News
The Elder Council 2.3 Released
Written by The Guild Master   
Thursday, 04 March 2010 18:51

The Elder Council 2.3 has been released, along with CURP 1.8 which it needs and TEC Temple of the One V1.5 which also gets updated on account of some fixes and a retexture of the teleport used in it and TEC as part of the old MRC system. Which is still partly used by both mods.

The old MRC system involved releasing the same files in different mods so they overwrite each other and was not an especially good idea and never really worked out. 

TEC 2.3 contains a new quest for you to enjoy and an important one too. Whilst not very long and not the sort of quest you might be expecting, it is a vital link to future quests through out the Cyrodiil Upgrade Series since it will be the key to opening 4th era quests later on. 

The Quest is "Empire Under Siege" and by the end of it, the Empire will have a new Emperor and quests about saving the empire from collapse can start to appear. Those and all the other 4th era stories that have recently started to appear in certain official books.

A lot of other changes have taken place in TEC but I'll let you spot those for your self, but I would like to hear if that rare but known Arenthia CTD still occurs in anybodies game. The CTD happens when entering the city or loading the city gate area. I believe I have fixed it in 2.3 but a fix if it worked does not cause crashing and a rare CTD does not happen often enough to allow accurate testing to take place. So let me know if you experience the problem in 2.3 please. 

Also be nice to the new Ambassadors everybody :D

 
Even More New Releases!
Written by The Guild Master   
Saturday, 27 February 2010 16:02

More mods have been adding their info the CURP Controller, to Kvatch Aftermath and Kvatch Rising add their 10c worth to the CURP Controller system. That means KA, KRIS, OMG and TEC can talk to each other via the controller now.

Mods released today include

Kvatch Aftermath 7.6

Kvatch Rising 1.7

Cyrodiil Upgrade Overhaul 6.4

And the all important....

Cyrodiil Upgrade Resource Pack 1.7 

Lots of important changes to these versions besides the CURP support. Also i have reorganized the download area and download announcements to make it easier to see new releases. 

Now all Download areas and the Guild Release forum are all Guest Readable but is read only, comments in the download area are now turned off too. I want people to start posting their comments in the Developement threads for each mod, which are the only threads I monitor closely.

The Guild Releases Forum contains auto generated information about each release where you can view the change logs and other vital information such as installation, requirements etc etc before you download them. 

The key points of this release other than the vitally important additions to KA and KRIS are some fixes to the Dwemer Mines in CUO, I was using MrSiikas texture paths so anybody who did not have his skyship mod, did not have the textures. That has been fixed in CURP 1.7 which contains replacement meshes to point to the correct textures within CURP.

Some other tweaks the leveled lists to correct things like creature spawns and potion spawns have taken place in CUO which should make it better overhaul.  The roads in CUO 6.4 will be much safer than before and will now spawn Legioneer Foresters as well as creatures to explain the safer roads. Eg they keep them clear. 

I found some pretty nasty creatures spawning on the roads in CUO which was leading to some problems with NPCs travelling along them with the other mods. Eg they died. So hopefully this will help the game play.

The 4th Era is now the focus for my mods, extending the game play beyond the Oblivion Crisis and the end of the main quest.  

 
More New Releases
Written by The Guild Master   
Thursday, 25 February 2010 12:50

There is now away to avoid the multiple releases at this time because the update process for the new CURP Controller that comes with CURP 1.5 or higher requires I update several mods at the same time. Though I am trying hard to ensure you just need 1 mod and the CURP Controller, not all the CU mods.

A new system is going to be introduced for uninstalling these mods which you should be made aware of. The system simply resets some variables that are sent to the CURP Controller to inform other mods of your progress in a mod. The reset removes any values in them so other mods know the mods been removed.

You can read about it here.

These are the mods that have been updated, I have included the change logs are listed below them.

CURP 1.6

Removed a left over goodbye script
Tweaked the Aylied leveled lists so you might actually start to see the Aylied Loot in Aylied ruins. In my game, I think I found 1 aylied staff in 18 months. Hopefully this will change now.
Origin of the Mages Guild now updates the CURP Controller on the players progress in OMG using the following vars.

MagesCouncil
BrumaGuildRestored
DaedricStudiesDepartment
Teleportquest
ArkaysMokey

The Elder Council Now Updates the CURP Controller on the players progress in TEC using the following vars.

CURPcrooked
CURPInTecLegion
CURPTecMQEnded
CURPEmpireRank
; 1= Citizen of the Empire
; 2 = Civil Servant of the Empire
; 3 = Knight of the Realm
; 4 = Baron
; 5 = Baroness
; 6 = Viscount
; 7 = Viscountess
; 8 = Count
; 9 = Countess
; 10 = Marquis
; 11 = Marchioness
; 12 = Duke
; 13 = Duchess

Short CURPLegionRank
; 0 = Trooper or no rank
; 1 = Corporal
; 3 = Sergeant
; 4 = Lieutenant
; 5 = Captain

Nobility points can now be added to TEC via the CURP Controller CURPNobilityPoints var, TEC will add anything sent to that var to its own Nobility points total. Allowing other mods to earn the player Nobility points for the first time.

