The Oblivion Quest List (TOQL) is facing an imminent purge.

Post » Thu May 03, 2012 10:46 pm

As for mod descriptions like Vija's, based on the other reviews, I think the thing here is not to just spit back the mod's description, they can read that on the mod's download page. Ideally you should write a proper review and present the highlight features you were most impressed with.


I guess I shouldn't write a review, being the author, but here is a nice, although long, review written by Vox Clamant for RPG Watch http://www.rpgwatch.com/show/article?articleid=161:

(EDIT: IT WOULD OF COURSE BE WONDERFUL IF FABLE INDEED HAD THE TIME TO WRITE A NEW UPDATED REVIEW INSTEAD, AS THIS IS FAIRLY OLD AND BASED ON VER 2)

(EDIT 2: A few hours later and I feel sort of awkward that I posted this :blush: , I feel it sounds like bragging over my mod :blush: and I don't want to that... Feels silly to delete it, too, so I leave it with just this note on that maybe it wasn't so well thought out of me. My apologizes :blush:)


in the hundreds of characters I have enjoyed over decades of RPGs, Vilja is the first and only character that somehow became "real" - a "person" you can picture that becomes an integral part of the story. I can think of no higher praise an RPGer can give a character mod than to say it became as real as a game environment can allow. And it is for that reason that the Vilja mod for Oblivion is the best character mod I have ever enjoyed.

Technically, Vilja is "just" a companion. But that is sort of like saying a phoenix spouting fire and swooping down on a battlefield is "just" a bird. What separates Vilja from any other companion I have ever played - mod or part of an original RPG - is her fully-developed "personality."

Companion skills: Vilja is exceptionally well-designed. I especially appreciate being able to set Vilja to be non-essential (so she will die if you just sit back and expect her to do all the heavy lifting) and an attack setting that has her sit out and not assist you unless you are in deep trouble (you can also set her to be an indestructible attack force and have her slog into every battle if that is your preference). Inventory control, wait/guard, and "go home," and changing clothes depending on the situation (casual, armor, swimming, sleeping…) options are solid. Perhaps the one technical issue that will disqualify Vilja for some users is that she does not use magic other than self-heals.

The following text regarding quests is redundant as the reviewer only playtested the first part of her first quest; she has totally five questline although at the time for the review she only had two, and he only played on of them as he hadn't realized it was only the start...
Quests: Built into the Vilja mod is a minor quest that is a lot of fun. It evolves over time and involves saving her sister (back in Morrowind) by finding the components to a potion. Please realize this quest is not even in the same league as Viconia or Lost Spires (below) but it is engaging, fun, and a nice diversion as you attack the other major quests. And a couple of the side characters you will meet as part of Vilja quest are worth the price of admission all by themselves! (OMGoodness the author must have laughed as she developed and voiced outlandishly eccentric Heneri - the one with the green hair in the picture!)

Personality: If all that Vilja offered was the companion skills and the quest cited above, I would just call this a "good" character mod, but probably would have selected one of my old companion standbys like Clair or Raewyn. But it is "personality" that raises Vilja to the top. Vilja has nearly 3000 lines of original voice acting built into this character. Vilja chats with you as you adventure. (It is today over 6000 voice entries)

The voice acting is professional and consistent. For those of us who have conducted multiple-session voice recordings, you will recognize how difficult it is to have consistent intonation and timbre over even a couple days, let alone the weeks it would take to record 3000 lines of text. To put this into perspective, if single-spaced on a standard word processing page Vilja dialog would fill at least 60 pages of typing.

And what is most engaging about the chatting is that perhaps two-thirds is specific to the quest or area you are doing. She will remind you of promises you have made. She will comment on people you are passing. Yes, a chunk of the chatting is about generic things (such as her abnormal fascination with mudcrabs and secret desire to date Azzan in the Avril fighter's guild) but most is directly tied to the plot and to what you are thinking. You will soon be struck by the amount of research and thought that went into all this dialog. There is precious little "filler" here. I remember one time when I got a quest to look for something (Imp galls, perhaps?) and as I exited the house I was trying to remember where I might find them - when Vilja commented "Now where will we ever find those around here?" I laughed out loud as she mimicked what I was thinking. That is a tiny example of how the carefully thought-out commentary is tied to the specifics of the events you are undertaking.

