Revamping Old Mods

A lot of times in the modding community you see work that's been done as an early effort or as a first project that often gets left stagnate as time goes by. This could be due to any number of things but is most often because the modder simply left the community. Of those that haven't, who knows, but doesn't it pay to go back and revisit some of your earlier work to try and improve on it?

Case in point: Unique Landscapes Brena River Ravine.

Initially brought to full release in April of 2009, it was one of my earlier projects. Before this, Faregyl Village was about all there was. Brena River had a lot of content already present in the mod when I took over. I had never done any major landscaping, nor had I molded content into such a large area before. There were a lot of things done with the mod just to bring it to completion. Things I could have done better in retrospect. So I've been taking time to go back over it and improve on things with stuff I've learned over the last 18 months.

By far the biggest feature and probably the signature for it in general is Suicide Falls. While it was an impressive site then, it was only impressive as long as you were up close. Step back far enough and you have a disgusting looking mish-mash of floating objects in the distance and a sizable chunk of the cliff face laying bare. It looks even worse if you aren't using RAEVWD to fill in part of that. There was also a major hodgepodge problem with rock types. A lot of different ones there that don't really fit in with the surroundings that well. Something that's obvious in the screenshot I've linked. Not to mention the seriously out of place chunk of rocks on the upper left side.

What I've done there is clean up all of the ugly rocks, create some clones of existing rocks and placed those into the falls. The large mass of rocks on the upper left has been replaced with another large cliff piece. A couple of Ayleid towers have been added at the top, to accent the fact that it was once part of the Ayleid structures here. All of these new additions to Suicide Falls have also been given proper VWD assets to go with them. So you can be standing down at the end of the ravine and look back to see most of the scene in one piece. Including the water itself. The result there is a much better visual experience, despite the VWD water being unable to flow.

The next big feature in the river are the rock walls on both sides of the larger dam. These were constructed entirely from a grab bag of different sized rocks that don't fit the environment. Even this was a scaled back version of the giant mass of rocks that existed before I built the second dam. I've always felt it looked hideous but at the time I didn't really know what else to do with it and didn't want to disturb things. Even worse is that none of it displays at distance, so the entire complex pops in rather suddenly as you approach, creating a very jarring experience.

Now that I've gotten much better at mastering the CS and all its ills, I've gone back to this area and replaced all the rocks with one type. This allows less rocks to be used, since many of the replacements can also be oversized without sacrificing visual appeal. The entire complex on both sides of the river will have far less polygons to render AND will fit in with the surrounding rock types you find scattered everywhere. Since the rocks being used also have a VWD mesh to go with them, you'll be able to see this set of waterfalls from a distance for the first time. It should also help cover up some of the gaping holes in the LOD landscape.

Fans of the mod might also note that there was a quest embedded in with the bandits who occupy the area. This quest was done entirely without using journal entries, which at the time seemed like a good idea. It worked well enough, but if you've paid attention to forum posts and file comments, it creates a great deal of confusion since there's no record of where you're at in the quest. Something Dwip warned me about back then, but hey. Some things you have to learn on your own before they sink in.

The quest has now been converted into a proper journaled system with actual stages, and even a couple of quest markers. No, I'm not going to give you one for every last thing because part of the quest expects you to have to think and to do some hunting around. But at least there won't be any question as to what you left off doing should you happen to leave the area and return later. There's also been some shoring up of inconsistencies in the quest.

The biggest menace to my earlier modding efforts though has to be grass. The shit's everywhere. Try as you might, getting rid of it usually ends up requiring scorched earth tactics to purge all grass producing textures from a cell. Let me tell you, there are tons of cells in this mod that were crawling with grass, and most of it was obscuring good scenery. I've gone in and used said scorched earth tactic now that I know it's the only way to be sure it's gone. So no more grass growing up through stone objects. While this happens IRL, it looks like crap in the game due to grass always swaying in the wind.

The end result of all this effort is going to be a much better mod for everyone. Hopefully when it's all completed people will appreciate the effort.

Anyone got one of their own to share? Or shall we just start the ball rolling toward 400 posts right now :P
.........................
"It is pointless to resist, my son." -- Darth Vader
"Resistance is futile." -- The Borg
"Mother's coming for me in the dragon ships. I don't like these itchy clothes, but I have to wear them or it frightens the fish." -- Thurindil

Well. I guess that's that then.

       
« Inception
Math Trickery »

Posted on Aug 13, 2010 2:43 am by Samson in: | 277 comment(s) [Closed]
Comments
Dwip said:

There must be a naked Nord SOMEWHERE.

Yes Yes Yes YES

*ahem*

I would switch the ideas for Quick-Hands and Hazikar. Quick-Hands sounds more of a HTH fighter to me.
Do mages fight in the arena?
The armour pic for Spyridon (need a new name here, sounds more like an elite assassin or something than a fighter) is cute, complete with the face sticking it's tongue out, lol.

