I tried to edit my last post but it wouldn't let me so I decided to post a new commend. Anyway, after many hours of game time and several beatings , Ruined Tail is back to normal. Not sure what fixed my issue exactly, but it finally seemed to fix itself for now. My CM companion is back to behaving strangely again though. Perhaps that will fix itself at some point also. Now to continue with RT's quests.
Ruined Tails Tale
Started by
Guest_Plugin Manager_*
, Apr 16 2006 04:06 AM
1268 replies to this topic
#1241
Posted 24 February 2014 - 02:38 PM
#1242
Posted 06 April 2014 - 03:43 AM
Ruined Tail's Tale is a fantastic mod. My only complaint was the timers -- they are really, really short, so when Ruin was saying stuff like, 'As we've traveled across Tamriel' it felt unrealistic, since we had literally just left the Battered Dragon. If you could make it so there are a few days in between each 'Ruin wants to talk', (ingame days, or weeks) it would make it a much better experience. If this isn't possible, is there anyway to make the timer longer myself?
Either way, thank you so much for the hard work you put into this mod. It really shows.
Either way, thank you so much for the hard work you put into this mod. It really shows.
#1243
Posted 06 April 2014 - 08:18 PM
Is there any way for a version with longer timers between conversations (say 2500 seconds or so, maybe more) to be made without too much hassle? Or would you need to remake a lot of stuff? The short timers break the realism a little.
If not, that is fine. Great mod.
If not, that is fine. Great mod.
#1244
Posted 03 May 2014 - 05:03 AM
I only played 3_0_1 up till the inn catches fire and I gotta say I'm loving it. I know I'm playing Oblivion but it's like I'm playing a completely new game; a JRPG like FFIX in Oblivion's skin.
It's not just Ruined-Tail but an extra effort was made to make the more immediate events of your surroundings stand out more. The crowded background voices in the pub, for instance was a nice touch and I noticed that everyone there had their own story so it was more than just Ruin's tale. And I loved the philosophical conversations I could have with Ruin in that place and that I was given the freedom to choose what I wanted to say. I haven't had this much fun talking to NPCs in Oblivion since the "Whodunit" quest of the Dark Brotherhood questline.
It's too bad you're not still around, Simyaz.
EDIT: Okay, now I think he talks too much... like puts waaaay too much thought into things. Oh, Ruin-Tail, y u no talk about normal things? Literally every time I talk to you it's some deep philosophical stuff.
It's not just Ruined-Tail but an extra effort was made to make the more immediate events of your surroundings stand out more. The crowded background voices in the pub, for instance was a nice touch and I noticed that everyone there had their own story so it was more than just Ruin's tale. And I loved the philosophical conversations I could have with Ruin in that place and that I was given the freedom to choose what I wanted to say. I haven't had this much fun talking to NPCs in Oblivion since the "Whodunit" quest of the Dark Brotherhood questline.
It's too bad you're not still around, Simyaz.
EDIT: Okay, now I think he talks too much... like puts waaaay too much thought into things. Oh, Ruin-Tail, y u no talk about normal things? Literally every time I talk to you it's some deep philosophical stuff.
Edited by DarkSpyda04, 05 May 2014 - 05:51 AM.
#1245
Posted 06 May 2014 - 03:04 AM
I loved that I was able to decipher the second coded letter on my own after having been hinted on how to solve the first one. I didn't completely get what Ruin said the first time around so I had to look back at the first letter and see if I could read what it said. Once I deciphered the message, I busted out a notebook and started hacking at the second one. Sure enough, I solved the puzzle. But it's not to be said that ALL puzzles in Simyaz's mods are obvious. Some just don't dole out enough hints; same thing happened with the Doom Book puzzle in Resident Evil 1. People who played that game were much more used to clicking X to search things and placing books on bookshelves so when a puzzle came up that required them to use the 3D item checker to open the Doom Book and retrieve the medal inside it, the player didn't know what to do. There was plenty more incentive to visit the recently-unlocked 2F library and try using the book on every shelf. Once that fails, the player simply gives up or checks a guide.
You have to sort of GUIDE the player into solving a riddle, not just expecting them to be a genius capable of doing so. Like for instance if in addition to the Doom Book puzzle in RE1 there were a similar puzzle that used the 3D item check earlier on in the game, the player might have been able to figure it out. The ONLY reason I was able to read that coded note is because Ruin said something that standed out.
You have to sort of GUIDE the player into solving a riddle, not just expecting them to be a genius capable of doing so. Like for instance if in addition to the Doom Book puzzle in RE1 there were a similar puzzle that used the 3D item check earlier on in the game, the player might have been able to figure it out. The ONLY reason I was able to read that coded note is because Ruin said something that standed out.
#1246
Posted 24 May 2014 - 05:44 AM
I keep CTD after the inn burns down. I noticed a few people had the same issue but wasn't able to find a solution. I tried running away from the inn, saving and quiting then coming back, fast traveling but always CTD and saves become corrupt. Was really looking forward to playing this mod out, hope someone has a fix for this issue.
#1247
Posted 04 June 2014 - 08:36 PM
Run pure westward until Ruin wants to talk. You can watch Teamudf's playthrough on Youtube to see how he managed to overcome these issues.
Edited by firestar1992, 04 June 2014 - 08:36 PM.
#1248
Posted 04 June 2014 - 08:51 PM
This mod...I hate to say it, considering how great your other works are, but this one could use some work. The first and most obvious issue is the crash to desktop that happens after the inn burns down. This happened to me personally, and most everyone I know who've played it experienced the same problem. Beyond that, a lot of my problem is the circular, repetitive way the dialogue is presented. Really, the writing could just use a bit of editing to make the point of each conversation more concise. I often found myself lost while Ruin just talked for ten minutes about a topic that could easily be covered in two. Maybe rambling on and on is supposed to be part of Ruin's personality, but it still becomes more annoying than anything else.
The best parts of the mod were when things were actually happening, although *spoilers* Ruin dying at least twice and continually being resurrected got old rather quickly. Still, I'll grant you that it IS a good story, even if I feel it wasn't presented in the best way.
The best parts of the mod were when things were actually happening, although *spoilers* Ruin dying at least twice and continually being resurrected got old rather quickly. Still, I'll grant you that it IS a good story, even if I feel it wasn't presented in the best way.
#1249
Posted 09 June 2014 - 07:07 PM
I have a bug/problem. After I return form the Abyss I sleep and a message apears that says: You wake up from the sound of footsteps (this is where some Silencer is about to come). But nothing happnes. My character stays immobilized, I can't walk, jump, attack, I can't do nothing and I'm stuck. How do I fix this?
#1250
Posted 09 June 2014 - 07:11 PM
Same here. What should we do?



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