(WIPZ)Frostcrag Reborn 3.1

Post » Thu Jul 29, 2010 10:52 pm

Frostcrag Reborn 3.07Beta Discussion Thread

This is a Discussion and Complaint Catchall for Frostcrag Reborn v 3.06 . I've been toying with the idea of starting on a new version but I will have limited time. I am hoping that I can get a bunch of good feedback to let me know exactly what people would like done for the next version, so that I can concentrate on those aspects. Here is your chance to add your voice and opinion as to what I will be working on etc.
Please feel free to critique and complain as to what you like or don't like about the current version. If you voted no or sometimes in the above poll, please take the time to voice your concerns or why you don't use Frostcrag Reborn. Although I can't promise to accomodate everyone, I would like to be given the chance to try to fix any large concerns.

Also, If There is enough support here, I have toyed with the idea of creating a modder team to help me complete the most requested feature (namely the ability to create a new chapter to the mage's guild after the other quests are completed). If you or anyone you know might be interested in helping to create a part of Frostcrag Reborn's next version, this might be your chance. Previous experience with the CS is a bonus, and some examples of your work would help your chances of getting in on the team.

Thanks for you time and please keep the criticism constructive. ;)

Indefiance
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Thu Jul 29, 2010 10:17 pm

Would like to say that i love your mod, and that i probably wouldn't even look at the castle, without your work, now i spend long portions of time just gazing at the beauty you created. I actually haven't seen everything the mod has to offer, but i am loving what i have seen :)
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Thu Jul 29, 2010 7:36 pm

Good that you're back to this Indefiance!

In your absence I edited the FrostcragRebornCobl.esp file for my personal use, basically I have poured in it all the bugfixes and tweaks I've been able to find so far. I also noticed that the Frostcrag chapterhouse was almost finished in your mod, only thing it needed was a quest script to trigger it, so I made a simple one to go with it. I think the most important thing there to make it interesting would be to tweak the new NPCs to have something interesting to do/say, like AI packages, services offered, being recruitable?... I don't know for sure.
It's late here now, so I'll try to post tomorrow. http://www.gamesas.com/bgsforums/index.php?showtopic=1043341 you can view some things I found regarding your mod and the visible when distant parts of it. I'm not telling you to count with me, since I'm afraid I'm not a very reliable person right now, but I like this mod very much and would love to help in making it even better if I could.
Edit: one last idea I'd like to say before leaving. Would it be possible to remake the file structure of Frostcrag Reborn using mod de-isolation so that it becomes a plugin dependent on the original DLCFrostcrag.esp, instead of replacing it?
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Thu Jul 29, 2010 10:36 pm

Good that you're back to this Indefiance!

In your absence I edited the FrostcragRebornCobl.esp file for my personal use, basically I have poured in it all the bugfixes and tweaks I've been able to find so far. I also noticed that the Frostcrag chapterhouse was almost finished in your mod, only thing it needed was a quest script to trigger it, so I made a simple one to go with it. I think the most important thing there to make it interesting would be to tweak the new NPCs to have something interesting to do/say, like AI packages, services offered, being recruitable?... I don't know for sure.
It's late here now, so I'll try to post tomorrow. http://www.gamesas.com/bgsforums/index.php?showtopic=1043341 you can view some things I found regarding your mod and the visible when distant parts of it. I'm not telling you to count with me, since I'm afraid I'm not a very reliable person right now, but I like this mod very much and would love to help in making it even better if I could.
Edit: one last idea I'd like to say before leaving. Would it be possible to remake the file structure of Frostcrag Reborn using mod de-isolation so that it becomes a plugin dependent on the original DLCFrostcrag.esp, instead of replacing it?



About mod de-isolation...Im sure it is possible. Im just not sure how worth it, it would be, or the work involved vs. the benefits. To be honest I have only taken a cursory glance at de-isolation, and am not sure how difficult/easy it would be.

Yeah,,,I started to create some of the NPC's and such for the guild, but beyond that not much. The things you listed are exactly the types of things I would like included in the new guild, and perhaps creating a small quest to improve the guild etc. I would be also interested in a list of changes and such that you included in your personal FrostcragRebornCOBL.esp, with the intention of possibly just merging in those changes. Anyway, IM me when you get a chance and your more than welcome to help as much or as little as you want.