When you say you want suggestions for armour/weapons, are you talking vanilla choices?

(More comments to come)

       
- And you've never even played Morrowind.

- You may be right on the Quick-Hands/Hazikar thing.

- Mages fight in the arena.

- The armor I picked for Spyridon (I kinda like that name, but whatever) is most definitely worn by heavy infantry. See also every single guy in Alexander, etc. Mostly just want the cuirass, with a slightly different (probably black trim on white) design.

- Weapons, I can pretty well make from scratch, as we know, with the exception of bows. Armor, I haven't ever tried, but can probably figure it out. The problem with making armor is there's so damn much of it - 6 pieces for a full suit, almost twice that once you add female versions. I can retex well enough, but if I had to make something on the scale of what I did for AFK_Tweaks for each guy, we'd be here forever. So I'd say weapons either way, armor mostly vanilla. I'm somewhat open to the idea of modders' resources, but don't want to use a ton of them.

This random combatant script is HARD.

       
Thanks for the link, Hanaisse, I believe I do still have my nexus logon saved on my laptop. :redface:

You sure the horse looks that much larger because he's standing on higher ground? ...Giraffe horse, eh? :lol:

I think I'm with Dwip on the whole UESP thing... though I do agree that it sounds like this guy's just dead-set convinced that everyone should agree because he's the one who found it. :rolleyes:

I'll try to get back to you on that armor question because right now my mind's just not in the right frame to begin to try to help with that one. Sorry. :(

Um, Hanaisse, that's almost too much info.. (regarding the Nord, that is) ;)

Bows are that much harder?

Good luck with that random combatant script then. :)

       
No, never played Morrowind but hey, can't a girl enjoy a few naked nords running around? (And before you ask, yes I do go to Feldscar on the 15th of every month.) How's that for TMI, Conner? :P

{rant}Goddamn stupid idiots that decided to make ships in pieces. I mean, WTF? They couldn't add one more mesh of a COMPLETE one?{/rant}

@Dwip, I'm still thinking of armour/weapon choices for you too.

       
Yup, Hanaisse, that's hitting TMI levels alright. ;) :lol:

Just want a ship on the horizon rather than one you can actually board?

       
Also, who thought it was ever a good idea to make you have to sign a wiki post with ~~~~ instead of, you know, actually having software smart enough to do that because you logged in?

       
Clearly she's a witch, planning to leave them paralyzed along a road somewhere.

One of you will get that.

So, apparently in my game tonight, Bravil, being the hick town that it is, is taking the whole Bravil pride thing way over the top.

The reward for collecting 100+ Nirnroots, for anybody who's interested, isn't really worth it, particularly. But hey, achievement unlocked moment and all that.

I have really got to find a mod that adds more Oblivion planes. Ones that I don't hate. And some kind of Battlehorn mod.

       
That evil witch! She even took my axe!

Yay Bravil pride :) What possessed you to enlarge the flag?

Can't say I've ever collected that many, but I surely must have guys getting close. I pick the damn things up all the time even though I know it's silly.

There was an Oblivion realms project in the works at one time but I think it died on the table. You might consider an attempt to resurrect it once more over at TESA. There are also a few Battlehorn mods, though why you'd want to mod it is beyond me.

       
LOL at the flag. And here I thought all along you wanted a smaller one.

The best bonus of all of Arthmoors Villages = extra Nirnroot. Although, I really don't think I've ever actually drank an elixir of exploration.

(No, I don't get the witch thing.)

Here you go Dwip, a Battlehorn mod. I must say I was disappointed after looking at the pics, there's no real Borg in it.

       
Edited by Hanaisse on Aug 19, 2010 8:08 am
As I say, one of you got that.

I didn't touch the flag. That's FUBARed LOD. Also in there, my sky turned black. Surprisingly, my game never actually crashed like it usually does, and eventually fixed itself. Keep wondering if one of the AN weathers is messed up, but always forget to weather ring it.

I'm thinking maybe this Battlehorn mod if I go down that road. I may not. Maybe find another castle mod. Anybody have one they like? Funny thing - I spend all that time on Weye, and now I'm burnt out on living there after the last umpteen characters. This guy used the IC shack and that little room in the KOTN priory.

What I should probably be looking at is Thieves' Den revamps, since my next character is for sure going to be a stealth blade user. This mage has, once and for all, come pretty close to running his course.

Oh, and I think you'll understand my cynicism for trying to resurrect anything at TESA. Fool me once, and all that.

       
Edited by Dwip on Aug 19, 2010 10:02 am
@Samson: regarding the wiki signature thing: No clue, but it's definitely amongst the things I hate most about wiki sites.

