[RELz] TRN One of the Gang

Post » Fri Feb 11, 2011 7:20 am

For some reasonhttp://www.tesnexus.com/downloads/file.php?id=25689 edits a chest in the vanilla Imperial Armory. Even with One of the Gang loaded after it, its edit of the chest supersedes your removing of it. So I'm left with a chest floating in front of the stairway leading to the rest of the armory. No big deal, mostly I'm curious as to why it does it and how I might fix it in the CS... I'm currently hosting the file and thinking about fixing any bugs or compatibility reports I get so I'm not just mooching off someone else's work. :P

By the way, did the Elder Council patch work for anyone? When I used it, putting on legion armor just didn't do anything.
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Fri Feb 11, 2011 2:20 am

For some reasonhttp://www.tesnexus.com/downloads/file.php?id=25689 edits a chest in the vanilla Imperial Armory. Even with One of the Gang loaded after it, its edit of the chest supersedes your removing of it. So I'm left with a chest floating in front of the stairway leading to the rest of the armory. No big deal, mostly I'm curious as to why it does it and how I might fix it in the CS... I'm currently hosting the file and thinking about fixing any bugs or compatibility reports I get so I'm not just mooching off someone else's work. :P

I only had to move about 6-7 vanilla objects to expand the armoury, and I just placed them in other areas in the room. My guess is that the chest added by DB Continued is a new one and not a chest that was already in the room. If you want to get rid the 'floating chest' I suggest opening the CS, and load DB: Continued as the Active Plug-In. Go to the cell (something like ICImperialLegionArmory, I cannot recall the ID exactly) and move the chest to an unused space, or if it isn't essential delete it entirely.

Alternatively, if you do not want to use the CS you can go in game and open the console, select the chest and type in "disable", and press Enter. This will remove the chest from your game.
NOTE: Only do this if you are sure that it isn't needed for quests, etc.

By the way, did the Elder Council patch work for anyone? When I used it, putting on legion armor just didn't do anything.

If you would post your load order I'll try and diagnose the problem, also the version of TheElderCouncil.esp that you are using if you know it.

Thank you for the feedback, you are, sadly, only the second person to say anything about the update. :(
I was considering expanding the mod to incorporate City Guards, with different features for different cities, but given the lack of response to my last update I guess people aren't terribly interested in new content for this mod in the future?
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Fri Feb 11, 2011 6:31 am

I only had to move about 6-7 vanilla objects to expand the armoury, and I just placed them in other areas in the room. My guess is that the chest added by DB Continued is a new one and not a chest that was already in the room. If you want to get rid the 'floating chest' I suggest opening the CS, and load DB: Continued as the Active Plug-In. Go to the cell (something like ICImperialLegionArmory, I cannot recall the ID exactly) and move the chest to an unused space, or if it isn't essential delete it entirely.

Alternatively, if you do not want to use the CS you can go in game and open the console, select the chest and type in "disable", and press Enter. This will remove the chest from your game.
NOTE: Only do this if you are sure that it isn't needed for quests, etc.
I was aware of all of this, when I tried to move it there was a chest underneath it so they seem to occupy the same area. I was afraid of moving the wrong chest or both chests so I decided not to do it.
I don't see how it could be quest related. I saw no script attached to it in refscope, items in it were all random loot(leather greaves, an iron dagger, something else boring and generic), and DBC is basically just killing randomly generated NPCs and then returning to Arquen for a reward. Any easy way to tell which one is the vanilla chest and which is the DBC one in the CS? I figured it out

*Removed outdated, misleading load order*
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Fri Feb 11, 2011 8:57 am

You do not actually have the http://www.tesnexus.com/downloads/download.php?id=44848in that load order.
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Fri Feb 11, 2011 7:05 am