The Elder Council 2.2

From 2.2 onwards TEC starts to act more like a Brain file sends or recieves the following information with the CURP Controller.

CURPNobilityPoints
CURPcrooked
CURPInTecLegion
CURPTecMQEnded
CURPEmpireRank
; 1= Citizen of the Empire
; 2 = Civil Servant of the Empire
; 3 = Knight of the Realm
; 4 = Baron
; 5 = Baroness
; 6 = Viscount
; 7 = Viscountess
; 8 = Count
; 9 = Countess
; 10 = Marquis
; 11 = Marchioness
; 12 = Duke
; 13 = Duchess

Short CURPLegionRank
; 0 = Trooper or no rank
; 1 = Corporal
; 3 = Sergeant
; 4 = Lieutenant
; 5 = Captain

Removed Ren and Soyas hair from the mod, started using the CURP Controller versions.
TEC now listens for incoming Nobility points added by other mods via the new Curp Controller var

Origin of the Mages Guild 6.5

Removed Ren and Soyas Hair from OMG
Started using the CURP Controller hair.

OMG also updates the following CURP Controller vars to keep it informed of the players progress in the mod.

MagesCouncil
BrumaGuildRestored
DaedricStudiesDepartment
Teleportquest
ArkaysMokey
Nobility Points are added to the Curp controller for the above quests, if TEC is installed, it will use these points to promote the player up the Imperial ranks.

Cyrodiil Upgrade Overhaul 6.3

Reworked the Aylied CUO_BadGuy_Specific_Loot_DIRTY entries so you get more Aylied specific loot. Prior to this Aylied loot was almost none existant.
Added support for CURP Controller.
Used CURP Controller Hair on various NPCs to add some variety to the game. 

Future stuff.

Further work moving some of TECs features in to the CURP Controller is needed and some of those changes will make one or two features above obselete. Also the process is not exactly safe and will need some heavy testing on my part before I can safely release an update containing those changes. To give you some idea of the work involved, TEC 2.1 required several hours of testing just for the uniform changes. 

Kvatch Aftermath & Kvatch Rising are going to add their vars to the CURP Controller next. These will not be sending the same information to the CURP Controller because they are very different mods. Kvatch Aftermath for example will be telling CURP your the count, you have rebuilt the city and will be awarding nobility points for that. 

Kvatch Rising will be telling CURP what stage of development Kvatch is currently in so the other mods know if its available to use or not. This will also allow me to control what kvatch news you hear in other mods. It will also be informing CURP of what decisions you made whilst in Kvatch, such as unbanning Necromancy from the Mages Guild etc. More lore based material that might effect other mods like The Necromancer which contains NPCs that will probably not want to speak to you if you do not unban Necromancy. 

Things like that. 

Last Updated on Thursday, 25 February 2010 13:19
 
New Releases
Written by The Guild Master   
Tuesday, 23 February 2010 21:54

Just a quick note about new releases over the past few days. I am keen to get all mods supporting the new CURP Controller which comes with the new CURP 1.5 upgrade which updates the full CURP 1.4.8 release. So far the following mods have been updated to use it.

Kvatch Aftermath

Kvatch Rising

The Necromancer

Fighters Guild Contracts

Kingdom of Almar

Some of the big updates have been left until last, but out of the above, Kvatch Rising is probably the biggest update. As my mods start to use the new CURP Controller, you will see the NPCs appearance in the game starting to be more varied as the first visible sign of the change over. Behind the scenes away from your eyes a system is being created to allow my mods to talk to each other via the Curp Controller. The old CURP system which was supposed to do this job cannot be used this way due to the fact other teams edit it now. So a new esm is required to handle this so I do not break any body elses mods.

Last Updated on Tuesday, 23 February 2010 22:00
 
Kvatch Rising 1.6 Released
Written by The Guild Master   
Saturday, 20 February 2010 18:37

As you know I am currently reworking the mods to use the new CURP Controller esm in Cyrodiil Upgrade Resource Pack 1.5 or higher and whilst most mods that need that controller already have some features in it and are simply being switched over to the Controller ones. Kvatch Rising is one of the mods that never had those features in the first place. 

Until now :)

You can download Kvatch Rising 1.6 from HERE.

KRIS 1.6 is mostly a city life update, it does a great deal to the life in the city. Revamping many AI packages, adding brand new ones. Creating more life like routines and using some of the Controllers idle anims and hair to help make the NPCs look more unique. Many NPCs have had their faces tweaked to this end. 

This should make KRIS feel alive and allow you to start to get to know its citizens.

One of the other changes includes the replacement of the cities lights with ones that turn on and off at different times of the day. I replaced them with unique kvatch lights that support the Good/Evil sides of the city. For example the evil side of the city has a deep right street light theme to give it that ery feel. The good side has a brighter feel to it. 

Also the evil characters in the city now look a little more evil than they once did, if you figure out what to look for, you will be able to spot every assassin, thief and necromancer in Kvatch :)

Some of the city life changes include a greatly enhanced market day experience that brings it in to line with the one seen in Kvatch Aftermath, some acrobats to entertain the count and misc other tweaks you will no doubt notice once you load it up. 

Enjoy

 
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