Will drop a PM to princess_stomper, thanks for letting me know :)
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Donald Richards
 
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Post » Wed Mar 30, 2011 11:10 am

A little info on the next update. As well as fixing a few more minor problems I've come across (nothing to worry about, typos, voices needing re-editing, ect.) it will also include idle pvssyr for the main mercenaries in the camp. There are Sentalus, Skydrall, Kushluk, Scarab, Malakai, Xhaferi and Turrican. The update will also add full voice acting for Turrican

This will replace the vanilla idle pvssyr you hear (where NPCs stand around and babble at each other) for these characters with their own unique conversations. I feel it's an important addition as it brings the characters to life more

Along with this, I've completely re-written most of the AI around the camp and redesigned The Broken Neck Inn to bring it up to scratch with these changes. There will be less clusters of NPCs standing around doing little or wandering aimlessly in the camp, the majority have set schedules/patrols now. AI in the Broken Neck Inn has been changed to accomadate the updated idle pvssyr, the mercs will stand at the bar to babble and drink, sit around the table to chat and drink and sit in the alcove to read. And drink

Update will be coming in the next couple of days, cleane save won't be required, it won't interfere the mod if you're already running it if you update

Other planned changes based on feedback:

- optimize lighting in Fort Facian to increase performance
- scatter enemies throughout Sedor more to decrease their concentration
- add remaining voices to Dunmer mercenaries
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Alex Blacke
 
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Post » Wed Mar 30, 2011 6:34 am

@Mishaxhi: Here's a request to package this mod in a BAIN-friendly format. I've downloaded it 3 times in 3 days, and have had to redo this step enough times to make this request:

Suggested format:

00 Core
|-Docs (Rename Readme to say Northern Front Readme, and insert file here).
|-Meshes
|-Sounds
|-Textures
01 Normal NPCs ESP
01 Reduced NPCs ESP

Compress this as a .7z in a folder format that has "00 Core" etc. as the first directory, not a parent "Northern Front" folder. Best way is to select all these 3 folders, and ask 7zip to add to "Northern Front.7z"

Let me know if you need any clarification. Thanks for considering this. :)
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Music Show
 
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Post » Wed Mar 30, 2011 5:58 am

I'll happily make it BAIN friendly, but seen as I've never used BAIN I'll need a little clarification

If I'm understanding you correctly (which I'm likely not, apolagies):

00 Core
containing
Meshes
Sounds
Textures
01 Normal NPCs ESP
containing
Northern Front.esp
01 Reduced NPCs ESP
containing
Northern Front.esp

Is this right?
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Charles Weber
 
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Post » Tue Mar 29, 2011 10:26 pm

I'll happily make it BAIN friendly, but seen as I've never used BAIN I'll need a little clarification

If I'm understanding you correctly (which I'm likely not, apolagies):

00 Core
containing
Meshes
Sounds
Textures
01 Normal NPCs ESP
containing
Northern Front.esp
01 Reduced NPCs ESP
containing
Northern Front.esp

Is this right?

Yes, that is right, but I would also ask you to rename your readme.txt file and place it in the "Docs" folder under "00 Core".

And finally, when you zip it together, use 7z, and make sure that the first level folders inside the 7z archive are "00 Core", "01 Reduced NPCs ESP" etc. There should NOT be a "Northern Front" parent folder over the "00 Core" folders/

PS: The 01 in front of the Normal and Reduced NPCs options indicate that one of these 2 options is to be used. The core files need to be installed in both cases.
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Heather beauchamp
 
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Post » Tue Mar 29, 2011 10:02 pm

Yes, that is right, but I would also ask you to rename your readme.txt file and place it in the "Docs" folder under "00 Core".

And finally, when you zip it together, use 7z, and make sure that the first level folders inside the 7z archive are "00 Core", "01 Reduced NPCs ESP" etc. There should NOT be a "Northern Front" parent folder over the "00 Core" folders/

PS: The 01 in front of the Normal and Reduced NPCs options indicate that one of these 2 options is to be used. The core files need to be installed in both cases.


