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Arthmoor

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File Comments posted by Arthmoor

    Roads of Cyrodiil

       1,197    6

    Version 4.5.6

    * Fixed an open faced fort wall piece at Fort Vlastarus that was exposed by the reroute in 4.5.3.

    * The legion patrol east of the Arcane University was not reuniting properly with his horse, leading to him standing around doing nothing when separated from it.

    * Extended the path leading away from Imperial Bridge Inn up to the main road nearby.

    * Updated the road record file for Open Cities Reborn to include proper support for Bruma and Anvil in addition to Leyawiin.

    * Added internal toggle support to activate road signs for my other village mods when they get updated.

    Open Cities Classic

       763    11

    Open Cities Classic v3.5

    * Anvil: The Bay Expansion material has been reverted out of the ESP for Anvil.

    * All: Package separation into "classic" and "reborn" distributions. Resources not needed for Classic have been removed from this package.

    * All: Dropped edits to the city house quests in order to avoid blotting out changes other mods need to make. All house map markers will be added by a script when necessary.

    * All: Added flags flying over each city's castle from Firespark's flag resource.

    * Misc: The readme section dealing with mod detection has been split into a new file to keep this document less cluttered.

    * Chorrol: The stone wall outside Reynald Jermaine's house was missing two pieces.

    * Bravil: The bridge to the castle was missing a post at the end.

    * Anvil: No AI door had been provided for the Anvil Castle.

    * Master File: Updated the automatic door closing script to properly close the city gates if they manage to get left open.

    * Master File: City gate scripts will call pcb when activated to simulate what the game normally does when entering a new worldspace.

    * All: Updates to various things to re-sync with the latest UOP updates.

    * Bravil: The statue of Zenithar on the south end of the city is now correctly a statue of Mara.

    * Bravil: Corrected some broken path grid links.

    * Anvil: Newheim The Portly's house had its door markers embedded in the doors, making it impossible to enter.

    * Anvil: Newheim's bush outside the back door was clipping the house.

    * Anvil: Newheim's front door was crooked and has been adjusted. (This change will not take effect if you have previously visited OC Anvil)

    * All: Regrettably, had to change owner configurations on the dummy cells for the cell ownership detection method used in conditional AI packs and quest targeting.

    * All: All plugins have now been made 100% range safe. Gecko merging should be error-free.

    A Brotherhood Renewed

       3,358    13

    Version 1.0.3

    * Updated scripting to handle Scar-Tail's quest conditions to make sure he isn't a valid hire option if he's dead or the player hasn't met him yet.

    Hopefully this time it's actually fixed and doesn't still have loopholes.

    Feldscar

       801    8

    Version 1.0.4

    * Dialogue conditions on collecting the mace or bow from Stronmund made actually getting them impossible.

    * Stronmund could lock you inside his shop when leaving for dinner.

    * The Starmetal Ore mesh did not have its collision flagged properly.

    A Brotherhood Renewed

       3,358    13

    Version 1.0.2

    * The courier's AI would start returning back to the sanctuary if the player caused the conditions to break temporarily.

    He will now simply stop where he's at and resume once the player is available again.

    * Undead everywhere in the game were no longer hostile if the Bruma sanctuary quest was not advanced beyond a certain point.

    * NPCs who survive the Purification as a result of mods were not moved to their sanctuaries when hired.

    * Dialogue relating to Edla's side quest was not properly restricted to only be spoken by the hired Speaker.

    Feldscar

       801    8

    Version 1.0.3

    * Fixed a small glitch in the beginning of the Sedor Job quest.

    * Fixed a typo in Ma'Bakha's dialogue when he's talking about Jorundr.

    * Fixed the starmetal enchantment so it does not cause friendly fire damage.

    * Fixed a glitch in the Dunmer quest for members of the Mages Guild.

    * Fixed a glitch where advancing "The Missing Cheiftan" became impossible due to a missing dialogue choice.

    * Fixed a glitch with Stronmund's reward at the end of the quest not offering the bow as a choice.

    * Ekapi's AI will now skip all fallout behavior to fit with her desire to not speak to anyone.

  1. Version 2.0.1

    * The agent in Bartholm wasn't hooked up to his topics. Oops.

    * Visits-Many-Lands was charging 45 gold and adding 5 hours to the clock for trips to Bravil which should have been 3 hours at 35 gold.

  2. Version 2.0

    * Mod now requires OBSE v0018 or higher.

    * The delay between paying for travel service and the actual move to the destination should now be virtually instant.

    * Dropped the BSA as it isn't warranted for simple silent voice files. Be sure to delete that if you still have it.

    * Added travel destinations to Bartholm, Faregyl, Feldscar, and Sutch.

    These destinations will only show up if the mods that add them are installed at the time the game is loaded. Other destinations will be considered, provided they are of sufficient size to justify adding them and are not too close to other already supported destinations. If the destination is only made active after a quest is completed in the target mod, that destination will not be considered as I do not want to get into the need for patches to accommodate them. I have enough patches for other mods to manage as it is.

    Destinations in provinces outside of Cyrodiil will not be considered, as this one is meant only for servicing Cyrodiil.

