[RELz] Under the sign of the dragon - Fort Akatosh Redux -

Post » Wed Sep 01, 2010 12:52 pm

An update has been uploaded FAR V.1.3.2 (esp only)

it removes some dialogue edits ( greetings) for compatibility reasons

added legion skirts to the 2 Morrowind soldiers at the fort

changed the navy guards at FA docks ...they now have legion shields and silver longswords equipped


Very important! Please update your TamRes esm to version 1.4.1 as it contains some important fixes

added proper dialogue conditions for the child greeting (thx to Psymon for reporting)

fixed the moonteethshovel and the Elsweyr Kopesh (thx to Stromgarde for reporting)

elite legion armor is not hiding amulettes anymore (so capes will show up properly)


TamRes esm V. 1.4.1 can be dl here for the moment (until it has been updated on Nexus by firesparks)


http://www.filefront.com/user/onra


cheers
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Nina Mccormick
 
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Post » Wed Sep 01, 2010 4:31 pm

Cool, thanks for the updates.
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[Bounty][Ben]
 
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Post » Wed Sep 01, 2010 10:22 am

Visual anomalies with version 1.3.2

Greetings.

Finally got around to upgrading from FAR 1.2x to 1.3.2 earlier today. I did so by creating an OMOD containing both the base FAR files and the distant_view add-on. A clean save was utilized as per readme update instructions. I reran TES4LODgen after the update. And yes, TamRes was updated.

I've done little more than travel from Bravil to the Fort and get my initial briefings from the General, Sargeant, and Librarian. Enroute I encountered visual anomalies such as those seen in the below captures, seen from atop the NR&B bridge...

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/FAR132error_1.jpg

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/FAR132error_2.jpg

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/FAR132error_3.jpg

I'm the one who discovered (and reported) these same anomalies with 1.2x. Best I recall, it has to do with the distant_view files containing unneeded data? Is it possible that some of the early pre-corrected distant_view files got substituted for the good ones?

Thanks again for the mod!

-Decrepit-
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MISS KEEP UR
 
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Post » Wed Sep 01, 2010 12:39 pm

Visual anomalies with version 1.3.2

Greetings.

Finally got around to upgrading from FAR 1.2x to 1.3.2 earlier today. I did so by creating an OMOD containing both the base FAR files and the distant_view add-on. A clean save was utilized as per readme update instructions. I reran TES4LODgen after the update. And yes, TamRes was updated.

I've done little more than travel from Bravil to the Fort and get my initial briefings from the General, Sargeant, and Librarian. Enroute I encountered visual anomalies such as those seen in the below captures, seen from atop the NR&B bridge...

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/FAR132error_1.jpg

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/FAR132error_2.jpg

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/FAR132error_3.jpg

I'm the one who discovered (and reported) these same anomalies with 1.2x. Best I recall, it has to do with the distant_view files containing unneeded data? Is it possible that some of the early pre-corrected distant_view files got substituted for the good ones?

Thanks again for the mod!

-Decrepit-




yeah I remember that this was fixed ( FAR VWD update to 1.2.1)...probably I have uploaded the wrong (old) pack during updating...my Fort Akatosh folder is full of different files and versions....

aaahhh...will check tomorrow

thx for reporting :-)
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Dylan Markese
 
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Post » Wed Sep 01, 2010 4:36 pm

Updated Fort Akatosh Redux Visible when Distant pack to V.1.3.1

cheers

onra
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Chris Ellis
 
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Post » Wed Sep 01, 2010 11:46 pm

Just a quick (if delayed) note to let ya know I installed the latest updates, which indeed seem to have corrected the above-reported distant-view anomalies. Thanks!