Yeah that load order is outdated anyway. I had it in the load order it just wasn't checked because of the problem. I tried it again when testing the chest move, still didn't work here's the load order:
Active Mod Files:00  Oblivion.esm01  underdark.esm02  Cybiades.esm  [Version 2.0]03  Windfall.esm04  Jog_X_Mod.esm05  Children Of Rourken.esm06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  Mart's Monster Mod for OOO.esm  [Version 0.9.9b3]09  CyrodiilUpgradeResourcePack.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  Underwear HGEC Fighter.esm0C  Underwear HGEC Normal.esm0D  DremoraCompanion.esm0E  Kvatch Rebuilt.esm0F  No Lights Flicker.esm10  CM Partners.esm11  Toaster Says Share v3.esm12  CustomSpellIcons.esm13  HorseCombatMaster.esm14  UnnecessaryViolence.esm15  HrmnsOblivionScriptOptimizationv1.0.esp16  TRoN.esp17  TheOubliette.esp18  Mad Mike's Arcane Asylum.esp19  BHC_Expanded.esp  [Version 1.1]1A  Unofficial Oblivion Patch.esp  [Version 3.2.0]1B  DLCShiveringIsles.esp1C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]1D  no_wind-2578.esp1E  Active_Inventory_Spell_1.2.esp1F  MoveQuestItems - OBSE.esp20  NBB.esp21  Vows and Covenants.esp22  C&C - The Blackwood Company.esp23  Duke Patricks - Friendship Ring For Companion Detection.esp24  sr_super_hotkeys.esp25  MaleBodyReplacerV3.esp26  EVE_StockEquipmentReplacer.esp27  Lich King's Helm v1_0.esp28  New Frostmourne Sword by Jojjo v1_0.esp29  RavenWearClothing.esp  [Version 1.5]2A  SentientWeapon.esp  [Version 3]2B  Staff of Portals.esp2C  TT-EquipableBeards.esp2D  Underwear HGEC placed.esp2E  Thieves Arsenal.esp2F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]30  OOO-Map_Markers_Stock.esp  [Version 1.33]31  OOO-DLT_Remover.esp  [Version 1.33]32  mg19obsefix.esp33  Mart's Monster Mod for OOO.esp  [Version 0.9.9b5]34  Mart's Monster Mod - Shivering Isles.esp35  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]36  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]38  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]39  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]3A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3]3B  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3]3C  Mart's Monster Mod - Farm Animals.esp3D  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]3E  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3]3F  TamrielTravellerAdvScript.esp  [Version 1.39c]40  TamrielTravellers.esp  [Version 1.39c]41  TamrielTravellersItemsUnscaled.esp  [Version 1.39c]42  ShiveringIsleTravellers.esp  [Version 1.39c]43  EVE_StockEquipmentReplacer for OOO.esp44  EVE_StockEquipmentReplacer4MMM.esp45  The Crimson Queen.esp46  Ivellon.esp  [Version 1.8]47  300_Artifacts.esp48  300_White Stallion 4.esp49  The Contented Prisoner V 2.esp4A  COR-Episode1 Secret of Enourk.esp4B  Dwemer_Skyship_1_1_0.esp4C  eyja.esp4D  GwedenBrothel.esp4E  HeartOftheDead.esp4F  JQ-AssassinQuest-NoMarkers.esp50  Kragenir's Death Quest.esp51  KDQ - Rural Line Additions.esp52  