@Dwip: I'm missing the contextual reason for the quote, but... :shrug:
Um, yeah, that's one HUGE flag... :stare:
Gratz :grinning:

@Samson: I haven't collected anywhere near that many either. Seems like I was finding them all over the place until I got the quest to start collecting them and then they suddenly disappeared from the world on me and I've seen maybe three of 'em since then. :(

@Hanaisse: Hmm, each of Samson's villages have more ninroot? Maybe I'll have to visit a few of 'em sooner than I'd planned. I've got 'em installed, just hadn't made my way to them yet. :redface:

@Dwip: While I've got the IC shack so I can say I own a house, I haven't actually figured out what the pint of having your own house really is in the game. There are plenty of places you can sleep for free and I sell stuff regularly so storage isn't an issue. :shrug:

       
I may be getting old and tired, but I don't remember adding any nirnroots to the game in the villages. That one in Vergayun has always been there. So are the ones around Molapi. In fact, the entire Trans-Niben is littered with the things. Sinderion should relocate :P

       
Oh, really? Huh. I found 2 new nirnroots in Molapi. Maybe it's replacing the ones that were previously picked on that island?

Some of us are too lazy to sell stuff regularly, so it gets put in storage in one of all the houses I own. Then I can never remember where I put stuff that I might want, like my dragon armour. I probably have a piece in each house. Oh, and the fact that I can only sell daedric stuff worth over 5k for 1.2k because of the stupid vanilla merchant caps pisses me off.

       
I think it's replacing them for some reason. Pretty sure nirnroots don't repop. I run into that each time I reinstall OCC. Then again, I could also be wrong. Either way, free nirnroots!

And Thalonias loves you too.

I usually keep a house for the express purpose of storing stuff like spare sigil stones, soul gems, potions, gear and the like. It was a little too annoying to keep running to merchants while I was clearing all the Ayleid ruins, so I kept stashing stuff in this one chest of drawers in the IC shack. Eventually spent an hour or selling it off, to the tune of 1.3 million gold. I think I mentioned this. Also, I like to display my artifacts and such.

       
Nirnroots are all persistent objects because they have those sound nodes parented to them. Therefore they shouldn't respawn, but we all know what game we're talking about here. Reinstalling OCC would of course mean any city based nirnroots get regenerated, so you're a filthy cheater! :P

I used to spread my wealth among my many homes, but then AFK_Weye came along, and now I lavish my manor with all my loot.

       
Holy shit. I just stuck in about 750 lines of scripting, and no syntax errors except I forgot to have the one script reference the other in one spot. Nary a typo to be found. This with 3am scripting. Hopefully it works this well in practice.

Which I guess makes my store run earlier superfluous, since the Apocalypse should be happening any time now.

Incidentally, O Fearless Leader, have I ever mentioned to you that the Chorrol County Hall remains a pit of darkness? Lightwise. I don't think Dagon has any special affinity for the place.

       
Re: Storage houses: To each their own, I suppose. Personally, I find the gold to be far less cumbersome... and I really can't honestly say I expect anyone to ever visit one of my houses to see how pretty I could make it with loot collections, so who am I to impress? :shrug:

To Dwip, Samson said:

Reinstalling OCC would of course mean any city based nirnroots get regenerated, so you're a filthy cheater! :P

:lol:

       
Dwip said:

Maybe find another castle mod. Anybody have one they like?

Check out any of mr_siika's castles. They pretty much all use his entirely new mesh set and any can be used as a resource. I have Castle Seaview, and while it's nice to look at from a distance, the interior is (IMO) small and cramped for the most part. But definitely good bones to work with.

And oh yeah, you filthy cheater :P

       
Edited by Hanaisse on Aug 19, 2010 9:39 pm
I at least glanced at the images for Seaview. The European heraldry kind of throws me off. The fleur-de-lis just doesn't strike me as Cyrodiil, you know? Pretty, but no.

In other news, my scripting appears not to work pretty much at all. People who've done the arena, it crashes on game load. People who haven't, doesn't load the gladiators. This is severely problematic.

       
You managed to write a script that brings the game down on load? That's impressive, and indeed problematic. Also pretty damn hard to test since your other extreme is just as whacked.

Castle mods you say? Surely one of the many that turn up by putting "castle" in the Nexus search box would be to your liking? I hear good things about Glenvar Castle, Castle Almgard, and Hoarfrost Castle. I can vouch for Castle Seaview being cool - and for French symbolism not quite fitting Cyrodiil - but the castle itself is cool and has some neat quests.