-Decrepit-
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Marina Leigh
 
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Post » Wed Sep 01, 2010 10:43 am

Hello,

Just found the fort, its huge! Lots of places to explore, amazing work! Some feedbacks:

- Should I be able to pass through http://i279.photobucket.com/albums/kk145/koki373737/ScreenShot38.jpg? If so, here how it looks http://i279.photobucket.com/albums/kk145/koki373737/ScreenShot39.jpg.
- It seems I got no dialog options with Centurion Albecciu Seccus, General Synniu Esdrecus and some other npcs.
- If I enter the storage through http://i279.photobucket.com/albums/kk145/koki373737/ScreenShot41.jpg or the other, I got stuck. Also, on the same building, some wall http://i279.photobucket.com/albums/kk145/koki373737/ScreenShot42.jpg
- Theurgist Salvatius Deos, on the imperial cult building, changes his voice if I enter barter mode
- The name of several npcs is too big, like "Imperial Cult Theurgist Salvatius...", and, at least using Darnfied ui, the name overwrites how much weight Im carrying, on the inventory, on barter screen
- I got no dialogue options with the Invoker Livius Fabrius, so I supose I cant join imperial cult yet?

Mostly just minor stuff. I wonder if the missing dialog issue is something on my setup.. let me know if you want to check my modlist. Thank you very much for making the fort!
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Peter P Canning
 
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Post » Wed Sep 01, 2010 12:21 pm

Hello,

Just found the fort, its huge! Lots of places to explore, amazing work! Some feedbacks:

- Should I be able to pass through http://i279.photobucket.com/albums/kk145/koki373737/ScreenShot38.jpg? If so, here how it looks http://i279.photobucket.com/albums/kk145/koki373737/ScreenShot39.jpg.

some of the building backsides have no collision yet...


- It seems I got no dialog options with Centurion Albecciu Seccus, General Synniu Esdrecus and some other npcs.

you have to join the legion and follow the instructions....the Arsenal Sergeant will tell you to report to General Esdrecus....Centurion Seccus will not have a dialogue option before the "Duty Calls Quest"

- If I enter the storage through http://i279.photobucket.com/albums/kk145/koki373737/ScreenShot41.jpg or the other, I got stuck. Also, on the same building, some wall http://i279.photobucket.com/albums/kk145/koki373737/ScreenShot42.jpg

will be fixed with the next version

- Theurgist Salvatius Deos, on the imperial cult building, changes his voice if I enter barter mode

I know...as stated the mod is not completely voiced...


- The name of several npcs is too big, like "Imperial Cult Theurgist Salvatius...", and, at least using Darnfied ui, the name overwrites how much weight Im carrying, on the inventory, on barter screen
- I got no dialogue options with the Invoker Livius Fabrius, so I supose I cant join imperial cult yet?

you can..speak to Salvatius Deos first

Mostly just minor stuff. I wonder if the missing dialog issue is something on my setup.. let me know if you want to check my modlist. Thank you very much for making the fort!

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Angel Torres
 
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Post » Wed Sep 01, 2010 9:54 pm

Neat! Thanks for the reply, now to join the Imperial Cult : )

Btw, the Imperial Cult and the Fort′s headquarter′s rooms are very beautifuly designed, both got a great mood.

Also, that guard on the latrine must have a terrible stomachache : D
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Mylizards Dot com
 
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Post » Thu Sep 02, 2010 12:15 am

Neat! Thanks for the reply, now to join the Imperial Cult : )

Btw, the Imperial Cult and the Fort′s headquarter′s rooms are very beautifuly designed, both got a great mood.

Also, that guard on the latrine must have a terrible stomachache : D



you can join the North East Empire Company as well ....more quest for both factions ( imperial cult and trading company) are planned and will come with future versions...you can climb up the imperial legion ranks up to recruit, spearman, watchman, sergeant and captain though...

have fun :-)
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Spooky Angel
 
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Post » Wed Sep 01, 2010 12:38 pm

Discrepancy Report: Unsupported Vergayun Road Sign near Fort Akatosh

Likely Cause: Sign not accounted for in FAR-NRB compatibility patch?

Screen Capture Documenting Discrepancy: http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/VergayunRoadSignMisplaced.jpg

Details:
I saw this floating road-sign during my first trip from Fort Atakosh (Redux) to the Imperial City since rebuilding my Oblivion install. The discrepancy did not exist in my old build. However, I was using NRB 4.5.6 (or maybe even 4.5.5) then, and only upgraded to 4.5.7 during the (recent) rebuild process. My guess is that that particular road-sign is a recent addition, and not accounted for in the FAR-NRB compatibility patch, which is dated 11 May 2010.

