Verona House : Bloodlines

Post » Fri May 27, 2011 1:38 am

The Auger dialog menu shows no entries, however, I do not have Toasters or CM partners installed. I do have Saeriloth and Viconia (Sulteric's companion mods) as well as Aeliyah Kumiko, who joined me after finishing the Kumiko Manor Crypt quest. Do you know if there are any issues with those mods? Do they use Toaster code, even though the toaster esp is not loaded? Just curious.

Using the conflict detector that comes with OBMM indicates a number of conflicts, not only with UL mods, but mods like Lost Spires. If you could direct me to where in the tree I should look for a conflich that might affect Auger's Dialog menu, I believe I can get to the bottom of the problem.

In your estimation, whicm commonly used mods, outside of toaster's, would be most likely to cause the dialog to disappear?

Edited to add: The more I think of it, I think the incompatability exists with Kumiko Manor Mod - while you are not explicitly told that Toasters or CM Partner is a requirement, there is a stage about 1/10th the way through the Kumiko Crypt quest where you are provided "companion partner rings" (lower level of the crypt before you jump into another dimension - used to keep you from losing your companion forever). I am wondering if the author incorporated Toaster code into his main esp. I will test it this evening.

Edited to add: Deactivating Kumiko Manor causes a crash to desktop when I try to load a save game. That is interesting behavior, that makes me wonder if there is indeed a conflict. I saw a post about there being no conflict with Kumiko, but he also said he was running an older version, most likely a version without the NPC companion.

I just saw DTOM's goodbye post about how he is no longer supporting this excellent mod. VH:B and Lost Spires do not only represent a great deal of intelligence but also creativity. Why are there always people out there who try to tear down the truly talented? Its a real shame.
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Angel Torres
 
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Post » Fri May 27, 2011 1:23 pm

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.


The mediocre have always criticized the talented because they lack the ability to actually create anything decent. I will say I would most definitely taken up for him had I been here. That is my nature. To those of you who make it your business to tear down gifted modders: While I realize that it took you a week to master the complexities of the "Hello world." program in C Programming 101, Freud would categorize your behavior as reflective of an inadequacy of some sort, a reaction formation to protect your sense of self, you make yourself feel big by trying to make others feel small. Well, the truth is you are the one who is in fact small, in both the psychological and physiological senses, if you get my drift.
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Aman Bhattal
 
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Post » Fri May 27, 2011 5:31 pm

Edited to add: The more I think of it, I think the incompatability exists with Kumiko Manor Mod - while you are not explicitly told that Toasters or CM Partner is a requirement, there is a stage about 1/10th the way through the Kumiko Crypt quest where you are provided "companion partner rings" (lower level of the crypt before you jump into another dimension - used to keep you from losing your companion forever). I am wondering if the author incorporated Toaster code into his main esp. I will test it this evening.

Edited to add: Deactivating Kumiko Manor causes a crash to desktop when I try to load a save game. That is interesting behavior, that makes me wonder if there is indeed a conflict. I saw a post about there being no conflict with Kumiko, but he also said he was running an older version, most likely a version without the NPC companion.


I have Kumiko Manor active in a game and saw no conflicts with Verona House. If you use Wrye Bash bashed patch, you probably need to rebuild the patch after you remove a major mod to avoid the CTD on loading.

I just saw DTOM's goodbye post about how he is no longer supporting this excellent mod. VH:B and Lost Spires do not only represent a great deal of intelligence but also creativity. Why are there always people out there who try to tear down the truly talented? Its a real shame.

If you check a few posts above, you will see that the very gracious and helpful DTom still is assisting users on this forum.
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Cat
 
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Post » Fri May 27, 2011 11:19 am

Dtom,

I am encountering the empty dialog list issue when talking to Quest-related NPC's. I do not have Toaster's installed, which is known to cause this problem. I am not thinking Kumiko may not be the culprit. Here is the list of the active mods I am running - do you see anything in this list which jumps out as a possible cause of the problem. Thanks in advance for your assistance. I have a friend in MoD in London, and will arrange a paid pub trip (meal, two drinks) if you are in the London area and can provide help. Note, I tried various load orders to no effect, and deinstalled most mods - except for Midas and Kumiko - where trying to load a savegame resulted in a CTD.