Of course, there's always the fact that it wouldn't be AFK_Castles.... :P

On other fronts, I think I've scoured UESP for enough bugs to choke a castle with and fixed as many as were actually legit bugs:
* SQ07CreatureStormAtronach02 was assigned the wrong skeleton mesh and has been corrected to use stormatronach.nif like the other SQ07 atronachs.
* The DarkSister topic fix placed the two required voice support files in the wrong folder and has been corrected.
* Addressing an old complaint: The fire at Vilverin has been exchanged for one that makes smoke.
* Another old report: The dock lamp north of Vilverin has no light source.
* Laythe Wavrick gets marked non-essential at the end of the Stolen Painting quest, which can leave him vulnerable to being killed before the end of Sins of the Father.
* Fixed the CS warnings about path grids with too many connections.
* In quest "The Wandering Scholar" the player is told to go to a location northeast of Sutch. This should have referenced Anvil instead as Sutch was cut from the game.
* In quest "Sins of the Father" Fathis Ules will continue to stalk the player even if the initial quest offer is declined.
* Several rug pieces in cell ChorrolCastlePrivateQuarters were not grounded properly.
* The bed in Ocato's chamber has been changed to be owned by the IC Palace faction so Evangeline Beanique will perform her intended sleep package.
  See: http://www.uesp.net/wiki/Oblivion:Evangeline_Beanique#Bugs
* AI pack AhMalzFightersGuild changed to a wander pack. The travel pack type had Ah-Malz standing in place.
  See: http://www.uesp.net/wiki/Oblivion:Ah-Malz#Bugs
* The replacement columns in the IC Arena have been modified so that mods which may need to move them can do so without requiring the UOP as a dependency.
* The rock in the road in SE Anvil has been deleted, and the sidewalk pieces it was covering a hole for pushed down just enough to cover it with the street instead.
* The subtitle for the rumor in Skingrad about Agnete was wrong.
* Fathis should have slept at The Oak and Crosier between midnight and 9am while Sins of the Father is active. No bed was available though.
  The spare room has been marked as owned by the Chorrol city faction so he can use it.
  See: http://www.uesp.net/wiki/Oblivion:Fathis_Ules#Bugs
* Bugak gro-Bol had a schedule conflict that would cut short his wander package, and also caused his meal time to last longer than intended.
  See: http://www.uesp.net/wiki/Oblivion:Bugak_gro-Bol#Bugs
* Weatherleh could be left in its ruined state for the remainder of the game if the player rushes into Redguard Valley Cave too quickly in "Sins of the Father".
  See: http://www.uesp.net/wiki/Oblivion:Sins_of_the_Father#Bugs
* Romana Faleria had two sleep packages which conflicted with each other, and her meal package would not fire.
  She also has a line of dialogue which was out of order and could never be spoken.
  She ALSO had an AI pack to confine her in Bruma during Martin's exit to the battlefield, but that would send her back to the IC. This pack has been removed.
  See: http://www.uesp.net/wiki/Oblivion:Romana_Faleria#Bugs
* If Gromm is killed after "Accidents Happen" his body will vanish instantly.
  See: http://www.uesp.net/wiki/Oblivion:Gromm#Bugs
* Aelwin Merowald's House is marked as being owned by the Chestnut Handy Stables faction, which could result in him being killed for trespassing.
  See: http://www.uesp.net/wiki/Oblivion:Weye#Notes
* Heinrich Oaken-Hull has a subtitle mentioning his ship, however the Serpent's Wake is not his ship and the recorded audio left this out.
  See: http://www.uesp.net/wiki/Oblivion:Heinrich_Oaken-Hull#Bugs
* Corvus Umbranox cannot use the bed in the royal quarters for his sleep package due to it being owned only by Milona.
  See: http://www.uesp.net/wiki/Oblivion:Corvus_Umbranox#Bugs
* Llensi Llaram could not offer athletics training as intended due to being set to auto-calc her stats.
  See: http://www.uesp.net/wiki/Oblivion:Llensi_Llaram#Notes
* AI pack AnvilDailyWorshipEveningUseAltar2 had the wrong location target set, causing the cast spell to fly aimlessly across the room.
  See: http://www.uesp.net/wiki/Oblivion:Didier_Aumilie#Notes
* BravilVisitLuckyOldLady12x2 had impossible conditions to meet, and so would never execute for those NPCs using it. It has been set to execute when "Following A Lead" and "Honor Thy Mother" are not running.
  See: http://www.uesp.net/wiki/Oblivion:Dro%27Nahrahe#Bugs http://www.uesp.net/wiki/Oblivion:Brokil_gro-Shatur#Bugs http://www.uesp.net/wiki/Oblivion:Fathis_Aren#Bugs
* Fathis Aren never sleeps in his bed as he's supposed to due to packages being in the wrong order.
  See: http://www.uesp.net/wiki/Oblivion:Fathis_Aren#Bugs
* AI pack BravilDailyWorshipMorningUseAltarTiberSeptim positions NPCs in front of the altar of Arkay, when it clearly should put them in front of the Tiber Septim altar.
  See: http://www.uesp.net/wiki/Oblivion:Hans_Black-Nail#Bugs
* Hans Black-Nail also had two conflicting sleep packages.
* Carandial's wilderness AI packs had impossible conditions on them.
  See: http://www.uesp.net/wiki/Oblivion:Carandial#Bugs
* Henantier's AI schedule had some duplicate packages that would never execute which have been removed.
  See: http://www.uesp.net/wiki/Oblivion:Henantier#Bugs
* AI BravilMGItaRienusCastMysticism needs the "must complete" flag or Ita Rienus will not peform the package for the entire specified time.
  See: http://www.uesp.net/wiki/Oblivion:Ita_Rienus#Bugs
