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diosoth

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Everything posted by diosoth

  1. I did a fresh install of Oblivion and all DLC packs, set it up with mTES4 to run multiple copies(each with its own mod setup) and started a new game. Well, about 3 hours in I hit on the bug with Deepscorn where it doesn't detect you arrived and I read the journal, so now Rowley isn't selling the upgrades. I disabled Vile Lair in OBMM but Deepscorn Hollow is still active and the save is regarding it as active. I'm at a loss for how to fix this as it seems simply unchecking the plugin in OBMM isn't doing it. I tried Oblivion Launcher but running that keeps messing up my video settings to "low quality" because it tries to auto-detect and fails, so I have to reset all my video settings. My only option seems to be to go back to my save before leaving the sewers and play 2 hours of game time again, going to Chorrol and all that.
  2. After reading OOO's PDF file and finding a LOT of things that should be working in full were not working at all, I've deemed it to be a matter of a bad OOO install. I would guess that a problem described in Vista using the EXE install also happens under Windows 7 because not only do I not have all the files present(of a 400+ MB download, and not counting the 50+ MB video trailer, I have maybe 30 MB of OOO data files), I think things are missing from the ESP file too. The Light Of Dawn and Slave Trader quests are not working and many features aren't either. Given I'm now done with the main quest and all side quests and only have maybe a scant few odd quests left I'm going to uninstall and reinstall Oblivion fresh, use mTES4 to make duplicate install copies and use those duplicates for modding purposes. This time I want to try out HGEC bodies with BBB, I think, and a lot of extra content mods such as dungeons and weapons. I also was "learning the game" this time around and I think the second time I should benefit from understanding the leveling and skill system better.
  3. Just a simple idea- after the SI main quest is completed, the statues of Sheogorath at his main shrine and the second statue in Darkfathom Cave would be replaced with a statue of the PC, basically replacing it with, say, the Bruma statue or something similar. As an added feature, the worshippers around the shrine may comment, or even bow before you if you get near them.
  4. I dislike the legal system. If you so much as pick up an object people call you a thief. Steal something far from anybody and the next guard you bump into will arrest you. The murder system seems a bit bugged and it's possible to "murder" people if their alignment isn't just right. The theft and "instant attack" system is also really buggy- my first time playing I would be constantly attacked and killed by Jauffre and Martin for trying to get on the wrong horse! And I'm supposed to be their friend! There is literally NO AI at work here in the theft system. "Steal" and disposition seems to all but drop to 0. I also do not see the point in the doomstones or whatever giving a 2 minute buff. It wears off too fast to make use of it. The horse system really also needs an overhaul so you can park your horse permanently somewhere and not have it fast travel with you. I have to worry about my horse being killed now every time I fast travel. And I do hate the vanilla leveling system. Every time you level, monsters level. I found by level 5 everything- even the scamps- could waste me better than when I was level 1. I found the game almost unplayable and if I'd been on a console would've given it up. I had to rely on OOO and other mods. But in a way I'm also not totally fond of the legal cheating you can do just by finding or enchanting items. Right now, with items I either enchanted legit or found in the wild, I am now 100% immune to disease, paralysis and poison(Ring Of Vitality), 100% immune to fire, frost and shock(Hands Of The Atroach, Boots Of The Atronach, Charity Of Madness and Elemental Ring) and 100% immune to magic(5 enchantments- OOO unlocks this at the altars- but I do have some equips which have the effect too and the same can be obtained vanilla by sigil stones). Plus a legally made 100% chameleon suit. It's cheating without cheating.