NOTE: I posted a modified copy of this report in the official NRB thread, since it obviously effects one of Arthmoor's mods, and in any case I could be wrong in my assumption as to the cause.

-Decrepit-

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~Sylvia~
 
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Post » Wed Sep 01, 2010 9:57 pm

Discrepancy Report: Unsupported Vergayun Road Sign near Fort Akatosh

Likely Cause: Sign not accounted for in FAR-NRB compatibility patch?

Screen Capture Documenting Discrepancy: http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/VergayunRoadSignMisplaced.jpg

Details:
I saw this floating road-sign during my first trip from Fort Atakosh (Redux) to the Imperial City since rebuilding my Oblivion install. The discrepancy did not exist in my old build. However, I was using NRB 4.5.6 (or maybe even 4.5.5) then, and only upgraded to 4.5.7 during the (recent) rebuild process. My guess is that that particular road-sign is a recent addition, and not accounted for in the FAR-NRB compatibility patch, which is dated 11 May 2010.

NOTE: I posted a modified copy of this report in the official NRB thread, since it obviously effects one of Arthmoor's mods, and in any case I could be wrong in my assumption as to the cause.

-Decrepit-




thx for reporting....

will update the FAR / NR&B patch if necessary...don't use new roads and bridges myself ....I guess I have missed some changes or additions :whistling:

cheers
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michael danso
 
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Post » Wed Sep 01, 2010 12:05 pm

thx for reporting....

will update the FAR / NR&B patch if necessary...don't use new roads and bridges myself ....I guess I have missed some changes or additions :whistling:

cheers


Thanks for the speedy reply Onra! Double-checking on this might be a bit tricky? I forgot to mention that TWO Arthmoor mods come in to play here, not only NewRoads&Bridges but Vergayun Village. Not sure which is responsible for placing that particular sign. My original thought was that it had to be NRB, since there'd be no need for a road-sign without an accompanying road. But then, one can run NRB sans Vergayun, in which case the sign wouldn't be present. Those two mods must somehow interact with each other?

-Decrepit-
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Daniel Lozano
 
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Post » Wed Sep 01, 2010 5:57 pm

Thanks for the speedy reply Onra! Doube-checking on this might be a bit tricky? I forgot to mention that TWO Arthmoor mods come in to play here, not only NewRoads&Bridges but Vergayun Village. Not sure which is responsible from placing that particular sign. My original thought was that it had to be NRB, since there'd be no need for a road-sign without an accompanying road. But then, one can run NRB sans Vergayun, in which case the sign wouldn't be present. Those two mods must somehow interact with each other?

-Decrepit-


yep a road sign to Vergyun village at this location does only make sense if used together with NR&B....so best thing is to wait until Arthmoor will tell us which of his mod adds this new sign...then I can update the FAR / NR&B patch or create an additional combined patch for FAR / NR&B and Vergayun Village :-)
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carly mcdonough
 
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Post » Wed Sep 01, 2010 4:06 pm

I've been in touch with Arthmoor concerning the floating Vergayun sign, and done more research on my own. Arthmoor kindly supplied a screenshot showing the various NRB signposts in that area, as they appear sans Fort Akatosh Redux and its NRB-patch:

http://img822.imageshack.us/img822/9219/signsp.jpg

I then captured an image of the same basic view from my current build, which includes FAR, NRB 4.5.7 and the FAR-NRB patch.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/VergayunRoadSignMisplaced4.jpg.

Comparing the two is informative. My capture shows the Yellow Road / NRB intersection at screen left, with signpost containing Vergayun sign. This is correct. No problem there. Mine shows the "Fort Atakosh NRB bypass with signpost" at screen right. It is missing a Vergayun sign. In my view the floating Vergayun sign is seen midway between the two signposts. (What might look like a post at that spot is actually my avatar with torch in-hand, who I moved near the sign to better illuminate it.)