Recommendation: Vilja is the first and only NPC I have discovered in years of RPG play that becomes someone you can picture and know. She becomes a person. Amazing. If you do not like the chatting, it can be reduced. If you need a magic user, she will not be the right companion. But if you are a true RPGer at heart, please give Vilja a try. This is an astounding mod in terms of development and effort. (sidenote: since ver 3, Vilja can also learn to use magic and you can finetune the spells she uses ingame. With ver 4 she is also romanceable.)

Well, that was Vox Clamant's words, not mine :blush:

What also might be interesting for some players to know is that some hundreds of the pvssyr entries are written for her by Terry Pratchett, who has been kind enough to take a great interest in Vilja and has been brainstorming over her with me since ver 2.

If I should point out one major feature with Vilja that isn't mentioned in the review and that differs her from all other companions, it would be her ability to take the lead and actually guide the player through Tamriel, or to walk side by side instead of trailing behind. She also comes with a customization package and a wide range of premade looks; i.e. the player can finetune Vilja to be anything that he/she likes.
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Chloe :)
 
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Post » Fri May 04, 2012 12:40 pm

Now that the main port over is finished, I'm slowly working my way through this thread and updating entries accordingly.

Changes so far:
Added Kragenir's Death Quest over to the unreviewed section and populated entry with data from the author. Awaiting peer review.
Relocated Against The Zealots of the Nine to the small quest category, per suggested in the forum.
Added a number of quests to the unreviewed section in list form as "suggested for review".
Fixed some grammar / typos in the Introduction Section.
Updated Viconia to include the Underdark Saga information.
Updated Integration entry with changes per Phoenix1213's recommendations and fixed broken links.
Updated Verona House Bloodlines entry with link to Arthmoors fixed version.

I'll tackle the rest in chunks. Probably 4 or 5 major additions/changes per day.
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Hairul Hafis
 
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Post » Fri May 04, 2012 10:53 am

A couple more examples for 2 would be http://tes.nexusmods.com/downloads/file.php?id=22268 and http://tes.nexusmods.com/downloads/file.php?id=20528 (or any mod that brings back Dwemer/Ayleids).

As for the page itself... I'd probably work on the format and nail down criteria (because it'll make things a lot easier down the road) while soliciting entries. Once you get that down, you can go back to updating stuff with the new criteria/layout. I like dropdown menus, personally, but you could also add a TOC on the left side - leave the top menus like they are, and list all the mods on a given page in the TOC.

Are you interested in posting links for translations as well? And, do "paperchase" mods like LAME's paperchase submodule count as quests?
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Doniesha World
 
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Post » Fri May 04, 2012 1:25 am

A couple more examples for 2 would be http://tes.nexusmods.com/downloads/file.php?id=22268 and http://tes.nexusmods.com/downloads/file.php?id=20528 (or any mod that brings back Dwemer/Ayleids).

As for the page itself... I'd probably work on the format and nail down criteria (because it'll make things a lot easier down the road) while soliciting entries. Once you get that down, you can go back to updating stuff with the new criteria/layout. I like dropdown menus, personally, but you could also add a TOC on the left side - leave the top menus like they are, and list all the mods on a given page in the TOC.

Are you interested in posting links for translations as well? And, do "paperchase" mods like LAME's paperchase submodule count as quests?
I'm still considering options for presentation. Dev_akm sent me a PM about the project, and like others, suggested that it might be a good idea to get it moved to a wiki format. That would certainly relieve the burden from my shoulders a bit. It would also mean I should be cautious about how much "rearranging" I should do if it's just going to end up somewhere else. One of the other suggestions that was mentioned earlier (by Phoenix1213 if I recall) was including a "tags" category, which might be a good idea, since it could easily address a number of issues in a simple way.

If it was up to me, I'd design a database system that allowed folks to search for criteria, return a list of results, and then folks could click on the list and see the details of any given entry. But I don't have that kind of time. :)

As for wiki location, UESP has been brought up a number of times. Would that be a good location for it? I know that's my first stop for all things Oblivion, that and the CS wiki.
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Caroline flitcroft
 
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Post » Fri May 04, 2012 1:02 am

As for wiki location, UESP has been brought up a number of times. Would that be a good location for it? I know that's my first stop for all things Oblivion, that and the CS wiki.
I think that UESP would be a great location for it.

