[RELz] TRN One of the Gang

Post » Fri Feb 11, 2011 6:45 am

Have you any thoughts of your own that you'd like to share?

Have your weapon unsheathed
use a weapon other than steel, or silver
run
crouch
deviate away from a typical legion patrol route( not sure how you could do this... maybe enter/exiting guilds, or visiting books or clothes stores... basically anywhere a guard would never go.)
jump a lot
selling Legion gear to vendors. ( A guard starts tracking you a few hours after selling and then questions why you had an extra set and why you sold it.)
Riding a horse that's not the standard Legion mount.
Bribing people? (it's supposed to be the other way around! ;) )
Perhaps a personality/intelligence/speechcraft check when talking to a guard. If your skill is too low they'll get suspicious because you're nervous.
Having poisons applied? a light aura? constantly casting a feather spell?(You'd think the Legion would have a strength requirement)
Using a torch outside during the day?(speaking of which how about getting rid of the shield requirement if you use a bow/torch/HtH/2hand weapon, but in return it makes you more suspicious )
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Strawberry
 
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Post » Fri Feb 11, 2011 5:29 pm

Looking forward to an update!
I really enjoy mods that put game environments into player's use, you've done a nice job here!
Noticed two buildings in the wilderness, only half-done it seems (no interiors mostly) which are added by your mod.
http://img260.imageshack.us/img260/7859/73726601.jpg
http://img213.imageshack.us/img213/9228/80573037.jpg
There maybe be more, but I wonder: is there any reason for them in your current version?
The second one along with west roads mod also creates a mess out of surrounding terrain...
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JERMAINE VIDAURRI
 
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Post » Fri Feb 11, 2011 1:59 pm

First off I'd like to appologise for the 1st buidling. That was the intended site of a legion outpost, which I completely forgot about once I began work on the structure seen in the 2nd image. I have since cleaned the mod, removing the building in the first image. This change will be available in the next update (v1.3). I will see what I can do about making a patch for West Roads and the landscape around the 2nd building.

Now, speaking of the second building... let me introduce you to the Imperial Reserve Outpost. The Imperial Reserve being the region in which it is situated. It has its own hostory - enjoy.

