[RELz] A Brotherhood Renewed

Post » Thu Apr 28, 2011 2:41 pm

This is weird:

Spoiler

I returned to Cheydinhal to talk to Arquen about Chorrol, and as I was entering Ocheeva's old quarters a messagebox popped up on the screen saying "Player name tried to pickpocket Barnacles but Barnacles didn't care". Player name had my proper player name. I wasn't even near Barnacles - in fact the last time I saw him he was out in the common area. This message was right in the middle of the screen and I had to click ok to clear it. When I entered Arquen's quarters, sure enough Barnacles was there having another silent conversation with Arquen.


Another request: can you make Arquen lose that stupid torch?! She even sleeps with the damn thing. She also likes to stick it in front of her face when you are talking to her - if you get the right angle.
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Laura Elizabeth
 
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Post » Thu Apr 28, 2011 7:01 pm

Ooooh, I always loved the DB storyline, and am perpetually disappointed that it ended when it did, and where were those other sanctuaries anyway? I finished my vanilla DB questline a long time ago in my current game, I assume I'm still OK to dl & install this and it will be good to go in my current game? As far as I know Arquen is still alive at the Cheydinhal sanctuary awaiting my instructions....
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Jennifer May
 
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Post » Fri Apr 29, 2011 2:50 am

Whatever sent you that message about Barnacles wasn't my doing. There is no such code in this mod.

Also - http://img818.imageshack.us/img818/4776/arquen.jpg I have no problem with handling legitimate claims of problems. I do however take a dim view of demands made in a hostile tone to fix things that I'm not responsible for.
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X(S.a.R.a.H)X
 
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Post » Thu Apr 28, 2011 6:53 pm

This is weird:

Spoiler

I returned to Cheydinhal to talk to Arquen about Chorrol, and as I was entering Ocheeva's old quarters a messagebox popped up on the screen saying "Player name tried to pickpocket Barnacles but Barnacles didn't care". Player name had my proper player name. I wasn't even near Barnacles - in fact the last time I saw him he was out in the common area. This message was right in the middle of the screen and I had to click ok to clear it. When I entered Arquen's quarters, sure enough Barnacles was there having another silent conversation with Arquen.


Another request: can you make Arquen lose that stupid torch?! She even sleeps with the damn thing. She also likes to stick it in front of her face when you are talking to her - if you get the right angle.


can't you just open the console, click on the torch and type disable?
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Julie Ann
 
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Post » Thu Apr 28, 2011 5:32 pm

The torch is probably from Dungeon Actors Have Torches and is thus scripted.
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Laura Hicks
 
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Post » Thu Apr 28, 2011 8:10 pm

Whatever sent you that message about Barnacles wasn't my doing. There is no such code in this mod.

Also - http://img818.imageshack.us/img818/4776/arquen.jpg I have no problem with handling legitimate claims of problems. I do however take a dim view of demands made in a hostile tone to fix things that I'm not responsible for.


No, it's from the base game. She's given a torch in stage 20 of Honor thy Mother (Dark18Mother). There's an unequip command in stage 60 of that quest, but she equips it again when she takes over the Cheydinhal sanctuary. She's always had one in all my games, but it's not usually an issue because I don't normally do the listener stuff every week. I just found it annoying in this case because I was going back to talk to her so often, so I thought you could strip it out - especially now that she has a sleep package. She didn't have one before. I thought you were aware that she had a torch. Her inventory looks the same in TES4Edit in my game as what you posted. And I'm not running any mods like Dungeon Actors...

In terms of Barnacles, is he supposed to stay at the Cheydinhal sanctuary? As I said before, he has no voice, so I guess that's why the message was displayed on screen. Now as to why the game thought I was pickpocketing him, I have no idea, but I think something is amiss there. Never seen anything like it before and I have no idea where it would be coming from.
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Bigze Stacks
 
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Post » Thu Apr 28, 2011 3:54 pm

In all the times I've been in the Cheydinhal Sanctuary, I've never noticed she has a torch. But there it is. Know what's even funnier about this? The unequipitem call at the end of Dark18 is bugged. It didn't use the forced flag, so the torch ends up a permanent part of her inventory that she cannot remove. Since most folks probably don't venture to the Cheydinhal Sanctuary that often after the quest, they probably didn't notice. It's technically a game bug that should fall under the UOPS at this point, but I'll throw something in to get rid of the thing.

