[RElz] Under the sign of the dragon - Guards of Cyrodiil Red

Post » Sat May 17, 2014 10:09 pm



Hey for Reclaiming Sancre Tor...making mods compatible with existing mods is hard enough...making them compatible with mods that are not released yet is not possible and as well stupid...if Sancre Tor will be released someday we will find a way to make it compatible...


for the watchtowers..they are part of Fort Akatosh Redux....if you dl and install the VWD pack and run TES4LodGen all watchtowers will be visible when distant...

for the dungeon mod conflicting with FAR..I don't know this mod....but I will have a look if a patch can be created...

cheers

onra
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Daniel Brown
 
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Post » Sat May 17, 2014 8:39 pm


I think Onra already answered this in part. I can only add to this. Since you're not entirely sure what "does what" in Reclaiming Sancre Tor. I have written a message to DarkRider about this. I'm not really sure if it will need patching in the future either.

The tower is indeed tricky when it boils down to taste. Of course it looks "a bit out of place", but i meant it to be just that. Some loved the idea and there's also people who do not. A few friends of mine for example played the main quest in vanilla and i'm not exaggerating when the game ended up in their trashcan soon after - A little example that i can't please everyone neither can anyone else. /wink.gif' class='bbc_emoticon' alt=';)' />
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Terry
 
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Post » Sun May 18, 2014 6:48 am


Agreed, although with RST, it's WHEN it gets released not IF. at this point I could release RST tomorrow and finish it episodically if I decided to do so; weighing 600MB and near completion it's not really a nebulous never gonna happen project. And yes it does conflict with your tower. I'm not sure what all you have built there, but if you can't or don't want to move it, I'd say don't worry about it; just note the conflict in your readme for future notation. I don't see it being patchable as I developed that area quite thoroughly. /shrug.gif' class='bbc_emoticon' alt=':shrug:' />
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Nice one
 
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Post » Sun May 18, 2014 8:52 am


Every visual conflict can be patched. It's just a question of whether it's worth the effort, and whether the end-result spoils the appearance of either of the conflicting mods enough that it's better not to.
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Miguel
 
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Post » Sun May 18, 2014 7:06 am

I don't think Onra meant you will never release your module mate. Complete respect to you if you release the module tomorrow or in months from now /smile.gif' class='bbc_emoticon' alt=':)' /> There isn't alot build there..i made well sure of that in the first place. So i doubt it will be a huge problem creating a patch when you release the module.

*edit: i also plotted this already in dialogue..so this didn't have to be changed ..the only thing which is mentioned is "east of the coast of Anvil" .. pretty much patch-friendly
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Myles
 
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Post » Sat May 17, 2014 7:47 pm



By not patchable I meant that even if you tried to fix any technical errors, like land tears and pathing, they still won't work together. I'm pretty sure a great ruddy dark tower in the center of my quaint seaside town is not gonna work out for either of us. /smile.gif' class='bbc_emoticon' alt=':)' />
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ezra
 
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Post » Sat May 17, 2014 10:19 pm

Haha no guess not! But like i've already said above this post.. it can be solved.
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Rach B
 
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Post » Sat May 17, 2014 8:53 pm


Agreed, I'm sure an amicable solution can be found when the time comes. /932.gif' class='bbc_emoticon' alt=':nod:' />
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Matthew Barrows
 
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Post » Sun May 18, 2014 2:42 am


Ah yes, that's covered by my "end-result spoils the appearance of either of the conflicting mods enough that it's better not to" disclaimer quite well /smile.gif' class='bbc_emoticon' alt=':)' />
However even then it's still doable. Just relocate the content of whichever mod makes the least changes (or contains the least persistent objects) in the location to another location, nearby but far enough away to resolve the conflict. I've done this before with some of my UL compatibility patches.

And from what firespark just said, this would be very easy to do by relocating the tower from Guards of Cyrodiil/Fort Akatosh.
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X(S.a.R.a.H)X
 
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Post » Sat May 17, 2014 11:22 pm

Yes to get into some detail;

Editted landscape to blend in the tower
Trees
Rocks
Plants
A mapmarker
A blind moth priest
And a very large tower

/obliviongate.gif' class='bbc_emoticon' alt=':obliviongate:' />
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Jack Bryan
 
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Post » Sun May 18, 2014 9:37 am


I think RST has more going on in that area. Have a full port town, a dozen NPCs with routines, a sidequest, and part of the main quest running through the town, I've also landscaped most of the hillside having extended a road from Gwedon Farm down to the town and have a vineyard in the areas surrounding the town. This is one of the larger map impacts in RST, in that I altered more cells. /laugh.gif' class='bbc_emoticon' alt=':lol:' />

[EDIT] Might work to just scoot your tower further up river, though I won't assume to know how difficult your tower is to move. /smile.gif' class='bbc_emoticon' alt=':)' />
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Crystal Clear
 
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Post » Sun May 18, 2014 5:09 am

Yes no idea. I just have to see your full town in the construction set. Good thing i've learned from my previous version of Guards of Cyrodiil and made the tower "low-maintenance" ..all the stuff which happens is inside. There's of course other modules to keep in mind as well ..like the unique landscapes. If i remember correctly there's an oblivion gate as well a little east..west is pretty much empty. Anyhow it's not that much of a problem.

Stay away of Fort Hist though...or i will send some troopers after you. /tongue.gif' class='bbc_emoticon' alt=':P' />
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marina
 
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Post » Sun May 18, 2014 12:06 am


You're safe there. /happy.gif' class='bbc_emoticon' alt='^_^' />
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Michelle Serenity Boss
 
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Post » Sat May 17, 2014 7:46 pm

Further up river will likely conflict with River Strid UL which also is very near completion.

