[RELz] Faregyl Village

Post » Sat May 28, 2011 4:26 pm

Zinni, I'll think about it. Honestly it doesn't bother me all that much, but it certainly won't hurt anything. :)

And in other news, Sita has provided a http://www.confrerie-des-traducteurs.fr/site/mods/cyrodiil/villes_et_villages/faregyl.php translation for version 1.0.9.
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~Sylvia~
 
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Post » Sat May 28, 2011 9:36 pm

Version 1.0.10

* Added a road sign for the village up by the main road.
* Fixed the house meshes so the smoke particles don't show up as purple squares for people without AWLS.

Also updated the patch file for use with Elsweyr Anequina, so those of you using that need to update both of these at the same time.
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Jesus Lopez
 
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Post » Sat May 28, 2011 3:28 pm

Version 1.0.10

* Added a road sign for the village up by the main road.
* Fixed the house meshes so the smoke particles don't show up as purple squares for people without AWLS.

Also updated the patch file for use with Elsweyr Anequina, so those of you using that need to update both of these at the same time.

Thanks. I've had this installed since 1.0. It is a nice little village to visit now and then :)
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Bee Baby
 
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Post » Sat May 28, 2011 1:36 pm

Oh so another patch is added for Elsweyr - that is new right? Never noticed any real issues before in using both mods.

the readme states:
Load Order
----------

ElsweyrFaregylRoad.esp
Faregyl.esp
Faregyl+Anequina Patch.esp


but I thouught the ElsweyrFaregylRoad.esp was outdated? IN fact I don't even know where to get that esp?

is this a mistake?

=====

edit then installing this patch it has an odd master called 'Faregyl - OLD.esp'

Gotta be a boo boo.
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Felix Walde
 
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Post » Sat May 28, 2011 11:46 am

Yes, that's a booboo in the readme. The busted master on the patch was already fixed and uploaded earlier, so grab the update to that.

The old Elsweyr-Faregyl road mod is no longer supported since Iliana has merged all the content from it into Anequina.
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MARLON JOHNSON
 
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Post » Sat May 28, 2011 5:32 pm

You know,
Spoiler
I still haven't figured out the purpose of the button at the bottom of the underground ruin with the lava.

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louise hamilton
 
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Post » Sat May 28, 2011 10:36 am

:)

Spoiler
It comes in handy when you're trying to get to Bites and Silor. Part of the update to 2.0 is going to make that more obvious.

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Laura Richards
 
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Post » Sat May 28, 2011 9:14 pm

I just attempted to install the new (as of mid-Dec09) version of Faregyl and its (also newly updated) Anequina Road patch. Ran into an odd show-stopper that has me stumped. Here's what happened.

As is my practice whenever possible, I created (separate) OMODs of both Faregyl and the Patch. I deleted (thankfully making archive copies first) the old stuff, then activated both (and of course put them in the proper load order (same as the old versions)) and ran Invalidation to be on the safe side. All standard practice. So far so good. Nothing looked amiss.

Then I ran TES4LODgen. Here's what happened, copied from LODgen's progress screen:


[00:13] Loader: [Faregyl.esp] FormID index built
[00:13] Loader: [Faregyl.esp] Building EditorID index
[00:13] Loader: [Faregyl.esp] EditorID index built
[00:13] Loader: [Faregyl.esp] Processing completed
[00:13] Loader: loading "Faregyl+Anequina Patch.esp"...
[00:13] Loader: [Faregyl+Anequina Patch.esp] Loading file
[00:13] Loader: [Faregyl+Anequina Patch.esp] File loaded
[00:13] Loader: [Faregyl+Anequina Patch.esp] Start processing
[00:13] Loader: [Faregyl+Anequina Patch.esp] Adding master "Oblivion.esm"
[00:13] Loader: [Faregyl+Anequina Patch.esp] Adding master "ElsweyrAnequina.esp"
[00:13] Loader: [Faregyl+Anequina Patch.esp] Adding master "Faregyl - OLD.esp"
[00:13] Loader: [Faregyl - OLD.esp] Loading file
[00:13] Loader: Fatal: The system cannot find the file specified>
[00:13] Loader: finished

I thought maybe my new OMODs were corrupt so deactivated, deleted 'em, and rebuilt afresh. LODgen gave the same results with those too. I deactivated and deleted again, and this time restored my archived older Faregyl/Patch version. LODgen now completes, though I've not yet launched the game to make sure all is well.

Any idea what (if anything) I'm doing wrong?

-Decrepit
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Tania Bunic
 
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Post » Sun May 29, 2011 1:02 am

You need to make sure you grab the fixed patch I put back up that solves that issue, or use Wrye Bash to change the master on Faregyl+Anequina Patch.esp to point to Faregyl.esp instead of Faregyl - OLD.esp.
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Francesca
 
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Post » Sat May 28, 2011 9:55 am

You need to make sure you grab the fixed patch I put back up that solves that issue, or use Wrye Bash to change the master on Faregyl+Anequina Patch.esp to point to Faregyl.esp instead of Faregyl - OLD.esp.



I re-downloaded the patch. All's well!

Thanks ever so much!

-Decrepit
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Natalie Harvey
 
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Post » Sat May 28, 2011 1:30 pm

Poking to keep it from dropping off the planet.
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Amy Masters
 
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Post » Sat May 28, 2011 8:23 pm

Greetings Arthmoor,

Just wanted to add mine to the list of praises for this mod. I finally got around to really checking it out (particularly the mine), and man, what a nice piece of work! I agree with the others that have said similar things: the mine is a great dungeon... excellent, creepy work!