Btw, many thanks for saving this resource and helping to get it evolved and up to date - really apprecoated.
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Liv Staff
 
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Post » Fri May 04, 2012 6:19 am

I think that UESP would be a great location for it.

Btw, many thanks for saving this resource and helping to get it evolved and up to date - really apprecoated.

+ 1
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lauraa
 
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Post » Fri May 04, 2012 9:51 am

I see that tears of the fiend is on the list. My least favorite quest mod.

As low on the lore scale as possible. Essentially you:
Spoiler
Have your character's character highjacked and find out that the soul of your character is a reincarnation of some evil being that doesn't fit lore and makes massive references to a history that isn't lore (that I'm aware of).
At the very least recommended for evil characters - they might like turning out to the all that.

Also I never could complete Feral Instinct - the movies it offers would just freeze and I never could reduce the load order enough to get them to work without also sacrificing overhauls and other quest mods in playthrough. The author told me this was a known issue.
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Daniel Holgate
 
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Post » Fri May 04, 2012 11:50 am

I see that tears of the fiend is on the list. My least favorite quest mod.

As low on the lore scale as possible. Essentially you:
Spoiler
Have your character's character highjacked and find out that the soul of your character is a reincarnation of some evil being that doesn't fit lore and makes massive references to a history that isn't lore (that I'm aware of).
At the very least recommended for evil characters - they might like turning out to the all that.

Also I never could complete Feral Instinct - the movies it offers would just freeze and I never could reduce the load order enough to get them to work without also sacrificing overhauls and other quest mods in playthrough. The author told me this was a known issue.
Well you wouldn't have to be evil, it could always be a redemption thing.
Spoiler
Actually at the end you do meet your old self and you can either accept him, and let him take you over (no gameplay impact) or say screw you and be your own person. the redemption scheme is also supported by your prior self's lover apparently wanting to be a better person.
I liked the mod, but I agree... not really lore friendly and not for people who already gave their character a detailed back story (because the mod implies that you know nothing of who you are, or who your family is)
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Ebony Lawson
 
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Post » Fri May 04, 2012 2:56 am

One more suggested quest mod, if you're taking suggestions. Anduril Reforged: http://tes.nexusmods.com/downloads/file.php?id=36365

Nice, clean little quest mod, including voice acting. Inspired by Lord of the Rings obviously, similar to Weapons of the Fallen Heroes, and is integrated very well into the game. I'd list it on the small quests page where you have WOTFH.

The mod is clean with minimal conflicts, the quest is interesting and well done, and the sword is really cool, has interesting (yet balanced) effects, and can level with you. The only serious potential conflict is that the mod does use the DARK magic effect for some of the special abilities of the sword, as indicated in the readme. I think whether that matters depends on what other mods you're running, obviously. In my case the conflict was only with underwater bubble FX, and I opted to run Anduril Reforged instead.
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Pumpkin
 
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Post » Thu May 03, 2012 11:51 pm

Hey all. So I've taken the collective advice and opened up a wiki for this on the UESP. Here's the link: http://www.uesp.net/wiki/Tes4Mod:Recommended_Oblivion_Quest_Mods_List

This is my first time doing some major wiki editing, and I'm not happy with the template format for the Mod entry. I could use some feedback, or someone to just go in and fix it. I want to make sure that all of the information on the page, as well as the template, will work for what we are doing before I start copying over (again) all the quest mod info.

Thanks!

saebel

P.S. I thought it would be simpler just to have the entire list on one page, rather than breaking it up into separate pages per category. That way if someone does a search for a tag word, they would be able to find all entries that match the tag on the same page.
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Verity Hurding
 
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Post » Thu May 03, 2012 11:59 pm

Well you wouldn't have to be evil, it could always be a redemption thing.
Spoiler
Actually at the end you do meet your old self and you can either accept him, and let him take you over (no gameplay impact) or say screw you and be your own person. the redemption scheme is also supported by your prior self's lover apparently wanting to be a better person.
I liked the mod, but I agree... not really lore friendly and not for people who already gave their character a detailed back story (because the mod implies that you know nothing of who you are, or who your family is)
Yeah but doing that
Spoiler
the good part about accepting your old self
and you miss out on two thirds of the mod (If I recall correctly) if you do this also what was the point in even installing the mod?

