Oblivion

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Syscrusher and Vermicula

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  1. syscrusher
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    Please be sure to check out the video trailers (see tab above) for this mod. They give you a much better view than the screen shots or my verbal description. :-) We've deliberately kept the best dungeon levels out of the videos, to keep from spoiling the surprise.

    If you download, I also recommend using the track button for this mod.

    This mod includes the following player-visible quests, in order:

    "Voices in the Dark" (Syscrusher01)
    "Even to the Edge of Doom" (Syscrusher03)
    "Changing of the Guard" (Syscrusher04)
    "Ex Tenebris, Lux" (Syscrusher05)

    If you report a quest bug, please use the console to obtain the stage of quests Syscrusher01, 03, 04, 05, and 06, and report those numbers here. (Syscrusher06 is an unjournaled quest that manages the town NPCs.) Use the console command "getstage syscrusher01" (and so on) to obtain the numbers.

    Documentation: There are a number of documentation files in a "docs" subfolder within the download. Please take the time to review these before installing. More documentation is being added as the mod moves through the beta process toward a production release.

    Compatibility notes including known conflicts and known compatible mods can also be found in the Forums tab above, in a locked topic. (You're welcome to open your own topics in the Forums if you wish; I only locked the topics I intend to be for official documentation. )

    Rathunas directly supports the EMC2 music library plugin. The older EMC, Sound Commands, and vanilla audio are still supported, but EMC2 is now the recommended library.

    Versions 20170617 (and later) include embedded support for Shivering Isles DLC, and requires SI on your system. This is a change, by popular demand, from previous Rathunas versions.

    Pragma: If you post a question here and I don't respond in a reasonable time, please feel free to PM me. I check this page, but I'm human and it's possible I'll miss one.
  2. syscrusher
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    Rywyn Productions and the Rathunas team are proud to announce we have begun development of the much requested Gilgaliad-Rathunas Compatibility Updates!

    Looking to create compatibility while preserving the unique flavour of both mods, the "patch" will consist of major updates to the landscape of Gilgaliad coupled with a smaller update to Rathunas. With these updates both mods will be able to coexist on their own account independently; however, we're not stopping there! Additionally we are developing a small .esp "patch" that will seamlessly merge both mods into a single cohesive landscape. Gilgaliad will be moving to the northwest, becoming the source of the river that will continue south flowing through Rathunas and into the Brena River beyond. The beyond borders wilderness that Gilgaliad will occupy will be reseeded as rocky yet verdant Colovian woodland, a region of vistas and waterfalls, unique flora and adventures large and small! This collaborative effort between the two teams is an active work-in-progress, but it is a significant development effort. We will provide further updates as the work progresses.

    Gilgaliad's Nexus page: http://www.nexusmods.com/oblivion/mods/47431/?

    UPDATE 2017-12-25: The new Rathunas release 20171224 removes modifications to the exterior areas that will be used by the new Gilgaliad version (still a work-in-progress, but moving along nicely). Rathunas and Gilgaliad still conflict *now*, but this is another step toward the compatibility toward which both teams are working diligently!
  3. syscrusher
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    Happy Holidays, everyone! Let's celebrate with a new version of Rathunas!

    In addition to a few bug fixes and performance tweaks, this version has some new features:

    * There is a new bridge along the footpath between the Rathunas town square and Alewydd Priory, complete with a small waterfall and some harvestable plants.
    * One level of the dungeon has some additional custom 3D models as decoration.
    * Rathunas now features custom load screens. These will appear only when you are in the Rathunas area or its interior zones.

    This version's BSA adds files for the new 3D models, a new version of the Rathunas in-game parchment maps, and load screens. That being the case, there is no update patch available. You will need to download the full mod with the new BSA file included. Please see the files Rathunas01-UPGRADE.txt and the other files in the "docs" subfolder for installation and upgrading instructions.

    Version 2017-12-24 is a safe upgrade for a play-through in progress, but as with any mod you should back up your game save file before upgrading. Load your saved game after upgrading, then write it out to a new save file and restart the game once, just to be safe.

    If you have problems with CTD on exit, the first thing to try is to clean your other mods with TES4Edit. Some versions of Unique Landscapes had deleted objects rather than moving and disabling them, and that situation is a known crash-on-exit cause.

    Please enjoy the new version, and consider endorsing this mod if you like it! As always, feedback here on the forum is welcome, but please send me a PM rather than posting here if you need to include quest spoilers in your message.
  4. syscrusher
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    Two compatibility notes:

    There are several scenes in the Rathunas quests in which a lot of NPCs are together in close proximity. One player reported (and documented) a visual problem if you have a mod that causes NPCs to carry torches. Having too many light sources that close together can overload Oblivion's older render pipeline rather badly. It's harmless but visually annoying, and the problem is exacerbated by certain ENB profiles. If you have a mod for NPCs to automatically carry torches in dark scenes, you may wish to disable that mod temporarily while playing the Rathunas quests.

