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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 |