Spoiler
Barnacles will remain in Cheydinhal presuming Wilhelm the Worm is alive and well in Anvil. He more or less fills a spot as a new recruit in that instance. If Wilhem was dead when the Anvil quest started, he'd be available to move to the warehouse to become the new watchman for the sanctuary there.


Barnacles isn't supposed to have any audio, none of the added characters do. He should however have some silent dialogue. As far as the pickpocketing thing, I've never seen a message like that - ever - and I know I haven't done anything to bring it about.
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teeny
 
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Post » Thu Apr 28, 2011 6:45 pm

In all the times I've been in the Cheydinhal Sanctuary, I've never noticed she has a torch. But there it is. Know what's even funnier about this? The unequipitem call at the end of Dark18 is bugged. It didn't use the forced flag, so the torch ends up a permanent part of her inventory that she cannot remove. Since most folks probably don't venture to the Cheydinhal Sanctuary that often after the quest, they probably didn't notice. It's technically a game bug that should fall under the UOPS at this point, but I'll throw something in to get rid of the thing.



just to confirm this and for the poster above, Arquen does indeed have a torch when the db quest line is finished. Every time after when you talk to her she will have a torch in the sanctuary, a fix would be great if this mod makes her move around and do stuff again, since in vanilla all she does is stand there, absolutely does nothing else.
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Jonathan Egan
 
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Post » Thu Apr 28, 2011 5:45 pm

In all the times I've been in the Cheydinhal Sanctuary, I've never noticed she has a torch. But there it is. Know what's even funnier about this? The unequipitem call at the end of Dark18 is bugged. It didn't use the forced flag, so the torch ends up a permanent part of her inventory that she cannot remove. Since most folks probably don't venture to the Cheydinhal Sanctuary that often after the quest, they probably didn't notice. It's technically a game bug that should fall under the UOPS at this point, but I'll throw something in to get rid of the thing.

Spoiler
Barnacles will remain in Cheydinhal presuming Wilhelm the Worm is alive and well in Anvil. He more or less fills a spot as a new recruit in that instance. If Wilhem was dead when the Anvil quest started, he'd be available to move to the warehouse to become the new watchman for the sanctuary there.


Barnacles isn't supposed to have any audio, none of the added characters do. He should however have some silent dialogue. As far as the pickpocketing thing, I've never seen a message like that - ever - and I know I haven't done anything to bring it about.


Spoiler

I thought from Barnacles dialog that he was a recruit. When I was tracking down the torch thing I also saw a command to move him to Anvil, so I thought he was supposed to move to the Anvil sanctuary. No biggie.


I think the pickpocket thing was a weird glitch and that was why I titled the spoiler section in my original post "weird". I wasn't sure if there was something in there that made things odd, so I mentioned it. When I'm talking about Barnacles audio, I'm not referring to his conversations with the player - I understand that. I'm referring to when he talks to other NPC's. All your new additions have voices when they chat to each other about their last assignment - Barnacles just stands there and has this really weird one-sided conversation. The NPC he's "talking" to answers, so I know the dialog that has been triggered, but he has no voice to respond. The poor guy just stands there doing the hand gestures as if he's pleading for a voice :)

Do you want to make the torch fix part of the UOPS so everybody gets it? As I said, I didn't realize it was really a bug, and it didn't bother me before because I spoke to her so rarely - like most players it seems. Just became an issue now due to the nature of this mod. If I could have told her where to stuff that torch - I would have ;)

I don't think there's anything else to go into the UOPS though, and to release a patch just for Arquen is too much trouble, so if you can add something to this mod, that would be grand.
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Carlos Rojas
 
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Post » Fri Apr 29, 2011 3:03 am

Oh, yeah. There's no Redguard audio for the standard sanctuary greetings or anything. So he'll look like he's talking to them, but unless you've got general subtitles turned on, it will just be silent. Elys Silent Voice mod doesn't appear to handle that situation either.

I'm going to put the torch fix in with ABR. The UOPS will get it too, but who knows when another update for that will come along. It may as well get pushed in though so it doesn't end up forgotten later. I've already checked and it definitely works.
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Dan Scott
 
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Post » Thu Apr 28, 2011 6:59 pm

This is somewhat out-of-the-blue, but would it be possible to take the Imperial voice files and alter the modulation or frequency (or something) so that they sound like a Redguard? I thought there was software that could do this sort of thing. Wes Johnson's voice is fairly deep to start with, so it may not require much of a change. Just wondering if anyone has heard of something like that. I seem to remember there was something available for the Mac, but I'm not sure how much it would cost.

