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#81
Mr13

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This is an amazing mod, mostly I just did this for the origin changes, the gold, and some of the other goodies (I didn't use the face changer, or any npc stuff) but the only thing I can suggest as an improvement is to get rid of the rogue skills in warrior class for the Human noble origin. I can live with it, I just won't upgrade anything in rogue so it doesn't feel like i'm cheating... too badly. =P Excellent job, keep it up!

#82
Kuldebar

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@sorron and Mr13:

Quotes from some posts below:

Vaedian>
"When I make a new game as human noble warrior, my warrior suddenly gets Rogue as sub-class and can stealth, lockpick and stuff.

Er... is that on purpose? Because I can't find anything about it in the description.

Edit: I narrowed it down to the "bhn100ar_castle_cousland.ncs". When I remove it from the Override-directory the class creation works fine. Might be something for another mod perhaps? Cross-classing ."

Answer from SpaceAlex>

"Nah, that was an "error" in my mod. It doesn't break the game or anything. It just gives you an extra talent table.

I'll fix the script in the next update."

Edited by Kuldebar, 18 January 2010 - 03:28 AM.


#83
sorron

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@Kuldebar

Ah, I didn't read far enough down to see that he already knows about the issue. Can't wait until the next update, then!

#84
eld10

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I'm not sure if this is a bug or a conflict with another mod.

I'm playing an Elven Mage at the moment, and there's a problem with the First foray into the Wilds as a Warden recruit at Ostagar. I'm supposed to go Darkspawn hunting with Alistair and 2 other recruits, but with this mod installed, Alistair's... missing.

The other 2 recruits were added to my party just fine, but Alistair is only a disembodied voice in cutscenes. His portrait does not appear on the left of the main HUD either. I.e., he's not even in the party.

I have modules 1-4 of this mod installed in their entirety. Just to head off the usual questions, I have these files (in their subfolders) unzipped to the Override folder.

To test if this mod was the problem, I removed it. Alistair was still gone in my most recent save. I then loaded a save I'd made when I first arrived at Ostagar and then accepted Duncan's quest. No more missing Alistair. Hence, it is either the mod or a conflict.

So the question is: Has anyone managed to play an Elven Mage with this mod installed from the beginning with no such problem?

Edited by eld10, 18 January 2010 - 04:51 AM.


#85
sorron

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@eld10

I can confirm that the mod doesn't mess up my Female Elf Mage, though my last save is right before I head off into the wilds. Alistair, Daveth and Ser Jory are all in my party perfectly fine, no disembodied voice or anything.

#86
SpaceAlex

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Wow fantastic sounding mod man, very nice and cleanly laid out description. Great job :D

This whole thing is modular right? so does that mean I can take out the starting for Human Noble? since I want to use Obsidian's Nobler Noble. Also how would I use the "areas" part but not use "dialogue", since you said that you should use both together if you're planning on using "areas". Just wondering because I use the Dialogue Tweaks mod and there will obviously be conflicts.

Great mod :)


Yeah, aside from most sub-folders in the Global folder (see the readme - I'll try make things a bit more clear when I update it), everything is optional (though the modified urn of sacred ashes areas do require characters [.utc's] to be installed as well).

Dialogue Tweaks should be/is compatible with this mod.


Hi i just started with the Dalish Elf Origin with the mod and I can't help but notice (obviously) that my elf gets stripped down to his underwear when it begins! It's even worse when I use the Natural Bodies mod, which is a ROFL.

Is this a bug or something? Please tell me it can be fixed.


Hmm, this shouldn't happen if you installed "1.4. New & Critical Items". Does everyone get this?


I noticed a small adjustment that needs to be fixed. The Ilen's bow you get from Ilen in the beggining of the Dalish Elf camp is a little to much to the left when it is sitting on your back. A slight move to the right would make it look nice. :)


I don't think this is anything I can fix.


Uh, Bann Teagan is naked when you meet him in the RedCliffe Chantry. This is a huge problem, and I hope it is addressed soon.

Also, some mages in the Sacred Ashes Dungeon are missing their heads.


Yeah, the Teeeegan. I answered this a few pages back. If you didn't install the Human Noble part, you need to move the .uti files from Human Noble folder to your override (or into 1.4. New & Critical Items folder). An error on my part, sorry. :unsure:

As for the Urn mages, I totally forgot about those, I'm so sorry. I gave them new heads (because they all looked the same) and then forgot to add them. :wallbash: I'll fix this as soon as possible.


