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Reclaiming Sancre Tor: Support

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#1
DarkRider

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This thread is where players can post their requests for help in dealing with technical issues, mod conflicts, general gameplay assistance and more relating to DarkRider's Reclaiming Sancre Tor. While all reports will be addressed as quickly as possible, please understand that an updated .esp might not be immediately offered for a single report. Smaller aesthetic reports may be fixed and updated after a few have accumulated only to limit the number of times folks need to redownload. This is the place for your questions, feel free to post them big and small.
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To see what Bugs or Conflicts are already being addressed, visit our Read-Only Bug Tracker


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#2
Tamira

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Hmm, I really did not want to be the first one here with a question. But I am stuck right after the beginning of the mod.
When Steffan tells me to follow and to escort the holy men to Sancre Tor the journey ends already after some meters here:
https://picasaweb.go...feat=directlink
The horse goes to and fro but not forward. I talked to Steffan, I loaded several times from the beginning of the escort at the CRT gate but I am stuck...
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#3
ThomasKaira

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List of conflicts for Reclaiming Sancre Tor and Better Cities:

Anvil: No conflicts

Bravil: RST added structure is clipping into a Better Cities added wall tower, making it impossible to reach a quest-important object. Tower and attached wall section can be safely removed.

Cheydinhal: No conflicts

Skingrad: Thatch structure important to obtaining quest-essential item is removed by Better Cities. Item is unreachable and will need to be relocated (ouch).

Imperial City:

  • Market District: The new interiors added in the Market District blends perfectly fine with Better Cities. Only conflict is a street light clipping through a junked barrel, but that's hardly worth anyone's time.
  • Arboretum: There is a conflict in need of patching in the Arboretum for Better Cities, a number of plants added by RST are floating above the western pond (Cell 7-13), one of which seems quest important and will be unreachable without TCL. Relocation required (bad).
  • Talos Plaza: Single floating wine bottle in Talos Plaza, but havok should deal with that one. No patch needed.
  • Arcane University: RST added well is conflicting with Better Cities added well by occupying the exact same space as it. One of the wells will need to be removed.
  • Elven Gardens: Quest essential item is stuck under a tree (Cell 5-17). Either the item or the tree will need to be moved, preferably the latter.
  • Temple District: No conflicts.
  • Arena: The new manor is sitting on top of some Better Cities added things, and the grape garden is blocked by a bunch of floating crates.
  • Waterfront: RST added structure is being blocked by Better Cities added tavern. Either one or the other will need to be moved.

EDIT: two cities are in conflict with RST due to major architectural discrepancies.

Edited by ThomasKaira, 22 October 2011 - 02:47 PM.

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#4
DarkRider

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but I am stuck...


Don't worry we'll get you sorted. :) Are you running the Unofficial Oblivion Patch?
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#5
Tamira

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Don't worry we'll get you sorted. :) Are you running the Unofficial Oblivion Patch?


Erm - I am running the German edition of the game. I suppose the Original Unofficial Oblivion Patch does not work with my German edition.
I run a kind of Unofficial Oblivion Patch, the German "Oblivion Improved" which is bug-fixing as well as fixing the sometimes bad translation.
What are you hinting at?
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#6
DarkRider

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That escort requires a road record that was removed in final cleaning because the Unofficial Oblivion Patch adds the same record, without that record Steffan can't see the road to Sancre Tor.

I think that record will need to be re-added, I don't want the mod dependent on anything even the UOP. :idea:
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#7
Tamira

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o. k. I will find something else to do meanwhile :D
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#8
DarkRider

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Won't be long, this will be updated today, thanks for your patience :good:
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#9
Arthmoor

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http://img593.images...reenshot996.jpg
I found this horse on the trail just north of Chorrol. Very nice, but there's a serious problem. It has no collision, and can't be activated. It appears as though it's not even supposed to be enabled right now. When I tried to use the console to do an EVP on it, the game crashed.
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#10
DarkRider

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http://img593.imageshack.us/img593/3769/screenshot996.jpg
I found this horse on the trail just north of Chorrol. Very nice, but there's a serious problem. It has no collision, and can't be activated. It appears as though it's not even supposed to be enabled right now. When I tried to use the console to do an EVP on it, the game crashed.


