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DemonLord7654

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  1. DemonLord7654
    DemonLord7654
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    Version 4.00 is here!
  2. LeadManHoller
    LeadManHoller
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    Conflict with horror script with FCOM (or OOO, Martigen or Francesco too). And you changed some of the vanilla textures, I don't know why, so it conflicts with QTP and similar (ayleid textures)
  3. Overlord122
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    Found it, but now I know I should use the walkthrough to do this but it won't work so I'm asking why won't the rend staff work or the quest progress even though I have the stuff
    1. DemonLord7654
      DemonLord7654
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      There should most definitely be a quest popup after you collect the staff. Double check your journal, If there was and you want to know what to do after that then see the following instructions below.


      Once you have collected the staff a quest popup should come up that tells you that you need to collect the ingredients listed. After doing that you must come back to Nudafin and follow the corridor to the room with 2 dead mages but THIS time you must hook a left and there is a new hall to go down that was sealed before. At the end of the hall there is a room with an alter activate it.
  4. Overlord122
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    Hey umm I don't know if this usually happens but their are no quest markers so I have no clue where to go, where exactly is nundafn? I. Still trying to find it, please help me
  5. Oblivionaddicted
    Oblivionaddicted
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    I have given my endorsement, it gave gave me a long time of playing with a good funny quest but you should make a new version to fix some problems.

    SPOILERS

    -the entry of Nudafin isn't reachable if you don't disable a block of stone
    -the door doesn't work, you have set another block in diagonal to this function
    -you didn't set the good path to the ayleid pedestal mesh
    -Zurin Arctus' heart can be taken several times
    -the animations of crumbling are never played
    -Nerastarel doesn't have any unique dialogue
    -you should give the Rend staff the same speed than the vanilla ones because the speed of 50 you set makes it impossible to equip

    END OF SPOILERS
    1. Sergio1992
      Sergio1992
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      Question: were these 'issues' fixed?

      Is the entrance you are talking about having a double layer due to OSR? Because I seem to remember to have had a issue with such a mod.
    2. anonimousone
      anonimousone
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      Please fix the last issues
  6. Fanden
    Fanden
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    Hi DemonLord

    I keep running into an invisible unkillable enemy in the second watery grotto in "Highpond cave"
    1. Fanden
      Fanden
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      Well

      I loaded a previous save and reentered the cave and there were no invisible enemy
  7. scotty35503
    scotty35503
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    Could this be considered "lore friendly"?
    1. DemonLord7654
      DemonLord7654
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      Interesting question....

      This topic has been argued with several different viewpoints. My personal opinion on it is that if the mod involves a character that is mentioned somewhere in elder scrolls lore it should be considered "Lore friendly". I'm not saying that if you take an already existing character and completely change their history and warp it into something new that it is lore friendly because then we would be talking about a completely new character. You would have to leave in some if not most true elements to the lore of the character that is being portrayed. For the Underking I practically used the same story and embellished on it to paint a picture that while Zurin was transformed into a lich, he was trying to fight the corruption and that he still lives in seclusion to the time of the oblivion crisis.
  8. WMalice
    WMalice
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    This mod is incompatible with:
    1) Acrobat's Secret Hideout (obviously, because the said hideout is on the 3rd floor of Nerastarel's House. If you have ASH installed, the door to the third floor will be barred from the inside).
    2) Glenvar Castle: Highpond Cave is located at the same point. You can enter the cave by toggling collision and going underground to the entrance, though.

  9. TheMadSlayer
    TheMadSlayer
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    I can't find the book.
    1. DemonLord7654
      DemonLord7654
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      Download and read the walkthrough it should be there.
  10. Blaubeerman
    Blaubeerman
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    Thank you for your work to get Oblivion at live.
    But there is for me a big problem, can`t play because ther is no way in to the "highpond cave". Mapmarker pointed at the courtyard of Glenvar Castle, but there isn`t anything but underground. Loading after Clenvar dosn`t resolve the problem. It´s a pitty the can`t work together, i would not deactivate Glenvar Castle because i like it much.

    Bye, Bbm.
  11. DemonLord7654
    DemonLord7654
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    Version 3.00 is here!
    1. GamerRick
      GamerRick
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      Fun quest! Endorsed! I have more mort flesh than I know what to do with!

      TIPS TO KNEW PLAYERS:
      You do need to install version 2.0, the mesh/texture patch, and then version 3.0 (that only contains the new ESP).

      If you buy the book or ingredient your need from the vendor, drop it on the ground and activate it. The scripts only work right when you do this. Even then, you should only activate it once, because the scripts don't check anything before performing the function. It won't hurt anything to activate them again, except that the ingredient script removes 1000 gold from your inventory. (This is necessary to ensure that the two doors blocking your way get disabled at the right time)

      PROBLEMS/BUGS

      I had numerous problems with the quests regarding the way you use object scripts to do everything when it comes to advancing and starting the quests.

      I tried to get book #3 before #2 and found the key isn't enabled until you get #2. Technically, you should be able to do these out of order, but this is not a big deal.

      Finding Vrehn is a problem, and requires better directions (like near Homestead Fort on the bay of Lake Rumare). Or you could enable the map marker for it.

      In TES4EDIT it shows changes for Kindred Cavern's 3 levels. What is that?

      If you would like my help with doing the scripting differently, please send me a PM. I think using a combination of object scripts and the result scripts within the quest stages would be better. Also, unless you intended it that way, you can also enable the map markers for the locations to make finding them easier (like vanilla quests do).

      Thanks!
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