Verona House : Bloodlines

Post » Fri May 27, 2011 4:38 am

well acording to the guide
The Retreat

The Traitor's Son
Meet Marimar in the Silverhome on the Water inn. Marimar it transpires is Sanderion's son. He'll comment that it is from here that his father brought shame on the family. He will confess his family link with Sanderion. He will also return the clue letter and amulet Harding took off you at the end of Auger's Niece. (The clue letter is no long considered a quest item and can be discarded. The amulet will for now be a quest item.)
You are given a standard option to talk about BACKGROUND. This is available throughout the questline.

instead for me it just goes straight to background .
no clue letter no amulet just background

load order
Oblivion.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Francesco's Optional New Creatures Add-On.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Francesco's 7 days respawn time - 1-16 day lenght rescale.esp
Francesco's level up mini mod.esp
Francesco's Optional Files.esp
PJs Spells - Cheap Spells.esp
Toaster's Legendary Skills & Stats.esp
Toaster's Legendary Mastery.esp
SupremeMagicka.esp
Bag of Holding.esp
Bonds Big Portable Tent.esp
The Lost Spires.esp
Origin of the Mages Guild.esp
Merchant_Tim.esp
JQ-Fighters_Guild_United.esp
TheNecromancer.esp
FightersGuildContracts.esp
KvatchAftermath.esp
VHBloodlines 1.2.esp

any help is appreaciated thanks in advance
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sam smith
 
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Post » Fri May 27, 2011 4:06 pm

Hello everyone
I love this mod, I love this house, and I thought I would give the quest a go for the first time
and not cheat to get the house.
When I go to talk to Auger, all I get is "I am busy" and no choices for dialogue.

I am totally convinced that the problem is on my part, that I have done something wrong, but
I have trouble finding out what. I was just wondering if anyone else has encountered this
and can point me in the right direction as to what I need to fix. I have downloaded and installed
several times, I am using the SI version. Latest patch.

Love your work Dtom. :)
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Alexxxxxx
 
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Post » Fri May 27, 2011 6:55 am

Hello everyone
I love this mod, I love this house, and I thought I would give the quest a go for the first time
and not cheat to get the house.
When I go to talk to Auger, all I get is "I am busy" and no choices for dialogue.

I am totally convinced that the problem is on my part, that I have done something wrong, but
I have trouble finding out what. I was just wondering if anyone else has encountered this
and can point me in the right direction as to what I need to fix. I have downloaded and installed
several times, I am using the SI version. Latest patch.

Love your work Dtom. :)


You should have a topic called Salva Harding.
This is added by Vicenza's initial greeting in the first intro quest.
Make sure the Suger's Neice quest has started. Talk to Harding.
Use the console command SQV VHQ001 to check that the quest is at stage 10.
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Danielle Brown
 
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Post » Fri May 27, 2011 11:01 am

You should have a topic called Salva Harding.
This is added by Vicenza's initial greeting in the first intro quest.
Make sure the Suger's Neice quest has started. Talk to Harding.
Use the console command SQV VHQ001 to check that the quest is at stage 10.


Thankyou so much for your reply!
Yes, the queststage is set to ten, but I guess he just doesn't like me much, cause he
still didn't wanna talk to me. I also checked back with Salva, but that didn't change anything.
I set it to 20 and a popup told me to go asking around for his niece. Gonna see if that works
otherwise I'll load a previous save and try something else. Thankyou again!
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Josh Lozier
 
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Post » Fri May 27, 2011 1:52 pm

Should have a version 8 ready at the weekend, and I'll sort the files out to clear up some of the o'd files. Any other glitches need fixing

I plan to fix

1. Quest updates to wrong point if you grab letters from tomb prior to seeing Marimar.
2. Quest updates to wrong point if you have all ingredients prior to visiting Ka Vala for the first time.
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Conor Byrne
 
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Post » Fri May 27, 2011 11:13 am

I do not think is it an overstatement to say it would be an absolute travesty if modders like your good self leave the community.

Why is it that sometimes eccentric, sometimes quirky, sometimes moody, but ALWAYS talented individuals receive such negativity from pond life? Trying to drag down to the bottom of the IQ chain these giving individuals who want to enrich our game with wonderful ideas and creations is just abhorrent. The baying masses always seem to want to claw down talent. Unfortunately there are far more morons out there with invalid, obnoxious VOCAL opinions and demands than there are the supportive silent majority. It really is such a shame.

