[RELz] Radiance: A Simple Immersion Booster

Post » Mon May 28, 2012 5:25 am

... I like these! Some of them are actually on my to-do list, and I'm not sure about some of them (Civil War, dragon, and Dwemer events), but for the most part you can expect to see these in a later release. Thanks!
Please, if you add the giants attacking a city, could you put it in clear in the update log? ;)
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Ryan Lutz
 
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Post » Sun May 27, 2012 8:33 pm

... If you downloaded v1.01 before this post was made, please remove and re-download. In my infinite wisdom, I uploaded the wrong zip file.
Not good! After I did this my game woudn't start. Now that I'm back to the previous files everything is fine. :)
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courtnay
 
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Post » Sun May 27, 2012 9:53 pm

Yep, same for me - the new esp/bsa combination freezes the game - the Bethesda logo appears but the main menu doesn't load.

Edit: this also happens with all other mods deactivated - just skyrim.esm, update.esm, and radiance.esp. It works fine without radiance.esp.
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Matt Bee
 
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Post » Sun May 27, 2012 10:22 pm

Same problem as above (using Skyrim workshop) - Radiance.esp causes main menu to not appear.

Great mod though. :)
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Anthony Diaz
 
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Post » Mon May 28, 2012 3:24 am

Hm, I wonder how well this would work with Tales of Lycanthropy. That one adds in werewolf encounters scaling by player level, but they will always happen on the fullmoon; and then later werewolf hunters and such. g
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Jade Payton
 
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Post » Mon May 28, 2012 12:45 am

Same problem as above (using Skyrim workshop) - Radiance.esp causes main menu to not appear.

Great mod though. :smile:
Shoot. -_- Looks like I broke the game. I will try to figure it out tonight. If not, at the very least I'll revert to the previous version (If you're experiencing problems, I suggest just downloading v1.00 from the Nexus.)

Hm, I wonder how well this would work with Tales of Lycanthropy. That one adds in werewolf encounters scaling by player level, but they will always happen on the fullmoon; and then later werewolf hunters and such. g
It depends on how Tales of Lycanthropy implements its werewolves. If it modifies vanilla werewolves, then you'll meet them in Radiance, too.
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Sammygirl500
 
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Post » Mon May 28, 2012 2:34 am

Version 1.0 still works great though, so I've gone back to that :)
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Valerie Marie
 
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Post » Sun May 27, 2012 9:52 pm

I removed 1.01 from Nexus. I'd do it on Steam Workshop now, too, but I can't access the CK right now. >_>


[ADDENDUM]

Reverted the Steam Workshop version to 1.00. I didn't test this release properly before launching--won't happen again. I suspect I made an error when packing my .bsa. Hopefully I'll have a stable 1.01 up sometime this week, but no promises lest I end up rushing myself again.
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xxLindsAffec
 
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Post » Sun May 27, 2012 1:08 pm

I had my first events yesterday. On the way to Whiterun, I met two guards fighting a bandit. Unfortunately, I saw the three of them from a long distance and they were just standing doing nothing until I came closer... The second event I had was a lot more interesting: three Silver hands had just killed a werewolf and they attacked Delphine, my follower and my character on the road to Kyne's grove. Great! Thanks a lot for this mod! :)
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helliehexx
 
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Post » Sun May 27, 2012 3:02 pm

Me too - it's really fun just setting the stage and seeing what happens!

I started a new character, and as I was walking from Riverwood to Whiterun I saw what I assume was an impromtu execution on the road - a couple of guards were walking along with a bandit, and as I got closer one of the guards went up to him and performed a finishing move on him. If I hadn't played the game before (and being a svcker for the arguably more civilised Imperials) I would have thrown in with the Stormcloaks straight away at that stage! First they tried to execute me, now someone else on the road 5 minutes later.

I came across some people fighting a Werewolf so rushed to join in, only to have the fighters turn on me as well! Apparently these are the Silver Hand - I've never joined the Companions (despite my 300 hours on the game), and have never come across this faction before. I assume there's a reason that they attack me even though I'm not a werewolf?

