Bug fix release. Normally I would just hold off since I just uploaded an update, but a couple of the fixes are for run-breaking fixes so I decided to go ahead and release this as a separate update instead of waiting for the Miscellaneous quests update.
1. When the randomizer startup script runs, it starts by removing items from certain chests and NPCS (such as the Boots of Springheel Jak or Azani Blackheart's Ring) and then placing the items. Activating it again would cause those items to be removed again, which could break a run that coincidentally had them put back in their original spot.
2. Ahdarji's Ring Rewards - Both Ahdarji and S'krivva give you 200 gold. I had already added them up to 400. Not really an issue, but it was one of the reasons why a questgiver may give you nothing.
3. There was an extra Thieves Guild reward count that wasn't used and will never give its item to the player, which can break a run. It even affects the BuildMe.log that I included! (Luckily, it's something "unimportant" in regards to finishing quests). I have manually fixed my BuildMe.log file and fixed the list so it won't occur in future runs. For current playthroughs, if you activate the Sheogorath Randomizer statue again, it will give you this "lost" item.
I know this mod is roughly Forever Years Old, and this would be a potentially huge undertaking so this is a suggestion more than a request or demand, but do you think there's a possibility you could make a version of this for the Archipelago multiworld randomizer?
Well, if anyone sees this, I'm still working on the mod. Right now I'm in the testing phase for randomizing the Miscellaneous quests, and then I'll move on to Shivering Isles.
Is there logic with the randomizer? For example, making it so that Sheogorath cannot give you the Olroy Cheese or the The Ultimate Heist cannot give you Lost Histories of Tamriel?
Ah, that's the proper phrasing to use! Yes, the randomizer has logic. So Sheogorath will not give you the Olroy Cheese as a reward (as that would obviously break the quest). Additionally, when an item is placed, it will update the logic for other items (so if the Olroy Cheese is placed somewhere in the Dark Brotherhood questline, it will update the Dark Brotherhood quest logic so that Sheogorath doesn't give those items out as well). Theoretically, no item will be locked off and no quest should be impossible to complete, but at this stage with only my own tests and no other feedback, I'm not going to promise it is 100% perfect. However I've included my own "Buildme.log" file, which will guarantee a successful run if you don't want to risk an impossible run.
Currently there aren't any options to exclude what items get randomized as I plan to add that once the Miscellaneous and Shivering Isles quests are implemented. There are more Miscellaneous quests than I thought, but I hope to have that part completed soon.
This seems really cool! However, I noticed there are a bunch of quests and scripts where the UOP changes weren't carried over, which I don't think was intentional on your part. Edit: I haven't tested the mod in my own game yet, as my current load order is pretty set, but once I do I'll have more feedback for you.
It's mentioned at the bottom of the description that it does happen. Unfortunately, if I make so much as a single change to a quest stage or quest target, it will override every UOP change for that quest.
But yes, it isn't intentional and I do what I can to prevent it. If you have any specific examples, just let me know so I can patch it.
First update released! I figured I would first focus on adding compatibility before doing anything else. All this does is add support for Open Cities and the Alternative Beginnings Arena start. If you don't use any of these, then there isn't a need to update.
I know it hasn't been quite a full week and I know Oblivion modding is rather quiet these days (plus randomizers are a bit of a niche category), but since I haven't heard anything I'm going to assume all is well. The next thing I'll work on is the Miscellaneous quests. Depending on how quick that goes, I may go ahead and work on the Shivering Isles. We'll see.
10 comments
1. When the randomizer startup script runs, it starts by removing items from certain chests and NPCS (such as the Boots of Springheel Jak or Azani Blackheart's Ring) and then placing the items. Activating it again would cause those items to be removed again, which could break a run that coincidentally had them put back in their original spot.
2. Ahdarji's Ring Rewards - Both Ahdarji and S'krivva give you 200 gold. I had already added them up to 400. Not really an issue, but it was one of the reasons why a questgiver may give you nothing.
3. There was an extra Thieves Guild reward count that wasn't used and will never give its item to the player, which can break a run. It even affects the BuildMe.log that I included! (Luckily, it's something "unimportant" in regards to finishing quests). I have manually fixed my BuildMe.log file and fixed the list so it won't occur in future runs. For current playthroughs, if you activate the Sheogorath Randomizer statue again, it will give you this "lost" item.
No updates since 2020. Lol.
I think I still have an unreleased version that added house deeds so that you also had to buy houses. I don't remember what else needed to be done.
Currently there aren't any options to exclude what items get randomized as I plan to add that once the Miscellaneous and Shivering Isles quests are implemented. There are more Miscellaneous quests than I thought, but I hope to have that part completed soon.
Edit: I haven't tested the mod in my own game yet, as my current load order is pretty set, but once I do I'll have more feedback for you.
But yes, it isn't intentional and I do what I can to prevent it. If you have any specific examples, just let me know so I can patch it.
Thanks!
I know it hasn't been quite a full week and I know Oblivion modding is rather quiet these days (plus randomizers are a bit of a niche category), but since I haven't heard anything I'm going to assume all is well. The next thing I'll work on is the Miscellaneous quests. Depending on how quick that goes, I may go ahead and work on the Shivering Isles. We'll see.
Thanks for taking a look!