DM: Reneer's Guard Overhaul 1.79b
#1
Posted 10 May 2007 - 06:29 PM
My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)
#2
Posted 10 May 2007 - 07:29 PM
My avatar courtesy of my own little personal artist, Rumms
#3 -bendiwolf-
Posted 10 May 2007 - 10:56 PM
Something is wrong my friend !
Bendiwolf
#4
Posted 11 May 2007 - 09:30 AM
Re-uploaded the mod to SHS and PES with a fix.I tried this new (1.6) version of RGO and when the new ring is added it keeps giving me a message box saying "blah!" repeatedly ...
Something is wrong my friend !
Bendiwolf
My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)
#5 -cjwilke-
Posted 11 May 2007 - 08:25 PM
#6
Posted 11 May 2007 - 08:38 PM
This sounds like another mod is changing the Spell Effects visuals. I would need to see a mod list to hopefully figure out what the problem is.Perhaps I am the only one with this problem, but when I upgraded from 1.5 to 1.6, as soon as the ring is added to my inventory I get a repetitive spell effect that looks like a pink fog swirling around me with pink bubbles and a repetitive deep low pounding sound with each swirl. NPC's also repetitively glow pink at the same time as me. As soon as I deactivate this mod, everything is back to normal. I even tried moving it to last in my load order...same thing happens. I also see someone else had a problem with a repeating pop up screen when the ring is added. I redownloaded the latest version, even just a few minutes before writing this post and same effect.
My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)
#7 -D=-
Posted 11 May 2007 - 10:29 PM
This sounds like another mod is changing the Spell Effects visuals. I would need to see a mod list to hopefully figure out what the problem is.Perhaps I am the only one with this problem, but when I upgraded from 1.5 to 1.6, as soon as the ring is added to my inventory I get a repetitive spell effect that looks like a pink fog swirling around me with pink bubbles and a repetitive deep low pounding sound with each swirl. NPC's also repetitively glow pink at the same time as me. As soon as I deactivate this mod, everything is back to normal. I even tried moving it to last in my load order...same thing happens. I also see someone else had a problem with a repeating pop up screen when the ring is added. I redownloaded the latest version, even just a few minutes before writing this post and same effect.
It's been narrowed down to a conflict between RGO1.6 and Supreme Magicka 0.53 by this guy. Supreme Magicka adds a levitation spell in 0.53.
#8
Posted 11 May 2007 - 11:51 PM
That's probably it.It's been narrowed down to a conflict between RGO1.6 and Supreme Magicka 0.53 by this guy. Supreme Magicka adds a levitation spell in 0.53.
My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)
#10 -flyfightflea-
Posted 12 May 2007 - 06:56 AM
I found what the conflict is between your mod and mine. You're using Resist Water Damage for all of your spell visuals and I change RSWD to become levitation. You should just use script effect and change the effect. So many mods do it that way now that I doubt it would matter much.That's probably it.It's been narrowed down to a conflict between RGO1.6 and Supreme Magicka 0.53 by this guy. Supreme Magicka adds a levitation spell in 0.53.
#11 -cjwilke-
Posted 12 May 2007 - 11:00 AM
Yes, I love both these mods, so please could you release a hotfixed version to be compatible?I found what the conflict is between your mod and mine. You're using Resist Water Damage for all of your spell visuals and I change RSWD to become levitation. You should just use script effect and change the effect. So many mods do it that way now that I doubt it would matter much.That's probably it.It's been narrowed down to a conflict between RGO1.6 and Supreme Magicka 0.53 by this guy. Supreme Magicka adds a levitation spell in 0.53.
#12
Posted 12 May 2007 - 02:39 PM
My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)
#13 -flyfightflea-
Posted 12 May 2007 - 02:57 PM
Great! Thanks!Just uploaded a new version to PES and SHS that fixes the bug with Supreme Magicka.
#14
Posted 12 May 2007 - 11:27 PM
Love your work.
a quick question: what are the future plans for the guard overhaul? is it just bug fix's or do you have any suprises planed for future updates?
Present: Oblivion Mods: NPC's with Jobs Beta tester
Future: No idea
#15 --Richard--
Posted 13 May 2007 - 12:02 AM
#16 -CRa2ytig3r-
Posted 13 May 2007 - 01:23 AM
Will we see a fix for this soon?
I just LOVE that corpse mod!!!
#17
Posted 13 May 2007 - 10:34 AM
Not too sure. I'll probably think up some new things to try sooner or later. Suggestions are always appreciated. And thanks for the warm welcome; I think I'm going to like it here. ^.^Just a quick welcome to Spellhold studios Reneer.
Love your work.
a quick question: what are the future plans for the guard overhaul? is it just bug fix's or do you have any suprises planed for future updates?
Just some problems with how crimes were registered (mostly to do with when people installed the mod in a non-new game.) I also fixed some CTD issues in certain quests.What's the 'major bugs' that were fixed??
Edited by Reneer, 13 May 2007 - 10:35 AM.
My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)
#18 -Guest(eikka)-
Posted 13 May 2007 - 12:37 PM
>>CLIP from GO 1.56 bethsoft thread:
As per request, I decided to renew my request for a feature that'd make the life of my villain a bit more challenging :
Within the city, in which the player has made crimes earlier, there should be a temporally growing probability (a random check for each guard near the player, for example) for the player to randomly encounter a guard that recognizes him on-sight and attempts arrest (walls have ears & eyes wink_smile.gif ). This should give enough cause-and-effect feel for the player and make them avoid confronting guards even after successful evade from the crime scene unnoticed.
You did explain earlier that it is difficult to make guards notice the crimes outside of the cell. But there may be some detours to accomplish it? For example, could a token of BadKarma be placed in the player inventory when a crime is committed. It would later trigger a random check for the guards to recognize you. Possible?
<<<CLIP END
#19
Posted 14 May 2007 - 11:07 AM
Well eikka, your idea is certainly feasible... but the only problem is that Oblivion doesn't load NPCs that are not in the current player's cell (or a certain number of adjacent cells) and so the realism is rather cut down (as I see it) if the player has to be in the given cell / city for the NPC in question to inform the Guards of a crime he saw / heard about. A better witness system could be coded in, however, and I might do that for RGO 1.61, if I don't hear about a log of bugs in 1.6 first.Hi Reneer! Nice to see you are constantly working on this mod! I suggested the following feature a while ago (description below). Did you implement any such behaviour to 1.6 by any chance? Thanks!
>>CLIP from GO 1.56 bethsoft thread:
As per request, I decided to renew my request for a feature that'd make the life of my villain a bit more challenging :
Within the city, in which the player has made crimes earlier, there should be a temporally growing probability (a random check for each guard near the player, for example) for the player to randomly encounter a guard that recognizes him on-sight and attempts arrest (walls have ears & eyes wink_smile.gif ). This should give enough cause-and-effect feel for the player and make them avoid confronting guards even after successful evade from the crime scene unnoticed.
You did explain earlier that it is difficult to make guards notice the crimes outside of the cell. But there may be some detours to accomplish it? For example, could a token of BadKarma be placed in the player inventory when a crime is committed. It would later trigger a random check for the guards to recognize you. Possible?
<<<CLIP END
My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)
#20 --Richard--
Posted 14 May 2007 - 09:48 PM