    If you have mods that spawn extra hostiles in "wilderness" areas, you may want to consider temporarily disabling those mods while playing Rathunas. Since Rathunas is an open town, some monster mods think it is "wilderness", and having monsters spawn in the middle of the village is rather immersion-breaking and could cause problems with the Rathunas quests. Rathunas itself "nerfs" some of the random spawn points right next to the town to prevent this, and because from a lore viewpoint wolves and bears don't just appear out of thin air in the middle of populated areas. Loading Rathunas *after* your favorite monster mod might also take care of the problem. If there is a specific monster mod causing you grief, please post about it here, and if time permits I'll look into providing a patch. (No promises, because I do have a "day job", but I'll at least investigate it.)
  5. SurprisinglyAnonymous
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    Maybe I'm just being dumb but the voice keeps teleporting me away each time I get closer. Do I need to be at a specific level to cross? I have already started the quest but I cant proceed
    1. syscrusher
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      Without a spoiler, can you tell me the name of the quest you are running when you get stuck?

      I apologize for the slow response; I have been really busy at work and haven't had time to check this forum for a while.
    2. SurprisinglyAnonymous
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      Nevermind I got it to work, although I am having trouble looking for a way to open the backdoor
    3. TheRomans
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      Spoiler:  
      Show
      the key is in a sack of stuff taken from necromancers (killed by townsfolk before the mod starts) that is in the Priory building. after clearing the town you should have spoken to the guard captain and gotten a prompt to talk to the nun at the priory about the sack of stuff
  6. anithinks
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    As previously reported, I too get the following errors in the OBSE console (using the latest version of xOBSE)

    Error in script db03016c
    Invalid subscript operation
        File: Rathunas01.esp Offset: 0x1E13 Command: Let
      Let @1E13 script DB03016C
    Error in script db03016c
    Operator [ failed to evaluate to a valid result
        File: Rathunas01.esp Offset: 0x1E13 Command: Let
      Let @1E13 script DB03016C
    Error in script db03016c
    Invalid subscript operation
        File: Rathunas01.esp Offset: 0x1E69 Command: Let
      Let @1E69 script DB03016C


    and so on for another 15 -20 times. Any thoughts how to resolve this?
    1. syscrusher
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      I'm working on getting an Oblivion modding environment back up and running, since I have a new computer since I last played. I've got the game installed, but I can't even run the vanilla game right now because it crashes to desktop on startup. Stay tuned.
    2. anithinks
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      Any updates syscrusher? Hope things are going well. Cheers!
    3. songlife
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      I get the same errors, it's never-ending, which is disconcerting. Doesn't seem to affect gameplay though. I'm not getting ctds from it as far as I know. But regardless, you definitely don't want to see "error in script" messages every time you open the console.
    4. TheRomans
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      >syscrusher: get the GOG version of oblivion, cheap and no steam problems, already 4GB ram patched and install it in any folder you want
    5. warhammerempire
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      The error messages appear to be pointing to the script SyscrusherDisplaysQuestSCRIPT. But that's as much as I can make out from the error messages.
    6. Hirodin
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        You can do it Syscrusher, your mod is one of the best out there, equals Better Citties. Thanks. And, i have a suggestion. Delete some vegetation around Rathunas city and inside too, in order to prevent CTD in many people cases. Remember it is open city and the games engine is fossiliesed. Just leave the big tree in the plaza, and some few bushes, nothing more.
    7. syscrusher
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      I finally have some possible diagnostic progress on this.

      The line of code at the "1E13" location in that script is this:
      let armorModels[4][1] := ar_List "Syscrusher\Meo\Dummies\Imperial\imperialpalacefemale.nif", "Syscrusher\Meo\Dummies\Imperial\imperialpalacemale.nif"

      That line is just one of many with exactly the same syntax, just different constants.

      The only thing that stands out to me about that line from the others in the group is that it happens to have the longest values being inserted into the inner array. It may be that xOBSE introduced or reduced a size limit on string values in arrays. I'll see if I can track this down further and maybe produce a patch.

      The good news is that I don't think it's a case of the script's logic being incompatible with the newer xOBSE. If that were the case, the errors would start around line 122, whereas this one is being reported at line 147. Also, I used nested arrays extensively in the Rathunas scripts, so if it was a major syntax incompatibility I would expect multiple other scripts to fail and the mod would probably be unplayable.
  7. warhammerempire
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    There appears to be some minor asset corruption in the BSA. Bethesda Archive Extractor fails to read the contents of BSA at all, while BSArchPro will fail to save if you try to extract the file "textures\syscrusher\momo\clutter\momolederweiß.dds", from Momo's Hanging Cloths Resource. If you exclude that file, BSArchPro can save the rest of the archive just fine though.
  8. NexusUser
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    Loved it, feels like it fits right into the original story, although it may have needed some tough fights to set the stage for the final villain, as I was able to get to the end and find out there was no way I was going to beat them and be stuck with a companion who insists on being with me forever, or until they get lost at a loadscreen and disappear.