The backstory is as follows: {Note: This has never been released before now}

Years ago, before the Oblivion Crisis, when trade between the Provinces still flourished, a prosperous young merchant established his business headquarters in the Imperial Reserve, close to the western border of Cyrodiil. He had wagons trading goods west with Hammerfell and High Rock, and north with Skyrim. He had a keen mind for business and made the bulk of his fortune buying exotic goods though the Redguard city of Sentinel. As his fortune grew so did his fame.
So much so that word reached a group of opportunistic, murderous mercenaries. They came one night with fire and steel and assaulted the merchant’s estate. Luckily, he had recently invested capital in employing a squad of veteran Fighter's Guild soldiers to guard his property. They were not caught unprepared and the fighting that ensued was fierce. The mercenaries heavily outnumbered the estates guards but were eventually forced to fall back to regroup. The merchant, knowing that he couldn’t hold out on his own, sent his only son to fetch help. It is not recorded how he managed to slip past the enemy, but it is rumoured that he used a secret escape passage in the estate.
He arrived in Chorrol soon after, battered and bruised from his headlong dash cross-country out of the highlands, through gorse and briar, over vales, and through streams. He beseeched the town guard to send assistance to his father’s estate with haste. His request was denied, on the grounds that the garrison could not spare soldiers to help relieve the siege. The son was given a fast horse to travel to the Imperial City. As he galloped up to the gates of the Imperial City the lathered horse died underneath him from the punishing pace. The merchant’s son jumped from its back, and without losing momentum, charged though the city to the Legion Headquarters. Within the hour a century of Legionnaires was on its way to save the rich merchants holdings. The son’s pockets were considerably lighter, however.
Meanwhile, back in the Imperial Reserve, the mercenary force had swollen in numbers with another company having joined the siege the day after the merchant had sent for help. He and his guards had fallen back from the perimeter walls and were now constructing traps in preparation for when the mercenaries launched their final assault. Pits were dug and filled with pointed spears, walls were supported with wooden beams and the foundations weakened so that kicking the logs down would cause a collapse. With this work done they fortified themselves in the manor at the centre of the estate.
The Legionnaires, led by the accomplished and decorated Captain Cidius Gloriosus, arrived on the dawn of the fourth day after the merchant had sent his son to get help. They scene they met was horrifying; the bloated bodies of dead mercenaries and hired guards lay unburied, sprawled haphazardly in all directions. Pits were full of men impaled on spears, some of them still in the final throes of a slow, agonizing death. But the merchant’s son could only see the manor, it was in flames. The only home he had ever known was a roaring inferno.
A bloody battle followed, with the Legion coming out as clear victors, displaying superior training and numbers. Every mercenary was killed that day, but neither did a single defender survive the fire that had engulfed the manor. The merchant’s son was distraught by the ordeal, his only family dead at the hands of thugs. In the days following the assault, as shipments and deliveries began to arrive to report successful trading missions, the merchant’s son found responsibility thrust upon him. Unfortunately he was ill equipped for a life of trade, lacking the natural personality and mercantile skill that had set his father apart from other enterprising men and women. The merchant’s son rebuilt the manor exactly as he remembered it and used some of his depleted fortune to commission the construction of a chapel dedicated to the Divine Talos beside the manor. This was a gesture of thanks to the Legion for their help in assisting him in eradicating the threat.
A number of months later he received a letter from the now Commander Cidius Gloriosus requesting that the Legion be allowed to build an outpost garrison on his property in the Imperial Reserve. Of course thinking that this move might provide more permanent security to the region he agreed. Unfortunately, his lack of social aptitude and foresight didn’t merely span the business world. As the years passed, the ownership of the estate became blurred as the successive resident Legion Captains began to take liberties. The formerly prosperous business estate evolved into a military establishment, with high walls, and towers.
A short time after construction was finished on a gatehouse a herald from the Imperial City arrived to the door of the merchant’s son. He was to be evicted. The property, that his the land that his father had fought and lost his life for, was claimed by the Imperial Legion. He, his wife and his newborn son were unceremoniously ejected from the newly christened Imperial Reserve Outpost. His wealth was confiscated and added to the coffers of the Legion.
Not much more is known of what happened to him after that. Some say that he travelled to Hammerfell, to the city of Sentinel, where he lived for a time off the fading reputation of his father. Others say that he embraced madness and now lives in the Realm of the Deadric Prince Sheogorath. Cidius Gloriosus, the man who had set in motion the demise of his life, retired to a comfortable town house where he too was borne a son. The Imperial Reserve Outpost remains, to this day, a primary military base for the Legion in western Cyrodiil and is one of the primary headquarters of the Legion in the western part of the Empire.

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Doniesha World
 
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Post » Fri Feb 11, 2011 10:20 am

...
http://img213.imageshack.us/img213/9228/80573037.jpg
...
The second one along with west roads mod also creates a mess out of surrounding terrain...


I'm the author of West Roads and I've been informed of this. I think I can manage something in my next update that would be best for everyone. Only the corner of a cell is causing this, so if I move the road with my Imperial workers, we won't need a patch.
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Liv Staff
 
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Post » Fri Feb 11, 2011 12:16 pm

Just a quick bump to see if anything's happening with this one - I'm using 1.2 but would love 1.3 to see the light of day :drool:
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claire ley
 
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Post » Fri Feb 11, 2011 5:08 pm

Just a quick bump to see if anything's happening with this one - I'm using 1.2 but would love 1.3 to see the light of day :drool:

Good news straub, I found my DVD for Oblivion today, I'm going to do some more work on the mod and see if I can release a stable version 1.3. Check back after a while for more updates.
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Emma Copeland
 
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Post » Fri Feb 11, 2011 2:03 pm

Good news straub, I found my DVD for Oblivion today, I'm going to do some more work on the mod and see if I can release a stable version 1.3. Check back after a while for more updates.