  5. note that much of this takes into account OOO-included content Name: Kitrina (or Sheogorath) Gender: female Race: Imperial Starsign: Warrior Class: Crusader Homes: all owned, though prefers Frostcrag Spire in Cyrodiil when not in New Sheoth Favourite Land: neutral to Cyrodiil, warming to Shivering Isles after becoming the madgod Best Friend: Imperial Guards, Knights Of The Nine, SI residents. She also wishes to "get closer" to Cutter someday but the Oblivion crisis is just a bit more important at the moment. Worst Enemy: Dremora, necromancers, Putrid Hand, Guardians Of Oblivion Combat Preference: bladed weapons Combat Style: up close combat Greatest Fear: Dagon winning, though if it happens she can go to the Shivering Isles, at least Greatest Want: A collection of fine armor and weapons, the day when she will finally fully grow to be a Daedric princess now that she is Sheogorath Physique: Exnem's FEC body Level: 31 Joined Guilds/Factions: Fighter's Guild(leader), Blades, Knights Of The Thorn, Knights Of The White Stallion, Knights Of The Nine(leader), Shivering Isles(Sheogorath) Enemy Guilds/Factions: Dark Brotherhood- attacked Lucien LaChance on first meeting, Fighter's Guild retaliated and killed him when he fought back. Promptly broke into the Cheydinhal DB sanctuary and finished off that group(mod used). Not a fan of the Gray Fox or the Thieves Guild. She also hates the Amazon Man-Hunters- Kitrina does "prefer girls" but not so much as to hate men. She finds their murder of men to be quite intolerable. Childhood: unknown, orphaned. If she had a last name, she never knew it Teenage: poor and alone Prefered Food: any Disliked Food: poisoned types Favourite Arrow Type: she has almost no skill with a bow but collects anything not sold in stores, especially enchanted arrows. Favourite Blade Type: enchanted blades that swing fast- preference of the fine blades used by corrupt followers of Jephre Spells: reliance on healing, secondary on attacks or summons. Being Sheogorath, she will summon a Golden Saint if people get rude Friendly Races: most Neutral Races: Khajiit. She thinks most of them are just strange. She's also a bit lukewarm on Orcs and Golden Saints, thinking both tend to be a bit snobbish. Hostile Races: Dagon's dremora Favourite City/Town: New Sheoth, Chorrol Least Favourite City/Town: Bravil Favourite Daedra: Sheogorath(she's a bit remorseful he had to go) Least Favourite Daedra: Malapha, Mehrunes Dagon, Molag Bal Favourite Divine: any Least Favourite Divine: none Main Weakness: easily knocked down, perfers "show off" armor to the more durable stuff Main Strength: armor is enchanted with heavy elemental protection, master of heavy armor and blade Goal in Life: To put an end to Mehrunes Dagon, for now. Why he was sent to jail: being a poor orphan who grew up homeless, she was not yet at the level of being a beggar but was caught stealing food. other: Kitrina had no goal or direction on escaping prison other than delivering the amulet. Tracing down Martin, closing an Oblivion gate and cleaning out Kvatch were just errands. She was also delivered two deeds, one to Deepscorn Hollow and one to Frostcrag Spire. Two separate sides of her unknown family. Frostcrag offered no interest and she felt some kinship with Greywin and Deepscorn became a home. However, as time went on, she learned of a strange door in Niben Bay and of the Anvil chapel attack. Sheogorath needed assistance and the Oblivion matter didn't seem too urgent. Over the course of that, she also joined the Fighter's Guild and began to be hailed as the "hero of Kvatch". She joined the Blades. On the way to Anvil, she learned of Jephre and his corrupt followers, eventually infiltrating Narind and making a "death run" past numerous guards to grab the green stone. Being led to another ruin and taking back Jephre's armor, Kitrina eventually found the location of the helmet. Shortly after, she learned of the mess at Battlehorn Castle, cleared out the marauders and came into ownership, with a full castle and army at her command. The private quarters became a play room, a place to stock weapons and armor with a full lining of mannequins to display the better part of the collection. Over time, she also became involved with the holy crusade to stop Umaril. The next few weeks saw her infiltrate the Blackwood Company only to murder a town while poisoned on bad hist. She was furious and walked into their building, killing any Blackwood who dared attack, and literally trashed the place, flinging books and slicing up the furniture. Destroying the hist tree and cutting up Maglir for his betrayal, Kitrina was appointed the new master of the guild. It was after this that she collected the