Indefiance
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Thu Jul 29, 2010 2:07 pm

Would like to say that i love your mod, and that i probably wouldn't even look at the castle, without your work, now i spend long portions of time just gazing at the beauty you created. I actually haven't seen everything the mod has to offer, but i am loving what i have seen :)



Well, I hope you keep delving...if you like what you have seen so far, I don't think you will be disappointed. But please do keep track of anything you might have concerning suggestions etc. in mind. I won't be starting Real work on this till the end of the semester, but I am making my game plan and getting the engines revved so to speak.

Thanks for your support,

Indefiance
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Thu Jul 29, 2010 6:37 pm

I had another idea dealing with the descension to Avalon (possible spoilers):
Spoiler
The placement of giant door barriers in the giant stairs didn't made much sense to me. In the quest log the character is warned that, even though he can jump by their side to avoid them, he should find the key so that he will be able to go up the stairs when leaving. But not only do those giant ayleid doors look a bit out of place there (besides, how is it that they "open", if there are no walls around them at all?), you can also get a spell soon after entering Frostcrag that can get you out of Avalon no matter where you are. So getting those keys to descend the stairs is mostly useless. And you have to define a new key for each door that you place in the stairs.
I was thinking that, instead of trying to difficult the player going back, why not difficult his way down. The stairs would be divided in sections. When first entering the stairs room, all the sections minus the first one would be initially disabled. The player would have to search the sideways chambers for a switch to magically enable the next section of the stairs. Also, given that there are mods that can make it viable to survive long falls (kilometrical falls in this case), such as levitation spells, the quest log could reflect this possibility. This would also allow to get rid of some redundant keys in the mod.

I put spoilers just in case someone hasn't seen this room, which is quite impressive. So, what do you think?
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Thu Jul 29, 2010 6:55 pm

Hi, i just wanted to post this odd bug i encountered, now i'm not sure why but frostcrag has disappeared, literally, not all of it though, just the main tower where the main entrance is, you can see the door, but the tower is missing, you can walk through where the tower is supposed to be and everything.

also, and i am not sure if this is a compatibility problem or something like that, but when i went inside the deep dungeon, the one with the mana beams and starts with the letter N, 2 of my 3 partners just disappeared, i'm not sure why but when i interact with them they are not there, i can start dialogue, but then i look up for some reason, i will try getting screenshots to show you.

PS

I got some weird messages on my console, i'll try getting those too.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Thu Jul 29, 2010 10:50 pm

I find this mod one of the numbered mods that are not made for my gameplay style. It's too luxurious for my taste. So I don't use it.
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Thu Jul 29, 2010 1:11 pm

Hi, i just wanted to post this odd bug i encountered, now i'm not sure why but frostcrag has disappeared, literally, not all of it though, just the main tower where the main entrance is, you can see the door, but the tower is missing, you can walk through where the tower is supposed to be and everything.


I had a similar problem. I removed Frostcrag completely, then reinstalled, and it worked. You might try that.

-B
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Thu Jul 29, 2010 2:26 pm

I had a similar problem. I removed Frostcrag completely, then reinstalled, and it worked. You might try that.

-B


Would that affect the things i have in there and the various deeds and quests i bought related to the mod?
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Fri Jul 30, 2010 2:05 am

Would that affect the things i have in there and the various deeds and quests i bought related to the mod?


Yup, you'll need to move everything out first.

-B
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Thu Jul 29, 2010 10:34 pm

Yup, you'll need to move everything out first.

-B


Sigh, oh well, if it'll fix the castle i guess i have to do it, quick question though, by re-install completely, do you mean delete all meshes, textures, esps, etc. then add them from scratch?
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Thu Jul 29, 2010 8:04 pm

Voted No. I've tried it out but it ran too slow on my rig. :( I'll get back to it when I upgrade as it looked amazing.

I wonder how you have achieved the cool http://www.tesnexus.com/downloads/images/9769-5-1199845019.jpg? Would it be hard to implement for vanilla Frostcrag?
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Fri Jul 30, 2010 2:24 am

I found that some of the rewards, once several were accumulated, made my character far too powerful, and the game was no longer a challenge. The mod is very well done, but, just doesnt suit my play style. It is still in my load order, and I go there sometimes just for the view..... as it is gorgeous.