    Overall  great professional quality mod, so no regrets going back to an earlier save and not progressing the story for now until I level up my wizard some more and get some better equipment.
    1. syscrusher
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      Thanks for the feedback. It's hard balancing combat in this game; we spent hundreds of hours testing with different character builds, and there are some scripting tricks in place to try to balance the combat (aside from Bethesda's usual leveled lists).

      The difficulty of the preliminary fights depends on your game settings, your build, and -- most of all -- on your strategy. I found that a stealth approach and reducing enemy numbers works well. It also depends on what dialog choices you make; there are some battles that are avoidable with certain dialog paths. To a large extent, those features are present precisely because we wanted to allow stealth and spell characters to complete the quest.

      The final battle, too, varies in difficulty depending on your choices leading up to it. As you know by now, there are opportunities to acquire aid. When we designed the final battle, the aim was to make it "very challenging" even if you had the aid items (it's the final boss, after all, and without spoiling anything I'll say there are some nice rewards in return). Without any of the in-quest aid items, we wanted the battle to be possible but extremely difficult -- in other words, choices matter, which is what RPGs are supposed to be. :)

      I won't give spoiler hints on the public forum, but if you have done the quest most of the way through, and it was too hard, feel free to send me a private message if you want some help. We want this to be challenging, but not so hard it's not fun.
    2. RifleAvenger
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      Piggybacking off this to give my own feedback: I really, REALLY enjoyed the mod up to the final encounter. The town is lovely, the dungeon crawl is a cut above almost everything in the base game, and a lot of the encounters and individual areas were memorable. Said final encounter then almost got me to quit my current Oblivion playthrough. It was months before I went back.

      The first issue is probably on me: the game would predictably crash a few minutes into the fight because there's way too many characters active between allies and enemies. This is an issue I've had with the game since I first developed my current load-order in 2021 - the battle of Kvatch was similarly plagued with predictable crashes. I have all the usual and recommended stabilizers in place, so it just probably has something to do with background load from the mods I'm using. I solved that problem via assassinating the Dremora, who I could usually kill in 1 - 3 hits, then invisibly retreating from the fight every time I killed a spider daedra and attempting to save. Eventually, I was down to the final boss and my surviving allies alone, with the game relatively stable.

      Which gets to the real issue: the boss' defenses felt extremely overtuned. I had at least one of the things that's supposed to weaken her, the special poison. If it actually did anything, I didn't notice. I even tried fighting her without it, in case it was a trick, but there didn't seem to be any difference. She could 2 - 3 shot me on normal, even when I was buffed to high heaven, while my allies and I did scratch damage. Eventually I gave up and set the difficulty slider to easiest... just to find that I still could barely damage her (her damage output did go down correspondingly though)! In the end, I had to get her stuck on geometry and shoot literally hundreds of arrows into her over 20 minutes until she died (again, on the lowest difficulty).

      If I missed a whole host of things meant to weaken her and/or there's way to make her accidentally stronger, please let me know so I can look forward to this on another character. However, as I experienced it, the final boss was an indelible stain on an otherwise fantastic mod.
  9. corpiss
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    Two questions.
    How do you help the ghosts in the undercroft before killing nyx? Once I killer her, the quest to help them dissapeared.
    Where are Khu's quarters? Going back to the exulcram after he helped me kill nix tells me to check his quarters to see if he really left.
    Fantastic mod though, Thanks!
    1. syscrusher
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      Thinking how to answer this without major spoilers...   Let's just say, helping the ghosts cannot happen until after you kill Nyx. You haven't missed that part of the quest -- you have completed the prerequisites. :) Helping the ghosts is an additional bonus quest that we intentionally haven't publicized much. I'd have to go back to my notes to remember *exactly* how to start that bonus quest -- and I wouldn't post specifics in public anyway -- but what I will say is that you should speak with Crispina Tenius. If memory serves, she probably has a quest hint for you, although there is some in-game time delay between quest lines to allow certain NPCs to complete AI packages whose duration isn't easily predictable.

      My advice after you finish the main part of the Rathunas quest would be to go run a short quest or two elsewhere, allowing our quest logic to finish its background work, and then speak with Crispina.

      If you're still stuck, ping me with a private message for further hints.
    2. RifleAvenger
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      Please excuse me, I replied to the wrong post.
  10. Scaringella
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    I've never experienced anything like this in any videogame...

    I can just listen for hours to all the dialogues and explore every topic and every corner of the town which is filled by details that always narrate something.

