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

Post » Wed Sep 01, 2010 2:40 pm

Thanks for the reply! I think not having to switch weapons (and storing Legion-provided sword, bow and arrows in the barracks) might do the trick do the trick. We shall see. heh

-Decrepit



btw..V.1.3 will add a full player home in the basemant (have to be captain)...there you will be able to dress up properly before reporting to the General...maybe take a bath first as well :P
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Tyrel
 
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Post » Wed Sep 01, 2010 5:05 pm

I think 1.3 will be the first version that I'll try of this mod....I've downloaded and backed it up on a DVD since it's release, but I'm reaching the mod limit installation, I need to make a .esp cleanup and I'm too lazy to install it and try it like it deserves :D (and even more having a Legion BM Officer char).
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Michelle Serenity Boss
 
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Post » Wed Sep 01, 2010 11:14 pm

I have an odd (?) visual issue with FAR. Here be captures.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/FARglare_3.jpg.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/FARglare_2.jpg.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/FARglare_1.jpg.

This is apparently related to FAR's "Visible_when_distant" add-on, since the color-flares disappear as one nears the fort. I also wonder if it might be related to using a combo FAR, its distance add-on, and the mod Darker Regal Imperial City which I installed to complement ImpeREAL City - Unique Districts!? I've used Darker Regal Imperial City for ages. It's affects (most obvious with the red-roofed FAR tower seen in my first capture) have always spilled over to any mod that utilizes IC-type structures. (VeronaHouseBloodlines, the manor in AFK_Weye, the new imp-isle bridges from NR&B, and now FAR, come readily to mind.) No other spill-over causes color-flares. Then again, so far as I know Fort Akatosh is my only spill-over mod to use a distance-pack.

Whether my assumption is right or not, have you any suggestions (other than removing FAR's distance add-on or Darker Regal) to rid myself of these unwanted visual artifacts?

-----------------------------------------------------
Oh, another visual abnormality. The helms of the Elite Guard. As they speak, their eyebrows frequently protrude through the helmet graphic.
-----------------------------------------------------

Thanks for the mention of COBL luggage. I have long used COBL, but only because Ayleid Steps requires it. Didn't even have GLUE installed, since Ayleid doesn't need it. But that's been rectified, and I have a shiny new storage-chest in the barracks! LUGGAGE is gonna come in real handy, I think.

Thanks again for the mod!
-Decrepit
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Eve(G)
 
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Post » Wed Sep 01, 2010 6:02 pm

That looks familiar, Onra I'm going to PM you a suggestion about the pretty colours Decrepit has seen.
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lauren cleaves
 
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Post » Wed Sep 01, 2010 11:22 am

I and others have had this happen and it is often related to a funky mesh (not that it couldn't be something else).

I've had it happen with armor and so did someone else - but that was not with this mod.

When you are at the angle you see the globs of light try taking off all your characters clothing and armor and weapons (horses too if you can). If that removes the globs then test with other areas and architecture.

Elsweyr really triggered this a lot with me.
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George PUluse
 
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Post » Wed Sep 01, 2010 9:28 pm

Nothing to do with armors, that's a visual anomaly caused by one or more _far.nif files that have not been properly stripped of all the information they should be stripped of. First post in the RAEVWD topic in my sig covers information that needs to be stripped from those meshes.
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Charlotte Henderson
 
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Post » Thu Sep 02, 2010 12:54 am

Nothing to do with armors, that's a visual anomaly caused by one or more _far.nif files that have not been properly stripped of all the information they should be stripped of. First post in the RAEVWD topic in my sig covers information that needs to be stripped from those meshes.


Well that was the result I hoped my PM to Onra would provide, looks like he won't need to PM you after all :)
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Roanne Bardsley
 
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Post » Wed Sep 01, 2010 11:12 pm

Hmmm - well not to diverge the thread here but then why is it I only experience it when wearing a certain set of armor?
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Sarah Evason
 
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Post » Wed Sep 01, 2010 9:38 am

hmmmm this looks indeed really strange...never noticed such things in my game....
for the darker regal IC textures....all texture replacers for the imperial city architecture will change the look of Fort Akatosh as it's using a lot of vanilla IC textures...this includes the textures for the _far meshes as well....
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Nichola Haynes
 
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Post » Wed Sep 01, 2010 7:05 pm

Nothing to do with armors, that's a visual anomaly caused by one or more _far.nif files that have not been properly stripped of all the information they should be stripped of. First post in the RAEVWD topic in my sig covers information that needs to be stripped from those meshes.


