YOu will need to install oonly the AST Master v3.0 and Legend of San Kor v2 both from main download section. The 2.1 update is not needed. Just install my update. I will correct it in my page
Hmm, my playtest comments from the development thread will help players to console through some of the bugs
Glory of Eagles Pass: If you load this one up again after having played it thru before and having unloaded it in the same save line, you need to Prid 000dd30c Enable Disabling the village at the end of the mod was tied to a vanilla game object (renamed the “master rock”) so that its disablement is stored in the saves. Luna at the end of Glory Of Eagles Pass remains in the game standing by the shrine even after Legend of San Kor is activated.
LegenKorQuest3 I could not get a stage 20 update after the 4 Blood Crest heavies were dead. I could not see any error in the aaalegendofsankorquest3masterscript which controls this, but I do not know the syntax for scripts. I used setstage LegendKorQuest3 20 to advance. The objects for cell 43,-2 indicate there should be 3 aaaBloodMOthFallen there, but the only dead guy there was Matthew.
LegendKorQuest4 St Bols Curse – aaaStauteofSaintBollnriashaqelk – xx006eed – has no texture or normal map (black) and no collision, the mesh is invisible form some angle or positions in the room. It cannot be activated (maybe from no collision?) and remains this way even after you have gone through all the other statues and quest stage up to stage 34. I advanced the quest with setstage legondKorQuest4 35 Maybe is has something to do with its mesh being a _far.nif rather than a regular one.
LegendkorQuest6 San Kizen – aaaSanKizenVampLK has aaaSirColinDeathLKscript attached to him and thus triggering Stage 75 of LegendKorQuest11 out of time, mucking things up later. Since this stage does not have a visual update, I did not notice it until later when quest11 seem to be mucked up and I found it was at stage 75 when it should be at 50 and then when beck through saves to find out where it got off track. If you can use the Construction set, use it to delete this script from this NPC and it may save several bugs here and later.
LegendKorQuest7 Stage 15 quest update says “This is just a testing stage”, which appear to be incorrect anyway, because also triggered is a (warlock) door which seals you into the room where Norrick & Ryan are until you complete the next puzzle. You should more that trigger box a little farther into the room, because I was a few steps ahead out Sir Roger and he was sealed outside the room and I had to console him in to proceed.
LegendKorquest9 The Quest update 1 “… to Fiona in the Library” is a little confusing “..Fiona in the Mystic Archives” would be clearer. Mysterious Tome –aaaBrianLaThornsCurseBook, has no icon texture in your inventory, just a violet square.
Legend KorQuest10 Stage one updated “ ..some militia saluted …” should be “… some militia slaughtered …” I am guessing. Old live versions (from back at quest 1) of Commander Brian La Thorn, xxoc1b54, Rathorn xx001b58, and a guard xx001b23 are still there when they should have been disabled earlier, and there are no dead bodies which I am guessing should be there. At stage 60, when going down to the ruins of San Drew, if you have a longer range Detect Life spell from a mod, you can detect old versions of Sir Roger and Ryaln which should have been disabled by now, in the now sealed off puzzle room. I did not get the stage 70 update, but it does not appear to be a quest breaker. I used Setstage LegendKorQuest10 70 to get it. Journal of Brian La Thorn is not formatted properly. You see formatting marks <br> <img> <hr> and no images show Stage 90 update does not give any clue as where to go next. Also at this stage you need to disable aaaLunaLK2ref and aaaHighElfMothLK1ref in addition to the Millona and Coddwell disabled at that time None of the 6 …TravelToKor NPCs were enabled. Enabling the aaaPackingforTraveltoKorref did not held, all it got was the object (an anvil) under the floor. Player.moveto each of their references just took you to their editor location in the cabin, so they were not lost somewhere, they were not enabled. Maybe had something to do with the early trigger of LegendKorQuest11 stage 75 triggering. With no (traveltoKor) Coddwell, I used setstageLegendKorQuest10 100 to advance
LegendKorQuest11 is mucked up by the missing NPCs and the out of sequence stage 75. I used setstage LegendKorQuest11 for stage 1, 10, 20, 40, then player.moveto xx013236 to get to the start of the mine (coc ASTSanKorMines01 put me on the wrong end of the cell and the wrong side of some trigger boxes) then setstage LegendKorQuest11 50. Only Coddwell will then go anywhere (the others AI may be messed up the stage 75?) At the ambush, I have to enableplayercontrols and deal with the ambushers since Sir Colin did not come with us. At Stage 90, Elder Roy was taking his sweet time finding me, so I moved him to me with the console. Stage 100 Coddwell does not ‘lead you out of the mine” or do anything, he just stands there with an obsolete topic from Stage 50 Also at this time or the beginning of the next quest you need to somehow tell the player what his mission is. No clue was given. I used coc aaaRuinsofSanBolEntance to kick off quest 12 LegendKorQuest12 San Bol Prison is missing a couple of wall sections near the SW corner.