Kragenirs_WhiteStallion_Compat.esp53  Kvatch Rebuilt.esp54  EiAmod.esp  [Version 1.1]55  EiAmod_ShiveringIsles.esp56  Lock Spells.esp57  Malevolent.esp58  PirateIsland.esp59  Servant of the Dawn.esp5A  DBContinuedBeta 0.7.esp5B  The Ayleid Steps.esp5C  TheElderCouncil.esp5D  TheElderCouncil_TempleOfTheOne.esp5E  EmperorMod.esp5F  thievery.esp60  Unique Dungeons - Lichs Lair.esp61  Unique Dungeons - Lost Glory.esp62  Windfall.esp63  Knights.esp64  EVE_KnightsoftheNine.esp65  NLF Knights.esp66  Mart's Monster Mod for OOO - Knights .esp  [Version 3.7b3]67  Cybiades.esp  [Version 2.1]68  CybiadesDungeon.esp  [Version 2.1]69  TOTF.esp6A  The Lost Spires.esp6B  Ungarion1TheWelkyndSword.esp  [Version 1.4]6C  Blood&Mud.esp6D  Origin of the Mages Guild.esp  [Version 6]6E  Moriarcis.esp6F  Duke Patricks The Lady said NO.esp70  Better Dark Brotherhood Sanctuary.esp71  Cliff_BetterLetters.esp  [Version 1.1]72  CUO_FightersGuildContracts_SAFE.esp73  EnchantedArchMageRobeandHood.esp74  EVE_ShiveringIslesEasterEggs.esp75  P1DkeyChain.esp  [Version 5.00]76  Speedy Disrobe OBSE.esp  [Version 1.3]77  Quest Award Leveller.esp  [Version 2.0.1]78  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]79  RealisticForceMedium.esp7A  ConduitMagic.esp7B  Remote Life Detect.esp7C  RefScope.esp  [Version 1.3.0]7D  MidasSpells.esp7E  AudaciousMagery.esp7F  NekhanimalLifeDetect.esp80  Syc_AtHomeAlchemy.esp81  Enchantment Enhanced.esp82  sycHearNoEvil.esp  [Version 1.0]83  kuerteeCrimeHasWitnesses.esp84  TRN One of the Gang.esp85  TRN Compatibility Patch_One of the Gang_TheElderCouncil.esp86  Enhanced Grabbing.esp  [Version 0.4]87  SM Hand Combat.esp  [Version 1.0]88  Smarter Mercantile Leveling - Multi.esp89  S.P.A.M. 100+.esp8A  OOO-Level_Stock.esp  [Version 1.33]8B  Toaster Says Share Faction Recruitment.esp8C  DremoraCompanion.esp8D  bgBalancingEVCore.esp  [Version 10.5EV-D]8E  PlukeRoleplayingPersuasion.esp8F  bgMagicEV.esp  [Version 1.7EV]90  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.63EV]91  bgMagicItemSigil.esp  [Version 1.68EV]92  bgMagicEVStartspells.esp  [Version 1.68EV]93  bgMagicBonus.esp  [Version 1.7EV]94  bgMagicEVAddEnVar.esp  [Version 1.68EV]95  bgMagicEVPaperChase.esp  [Version 1.68EV]96  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]97  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]98  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]99  bgBalancingEVOptionalMoreEyes.esp  [Version 10]9A  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]9B  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]9C  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]9D  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]9E  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]9F  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]A0  bgIntegrationEV.esp  [Version 0.993]A1  bgIntegrationEV - Unique Clothes.esp  [Version 0.99]A2  EVE_KhajiitFix.espA3  bgMagicEVShader.esp  [Version 1.7EV]A4  bgMagicLightningbolt.espA5  kuerteeCleanUp.espA6  Vector.esp  [Version 0.2]