Thanks for the fast reply!

Ya know, I've been thinking to create _far.nif's for selected mod structures for some time. (Low-walls surrounding the statue outside Orcrest in Elsweyr-Anequina, the castle additions from ImpeREAL Empire - Unique Castles, and now these Akatosh related corrections.) But I have no experience as a modder. Zilch. Don't even have CS installed. (I did install NifSkope the other day, but haven't messed with it beyond insuring it launched.) What program(s) do I need for the task? I'd not be creating new meshes. Just correcting faulty _far.nif's and/or converting existing regular nifs into proper _far.nif's. Also, is there a good tutorial on using the recommended tool(s) specifically for the intended purpose, something a newb simpleton can follow?

Thanks again!!!!!!!
-Decrepit
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Lisa
 
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Post » Wed Sep 01, 2010 11:27 am

hmmmm this looks indeed really strange...never noticed such things in my game....
for the darker regal IC textures....all texture replacers for the imperial city architecture will change the look of Fort Akatosh as it's using a lot of vanilla IC textures...this includes the textures for the _far meshes as well....


It's nothing to do with the textures, it's the _far NIF files which need some data removing
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Amy Melissa
 
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Post » Wed Sep 01, 2010 9:36 pm

@ Arthmoor

I used the infos from your Real AEVWD Readme to remove all unnecessary data from my _far meshes....probably I missed something...but it is strange that this was not reported before ( never had this during testing as well) ...maybe it has something to do with the IC texture replacer. My _far meshes are using the original vanilla IC textures ( always wanted to create an additional pack using your low res textures) ...if the textures have been replaced the _far meshes will use the new textures as well...maybe this combination doesn t work properly...

will check this later on

onra
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SexyPimpAss
 
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Post » Wed Sep 01, 2010 9:28 am

It's nothing to do with the textures, it's the _far NIF files which need some data removing



...will reupload the VWD pack on Nexus later on ...found indeed some unnecessary data which should be removed from the _far meshes....

cheers
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Jonathan Braz
 
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Post » Wed Sep 01, 2010 9:56 am

Fort Akatosh Visible when Distant has been updated to V.1.2.1 (removed unnecessary data mostly NiSpecularProperty blocks and NiAlphaProperty blocks from the _far meshes).

thx to Decrepit for reporting and Arthmoor and Vorians for their help !
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Dale Johnson
 
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Post » Wed Sep 01, 2010 4:13 pm

hey @ all

as requested...the next version / update will come with functioning legion spearmen...they will patrol/wander with the spear and the legion scutum equipped...and use a nice stagger anim for fighting...

have a first look here

http://www.tesnexus.com/downloads/images/21856-1-1263218478.jpg


have fun
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Emily Graham
 
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Post » Wed Sep 01, 2010 1:14 pm

I can't believe it's not morrowind! :lol:
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Spencey!
 
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Post » Wed Sep 01, 2010 10:52 am

Updates:

1.) Thanks for the redone far_distance add-on! Haven't seen any of those odd glares since installing it.

2.) Here's a screen-shot of the http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/FAR_bad_helm.jpg I mentioned earlier. (I do not use any character body alteration mods other than Exnem, which is female only.)

3.) I noticed this http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/FAR_bad_sign.jpg, without support post, on the Red Ring Road, very near the Blue Road turnoff leading to Cheydinhal. (The road seen in the background is that added by NR&B.)