* Daenlin's Sunday hunting package is cut short due to his services package being loaded in the wrong order.
  See: http://www.uesp.net/wiki/Oblivion:Daenlin#Notes
* Ranaline had AI packs with conflicting schedules.
* Kurdan gro-Dragol could not execute his sleep package due to bed ownership issues.
  See: http://www.uesp.net/wiki/Oblivion:Kurdan_gro-Dragol#Bugs
* Camilla Lollia will stalk the player even if "A Plot Revealed" has been completed without encountering her in Bruma.
  See: http://www.uesp.net/wiki/Oblivion:Camilla_Lollia#Bugs
* An extra bedroll was added to Jearl's house so both NPCs can sleep as intended.
  See: http://www.uesp.net/wiki/Oblivion:Jearl#Notes
* Selena Orania was not marked essential and if killed before "A Plot Revealed" she would sill show up as a body in the destroyed guild hall.
  See: http://www.uesp.net/wiki/Oblivion:Selena_Orania#Notes
* Naspia Cosma had an AI pack with no useful purpose removed.
  See: http://www.uesp.net/wiki/Oblivion:Naspia_Cosma#Bugs
* AI Pack FGKeldSpar corrected to allow Keld to perform his entire schedule as intended.
  See: http://www.uesp.net/wiki/Oblivion:Keld_of_the_Isles#Bugs
* AI Pack CheydinhalMGDeetsanRead22x4 corrected to use the proper schedule.
  See: http://www.uesp.net/wiki/Oblivion:Deetsan#Bugs
* Trayvond the Redguard could not do training in destruction due to his training level being set to 0.
  See: http://www.uesp.net/wiki/Oblivion:Trayvond_the_Redguard#Notes
* Uurwen's meal package would never execute due to being in the wrong order.
  See: http://www.uesp.net/wiki/Oblivion:Uurwen#Bugs
* An extra bedrool was added to the Chorrol Fighters Guild basement to allow both NPCs who sleep there to do so.
  See: http://www.uesp.net/wiki/Oblivion:Lum_gro-Baroth#Notes
* AI Pack ChorrolBeggarEat18x2 corrected to be an eat package rather than a find package.
  See: http://www.uesp.net/wiki/Oblivion:Lazy_Kaslowyn#Notes http://www.uesp.net/wiki/Oblivion:Nermus_the_Mooch#Notes
* If the player speaks to Prior Maborel first about assistance, he will offer to let you take his horse but the ownership status is not properly updated.
  See: rior_Maborel#Bugs" onclick="window.open(this.href, '_blank'); return false;">http://www.uesp.net/wiki/Oblivion:Prior_Maborel#Bugs
* Eugal Belette has an incorrectly configured wander package. Such packages require a target, using a generic cell causes the NPC to stand in place for the duration.
  See: http://www.uesp.net/wiki/Oblivion:Eugal_Belette#Bugs
* The XMarkerHeading object used by Honditar's morning practice AI pack had no target data, causing him to shoot over the top of his intended target.
* Bothiel's wander package was not configured properly, resulting in here often remaining asleep when she should be awake.
  See: http://www.uesp.net/wiki/Oblivion:Bothiel#Bugs
* Gaspar Stegine's second reading package and his spell practice package were not executing properly due to a schedule conflict with his sleep package.
  See: http://www.uesp.net/wiki/Oblivion:Gaspar_Stegine#Bugs
* Amusei's sleep packages do not execute properly due to ordering conflicts with his wander packages.
  He is also only supposed to visit Dareloth's Basement two days out of the week, but the duration on the AI pack is too long.
  AND he also gets back the wrong gear at the end of "Ahdarji's Heirloom".
  See: http://www.uesp.net/wiki/Oblivion:Amusei#Bugs
* Adrian Decanius had conflicting sleep packages.
  See: http://www.uesp.net/wiki/Oblivion:Adrian_Decanius#Bugs
* Dul gro-Shug's meal package moves him out of the King and Queen tavern, where he's intended to spend 6 hours of his day.
  See: http://www.uesp.net/wiki/Oblivion:Dul_gro-Shug#Bugs
* Geem Jasaiin's sleep package did not have it's time and duration set.
  See: http://www.uesp.net/wiki/Oblivion:Geem_Jasaiin#Bugs
* Winson's arena AI incorrectly had the "must complete" flag set, which caused him to remain there permanently upon his arrival.
  See: http://www.uesp.net/wiki/Oblivion:Winson#Bugs
* Gelephor was not in the Bravil Skooma Den faction and could therefore become permanently stuck in Bravil once he arrived.
  See: http://www.uesp.net/wiki/Oblivion:Gelephor#Bugs
* Jensine's package to go find Fathis Ules was configured incorrectly and has been fixed. A condition was also added to make sure she doesn't follow him all the way to Chorrol.
  She also said the goodbye line about Audens Avidius even if "Imperial Corruption" is completed.
  She ALSO would continue to give her "Who told you that" line after refusing to testify.
  See: http://www.uesp.net/wiki/Oblivion:Jensine#Bugs
* Maro Rufus could not execute his wander package in the Arboretum due to his default package being set too high in the order.
  See: http://www.uesp.net/wiki/Oblivion:Maro_Rufus#Bugs
* Varnado could not execute his worship package at the Temple of the One due to his default package being set too high in the order.
  He was also a member of the Chorrol Citizens faction with no reason to be in it.
  See: http://www.uesp.net/wiki/Oblivion:Varnado#Bugs
* Agarmir could not execute his package to eat at the Tiber Septim Hotel due to it being in the wrong order.
  See: http://www.uesp.net/wiki/Oblivion:Agarmir#Bugs
* Gemellus Axius had a conflicting wander package blocking his meal package.
  See: http://www.uesp.net/wiki/Oblivion:Gemellus_Axius#Bugs
* Trenus Duronius was not in the Bravil Skooma Den faction and could therefore become permanently stuck in Bravil once he arrived.
  See: http://www.uesp.net/wiki/Oblivion:Trenus_Duronius#Bugs