Some people should be means tested to be alive. I really hate this 'me me me' generation of demanding, selfish, nano-second attention span cretins. I wish they would all go and play with the traffic!

Thank you my friend for a wonderful mod. And thank the whole team as well.
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Isaiah Burdeau
 
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Post » Fri May 27, 2011 4:45 am

Well leaving or not, it's the modders choice. It's their choice to listen to the "pond life" or not. I know those that seek music careers have this problem also. The problem is trying to convince the person that there is a following, and that in that following will be others that follow this mod and may just discover it one day. The baying masses will be silenced once and for all. It's the fact that you have to STICK with it and see it thru. It's almost like in War time. Everyone tells you that you can't do this or that, but you see the big picture, and you know eventually you will come out on top.
Everyone has their opinions, but you must stick to your principles and your inner creativity.
No one liked Churchill, No one like Roosevelt. But they stuck to it. Impeachment, protests, etc. without them you wouldn't and I wouldn't be posting this now. And tho, WWII has really nothing to do with modding a video game, It's the fact, that they were willing to stand up for what they knew was good and right in spite of what others thot. And they were right.
*goes to bed after philosophizing enough*
Snicker
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Emily Jeffs
 
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Post » Fri May 27, 2011 7:41 am

Wow! This mod looks fantastic. Will downlaod and play as soon as i get home. Thanks for this.
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Micah Judaeah
 
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Post » Fri May 27, 2011 8:14 am

Should have a version 8 ready at the weekend, and I'll sort the files out to clear up some of the o'd files. Any other glitches need fixing

I plan to fix

1. Quest updates to wrong point if you grab letters from tomb prior to seeing Marimar.
2. Quest updates to wrong point if you have all ingredients prior to visiting Ka Vala for the first time.



dtom - thank you for continued support of this mod. I appreciate the hard work and effort you have spent in creating your mod. Looking forward to version 8 when you post it.
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Sami Blackburn
 
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Post » Fri May 27, 2011 1:44 pm

When Narissa sorts your magical items, where does she put the alchemical apparatus? I couldn't find any container labeled for that.
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SEXY QUEEN
 
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Post » Fri May 27, 2011 6:42 am

When Narissa sorts your magical items, where does she put the alchemical apparatus? I couldn't find any container labeled for that.

They should be in the counter immediately below the potion sorter.
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Andrew Tarango
 
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Post » Fri May 27, 2011 2:37 am

I haven't taken the time to read all the threads on this, but it seems that a floor section in Fort Doublecross is missing in this mod. Has anyone else noticed it?
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Mashystar
 
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Post » Fri May 27, 2011 7:00 am

They should be in the counter immediately below the potion sorter.

Thanks for the quick reply. I'm in the process of using the house to store all the loot I took from my overflowing Bag of Holding. I had to use TGM, as it weighed >7000 lb. After several hours' work it's down to about 4000. Verona House is an OCD type's dream (or nightmare), with a place for everything. I'm still placing mannequins on the last few pedestals to display the armor sets from some of my >200 mods. All the standard armor displays are long since filled. I did encounter a problem with one of the wall-mounted weapon storage containers. When I bumped it with a weapon I was trying to place on the display shelves next to it, it started to fall and ended up sticking into the wall mesh with just the sword hilt showing. Should it reset if I select it in the console and type disable then enable?
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Bryanna Vacchiano
 
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Post » Fri May 27, 2011 11:39 am

Awesome mod, sir! Thank you for your work. It is very much appreciated. :)
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james tait
 
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Post » Fri May 27, 2011 11:15 am

Far too many people consider you to be their servants, they demand constant attention and see you as a creator of their mod. If it doesn't meet their tastes they attack, they badger via constant e-mails, PM's and posts, and they slowly wear down your resolve.

But, what really annoys me, is that the wider community finds this acceptable.

Dtom


It is a very unfortunate truth about life that the haters will always make more noise than the kind people. Verona House is incredible, there is not doubt. But for haters it really doesn't matter how good your mod is; they will hate and whine and complain no matter what.

For the record, I don't find the type of attacks and badgering you've experienced acceptable. But I didn't even know about much of it, and I am wondering what I can do to stop it?but I find no answer because I've learned you can't change haters and the more you try to the louder and more hateful they get.