holy relics and ended Umaril, and finally learned of the truth of the Greymarch and defeated Jyggalag. Having been appointed the new Sheogorath, she realized that someday she would evolve into a daedric princess. Weary and tired, Kitrina returned to Cyrodiil to check her monthly take from Fighter's Guild contracts. Taking a quick sleep, she was awoken by Lucien LaChance, who began to say she was a murderer and would be initiated into his group. She broke. She recalled Greywin's journal, how the DB had killed him and how he'd betrayed them. She also realized that she was nothing like her uncle or the DB. The Fighter's Guild, the KOTN, the Blades... and how dare this man come to Sheogorath and call a deadric princess a murderer simply because she'd slain so many evil people. Kitrina attacked him. Lucien pulled a dagger to fight back only to attract the attention of several members of the Fighter's Guild. Lucien met a quick end. Sick of Sithis and such evil, she went to Deepscorn Hollow cleared out all belongings and relocated her Cyrodiil base to Frostcrag Spire. Geywin may have been involved but he was not her only family. Frostcrag offered a more peaceful setting and much more room, as well as a place to better her skills of magic and alchemy. The blade of woe, which Lucien had given her, was tossed off the bridle leading to the Imperial City, along with the Ichor of Sithis, both doomed to sink in the waters. The altars which she had used before were now a key tool to stopping the will of Mehrunes Dagon. Obtaining proper armor and weapons with new enchantments, she obtained a near invulnerability to the elements and magic, and whereas she perfers enchanted katanas, the dagger Mehrunes Razor, obtained at some poijnt in her journey, is also carried around. Kitrina sees some ironic justice in using the weapon of Mahrunes Dagon against him. Having been provided the final deciphering of the Mythic Dawn Commentaries, Kitrina was able to locate their secret shrine. Too late to recover the Amulet, she was able to obtain the Mysterium Xarxes and wipe out all Mythic Dawn members present. Martin began work studying the book while she obtained the items he needed for the ritual. Brume, under attack from an Oblivion Gate, found them in her debt upon helping Captain Burd close the gate. Doing so for all the other major cities and obtaining aid for Bruma, Kitrina agreed to help Martin's plan to obtain a great sigil stone. Running into the great gate under full chameleon, grabbing the stone, the mission was a success- but Jauffre was lost in the fight. Now all the remained was to enter Paradise and recover the Amulet. Kitrina did so, summong her daedric army to aid in the battle to kill Mankar Cameron. Facing the final challenge of escorting Martin to the Imperial City, Kitrina took along with her the Staff of Sheogorath, an odd feeling of something bad about to happen. She was right- before Martin could relight the Dragonfires, Dagon attacked. Fending off the dremora and keeping Martin safe, she felt desperate upon seeing the massive daedric prince himself. Drawing the staff, Kitrina used her new powers to freeze Mehrunes Dagon in place to escort Martin inside. Within, while Dagon was still held bound, Kitrina finally explained it all to Martin, how she had become the new Sheogorath. He understood. As Daon tore open the Temple, Martin ascended and became the avatar of Akatosh, ridding Dagon from Cyrodiil. Feel the victory empty, Kitrina remained in Tamriel for a short time, but felt that her place was in the Shivering Isles and after a time, the Champion Of Cyrodiil vanished. Though some knew the true fate of the hero when the shrines to Sheogorath were all mysteriously change dine day into that of a woman rather than the old man. It is hard to say the result- no doubt the SI remained rather as it was, though subtleties crept in. Mania became the land of honor and heroism while Dementia represented the darker side of death. her lineage was a dual one, after all. No doubt the Fighter's Guild would find a new master in time, and no doubt the KOTN would find their new champion should they ever be needed again. The last known word of the champion to reach Cyrodiil was a rumor that she'd been seen going into Cutter's weapons one evening... and both were seen leaving the next day.
  6. This is exactly what I need. Though when I'm done on this playthorugh, I may re-install the game fresh. I need to reinstall OOO anyway, I somehow think the copy I got is broken because some features described in the PDF aren't working(I'm running 1.33 full) and some files indicated in the add ons folder are missing, plus other bugs I'm having. So I don't think it installed properly.