Thanks

"TheTechnician"

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  ANB_Scrolls.esm03  Kvatch Rebuilt.esm04  Cybiades.esm  [Version 2.0]05  xulAncientYews.esp06  xulAncientRedwoods.esp07  xulTheHeath.esp08  DLCOrrery.esp09  The Lost Spires.esp0A  xulColovianHighlands_EV.esp0B  xuldarkforest.esp0C  XulEntiusGorge.esp0D  xulLushWoodlands.esp0E  KumikoManor.esp0F  xulChorrolHinterland.esp10  DecoratorAssistant with OBSE v1.1.esp11  Unofficial Oblivion Patch.esp  [Version 2.2.0]12  Unofficial Shivering Isles Patch.esp  [Version 1.2.0]13  DLCHorseArmor.esp14  Landmarks, w Wells.esp  [Version 1.10]15  Black Robe of Invisibility.esp16  Natural_Water_by_Max_Tael.esp17  Natural_Weather_by_Max_Tael.esp18  ANB_Gabby_Comp.esp19  SeasonWeatherforMoreSkyClimates.esp1A  DLCThievesDen.esp1B  DLCMehrunesRazor.esp1C  Encyclopaedia Cyrodilica.esp1D  Crowded Roads.esp  [Version 2.0]1E  DLCVileLair.esp1F  DLCSpellTomes.esp20  SeductiveIdles.esp21  Knights.esp22  thievery.esp23  DLCShiveringIsles.esp24  Blood&Mud.esp25  Castle Ravenpride.esp  [Version 1.01]26  Bag of Holding.esp  [Version 1.5.0]27  Quest Award Leveller.esp  [Version 2.0.1]28  Cybiades.esp  [Version 2.1]29  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]2A  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]2B  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]2C  DLCBattlehornCastle.esp2D  Knights - Unofficial Patch.esp  [Version 1.0.6]2E  Ruin.esp  [Version 2.50]2F  Lynges_Thieves_Highway-10256.esp30  MountainTower.esp31  DarNified Books.esp32  Hermaeus Mora Daedric Quest Fix.esp33  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.3]34  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.2]35  SM_EnchantStaff.esp  [Version 0.78]36  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.1]37  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.2]38  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]39  GlenvarCastle.esp3A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.2]3B  eyja.esp3C  Alternative Start by Robert Evrae.esp3D  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.2]3E  DLCFrostcrag.esp3F  SupremeMagicka.esp  [Version 0.78]40  SM_ShiveringIsles.esp  [Version 0.76]41  CybiadesDungeon.esp  [Version 2.1]42  Grandmaster of Alchemy.esp43  Saerileth.esp44  Viconia.esp45  MidasSpells.esp46  Streamline 2.1.esp47  Kvatch Rebuilt.esp48  VHBloodlines 1.2.esp  [Version 1.4]49  Bashed Patch, 0.esp

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noa zarfati
 
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Post » Fri May 27, 2011 12:37 pm

Aye I too am having the same issues with auger as i mentioned in an earlier post on this thread I also do not have kumiko manor CM partners or talkie toaster
I do have saerilith though but to be honest i've had this issue before I downloaded that mod............so please assistance from anyone would be excellent

my thanks in advance.

Amonriun out.
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MARLON JOHNSON
 
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Post » Fri May 27, 2011 7:03 am

I've heard of problems reported to me concerning these mods. You know, you really shouldn't screw with dialog settings on a global scale with any mod, Cheydinhal Pet Shop is a perfect example.

It makes me want to say THANKS! Really appreciate the *&%&^R$ issues people!! WHAT were you thinking?
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GRAEME
 
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Post » Fri May 27, 2011 3:09 am

How is that post in any way helpful or supportive or informative? You started off fine, and shot yourself in the foot with 'THANKS! Really appreciate the *&%&^R$ issues'.
I suggest you learn some courtesy.

Remember that these people spend their free time doing this for free, and if you find a problem you should tell them about it so they can fix it, not be rude.

