How did you fix it? What did you do?
Ruined Tails Tale
Started by
Guest_Plugin Manager_*
, Apr 16 2006 04:06 AM
1268 replies to this topic
#1251
Posted 09 June 2014 - 07:20 PM
#1252
Posted 09 June 2014 - 07:34 PM
I saw this too. Try sleeping for longer, that is what appeared to fix it for me.
#1253
Posted 09 June 2014 - 07:40 PM
Same problem here. Any ideas?
#1254
Posted 17 June 2014 - 04:10 PM
Is Ruin supposed to have a voice or am I experiencing a bug?
#1255
Posted 04 July 2014 - 03:58 AM
Always loved this mod. A question: the musoc that plays in the Shadowscale sanctuary, who is it by? What's its title?
#1256
Posted 14 July 2014 - 04:03 AM
Basically you can delete sound/voice folder if using Unversal Silent Voice, right? It weighs 136mb from total 191mb, and as far as I understand it's just empty files without actual voice.
#1257
Posted 24 July 2014 - 07:44 AM
Back a few years ago when I first started getting into Oblivion and modding it, this mod was fantastic. I could deal with the odd crash, here and there, and overall strange issues that arose, and I was more than happy to work around the mod in order to enjoy the quest.
Several years into the present, I'm at Oblivion again, and I've had some changes of heart.
I personally think there's some serious problems with this mod and I'll list them below.
1. While its story is interesting, the writing that was put into this was not well thought out. During the first portion of the quest you are basically talked at while answering morality questions with a yes or no choice. For some people, this might be great in comparison to what vanilla TES IV has to offer, but the second time through, it gets old fast.
2. The way in which the dialogue is given to you is rarely tied to any situational events or circumstances, and is most often just a random diatribe over morality and how one deals with one's past. It normally serves to only break immersion and just leave an impression of pretension.
3. Speaking of breaking immersion, this mod is severely out dated! I can't really fault the mod for that, but when played in conjunction with mods that add new NPC's or scripted behavior, more often than not, if they happen to interact with Ruin, the game will CTD. If Ruin happens to summon his horse in the wrong place, the game will CTD. If one happens to just get unlucky and burns a particular building while Oblivion is feeling grumpy, the game will CTD.
RTT will CTD occasionally on even Vanilla Oblivion, but unfortunately, with a heavily modded game, it only serves to make matters worse and almost makes the game so frustrating that it becomes unplayable.
It's a great adventure to take a go through, but there's hardly any replay value found here due to the nature of the dialogue, and as others have pointed out, much of the time you're working around the mod in order to progress through the story.
Several years into the present, I'm at Oblivion again, and I've had some changes of heart.
I personally think there's some serious problems with this mod and I'll list them below.
1. While its story is interesting, the writing that was put into this was not well thought out. During the first portion of the quest you are basically talked at while answering morality questions with a yes or no choice. For some people, this might be great in comparison to what vanilla TES IV has to offer, but the second time through, it gets old fast.
2. The way in which the dialogue is given to you is rarely tied to any situational events or circumstances, and is most often just a random diatribe over morality and how one deals with one's past. It normally serves to only break immersion and just leave an impression of pretension.
3. Speaking of breaking immersion, this mod is severely out dated! I can't really fault the mod for that, but when played in conjunction with mods that add new NPC's or scripted behavior, more often than not, if they happen to interact with Ruin, the game will CTD. If Ruin happens to summon his horse in the wrong place, the game will CTD. If one happens to just get unlucky and burns a particular building while Oblivion is feeling grumpy, the game will CTD.
RTT will CTD occasionally on even Vanilla Oblivion, but unfortunately, with a heavily modded game, it only serves to make matters worse and almost makes the game so frustrating that it becomes unplayable.
It's a great adventure to take a go through, but there's hardly any replay value found here due to the nature of the dialogue, and as others have pointed out, much of the time you're working around the mod in order to progress through the story.
#1258
Posted 01 August 2014 - 06:22 AM
While I do not know much about this mod I have seen the reception others have had and wish to use it. But for some reason when I get my first horse at whyn priory he just leaves and hops on it. Afterwards he follows me on it but doesn't do anything else. So I was wondering if someone came up with a solution that still allows me to have a horse.
#1259
Posted 03 August 2014 - 05:12 PM
I had the exact same problem as the previous poster. It really drives me nuts. Especially since he can apparently summon his own horse.
Which brings me to my other problem. Is there some way to turn off the overly dramatic lightning strike sound and the screen effect whenever he summons his horse?
Which brings me to my other problem. Is there some way to turn off the overly dramatic lightning strike sound and the screen effect whenever he summons his horse?
#1260
Posted 09 August 2014 - 03:30 AM
Is he voiced? I thought he was but I am not getting a voice...



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