Looking forward to the update. :bowdown:
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Lew.p
 
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Post » Fri Feb 11, 2011 5:06 pm

thats good to hear! i always really enjoyed this mod :)
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Mrs shelly Sugarplum
 
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Post » Fri Feb 11, 2011 3:21 pm

Progress Update:

Completed:
- Townguard disguise;
- Anvil townguard quest completed;
- Suspicion system (inspired by this post by phoenix's post on page 4);
- Use Practice Swords to spar with Imperial City Armoury soldiers;
- Fences will sometimes sell Legion gear.
- A number of other fixes and minor add-ons that will be detailed in the Readme upon release.

In Progress:
- One final feature that hasn't been announced or speculated upon in this thread to date. :hubbahubba:

What is the only thing holding up the release? Feel free to try and guess what it might be.
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Melung Chan
 
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Post » Fri Feb 11, 2011 10:46 pm

I spent a 10 hour block at my computer today working on this update. As a result I am now happy to announce that I am in the bug testing stage for version 1.3.
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Jay Baby
 
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Post » Fri Feb 11, 2011 11:44 am

I spent a 10 hour block at my computer today working on this update. As a result I am now happy to announce that I am in the bug testing stage for version 1.3.


Brilliant stuff - looking forward to it :) :) :celebration:
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Chloe :)
 
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Post » Fri Feb 11, 2011 1:01 pm

I'm down to testing dialogue now, everything else seems to be functioning correctly.
Unfortunately the dialogue will not be voice acted so I suggest installing http://www.tesnexus.com/downloads/file.php?id=16622 in preperation for the update.
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ijohnnny
 
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Post » Fri Feb 11, 2011 3:43 pm

The dialgoue is all wrapped up and ready to go.
However I've spotted an issue with the new Suspicion System, so I'm going to fix that next.
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Georgia Fullalove
 
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Post » Fri Feb 11, 2011 5:13 pm

Next I have to clean the .esp with TES4Edit.
Update the Readme to reflect the new features.
Then I need to package the mod, as a full release and an update.
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Amysaurusrex
 
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Post » Fri Feb 11, 2011 11:14 pm

I'm ready to upload the file but my internet connection is too slow to upload to TES Nexus before the page timesout. I'll try to resolve the problem.
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victoria gillis
 
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Post » Fri Feb 11, 2011 2:26 pm

Version 1.3 is live on Planet Elder Scrolls. I will update the rest tomorrow. Please let me know what you think.
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Lisha Boo
 
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Post » Fri Feb 11, 2011 1:16 pm

Um i have a problem using this mod, the content and everything loads so i can enter the armoury and secret tavern.
But the disguise wont work, i put on all the armor but no message appears or something like that, when i try to enter a restricted area i get 5 coins bounty lol.
Yes i have OBSE installed so its not that.

Halp!
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Rachel Hall
 
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Post » Fri Feb 11, 2011 5:11 pm

Um i have a problem using this mod, the content and everything loads so i can enter the armoury and secret tavern.
But the disguise wont work, i put on all the armor but no message appears or something like that, when i try to enter a restricted area i get 5 coins bounty lol.
Yes i have OBSE installed so its not that.

Halp!

This has happened to a few people before, and in all of those cases it has been their OBSE installation. So do you mind if we double check that off the list?

1. You need to have version 16 of OBSE or later installed. (Approx 30% of people who reported this problem had no OBSE, and another 10% had an old version);

2. OBSE is tricky-ish to install and run, but easy once you get the hang of it. Follow these instructions to install:
Copy obse_1_1.dll, obse_1_2.dll, obse_1_2_416.dll, obse_editor_1_0.dll, obse_editor_1_2.dll, and obse_loader.exe to your Oblivion directory. Example: C:\Program Files\\Bethesda Softworks\Oblivion


3. You cannot launch Oblivion as you normally would when running in OBSE mode. You need to go to your Oblivion directory (where you put all of those files) and click on obse_loader.exe. This will start the game running OBSE.

For more info on installing and running OBSE see http://cs.elderscrolls.com/constwiki/index.php/Category:Oblivion_Script_Extender.


