[RELz] TRN One of the Gang

Post » Fri Feb 11, 2011 5:44 pm

Nope, tried at cheydinhal and chorrol, still nothing.
What is it that you′re suspecting anyways?
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Gavin boyce
 
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Post » Sat Feb 12, 2011 12:48 am

That I may have screwed up the default armour with my updates. But if that was the case then the townguard armours would have worked, and besides I checked it out and the defaults seem to be working... hmm.
When you started the new game as an Imperial did you get the message in the top left corner saying "Personal Awareness added"? That is a token that governs the disguising.
Or if you open the console (leave the game about 8 seconds before opening) do you get messages saying things like "Player should be disguised = 0" or similar?
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Marilú
 
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Post » Fri Feb 11, 2011 7:17 pm

As a matter of fact i did. I tried the disguise again and it worked as an imperial.
Tried starting a new drow, no token added. But if i open console on my existing drow, in console it puts out like, isDisguised = 0, shouldbeDisguised = 0.
Gonna check the newly started drow if it happens for her too.
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priscillaaa
 
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Post » Fri Feb 11, 2011 11:26 pm

Ok cool.

Idea: Load up your Save-game Drow and type
player.AddItem TRNOotGTailHider 1

into the console. Report findings. :user:
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Victor Oropeza
 
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Post » Fri Feb 11, 2011 6:01 pm

Console commands use form id's instead of editor id's.

But i took the liberty of cracking it open in tes construction set and added the personal awareness token, works perfectly now.
Its probably something about adding the token to the player in the first place.
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Amy Smith
 
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Post » Sat Feb 12, 2011 1:29 am

I agree, it sounds like unrecognised races are not being given the token. Yeah, sorry about not giving the FormID.
Well have fun playing around with the mod. Check back in at some stage and tell me how you are finding it, and maybe some of the mischief that you got up to. :obliviongate:

Something to do: If anyone wants to try the Quest in Anvil out you need to disguise yourself as an Anvil guard, go to Anvil Castle Dungeon and talk to the Paymaster.
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Emma Louise Adams
 
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Post » Sat Feb 12, 2011 2:32 am

I sure will have fun, thanks for taking the time to help me, some devs wouldent care.
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Dan Stevens
 
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Post » Sat Feb 12, 2011 2:53 am

No problem, happy to help.
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^~LIL B0NE5~^
 
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Post » Fri Feb 11, 2011 11:58 pm

Added this yesterday - hated the feeling that thieves guild quests were not immersive enough until I had some good way to disguise myself (if there is a theft in a guard tower (thieves guild special job #1), and the guards see me hanging in the area, shouldn't I be held accountable for my presence?).

By the way, does this handle races during the disguise phase? I am an Argonian in-game, how can I wear Imperial Armor and pretend to be a guard, when all guards are men (and most probably Imperial as well)??
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Wayland Neace
 
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Post » Fri Feb 11, 2011 11:32 pm

By the way, does this handle races during the disguise phase? I am an Argonian in-game, how can I wear Imperial Armor and pretend to be a guard, when all guards are men (and most probably Imperial as well)??

It certainly does take race into account (not gender though, don't want to be unnecessarily sixist).

An person playing an Imperial character will need to wear a Cuirass, some Greaves, and a pair of Boots to be disguised. These can be townguard cuirass', with chainmail greaves and boots, standard Legion equipment, or anything in between. Once they are wearing those items other NPCs will begin to treat you like a guard.

However in the case of your Argonian character the NPCs would immidiately notice that you are not human (unless they are blind... come ot think of it I once got into a fight with some blind priests and they kicked my butt). Therefore the mod requires Argonians, and races like them - Kajiits and Orcs, to wear gauntlets and helmets as well as the cuirass, greaves and boots that the Imperials have to wear. So as you can see, it makes sense that if your face is covered and they cannot see any other part of your scaly body they assume that you are human.

List of Disguise Requirements:
Human Races - Breton, Nord, Imperial: Need Cuirass, Greaves, and Boots.
Elven Races - Altmer, Bosmer, Dunmer: Need Cuirass, Greaves, Boots and Helmet.
Beast Races - Kajiit, Argonian, Orcs: Need Cuirass, Greaves, Boots, Helmet and Gauntlets.

Some races added by mods are supported in the mod (without any need for a patch! :celebration: ), they are listed http://cs.elderscrolls.com/constwiki/index.php/Race_FormIDs.
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Mario Alcantar
 
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Post » Fri Feb 11, 2011 10:59 pm

Compatible with reneers guard ovrehaul?
Also, I can't find the Elder Council patch. The link: http://www.tesnexus.com/downloads/file.php?id=22653 goes to clothing matters.
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Eoh
 
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Post » Sat Feb 12, 2011 4:03 am

Compatible with reneers guard ovrehaul?

Nothing major has been reported.

Also, I can't find the Elder Council patch. The link: http://www.tesnexus.com/downloads/file.php?id=22653 goes to clothing matters.

You can find the Elder Council patch http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5545 Just note that I need to repatch The Elder Council for this new version. So that patch that is uploaded will not work with version 1.3 of TRN OotG. I'm working on a new one though, as was discussed on the previous page.
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Kayleigh Mcneil
 
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Post » Fri Feb 11, 2011 7:21 pm

I emailled TES Nexus yesterday to see if they can assist me in uploading the mod to their database, I still cannot get it to work for me unfortunately.