Glad to hear about the torch fixes.
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Ebou Suso
 
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Post » Fri Apr 29, 2011 12:25 am

Could probably be done in something like Audacity, but I don't have that. Pretty much any software capable of editing mp3 files should work.
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x a million...
 
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Post » Thu Apr 28, 2011 3:38 pm

You know what, last playthrough I actually made an effort to collect new contracts weekly from the "lucky lady" and report them back to Arquen, and I did notice that after the end of the DB questline she always holds a torch in my face when I talk to her - it's really annoying to the point that I noticed it and wondered why on earth it was happening, but it's definitely not introduced by this mod (I haven't installed this yet, although will do so shortly), it's there in vanilla, I think it's just that most people don't talk to her once the vanilla DB questline is over so it goes unnoticed.
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Chris Cross Cabaret Man
 
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Post » Thu Apr 28, 2011 11:20 pm

If he isn't already, I think Arthmoor is going to be cursing my name until the end of days :)

The torch issue will be fixed in the next release of this mod and will also be fixed in the next release of the Unofficial Oblivion Patch, Supplemental for those that don't run this mod.
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matt white
 
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Post » Thu Apr 28, 2011 7:57 pm

andalaybay I am also getting the pickpocket thing and I do not have this mod in my game yet. I have been trying to figure out why I keep getting it because it always happens when I'm not anywhere near anyone, very weird, so if you ever figure out where its coming from I'd really appreciate if you would let me know.
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HARDHEAD
 
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Post » Thu Apr 28, 2011 7:34 pm

The incident I posted about above was the first time it has ever happened to me and it hasn't happened since. If it keeps happening to you, then you should probably post a new thread about it and we can compare load orders. Someone might have heard of it before.
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He got the
 
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Post » Fri Apr 29, 2011 3:53 am

Version 1.0.8

* Changed all of the post-IC quest dialogue so only the Speaker for the sanctuary handles it, as intended.
* Stopped the "not here, not in public" response if a vanilla sanctuary dweller is promoted to Speaker and later spoken to in their sanctuary.
* Tweaked the journal entries for the Edla side quest so they will specify the Speaker's name in the text.
* Plugged one path on the Edla side quest that would leave the quest running indefinitely, causing other dialogue to block.
* Fixed the IC barracks so they don't have several "Listener's Reliquaries" in them.
* A duplicate chest in the reclaimed Anvil sanctuary has been removed.
* The key to the Bravil Sanctuary would not be given to the player when hiring the vanilla NPC.
* Fixed numerous dialogue and quest bugs with the Edla side quest.
* Re-ran collision optimization with the latest PyFFI.
* Arquen's torch will be forceably unequipped and removed. It should have been done by the game anyway.
* Added an extra bit to Chorrol, available after Regonald arrives. Should prove useful.
* Swapped in some new rugs in some of the sanctuaries.

Yeah, who knew it had so many bugs still left? Thanks to Andalaybay for helping to ferret these out and get them squashed :)
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Paul Rice
 
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Post » Fri Apr 29, 2011 1:37 am

:blink: Glad someones paying better attention than I did on my first run through this, poor Regonald, I completely forgot. Grabbed (and off to help a bruvver) :)

Version 1.0.8
* Arquen's torch will be forceably unequipped and removed. It should have been done by the game anyway.


Edit: And version noted :)

Ref Arquen's Torch - Is this the same mechanism as employed by Khettienna BDBS in her latest version?
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Michelle Chau
 
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Post » Thu Apr 28, 2011 6:32 pm

No, she used a dialogue method. I employed the same method used by the UOPS update to force it.
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Ana
 
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Post » Thu Apr 28, 2011 8:29 pm

Cool, I just had visions of seeing Arquen doing a flaming Morris dancer ( minus the bells - if not british you may need to google this one, but they are regarded here by many as an event best avoided after the first experience :) )

Edit: :D Sorry if people are going O_o what?, https://secure.wikimedia.org/wikipedia/en/wiki/Morris_dance
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Davorah Katz
 
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Post » Thu Apr 28, 2011 8:44 pm

It's out! :) I guess it's time for me to post my Oblivion XP patch for this then! And thankfully Arquen doesn't do any Morris dances, although in looking at those pictures, she'd be a nice looking Morris dancer at least, unlike some of the guys I saw... :)
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[Bounty][Ben]
 
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Post » Fri Apr 29, 2011 9:19 am

Arthmoor sorry to report just found a couple of glitches - After setting forth to make amends regards Regonald, I found him in the cave pacing back and forth outside of his prison (a body or two evident where he had chance to actually get his hands on his captors).