Alright, thanks for letting me know. I'll include a BAIN-friendly version with every update from now on :)
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jasminε
 
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Post » Wed Mar 30, 2011 10:30 am

Alright, thanks for letting me know. I'll include a BAIN-friendly version with every update from now on :)


While you're at it, you might want to add your name to the esp's author name entry, instead of the default DEFAULT. Also, if adding the version number to the description field (i.e.: Version: 1.0.2), Wrye Bash will show it when getting the load order from it, which might be useful for trouble shooting. Thanks for updating/fixing things so quickly - time to check out what's happening on the Northern Front. :thumbsup:

EDIT: Even using the "Reduced NPCs patch" I get awful performance in the camp, with 3 FPS looking in certain directions and the same texture issue reported above. Guess it's simply too taxing for my rig. :(
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Sun of Sammy
 
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Post » Tue Mar 29, 2011 11:53 pm

While you're at it, you might want to add your name to the esp's author name entry, instead of the default DEFAULT. Also, if adding the version number to the description field (i.e.: Version: 1.0.2), Wrye Bash will show it when getting the load order from it, which might be useful for trouble shooting. Thanks for updating/fixing things so quickly - time to check out what's happening on the Northern Front. :thumbsup:

EDIT: Even using the "Reduced NPCs patch" I get awful performance in the camp, with 3 FPS looking in certain directions and the same texture issue reported above. Guess it's simply too taxing for my rig. :(


This really is odd. I consider my rig pretty mid/low spec (I don't even use full shadows) and the regular version runs just fune

I'm gonna get rid of the reduced NPCs version and just release an 'optimized esp'. This will remove all unnecessary mercs in the camp and well as some object heavy decorations (the watchtower for example.) Hopefully this should solve the performance issues
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Kate Murrell
 
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Post » Wed Mar 30, 2011 5:14 am

Added an optimized ESP to download on Nexus. Users should see a significant performance boost in the camp when using this ESP. Removes all unimportant NPCs, objects, lighting and decorations. Personally I went from having a moderate fps drop to none at all. Simply replace the Norther Front.esp with the one found in this folder, no clean install necessary, but I reccomend that your character not be in the camp when you upgrade

Should clear up any problems people are having with performance, sorry about that. Also when I update from now on I'll include it with the regular archive rather than as an additional download
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stevie critchley
 
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Post » Wed Mar 30, 2011 7:19 am

Was getting around to packaging this into a BAIN package (with all three esp available).

habitually I run all plugins through the tes4edit cleaning and when I did this one it initially gave me this after applying the filter:
The results were:
[Removing "Identical to Master" records done] Processed Records: 4206 Removed Records: 116 Elapsed Time: 00:00
[Undeleting and Disabling References done] Processed Records: 4090 Undeleted Records: 27 Elapsed Time: 00:00
... basically the mod needs cleaning.

So curious about the first warning and so ran the error detector and got this:
[00:00] Checking for Errors in [01] Northern Front.esp[00:00]                   Parameter #2 -> [00:00]                   Parameter #1 -> Found a NULL reference, expected: QUST[00:00]                 Above errors were found in :CTDA - Condition[00:00]               Above errors were found in :Conditions[00:00]             Above errors were found in :Log Entry[00:00]           Above errors were found in :Log Entries[00:00]         Above errors were found in :Stage[00:00]       Above errors were found in :Stages[00:00]     Above errors were found in :MISHnfquest2 "Godspeed Under Grey Skies" [QUST:0100B0BA][00:00]   Above errors were found in :GRUP Top "QUST"[00:00]             Parameter #1 -> Found a NULL reference, expected: ACTI,ALCH,AMMO,APPA,ARMO,BOOK,CLOT,CONT,CREA,DOOR,FLOR,FURN,GRAS,INGR,KEYM,LIGH,LVLC,MISC,NPC_,SBSP,SGST,SLGM,SOUN,STAT,TREE,WEAP[00:00]           Above errors were found in :CTDA - Condition[00:00]         Above errors were found in :Conditions[00:00]       Above errors were found in :[INFO:01057F9C][00:00]     Above errors were found in :GRUP Topic Children of HELLO "HELLO" [DIAL:000000D2][00:01]   Above errors were found in :GRUP Top "DIAL"[00:04] Above errors were found in :[01] Northern Front.esp[00:04] All Done!
Which did not seem related to the info warnings.