So how goes 2.0?
veg
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Jessica Raven
 
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Post » Sat May 28, 2011 5:11 pm

Nice mod Arthmoor. Just passed through the village for the first time the other day on my way to Riverhold, and all seems peaceful. Maybe I'll stop back and do some investigating. ;)
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Matthew Warren
 
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Post » Sat May 28, 2011 11:47 am

2.0 is coming along nicely. Don't know how much longer it'll be since it will need testing to be sure all the new material works and I still have some building work to do.
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Budgie
 
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Post » Sat May 28, 2011 2:18 pm

2.0 is coming along nicely. Don't know how much longer it'll be since it will need testing to be sure all the new material works and I still have some building work to do.


Sounds excellent! As a big fan of your work, I'd be happy to help with testing. Just keep it in mind if the need ever arises.
veg
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Astargoth Rockin' Design
 
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Post » Sat May 28, 2011 7:52 pm

Spoiler
Are you supposed to be able to enter the Ayleid doors in the ruins that are closed shut? I believe I've tried ALL of the switches, but none of them works. If not, is bringing the scholar and Bites through the entire mine the only way of getting out?

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jessica Villacis
 
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Post » Sun May 29, 2011 12:09 am



Yes,
Spoiler
going back through the mine is the only way. Those doors are sealed shut from the other side (which doesn't actually exist yet)

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katie TWAVA
 
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Post » Sat May 28, 2011 11:08 am

Yes,
Spoiler
going back through the mine is the only way. Those doors are sealed shut from the other side (which doesn't actually exist yet)


Speaking of
Spoiler
the other side of those doors,
how goes 2.0? :shifty:
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Isaac Saetern
 
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Post » Sat May 28, 2011 11:24 am

Yes,
Spoiler
going back through the mine is the only way. Those doors are sealed shut from the other side (which doesn't actually exist yet)


Okey, thanks :)
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Jessie
 
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Post » Sat May 28, 2011 8:15 pm

Version 2...going to be so great! I can't wait!!!!
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Cassie Boyle
 
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Post » Sat May 28, 2011 11:32 pm

Going to have to though :)

I still have quite a bit of work to do on that. I've got most of 2 branches of the phase 2 quest done, the 3rd is giving me fits, and I still have a huge amount of phase 3 to go. It'll get there.
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Mark Churchman
 
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Post » Sat May 28, 2011 9:00 pm

As this thread has drifted up to the surface I thought I'd post to say thank you. a very nice village, and finally some serious farming going on so that Cyrodiil can be fed.

I've had Faregyll in my load order since it was released, but only recently got round to going into the gold mine. I liked how the gold mine quest explained a couple of the rather strange things about the village that had been bugging me for months, e.g. why are the guards wearing Elven armour?

I was however slightly disappointed at the abrupt end to the gold mine quest,which up to that point had been interesting, and slightly scary. I hope that your version 2 is going to develop the gold mine stuff further and give the quest a more satisfying ending.
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Sarah MacLeod
 
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Post » Sat May 28, 2011 11:37 am

I just spent a little time in Faregyl for the first time since installing it, and I'm quite impressed. I've got a quick question about it, which I'll pose in the form of a rambling story with screenshots and shout-out links:

So, deciding it was about time I explored http://www.tesnexus.com/downloads/file.php?id=25023, my intention was to ride my horse down the road from Faregyl to Rivenhold. Halfway there, I stumbled upon on Oblivion gate and felt I had to close it. To make a long story short, I quickly discovered all my armor and weapons were too badly in need of repair for me to continue in the gate, so I turned around and left.

Upon exiting the gate, I found myself surrounded by http://www.tesnexus.com/downloads/file.php?id=17784, including a Morphid and a Lesser Balrog, who survived my initial frenzied, panicked attack, and followed me as I sprinted back to town shouting "Oh god, somebody help, oh god, I'm dying."

http://i27.tinypic.com/2zhiqon.jpg

As you can see, the entire town of Faregyl came to my rescue, taking down the morphid and balrog before I could finish healing myself or get around to the other side for a better picture. One guard was killed, but it seemed the rest of the townfolk would survive... But as I turn around...

http://i27.tinypic.com/xqgjo8.jpg

What's that hiding behind my http://www.tesnexus.com/downloads/file.php?id=22226? Why, it's a big giant Giant, who I must've picked up on the way back to town. The townsfolk managed to take him down too (again too quickly for me to get a better picture), but one of them was less than lucky:

http://i30.tinypic.com/u1wn.jpg

So, my question, if it can be answered without spoilers; Is there anything going on the Faregyl that I should maybe not bother investing my time in, with Sirhalassa lying there dead?
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vanuza
 
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Post » Sat May 28, 2011 1:42 pm

Aw, poor guy. Fortunately he's not necessary for anything. I suppose you could resurrect him if you're feeling guilty, but aside from that it's not important.

It is something I should probably keep in mind while working on the update - I'd rather the residents didn't commit suicide attacking things like that so I may need to do some confidence adjustments in their AI profiles so that they'll run for their own lives when necessary.
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Alex [AK]
 
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Post » Sat May 28, 2011 5:55 pm

All further activity, please direct to the http://www.gamesas.com/index.php?showtopic=1107706!
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Tom
 
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