very good mod so far..
But I cant get Ruin to appear in a dream after he died..
I waited like a month and still nothing happens...
How to trigger that?!
Ruined Tails Tale
Started by
Guest_Plugin Manager_*
, Apr 16 2006 04:06 AM
1268 replies to this topic
#41
Posted 11 February 2007 - 05:20 PM
#42
Posted 12 February 2007 - 07:05 AM
10/10. Simply put it is, along with your other companion mods, the BEST companion mod. I enjoy the depth of character you brought into Oblivion. Every non-player character compared to Ruin is like a wet piece of cardboard. Very nice, very in depth, very catching, and very original.
Regards.
Regards.
#43
Posted 12 February 2007 - 03:53 PM
#44
Posted 13 February 2007 - 04:14 AM
Whats been modified in companion share to stop the save game bloating bug? I just extracted the scripts in ScriptDumper and it's just the same as Reznoids original I use.
Even so, great effort with this mod. I look forward to checking it out. Give my old companion a holiday mod.
Even so, great effort with this mod. I look forward to checking it out. Give my old companion a holiday mod.
#45
Posted 15 February 2007 - 04:59 AM
Great mod, but when I drop the assassin's note nothing happens. Help... Please?
#46
Posted 16 February 2007 - 10:58 AM
G'day all, sorry I don't frequent this particular site much anymore, yet I started working on the original Ruined-Tail back in April of 2006, and have since moved on to other projects within Oblivion (The Butcher of Armindale, The Legacy) and outside of it.
However, as of these last 2 months, I have since commenced work on Ruined-Tail 2.0 which will effectively resolve all of the niggling issues with the MOD itself. Issues that hamper gameplay from time to time, and also issues which have bugged me since I first released the MOD.
Thus far, the RTT2 rebuild has progressed as follows:
1. Completely rewrote a large number of the core RTT scripts, and reorganised all of the RTT files (within the .esp) so that it has a more "proffessional" feel and less of a "half-arsed" approach. (Those unfamiliar with the MOD's early stages may not understand the relevence of this.)
2. Reworked a number of the sound files attatched to the MOD. Created some new sound files. Deleted a few. Edited others. All for the sake of immersion.
3. Updated The CompanionShare so that I'm using an "in-house" version developed and tested by AndyW (a very talented Modder) and myself. Also changed the way that Ruin's AI is handled within the MOD itself. Added the ability to summon Ruin (in case he gets stuck.)
4. Completely redesigned the first trip to the Shadowscale Stronghold (with In-Death's-Embrace).
5. Completely redesigned the ENTIRE ShadowSeeker encounter. This new section is now less prone to bugs, more immersive, and less reliant on hard-scripting to complete it.
6. Changed the final encounter (prior to the 1.0 update to the MOD) so that it has more of a "strategy" element and less of a combat orientated element.
** Up until here are the changes that I have completed at this time of writing. What follows are changes still to come.**
7. A few changes to some of the story structure so that it has more continuity, and a few more pieces "link" together.
8. Completely rework the "dream" segment of the MOD. It will have greater depth and be both more impacting to the player, and longer. Additionally, it will also no longer move the player to the Arena for no particular reason at the end of the sequence.
There are also a few other changes en route, yet I'm keeping them close to home for the meantime. We'll see what happens. =)
I'm glad to hear that the majority of you are enjoying the MOD. Your feedback thus far (via E-mails, PMs, or MSN contacts) has been much appreciated.
However, as of these last 2 months, I have since commenced work on Ruined-Tail 2.0 which will effectively resolve all of the niggling issues with the MOD itself. Issues that hamper gameplay from time to time, and also issues which have bugged me since I first released the MOD.
Thus far, the RTT2 rebuild has progressed as follows:
1. Completely rewrote a large number of the core RTT scripts, and reorganised all of the RTT files (within the .esp) so that it has a more "proffessional" feel and less of a "half-arsed" approach. (Those unfamiliar with the MOD's early stages may not understand the relevence of this.)
2. Reworked a number of the sound files attatched to the MOD. Created some new sound files. Deleted a few. Edited others. All for the sake of immersion.
3. Updated The CompanionShare so that I'm using an "in-house" version developed and tested by AndyW (a very talented Modder) and myself. Also changed the way that Ruin's AI is handled within the MOD itself. Added the ability to summon Ruin (in case he gets stuck.)
4. Completely redesigned the first trip to the Shadowscale Stronghold (with In-Death's-Embrace).
5. Completely redesigned the ENTIRE ShadowSeeker encounter. This new section is now less prone to bugs, more immersive, and less reliant on hard-scripting to complete it.
6. Changed the final encounter (prior to the 1.0 update to the MOD) so that it has more of a "strategy" element and less of a combat orientated element.
** Up until here are the changes that I have completed at this time of writing. What follows are changes still to come.**
7. A few changes to some of the story structure so that it has more continuity, and a few more pieces "link" together.
8. Completely rework the "dream" segment of the MOD. It will have greater depth and be both more impacting to the player, and longer. Additionally, it will also no longer move the player to the Arena for no particular reason at the end of the sequence.
There are also a few other changes en route, yet I'm keeping them close to home for the meantime. We'll see what happens. =)
I'm glad to hear that the majority of you are enjoying the MOD. Your feedback thus far (via E-mails, PMs, or MSN contacts) has been much appreciated.
#47
Posted 17 February 2007 - 03:07 AM
I'm very much looking forward to a revised version of this mod. I've been holding off, hearing/hoping that one was on the way, and wanting to experience Ruined-Tail "as he was meant to be." I'm probably going to start a new character just for his storyline... any suggestions?
#48
Posted 20 February 2007 - 06:59 AM
I am enjoying this character quite a bit as a companion, well done!
Does Ruin level up with the player? I have expert level destruction spells and all he's tossing around is Flare, Minor heal and Protect.
Also, have you thought of making him arm his secondary/tertiary weapon if his primary is knocked out of his hand? I find it quite annoying to arm him manually after a battle with companion share and the same goes for repairing his armor and weapon after rough encounters.
Any way for him to fix his own armor if repair hammers are in his inventory?
You can also contact me on the ES forums under the username argochris

4.8/5 for Ruin.
Does Butcher of Armindale run alongside Ruin without problems?
Does Ruin level up with the player? I have expert level destruction spells and all he's tossing around is Flare, Minor heal and Protect.
Also, have you thought of making him arm his secondary/tertiary weapon if his primary is knocked out of his hand? I find it quite annoying to arm him manually after a battle with companion share and the same goes for repairing his armor and weapon after rough encounters.
Any way for him to fix his own armor if repair hammers are in his inventory?
You can also contact me on the ES forums under the username argochris
4.8/5 for Ruin.
Does Butcher of Armindale run alongside Ruin without problems?
#49
Posted 24 February 2007 - 03:27 AM
Hey, this mod looks awesome. I downloaded the zip tho,
and couldn't find the companionshare.esm? Doh! What
did I do wrong?
and couldn't find the companionshare.esm? Doh! What
did I do wrong?
#50
Posted 24 February 2007 - 01:13 PM
With Ruined-Tail's Tale 2.0 you don't need CompanionShare to make the integrated companionshare work. the Ruin.esp includes it.
In fact, I've heard from some sources that keeping Companionshare.esm running with RTT 2.0 actually causes some incompatability problems, though I'm yet to verify that myself.
In fact, I've heard from some sources that keeping Companionshare.esm running with RTT 2.0 actually causes some incompatability problems, though I'm yet to verify that myself.



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