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Activity logs
This page was last updated on 17 September 2016, 7:45PM
- Changelogs
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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
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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
- Fixed a Critical bug in San Kizen death. NPc had a wrong script atttached.
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- Author's activity
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September 2016
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17 Sep 2016, 7:45PM | Action by: llde
Permission change
author changed their permission instructions
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April 2024
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