  7. Most of these sound plausible. Though there is that Dunmer who saw you escape but I somehow bet that no one in the prison system even pays attention to him or what he says anymore, because he's been a long-term resident who rambles a lot. Though I do question putting the corrupt guard captain in the same cell- someone had to see the open passage because no one closed it.
  8. KOTN retail has everything but Fighter's Stronghold on it so you'll have to track that down separate. In a way, I hate the model of not selling DLC or other content like that after so much time. It's almost encouraging piracy if you can't legally get it somehow. I can understand horse armor not selling well(though it does keep your horse alive much longer, it wasn't really useful beyond that and once your speed and athletics get so high, a horse is slower) but pulling everything just seems pointless. I knwo you can still get it in bundle sbut re-buyig what you already have isn't a welcome sales model.
  9. My main install of Oblivion, with all DLC and expansions, OOO, Exnem's FEC and a few other addons is doing fine for me but I may eventually want to go all out in modding for a second play-through whenever I'm done on this game, with HGEC, BBB and more mods than I run now. But I also don't want to fiddle with my current game setup so... is there any way I can install a 2nd copy of the game without the first interfering? I'd need a full, fresh install and set to access saves from a different folder, though in my experience game installers generally accept one install(barring DRM and such, the installer generally accepts a game as installed if it's installed) and simply copying the Oblivion game directory isn't going to work. So, can I install a 2nd copy of the game without the first copy getting in the way?
  10. Chameleon isn't really 100% as the fire towers in Oblivion gates can still see you and shoot at you when you get close to them. Those land mines will also pop up and explode, though there will be no fire or explosion, just a broken mine. The Ring Of Khajiiti you get from one of the daedric shrine quests has 35% chameleon which should help out some.
  11. There's no hood with it(the Raiment is in a cabinet in the bedroom by the coffin bed, I think it appears when the full upgrade set is bought and the quest done). But I believe it's leveled to whenever you installed the mod, I know the dagger is. I also need to note that the merchant who sells the upgrades has 2000 gold for trade purposes(and as he sells home upgrades, raising his disposition is very easy just by buying them all) and is open more hours than other merchants as he never sleeps, he only takes 2 meal breaks, making him an ideal merchant to sell goods to. He won't buy anything under the potion/alchemy tab though and won't buy illuminate staffs but is good for unloading any weapons or armors worth a lot.
  12. As I said, it was bundled with/built into OOO but I think it was one of the many mods Oscuro added in. I can find it in the readme list, I think. Only explanation I can think of is some file error during installation. I may or may not go through the trouble of fixing it, depending on the hassle involved. I think these use the same bodies as all Khajiit females, though FWIW installing Exnem's FEC body mod didn't change this error in the least(these screens were taken with that mod).
  13. They might have some server issues, try again later. If not then I don't know.
  14. This is a faction added by OOO. I've noticed a goofy bug with the Khajiit members. Wen I enter a cave that contains them, any Khajiit in the room will have the end of their tail "pinned" to a certain spot, usually by the door on initial entering. Their tail stretches and clips through the room from the pin-point to wherever the actor is. If they enter a new room, it pins elsewhere in a random spot. It can also re-pin elsewhere later on, it seems largely random. This will also happen if led outside(a lot-level money trick of mine was to lead them outside from Dzonot cave and let the imperial guard handle them- some of them have expensive armor). Initially the tail will just be stretched though after some time the tail itself will stretch and flatten to a sort of 1 pixel wide "sheet" that can stretch quite far. At one point, while outside, one of the tails stretched so wide it practically covered the lake below. I've also had the tail ends pin inside of actors- once in my horse, another in my PC's head. Cell resets/removing bodies clears this up when the actor is removed. Fast travel or going through a door can also change the pin-point and it seems the tail will disappear if I cross a "loading area" line. I attached 2 screens showing the tail stretching from the actor and one of the tail flattening and stretching. This doesn't affect gameplay at all(the tails don't obstruct movement, they can be passed through) but I'm not sure what causes it. This began happening early, back when I only had OOO full current release installed(on top of Oblivion patched to current with all but Fighter's Stronghold installed) and the addition of extra mods hasn't altered this behavior.