It looks to me like the FAR-NRB patch moved that one intersection and its signpost to accomodate the FAR bypass routing, but doesn't take into account the floating Vergayun sign which was added by a recent NRB update. Arthmoor says to go ahead and move the sign to its proper location (the screen-right signpost in my capture).

(If needed, I believe Arthmoor said the sign resources are part of Vergayun rather than NRB, but as the sign is present in my build that shouldn't be an issue.)

For more detailed info, check out my correspondence with Arthmoor on the official New Roads & Bridges thread.

Hope this clears up the matter!

-Decrepit-
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Prisca Lacour
 
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Post » Thu Sep 02, 2010 12:46 am

I've been in touch with Arthmoor concerning the floating Vergayun sign, and done more research on my own. Arthmoor kindly supplied a screenshot showing the various NRB signposts in that area, as they appear sans Fort Akatosh Redux and its NRB-patch:

http://img822.imageshack.us/img822/9219/signsp.jpg

I then captured an image of the same basic view from my current build, which includes FAR, NRB 4.5.7 and the FAR-NRB patch.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/VergayunRoadSignMisplaced4.jpg.

Comparing the two is informative. My capture shows the Yellow Road / NRB intersection at screen left, with signpost containing Vergayun sign. This is correct. No problem there. Mine shows the "Fort Atakosh NRB bypass with signpost" at screen right. It is missing a Vergayun sign. In my view the floating Vergayun sign is seen midway between the two signposts. (What might look like a post at that spot is actually my avatar with torch in-hand, who I moved near the sign to better illuminate it.)

It looks to me like the FAR-NRB patch moved that one intersection and its signpost to accomodate the FAR bypass routing, but doesn't take into account the floating Vergayun sign which was added by a recent NRB update. Arthmoor says to go ahead and move the sign to its proper location (the screen-right signpost in my capture).

(If needed, I believe Arthmoor said the sign resources are part of Vergayun rather than NRB, but as the sign is present in my build that shouldn't be an issue.)

For more detailed info, check out my correspondence with Arthmoor on the official New Roads & Bridges thread.

Hope this clears up the matter!

-Decrepit-

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sexy zara
 
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Post » Wed Sep 01, 2010 8:31 pm

FAR has been updated to version 1.4

The updated version fixes a trigger script for the "Lost Battalion" quest. Entering the abandonned village before finding the missing squad will not break the quest anymore.

if you have finished this quest already...there is no need for updating...

The compatibility patch for NewRoads&Bridges Revised has been updated as well...it containes a fix for the new roadsigns placed by Arthmoors Vergayun mod..thx to Decrepit for reporting and Artmoor

for the infos how to fix ....

cheers
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Taylrea Teodor
 
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Post » Wed Sep 01, 2010 9:34 pm

FAR has been updated to version 1.4

The updated version fixes a trigger script for the "Lost Battalion" quest. Entering the abandonned village before finding the missing squad will not break the quest anymore.

if you have finished this quest already...there is no need for updating...

The compatibility patch for NewRoads&Bridges Revised has been updated as well...it containes a fix for the new roadsigns placed by Arthmoors Vergayun mod..thx to Decrepit for reporting and Arthmoor

for the infos how to fix ....

cheers


Most welcome. Glad my input was of use.

I'll of course be installing the update, since I'm now on my second Oblivion play-through and have not yet done much with FAR other than join the Legion and light two boarder-tower beacons. Question... for the mod-proper (as opposed to the patch) is the ESP all that was changed, so that I can drop it in my current FAR build folder and be good to go? Or do I need to rebuild everything from scratch?

Thanks again.

-Decrepit-
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Suzy Santana
 
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Post » Wed Sep 01, 2010 9:09 pm

Most welcome. Glad my input was of use.

I'll of course be installing the update, since I'm now on my second Oblivion play-through and have not yet done much with FAR other than join the Legion and light two boarder-tower beacons. Question... for the mod-proper (as opposed to the patch) is the ESP all that was changed, so that I can drop it in my current FAR build folder and be good to go? Or do I need to rebuild everything from scratch?

Thanks again.