What do I make of them?
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Bellismydesi
 
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Post » Wed Mar 30, 2011 11:49 am

First of all whoever wrote the wording and done the trailer definitely did a great job!
I imagine one day people will incorporate all the time they put into getting people to play
a mod just though good marketing promo videos into actually putting that stuff in the mod.
How about a intro bik (the trailer intro etc), triggered at some point, probably near the beginning of the quest.

Don't know who did the voice acting, but as a musician myself, just watching it
was enough to make me pick up the guitar and start shreddin to it.
NOTE: The voice acting is what caught me. & the music....

Of course, After watching the trailer x20 & shredding overit, I couldn't resist downloading.

I hope it is as fun playing as I had well, watching the first min of your promo vid.

Maybe I'm the only one who turns down the game music, but still leaves it lingering, and uses my own sound
system to listen to music while playing, and if I fell like pickin up orangie and start shreddin, I can do that too!

Of course not squire, your still alive!

Honor. Strength. Courage. Loyalty. Without them, you are NOTHING!
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Dalley hussain
 
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Post » Tue Mar 29, 2011 11:31 pm

Was getting around to packaging this into a BAIN package (with all three esp available).

habitually I run all plugins through the tes4edit cleaning and when I did this one it initially gave me this after applying the filter:
The results were:
[Removing "Identical to Master" records done] Processed Records: 4206 Removed Records: 116 Elapsed Time: 00:00
[Undeleting and Disabling References done] Processed Records: 4090 Undeleted Records: 27 Elapsed Time: 00:00
... basically the mod needs cleaning.

So curious about the first warning and so ran the error detector and got this:
[00:00] Checking for Errors in [01] Northern Front.esp[00:00]                   Parameter #2 -> [00:00]                   Parameter #1 -> Found a NULL reference, expected: QUST[00:00]                 Above errors were found in :CTDA - Condition[00:00]               Above errors were found in :Conditions[00:00]             Above errors were found in :Log Entry[00:00]           Above errors were found in :Log Entries[00:00]         Above errors were found in :Stage[00:00]       Above errors were found in :Stages[00:00]     Above errors were found in :MISHnfquest2 "Godspeed Under Grey Skies" [QUST:0100B0BA][00:00]   Above errors were found in :GRUP Top "QUST"[00:00]             Parameter #1 -> Found a NULL reference, expected: ACTI,ALCH,AMMO,APPA,ARMO,BOOK,CLOT,CONT,CREA,DOOR,FLOR,FURN,GRAS,INGR,KEYM,LIGH,LVLC,MISC,NPC_,SBSP,SGST,SLGM,SOUN,STAT,TREE,WEAP[00:00]           Above errors were found in :CTDA - Condition[00:00]         Above errors were found in :Conditions[00:00]       Above errors were found in :[INFO:01057F9C][00:00]     Above errors were found in :GRUP Topic Children of HELLO "HELLO" [DIAL:000000D2][00:01]   Above errors were found in :GRUP Top "DIAL"[00:04] Above errors were found in :[01] Northern Front.esp[00:04] All Done!
Which did not seem related to the info warnings.

What do I make of them?