The mod turned me off to all other works by this author. It is not dramatic tension to tell you what your character is then actually have it be someone else. anyway - off topic I guess, but yeah low on lore.
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sarah taylor
 
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Post » Thu May 03, 2012 10:08 pm

Hmm?
Spoiler
The old self was shown as a dremora, and acted pretty evil during the 5 seconds you actually see him. Not sure what you mean abouttelling you who you are, and then making it someone else, the mod was consistant about who you were in the past. Also you don't meet him/you until the end of part 1 and refusing him is the best outcome (there a balance between good/evil choices and information checks which effect if you can save your old lover from the demon hunters, and if you can stop your old self from taoing you over. Evil choices make it easier for him to dominate you, good choices usually give information which leads the demon hunters to find you and kill your lover sooner)
its complexities/consequencea like that and character focus that make me like that mod.

Refusing him doesnt close out the quest, though yes there are ways for that to happen. Also Ruined Tail, and Malevolent are worth trying; if only for the fact that they don't have the problems you had with Tears of the fiend.
Part 1 of TotF focuses on the player's past. Part 2 and all of the later mods focus on other characters.
Part 2: Aleccia, and the butcher
Ruined Tail: Ruined Tail
Malevolent: The Armor, the legion captain, and the bartender
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Blessed DIVA
 
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Post » Fri May 04, 2012 5:23 am

Hey all. So I've taken the collective advice and opened up a wiki for this on the UESP. Here's the link: http://www.uesp.net/wiki/Tes4Mod:Recommended_Oblivion_Quest_Mods_List

This is my first time doing some major wiki editing, and I'm not happy with the template format for the Mod entry. I could use some feedback, or someone to just go in and fix it. I want to make sure that all of the information on the page, as well as the template, will work for what we are doing before I start copying over (again) all the quest mod info.

Thanks!

saebel

P.S. I thought it would be simpler just to have the entire list on one page, rather than breaking it up into separate pages per category. That way if someone does a search for a tag word, they would be able to find all entries that match the tag on the same page.
Great work on getting the Wiki created - I definitely think it is the way to go.

I am not entirely sure that placing everything on one page is a good thing - although, like so many things, trying it out and seeing how it works is usually the only way to go.

My thinking is more about ease of maintenance and as multiple editors start to add and refine information, it may be simpler if the information was held in a modular form.

In the end, it is a balance between finding information easily and making easy to grow and maintain the resource.

Look forward to seeing this wiki develop as a valuable resource.
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Steve Bates
 
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Post » Fri May 04, 2012 11:29 am

Great work on getting the Wiki created - I definitely think it is the way to go.

I am not entirely sure that placing everything on one page is a good thing - although, like so many things, trying it out and seeing how it works is usually the only way to go.

My thinking is more about ease of maintenance and as multiple editors start to add and refine information, it may be simpler if the information was held in a modular form.

In the end, it is a balance between finding information easily and making easy to grow and maintain the resource.

Look forward to seeing this wiki develop as a valuable resource.

Hmm. Didn't take into account everyone hitting it at the same time, that's a really good point. I was thinking in terms of what if people were moving entries between categories and such, and maybe missing the rules. But I suppose the header of each of the sub-pages could refer back to the parent page and say "Please read the rules before editing, and here's where they are", that sort of thing.
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Laura Tempel
 
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Post » Fri May 04, 2012 12:03 am

I agree with Surazal. Plus, when you start adding all those quests, that page would get HUGE. I'm not sure if UESP has a size limit, but that would surely meet/exceed it. I'd definitely put up a "guidelines for submission/editing" link on each page, so people know what's going on. It's been my experience, though, that very few people are willing/able to do active editing or any wiki - you might get a dozen or so folks working on this, which is about all you'd want. I'll work on coverting some of this stuff today - I'll claim Massive and Big quests, so we don't have overlap.

