Oblivion

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Velax

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Velax

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17 comments

  1. black06
    black06
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    yo i you dont mind me asking, when is the future update going to come out cause i would love to hire more assasins, and oh and can you hire assasins for the cheyhindall sanctuary
  2. Nikoloman15
    Nikoloman15
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    Its a great mod but the problem with the people..It needs to be fixed.Anyway thanks
  3. Rex1029
    Rex1029
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    I found the solution to the people cluster problem...

    1) Go into the TES Editor, and change the Candlestick that opens the passage. Make the ownership "Player"...

    2) Then go to the far end, and click the exit to the Stable as "Locked" ... Save, and go back...

    You will have alot of people leaving at this point. I had only ONE problem where a Orc didn't want to go... So I left, and let him stumble out... They all left my basement, and never came back ....


    ...

    Although, I did notice that when I went into the Trap door at the stable, it credited me for going into Hackdirt... HMMMmmmmmmmmm.... <img class=">
  4. philak
    philak
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    could u change this a it so that it works with the Skingrad House Basement_Rosethorn Hall_ mod plz
  5. Shadowsaken
    Shadowsaken
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    WTF people are in my base ment, first two, now 8... they are all trying to go into the DB door but can't get through... plz fix
  6. Azurael714
    Azurael714
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    im having the exact same problem as razorii. Except there are so many npc's gathering outside the door it crashes when i go near teh basement. I waited and it seems like they are coming from inside the sanctuary rather than through my front door, are they coming through the stables? and if so why isnt the gaurd killing them. either that or they are just..apearing there after a few hours of having the mod....

    any fixes for this?
  7. razorii
    razorii
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    I have noticed that after the mod has been in place several days (in-Game time) Skingrad NPC's start to accumulate in the hallway between the secret door in the Rosethorn Hall basenemt and the Ancient Black door. There are currently five of them milling around in front of the Black Door in my game...

    I tried killing them and got a 3000 gold bounty on my head for murder...
  8. Marxist ßastard
    Marxist ßastard
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    • 21 kudos
    No, the drum beat.
  9. Velax
    Velax
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    Oh no, it doesn't change the pathfinding... It fixes those placement errors you talked about in the README:

    - Some of the pillars in the temple don't line up properly with each other. This is because whoever designed the two wall/floor tiles I currently use for
    the temple (the one with the alcove, and the one without) decided to make them not line up properly. Not a huge amount I can do about this, other than
    change to a different tile when I find one I like.

    - The entrances to the temple
    have pillars on either side if you look at them from inside the temple, but not if you look at them from outside. You'll
    understand what I mean when you see it. The reason for this is that there seems to be no "normal" tile for the ones I'm using for the temple. They all
    have pillars, whereas the ones I'm using for the passageway to the temple do not. This will be fixed in a future release.


    ...And yes, the Cheydinhal sanctuary door does display the expected behavior of playing the sound on both sides.


    Ah, fair enough then. The version I'm working on at the moment fixes the non-aligned walls, but not the thing with the pillars at the entrances, so I'll have to take a look at your version.

    Hmmm....that is odd. What noise are you talking about exactly? Just the stone grinding on stone noise?
  10. Marxist ßastard
    Marxist ßastard
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    Oh no, it doesn't change the pathfinding... It fixes those placement errors you talked about in the README:

    - Some of the pillars in the temple don't line up properly with each other. This is because whoever designed the two wall/floor tiles I currently use for
    the temple (the one with the alcove, and the one without) decided to make them not line up properly. Not a huge amount I can do about this, other than
    change to a different tile when I find one I like.

    - The entrances to the temple
    have pillars on either side if you look at them from inside the temple, but not if you look at them from outside. You'll
    understand what I mean when you see it. The reason for this is that there seems to be no "normal" tile for the ones I'm using for the temple. They all
    have pillars, whereas the ones I'm using for the passageway to the temple do not. This will be fixed in a future release.


    ...And yes, the Cheydinhal sanctuary door does display the expected behavior of playing the sound on both sides.