After first conversation, he asks to be set free (which is obviously un-necessary already being outside the prison).

If you unlock the prison, he walks inside and goes for a nap O_o. Talk to him again with the door open and he still prompts for help to be set free.

Close the prison gate. Talk to him through the bars, and he then realises you have unlocked the gate.

Gate open....
http://www.bild.me/bild.php?file=2339889ScreenShot181.jpg

Close gate, talk to him through the bars, problem solved we can continue...
http://www.bild.me/bild.php?file=1698326ScreenShot182.jpg

Further on, another small glitch, a WTF symbol in game in Francois basemant....
http://www.bild.me/bild.php?file=1596782ScreenShot183.jpg
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Ashley Campos
 
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Post » Fri Apr 29, 2011 6:38 am

Ah yes, the missing mesh is me forgetting BAIN doesn't account for new files in a mod that aren't in the project folder. So I forgot that the mesh used didn't get packed. So much for a nice clean bug-free update :P

In Hackdirt, are you using any mods that modify the cavern cell at all? The only way I can figure he got out of the cage is a bad path grid, he's always been in it every time I've gone there. One possibility is the Hackdirt Caverns mod, which should be loaded before ABR, although I don't see a path grid edit in that mod I may have manually removed it.

The dialogue not making sense is because he's not supposed to be outside the cage, and opening it is what sets things in motion.
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tegan fiamengo
 
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Post » Fri Apr 29, 2011 2:45 am

Ah yes, the missing mesh is me forgetting BAIN doesn't account for new files in a mod that aren't in the project folder. So I forgot that the mesh used didn't get packed. So much for a nice clean bug-free update :P

In Hackdirt, are you using any mods that modify the cavern cell at all? The only way I can figure he got out of the cage is a bad path grid, he's always been in it every time I've gone there. One possibility is the Hackdirt Caverns mod, which should be loaded before ABR, although I don't see a path grid edit in that mod I may have manually removed it.

The dialogue not making sense is because he's not supposed to be outside the cage, and opening it is what sets things in motion.