LegendKorQuest13 sticks at stage 65, looks like you need to do something to add topic KorQuest13King03 –xx01c8bd – “now what” Elder Roy starts the conversation but does not have the topic I used the console to setstage LegendKorQuest13 70 Despite the last part of the quest update and “... there are apparently tunnels that run all throughout Cyrodiil that lead to the city of San Kor.” And Elder Roy saying something about getting into and out of San Kor, no way into of the the city seems to be implemented. I am guessing it has to do with the uncompleted “Dwemer transportation Nexus” cell”
LegendKorQuest14 None of Luna’s topic show up
LegendKorQuest15 Is not yet fully implemented, and the medallions of Matthew, Kite, & San Kizen stuck in inventory as quest items.
Also stuck as quest items are: Diary page and Bloody note.
ASTControlsProduction The script on the Dwemer Log book is “on activate” but the quest adds the book directly to your inventory from a topic with Edwin. Reading it from inventory apparently does not count as “on Activate” and I had to drop the book and activate it. “Cancel” does not work on the production controller, it acts as if you selected begin production. The only choice I had all the material for was the was the “Cyborg” (a steam centurion), notably there was no raw glass to be had. I could not get the GREETING rom Edwin after the centurion was completed, maybe because the quest variable condition is wrong, or maybe because I activated the centurion before he started converstion with me.Then I could not get or add topic KorCenturianQuestedwin08 – xx021f01 - to proceed I setstage ASTControlsProduction 70, I could not get any of Elder Roy’s topics, so I finished with setstage ASTControlsProduction 80. Edwin is still following the PC after the quest ends.
I know that this is an old post but I want to say a comment on what you wrote:
LegendKorQuest10: To be able to activate the Travelto Kor version of the NPCs you should giveaaaPackingforTraveltoKorref.disable and not aaaPackingforTraveltoKorref.enable. This becouse the reference has set state opposite to parent flag enabled.
I asked to the author the permission to fix this(but after other 5 weeks I will release this, becouse after 6 weeks of unanswering they grant to you all permissions.). I debugged until LegendKorQuest11. But the starter of tthe 12 quest is completly missing.
This is taking a bit longer that I expected. In particular it seems like I have to rewrite the entire ASTCreationProducingScript or at least a big part of it. It'so unoptimized and slow. Also it use placeatme(But i don't know if this can be removed).
I really liked this. The plot was very interesting and there were lots of cool places and stuff. I think that if the time was taken to remove bugs and fix a few things, that this would be really fun to play through. I really enjoyed the story so far and look forward to seeing more of it in the future. Endorsed
Sorry for bringing up this old thread...doing it in case people (other than me) suffer Oblivion-withdrawal and dl this mod.
Obviously, the post above didn't lead to much. The state of this mod is basically as described in the playtest on DC-site thread (http://www.forums-dragoncaptions.com/a-saints-tale-the-legend-of-san-kor-t164-190.html)
At the point where quest10 is s'posed to be finished (stage 90), missing/bad scripting destroys all the rest of the mod. I can confirm exactly the same as in the abovementioned thread...NPCs are not activated and/or de-activated, and everything stops. In quest6 (Armorer's Folly), the mod prematurely sets the stage of quest11 to 75. This messes up a lot, and I even had an instance of Luna from quest11 following me around.
The only good thing is that I solved the mentioned problem of talking to Summona in quest3. She can only be talked to (with the needed topic) when she is inside the actual cottage cell...so don't talk to her while she is gardening, but wait till she goes to bed.