I had to manually place The compatibility patch there because BOSS was being stupid and placing it up by NBB. The BOSSlog showed the patch in the right place, but where it was actually placed on the load order was wrong. I thought that might be the problem but even after manually placing it it didn't work. I'm going to update the CURP and The Elder Council to the DC versions and see how that works.
By the way how do you handle the infamy thing? You can't do on duty with the Elder Council if you have20 or more infamy. I thought that might be the cause of it not working but even after setting infamy to 0 it didn't work.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Fri Feb 11, 2011 6:38 am

I have learned that one of the best ways to avoid incompatibilities is to avoid making unnecessary changes and to understand fully the implications of the changes that you do make. Therefore I made very simple to use patch for these two mods. My hope when I designed the patch was that even if The Elder Council team release further versions of their mod the patch itself won't need to be revised or updated. I'll explain in more detail how it works.

The patch is designed to kick in only when your inventory selection (putting on a certain Legion Cuirass, etc) makes your game think that you are going "On Duty" and becoming "Disguised". In this case the player will be asked which they are doing. If you choose to "Go on Duty" then the patch will redirect you back into The Elder Council scripts and will prevent the TRN One of the Gang ones from running. Alternatively if you choose to "Become Disguised" then the TRN One of the Gang scripts will run and The Elder Council scripts are stopped.

It is important to realize, however, that just because you have chosen to "Go on Duty", or "Become Disguised" does not mean that you will actually succeed in doing so. Once you have made your decision the normal conditions from the respective mods apply. For example if you chose to "Become Disguised" and there is a guard beside you (i.e. you are detected by a responsible NPC) the default TRN One of the Gang code dictates that you will not be disguised and probably be arrested. Similarly if you pick the option to "Go on Duty" and your infamy is 20 or above then you will be stopped by The Elder Council code.

Phoenix: I had (perhaps foolishly) assumed that you were using the http://www.tesnexus.com/downloads/file.php?id=22595. At the time that I made the patch that was the latest version of The Elder Council mod. I couldn't find any older versions. Therefore I designed and tested the patch on the latest version (v2.03) of The Elder Council mod. This version of the mod relies on http://www.tesnexus.com/downloads/file.php?id=21104 to run correctly. That is why the patch requires COBL also. I would agree with you and recommend updating to the latest version of The Elder Council, as that is the one with which the patch is designed to run. If you do that and it still won't work from you don't worry, we'll see what we can do at that stage, but I'd be confident enough that an updated TheElderCouncil.esp and COBL.esm should be work for you. :twirl:
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Fri Feb 11, 2011 5:02 am

Sorry for the delays in replies.... Uhh, after updating it worked but without any confirmation box, it just gives me both Disguised and On Duty. It might be because I'm using the non-COBL version of the Dragon captions Elder Council.

As for town guards I think thats a great idea. I hate escaping from jail, killing the prison guard, putting on his gear and then walking outside to instantly be arrested again. Don't worry too much about the lack of replies. people are just fickle. Most people just can't think of much to comment on with small gameplay changes like this. On the bright side you know there aren't many problems if you aren't hearing anything. :)
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Fri Feb 11, 2011 7:55 am

Don't worry too much about the lack of replies. people are just fickle. Most people just can't think of much to comment on with small gameplay changes like this.
That's the truth there ...
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Fri Feb 11, 2011 12:45 pm

I've been back working at this mod for about a week now. I've got some new ideas in the works.

Sample Spoiler:
Spoiler
Fences and Dark Brotherhood Merchants will, from time to time, stock pieces of Legion and Town Guard equipment.


Also as of this moment, exactly 4,273 TES Nexus downloaders are One of the Gang.
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Fri Feb 11, 2011 8:45 am

Glad to hear it. This mod is great for my assassin character.
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Fri Feb 11, 2011 9:35 am

I'll have to get this mod...but then again, for the last few weeks I've spent 90% of my time browsing mods, and only 10% of the time actually playing the game. :lol:
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Fri Feb 11, 2011 4:32 am

Well I've finally decided to stop being stupid!

In the next version we'll see something that should've been in TRN One of the Gang from day one.

Townguard disguises!

Thats right! Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Kvatch, Leyawiin, Skingrad watch out because a new guard is coming to town.
User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Fri Feb 11, 2011 7:39 am

I've a question for anyone who would be so kind as to give their opinion.

What should happen if the player is wearing a Cuirass from one town, and a Shield from different town?


Do they become disguised as a guard from one town? Become disguised as a guard of both towns? Not become disguised at all? Player is prompted that this isn't a possible combination and is forcably prevented from allowing this to happen?

As you can see I'm brainstorming and I'd appreciate other people's thoughts.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Fri Feb 11, 2011 7:47 am

I'd say not disguised at all. It would just draw too much attention.
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Fri Feb 11, 2011 2:47 am

Maybe explain that you're being transfered and they gave you all but the shield?