* Tsavi will stand in one spot upon entering either the Leyawiin Mages Guild or the Leyawiin Chapel Hall due to misconfigured wander packages.
  A useless package was also removed from her schedule.
  See: http://www.uesp.net/wiki/Oblivion:Tsavi#Notes
* Cingor did not possess the normal Mythic Dawn bound armor spell.
  See: http://www.uesp.net/wiki/Oblivion:Cingor#Notes
* AI pack LeyawiinExploreThreeSisters20x4 was misconfigured as a travel package instead of a wander package.
  See: http://www.uesp.net/wiki/Oblivion:Ahdarji#Bugs
* AI pack LeyawiinChapelHallExplore incorrectly had the "Continue if PC Near" flag set.
  See: http://www.uesp.net/wiki/Oblivion:Kantav_Cheynoslin#Bugs http://www.uesp.net/wiki/Oblivion:Silana_Blandia#Bugs
* Janus Hassildor will no longer block dialogue near the end of "Ulterior Motives" if the player speaks to him again before completing the quest.
  See: http://www.uesp.net/wiki/Oblivion:Janus_Hassildor#Bugs
* Maglir would continue to follow the player even if expelled from the Fighters Guild during "Den of Thieves".
  See: http://www.uesp.net/wiki/Oblivion:Maglir#Notes
* Vigge the Cautious had a schedule conflict keeping him from performing his chapel wander package.
  See: http://www.uesp.net/wiki/Oblivion:Vigge_the_Cautious#Bugs
* Marie Palielle could not execute her wander package due to it being out of order.
  She also had a misconfigured package inside the Skingrad chapel.
  See: http://www.uesp.net/wiki/Oblivion:Marie_Palielle#Bugs
* Agnete the Pickled had a scheduling conflict that blocked her wander package from executing.
  See: http://www.uesp.net/wiki/Oblivion:Agnete_the_Pickled#Bugs
* Falanu Hlaalu had a scheduling conflict preventing her from performing her daily worship routine in the chapel.
  See: http://www.uesp.net/wiki/Oblivion:Falanu_Hlaalu#Bugs
* Ambroise Canne's AI packs directing him to work in the Surilie Brothers' yard had two problems: 1) He was unable to equip the rake. 2) He was not offering training services.
  See: http://www.uesp.net/wiki/Oblivion:Ambroise_Canne#Bugs
* Bernadette Peneles would be seen raking the path in Tamika's yard instead of the grass due to the radius on the AI pack being too large.
  See: http://www.uesp.net/wiki/Oblivion:Bernadette_Peneles#Bugs
* Davide Surilie's morning work package was an hour too short, causing him to always leave for home to eat lunch rather than eat in the vineyard, assuming it isn't raining.
  See: http://www.uesp.net/wiki/Oblivion:Davide_Surilie#Bugs
* Else God-Hater has a room and bed marked as hers, but her AI pack did not have her using it. She would therefore sleep in whatever random bed was convenient.
  See: http://www.uesp.net/wiki/Oblivion:Else_God-Hater#Notes
* Eyja's eat package after moving to Rosethorn Hall and her market wander package were both improperly set up as find packages, causing them to fail.
  See: http://www.uesp.net/wiki/Oblivion:Eyja#Bugs
* Undena Orethi had scheduling conflicts between her work package and sleep package, as well as no location being set on her noon time eat package.
  A useless travel package has also been removed.
  See: http://www.uesp.net/wiki/Oblivion:Undena_Orethi#Bugs
* Sakeepa's entire herd will follow him as intended during his sheep herding package.
  See: http://www.uesp.net/wiki/Oblivion:Sakeepa#Notes
* The door to Hanz gro-Hubrag's house in Blankenmarch was not owned by him.
* The door to Philip Franc's house in Blankenmarch was not owned by him.
* Slight bit of furniture rearrangement in Ri'Bassa's to allow space to turn the single bed into a double so both NPCs who live there can execute their sleep packages.
  See: http://www.uesp.net/wiki/Oblivion:Zabhila#Notes
* Ferrum's meal package could not execute due to an impossible set of conditions.
  See: http://www.uesp.net/wiki/Oblivion:Ferrum#Bugs
* Schlera Sestius' wander package was in the wrong position, blocking both of her other packages. She also lacked a key to get into the room she should sleep in.
  See: http://www.uesp.net/wiki/Oblivion:Schlera_Sestius#Bugs
* Davela Hlaren's bed rental dialogue used the wrong condition check to see if the player had the money to pay.
  See: http://www.uesp.net/wiki/Oblivion:Davela_Hlaren#Bugs
* A rumor about how the Fighters Guild raided a family tomb could be given even if the player never actually raids the tomb in "Amelion's Debt".
  See: http://www.uesp.net/wiki/Oblivion:Amelion%27s_Debt#Notes
* Stage 40 in "Mystery at Harlun's Watch" could trigger incorrectly in one of the log entries if only 14 of the required 15 trolls were killed, which throws off other dialogue in the quest, making it impossible to finish.
  See: http://www.uesp.net/wiki/Oblivion:Mystery_at_Harlun%27s_Watch#Bugs
* A rumor about a cover up involving the Fallen Rock Cave contract would circulate even if the player told Modryn Oreyn the truth about what happened.
  See: http://www.uesp.net/wiki/Oblivion:Unfinished_Business#Notes
* In Forsaken Mine, if the player visits before "Trolls of Forsaken Mine" and does not return until after the cell resets, all of the bodies which should be visible will have been removed.
  If this has already happened in the game, this fix cannot undo that, but it will prevent it from happening if the player has not yet visited the dungeon.
  See: http://www.uesp.net/wiki/Oblivion:Trolls_of_Forsaken_Mine#Notes
* In "The Hist" it was possible to get expelled from the Fighters Guild if the player attacked Maglir before he spoke.
  See: http://www.uesp.net/wiki/Oblivion:The_Hist#Bugs