I'm curious to know if anyone collected their wages for being a guard yet?
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adam holden
 
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Post » Fri Feb 11, 2011 7:13 pm

Haven't tried collecting wages yet....

by the way, TRN, could you provide an ini for this mod? I get a TON of console spam from OoTG, and would like for it to stop. most other mods do this by changing a setting in the ini file so that one can choose how much console readouts are needed for troubleshooting purposes.

Currently, my console has debug messages from OoTG about "ShouldBeDisguised =0" or something similar. I would like to silence the debug messages - please change that in your mod.
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Meghan Terry
 
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Post » Sat Feb 12, 2011 1:10 am

I certainly will, appologies for that. I'll comment out those lines in the code. They are pretty annoying. I was hoping for a bit more feedback before I patch this to version 1.4, there are only 2 tiny fixes spotted so far.
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Laura Samson
 
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Post » Sat Feb 12, 2011 2:17 am

Version 1.3 is now finally uploaded to TES Nexus, sorry about the delay. Keep the feedback rolling in. :user:
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LittleMiss
 
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Post » Fri Feb 11, 2011 7:53 pm

I was hoping for a bit more feedback before I patch this to version 1.4, there are only 2 3 tiny fixes spotted so far.


:whisper:
Spoiler
I would love if you would make that patch for TEC, I'll promise I'll give feedback! :hehe:

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butterfly
 
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Post » Sat Feb 12, 2011 4:26 am

I haven't looked much into this thread previously but this has garnered more interest for me. Some comments on the plugin:

Human Races - Breton, Nord, Imperial: Need Cuirass, Greaves, and Boots.
Elven Races - Altmer, Bosmer, Dunmer: Need Cuirass, Greaves, Boots and Helmet.
Beast Races - Kajiit, Argonian, Orcs: Need Cuirass, Greaves, Boots, Helmet and Gauntlets.

Why do the Elven races and Orcs need to wear Helmets? I assume this is due to the fact that most (if not all) guards present in Cyrodiil (TES IV: Oblivion) are entirely composed of human guards. I recall an occasion though when I skimmed through the Construction Set, that there are diverse guards (including elven races and orcs) on one of the Dark Brotherhood mission (I think it was in the sewer during Valen Dreth's related quest). By the way, isn't Orc basically a deformed Elven race? ;) You also forgot to mention Redguard.

Version 1.3 is now finally uploaded to TES Nexus, sorry about the delay. Keep the feedback rolling in. :user:

I'm interested to try this and see how TRN One of the Gang is compatible with Voices of Imperial Legion Amalgamated, in a glimpse both look completely compatible.
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Samantha hulme
 
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Post » Sat Feb 12, 2011 8:39 am

Console commands use form id's instead of editor id's.

But i took the liberty of cracking it open in tes construction set and added the personal awareness token, works perfectly now.
Its probably something about adding the token to the player in the first place.



I agree, it sounds like unrecognised races are not being given the token. Yeah, sorry about not giving the FormID.
[snip]


I'm having the same problem with my Day Walker race character...Is there a patch out for this? I tried poking around in the CS, but I was unable to solve this myself.
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Sami Blackburn
 
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Post » Fri Feb 11, 2011 9:35 pm

Nevermind - forgot that console spam was due to be fixed in v 1.4, not v 1.3... :facepalm:
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Tom Flanagan
 
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Post » Sat Feb 12, 2011 1:59 am

I have a bug report- In Chorrol, I see two copies of a single NPC- Jirolin Doran, one of them from Oblivion, and the other from OoTG. See screenshots: http://drop.io/exgvio4



EDI: Still waiting for the console spam fix. Also, I found a dead guard with rusted Imperial gear (all armor was rusted imperial armor - most probably from FCOM). I adorned all the gear and removed arrows, and used the silver sword on my argonian character. Should I see something which tells me that I am disguised now? The console still shows something to the effect of Disguised=0
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laila hassan
 
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Post » Fri Feb 11, 2011 6:15 pm

Nice to see this mod has been updated!

This mod should work perfectly with the Race Balancing Project.


The latest version of One of the Gang has lots of Dialogue conflicts with RBP under HELLO and GOODBYE, that deals with Generic "Quest and Location Independent Dialogue" [QUST:00010602].
How important is this dialogue for OoTG?


I have a bug report- In Chorrol, I see two copies of a single NPC- Jirolin Doran, one of them from Oblivion, and the other from OoTG. See screenshots: http://drop.io/exgvio4


Looks like his wife Ariela also is doubled. Funnily enough Jirolin is deleted by Challenging Thievery and causes trouble for Kragenir's Death Quest. If you have all three installed and OoTG loads last that should probably resolve the conflicts between the three mods.
I can't see the Dorans being references by any quests or dialogue in OoTG, though, so what are they doing in the Imperial Reserve Garrison?
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Star Dunkels Macmillan
 
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Post » Sat Feb 12, 2011 5:04 am

I have a bug report- In Chorrol, I see two copies of a single NPC- Jirolin Doran, one of them from Oblivion, and the other from OoTG. See screenshots: http://drop.io/exgvio4



EDI: Still waiting for the console spam fix. Also, I found a dead guard with rusted Imperial gear (all armor was rusted imperial armor - most probably from FCOM). I adorned all the gear and removed arrows, and used the silver sword on my argonian character. Should I see something which tells me that I am disguised now? The console still shows something to the effect of Disguised=0


I plan on fixing these issues with a patch. Unfortunately I don't have the luxury of an easy college course and I am overloaded with work, and will be for the fore-seeable future.
Please continue to submit bug reports and I will eventually get around to patching them. The most likely period for the next patch will be Christmas 2010.
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Nathan Barker
 
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