    This is masterwork of digital art.
    1. syscrusher
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      After all these years, to read a comment like this is truly heartwarming to us. Thank you so much for these kind words!

      This mod has indirectly led to a career change for both Syscrusher and Vermicula -- both of us now work in 3D creative projects, using game engine (and related) tools for non-game applications. Rathunas was the first game project for both of us, and it started as just wanting to make an immersive player home for our favorite video game. Just a little scope creep, eh? :)

      Again, thank you for this post, and we're so glad you enjoy the mod. :)
  11. Gusx1
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    Hi,

    Has anyone else experienced save file corruption? I have a 150+ load order that plays fine - but as soon as I activate and enable this the game plays, crashes within minutes randomly and corrupts my save file. 

    Disabled and I can play the game no problem. Must it be used on a new save file?
    1. TheRomans
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      Never had that with any version of this file.  I have installed and played almost all its versions.  Including installing a plying it a week ago.

      You can occasionally  get random bits of corruption on any mod file when downloading or installing.  For that, uninstall clean save, install again.

      Note then if uninstalling this mod without planning to reinstall, you will need to manually enable the vanilla exterior door for infested mine.  IIRC that is in the documentation somewhere.
    2. songlife
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      One thing that concerns me is that this mod is frequently running scripts or something that's cluttering up the console, including "error in script" messages. This is right from the very start of a new game before even visiting the region Rathunas is in. Makes me wonder what it's doing and why, and whether it has any negative effects. I haven't had any issues with save file corruption though.
    3. syscrusher
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      @songlife, I'd appreciate a cut/paste of some of the script errors you're getting, if you're able to do that. Do the errors indicate what script or line is failing? It's possible this is an OBSE versioning issue; I haven't tested on the *very* latest iterations of OBSE. It would help to know what versions you have of OBSE and of the other dependency mods listed for Rathunas.

      It's normal for this mod to emit quite a few console messages, especially during initialization. In order to do some of the complex quest and customizable options for the mod, there was a *lot* of scripting involved. Nothing in Rathunas itself is binary code, but it uses OBSE at a deep level.

      Thanks for letting me know about the problems you're having. I can't promise to be able to fix it, but will gladly give it a try if I can get sufficient diagnostic data.
    4. syscrusher
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      In thousands of hours of testing, our QA team never experienced any file corruption issues from the mod, but this is Oblivion so anything's possible. One thing you may want to check is whether your Oblivion save file is being corrupted, or if it's the extra OBSE persistence file (I forget the filename pattern for those). If I had to guess, I would suspect this is related to a conflict where Rathunas and some other OBSE-driven mod are both using the persistence features and there's some cross-talk oddity happening.
  12. ihatefallout
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    I'm getting bug after eating the Nyx heart and surviving, my character falls to the ground and never EVER gets back up. if I drink a paralysis potion I regain control until the potion runs out and I drop back down to the ground. Please help?
    1. syscrusher
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      That sounds as if a script got wedged. We should be able to work around that with a console command, once I get the game working on my new computer. (Right now, I can't even run the vanilla game because of a CTD the moment I click Play.)

      UPDATE: As of today, I have resolved my CTD issue with the base game and official DLC. It's going to take me some time to get my modding environment back online (given that I also have a day job, etc.), but I'm no longer stuck at zero.
  13. macole
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    Listed as a Known Incompatibility: * Any mod that edits thebasement of the Mage Quarters at Arcane University may conflict with Rathunas.Would anyone know is this is a factor or have any experiencewith Universitum Arcanorum v2.1?
    1. syscrusher
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      I don't have a working Oblivion installation right now, to check this (that's in progress but I have a CTD issue even with the vanilla game). That said, if you're familiar with the things the UA mod changes, I can tell you what Rathunas changes. [mild spoiler...] About halfway down the stairs to the basement of the Mage Quarters, we have a script that enables an extra door there. It's disabled until your character progresses to a certain point in the Rathunas quest lines. Once it's enabled, it stays enabled indefinitely.

      As long as the UA mod doesn't mess with that set of stairs, there is probably no conflict. Even if it does, once I get my modding environment back online, I could very likely give you some console commands that would work around the problem --- not elegantly, but functionally. The good news is that, to the best I can recall, nothing that happens from the Rathunas mod in the Mage Quarters will prevent quest progression for your character.. At worst, you'd lose out on some immersion and a bit of roleplay. (Don't quote me on that -- again, I'm working from memory.)
  14. JeffSheldrake
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    Say, would there be a wiki or somewhere where I could find a list of all NPCs and their refids? I wanna make a series of YouTube videos on this amazing mod and wanna make sure I don't miss anything.
    1. syscrusher
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      Hi, sorry for the delayed response. There isn't a Wiki online, but I'd be happy to work with you via private message or email We can provide a list of all the NPCs in the mod, as well as other background information. Just send a direct message and let us know what you need.