Edit: Wow, it's already been recommended for deletion due to being "Completely subjective, and will turn into a fight for what deserves inclusion." :unsure:

It might be a good idea to remove the "good" requirement; number of endorsemants and downloads are a good indicator of a quest's popularity. Also, anyone with half a brain will look through the file's comments to see what other people think, as well as if there are any conflicts/outstanding issues. In fact, you might include that as a note for anyone perusing the list looking for quest mods...
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Luis Reyma
 
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Post » Fri May 04, 2012 3:27 am

Edit: Wow, it's already been recommended for deletion due to being "Completely subjective, and will turn into a fight for what deserves inclusion." :unsure:

It might be a good idea to remove the "good" requirement; number of endorsemants and downloads are a good indicator of a quest's popularity. Also, anyone with half a brain will look through the file's comments to see what other people think, as well as if there are any conflicts/outstanding issues. In fact, you might include that as a note for anyone perusing the list looking for quest mods...
I just objected to the deletion recommendation.

I think that a good way to decide what gets included should be a voting system that is hosted as a topic on this forum. This gets all the "discussion" away from the wiki and allows some consensus before it gets posted.

I also think that authors should not be allowed to post their mods - they have this forum, Nexus, etc to advertise the labour of their efforts.
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jodie
 
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Post » Fri May 04, 2012 2:22 pm

I was thinking about the "good mod" thing, and I came to a conclusion: If someone (besides the author) thinks a mod is worth the time and effort to submit it, then it should be there. People aren't going to bother submitting mods that are total crap, IMO. Thus we can avoid the subjective metrics and the arguments about what's worthy and what's not. Let the end user decide what constitutes a "good mod"; this list should be as objective as possible.

Edit: On an unrelated note, can I submit a suggestion for the category names? Instead of Small/Mid-Sized/Big/Massive, what about Small/Medium/Large/Massive (or Huge). It just conforms a lot better to normal naming conventions.
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ruCkii
 
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Post » Fri May 04, 2012 6:03 am

I'm just odd about Medium personally, since it is applied to so many things, and could be interpreted as a rating of difficulty, or rating of quality, not just size, but ultimately, it doesn't really matter too much as long as the general public is not confused. I feel similarly about big vs. huge. They are near interchangeable in my mind, and you could argue that either one is larger than the other. Massive just has a "bigger than big" feel to it.

I'm disappointed about the challenge on the wiki entry. 1. Their whole website talks about adding content. 2. They have a list of other lists of recommendations, so how is that any different? With that logic, they should remove the page of the list of recommended lists.

Just for humor value, you could rate them in relation to critters: Imp sized, Goblin sized, Xivili size, and Ogre sized.
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rebecca moody
 
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Post » Fri May 04, 2012 7:17 am

This happens to be one of the UESP's biggest faults. They treat the place as though it's a professional resource like Wikipedia while ignoring the fact that it's a gaming resource used by mostly casual visitors who won't care one way or the other. If UESP is going to object on such baseless grounds, I'd suggest taking the effort to the Nexus Wiki instead.
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Damian Parsons
 
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Post » Fri May 04, 2012 9:35 am

I'm just odd about Medium personally, since it is applied to so many things, and could be interpreted as a rating of difficulty, or rating of quality, not just size, but ultimately, it doesn't really matter too much as long as the general public is not confused. I feel similarly about big vs. huge. They are near interchangeable in my mind, and you could argue that either one is larger than the other. Massive just has a "bigger than big" feel to it.
I was saying substitute Large for Big and leave Massive there. Your points about Medium make sense, though.

I'm disappointed about the challenge on the wiki entry. 1. Their whole website talks about adding content. 2. They have a list of other lists of recommendations, so how is that any different? With that logic, they should remove the page of the list of recommended lists.
Heh. I found this on the UESP: Authored Pages (http://www.uesp.net/wiki/UESPWiki_talk:Authored_Lists)*. It was brought up several years ago, and there's a rough policy, but since there's only one such page on the wiki (besides the TOQL) and it's long been abandoned, no one's seen the need to discuss it. I can see their point, but I also agree with Arthmoor - if they want to make an issue out of it, even if the page is clearly marked as "subjective", then just move it elsewhere.