The last issue is the Party Gold. I know you can't change it to simply Gold without packaging the mod into a .DAZIP file, but why not do that? I understand this mod is modular, so packaging as a DAZIP would kinda be detrimental to that idea, but, in my opinion, since I use every part of this mod except the morphs, it would be a great thing to do.

This is a great realism mod, and I'm liking it so far. The last thing I have to point out is that this mod is incompatible with The Icon Project mod. Your changes to items in the game override the changes to the icons for the items in the game from The Icon Project. A compatibility patch would be greatly appreciated, and welcomed.

Thank you!


Well, that's you. :P I may make a .dazip that contains files related to just the gold material, though.

I was, in fact, already working on The Icons Project compatibility, but then I noticed I can't do armors because the icons for the gloves are not done yet. If you're fine with just accessories (belts, rings, amulets) and clothes (mage, noble clothes [I didn't modify any others]), I could release that. I won't, however, touch armors until gloves are done.

I'm not sure if this is a bug or a conflict with another mod.

I'm playing an Elven Mage at the moment, and there's a problem with the First foray into the Wilds as a Warden recruit at Ostagar. I'm supposed to go Darkspawn hunting with Alistair and 2 other recruits, but with this mod installed, Alistair's... missing.

The other 2 recruits were added to my party just fine, but Alistair is only a disembodied voice in cutscenes. His portrait does not appear on the left of the main HUD either. I.e., he's not even in the party.

I have modules 1-4 of this mod installed in their entirety. Just to head off the usual questions, I have these files (in their subfolders) unzipped to the Override folder.

To test if this mod was the problem, I removed it. Alistair was still gone in my most recent save. I then loaded a save I'd made when I first arrived at Ostagar and then accepted Duncan's quest. No more missing Alistair. Hence, it is either the mod or a conflict.

So the question is: Has anyone managed to play an Elven Mage with this mod installed from the beginning with no such problem?


Hmm, sounds like a conflict of some sorts, but without having access to your PC, I can't really tell. :P Try deleting only gen00fl_alistair.utc from the CompanionsAlistair folder, and see if that does anything. I went through Ostagar several times (not as an elven mage, but this shouldn't matter), and had no problems.

Edited by SpaceAlex, 18 January 2010 - 06:32 AM.


#87
sorron

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@SpaceAlex

A .DAZIP just for the gold part is a good idea, it keeps things modular.

About The Icons Project, any form of compatibility, even if it's just the accessories and clothes, would be welcome.

#88
eld10

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@sorron: Thanks. Must be a conflict then.

@SpaceAlex: Will try this. Thanks for an interesting mod.

-----

Edit: Looks like the conflict is between ( Global > New & Critical Items) and the Tiered Uniques mod. Appears to be a pretty major conflict so I'll have to choose between the two. :(

-----

Edit 2: Hm. Would I be able to get away with installing (1.4 Areas), (1.5 Placeables), and (1.6 Other) without also enabling 1.1 - 1.3?

Also, if I install (2.3 Scripts) without 2.1 and 2.2, would that break something?

Lastly, does (4. Companions) depend on any other modules?

Edited by eld10, 18 January 2010 - 06:48 AM.


#89
SpaceAlex

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@ eld10: I'm not sure how a few conflicting items would prevent companions from joining, really. Are you absolutely sure that's the problem? Because if it's not, you can just move the items from Tiered Uniques to "1.4. New & Critical ItemsArmors, Weapons" folder, replacing the already existing items. Other than items looking differently and having different stats, this should cause no problems.

Anyway, many other parts of the mod (NPC's, Companions, PC Origins) depend on 1.1 and 1.3, so if you're using any of those, you must install it. If you don't, the majority of NPC's will be missing clothes. :D

Also, Scripts + Characters + Areas go together. Areas may be used independently, but you must first delete every file beginning with "urn" from it first.

And you don't have to install the companion part. Everything after "Global" is completely optional.

I'll make these things a bit clearer (hopefully) in the next update.

Edited by SpaceAlex, 18 January 2010 - 07:24 AM.


#90
eld10

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No, I'm not absolutely sure. It's just that the item file conflict was the only immediately visible one.

I think I'll wait for your next version and then install modules one at a time to see what breaks the game.




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