I don't have the time to repair the mod now, so will abandon it. IMHO, mods in this state should be taken off Nexus.
okay folks, this thread has been reopened becuase... work is resumed on this project!!! yay!
the city of san kor is complete (minus just a couple of npcs.... so that city should be done and ready for relase somme time this week (it will play a major role in chapters II,III, and IV of this serise)
after its done, i plan to finsh up this mod asap... then focus on sutch
ooo thats an issue "> the file on this page is out dated, the one on eagles pass's page is actuly newer.. hehe i will replace this one (acutly i will make a saints tale amster page, to keep confsuion down) once i finsh sutch, or atleast wen i get sutch off to the voice stages ">
so im still working on this, but sutch needs alot of work too "> as im sure u know ">
if u dled version 2, please do not play it, it has alot of bugs that i had forgoten about, and that apeared in testing of quest 5, so if u had dled it, do not play it... i am working hard to fix these bugs, and implement quests 5-8
20 comments
The 2.1 update is not needed. Just install my update.
I will correct it in my page
Glory of Eagles Pass:
If you load this one up again after having played it thru before and having unloaded it in the same save line, you need to
Prid 000dd30c
Enable
Disabling the village at the end of the mod was tied to a vanilla game object (renamed the “master rock”) so that its disablement is stored in the saves.
Luna at the end of Glory Of Eagles Pass remains in the game standing by the shrine even after Legend of San Kor is activated.
LegenKorQuest3
I could not get a stage 20 update after the 4 Blood Crest heavies were dead. I could not see any error in the aaalegendofsankorquest3masterscript which controls this, but I do not know the syntax for scripts. I used setstage LegendKorQuest3 20 to advance.
The objects for cell 43,-2 indicate there should be 3 aaaBloodMOthFallen there, but the only dead guy there was Matthew.
LegendKorQuest4
St Bols Curse – aaaStauteofSaintBollnriashaqelk – xx006eed – has no texture or normal map (black) and no collision, the mesh is invisible form some angle or positions in the room. It cannot be activated (maybe from no collision?) and remains this way even after you have gone through all the other statues and quest stage up to stage 34. I advanced the quest with
setstage legondKorQuest4 35
Maybe is has something to do with its mesh being a _far.nif rather than a regular one.
LegendkorQuest6
San Kizen – aaaSanKizenVampLK has aaaSirColinDeathLKscript attached to him and thus triggering Stage 75 of LegendKorQuest11 out of time, mucking things up later. Since this stage does not have a visual update, I did not notice it until later when quest11 seem to be mucked up and I found it was at stage 75 when it should be at 50 and then when beck through saves to find out where it got off track. If you can use the Construction set, use it to delete this script from this NPC and it may save several bugs here and later.
LegendKorQuest7
Stage 15 quest update says “This is just a testing stage”, which appear to be incorrect anyway, because also triggered is a (warlock) door which seals you into the room where Norrick & Ryan are until you complete the next puzzle. You should more that trigger box a little farther into the room, because I was a few steps ahead out Sir Roger and he was sealed outside the room and I had to console him in to proceed.
LegendKorquest9
The Quest update 1 “… to Fiona in the Library” is a little confusing “..Fiona in the Mystic Archives” would be clearer.
Mysterious Tome –aaaBrianLaThornsCurseBook, has no icon texture in your inventory, just a violet square.
Legend KorQuest10
Stage one updated “ ..some militia saluted …” should be “… some militia slaughtered …” I am guessing.
Old live versions (from back at quest 1) of Commander Brian La Thorn, xxoc1b54, Rathorn xx001b58, and a guard xx001b23 are still there when they should have been disabled earlier, and there are no dead bodies which I am guessing should be there.
At stage 60, when going down to the ruins of San Drew, if you have a longer range Detect Life spell from a mod, you can detect old versions of Sir Roger and Ryaln which should have been disabled by now, in the now sealed off puzzle room.
I did not get the stage 70 update, but it does not appear to be a quest breaker. I used
Setstage LegendKorQuest10 70 to get it.
Journal of Brian La Thorn is not formatted properly. You see formatting marks <br> <img> <hr> and no images show
Stage 90 update does not give any clue as where to go next. Also at this stage you need to disable aaaLunaLK2ref and aaaHighElfMothLK1ref in addition to the Millona and Coddwell disabled at that time
None of the 6 …TravelToKor NPCs were enabled. Enabling the aaaPackingforTraveltoKorref did not held, all it got was the object (an anvil) under the floor. Player.moveto each of their references just took you to their editor location in the cabin, so they were not lost somewhere, they were not enabled. Maybe had something to do with the early trigger of LegendKorQuest11 stage 75 triggering.
With no (traveltoKor) Coddwell, I used setstageLegendKorQuest10 100 to advance
LegendKorQuest11 is mucked up by the missing NPCs and the out of sequence stage 75.
