Thank so, so much for this mod! I always felt the lack of a gravestone for Biene was an unforgivable oversight by Bethesda, as this was one of the most touching quests in the game. Wonderful job!
I rly like the idea of this mod but has anyone tried this before the completion of the FG quests? Any insight as to what exactly happens? like npcs just stand there or the AI breaks completely?
this mod is short and adorable! it really breath lives into the region, which is the issue with vanilla oblivion (no aftermath with most stuff like kvatch or bruma mages guild). i always feel bad walking by water's edge and seeing marcel stands there, in the rain, all alone. now i dont!
that said tho, i did encounter some issue. do the quest stage never meant to go past the arrival of the khajiit brothers? the quest seems to remain in the quest log forever. in the version before 1.1.2, i think i got to the point of marcel and the erika getting closer but i might be imagining things (i can be forgetful and misremember stuff). whatever the case, the quest log seems to only go as far as either of them, and the quest is never completed.
edit: in previous version i also encountered the "it's been 2 weeks, and the new arrival" quest update notification to signify the arrival of the khajiit brothers, but this time it didn't show up. even when the brothers already arrived, and when i talk to the brothers and then marcel, the quest advance to "the place looks livelier now and feels like community again" and stuck there.
That's very strange. I haven't made any changes to the quest stages or dialogue since v.1.1. The only changes in 1.1.1 and 1.1.2 were deleting unnecessary changes to the exterior cell and correcting Erika's minimum level. Everything worked perfectly well in testing.
i see, just curious, how long does it take for the quest to update from the "the place looks livelier now and feels like community again" to the next stage?
The quest should update after 25 days. Unfortunately, my PC is on its last legs and I haven't even played Oblivion in over six months (too processor-intensive).
Why not make this mod compatible with every stage of FG quest? All of this new staff can be disabled until the right stage of the required quest. And then activated. Hence there will be no problem with activation of the plugin itself.
I say it because this mod is really adorable and cool and still I can't even remember any mod which has such impediment to occur in the game as this one.
Having the mod running earlier would have meant having to change the ownership of beds and doors mid-game, which adds another layer of complication I really didn't need. Getting the new AI packages to run properly was hard enough,! :-)
This mod was very much an experiment. I have next to no experience with AI packages so there were times I almost did the Snoopy dance when something worked for the first time! Glad you like it.
Version 1.1 is up and running after exhaustive testing. All NPCs now have unique AI schedules - in fact, Elsa has a busier life than many vanilla characters!
Version 1.0.1 corrects a line of Marcel's dialogue and gives J'kar and Ma'jhad the correct Confidence, Energy and Responsibility levels. This is a stop-gap until Version 1.1 is finished.
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that said tho, i did encounter some issue. do the quest stage never meant to go past the arrival of the khajiit brothers? the quest seems to remain in the quest log forever. in the version before 1.1.2, i think i got to the point of marcel and the erika getting closer but i might be imagining things (i can be forgetful and misremember stuff). whatever the case, the quest log seems to only go as far as either of them, and the quest is never completed.
edit: in previous version i also encountered the "it's been 2 weeks, and the new arrival" quest update notification to signify the arrival of the khajiit brothers, but this time it didn't show up. even when the brothers already arrived, and when i talk to the brothers and then marcel, the quest advance to "the place looks livelier now and feels like community again" and stuck there.
also i use ocov2, if that helps
Yeah it is, if only create some new disabled doors and beds stuff.. but i think it will be a problem too :(
Thanks!
- J'kar Skywalker