On another note, I would say I love this mod, and it's great, but I haven't got far enough to start it yet, I keep creating new characters.
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saxon
 
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Post » Fri May 27, 2011 1:27 am

well even though he did come off wrong he does have to deal with things like that like every other modder...hah you should have seen the controversy of his BG Companion mods on other forums..anyway that is beside the point

How can this be fixed I dont use/have the mentioned mods that cause this Issue with Auger's dialog options not appearing. and i know it isnt the saerillith mod either becuase i've had this problem before i installed that mod
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Dj Matty P
 
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Post » Fri May 27, 2011 8:59 am

I've heard of problems reported to me concerning these mods. You know, you really shouldn't screw with dialog settings on a global scale with any mod, Cheydinhal Pet Shop is a perfect example.
It makes me want to say THANKS! Really appreciate the *&%&^R$ issues people!! WHAT were you thinking?


I must be one of the lucky people that have managed to play through this mod without a hitch.
I have to say this to you.
There are very few mods on this scale that don't have conflicts when running dozens together, and everyones folder contains different files and load order making beta testing on a global scale an impossibility. With the hundreds of thousands of different mods and loading order combinations used are you surprised that a compatibility issue arises that has not been encountered before?
It's because of comments like yours the author of this mod has pulled the plug and will release no more to the public, although for reasons known only to himself continually updates this one as and when a reported problem occurs.
Nobody is forcing you to play this or any other mod. If you don't like it, it's pretty simple - deactivate it.
Go think about your rude comments - SERIOUSLY. It's things like this that drive modders like dtom away. Do you want me to name a few more?
Go read some threads and show some encouragement when you post instead of derogatory remarks.
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Chloe Lou
 
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Post » Fri May 27, 2011 5:15 am

How is that post in any way helpful or supportive or informative? You started off fine, and shot yourself in the foot with 'THANKS! Really appreciate the *&%&^R$ issues'.
I suggest you learn some courtesy.

Remember that these people spend their free time doing this for free, and if you find a problem you should tell them about it so they can fix it, not be rude.

On another note, I would say I love this mod, and it's great, but I haven't got far enough to start it yet, I keep creating new characters.


I think you summed it up for me nicely.

Please be polite and constructive in your criticism - or I'll have to reach for that fabulously sharp and spiky banhammer that Summer gave me.

:stare:
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C.L.U.T.C.H
 
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Post » Fri May 27, 2011 7:46 am

Hi All.

Firstly sorry for not getting back to everyone but I've been super super busy. I'm sorry to see a few angry words flying about. I think I've missed something. Do we for sure what's causing the conflict issue causing Augers dialogue to go. Until we do we can't fix anything so lets all calm down.

I hope to have a new version ready by next week-end, but it is conditional on me finding time to do it.

The list includes a lot of previous fixes which were undone by version 7 and my heavy handed clean up.

So these are the issues I plan to address. If you know of others let me know.

1. Imperial Trading Office building missing from the waterfront(only door appears).

2. Vicenza treats PC as trespasser in Dining Room after 8pm.

3. Harold has only Taxes topic

4. Marimar has no upgrade topic for female NPC's

5. Vicenza does not upgrade stock etc ( Thanx to Delwynndwn for his input)

6. Marimar topics at start of quest 3.

--------

Known issues that will take more time and will not be fixed.


1. In quest 3, player visiting Marimar for the first time complain he has no relevant topics.
This is caused by players using version 9 or below who have visited the Tomb of the unknown bride BEFORE visiting Marimar. This caused a script to run which artificially progressed the quest. Version 9 + has a protection on the tomb script to prevent this but it is not retrospective.

2. PC's who where vampires cannot use the vampire disguise/cure. I'll need to investigate why this is in more detail.

3. Some players have experienced issues with Auger's dialogue disappearing. This is a compatibility issue. Until I know what is causing it and why I can't fix the issue. If those who have this issue could try turning off mods one by one to find the culprit. It's not any of the biggies. (OOO
---------

On a more general note.

1. CTD at the end of Auger's niece.

This was fixed by Version 9+. If you are using Version 10 and getting this let me know.

2. SI v Van

The only difference between the SI version and the Vanilla versions are some additional storage and sorting scripts in the house.(These use SI references and will cause issues in Vanilla games)

3. The Mirror site needs updating. The problem is time. I will get round to it soon.

4. Items disappear when sorting. This is a long standing OB issue. If you leave the area and return to the chest later, you find the missing items. This usually occur when sorting large amounts of gear or chest holding large amounts.

