Gallery

Visuals of the swords, illustrations & drawings
Post Reply
User avatar
Sypron
Enthusiast Swordbarer
Enthusiast Swordbarer
Posts: 125
Joined: August 5th, 2007
Location: Australia

Love the spiked dagger, cause i'm a dagger fan.
Image
User avatar
Mormacil
Exquisite Fencer
Exquisite Fencer
Posts: 949
Joined: June 12th, 2007
Location: Netherlands
Contact:

It certainly is a nice one, My assasins are going to love it :)
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

co-leader TES4 Valenwood
User avatar
Nimrod
Fumbling Sworduser
Posts: 2
Joined: September 17th, 2007

Very nice as usually ^^
One man, one quest, one destiny, no chance to survive.
Jia
Avid Swordlearner
Avid Swordlearner
Posts: 37
Joined: September 21st, 2007

I like indeed. Has a very Saxon feel to it. The stiletto is also a dagger right? The Clint looks like it wants to be wielded by one who would be king, maybe i should whip up a Breton character along those lines.
User avatar
Mormacil
Exquisite Fencer
Exquisite Fencer
Posts: 949
Joined: June 12th, 2007
Location: Netherlands
Contact:

Stiletto is a dagger made for enchanting. The Clints are swords made by (one of the) best smiths of High Rock. Indeed worthy of a king ;)
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

co-leader TES4 Valenwood
User avatar
Waalx
Forum Master
Posts: 1302
Joined: June 10th, 2007
Gender: Male
Born in: 1973
Location: Canada
Contact:

Ok something is wrong apparently and I'm rather mystified about it.

When I'm in the Tamriel outside world, and I get to the Breton SHop, and walk around a little in the courtyard, after 5 second my game crash to the desktop.

it wasn't doing this before.

can somebody who has the alpha test this, and tell me if it's only me here, or something else that cause this?
Image
User avatar
StarX
Vigilant Swordhand
Vigilant Swordhand
Posts: 152
Joined: June 10th, 2007
Location: Amsterdam, NL

Will test this out for you tomorrow, as I'm off to bed right now. Almost 2:00 AM here... :-)
User avatar
StarX
Vigilant Swordhand
Vigilant Swordhand
Posts: 152
Joined: June 10th, 2007
Location: Amsterdam, NL

Okay, tested it and no problems here. No CTD's to report. The fat bretons look great, though I think the fellow is a bit to big and has a terrible blue beard.
User avatar
Sypron
Enthusiast Swordbarer
Enthusiast Swordbarer
Posts: 125
Joined: August 5th, 2007
Location: Australia

This MAY be relevant, but anyway, do you have shivering isles? And has it been patched?
Image
Tlo1048
Disciplined Swordwielder
Disciplined Swordwielder
Posts: 78
Joined: August 7th, 2007

I have never patched my SI, I just use the 1.2 patch that comes with it.
Mine works fine Waalx, I dunno what to tell you....maybe its a mod conflict, I turned off all my mods except for the RS modules while testing it. :-o
User avatar
Mormacil
Exquisite Fencer
Exquisite Fencer
Posts: 949
Joined: June 12th, 2007
Location: Netherlands
Contact:

Erm I strongly suggest you patch. The SI patch that comes with the game does not patch a critical bug in SI... It breaks your savegame.
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

co-leader TES4 Valenwood
User avatar
Sypron
Enthusiast Swordbarer
Enthusiast Swordbarer
Posts: 125
Joined: August 5th, 2007
Location: Australia

Thats not a rumor either, it does. Go download the official SI patch or an unofficial one. Depending on your framerate, after installing SI you could have as little as 60 hour of gametime before that save is toast, wheater you are in the isles or not.
Image
Tlo1048
Disciplined Swordwielder
Disciplined Swordwielder
Posts: 78
Joined: August 7th, 2007

:D Thats what I hear, but I am currently running on a level 53, and 34 characters, and I haven't had a corruption in a long while.
Though, I do believe that I might have downloaded the patch. I dld a pack of fixes for all the DLC's, and I think it had a SI one too.
User avatar
Sypron
Enthusiast Swordbarer
Enthusiast Swordbarer
Posts: 125
Joined: August 5th, 2007
Location: Australia

The bug doesn't cause the occasional corrupted save, the save just dies. No warning, after a certain amount of time (60-120 depending on framerate) in a specfic save it will crash, and you won't be able to load that save game ever again. And if you let it get to 59 hours then patch you're still screwed, because the bug has still done it's damage. I really must insist you patch before you play again.
Image
User avatar
Mormacil
Exquisite Fencer
Exquisite Fencer
Posts: 949
Joined: June 12th, 2007
Location: Netherlands
Contact:

Well it does not always corrupts the save. Sometimes it destroys the ability to make new items or you can make new ones but loose old ones (enchanted). Also shopkeepers can start to act weird. Once the bug hits, the damage can't be fixed only stopped from happening again.