I've also seen the angry villagers on a couple of occasions - on both occasions they didn't make it to wherever they were going - the first time they were attacked by a bear, the second time by a sabrecat.
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Allison C
 
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Post » Mon May 28, 2012 4:53 am

I came across some people fighting a Werewolf so rushed to join in, only to have the fighters turn on me as well! Apparently these are the Silver Hand - I've never joined the Companions (despite my 300 hours on the game), and have never come across this faction before. I assume there's a reason that they attack me even though I'm not a werewolf?
Yes, the Silver Hand aren't much better than common bandits, just with a thing against werewolves. Even the Silver Hand NPCs in the vanilla game will attack on sight, regardless of your status with the Companions.
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Chica Cheve
 
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Post » Sun May 27, 2012 5:47 pm

I had my first events yesterday. On the way to Whiterun, I met two guards fighting a bandit. Unfortunately, I saw the three of them from a long distance and they were just standing doing nothing until I came closer... The second event I had was a lot more interesting: three Silver hands had just killed a werewolf and they attacked Delphine, my follower and my character on the road to Kyne's grove. Great! Thanks a lot for this mod! :smile:
Most of the time, they'll do a finishing move to kill the bandit as you get closer, and it looks better then. The fighting is a backup for those times when the animation fails to play. At any rate, I'm glad you're enjoying it!

Me too - it's really fun just setting the stage and seeing what happens!

I started a new character, and as I was walking from Riverwood to Whiterun I saw what I assume was an impromtu execution on the road - a couple of guards were walking along with a bandit, and as I got closer one of the guards went up to him and performed a finishing move on him. If I hadn't played the game before (and being a svcker for the arguably more civilised Imperials) I would have thrown in with the Stormcloaks straight away at that stage! First they tried to execute me, now someone else on the road 5 minutes later.
Glad to hear it drew a reaction. :) No matter what group's in control, though, that's Skyrim justice for ya. :P


Yes, the Silver Hand aren't much better than common bandits, just with a thing against werewolves. Even the Silver Hand NPCs in the vanilla game will attack on sight, regardless of your status with the Companions.
A strange thing, that. They're literally bandits with silver swords and a different name. I mean, if you look in the CK, they draw off the bandit template, just with a different name and inventory.


Anyway, I've ironed out the problem with v1.01, so expect a v1.01b sometime later this week. I want to hold onto it a little more just to make sure it's safe before I release this time. :)
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Tasha Clifford
 
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Post » Sun May 27, 2012 1:19 pm

Did you add something that makes Sven play the flute any time when we use him as a follower? Sven is a very good follower but now he stops right in the middle of nowhere to play his instrument and I have to wait for him!!! Is there somewhere a script that I can delete so that this behaviour stops? If at least he could play and walk at the same time...
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Charlie Ramsden
 
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Post » Mon May 28, 2012 2:28 am

Are you sure Radiance is the mod that's causing this behavior? I didn't touch Sven or any of his AI packages. The closest I come to that is checking to make sure an NPC isn't your follower before grabbing them for an encounter, and that only affects Mjoll, Erik, Golldir, or anyone you've recruited for the Blades.

Did you recruit Sven as a Blade and then tell him to follow you after bumping into him on the road? That's the only way I could foresee this mod affecting his behavior as a follower.
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Nancy RIP
 
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Post » Sun May 27, 2012 1:50 pm

... Did you recruit Sven as a Blade and then tell him to follow you after bumping into him on the road? That's the only way I could foresee this mod affecting his behavior as a follower.
No, I'm far from that. This behaviour is new and your mod is the only one that add things to the game. Maybe it's a bug after all, if you say that you didn't touch him. Bugs report on his page on the UESP wiki are not clear: http://www.uesp.net/wiki/Skyrim:Sven. I would have preferred that this comes from your mod; at least we could find a way to solve this... ;)
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Beulah Bell
 
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Post » Sun May 27, 2012 2:03 pm

No, I'm far from that. This behaviour is new and your mod is the only one that add things to the game. Maybe it's a bug after all, if you say that you didn't touch him. Bugs report on his page on the UESP wiki are not clear: http://www.uesp.net/wiki/Skyrim:Sven. I would have preferred that this comes from your mod; at least we could find a way to solve this... :wink:
At this point, I'm willing to believe anything is possible. If you do determine that it's my mod, let me know. I don't know why or how Radiance would be causing this, though. :P
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[ becca ]
 
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Post » Sun May 27, 2012 1:36 pm

At this point, I'm willing to believe anything is possible. If you do determine that it's my mod, let me know. I don't know why or how Radiance would be causing this, though. :tongue:
When you think of it, it wouldn't be that strange and it fits your mod. Sven is a bard so, maybe on arriving on a place that he finds beautiful he would feel the need to glorify it by playing his flute. This kind of thing. :)
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Cartoon
 
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