--- --- --- --- --- ---
If OBSE is working correctly, and you have TRN One of the Gang.esp selected in your load order (another common mistake :lightbulb: ) you should be able to disguise yourself in-game.
Upon loading for the first time with the mod wait for about 10 seconds to see if you get a brief message on screen saying "Personal Awareness added" with a picture of a helmet beside it.
If this doesn't resolve your problem we can look at more ideas, but as I said at the start this is a very, very common problem that people face, especially if it is your first time running OBSE.
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Ellie English
 
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Post » Fri Feb 11, 2011 3:13 pm

Does the TEC patch apply to the 1.3 version as well? :)
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Mrs Pooh
 
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Post » Fri Feb 11, 2011 9:27 pm

Does the TEC patch apply to the 1.3 version as well? :)

Good question. I haven't tested it with the new version and hadn't given it any thought... Let me think...
The Elder Council patch will overwrite the new disguise, resulting in the new disguise changes being cancelled.

Yup, I'm going to have to make a new patch for The Elder Council. I hope you can wait a few days, its my birthday during the week and I might be too preoccupied partying to get it out before the weekend. :ahhh:
I hope you can forgive me.
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sam westover
 
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Post » Sat Feb 12, 2011 12:56 am

Good question. I haven't tested it with the new version and hadn't given it any thought... Let me think...
The Elder Council patch will overwrite the new disguise, resulting in the new disguise changes being cancelled.

Yup, I'm going to have to make a new patch for The Elder Council. I hope you can wait a few days, its my birthday during the week and I might be too preoccupied partying to get it out before the weekend. :ahhh:
I hope you can forgive me.

NEVER! :swear:

No, of course :P I'm not going to die (hopefully :unsure: ) waiting, you just made 1.3! Go have a break and enjoy your birthday! :celebrate:
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Jeffrey Lawson
 
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Post » Fri Feb 11, 2011 11:03 pm

Im 100% sure i have OBSE installed correctly, running it from the launcher and anything else you need to do.
To be sure i made a small script using a function added in OBSE v18. It worked so we can take OBSE off the list.

What about incompatibility, list of mods installed:
Midas Magic
Supreme Magicka
Drow Race
Hidden Elves Race
No psychic guards (Yeah i realised when i typed this is probably it)
Less Annoying Magic Experience
Bravil Sea Domes
Stealth Armor
Capes and Cloaks
Borderless Cyrodiil
Natural Enviroments
Lynges Thieves Highway
Deadly Reflexes
Theryon
Alternative Start
AT Prison
KT_Customrace fix
Unofficial Oblivion Patch

Yeah thats about it, ill reply if it works with psychic guards turned off.
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Bigze Stacks
 
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Post » Fri Feb 11, 2011 9:31 pm

Im 100% sure i have OBSE installed correctly, running it from the launcher and anything else you need to do.
To be sure i made a small script using a function added in OBSE v18. It worked so we can take OBSE off the list.

No psychic guards (Yeah i realised when i typed this is probably it)

I'd be surprised if turning that off made any difference.

This is going to be fun to troubleshoot. My next question is this:
Character Race = ? e.g. Argonian
Name of armour to be equipped = ? e.g. Anvil Cuirass (Cuirass), Legion Greaves (Greaves), Legion Boots (Boots), Legion Helmet (Helmet), Legion Gauntlets (Gauntlets).

Also mention any other info that you think might be important.
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Anna Kyselova
 
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Post » Fri Feb 11, 2011 5:41 pm

Character Race is Drow (http://www.tesnexus.com/downloads/file.php?id=19753.)
Though i started a new game as an imperial, still no success.

Trying to equip a fulll set of imperial watch legion armor. (Shield, silver longsword, cuirass, boots, greaves, gauntlets and helmet.)
The regular one the guards in the IC use, i murdered one and took it off his body.
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james kite
 
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Post » Fri Feb 11, 2011 5:18 pm

Okay, your Drow chap will need a cuirass, greaves, boots, helmet and gauntlets, but no shield.
I'll just run a few tests of my own as I'm beginning to suspect that I may have forgotten to test something. If I'm right you should be able to go to any of the towns (say, Bravil) and disguise yourself using the Bravil Cuirass, and chainmail.
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N3T4
 
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