Important Site Docs
- Category: Guild News
- Last Updated on Tuesday, 03 April 2012 21:53
- Written by Giskard
- Hits: 652
The Wizards of Winterhold V1.1 is available on Steam Workshop for download. Full documentation and a link to steam for the mod can be found in the mods own download area here at the Engineering Guild.
Version 1.1 includes a few fixed and a new quest, here are some details.
Available from the Necromancy Teacher, this quest allows the player to be either a Dark Summoner or a Summoner of Light. Depending on which one the player choses he receives a reward each time a lost soul is taken care of. For Dark Summoners this is 70 points on the Conjuration Skill, for Summoners of Light this is 50 Points on the Conjuration Skill and 20 Points on the Speech Craft Skill. Both Light and Dark Summoners both receive the same bonus points, the points are just awarded for different skills.
Other fixes include.
Adjusted a door and frame in the Hall of Gatherings so they lighted up correctly.
Made all the imagespaces used my my new rooms (cells) in to custom items to stop Image Enhancement mods/Lighting mods spoiling the mods dark look. This means users of those eye candy mods will now get the lighting I created and not the messed up look those lighting mods gave to mods like mine.
Since Bethesda have pulled the old fix and left us with nothing, this mod once again has a navmesh problem. Complain to Bethesda about that, its their fault. They decided a CTD was so bad they had to break every mod that adds new rooms in order to fix it. Now nobodys mod works. Well done beth.
Bethesda is the same company who broke the fix for the 2gig ram address issue last November and left us for over a month with serious CTDing problems and only addressed the other issues in Feburary in the 1.4 patch after a 3 month delay. So best not hold your breath, the navmesh bug is 5 years old and counting already.
Some notes about this from the modder (me):
The Summoner quest has been optimized (Dumped down) for Skyrim to help it run at peak performance (Skyrim breaks long scripts). Now you get to enjoy more reliable (much shorter and much simpler) quests rather than the longer unreliable (feature packed and very cool quests) quests I originally made. They worked but not reliably.
Skyrims scripting language is so good (so crap) it has its own way of adding up numbers (it cannot count) and uses its own internal clock (cannot tell the time either) to make sure everything happens on time (its always late).
A little fun at Bethesdas Expensive, try this in the default game.
Go to a temple and get a blessing that lasts for some time. Now go to active magic effects and see how long that blessing has to run. Now press T and wait for 12 hours, finally go back to active magic effects in the magic menu and see how long the blessing still has to run. Notice only 1 hour has passed for the Blessing.
Round of applause for Bethesda, and I thought only Intel made things that could not add up.
That is a joke about the Intel Pentium Processor when it had its old floating point problem, old school stuff.
This mod is now on hold until Beth fix the 5 year old Navmesh bug.
In the mean time I am keeping my eyes out for new games to mod that are not made by Bethesda and do not have the problems ALL Bethesdas games have.
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