Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Arthmoor

Ambassadors
  • Posts

    1,175
  • Joined

  • Last visited

  • Days Won

    25

File Comments posted by Arthmoor

  1. Er. I have no idea how the lighting is so dark for so many people. I'm not even using lighting mods and I had to scale it back because it was making the chargen setup too washed out looking.

    Do you mean tied up as in fully bound still? I know it starts you off with your wrists crossed, but if you ready a weapon it goes away. I wasn't able to find anything in the scripting that even remotely indicated how the hands get unbound during the Helgen quest, so I assumed that since I didn't tell them to get bound that they wouldn't be.

    Alternative Beginnings

       2,401    13

    Ugh. Two people on Nexus are having the same issue. I haven't heard back from them on the next step in troubleshooting yet.

    (GACK, can't see the cursor!)

    Can you do me a favor? Open the console and type this: sqv albchargenquest then report on the last 3-5 lines that come up there.

    Then after you get those lines, try this: sqv mq01 and get the last 3-5 lines of that. And one last one, sqv charactergen, same 3-5 lines. They should have the current stage and status of each quest listed.

    My suspicion is OBSE is not engaging properly. Race, class, and birthsign don't need OBSE but the bedroll to start the game does and that seems to be where the common failure is. So knowing what version of OBSE you're using would help too. I'm told 0019b works, but I built the mod using 0020b5 so I know that works.

    It's almost sounding like I'll need to file a bug report for OBSE if this keeps up.

    Open Cities Classic

       761    11

    Open Cities Classic v3.5.6

    * Chorrol: Removed several more duplicate objects from various places.

    * Outer Districts: Corrected minor path grid issues on the Arcane University overhead walls.

    * Anvil: The _far.nif for the castle was corrected, thanks to Brumbek.

  2. Version 2.0.5

    * Added service to Riverhold if Elsweyr Anequina is installed.

    Version 2.0.6

    * Valera's bed in Faregyl was not activating, causing her to obsessively look for somewhere else to sleep in the inn but unable to find something.

    * Added script checks to place the Faregyl, Feldscar, Bartholm, Sutch, and Riverhold agents into the factions for their city so they will have access to any of their city related topics.

    Note that with 2.0.6 OBSE 0019b or higher is needed. Upgrade if you're still using 0018.

    Really AEVWD

       4,533    1

    RAEVWD Version 1.9

    * All meshes have been run through a full PyFFI reoptimization with the new vertex caching algorithm, plus checked with the cleanfarnif spell to make sure all stray nodes are now removed.

    * Some meshes have been moved around after realizing the Core package installed more than it should have, and missed other things it wasn't taking care of.

    * The Night Mother statue in Bravil has been added to the Statues subpackage.

    * The statues of the 9 divines have been added to the Statues subpackage, as they were originally intended to be.

    RAEVWD SI Edition Version 1.6.1

    * The core SI meshes had never been optimized and included before.

    * All meshes in the package have been run through the latest version of PyFFI that does vertex caching. There should be a small boost in frame rates as a result.

    Open Cities Reborn

       2,150    8

    Open Cities Reborn v0.8 - WiP Beta

    * Chorrol has been updated to its new layout, with some cool new stuff.

    + New style city walls which are shorter and made from different material.

    + Kvatch refugees will arrive in the city after the seige quest, and will convert to proper citizens upon starting Blood of the Daedra.

    + The statue in the southern courtyard is descibed as being a fountain and now has a water plane circle in it for the visual.

    + New crop and livestock farming in the western portion of the city. Including an apple orchard with harvestable apple trees.

    + Two Japanese Maples in the city have falling leaf effect added.

    + Mages Guild has a small garden with rare Oblivion plants growing in it. Be careful, they're just as dangerous as you'd expect.

    + Fighters Guild gets expanded territory, a couiple of new practice dummies, an extra archery target, and some tame animals.

    A Brotherhood Renewed

       3,349    13

    Version 1.0.8

    * Changed all of the post-IC quest dialogue so only the Speaker for the sanctuary handles it, as intended.

    * Stopped the "not here, not in public" response if a vanilla sanctuary dweller is promoted to Speaker and later spoken to in their sanctuary.

    * Tweaked the journal entries for the Edla side quest so they will specify the Speaker's name in the text.

    * Plugged one path on the Edla side quest that would leave the quest running indefinitely, causing other dialogue to block.

    * Fixed the IC barracks so they don't have several "Listener's Reliquaries" in them.

    * A duplicate chest in the reclaimed Anvil sanctuary has been removed.

    * The key to the Bravil Sanctuary would not be given to the player when hiring the vanilla NPC.

    * Fixed numerous dialogue and quest bugs with the Edla side quest.