  15. I found 2 things that seem to just puzzle me- The start of the game: you're in the Imperial prison for some unspecified crime and suddenly escape from your cell when the Emperor makes his escape with the Blades. Afterwards, you're out free to do whatever you want. NO ONE in the Imperial legion is looking for you, your apparent, undefined crime is forgiven. Why was that? Did Baurus tell the Empire that you were on a chosen mission by Uriel Septim himself? I could see that but it wouldn't explain guards arresting you for every crime again, after all, if the Empire knew you were on a mission for the Emperor, they'd leave you be. Did Baurus tell them you died in the event? Perhaps, but I've heard a Dark Brotherhood NPC is aware you're the escaped prisoner. Maybe Baurus just paid your fine to clear your record. Though given you can escape from prison later on with no consequence, maybe the Cyrodill legal system just has a goofy clause of "escape from here and we'll forgive you" as a fun challenge. Dark Brotherhood: They see your first murder no matter where you are(though given the buggy crime system it's possible to "murder" enemy NPCs- I managed to get 3 murders during the latter half of Shivering Isles somehow, even though I never got the message of someone seeing a murder) and Lucien will visit you when you sleep. From there you can continue on with joining but aren't given a choice to refuse unless you either ignore it or kill Lucien which ends the quest. My confusion is... if you kill Lucien, why doesn't the DB try to seek you out for revenge? Why don't they even see you do this? The quest just ends. No revenge or anything for killing one of their top members when he offers you a place. And on that... if you have Vile Lair installed, the PC learns that they had a recent ancestor who was a DB member but betrayed the group horribly. I find it odd the DB would willingly want to accept Greywin's family member given how bad he betrayed them. Personally, I passed on DB. My character is perhaps too "noble" for it. Reviving the Knights Of The Nine and defeating Umaril, becoming the Master of the Fighter's Guild, saving the Shivering Isles and becoming Sheogorath(and thereby literally sparing everyone in the SI from their deaths) as well as working to stop Mehrunes Dagon. I was also unaware of the 3 murders and had stopped at the Fighter's Guild hall to check the monthly gold haul. Though it was rather satisfying, attacking Lucien and suddenly he's got 3 or 4 Fighter's Guild members on him, it felt like pure justice. I looked into the mods on here for any future plays to deal with the murder limit and such but I just found one that lets me hunt and kill the rest of the group which I think I'll try. I find the group a bit disturbing- sure, the initiation guy they want you to kill is asking for it given his past, but the DB isn't honorable. They kill for money or just to kill and will easily take out innocents as well because they can. Any bad people they kill are coincidental to the end result.
  16. The sword is zero weight and a quest item, so it can't be dropped. I don't load through OBSE, though none of the mods I run require it so I don't use it, I installed it to test out a few mods which I didn't keep. I use OBMM when I need to install a new mod or change load order, otherwise I just load the basic oblivon.exe normally as it seems to abide by OBMM's setup. I did test with OBMM loading though and changing OOO load order and that did nothing. I do not have Wyre Bash installed, I haven't had a need to install it(I typically make sure I have whatever a mod says is required for it to run). Whenever I install a new mod I make backups of saves plus copies of any data folders that will be altered, should anything break/not meet my tastes and need to be removed.
  17. I'm running Oblivion, patched to current, with Shivering Isles, KotN and all DLC installed. Mods I'm running are OOO(current release), Exnem's Female Eye Candy, Exnemized OOO Armor, Exnemized Reznod Mannequins,and the character generate amulet(to tweak some character appearance faults I didn't like). Only outside programs I run are OBMM, plus I have OBSE installed in case any mod I were to install may need it. As it is, the Light of Dawn sword/quest aren't working. I got the sword by sneaking into Nornalhorst with a 100% Chameleon suit(legally made with 3 25% sigil stones and Khajiiti Ring from the Daedric quest). I'm not getting a kill count, no quest notifications even after reading the associated book, and no effects with the sword. I have to think that somehow, the quest is broken. I've moved OOO in the load order and saw no changes. Volmyr is still alive, if it matters. I did not kill him yet. I was able to do the Dread Armor quest properly so I'm not sure why this one isn't working.
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