*I really, really, REALLY hate hotlinking on these forums. When are they going to stop breaking stuff?

Just for humor value, you could rate them in relation to critters: Imp sized, Goblin sized, Xivili size, and Ogre sized.
:laugh:
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mollypop
 
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Post » Thu May 03, 2012 10:46 pm

How silly - at one point the UESP had recommended mods listed. That is how I found my way to this place. Even a version of A's recommended mods which is known for being arbitrary and not at all thought out.

I disagree with the idea that mods should be voted on. Include the mass you have together now then if people want to add more later they can.
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Imy Davies
 
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Post » Fri May 04, 2012 12:42 am

I agree with not including a voting system. That's already set up where you download the mods and just adds overhead. This is a pseudo prosessional review site.

Personally, I'm inclined to abandon UESP and take it elsewhere and then link the new location back to the mods list page on UESP. One thing I want to include is who reviewed any given entry last, amd the way UESP has it set up with their guidelines is they don't want that sort of attribution. Personally I think it is helpful, because there are certain folks that I find are like minded, and we have the same sort of out look, so I might be more inclined to lean on their recommendation more. Is that fair? No, but it's honest.
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Austin Suggs
 
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Post » Fri May 04, 2012 2:16 pm

I've updated the Big Mods list: http://www.uesp.net/wiki/Tes4Mod:Recommended_Oblivion_Quest_Mods_List#Big_Quests I went through each entry, made sure all the links are still accurate, updated a few version numbers, and checked for outstanding issues that might warrant exclusion from the list (see below).

Regarding the size limit: When I added just the big mods, I got this message:
WARNING: This page is 30 kilobytes long; some browsers may have problems editing pages approaching or longer than 32kb. Please consider breaking the page into smaller sections.

I removed Bjornheim from the list; according to BOSS, "This ESP has critical errors and should not be used in an active game. Regular TES4Edit cleaning is not enough to repair it."

Feral Instinct (http://tes.nexusmods.com/downloads/file.php?id=6369) appears to have issues: the ring doesn't work and requires a workaround; also, there are missing resources (both of the links provided have only the esp, despite the author's claim that the mirror has the files).

TAS almost qualifies as Massive in terms of total content (11 quests, 40+ dungeons, and well over 20 hours of gameplay)

Blackwood Company is probably Medium

Blood and Mud looks to be Medium (I haven't played it, so I'm judging from the description; the Oblivion Mod Wiki review says 12-18 hours)

Dragon Invasion is probably Medium (maybe even Small).

EDI is probably Medium (there are seven small quests; the majority of the mod revolves around the Oblivion Crisis itself - altering the behavior of
NPCs to react to gates, creating groups of daedra to attack cities, and enabling the player to recruit help closing gates)

It looks like Mannimarco is still a WIP, though it's largely done (and largely abandoned at this point); MrUniq said he "probably will start on the mage guild related quests again at some point", but that was last April.

Mighty Umbra is probably Small; all it does is expand on the quest to get Umbra itself.

Mysteries of the Dulan Cult has numerous dirty edits, bad file paths, and balance issues; it might be a good idea to delete it (I know dev akm says you can use TES4Edit to do so, but really - how many users are that proficient?). I left it off the list for the time being.
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Emily Shackleton
 
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Post » Fri May 04, 2012 2:10 am

Well, it certainly seems like moving each sub-category list to its own page may be the way to go then if you are getting that warning. And large works for me (missed that bit, all I saw was the medium)

That's some pretty fast work there. I noticed one of the entries extends out quite aways for some reason (on my iPhone at least), so that's kinda odd.
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Josh Trembly
 
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Post » Fri May 04, 2012 12:27 am

It took a few hours, actually; but since most of the downtown area is blocked off this weekend for a parade/street festival (and I live downtown), I decided to just stay home. Thus, I've got nothing but time on my hands. :smile:

Edit: Fixed the section you were talking about. I didn't see it the first time. :)

I'm bored, so I'll start working on some of the other stuff and just add it to the page for now. We can split it up or move it elsewhere when we all come to a consensus.
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Shae Munro
 
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