4.) A question concerning an early quest:
Spoiler
After joining the legion and getting my gear, I was told to report to the General. I did so. He said that he would have an assignment for me once he had visited and returned from a meeting in the Imp City. Is there a certain amount of time that must pass before this happens? I went off on my own for a number of days and completed several non-FAR quests before returning to the fort. The General still had nothing new to tell me. There was a message on the map-table detailing the plot of what I guess is to be my first mission. But picking it up didn't update my journal, nor does the general acknowledge it. Maybe there is something I'm supposed to do in the interim that I've not stumbled upon?


-Decrepit
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Jesus Lopez
 
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Post » Wed Sep 01, 2010 10:40 am

This looks really good.
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Sophie Louise Edge
 
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Post » Wed Sep 01, 2010 10:34 pm

Updates:

1.) Thanks for the redone far_distance add-on! Haven't seen any of those odd glares since installing it.

2.) Here's a screen-shot of the http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/FAR_bad_helm.jpg I mentioned earlier. (I do not use any character body alteration mods other than Exnem, which is female only.)

3.) I noticed this http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/FAR_bad_sign.jpg, without support post, on the Red Ring Road, very near the Blue Road turnoff leading to Cheydinhal. (The road seen in the background is that added by NR&B.)

4.) A question concerning an early quest:
Spoiler
After joining the legion and getting my gear, I was told to report to the General. I did so. He said that he would have an assignment for me once he had visited and returned from a meeting in the Imp City. Is there a certain amount of time that must pass before this happens? I went off on my own for a number of days and completed several non-FAR quests before returning to the fort. The General still had nothing new to tell me. There was a message on the map-table detailing the plot of what I guess is to be my first mission. But picking it up didn't update my journal, nor does the general acknowledge it. Maybe there is something I'm supposed to do in the interim that I've not stumbled upon?


-Decrepit



_far meshes pack...good to hear that it is working now properly ...credits to Arthmoor for his to do list ( removing unnecessary data from _far meshes)

the elite guard helmet is a modders resource not created by us but I will pass this over to firesparks...if it can be fixed it will be included in the Tamriel Resource Pack V.1.4
( currently working on this)

Fort Akatosh Road Sign....I only used existing vanilla sign posts for the Fort Akatosh Road Signs..so probably this post was moved by some other mod...will check this...

quests given by General Esdrecus will come with the nect version 1.3....the orders on the map table (orders from Ocato) and the Elsweyr watchtower (watchtower quest) will have something to do with it ....

have fun
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Siidney
 
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Post » Wed Sep 01, 2010 2:45 pm

_far meshes pack...good to hear that it is working now properly ...credits to Arthmoor for his to do list ( removing unnecessary data from _far meshes)

quests given by General Esdrecus will come with the next version 1.3....the orders on the map table (orders from Ocato) and the Elsweyr watchtower (watchtower quest) will have something to do with it ....

have fun


Oops! My decrepit memory did me in yet again! While visiting the FAR page at Nexus I read through some comments, several of which mentioned having done the first legion quest (with watchtowers). I just assumed this was related to the General. Only after re-reading the FAR description did I realize I had forgotten that you specify how to begin the quest, which has nothing (yet) to do with the General. I'll launch the game later this morning and do it the right way. Heh.

Thanks again.
-Decrepit
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jeremey wisor
 
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Post » Wed Sep 01, 2010 1:49 pm

Oops! My decrepit memory did me in yet again! While visiting the FAR page at Nexus I read through some comments, several of which mentioned having done the first legion quest (with watchtowers). I just assumed this was related to the General. Only after re-reading the FAR description did I realize I had forgotten that you specify how to begin the quest, which has nothing (yet) to do with the General. I'll launch the game later this morning and do it the right way. Heh.

Thanks again.
-Decrepit



hehe so you missed a lot....when you have completed the watchtower quest you will be promoted to spearmean...this will grant you access to the roman bath and the temple of Akatosh (basemant...visit it around midnight..) ..plus some small nice extra reward....after completing the imperial cult quest ( as a layman) you can use the complete alchemy lab at the imperial cult office...for example you can collect ingredients, pack them into barrels (alchemy sink) and sell them....

cheers
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lilmissparty
 
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Post » Wed Sep 01, 2010 9:19 pm

Looks like an excellent mod from the screenies @ tesnexus just one question..