I made a major mod for a first person shooter a while back and some people loved it and some people hated it. We had over 250,000 downloads...that's not too bad I guess, but regardless, I made it for me and was not interested in numbers or listening to whiners. But I realize it's wearing to hearing people whine continually. But I just chose to let it not bother me. It is always dangerous to look to the "masses" or the "community" or whatever for validation of any kind. The "masses" are fools, I'm sorry to say. Therefore, I made my mod for myself and the 5% of people out there who are sincere and do appreciate my work.

What I did when I got hate mail or whatever, I just imagined I was visiting the mental asylum, and you have to understand that angry letters are how all the crazy fruitloops show affection. :) But seriously, they are the ones with the problem, not you. Think of all the great people history, most of them had way more criticizers or naysayers than supporters. I think of Edison, the Wright brothers, Copernicus, and so many others.

Buddah is right that there are TONS of people out there who use and love your mod but they never post for better or for worse. To me that's ok. In the end, as modders, we all need no expectations. We should simply mod the best we know how and mod for the joy challenge of it. Please just know that there are countless numbers of people like myself that love your mod and do personally understand what dedication and sacrifice it takes to make a mod like this.

I do feel compelled to say that maybe you're letting the masses get to you more than they should. Maybe you should stop all support and hand that over to people on the forums. But to stop modding simply because life is full of evil, ignorant, and dumb people...that is very unfortunate. Just remember that although the crazies try to tell you the world is flat, you know the truth and what they say just doesn't matter. But that's just my opinion of course, and I mean my comments in the most respectful manner.

Anyway, dtom, thanks for all your hard work, from one modder to another. And afterall, it's just a game, right? ;)
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Brian LeHury
 
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Post » Fri May 27, 2011 1:01 pm

Ohh this looks like an interesting mod.

Has the compatibility issue with CM Companions been resolved?
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Cathrine Jack
 
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Post » Fri May 27, 2011 4:25 am

The reported problems are with Toastie's Share and Recruit, not CM Partners. I have no idea if CM Partners has a problem or not, but I hadn't heard of one before...perhaps someone else can elaborate?
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N Only WhiTe girl
 
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Post » Fri May 27, 2011 1:20 am

The companion share issue was fixed (version 1.4) I believe, so no compatibility problems exists with Toasters mod any longer.
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NAkeshIa BENNETT
 
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Post » Fri May 27, 2011 8:27 am

I haven't taken the time to read all the threads on this, but it seems that a floor section in Fort Doublecross is missing in this mod. Has anyone else noticed it?

Are you using Version 7 and above.
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Mandy Muir
 
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Post » Fri May 27, 2011 2:25 pm

Anyway version 8 is up and running at Nexus. I'll update the mirror tomorrow.

Let me know if you encounter any other issues.

Thanks to all for the continued support.
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IsAiah AkA figgy
 
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Post » Fri May 27, 2011 3:07 am

Anyway version 8 is up and running at Nexus. I'll update the mirror tomorrow.

Let me know if you encounter any other issues.

Thanks to all for the continued support.


Thank you, sir! :) You are awesome.
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D IV
 
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Post » Fri May 27, 2011 4:08 am

I became aware that versions 7 and 8 are displaying a CTD error due to a bad reference in a script. I've hopefully fixed this and have updated to version 9 at Nexus. The mirror site is badly out of date and I will need to update this next week.
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Shannon Marie Jones
 
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Post » Fri May 27, 2011 1:27 pm

Thank you for updating, it is much appreciated.
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Thomas LEON
 
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Post » Fri May 27, 2011 7:18 am

Got a strange issue whereby I'm in the abandoned prison and I cannot open one of the metal gates despite clicking on the lever. The lever doesn't move and the gate doesn't open and so I cannot get to Auger.....

Fantastic mod, by the way. VERY impressed thus far.
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Lisa Robb
 
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Post » Fri May 27, 2011 2:00 pm

Right, I managed to noclip past the gate that didn't open. So that's fab.

Now I'm on the debt quest but I've interviewed everybody and don't know what to do now. According to the walkthrough (which I've checked to see if I've missed anything), I need to wait for an update from the West Weald Inn. However, I've waited about a week now and nothing has happened. Help!!!
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Quick Draw III
 
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