* Erthor will continue to follow the player if he is expelled from the Mages Guild while escorting him back to Skingrad.
  See: http://www.uesp.net/wiki/Oblivion:Skingrad_Recommendation#Bugs
* During "The Bloodworm Helm" it is possible to outdistance the entrance to Fort Teleman which will cause the stage 20 update to fail, leaving the quest marker pointing to the exit instead of the location of Irlav's body. The GetDistance check has been replaced with a trigger zone just inside the fort entry, which is more reliable.
  The body also would remain after the quest was completed and not be removed on cell respawn.
  See: http://www.uesp.net/wiki/Oblivion:The_Bloodworm_Helm#Bugs
* During "Arrow of Extrication" quest markers for going to Bravil would still point to the beggars even if they were dead.
  See: http://www.uesp.net/wiki/Oblivion:Arrow_of_Extrication#Bugs
* Arrving outside Gweden Farm before 11pm during "The Siren's Deception" will trigger both journal entries for stage 50 due to an incorrect comparison operator being used.
  See: http://www.uesp.net/wiki/Oblivion:The_Siren%27s_Deception#Bugs
* Two paintings in the Bruma player house were never enabled after purchasing the Upper Wall Hangings upgrade.
  The receipt for this upgrade will also reflect the proper quantity of paintings, which was wrong either way.
  See: http://www.uesp.net/wiki/Oblivion:Buying_a_house_in_Bruma#Notes
* When first entering the painted forest in "A Brush with Death" it could be possible for Rythe to fail to initiate his greeting to the player. This has been fixed by removing the distance check on his script so he will peform it regardless of how far away from the player he is. This could have been due to his AI pack having a radius large enough to pull him away from the entry point.
  See: http://www.uesp.net/wiki/Oblivion:A_Brush_with_Death#Bugs
* Black Brugo would continue to try and follow Alonzo if he was dead. The bug report also mentions Roxy but Brugo has no AI covering him.
  See: http://www.uesp.net/wiki/Oblivion:Knights_of_the_White_Stallion_%28quest%29#Bugs
* It was possible to hire Eyja as your house servant even if you didn't have enough gold to pay the cost.
  See: http://www.uesp.net/wiki/Oblivion:Helping_Hands#Notes
* Even if you could not afford to rent the bed at Imperial Bridge Inn, you'd still have gold deducted from you and the room would still be made available.
  See: http://www.uesp.net/wiki/Oblivion:Imperial_Bridge_Inn#Bugs
* The UOP changed "silver glass" to "silver cup" but failed to update the quest journals and dialogue for the heavy armor training quest. The journals are fixed, but the dialogue will be left as-is since the audio still references glasses.
  See: http://www.uesp.net/wiki/Oblivion:Heavy_Armor_Training#Notes
* On board the Sea Tub Clarabella, there is a note that is part of an unjournaled quest, written by First Mate Filtch. This note cannot be picked up if dropped.
  See: http://www.uesp.net/wiki/Oblivion:Illegal_Cargo#Bugs
* If the player has joined the Mages Guild and is then expelled before "The Path of Dawn", TarMeena will not be in the Arcane University lobby and thus unavailable to complete the quest.
  See: http://www.uesp.net/wiki/Oblivion:The_Path_of_Dawn#Bugs
* When renting a room from Shuravi, though you still must have enough gold on you to get the "Yes" option, none will actually be subtracted from your total if you accept.
  See: http://www.uesp.net/wiki/Oblivion:Three_Sisters%27_Inn#Bugs
* When renting a room from Andreas Draconis, you could get away with paying as little as 10 gold for her 20 gold room due to a faulty dialogue condition.
* AngaWallSwitch01SCRIPT does not contain an OnReset block, so the switch governed by it will not reset with the rest of the cell.
  See: http://www.uesp.net/wiki/Oblivion:Anga#Bugs
* A welkynd stone inside level 2 of Hame was set a ridiculous distance outside the playable area and has been moved to where it can be retreived.
  See: http://www.uesp.net/wiki/Oblivion:Hame#Notes
* If the book "Cleansing of the Fane" is picked up and in the player's inventory before "Nothing You Can Possess" gets started, the player cannot trigger one of the quest stages by reading the book from their inventory due to the book's script having no OnEquip block to do this.
  See: http://www.uesp.net/wiki/Oblivion:Nothing_You_Can_Possess#Bugs
* One of the benches in Fort Nikel would trap the player inside a pillar if sat on.
  See: http://www.uesp.net/wiki/Oblivion:Fort_Nikel#Notes
* All of Ancotar's items outside at Fort Caractacus was marked as owned by Fathis Aren.
  See: http://www.uesp.net/wiki/Oblivion:Ancotar#Notes
* Seridur does not have vampire dust on him when he dies.
  See: http://www.uesp.net/wiki/Oblivion:The_Order_of_the_Virtuous_Blood_%28quest%29#Notes
* If the player spoke to Ralsa Norvalo after starting "Canvas the Castle" she would act as though you had come back to reconsider taking up "The Order of the Virtuous Blood" due to the dialogue condition checking the wrong quest.
  See: http://www.uesp.net/wiki/Oblivion:The_Order_of_the_Virtuous_Blood_%28quest%29#Bugs
* The cooking plank at Crestbridge Camp is left behind when the rest of the camp is dismantled.
  See: http://www.uesp.net/wiki/Oblivion:Crestbridge_Camp#Notes
* The betting formula that takes the player's luck into account had some glitches in it causing the bonus health to not be applied if luck was either 99 or > 100.
  See: http://www.uesp.net/wiki/Oblivion:Arena_%28building%29#Betting