What do modders have against the ambient/fog settings? :shrug:

I know it gives a nice high-contrast to the look of the game, but unfortunately it sticks-out too much in comparison to the rest of the game and sort of hurts the immersion factor.

Most times especially in a large mesh-filled dungeon the FPS is killed unnecessarily by the lack of Fog/Dist ,and/or overly bright lights (512-600-etc radius light next to each other is a needless waste of FPS!) can work against your mod's playability.

You can still achieve a dark, and gloomy dungeon by setting the ambient to-20-20-20 and the fog/dist to 10-10-10 <--(or leave black) near-0.00-fog-2500-3000<--(more if you use a enormous room) Dist 2500-3000 <---(More depending)

It is much more atmospheric to have a dark gloomy pall than just a blacked-out space with a few light props!
In other words it screams "MOD" and excellent mod worthy of DL, :twirl: :drool: but a mod nonetheless. ^_^
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Campbell
 
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Post » Wed Sep 01, 2010 1:48 pm

I enjoyed the tower circuit. Individual missions varied just enough to keep things interesting. I started with the Elsweyr Tower and worked my way counter-clockwise until reaching the one located not far outside Anvil. It ended rather dramatically. I had fought my way into the tower and up its inner stairwell. At its top a vampire (I think, it's been a while) guarded roof access. I drew my trusty blade, the reward from "Lost Sword of the Ayleid", and charged. Battle had barely began when the vampire disarmed me. My weapon sailed over the railing and plunged to the floor far below. That sword being what it is, I don't carry back-ups. So there I was, battling a vampire bare-handed. I of course won out in the end, but it wasn't easy! Quite exciting.

Question:
The trading company. I talk with the fellow who signs me on and gives the first assignment, a delivery to the IC Market District. I am told that the goods are stored in the nearby ship hold. I proceed there and find the hold easily enough. Only, it needs a key. I was not given one. I talk with the ship captain. He offers no key. I did notice a key and note atop a crate near the hold entrance-door. But that key doesn't open the hold door, and seems related to a different quest (Lighthouse) in any case. (Though picking up note and key triggered nothing.) I even used the key to investigate the lighthouse in case the two are related, but nothing happened.

Have I missed something obvious, or is the trading compay quest not fully implemented until version 1.3?

Thanks!!
-Decrepit
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Micah Judaeah
 
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Post » Wed Sep 01, 2010 9:30 am

I enjoyed the tower circuit. Individual missions varied just enough to keep things interesting. I started with the Elsweyr Tower and worked my way counter-clockwise until reaching the one located not far outside Anvil. It ended rather dramatically. I had fought my way into the tower and up its inner stairwell. At its top a vampire (I think, it's been a while) guarded roof access. I drew my trusty blade, the reward from "Lost Sword of the Ayleid", and charged. Battle had barely began when the vampire disarmed me. My weapon sailed over the railing and plunged to the floor far below. That sword being what it is, I don't carry back-ups. So there I was, battling a vampire bare-handed. I of course won out in the end, but it wasn't easy! Quite exciting.

Question:
The trading company. I talk with the fellow who signs me on and gives the first assignment, a delivery to the IC Market District. I am told that the goods are stored in the nearby ship hold. I proceed there and find the hold easily enough. Only, it needs a key. I was not given one. I talk with the ship captain. He offers no key. I did notice a key and note atop a crate near the hold entrance-door. But that key doesn't open the hold door, and seems related to a different quest (Lighthouse) in any case. (Though picking up note and key triggered nothing.) I even used the key to investigate the lighthouse in case the two are related, but nothing happened.

Have I missed something obvious, or is the trading compay quest not fully implemented until version 1.3?

