252 comments

  1. Aelarr
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    Translation revision incoming ... soonTM

    While we're waiting for the entire trilogy (Vigilant + Glenmoril + Unslaad) to be finished, I am currently also working on translation revisions, both to prepare the ground for the future (re)voicing project and to introduce more consistency across all three mods.

    Some info on what this entails:


    • typo corrections (there are miraculously not that many, but they still drive me up the wall)
    • redone translation where needed (because there are unfortunately some mistakes in the translation, too, though nothing that would totally change anything)
    • better consistency in item, location, magic effect, and NPC naming conventions across all three mods (if something appears in Vigilant and is then mentioned or appears again in Glenmoril and Unslaad, that thing will be named the same - this is not always the case at the moment)
    • item and spell descriptions will mimic those found in the vanilla game in style (maybe feels nitpicky, but I want more consistency)
    • more natural flow in books and dialogue (easier to read/speak out loud for future VAs)
    • made a lot of the vague/strange/gibberish in the books a little more understandable (don't worry, those weirder than weird books about Ja'bal and the Eggs/Chicks/Chickens are still weird and nonsensical ... but they can be understood now provided you have some hindsight from the entire trilogy, know a lot about the stranger TES lore and possibly read Vicn's blog ... and I realize this isn't very helpful
    • paid even more attention to both TES lore and external influences (seen mostly in some item names or descriptions where it makes sense, but otherwise most players likely won't notice anything much here ... just know that my translation spreadsheets are full of links and comments and I probably still haven't caught all the references)
    • all the text thoroughly checked with Grammarly and ProWritingAid (the current translation isn't checked at all, and you may or may not have noticed that English isn't actually my first language, either)
    • ...

    Know that this means big changes; once this revision is done and I'm happy with it, the revised translation will likely be very different from the one currently uploaded here. This doesn't mean that the story conveyed in the mod will suddenly change or something like that - it just means that the translation will be better and more accurate in all regards.

    Revised translation will be uploaded as an optional, SILENT file at first. However, once I'm reasonably sure that the trilogy is finished, all the voice work will be done with the revised translation in mind.

    When is it coming out? When it's done. But I did finish everything but the books and dialogue for all three mods already, and while that is the largest chunk of all the text, it's also the most enjoyable part of the translation process (even if it means spending three hours analyzing the books about Ja'bal and the utter insanity the Pipers love to spout so much). :)

    And who knows, I might even try something with the AI voicing while we wait for Vicn to complete the trilogy for good. No promises on that, though.
  2. Aelarr
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    OWL ARCHIVES DISCORD
    https://discord.gg/maqPZ9QCe2

    Come discuss the trilogy, be up to date on the state of mods, translations, Vicn's blog updates, find answers about the story, etc.
    Note: the server is not technical support in any way. If you have modding-related issues, there are other places to solve those problems.
  3. Aelarr
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    For those of you who absolutely cannot stand silent or only partially voiced dialogue, rejoice - cupcakeninja64 has released an xVASynth fully voiced addon for Glenmoril and Unslaad. It will sound a bit robotic but it should be good enough until human voiced addons are created. Enjoy. :)

    Glenmoril and Unslaad xVASynth Voiced

    And thank you, cupcakeninja64!
  4. LordDestros
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    Any news about a glenmoril update? ik patience is key and all but it's disappointing that the other four parts of the quadrilogy have full endings and this one doesn't.
    1. Aelarr
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      Update 0.96 is kinda imminent, likely this month. It will not bring endings yet, but the following is already implemented:

      - some outfit and model changes across the entire mod
      - some assets/mechanics that Vicn created after the last update (like moving boats and AOE mechanics in boss fights)
      - minibosses dropping equipment and spells, similar to Soulshriven in Vigilant
      - redone and fleshed out resistance path (if you know, you know) in acts 1-3 with a certain character from ESO's Necrom and Gold Road in a major role and the game remembering up to 3 resist attempts at different points and reacting to them
      - an optional slightly faster way to act 4 based on a certain decision during act 3
      - 1 major quest in act 4 resulting in obtaining another blood curse needed for the endings along with a dedicated separate worldspace (roughly the size of Dac0da's certain whitespace)
      - 2 more side quests in act 4 fleshing out more of the worldspace, one of them both making callbacks to some events in Vigilant and setting up a certain character in Unslaad and the other unlocking one of the endings once they're actually implemented

      The following is currently being worked on, but Vicn implements quests at the speed of light once he has all assets and locations ready (and they are ready now, per his own words in the last blog post), so I expect at least some if not most of these will be done by the next scheduled blog post:
      - 1 small location discovery side quest
      - 1 Sheogorath-related side quest (draft available to read on Vicn's Patreon, like the others already implemented quests)
      - intro to the next major quest that will result in obtaining another item needed for the endings (at least, the best ending)
      - 1 major boss obstacle on the path to where the finale will happen
      - 1 conversation event with a certain character returning from Dac0da during resist attempts in acts 1-3

      I am deliberately keeping it vague without the names, locations or events listed to not give out any real spoilers (and because Nexus doesn't support inline spoiler tags). But if you're interested, you can check on Vicn's blog - the planned/currently being worked on stuff was listed here.

      Suffice to say, update 0.96 will be pretty big ... but no, it won't bring endings yet. :/
    2. Filp639
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      Is there any general timeline of when we might see a finished storyline come out or is that still mostly up in the air? Also I assume not but would be okay to install the mod on a pre existing save when it fully comes out?
    3. Aelarr
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      Adding mods on an existing run is in most cases fine, as long as you take care of any potential patching and LOD generation. Updating from one version to another may not be supported, though.

      There is no timeline for full release. Never was. Vicn works as he has time and as he feels like, and I'm just following his progress on the blog.
  5. EnvyMachinery
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    I wasn't paying super close attention, but aside from some punctuation errors I did notice one potential typo. I also didn't decide until after the fact to leave a comment about it, so I didn't write down the specifics, and there's only one playthrough of act 4 that I can find on YouTube and it's from an older version, so I can't verify. Anyway, when you meet Morris the Immortal, at some point he refers to a "best" instead of "beast," which is reflected by the AI voice-over.
    1. Aelarr
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      Yes, I know. I have it in the backlog for the next update. But at this point, I'll just wait for Glenmoril itself to update first - may be just around the corner.
  6. Percivali
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    hmm how would I make weapons like Scythes and Rapiers work with MCO movesets designed for those weapons? I have Keyword compatibility Framework installed
    1. muz93
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      This is the wrong place to ask this but I know the answer anyway, so if they have keywords (use Animated Armory and the Glenmoril patch, it will add them), use OAR, go into the ingame GUI (Shift+O by default I think?) and add a HasKeyword condition to your black MCO elden scythe moveset or whatever you've got (use that one tbh) and find the Animated Armory keywords, you can use console~ and help 'scythe' to find them, they'll be marked with KEY, I'm kinda explaining how to do it yourself so you can do this with other weapons. If you don't wanna do keywords OAR can literally just apply a condition where a specific weapon does the moves. Just find the console code for the weapon and use the proper .esp name and it will work.
      Anyway if you did the condition right OAR should assign scythe moves to your cool glenmoril weapons.
      I highly suggest learning OAR's interface it makes the game way more fun. Get the Stances framework and just dynamically swap your greatsword attacks on the fly
  7. ObsidianSilas
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    So are we getting a translation for Vicns new quest mod, Dac0da, anytime soon?
    1. Aelarr
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      Yes, when I finish it. Do you think that magically happens by itself at the drop of a hat? There are 4000+ strings to translate and I unfortunately need to show up at work every now and then.