-Decrepit-



beside the fixed NR&B patch FAR version 1.4 updates only the esp ( an esp only update is provided) ...

cheers
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Scotties Hottie
 
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Post » Wed Sep 01, 2010 8:49 pm

Woah! That was a big fort. I installed this and Guards of Cyrodiil, only visited the fort akatosh though.
It got a nice feel.
My horse fell into the dock and drowned - you owe me a new horse :toughninja:

Thanks!
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Danial Zachery
 
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Post » Wed Sep 01, 2010 1:50 pm

Woah! That was a big fort. I installed this and Guards of Cyrodiil, only visited the fort akatosh though.
It got a nice feel.
My horse fell into the dock and drowned - you owe me a new horse :toughninja:

Thanks!


join the legion at FA....as a legion member you always can take a legion horse from the stables or use the travell service provided by the waggon driver outside the fort (cities only atm)

cheers
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Bitter End
 
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Post » Wed Sep 01, 2010 6:24 pm

hey

Dark UI compatible loading screens for Fort Akatosh Redux have been uploaded. Credits go to Sita for creating them ...original loading screens made by firesparks....

have a look here....

http://www.tesnexus.com/downloads/images/21856-1-1284130028.jpg


cheers
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Harry-James Payne
 
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Post » Wed Sep 01, 2010 11:05 am

So is it safe to assume that one should not install this until ready to actually play the mod.

My character is high up near frostcrag and just closed an Oblivion gate with followers. Both EDI and FCOM also placed adventurers near there - some Skyrim named folks from this mod cause a fight with the adventurers from my party and near the gate. They have on them items that look like quest items. They are not set to essential and I don't know if that all potentially messed up a quest for this mod.

So did it?

I will likely reload and play again but leaving the area as soon as possible so as to not interact with them, but for future reference this would be very good to know.
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Daddy Cool!
 
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Post » Wed Sep 01, 2010 10:06 am

So is it safe to assume that one should not install this until ready to actually play the mod.

My character is high up near frostcrag and just closed an Oblivion gate with followers. Both EDI and FCOM also placed adventurers near there - some Skyrim named folks from this mod cause a fight with the adventurers from my party and near the gate. They have on them items that look like quest items. They are not set to essential and I don't know if that all potentially messed up a quest for this mod.

So did it?

I will likely reload and play again but leaving the area as soon as possible so as to not interact with them, but for future reference this would be very good to know.



yep I am aware of the problem getting into a fight with the Skyrim maurauders before starting the FAR beacon quest....I will change this with the next version by disabling them until the quest starts....

however this shouod be not a real problem... only thing you have to do is to get the key from the chiefthain and keep it until you start the beacon / watchtower quest

cheers
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Stacyia
 
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Post » Thu Sep 02, 2010 1:23 am

I've been meaning to report, actually re-report, a possible quest glitch for some time, but for whatever reason never remember to...until now. I've played at FAR three times and suffered it twice, including my current play-through.

SPOILER ALERT
Spoiler
When joining the Trading Company, one quest stage requires that we ascend the Naval Base beacon tower and check on a rat trap. There "should" be a wedge of cheese, poison and a dead rat up there. During my initial play-through of the mod, the rat was missing. No matter how long I waited (within reason) or how many times I scaled the tower the rat never appeared. No update. End of quest. Then while still on my first play-through FAR received an update that required a "clean save" and thus starting the mod afresh. That time I ascended the tower, found all three items in-place, got the update, and was able to continue. I'm now on my second Oblivion play-through. This time, I ascended the tower and found only cheese, no poison or rat. No update either of course. End of quest. Admitted, I didn't attempt to return to the tower after that, assuming I've have no better luck than with my first play-through.

I'm not 100% sure on differences between my three FAR attempts, other than that due to the nature of the second (clean-save restart) I just wanted to redo everything as quickly as possible and continue on from where I was before the reset. Both other mod play-throughs I didn't work the quest for some time. Is it possible that those tower items have a short shelf life and vanish if one doesn't do the Trading Company quest right away? I do have NRB and FAR-NRB patch installed, and cross that bridge frequently. The bridge is somewhat near the tower. Might this have something to do with it? Or am I missing something obvious?


-Decrepit-
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Marcia Renton
 
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