This file is not made by me. The original mod is from Biulding3015 and the Dragon caption team. I only fixed it(even if they were an huge number of fixes) If you want to use this file you don't need my permission becouse I grant it to you to use my fixes. You need permission from Biulding3015, following the instruction in the original page.(They grant you permisison after 6 weeks) After that you only need to credit Biulding3015 and me(llde)
File credits
Biulding3015 and the Dragon Caption team for the original mod. I tried to contact them but they never answered, so this apply: "If I, or the team do not respond within 6 weeks, feel free to do whatever you like with this mod." shademe for the Construction set extender.
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 3.01
Now the San Kor topic does not appear on every NPC in the Game
Some little correction to AI patghrid into San Kor
Some change in the Npcs in San Kor helping a bit with the stutter trouble. Removed two duplicate npcs
Version 3.0
Fixed a Critical bug in San Kizen death. NPc had a wrong script atttached. Fixed a trigger box near the water birth caves in exterior that instead to triigering stage 30 of this quest triggered stage 15 of LegendKorQuest8 Statue of the Curse of San Bol now work poperly(it' s not a far nif anymore) LegendKorQuest3 doesn't progress when all 4 assassins are killed.(Experimental Fix + Workaround if the bug is still present) Fixed LegendKorQuest8 to behave more as intended(based on dialogue). Removed bad stage 15. Removed a bad and unecessary trigger box. Fixed AI package on Remmy Fixed pathgrid on the waterbirth cave and on some exterior cell Fixed Book formatting Button activators now behave more like normal button activator with played animation. Fixed a potentially critical bug on the Altar of San drew in the San Drew tomb. Activating the Tomb twice caused the player to be stuck. Changed stage 15 text on legendofsankorquest7. Now don't tell "This is a test stage" anymore. Proper quest update added. Added a placeholder teleport script on Roger Vallenwood to avoid it become stuck on the other side of the fake door. Brian LA-Thorn now have the key to his office Soldier outside the cave are now disabled or killed properly at the start of LegendKorQuest10 Blood Decals in the guard barracks appear only when they are intended to. Fixed some spelling mistakes. The traveltoKor npcs are activated properly. This critical bug was caused by a misuse of enable command with setstate opposite to parent ref checked. Deactivate the npcs in the cottage when starting the long road. Fixed a bug in the sir codwell AI adding a proper subspace in a zone. Fixed Elder Roy Marim bugged approaching the player. Fixed player controls still disabled after the conversation with the elder Remove addtopic for KorQuest11Coddwell03, this topic is supposed to be started only trought a specific greeting. Created from scratch Coddwell's dialogue for starting LegendKorQuest12. Fixed LEgendKorQuest12 start. Workarounded bug:Player is blocked in the ruin of san bol when he should speak to Rolan but Rolan didn't approach the player. Blood-moth barracks in Ruins of San Bol renamed Blood-crest barracks. Ambush reference are deactivated when player is put in prison. slow down LegendKorQuest13 script changing fquestdelaytime from 0.001 to 0.01(preventing issues) Now Caccia Burtor actually give you his medallion Added Blood Moth Faction to Luna's party in the incarnate manor. Fixed elder roy last conversation with the player, and fixed player controls at the end of conversation. Fixed AI package on Roy Marim so it will not try to find the player when he is not supposed to do it. Unchecked the Run immediatly flag on the last line of Max's conversation with the Elder, thus fixing the bug that prevent the text to be displayed, and stage 65 setted to early. Added Luna's topics for LegendKorQuest14 Entering the hero of the saint chamber doesn't remove master alchemic apparel anymore Fixed ASTControlsProduction start, a player.moveto command was acting as a return in the middle of the script thus blocking it at all. Edwin is now enabled at the start of ASTControlsProduction Fixed AstcontrolSproduction quest progression becouse stage 30 never triggger, becouse it relies on a script on the dwemer log, but the script handle a onactivate event that requires the player to drop and activate the book ASTControlsProduction removed unnecessary or bad or unused quest stages Now the dwemer ruins has a proper name. Completed the ASTSamponsPrisonQuest so that now this quest is actually playable stage 70 and 80 of ASTcontrolsProduction now triggering as intended The ruins now has real Lava Pathgridded some Interiors and fixed pathgridding on some cell. Added spell to return/leave to/from San Kor city. Changed naming to be more standardized General cleaning with TES4EDIT: Undelete and disable reference and remove Identical to master operation performed Rewrote ASTControlsProducingScript and ASTCreationProductionStarter to have a more faster script and with less variables, with more functions. More portable if I chose to implement obse in a later version.Also OnActivate blocks should go before anything else(except variable declaration) Changed Generator script so it ignore Azura's Star presence Removed unreference variables + other now unused variables Begin OnActivate block moved first on the Activator MessageBox handling are now mostly in one script
Name: (DC) A Saints Tale - Legend of San Kor Version: 3.01 Date: 16/11/2014 Category: Quests and Adventures Major Authors: Biulding3015, Librapoet, and DarkReaper, llde Requirements: A Saints Tale Master version 3.0, A Saint Tale The Legend of San Kor v2(THE 2.1 update is NOT needed) Original mod page(for requirements): http://www.nexusmods.com/oblivion/mods/24051/?
Warning: It may or may not require Shivering Island expansion. It shouldn't, but remeber that I have it so I cannot test without. If you don't have it and you are experiencing some issues conact me.
To the orignal modders: If you for whatever reason don't want these fixes release simply tell me and I wil delete the file. I made all the possbile attempt to contact you.
Description: This mod attempts to fix the many bugs that affected A Saint Tale: The Legend of San Kor questmod. It will require the original files becouse this mod is only an .esp replacement. This mod also implement some quest that were not present in the 2.1 original version. Foir mod screenshot watch the original page.
For the original description refers to the original mod page: http://www.nexusmods.com/oblivion/mods/24051/?
Install ======= 1. Extract the files to a temporary location. 2. Examine the folder structure and make corrections where necessary. 3. After having installed the original mod, overwite the (DC)The Legend of San Kor.esp with my file inside Oblivion\Data. 4. Activate the file trought your mod manager or Oblivion launcher. 5. Run BOSS(Better Oblivion Sorting Software) or LOOT.
Uninstall ========= 1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s). 2. Delete the files/folders associated with the mod.
Incompatibility =============== 1) anything that horribly edits the north shore and a bit above of the Lake Canulus area... there is a cavern and a house added to the hills outside of it. Lake Canulus village and Tantrivalya does not conflict with this. 2) This mod uses a small pond, with a water fall... (conflicts with the ul in the area...) 3) It also adds another cell to the first edition in the Imperial City... this only adds a single door to it, but this could conflict especially if the vanilla cell is replaced by a mod...(The conflict can be expecially if offending mod edits the basement of first edition)
Credits, Permisisons and Changelogs will be posted in their appropriate tab/page. For the bug fixed go to the changelog page.
Bugs still not fixed(minor): Luna from The Glory of Eagle pass is not deactivated at the start of crossroads.(it will need obse or a modified "the power of the north.esp" file Crossroad start immidiatly after the conclusion of the first chapter. Saint statues use the meshes of vanilla statues. Some pieces of wall are missing from Ruins of san bol prisons Duplicate Npcs in San Kor(stuttering for AI overload)(should be a bit better with the last minor update) After having selected a product you cannot cancel the production Old passageway and Dwemer trasportation network are incompleted and useless.