I see the issue, should be fixed in version 1.0.1 thanks for reporting. :good:
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#11
Arion

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Have found a few things that don't seem right.

Spoiler

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#12
DarkRider

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Arion Former Beta testers should use spoilers for reports like those, lots of spoiling in that report. :shock:

To address your concerns, most of the issues you're seeing are dirty save errors in your game from Beta, that were fixed for release. :down:

Spoiler

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#13
darkstone

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I`ve come to a bit of a full stop with an odd bit of behaviour from Lancer. On the hill above Sancre Tor, Lancer comes to a complete stop and wont progress any further. This happens at the junction of cells -9 , 32 and -9 , 33, I`ve tried nudging the horse but it keeps returning to the same spot and refuses to go any further. Reverting back to an earlier save has no effect.

Load Order

Spoiler

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#14
DarkRider

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Yep, that's that broken road record. It's fixed in version RC1.0.1, which should be out soon, thanks mate :good:
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#15
Arthmoor

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Slight AI problem or something.
Spoiler


Also, that issue with the guy stopping? That's not a road record problem. I've got the fixed record in place already and he still stopped cold there due to the actual path grid being severed.
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#16
DarkRider

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That's on the tracker :up: And I PM'd you about it :rofl:
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#17
darkstone

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Just found the post above concerning this, should of looked first really, sorry :blush:
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#18
ThomasKaira

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If it helps to pinpoint the Unique Forts conflict, the path grid gets disconnected in Cell -10,33 and the preferred nodes from cells -8,33 all the way to the disconnect are erased.

Load order tweaks won't help, because you'll erase the path grid leading up the stairway to the fort. So a plugin patch will be needed to fix the path grids in the area.
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#19
maura_amalia

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The bug report thread is locked. But maybe that's OK because I'm not sure this is a bug/problem. I ran it through TES4Edit as I do all my mods that BOSS doesn't specify not to. An odd error came up in the loading section:

[00:06] Background Loader: [ReclaimSancreTor.esp] Building reference info.
[00:07] Background Loader: Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258
[00:07] Background Loader: Errors were found in: 1RCSancreTor06 "Sancre Tor, Arboretum" [CELL:01005C66]
[00:07] Background Loader: Contained subrecords: EDID FULL DATA XCLL XCMT XOWN XCLW XCCM XRNK

Also, a ton of worldspace ITMs appear, most are because of added worldspaces, but some are duplicate Tamriel cells. Do you have any cleaning instructions or particulars?
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#20
Hanaisse

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The bug report thread is locked. But maybe that's OK because I'm not sure this is a bug/problem. I ran it through TES4Edit as I do all my mods that BOSS doesn't specify not to. An odd error came up in the loading section:

[00:06] Background Loader: [ReclaimSancreTor.esp] Building reference info.
[00:07] Background Loader: Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258
[00:07] Background Loader: Errors were found in: 1RCSancreTor06 "Sancre Tor, Arboretum" [CELL:01005C66]
[00:07] Background Loader: Contained subrecords: EDID FULL DATA XCLL XCMT XOWN XCLW XCCM XRNK

Also, a ton of worldspace ITMs appear, most are because of added worldspaces, but some are duplicate Tamriel cells. Do you have any cleaning instructions or particulars?

RST has already been cleaned. The Worldspace ITM's are completely harmless, and the others are pathgrids that are necessary for an escort scene from Cloud Ruler Temple to Sancre Tor. If removed, it could bug up.

So cleaning instructions would be, it's clean and save as needs be. No need for further cleaning. :thumbup:
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