Hope this helps

Dtom
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Nicholas C
 
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Post » Fri May 27, 2011 9:55 am

Glad to see you around, Dtom. Many pats on the back to you. :)
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Claudia Cook
 
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Post » Fri May 27, 2011 5:50 am

My apologies if you took my comments in the wrong context. I had a few beers in me at the time and should have been more explicit. I wasn't referring to this mod, I was referring to any mod that screws with settings that directly effect dialog and should not be messed with in consideration of other mods.

I'm sorry anyone thought I was talking about this mod in particular, that was not my intention.

Cheydinhal Pet Shop in particular needs someone to pick it up and fix the original issue. The problem sometimes is people move on and support for their mods is dropped. The average user should not have to google obscure links and do random searches looking for this tip and that work-around. It should work out of the box. In the meantime I can take an entire page in my read-me to explain the issue.
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Amy Cooper
 
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Post » Fri May 27, 2011 8:29 am

My apologies if you took my comments in the wrong context. I had a few beers in me at the time


That guy Budweiser again, huh? :celebration: :hubbahubba: :wave:
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LuBiE LoU
 
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Post » Fri May 27, 2011 8:58 am

My apologies if you took my comments in the wrong context. I had a few beers in me at the time and should have been more explicit. I wasn't referring to this mod, I was referring to any mod that screws with settings that directly effect dialog and should not be messed with in consideration of other mods.

I'm sorry anyone thought I was talking about this mod in particular, that was not my intention.

Cheydinhal Pet Shop in particular needs someone to pick it up and fix the original issue. The problem sometimes is people move on and support for their mods is dropped. The average user should not have to google obscure links and do random searches looking for this tip and that work-around. It should work out of the box. In the meantime I can take an entire page in my read-me to explain the issue.


Many thanx for that. I\m the very devil when I have a few beers in me.
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Alkira rose Nankivell
 
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Post » Fri May 27, 2011 4:24 pm

11 days.......:/ I know life is time consuming but i must ask any luck on this yet?......:/
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amhain
 
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Post » Fri May 27, 2011 9:57 am

3. Some players have experienced issues with Auger's dialogue disappearing. This is a compatibility issue. Until I know what is causing it and why I can't fix the issue. If those who have this issue could try turning off mods one by one to find the culprit. It's not any of the biggies. (OOO


I don't know anything about this particular mod, but it sounds like the problem could be http://cs.elderscrolls.com/constwiki/index.php/Common_Mistakes since it's dealing with a dialogue problem and fits the description of the symptoms.
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Jade
 
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Post » Fri May 27, 2011 8:58 am

I don't know anything about this particular mod, but it sounds like the problem could be http://cs.elderscrolls.com/constwiki/index.php/Common_Mistakes since it's dealing with a dialogue problem and fits the description of the symptoms.

I'm aware of this issue and have NOT added any topics via greetings and the Add topic bug. The issue appears very isolated, but I will continue to look closely at it.

Anyway VERSION 11 for SI users is now up and running at nexus. I'll post a van version in due course. I also hope to spend some time updating the mirror site in the next week or so.
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Lucky Girl
 
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Post » Fri May 27, 2011 9:21 am

Awesome dtom, thanks a lot. I love strolling through Verona Bay, it fits so well with the vanilla world that I can't even imagine it not being there from the beginning.

Thanks again for continuously supporting this excellent mod.
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John N
 
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Post » Fri May 27, 2011 8:55 am

I am downloading Bloodlines Full SI V8.
Is that the right file? Sorry but am a bit confused. Do I need the Verona SI v11 patch as well?
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Josee Leach
 
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Post » Fri May 27, 2011 3:05 am

Are there any plans to upload the version 11 patch to any other mod site? I changed my email address to a webmail address, and updated my profile at TesNexus. Now I am unable to download any of the large files, because (despite my best efforts) the validation email doesn't show up in my webmail inbox.
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Czar Kahchi
 
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Post » Fri May 27, 2011 7:12 am

I loved this quest in the previous version.. but ran into a dead end that wasn't covered in the walkthrough readme.
when the quest has you travel south of Cheydinhal to a green, outside quest marker. There were steps leading to nowhere :o
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Colton Idonthavealastna
 
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Post » Fri May 27, 2011 3:12 am

I am downloading Bloodlines Full SI V8.
Is that the right file? Sorry but am a bit confused. Do I need the Verona SI v11 patch as well?


Yes Blade download v11 also. V8 full has all the necessary files while v11 is the latest update/bugfix of the esp. So you'll definately want to replace v8's esp with v11.