You got lost on a patrol, did something heroic in that town and became an honorary guard of that town, to which they gave you a shield.... That would be an interesting idea. Make it where you're not disguised as both unless the shield is special. Like the Ebony shield you get from a certain Chorrol quest... of course you'd have to make "honorary guard" quests for the other towns that would give you special shields. Probably outside the scope.

Perhaps wearing a Kvatch guard set could give you a portion of the disguise benefits in all towns... You know sort of a way of showing you pity, or respect for being a Kvatch guard.

Mostly though I've just always wanted to break out of prison, kill the jailer, steal his armor, and pretend to be a guard as I sneak out of town. So, YAY!
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Fri Feb 11, 2011 2:48 pm

I just got a Wisdom tooth out this afternoon. OWWWWWWW!!!

Modding barely eases the pain.
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Fri Feb 11, 2011 7:53 am

Wow, this looks really cool, an imperial legion mod that lets you unofficially join haha, thanks i'll def try this out :)
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Fri Feb 11, 2011 4:29 am

Okay, heres how Townguard disguises are going to work:

- Human and elven races are required to wear the Cuirass only. They become disguised as a guard of the town whos cuirass they are wearing.
- Beast races, and Orcs, must wear both the Cuirass and the Shield to become disguised.
- The disguise depends on the cuirass rather than the shield.
- If the any race equips a mismatching Cuirass and Shield then they do not become disguised (unless their Speechcraft is above 75, in which case they can talk their way out of the unusual apparel)
- The Townguard equipment can be worn with Chainmail/Steel Greaves, Gauntlets and/or Boots.
- The generic Imperial Legion Shield can be used instead of a town's shield.
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Fri Feb 11, 2011 1:52 am

I'm looking into supporting other mods that add armour.

Currently I plan on supporting:
-Bartholm townguard armour.

Any other requests?
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Fri Feb 11, 2011 6:01 am

There won't be any sound effect when you change between townguard uniforms. It gets annoying, but you will have to be undetected when you change.
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Fri Feb 11, 2011 2:11 pm

Progress Update:

For anyone who's interested, I'm working on a mini-Quest for any player disguised as an Anvil Townguard.
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Fri Feb 11, 2011 3:18 pm

Progress Update:

Dialogue is not my friend. It put me though my paces tonight.
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Fri Feb 11, 2011 6:53 am

Progress Update:
The Anvil Townguard Quest is progressing nicely. It will feature 2 new NPCs, and will interact with some of the town's vanilla residents.
At this point I expect conflicts between this quest and the Open Cities mod. I plan, however, on patching it once the update is finished.
Edit: There shouldn't be any conflicts with Open Cities. (Yay for work-arounds).

Further Expected Features:

- Groundwork has been done to support Custom Race mods. For example, Hidden Elves will not require full equipment as before, they will have the same requirements as Dark Elves, Wood Elves, or High Elves. [This is included in the base mod and will not require a seperate patch!] :drool:
- The Imperial Legion Armoury is to have some more changes made. Disguised players will be able to spar with soldiers in the practice area.
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Fri Feb 11, 2011 11:22 am

Will guards become suspicious of you if you hang around too long around them?
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Fri Feb 11, 2011 9:21 am

Will guards become suspicious of you if you hang around too long around them?

Not necessarily. Once the player is disguised they won't be singled out unless they do something very obvious. Examples of things that attract attention are - forging Imperial Legion documentation, repeatedly assaulting a fellow guard, changing the player's apparel.
As far back as the Beta I had tossed about the idea of having it that if you got too close to a guard that they could recognise you, but play testing showed this to be very little fun. It ruined the immersion, I concluded that if you are disguised how does a guard spontaneously know that you are a fraud; unless you do something suspicious?

Have you any thoughts of your own that you'd like to share?
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

PreviousNext

Return to IV - Oblivion