I'll look over it again with TES4EDIT, I'll make sure the next version is cleaned when it's packaged with the BAIN-friendly version
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Stefanny Cardona
 
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Post » Wed Mar 30, 2011 9:26 am

@Mettalicow - glad you enjoyed it :)

This release didn't go as well as I'd hoped, despite weeks of extensive testing (which after much time resulted in a completely bug free playthrough) beforehand bugs continue to be reported. Albiet by the minority, but it's still an issue. Some of these are definetly conflict issues, some may attribute to problems pointed out by Psymon and some due to general oversight

As far as conflict issues go, there's little I can do except create compatiblity patches them when they are reported. The problems pointed out by Psymon are definetly my fault, and I will make sure the mod is extensively cleaned before releasing 1.1.0 in the next few days. As for general oversight, well, like I said, I tested the mod many times myself during development and remain hopeful that any obvious bugs have been ironed out. If you come across any, please report them in this thread and I'll take care of them as soon as possible

This is a list of bugs that have been reported to me by individual people that I can't seem to replicate myself. Please let me know if you've come across them yourself so I can find out what is causing them

- Red Mane bandits not appearing at camp (killed by non-vanilla monsters, conflict issue)
- NPCs not appearing at Pell's Gate
- Samyaza turning aggressive towards you instead of the hunters
- CTD when crossing the large bridge south of the Imperial City (reported by just one person, may or may not have anything to do with this mod)
- missing voice files (very odd bug, my guess would be a corrupted download)

Thanks guys
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Marquis deVille
 
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Post » Wed Mar 30, 2011 5:38 am

Thank you for continued support.
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Sophie Morrell
 
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Post » Wed Mar 30, 2011 10:33 am

Turns out a lot of the problems are caused by incompatibility with mods that add/change enemy spawns. These issues will be resolved in the next update
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Esther Fernandez
 
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Post » Wed Mar 30, 2011 4:52 am

Today I welcomed 2 new voice actors to the team. The next version of the mod will now also feature voice acting for the female roles
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Sarah Edmunds
 
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Post » Wed Mar 30, 2011 11:01 am

Today I welcomed 2 new voice actors to the team. The next version of the mod will now also feature voice acting for the female roles


Now that's really good news!
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Heather Dawson
 
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Post » Wed Mar 30, 2011 9:42 am

Little update, still working on this mod

All planned features for 1.1.0 seem to still be going ahead. Main characters idle pvssyr/conversation have all been added, female parts are being recorded/added and now working on the other small changes I mentioned

Also, the mod is being translated into Russian thanks to LordDmitriy
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Nick Swan
 
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Post » Wed Mar 30, 2011 6:40 am

Is there an easy way to extract the text that needs translation? If so, I'd gladly take care of the French translation.
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Enie van Bied
 
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Post » Tue Mar 29, 2011 11:18 pm

Not really the CSs dialog export function is utterly useless. I have the original scripts but there'd still be a lot of work involved
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Aman Bhattal
 
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Post » Wed Mar 30, 2011 10:00 am

Not really the CSs dialog export function is utterly useless. I have the original scripts but there'd still be a lot of work involved

Too bad. I can work pretty fast with the text, but dealing with code makes my head hurt :P
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Bird
 
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Post » Wed Mar 30, 2011 2:50 am

I have no experience with this, but when reading the nexus discussion about translations for another mod, the name of "egg translator" popped up quite often, and supposedly it is used often for translating Oblivion mods. Maybe worth looking into?
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chirsty aggas
 
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Post » Wed Mar 30, 2011 12:11 am

I have no experience with this, but when reading the nexus discussion about translations for another mod, the name of "egg translator" popped up quite often, and supposedly it is used often for translating Oblivion mods. Maybe worth looking into?

Yes, Egg Translator is designed specifically for translating mods - I've used it to do Adash, among other things (you can find it http://www.egg-of-time.us/portal/index.php?option=com_content&view=article&id=1825. One thing: It may not work with OBSE mods, because it can't recompile the scripts. You might be able compile them with the CS after translating - I can't get my CS/OBSE thing to work, so I can't test it.
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Bee Baby
 
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Post » Tue Mar 29, 2011 11:27 pm

Any updates? I've been itching...
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Soph
 
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