Something else I noticed, is that not all of the LOD stuff would load. That may have just been an error on my part though.....
User avatar
Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Fri Jul 30, 2010 12:22 am

Dont know why i didn't think of this before, apparently it was the unofficial patch, really it just needed some common sense, the patch was supposed to fix the vanilla frostcrag, but this is a whole different frostcrag.

PS

The protection system (the one that blows cold wind) is slightly annoying as not only does it stop bandits, but me too, this is especially a problem because i have partners that accompany me, could you make it so that the frostcrag transportation spell takes you behind the altar, that way i dont get blown off my feet every time i go in.

Again, great work indefiance :thumbsup:
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Thu Jul 29, 2010 9:46 pm

Fix the thorne on the top of the tower?
As I recall it was none functioning.
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Thu Jul 29, 2010 6:08 pm

Not sure if this has been talked about, but the welkynd and varla stones one collects during the quests are non-functional. They appear in the Misc part of the inventory and not the Soul Gem section. Clicking on them does not produce the magical effect of "real" stones.
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Thu Jul 29, 2010 9:12 pm

you know one thing I'd love to see? akatosh dragon flying mount as a final reward. getting it for free is lame, but if you have to work for it... :D

btw, your mod is EXCELLENT. :)
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Thu Jul 29, 2010 1:53 pm

I love this mod, it is epic in every sense. I do agree with the doors on the long stair case, it would be nice to see some other blockade or obstacle as you can jump around these doors or just jump. (teleport pads to lower sections of the stairs with a key being needed or something along the lines of what was stated earlier) It would be awesome to be able to start your own mages guild chapter, that would make this mod perfect lol, I really hoped you could when I first played through. Adding more new spells would be awesome as well, in a wizarding tower it would make sense you would do some research and discover some new stuff. Perhaps reclaim avalon, or make it quicker to get to after the initial story is finished. Keep up the great work, hope to see some new stuff in the works :)
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Thu Jul 29, 2010 8:34 pm

I love this mod too, keep on improving it please!

you know one thing I'd love to see? akatosh dragon flying mount as a final reward. getting it for free is lame, but if you have to work for it... :D


This is a very good idea, I've never used akatosh mount 8D
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Fri Jul 30, 2010 12:06 am

So I'm debating on if I should get this mod since I love mods that change your living quarters. I have the Frostcrag revisited mod and while it's good is some ways like how your living quarters look it seems to be missing something. The video has me really interested in getting it.
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Thu Jul 29, 2010 3:36 pm

Beautiful mod, and a home worthy of any Archmage! The only question I ever had on its workings was the bandit 'invasion', which I don't think worked quite right on my setup--I found only one bandit, and his body is still cluttering my bedroom. Still waiting for the rest to show up. :lol: The deep dark downunder is stunning, and my Level 21 Spellsword was thankful for his companion (who actually didn't die too many times going down the stairs). Anyway, I love it. Good job! :clap:
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Fri Jul 30, 2010 3:55 am

I'm going to go check out this mod later on. I would have installed this mod long time ago but I'm rarely at Frostcrag.
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Thu Jul 29, 2010 6:51 pm

OK so I just downloaded this and started playing. OMG this makes the place look so awesome. I just have a couple of questions though.

1) where is the Akatosh landing area? I tried looking for it using the free camera mode and can't find it. Is it added when you buy all the upgrades?

2) when I was using the console to activate the free camera to look around. I notice that it said
Frostcrag Reborn: no sound plugins detected
Frostcrag Reborn: no sound plugins active
Anybody know what that could mean? I walked around for a little bit before I stopped playing and everything sounded OK to me.
also
3) there is what looks like a blue sigil stone floating in mid air near the entrance when the wall firsts opens up after you read the book. Is this normal.

Even though I liked the look of the living quarters and other area in Frostcrag: revisited this version looks a LOT better.
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Thu Jul 29, 2010 9:11 pm

I have played both revisited and reborn. Reborn is awesome in scope and the side quests are massive. The rewards are maybe a bit overpowered but you definitely have to earn them.
I think revisited has better living areas and seems to flow better inside the tower.
They are different and one will appeal to some as a place to live while the other has wonderful quests that are mind blowing.
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Next

Return to IV - Oblivion