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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. |