      Have some damn patience. It'll be out soon.
    2. ObsidianSilas
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      damn man, I was just asking since no one else has asked yet. Sorry for the pressure, I guess.
    3. Aelarr
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      Then reread the way you asked and think how it comes across. There are less impatient ways to ask and you'd have gotten a nicer answer had you done so.
    4. ObsidianSilas
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      Alright, sorry man.
  8. YuriSuD
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    does anyone have a walkthrough, right now im complete but i wanna check if have some different choice ?
  9. Edward1379
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    question: do humanity, beasthood and insight play a role of any kind this time? I know from personal experience that devotion and radiance are there to be spent and they do nothing (though I think the more radiance you have the more messed up the dungeon becomes) and that insight allows you to read/gather information from certain objects (insight into [insert thing]). I also know from your comment somewhere here that the 3 stats won't play a role in the endings but do they do anything else? like stat boosts or something? someone told me that humanity reduces damage, beasthood boosts it and insight reduces magic damage and you need 100 points to achieve maximum effects. is this correct?
    1. Aelarr
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      Storywise, these stats won't affect anything, no, so you can keep hoarding them without worry if you so desire. There is no real equivalent to Karma here in Glenmoril, and Insight has another role - to unlock more information for you as you go, as you've already said yourself.

      Think of these stats more as indicators of your character's mental state;

      • the more Humanity you have, the more "you" you are, despite everything the story may be throwing at you
      • exactly the opposite for Beasthood; the more you have it, the more you're losing yourself, the more feral and bloodthirsty you're becoming
      • and Insight is an indicator for deeper understanding of how Aurbis/TES universe works, but it also runs the risk of driving you insane

      From what I can tell from a quick glance in CK, these stats do have some small gameplay benefits (more effective the more of each you have).

      • Humanity: reduces incoming physical damage by a small amount (exact number at min stat threshold = 0.98, max stat threshold = 0.8)
      • Beasthood: increases weapon damage by a small amount (exact number at min stat threshold = 1.01, max stat threshold = 1.10)
      • Insight: reduces incoming magical damage by a small amount (exact number at min stat threshold = 0.98, max stat threshold = 0.8)

      Endings will hinge on your decision and a few other collectible things (blood curses and three very specific items you'll be able to gather in act 4, but neither the curses nor these items are all available yet).
    2. Edward1379
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      wait what if I have equal amounts of humanity and beasthood? what am I then?
    3. Aelarr
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      Insane? XD

      Honestly, don't worry about it too much.
    4. Edward1379
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      I guess you could measure the difference between them? like if your beasthood is high but your humanity is higher you're still yourself but if beasthood overtakes humanity (like in my case, I had high humanity but I gained beasthood fast) you become more feral, violent and etc...
    5. JoseMoley
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      Good to know, I tend to hoard those (both here and back in Vigilant).  Mostly because I have so much of both and it would make the game too easy (and the phrase "sacrifice your Humanity for more power?" sounded a bit too ominous for my liking, lol).
  10. JoseMoley
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    Just got to the beginning of act 4.  Translation was very good, I feel like the only confusing parts were the parts that were meant to be.  Can't wait until Vicn releases the last chapter!
  11. dibble201bty
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    Does anyone know how to complete the Right of Cannibalism/Foetus Nightmare? sub-quest?

    I calm the wraiths but when I go to the 'Baby', and use the calm on her, It just says  do it again or some-such but nothing else happens. The baby just cries. 

    Edit:  Don't worry, I've figured it out.
  12. Shorkhan1
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    deleted
  13. xndrive
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    this mod is behind the glenmoril update, and this repalces the .esm. my question is it safe? i mean the change made in main mod would be reverted back right?
    1. Aelarr
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      Behind Glenmoril update? No, it isn't. 0_o

      Check the file versions, not update dates on the description page. Glenmoril has a few optional files (textures and FLM support), but the actual core mod matches this translation's version.
    2. xndrive
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      thank you for clarifying