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Reclaiming Sancre Tor: Support


DarkRider
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Hmm, this is not a behavior that's ever appeared in RST not even in Alpha. That effect on the characters is also not added by RST, so there seems to be something conflicting. Do you happen to know what might be causing that magic effect and what it's doing? :question:

The effect is Detect Life (Grand Ring of Detect Life).

Anyway, I went to Sancre Tor and 'discovered' it.

I went back to Cloud Ruler Temple and Steffan and the monks were gone, and then I got the "We have arrived at Sancre Tor..." quest update.

My issue is; after that, I cannot find Steffan, (presuming I need to talk to him to further the quest?).

Edited by AlKHall
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You've got a conflict there, I don't think you can get past unless we sort what it is. The way it should go is Steffan asks you to accompany them to Sancre Tor in 3 days. You wait the 3 days, you all leave together as a party. Encounter bandits and whatnot along the way. When you arrive at Sancre Tor (the mapmarker is supposed to be gone btw that's not a bug) Steffan with leave the monks and escort you to a mark just inside the front gate. Talk there, then he escorts you to the Court of Blades to meet the Grandmaster council and be issued into the order.

None of that is working due to something in your load order conflicting. All I can suggest is to look at any mods that effect that backroad area from Cloud Ruler to Sancre Tor and try disabling them to see if you can find the culprit. I know its a pain but that's not really an issue with this mod, that's just one of the fun perks of running a modified game. If you can help us find the issue that's unique to you now, we could document it for others. :good:

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You've got a conflict there, I don't think you can get past unless we sort what it is. The way it should go is Steffan asks you to accompany them to Sancre Tor in 3 days. You wait the 3 days, you all leave together as a party. Encounter bandits and whatnot along the way. When you arrive at Sancre Tor (the mapmarker is supposed to be gone btw that's not a bug) Steffan with leave the monks and escort you to a mark just inside the front gate. Talk there, then he escorts you to the Court of Blades to meet the Grandmaster council and be issued into the order.

None of that is working due to something in your load order conflicting. All I can suggest is to look at any mods that effect that backroad area from Cloud Ruler to Sancre Tor and try disabling them to see if you can find the culprit. I know its a pain but that's not really an issue with this mod, that's just one of the fun perks of running a modified game. If you can help us find the issue that's unique to you now, we could document it for others. :good:

I found Steffan by going to Sancre Tor and then following the road back to Bruma.

I followed him into the town went to talk to the Grandmaster, so I believe that part is working.

I declined to join the Blades, so I presume that means the mod is done?

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You're joking right? :blink:

You're supposed to join the Blades and then embark on a 40+ gameplay hour quest-a-palooza. There's much more than just a restored Sancre Tor to look at there's a MQ that trumps the vanilla MQ for size, new worlds, weapons, armors, sidequests, mini games and more. I'd go back, tell the good Grandmaster you changed your mind and have some fun, you definitely earned it getting around the conflict. :good:

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You're joking right? :blink:

You're supposed to join the Blades and then embark on a 40+ gameplay hour quest-a-palooza. There's much more than just a restored Sancre Tor to look at there's a MQ that trumps the vanilla MQ for size, new worlds, weapons, armors, sidequests, mini games and more. I'd go back, tell the good Grandmaster you changed your mind and have some fun, you definitely earned it getting around the conflict. :good:

Is this the final version?

If further development and updates are planned, I believe I will wait.

Uninstalled for now.

Thanks

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Hey DR, two very minor bugs for ya

Grandmaster Laver's name is uncaptilized in version 1.0.2

The door that is the entrance to the Grandmaster's hall is slightly higher than it should be unless I'm mistaken.

Other than that no bugs so far, thanks!

Heya Jon :wave:

It's not Laver, it's Iaver with a capital "EYE" in Oblivion font it just looks like a lowercase L :lmao: I'll have a look at the door, thank :good:

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Not really bug per se, more of a nitpick. I read the open book version of Blades Common History (great book, by the way) and noticed the word Emperor is misspelled as Emporer in every instance. The misspelling is present in 1RCBladesHistoryI, 1RCBladesHistoryII, 1RCBladesHistoryIV, 1RCBladesCommonHist and 1RCBladesCommonOpen. It drew the attention of my inner Grammar Nazi. :lmao:

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One to put on the "needs investigation" list - Temple of Light had a raging thunderstorm, rain and all when I was in it. This might be due to All Natural seeing the climate on the cell though.

Also a buglet. Two of the grand masters were hanging out in front of Smythe Manor pushing each other. I think they're both trying to stand on the same XMarker at the same time. Maybe whatever package is keeping them there needs a small radius?

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One to put on the "needs investigation" list - Temple of Light had a raging thunderstorm, rain and all when I was in it. This might be due to All Natural seeing the climate on the cell though.

Could be, I know the Temple behaves like an exterior, I'll double check that it has the interior weather though. :read:

Also a buglet. Two of the grand masters were hanging out in front of Smythe Manor pushing each other. I think they're both trying to stand on the same XMarker at the same time. Maybe whatever package is keeping them there needs a small radius?

Yeah I noticed that, I think they both got the same pack somehow, thanks. :good:

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About bugfix updates, some things slip through that you'll want to regularly check on. 1.0.3 has, for instance, 1 UDR (which has the possibility of CTD if other mods use the same reference), and the version number is still at 1.0.2 in Wrye Bash/BOSS/file header.

For myself I'm not so concerned because I check all the mods I use, but I thought you would want to know.

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For some reason the Water Warrior quest does`nt want to start for me. After Rowan escorts me to the training area and Sensei tells me about the quest, I head out to the village and start questioning everyone and no one mentions anything to do with the quest. I`ve been round everyone a couple of times over a 24 hour period, I`m using RC 1.0.3.

Another observation is that Cultists from The Ayleid Steps keep popping up, several followed us to Sancre Tor during the escort quest and I`ve noticed a couple running around Sancre Tor itself, not game breaking ( or is it ? ) but it may be a bit immersion breaking if they start popping up in places they should`nt be later on.

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Wind warrior quest, Skingrad:

I found the wind orb but how can I get it without cheating? I suppose it is an activator and I have to grab it. I tried to jump from the grates but it is too high even for my level 46 character. I looked it up in the Wiki but no clue.

Btw. in the Wiki it says it is found on a stable outside the gates but I found it inside the gates behind the West Weald Inn.

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There are

Light Crates provided in Bravil to reach that stone, you can pocket them, take them with you to Skingrad to help boost your character up.

:good:

You know. I never even thought to try that. I just ran around looking for a way to jump, and eventually found one. Although that wouldn't have worked if I were playing with vanilla cities :P

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