I used setstage LegendKorQuest11 for stage 1, 10, 20, 40, then player.moveto xx013236 to get to the start of the mine (coc ASTSanKorMines01 put me on the wrong end of the cell and the wrong side of some trigger boxes) then setstage LegendKorQuest11 50.
Only Coddwell will then go anywhere (the others AI may be messed up the stage 75?) At the ambush, I have to enableplayercontrols and deal with the ambushers since Sir Colin did not come with us.
At Stage 90, Elder Roy was taking his sweet time finding me, so I moved him to me with the console.
Stage 100 Coddwell does not ‘lead you out of the mine” or do anything, he just stands there with an obsolete topic from Stage 50
Also at this time or the beginning of the next quest you need to somehow tell the player what his mission is. No clue was given.
I used coc aaaRuinsofSanBolEntance to kick off quest 12
LegendKorQuest12
San Bol Prison is missing a couple of wall sections near the SW corner.
LegendKorQuest13
sticks at stage 65, looks like you need to do something to add topic KorQuest13King03 –xx01c8bd – “now what” Elder Roy starts the conversation but does not have the topic
I used the console to setstage LegendKorQuest13 70
Despite the last part of the quest update and “... there are apparently tunnels that run all throughout Cyrodiil that lead to the city of San Kor.” And Elder Roy saying something about getting into and out of San Kor, no way into of the the city seems to be implemented. I am guessing it has to do with the uncompleted “Dwemer transportation Nexus” cell”
LegendKorQuest14
None of Luna’s topic show up
LegendKorQuest15
Is not yet fully implemented, and the medallions of Matthew, Kite, & San Kizen stuck in inventory as quest items.
Also stuck as quest items are: Diary page and Bloody note.
ASTControlsProduction
The script on the Dwemer Log book is “on activate” but the quest adds the book directly to your inventory from a topic with Edwin. Reading it from inventory apparently does not count as “on Activate” and I had to drop the book and activate it.
“Cancel” does not work on the production controller, it acts as if you selected begin production.
The only choice I had all the material for was the was the “Cyborg” (a steam centurion), notably there was no raw glass to be had.
I could not get the GREETING rom Edwin after the centurion was completed, maybe because the quest variable condition is wrong, or maybe because I activated the centurion before he started converstion with me.Then I could not get or add topic KorCenturianQuestedwin08 – xx021f01 - to proceed I setstage ASTControlsProduction 70,
I could not get any of Elder Roy’s topics, so I finished with setstage ASTControlsProduction 80.
Edwin is still following the PC after the quest ends.
Further, Ludus Experimentus sayeth not.
LegendKorQuest10: To be able to activate the Travelto Kor version of the NPCs you should giveaaaPackingforTraveltoKorref.disable and not aaaPackingforTraveltoKorref.enable. This becouse the reference has set state opposite to parent flag enabled.
I asked to the author the permission to fix this(but after other 5 weeks I will release this, becouse after 6 weeks of unanswering they grant to you all permissions.). I debugged until LegendKorQuest11. But the starter of tthe 12 quest is completly missing.
Thanks!
Obviously, the post above didn't lead to much. The state of this mod is basically as described in the playtest on DC-site thread (http://www.forums-dragoncaptions.com/a-saints-tale-the-legend-of-san-kor-t164-190.html)
At the point where quest10 is s'posed to be finished (stage 90), missing/bad scripting destroys all the rest of the mod. I can confirm exactly the same as in the abovementioned thread...NPCs are not activated and/or de-activated, and everything stops. In quest6 (Armorer's Folly), the mod prematurely sets the stage of quest11 to 75. This messes up a lot, and I even had an instance of Luna from quest11 following me around.
The only good thing is that I solved the mentioned problem of talking to Summona in quest3. She can only be talked to (with the needed topic) when she is inside the actual cottage cell...so don't talk to her while she is gardening, but wait till she goes to bed.
I don't have the time to repair the mod now, so will abandon it. IMHO, mods in this state should be taken off Nexus.
the city of san kor is complete (minus just a couple of npcs.... so that city should be done and ready for relase somme time this week (it will play a major role in chapters II,III, and IV of this serise)
after its done, i plan to finsh up this mod asap... then focus on sutch
biulding
so im still working on this, but sutch needs alot of work too "> as im sure u know ">
biulding
i also laid out quests 6-10, and did most of the dialoge for quest 6...
i got sutch back today, so its going back to top priority... but after its done, i will be back on this...
so nice not having th respawn chornicles, and county kvatch to mod aswell...
biulding
biulding