:), well I dont believe I have anything else that touches hackdirt at the moment, here's my current installer list (no omods or manual installs besides surazals anims for female walks) ... the only thing that will touch caves is textures from the land-lod-weather section.....
Spoiler
Bain Packages:
000 - ==--UOPs--==
++ 001 - 1.Unofficial_Oblivion_Patch_v3_2_0_BAIN-5296.7z (BCBA7B56) (Installed)
++ 002 - 2.Unofficial_Official_Mods_Patch_v15_BAIN-9969.rar (59895567) (Installed)
++ 003 - 3.Unofficial-SI-Patch-v1_4_0-BAIN-10739.rar (79CE866D) (Installed)
++ 004 - 4.Unofficial_Patch_Supplementals-v332-27710.7z (D7795143) (Installed)
005 - ==--Sounds--==
++ 006 - Louder_Nirnroots-5277.rar (1C92F999) (Installed)
++ 007 - AS_Rain_and_Thunder_Sounds_V1.7z (DF3DBAB0) (Installed)
++ 008 - Quiet & Whispered Feet MAX.rar (E8212F8E) (Installed)
++ 009 - Ambiant_Sound_FX_1-2-29676.rar (93165CB5) (Installed)
010 - ==--Land-LOD-Weather--==
++ 011 - 1.Bomrets_Detailed_Normal_Maps_for_Vanilla_Version_1_1-18430.rar (19757949) (Installed)
++ 012 - 2.Diverse Grasses 0.6 - Main.7z (082DA354) (Installed)
++ 013 - 3.LowTriPolyGrass-33403.7z (C5ADC3C6) (Installed)
++ 014 - 4.LowPolyTrees-33414.7z (9AA85BC1) (Installed)
++ 015 - 5.RedBag_-_Fog-33424.rar (694FDFF4) (Installed)
++ 016 - 6.Animated_Window_Lighting_System_-_Meshes_v5-3-5-19628.7z (ACFDDEAD) (Installed)
++ 017 - 7.AWLS_-_Brumbek_Mixed_Textures_v5-2-0-19628.7z (9D61BD69) (Installed)
++ 018 - 8.RAEVWD_v1_8-20053.7z (CC621199) (Installed)
++ 019 - 9.RAEVWD_SI_Edition-20053.7z (2E433124) (Installed)
++ 020 - 10.RAEVWD_Darker_Regal_IC_Texture_Pack-20053.7z (911475E6) (Installed)
++ 021 - 11.RAEVWD_SI_Bomret_Textures-20053.7z (ABBE189F) (Installed)
++ 022 - 12.Phinix_Waterfix_v2-6680.zip (66703519) (Installed)
++ 023 - 13.ImprovedSignsComplete-9498.rar (7B1F6919) (Installed)
++ 024 - 14.Real_Wood_Road_Signs_Full-25429.rar (9FF09A61) (Installed)
++ 025 - 15.Unique_Signs-25314.zip (FC0A6D23) (Installed)
++ 026 - 16.All_Natural_v1_0-18305.7z (FEE597A7) (Installed)
++ 027 - 17.New Roads & Bridges.7z (7C700E60) (Installed)
028 - ==--House-Dungeons-Castles-Quests--==
++ 029 - Better_Dark_Brotherhood_Sanctuary_v3-01-BAIN-22135.7z (252A2B65) (Installed)
++ 030 - Better_Abandoned_House_v1-22-BAIN-25319.7z (166C4B5C) (Installed)
++ 031 - Better_Benirus_Manor_v4-6-BAIN-18054.7z (90F144F9) (Installed)
++ 032 - A_Brotherhood_Renewed-1.08-31773.7z (B222D5C7) (Installed)
++ 033 - Aleswell_Cottage-28702.rar (A17331C6) (Installed)
++ 034 - BravilBridgeCottage.7z (3F55268C) (Installed)
++ 035 - RoxeyCottage.7z (D578DFC4) (Installed)
++ 036 - Faregyl_Village-21562.rar (F182678F) (Installed)
++ 037 - Feldscar-30000.7z (AAF51607) (Installed)
++ 038 - Molapi-33462.7z (F26CA663) (Installed)
++ 039 - Oubliettev1.2.rar (7AEB8C14) (Installed)
++ 040 - The_Ayleid_Steps_3_4-16316.7z (AFBC1590) (Installed)
++ 041 - Vergayun-26643.7z (EAC246C4) (Installed)
++ 042 - Shadowcrest_Vineyard_COBL-22810.7z (C24B9C58) (Installed)
++ 043 - NRB4_Shadowcrest_Vineyard_Compatibility_Patch-20218.7z (8EEC0435) (Installed)
++ 044 - TIE-v1.4-35265.7z (5E8F8E6E) (Installed)
045 - ==--Body-Race--==
++ 046 - 1.Cobl_172-21104.7z (BFECAEE3) (Installed)
++ 047 - 2.Cobl_Cosmetics_Res_01-21104.7z (C1254BEC) (Installed)
++ 048 - 3.Exnem-Female-Eyecandy-nvde-v1-10171.7z (58411DC0) (Installed)
++ 049 - 4.HGECBody_v1dot21-BAIN.rar (C530A9C0) (Installed)
++ 050 - 5.Cosmetic Compilation Revived - Capucine-17042.7z (00C83C68) (Installed)
++ 051 - 6.RobertMale_v5_plus_Average_BAIN-25365.rar (19FA4533) (Installed)
++ 052 - 7.TGND_Release_2.1_BAIN-30914.rar (BD372531) (Installed)
++ 053 - 8.Foxs_Female_Argonian_textures_for_Exnems_body_v11-10506.rar (C068570D) (Installed)