The patch is also a minor performance increaser.
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

co-leader TES4 Valenwood
Forgotten
Initiated Swordwielder
Initiated Swordwielder
Posts: 73
Joined: June 12th, 2007
Location: Sweden

Mormacil wrote:Well it does not always corrupts the save. Sometimes it destroys the ability to make new items or you can make new ones but loose old ones (enchanted). Also shopkeepers can start to act weird. Once the bug hits, the damage can't be fixed only stopped from happening again.

The patch is also a minor performance increaser.
Yup, the SI bug is sneaky.

I was somewhat involved in tracking down that bug so I feel I should reply.



It works in this way (it's a bit technical):

Each time an item is created or placed in the game world it is given a unique number, called a "Form ID", to identify it. The adress space allows for 16,777,216 items to be created and placed in the game world.

Now, whenever items are removed from the game world the given Form ID's should be marked as free by the game engine and it should be able to reuse them. This doesn't happen with Oblivion pre-patch 1.2.0416 so your game slowly eats away at the form IDs available (from #FF000000) until it reaches 16,777,216 created items (=#FFFFFFFF) and then turns over to the invalid adress range #00000000 and starts overwriting default game stuff. This can sometimes cause crashes but not always.

What it *DOES* do, once the game has run out of available valid form ID's and is generating invalid form ID's for the newly created items, is fool the game into believing that user created things (such as the enchanted items you've just created) are default game items (found in the .esms) instead of user created ones. When it next loads a save any items created by the user, that are given an invalid form ID, will not be loaded as the game doesn't know they are user created items and can't find the corresponding items in the default .esm file(s) containing the base game data. Thus they are discarded upon load and completely lost for all time.

SI made this bug more conspicous and noticeable since it contained a few scripts (creating patrol patterns for six Golden Saint guards) that ate away the available form ID's at a *MUCH* quicker rate than before. Oblivion scripts are odd in that they are processed every frame which means if you're running Oblivion at 60 frames per second you are running the game scripts 60 times per second as well. This means that a fast computer running Oblivion at a higher FPS will reach the #FFFFFFFF barrier quicker than a slower PC.

But before SI came there were no scripts that caused this issue and using up available form ID's, through regular game play, would have taken a vanilla Oblivion user anywhere between 800-1000 hours up to several thousands of hours, depending on the frame rate that Oblivion was rendered in. This is why noone noticed this bug as very few people get their characters up to that kind of playing time.

However, given enough time to eat away at the form ID's until they've run out, the bug *WILL* hit anyone not patched.

Tlo1048: You should *REALLY* make sure that you've installed the very latest patch for SI from the official ES site. The version shown in the starting menu of Oblivion, down in the lower left corner, should read 1.2.0416 and nothing else.

Image





Sorry for the O/T post but I figured I should post what I know before any savegames are potentially lost. ;)




And, Waalx, I haven't noticed any crashing problems myself with the alpha Breton module so I'm at a loss what is causing it. :-o

Cheers, UQF
User avatar
Waalx
Forum Master
Posts: 1302
Joined: June 10th, 2007
Gender: Male
Born in: 1973
Location: Canada
Contact:

hello

I have my brother here for the week-end hence my lack of reply.

last friday I had that problem and then I deactiated some mods, and removed unused esp from the data folder and suffered no more crash. Actually, it may very well be because of the unused esp, as I reactivated every mods as before and now it work.
Image
User avatar
Mormacil
Exquisite Fencer
Exquisite Fencer
Posts: 949
Joined: June 12th, 2007
Location: Netherlands
Contact:

Good, hope you guys have fun :)
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

co-leader TES4 Valenwood
Forgotten
Initiated Swordwielder
Initiated Swordwielder
Posts: 73
Joined: June 12th, 2007
Location: Sweden

It's working now? Excellent!

Yep, I've heard on a number of occasions that unused .esps (and possibly .bsa's too) in the data folder can cause problems so I try to keep it neat and tidy on my computer, with all non-essential files (readmes etc) in subfolders along with unused .esp's.




Oh, and enjoy the weekend. ;)

Cheers, UQF
User avatar
Sypron
Enthusiast Swordbarer
Enthusiast Swordbarer
Posts: 125
Joined: August 5th, 2007
Location: Australia

I like keeping my files tidy, so I make sure to do unzipping in another folder than data, I delete all unneeded files and store all my old zip's incase I need them again. Works for me and I never end up with cluttered folders. Only thing thats annoying is trying to remove art from mods I no longer use.
Image
Post Reply