    * Re-ran collision optimization with the latest PyFFI.

    * Arquen's torch will be forceably unequipped and removed. It should have been done by the game anyway.

    * Added an extra bit to Chorrol, available after Regonald arrives. Should prove useful.

    * Swapped in some new rugs in some of the sanctuaries.

    Open Cities Classic

       761    11

    Open Cities Classic v3.5.5

    * Collision optimization on all included meshes.

    * Bartholm: Eranyon needed an AI pack update for when he waits at the Arcane University for the player if the Outer Districts module is in use.

    * Bartholm: Filthy Felix needed an AI pack update for when he sells Hot Dog in Bravil.

    * Skingrad: The castle wall piece with corrected collision had the wrong havok material setting.

    Open Cities Classic

       761    11

    Open Cities Classic v3.5.4

    * Leyawiin: The two patrol guards on the west side of the city had never been transplanted to the Tamriel worldspace.

    * Anvil: Landscape was poking through at the castle hall door. Some missing clutter has been copied over from the closed worldspace as well.

    * Anvil: A landscape texture seam was fixed at the west end of the docks.

    * Anvil: Some old path nodes at the south gate were removed that were causing NPCs to path through the rocks between the castle and the harbor.

    * All: Syncronized quest patches from the latest UOP Supplemental.

    * Anvil: One of the collision corrected meshes for the Anvil castle was still missing.

    A Brotherhood Renewed

       3,349    13

    Version 1.0.5

    * One of the ending branches for the Edla side quest had to be tweaked to allow for a vanilla NPC's death.

    * Added a book to the Leyawiin sanctuary to provide background to what happened there.

    * Added a book in the IC and Bruma. Go read it :thumbsup:

    * A bug in the Chorrol sanctuary could cause the Chorrol reclamation quest to jump stages, even if it was not active. This leads to breakage if the quest is undertaken later.

    * The same thing could happen if Edda's skeleton is looted in the Chorrol sewer prior to the quest being undertaken properly.

    * The normal map for the Sithis shrines was named wrong and consequently never used by the game.

    Yes, it's compatible with Whispered Warning :)

    Open Cities Classic

       761    11

    Open Cities Classic v3.5.3

    * Chorrol: A door on the tower next to the castle that shouldn't be there has been removed.

    * Anvil: The two courtyard pieces at the south gate went missing. Again. This has happened before for unknown reasons and is being fixed. Again.

    * Skingrad: All of the stubbornly annoying generated grass has been expunged from the castle area.

    Open Cities Reborn

       2,150    8

    Open Cities Reborn v0.6.2 - WiP Beta

    * Leyawiin: Guard patrol schedules in the city are completely messed up and have been rebuilt using the proper marker sequences.

    * Leyawiin: An ugly depression in the ground was smoothed over at the NW city gate.

    * Bruma: The nice ladders that were added to the towers are missing their required resources.

    * Chorrol: A door on the tower next to the castle that shouldn't be there has been removed.

    * Skingrad: All of the stubbornly annoying generated grass has been expunged from the castle area.

    Open Cities Reborn

       2,150    8

    Open Cities Reborn v0.6.1 - WiP Beta

    * Anvil: Closed a small gap in two wall pieces by the castle courtyard.

    * Anvil: A crate was embedded inside another crate on the docks.

    * Anvil: Raised a small mound of land on the sea floor in Anvil Bay to accommodate an Ayleid step.

    * Anvil: Anna Ruthir's horse was not rideable.

    * Resources: The Anvil style light posts were missing a BSX flag to enable collision.

    * Bruma: A cell of stray landscape that shouldn't have been edited has been removed.

    * Bruma: Ladders have been added to the wooden towers about town.

    * Bruma: Finally got the temporary encampments for Allies for Bruma to toggle on properly.

    * Bruma, Leyawiin: Remaining north markers corrected in connected interiors.

    * Bravil: Modified the SW end of the farm to remove edits from a cell overlapped by UL:Bravil Barrowfields.

    * Bruma: Closed a landscape gap under a portion of the palisade.

    Open Cities Classic

       761    11

    Version v3.5.2

    * Resources: The Anvil style light posts were missing a BSX flag to enable collision.

    * Bruma: Finally got the temporary encampments for Allies for Bruma to toggle on properly.

    * Bravil: The ESP for the Blood & Mud version of Bravil was accidentally left out of the package.

  3. Version 2.0.3

    * Three of the horses belonging to agents were not owned by the faction.

    * Moved Demeter's tree in Anvil away from the building more to get it out of the path in OCR Anvil.

    * Made the agents' horses a separate creature for better AI control of where the horses go.

×
×
  • Create New...