Some of this shit it's amazing nobody caught before Kivan retired the UOP. I mean seriously. And of course stirring up the hornet's nest with Rpeh over the Necromancer's Amulet thing. Jesus Christ, he even went the extra mile and used a sock puppet through an anonymous proxy to deliver the worst of it.

       
Sorry to hear that your scripting is causing a load crash, Dwip, that really sounds bad, but I do have faith in you to find and fix it. :)

If he found a few good castle mods to take his mind off the other castle issues there wouldn't be a AFK_Castle(s) mod. ;)

Geez!!! I think I just heard the Imperial Castle choking on that list... :surprised:

Nice. I'd blow off this Rpeh completely in that case. :shrug:

       
Wow, that's some horrendous list , with some funny funny bugs. If you've ever snuck into Anvil castle private quarters at night, you'd see Corvus just wandering around the room while Milona slept. It was odd.

AFK_Castles. <---- This, said the voice in your head.

       
You know, AFK_Arena wasn't even supposed to be my next mod. My secret project was supposed to be my next mod. Any possible AFK_Castles mod is DEFINITELY not supposed to be my next mod.

Apparently my crash bug isn't with the big script, but there's not a lot to cause crashes that ISN'T the big script. Uh.

On a fairly petty note, one of my minor wishes for AFK_Weye was to beat out the download count for TICS at Nexus. That appears to have happened at some point yesterday. Huzzah.

       
Molapi wasn't supposed to be my next mod either. Welcome to the club. :)

My secret project wasn't supposed to be the next one either. Funny how that works out.

You know where to find people to help dig up your bug if you need them....

       
Apparently it's not even AFK_Arena at all. Something in my load order is bringing down that save and only that save. Or should I say that character. Which is quite baffling, since I haven't really added much lately.

       
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