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About this mod

Patches the scripts in Gates To Aesgaard - Ep. 1 to improve performance. Also delays the quest to prevent message spam at the start of the game.

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Changelogs
A bashed patch mergeable plugin that patches the scripts in GATES TO AESGAARD - Episode One by ThePriest909 to improve performance.
Also delays the quest to prevent message spam at the start of the game.

Details
My weird hyperfixation with Gates to Aesgaard 1 and 2 continues...

Scripts:
Very little "do once" style conditions were used in the various "begin gamemode" scripts of GATES TO AESGAARD - Episode One
This means that whatever command that script is outputting will fire off every frame that the game is active.
For example: the mod will output the command "start the main Gates to Aesgaard quest" every frame as long as the player is outside in Cyrodiil, regardless of whether or not the quest has already begun.
Another example: the mod has several scripts attached to enemy NPCs that will output the command "equip this specific NPC with this specific set of armor" every frame while the game is active.
This is very very bad, for obvious reasons.
I have gone through all of GATES TO AESGAARD - Episode One 's scripts that had scenarios such as this and revised them to cause these commands to only fire off once.

I am still very much a beginner scripter, but I have learned a lot about scripting over the past year, and have begun noticing things like this in mods that I use (creators not properly using "do once" conditions to prevent their scripts from firing off commands every single frame).
My obsession with cleaning my Oblivion mod list (why do you think I have made so many Roberts/HGEC patches?) could very easily lead me into creating script patches for the hundreds of other plugins that I use, but the thought of getting sucked down that rabbit hole fills me with absolute dread and despair.
I am going to force myself to not make any more script patches like this.

Quest Delayer:
The starting quest of GATES TO AESGAARD - Episode One was originally scripted to begin as soon as the player steps foot in the Cyrodiil worldspace.
This creates annoying message spam as soon as the player leaves the Imperial City Sewers at the start of the game.
Its also not very immersive that suddenly the player has a letter mysteriously delivered to them as soon as they escape a sewer underneath a prison.
The starting conditions of the quest have been altered: now the player must purchase one of the base game vanilla homes and step foot in the house to receive the letter that kicks off the quest.
The player steps into their home and finds a letter in the mail. Much more immersive and logical. 

I also TRIED to lock the front door to Ashen Rose's house so that the player cannot enter it until the quest has started, but for some reason I cannot get it to lock.
If you open my .esp up in test4edit you will see that my plugin sets the lock level of the front door to require Ashen Rose's key, and removes the flag the leaves the door open by default. The only way I have so far been able to successfully lock the door is by deleting the door entirely and placing a whole new one in its place, but doing so would cause my plugin to no longer be bashed patch mergeable, so I opted not to do that. Maybe there is something in my load order unlocking the door. If you find that my plugin successfully locks the door in your game, please let me know.

Requirements
Needless to say, GATES TO AESGAARD - Episode One is required to use this mod.

Installation:

1. Download GATES TO AESGAARD - Episode One.
2. Download the mod, unzip the file, and drop the folder titled "data" in your Oblivion directory.

Special Thanks:
ThePriest909 for GATES TO AESGAARD - Episode One. Without them, this mod would not exist.