News
CUO Leyawiin V1.2 Released
Written by The Guild Master   
Friday, 05 February 2010 02:49

CUO Leyawiin V1.2 is available in our download area.

1.2 focuses on City Life and Environmental Audio inside Leyawiin, breathing life in to the city with some additional features that I know you will love. The changes are subtle but they make a difference, but do not expect big signs saying THIS HAS CHANGED because I do not work that way with these CUO City mods. 

The key new features in 1.2 are the addition of Khajiit Refugees in Leyawiin after the border changes  with Elsweyr, complete with supporting dialog. Imperial Refugees from the troubled Blackmarsh province, complete with supporting dialog, Argonians returning home to Argonia (Blackmarsh), complete with supporting dialog.

This should re-enforce the role Leyawiin was supposed to play as the gateway to the imperial city and support the current lore surrounding the city better than the default game does.

Plus a new feature I plan to use in future quests, the Mary Celeste. 

The Mary Celeste is the ship that ferries people around Topal bay and will be star of a brand new Lost Legion Quest I plan on making for future versions. 1.2 includes some background to the Mary Celeste and the troubles surrounding the ship. Additional dialog will be added later as part of the quest I plan to make. 

In the mean time, barring a few minor improvements, CUO Leyawiins changes to Leyawiin are more or less complete. Just chests for the thieves out there need to be placed inside the homes and then I can start work on those quests I talked about. 

Enjoy.

Last Updated on Friday, 05 February 2010 02:59
 
CUO Leyawiin V1.1 Released
Written by The Guild Master   
Wednesday, 27 January 2010 14:18

Big thank you to all those that sent me reports quickly for V1.0, thanks to them the issues got fixed very quickly and an update is now available. Since the news of V1.0s release is right below this for all to read. I'll focus on telling you about the fixes.

The download is available in the Download area on the forum for registered forum users if you just want to grab it and the official thread for feedback can be found right HERE

Initial responses have been very good indeed, the ballance between adding what was missing under the lore and leaving the rest alone seems to have been widely hailed as a good move. Clearly there is a lot to do on this mod still, it is probably only a third of the way through its production at this stage but everything in it is complete and working. So you can enjoy it right away.

Change Log

Version 1.1

Gave the Imperial Cult Priest a proper name.
Locked the Canal gates to stop them opening (oops), could not find better ones so I am sticking with these.
Fixed the Leyawiin - North East Gate spawning you in the water problem (had to edit the nocturn quest to fix it)
Replaced the rope bridge to the coast guards hut with a raised bridge for immersion reasons.
Made some changes to the ownership of default items in the fortress and added security to support Thieves.
Added a Legion Strong Box to the Fortress, full of respawning gold to support Thieves.

The primary bugs fixed in 1.1 are the gates which opened to an empty leyawiin and the fast travel icon which was persistent and that means if you had used it before, it remained in its old location and did not get moved to its new location. That happens a lot with persistent objects btw.

The correct way to fix them is to delete them and place a new identical item.  Unfortunately I remembered why i used the original, that fast travel marker was a quest target for the Nocturn quest. So I had to retarget the quest to use my new marker.  Only a minor issue for a quest maker like my self but something I would rather not have had to do. Still beggers cannot be choosers.

The other major change is the ownership of items inside the fortress. I had a problem with the player being in the legion and the legion owning everything. Meaning the player could steal everything if he wanted and there would be no consequences. Giving the merchants ownership rights led to them selling those items and if the owner was not around when you steel something, nobody complained. Which is a bit of a let down.

Oblivions crime code tends to let the side down when your in the faction that owns the item so I had to come up with a solution that allowed an NPC to own the item and act as law enforcement so if the player did steal anything, he would be arrested and it appears to have worked. 

I wanted this for version 1 but it simply did not work as intended, this workaround is not perfect but it does work and you will never know who the new security is because it is not named any differently from other npcs. 

Finally I added a respawning strongbox to the fortress so thieves could break in and steal the legions wages. I have been trying to make a point of adding such things in every new mod I made to increase support for the thieves guild.


Enjoy

Last Updated on Wednesday, 27 January 2010 17:44
 
CUO Leyawiin V1 Released
Written by The Guild Master   
Tuesday, 26 January 2010 21:14

The second mod in the CUO Cities series has been released. CUO Leyawiin does the same thing for Leyawiin that CUO Chorrol did for Chorrol. Once again there are no unnessessary eye candy edits, the changes are named in the Guild to Leyawiin but where missing from the default game.

Version 1 makes Leyawiin an important gateway to the Imperial city, and a vital departure point for forces heading out to the provinces. It modifies the areas around the castle and the river outside of the city to make leyawiin straddle the river correctly as described in the Guide to Leyawiin. Much more work needs to be done inside the city it self to bring the conflict between the imperials and other races in that city to life but that will come in future versions. 

A key feature of Version 1 is the new fortress which will act as eye candy for anybody not running a legion mod. If you are using a legion mod, be it The Elder Council mod or any other than you will find that fortress to be fully functional legion fortress that supports and even enhances the Legion Roll play elements for you. 

Quests are planned for the fortress that will be enabled if your a member of the legion too but they are not in version 1. Version 1 does contain 30+ new lines of dialog for the Legion Fortress to get the ball rolling and support for what I am planning to add later is already in there waiting to be used.

As per usual you can download this from the download area on the forum and post your comments about it in its forum thread if you wish. 

I'll make a video to explain what it is about soon, so if you prefer to see it first that way, just wait a few days and I'll get on it. 

 
CUO Chorrol V1.2 Released
Written by The Guild Master   
Friday, 22 January 2010 16:16

You can download CUO Chorrol from the download area on the forums if your registered on the forums (no need to have actually posted anything).

CUO Chorrol 1.2 fixes some issues other overhauls create and adds a couple of new quests for you to all enjoy, more on the fixes later. 

The New quests are...

Highway Robbery.

Which is also available from the Chorrol Mining Company once you hand in enough Nuggets. This one should appear first and is less important to the mod than the top one. So you can turn this one down. 

And

Friggin Goblins.

Which is available from the Chorrol Mining Company once you hand in enough Nuggets. This one is important if you want to progress up the ranks of the mining company, so only say NO to this one if you have no interest in mining.

Enjoy :)

Last Updated on Friday, 22 January 2010 16:57
 
CUO Chorrol V1.1 Released
Written by The Guild Master   
Wednesday, 20 January 2010 13:04

Yes folks, CUO Chorrol V1.1 is available on the forums and is the first version to include quest driven jobs you can do. So this version is no longer pure eye candy, it actually starts adding quests.

Aside from some fixes and changes to support mods nobodys told me the names too yet, the biggest feature of v1.1 is a working Chorrol Mining Company.  The company was functioning in 1.0 but was mostly eye candy. Now its a real joinable company that offers jobs you can do and promotes you for doing those jobs. 

For those keen enough to read the site, I'll now explain how that works. 

Since I failed to mention this anywhere else, this little secret is just for you hehe. 

The jobs involve collecting and handing in Silver and Gold Nuggets, each one you hand in earns you 1 pt towards the next promotion and the promotions you get will eventually unlock new one shot quests for you to do. So it works a lot like the Elder Scrolls Legion quests. You must earn the right to do better jobs. 

Those quests will be added in future versions but support for them exists in V1.1 right now and you can start earning points right now so when the time comes, the quests will be unlocked and ready to roll. 

This means Chorrol as its own industry you can sign up with and help and will become one of this mods major features.

Last Updated on Wednesday, 20 January 2010 13:11
 
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