++ 054 - 9.Tabaxi_Version_2-9870.7z (40A7B16F) (Installed)
++ 055 - 10.Khajiit_Fix-31156.7z (F067285F) (Installed)
++ 056 - 11.SUN_IB_Textures_v1.5-BAIN-33354.7z (1F9218E3) (Installed)
++ 057 - 12.Exlorians_Khajiit_Tail_for_HGEC-33745.rar (5E9DD6F1) (Installed)
058 - ==--Companion-Creatures--==
++ 059 - TIE Cats Full v1.0-34872.7z (07AB2D2E) (Installed)
++ 060 - slofs_horses_base_2-24312.7z (3EFC924F) (Installed)
++ 061 - Espless_Slofs_Horse_Replacer-27675.7z (39EF0C00) (Installed)
++ 062 - Benjamin_the_donkey_-_pimped_up_version_-_small-33618.7z (0094F848) (Installed)
++ 063 - Companion_Vilja_ver_2-28977.7z (BF7DB802) (Installed)
++ 064 - Companion_Vilja_ver_2_3_2-28977.7z (AD06FACA) (Installed)
++ 065 - Vilja_Customization_Pack-28977.7z (A9C6F328) (Installed)
++ 066 - Companionfriendly_Inns_0_9-33475.7z (582803D2) (Installed)
++ 067 - Deadlier_Creatures_V2-31882.rar (09BC037C) (Installed)
068 - ==--Armour-Clothing--==
++ 069 - Dark_Sisterhood_for_TGND-32970.7z (D4760C14) (Installed)
++ 070 - Kogane_Ranger_Armor-30916.rar (3F01A9F9) (Installed)
++ 071 - Lingerie_and_Underwear_for_TGND-33113.7z (8AD00C8D) (Installed)
++ 072 - Mithris_HGEC_v2_with_TGND-32958.rar (C6664024) (Installed)
++ 073 - Phasmatis_Rogue_Leather_for_TGND-32999.7z (16252534) (Installed)
++ 074 - Shell_of_the_Artificer_1.5_RobM_TGND-33087.7z (6B4D4A6E) (Installed)
++ 075 - TGND-Athol_Brose_v1_1-31246.rar (2A78FA8F) (Installed)
++ 076 - TGND-Corsets_of_the_Rose-Fixed-31331.7z (41DBB352) (Installed)
++ 077 - TGND-Featherwynd_-_Amazon_Priestess-Patched-28151.rar (C7BC3CCF) (Installed)
++ 078 - TGND-Zertualpro_Sonja_Underworld_armor-25734.rar (122147B4) (Installed)
++ 079 - TGND_Sister_of_Eisen.rar (6DE7A087) (Installed)
++ 080 - TGND_Witch_Queen_Ritual_Robe-31026.rar (354E7B06) (Installed)
++ 081 - Dwemer_Spectacles-5198.rar (04C823F3) (Installed)
++ 082 - Neck Seam Concealer Version_1_2-18669.rar (E942D40B) (Installed)
083 - ==--Weapons--==
++ 084 - SothaDagger_-_The_Ornate_Dwemer_Blade-24236.rar (A9231713) (Installed)
++ 085 - Nicos_Tabaxi_Bows_v1_0-17444.rar (41579318) (Installed)
++ 086 - Blade of Woe and Sufferthorn Replacer.rar (92842CB0) (Installed)
087 - ==--Misc-Placers--==
++ 088 - slofs_ob_pillow_book_1.1.rar (7A987642) (Installed)
++ 089 - Improved Soulgems for TIE.7z (C70A668A) (Installed)
++ 090 - Better_Potion_Bottles_Reduced_1dot2-14347.7z (93FC23BE) (Installed)
++ 091 - VAs_Better_Gold_with_No_Menu_Icon-5122.rar (DDF03442) (Installed)
++ 092 - ElvenMapComp1-NRB_Map-32006.7z (85E05093) (Installed)
++ 093 - Sensual Walks Patch ESPs 6.5.7z (158437A3) (Installed)
++ 094 - Display_Stats_1_3-31855.rar (235DAD1C) (Installed)
++ 095 - Clocks_of_Cyrodiil-11778.7z (0E92A616) (Installed)
++ 096 - Streamline_31_and_patch_BAIN-22170.7z (4EABBD9A) (Installed)
097 - ==Last==


... Unless Ayleid Steps touches Hackdirt - Going to have a careful read. Edit: That came up negative (did a notepad Find for the word hack in both the readme and spoilers txt's ( dont want to read that yet :) )... nil search results - Anyway, no biggy if its just me and affects no-one else the moment is passed and was easily circumvented by getting the right conditions for Regonalds scripts. Will ask one of the girls to go through that bit too on the desktop (which has my install list exactly the same)
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An Lor
 
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Joined: Sun Feb 18, 2007 8:46 pm

Post » Fri Apr 29, 2011 3:23 am

He was definitely in his cage when I was doing some testing. And it looks like there's another access to one of the sanctuaries I didn't know about.... Hmmm...
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Saul C
 
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