Seems one of the few areas where there are not a lot of mods via for position is northeast of Kvatch and northwest of Skingrad.

I'm not about to throw my game away just because of the daedric tower in pretty Cyrodiil, but so far if there is anything I'd change it would be that there are tons of tower home mods. Maybe it is just that my character has PTSD from closing so many gates.

Onra-

I thought I had installed the vwd files - will double check.

As for the http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2909 don't bother making a patch - that dungeon is cool, but just a dungeon. Another mod that conflcits (just for you to note is the http://www.tesnexus.com/downloads/file.php?id=14295 mod. Again no patch requested - just general information.
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Casey
 
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Post » Sun May 18, 2014 10:28 am

Now this is how things are supposed to work! Working out these kinds of mod conflicts ahead of time really is the best for everyone. I get to keep a favorite mod and still add a much anticipated mod without fear. You guys get to broaden your user base. And don't discount the selling power of compatibility. I don't know how many mods I never would have even tried if it weren't for "patch for mod xyz" listed in the readme or RELZ post of a mod I already had. Keep up the great work guys! /fing34.gif' class='bbc_emoticon' alt=':goodjob:' />
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jeremey wisor
 
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Post » Sun May 18, 2014 7:03 am

This is completely off-topic, but does any one else think that it's stupid that the Nightblade class doesn't have sneak as a skill?
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ijohnnny
 
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Post » Sat May 17, 2014 11:12 pm


The original Nightblade class on character generation? Yes well i'll make it even worse after a Dungeons&Dragons game..check the rogue /biggrin.gif' class='bbc_emoticon' alt=':D' />


thanks
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Trevi
 
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Post » Sat May 17, 2014 6:25 pm

hey

@darkrider ..I had no doubt that Sancre Tor will be released..but as I am not the author of it ..I used "if it will be released"...that's all... /smile.gif' class='bbc_emoticon' alt=':)' />

when it's released it will be easy to find a solution...at least for GoC...

maybe it would be a good idea to place the tower on a small island somewhere in the sea ( like Stirk) and get a boat trip to it ( using a scary ferryman...you know like charon)....could be it's own worlspace....maybe with a lot of fog...to make it look more secret ...just an idea... but I think a faction like the nightblades would maybe operate not from a place which is that vivible from everywhere...especially as they are probably not always using tolerated practicies ...

beside this..isn't thieves grotto placing a small town at exact the same location as well ??

cheers

onra
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Racheal Robertson
 
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Post » Sun May 18, 2014 2:53 am


I really like this idea, I know that may require a little more work but it would really add some atmosphere! I have to admit I found the tower to be a little out of place in it's current location but I understand your working with a very cluttered (and small) world map. I hope TES V doesn't shrink the world any further, I'm already feeling claustrophobic! /stare.gif' class='bbc_emoticon' alt=':stare:' />
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Ice Fire
 
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Post » Sat May 17, 2014 8:44 pm

With patch 1.1 - Sendal's Tower will be removed and added to a new worldspace i'm currently building ..which actually means more customization possible as well. But it will take a while to build it. So quite possibly next week or a little later. Added will also be an immersive way to go back and forth.
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Matt Bee
 
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Post » Sat May 17, 2014 11:40 pm

So far I have played through the entire Ma'krash story line with GoC. I cannot wait until episode II. If I might make humbly make suggestions for upcoming story lines:

-Since the Nightblades are the portion of the Legion whose job it is to perform...questionable duties, perhaps you could have them eliminating Mythic Dawn agents. These could be NPC's added to the game by GoC (to the actual Mythic Dawn faction, so they behave appropriately) or even some of the vanilla "sleeper" agents (Else God Hater, et al) except of course for Jearl in Bruma (to avoid breaking quests.)

-Perhaps some custom spells could be provided by the Nightblades, as rewards/for purchase. Spells that the Legion would shy away from using. Necromancy-style spells, or knockout spells and arrows. Stuff that stealthy nightblades could use to perform their darker duties.

-A couple of "don't get caught or you are on your own" missions might be worthwhile, as well. Perhaps the Nightblades have caught wind of a Mythic Dawn Sleeper Agent amongst the Legion? You need to assassinate this sleeper (who ideally is located in a busy city and wearing Legion gear, though who it not a member of the Guards class or Legion Faction (to avoid the psychic guards issue) but if you get caught, its a crime since no one knows he is a sleeper and you are on your own.

Just some humble suggestions. Either way thanks for making this mod and I did enjoy playing through it! The Tower was a nice touch.
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James Smart
 
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Post » Sun May 18, 2014 8:37 am

well i'll go on a blade raid...

then i will go on a Akatosh raid in cloud temple
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Heather Dawson
 
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Post » Sat May 17, 2014 9:00 pm


Life got really busy and still is so i didn't have the time to update the module as i said i would ..which is the new worldspace and a few new additions. Great to hear you enjoyed the module! You might be right about enhancing the Nightblades with additions in game-play. Sorry to be short.. Cheers.
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Red Bevinz
 
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Post » Sat May 17, 2014 7:27 pm

Thought I might add a tiny (tiny) error report:

A small underwater land tear around Cell 2,16.

Minuscule I know, and an easy self-fix, but in the aim of mod perfection and all.../biggrin.gif' class='bbc_emoticon' alt=':D' />
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Amelia Pritchard
 
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Post » Sun May 18, 2014 10:11 am


Hello mate,

Thanks for the report. I'll check it out soon i hope. Currently i got some medical issues. There is a cyst in my neck atm. I will get surgery tomorrow. So if all goes well i can hopefully resume modding in a few weeks from now and update the module and continue working on episode 2.

Cheers.
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stevie critchley
 
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