    Feldscar

       801    8

    Version 1.0.2

    * Added a stage to the Sedor Job quest to add the Jorundr topic if the player has not yet started Two Sides of the Coin.

    * Fixed condition checks on Sedor Job to give the proper journal entry when Arnora dies in Two Sides of the Coin.

    * Fixed a minor bug in the generic dialogue that triggered the Dunmer quest if you met them outside of Feldscar first.

    * Paths for the painting nifs have been changed.

    * Added a bow to the choices of weapons Stronmund will forge for you.

    * Added a couple of extra road signs on routes through the southern mountains.

    * Removed the bandit spawns from Two Decker Camp, replaced them with a small legion detatchment.

    * The torches in the tomb have been updated with an improved version where the torches won't fall out of the holders.

    * Fixed collision on the nord tomb tiles, thanks to Phitt.

  3. Version 1.3.1

    * Fixed K'Darr's AI so that he will be in the correct location if Open Cities Leyawiin Reborn is being used.

    * Call pcb to purge buffers when traveling to another city, which should mimic what fast travel does.

    Roads of Cyrodiil

       1,197    6

    Version 4.5.4

    * A rogue land tear has been fixed NE of the bridge leading off the north end of Imperial Isle.

    Version 4.5.3

    * Slight rerouting of the west end of the Skingrad-Faregyl road to accomodate the Skingrad Outskirts UL.

    * Added a dirt path from the main Bruma road up to Bleaker's Way.

    * More corrections to road record files made.

    Feldscar

       801    8

    Version 1.0.1

    * Corrected an issue with a quest element involved a jail cell in the Imperial City which was refusing to stay closed.

    * Corrected an issue with Valthyn in one of the later stages of his quest that would cause Mage Guild members to get expelled from the guild.

    Roads of Cyrodiil

       1,197    6

    Version 4.5.2

    * The two road record files needed corrections for broken path nodes across Fort Ash and the northern Niben bridge.

    * Reduced the slope on the north road out of the IC to Bruma. Hopefully enough to stop tripping up the horses.

    • Upvote 1

    Faregyl Village

       783    5

    Version 1.0.10

    * Added a road sign for the village up by the main road.

    * Fixed the house meshes so the smoke particles don't show up as purple squares for people without AWLS.

  4. Version 1.6.3 update:

    - Found and disabled numerous rocks which were buried under the landscape, out of view. Should provide a small boost to performance.

    - Removed all edits from cells at X -49 as there was a lot of stripped material which was not replaced. Helps with compatibility issues as well.

    - Patches for Sousmarin Manor and Anvil Bay Expansion are now entirely obsolete.

    - More path grid fixes, especially around Crowhaven.

    Vergayun

       493    6

    Version 1.0.3

    * Updated Dean's grave again with a better tombstone.

    * Script when activating Dean's tombstone should only add the dialogue topic once instead of every time.

    * BSA file was dropped as there is not enough content to justify one. File paths have also been rearranged.

    Version 1.0.2

    * Updated Dean's grave with a new mesh to mark it on the ground.

    * Public music had not been assigned to the outdoor region.

    * Village dialogue script was set to add the Vergayun topic over and over again.

    Yeah. Apparently when I did the 1.0.2 update I only bothered to upload it to my own homepage. Oops :)

    Faregyl Village

       783    5

    Version 1.0.9

    * The Rusty Nail now has a sign hanging from the roof.

    * Alix Lencolia has been removed from the villagers faction as he is seen as more of a long time visitor to the inn.

    * Texture changes on the architecture. The holes in the Ayleid metal always looked weird.

    This is going to be the last update on this for awhile. I am deep into revamping the quest into something more interesting and expanding on it with additional chapters. I have no idea how long the revamp is going to take but it'll be worth it. I'll tease slightly by saying that what I've got planned involves consequences for your decisions as you progress.

    Open Cities Classic

       763    11

    Open Cities v3.3

    * Bravil: Fully support the city wall changes for Lost Spires, allowing the patch to be rebuilt in a more flexible way.

    * Bruma: Thanks to QQuix, the player statue built after the "Battle of Bruma" will now work properly.

    * Master Resources: Removed the ambient torch sound loop from all of the light definitions. This should result in less sound related stuttering.

    * General: Rearranged all file locations to be installed under "Arthmoor" in both meshes and textures.

    A note on updating - you will need to make sure all of the files get put into the proper *NEW* locations. BAIN users might want to uninstall the package first before reinstalling it. I don't know for sure if BAIN will handle changing file paths easily.

    Also, the patch for Lost Spires has been updated as well. Note that it will change load order positions - make sure you watch for that in the patch readme.

    Open Cities Classic

       763    11

    Are you sure you don't? :smug:

    A lot of people think OC is a machine killer, but it really isn't. The absolute worst I've seen is a 5fps drop vs vanilla cities.

    And keep in mind, Morrowind had all open cities except for portions of Vivec City. That game ran rather well and the cities had as much or more going on most of the time than the ones in Oblivion. And we all had much lesser machines back in 2003.

  5. Updated to 1.3:

    * Adjusted the agents' gold higher still because at least one of them has been reported as a thief.

    * Trimmed the morning eat package off of all agents in the interests of lightening AI load.

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