There are also compatibility patches for ULs and a few more bonus things you might want to check before firing up the game with Verona in it.
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Suzy Santana
 
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Post » Fri May 27, 2011 5:09 pm

A couple concerns and suggestions here. Minor spoilerage here so stop reading if you haven't played this yet.

Some unbalancing items in this mod I think need to be adjusted a bit. First would be the hunter's band, while this item makes good sense for what your task are after getting it, I think reflect spell 120% and resist disease 120% are a bit out there. By the FCOM pricing system this ring weighed in at over 200,000 value, next closest item I have is around 30,000. I think if you knock the reflect spell and resist disease down to 20% a piece but leave the detect life the ring would still make good sense and not be unbalancing, that way other items the player has are effective and your not giving the player a big boost.

Second item is the sword you get, not only does it have two large elemental enchantmets but an attack rating of 26 is way up there. Most two handed weapons don't seem to reach that or are at or around that. I understand FCOM rebalances weapons and your mod is based on vanilla specs, but still 26 is a lot for a one handed sword, specially backed by the enchantments.

Also I found the mod a bit easy, at level 12 which is what I was at for most of the quest I was one hitting most of the enemies they seemed to have hardly any health, with only 8% reflect damage they seemed to take therselves out, and that hunter's band made it rediculous really. Even Valon I took down with only a few hits. Harriet and the other of the last of the night brethern gave the most trouble, specially the other one, villo I think or something like that, only because he summonded two very high level skeletons that hit hard and kept me off my feet I actually had to use a health potion against him.

I don't know what it is, not sure if FCOM is making my character too strong for your mod or if your mod was setup for people running a very high difficulty setting. I typically use a difficulty setting right about half, which works good speailly with FCOM, the main quest and guilds were all challenging enough leading up to when I played through this mod, but this seemed quite a bit easier in comparison. Enemies seemed to attack hard enough just no health really to keep them up. All the warnings about difficult areas kinda didn't apply as I could easily charge right through the big areas with hordes of night brethern without issue really.

I enjoyed the story quite a bit, thought it was a good long quest, only other suggestions would be, the following zam beckett for me, caused an uneasy pause, I'm fine with a littly spying and digging up info but the large time out around following him around and discovering the affair and such almost had me turned away it was a bit of a mood breaker at that point in the story. Also if you ever had the time and a little decent software could help to try leveling the volume of the voices to nearer the vanilla voices. Voices were quite well done I though but the volume shift flawed it a degree and made the above average voice acting not seem so due to the sudden switches from the character greeting to their alternate voice sometimes and in a few cases hard to hear what their saying.

Anyway, don't take this too harshly, just giving some constructive advice.
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c.o.s.m.o
 
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Post » Fri May 27, 2011 8:42 am

Just a couple of comments on your review cyruscloud.
Really impressive that you managed to become Champion of Cyrodil at level 12 using FCOM. I've no idea how you managed to get past Mankar Camaran considering there's a 20 level difference between your avatar and him until your character reaches level 25, where the difference start to dip.
I run FCOM and even at level 47, full magic resistance, spell absorb and 75% reflect damage, I still had to reload my game twice.
If finding the mod too easy, cranking the difficulty slider would have solved that aspect. You must remember that opponents in a mod not enclosing an overhaul like FCOM will only be leveled to you, not like the mod your used to playing where entering certain areas of the game before your ready would lead to the certain annihilation of your character.
I would imagine that dtom aimed this at a character around level 30, which would have made the enemies much stiffer opposition.
FCOM will also offer you equipment stronger than found in a game played without, perhaps a contributing factor if finding the enemies too easy.
A sword with 26 damage not using MOBS?
My character is currently picking up weapons in FCOM with a base damage of 77 (blade skill 105 using an uncapper mod), so I wouldn't really class that as over the top. I'm currently using a one handed sword with a base damage of 68 (repaired to 125%)
Light Of Dawn from FCOM fully developed is close to 90.
The ring may be uber, but again I stress that this mod is aimed at a higher level character than your own, where he has already found equipment that will be very powerful, and money wont be a factor at that stage of his career.
But again, FCOM blows up enchantment values enormously, so 200,000 is certainly a false figure if playing this mod vanilla.
Just my thoughts on your findings
Cheers
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ILy- Forver
 
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