Thanks!!
-Decrepit



Thx for the nice report :)

I personally prefer to battle the 2 necromancer in the.....tower...one question..how did you get in and out the Elsweyr tower...this part of the quest is planned as a sneaky stealth part..as the mauraders guading the tower are all levell 50 :P ....what did you do when you found out that the legionnaires are deserters ....I usually jump from the roof of the tower into the sea ...

however..the tading company quest...you are on the right track you have to use the lighthouse tower key....maybe you will find something on the roof ....the letter beside the lighthouse key will give you a hint...

cheers
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Misty lt
 
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Post » Wed Sep 01, 2010 6:20 pm

Thx for the nice report :)

I personally prefer to battle the 2 necromancer in the.....tower...one question..how did you get in and out the Elsweyr tower...this part of the quest is planned as a sneaky stealth part..as the mauraders guading the tower are all levell 50 :P ....what did you do when you found out that the legionnaires are deserters ....I usually jump from the roof of the tower into the sea ...

however..the tading company quest...you are on the right track you have to use the lighthouse tower key....maybe you will find something on the roof ....the letter beside the lighthouse key will give you a hint...

cheers


As to the Elsweyr Tower... By sheer happenstance http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/ImpBridgeInn_1a.jpg was in Leyawiin when I installed FAR. Due to close proximity and the tower shift (for mod compatibility) I opted to check it out before traveling to the fort. Discovering that the tower was manned by traitors was indeed an eye-opener. Caught me totally unaware. But not yet having joined the Legion I thought it best to break off the engagement before any blood spilled and hightailed it out of harms way.

Once a Legionnaire with initial assignment in-hand I rode back to Leyawiin, proceeded to the coast afoot, and swam out to the tower. Part way there I learned that indirect access was desirable. Thinking there might be an underwater passage leading to the tower basemant I searched to sea floor for some time, finding nothing. I then did likewise to the nearby coastal area. Same result. If such a passage existed, I wasn't fated to find it. A more-or-less standard assault would have to suffice.

What I did was circle the tower and approach it from sea-side. Best I recall (and forgive me if I'm wrong on this part) I was able to climb aboard the ship, which exposed me to only one deserter. Though only level 41, http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/BearWoods_1a.jpg (Lost Ayleid final reward sword). Standard close-quarter melee confrontations are rarely insurmountable. So it was now. I finished off my initial foe and stepped onto the tower pier. Crossing it alerted two traitors. Here, if memory serves, I ran into a bit of luck. Due either to my combat skills or enemy clumsiness one of my opponents ended up in the water early on, thus leaving me once again with a one-on-one situation. I disposed of that deserter, then jumped in the water and bested the second.

My memories are even more vague from here on. I don't recall how many traitors were left outside the tower at this point. I want to say two, maybe three max. However many, they fell to "An-Arane Cey" in short order. (One might have been an archer, whose long distance damage I could somewhat avoid (while battling other foes) by careful placement.) Alas, I recall nothing of the tower once inside. If it was manned, I obviously overcame any difficulties and went on to light the flame.

So there you have it. For me it was, as is my usual practice, a pretty straightforward melee engagement. Tough, but doable.

A word on "An-Arane Cey". It is quite powerful. I sometimes think it is too uber, at least when it comes to battling non magic wielding adversaries. (Some encounters, such as those against the Liches found in Ayleid Steps lost dungeons, remain quite challenging.) I periodically think to replace it with the still-excellent weapon used prior to acquiring "An-Arane Cey". But my memory being what it is, I don't recall where I stored that sword, its name or origin. Don't take me wrong. http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/BanditOutsideBravil_1.jpg, and well worth wielding. (And the quest's final confrontation, just before receiving the sword, remains one of my most challenging and memorable Oblivion experiences.) It just sometimes makes things seem a bit easy. Can't have everything I guess.

But I digress...

As to the Lighthouse.
Spoiler
I grabbed both key and note and proceeded to the lighthouse roof. I found cheese and poison there (but only one set, when the note mentions traps (plural)). Looking at them triggers nothing. Nor does slightly moving them with the z-key. Nor does pocketing them. Nor does returning to either or both of the NPCs whose names appear in the note. I rested an hour on the roof in hopes a rat would appear. Nothing. I know I'm still missing something obvious. Gonna try again in a bit, and hope some new idea hits me.


How's progress on 1.3? As you might guess, I look forward to it!

Thanks again.
-Decrepit
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NEGRO
 
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