Thoroughly enjoying Stump Cave / Ayleid ruin, and have done everything ... apart from the Vampire (Rung?) in the 'Sealed Grave' marked on the map.
(How do I know about the Vampire, and that he's called Rung ? - From this thread, and I think one other I came across online ...)
I can't get to the blinking thing, but feel sure I've been everywhere in the complexes, and triggered all the buttons / plates etc...
think I can see that an area of wall directly facing you in the large=ish main room that starts the main complex (has two gates in it, one either side of the wall in question) should be a secret door and this presumably starts the passage to Rung's room ...
but as I say, I've literally and metaphorically 'hit a wall' and can't think of anything else to try ...
Looking in the Construction Set, the switch appears to be directly above the entrance opposite the secret door. But to get there, you first need to open another secret door in the medium-sized room which has an upper passageway looking down into it. That secret door is opened by stepping on a pressure plate in a room at the end of the upper passageway, a room which contains three other pressure plates.
Hi, I have installed some time ago a landscape retexture (this one https://www.nexusmods.com/oblivion/mods/49933?tab=posts ), which reworked also most of the rock textures present in the game. The problem is that now some of the textures used in loast coast are covered in snow. I have tried to reassign a texture to the rocks used in this mod using nifskope, but unfortunately it didn't work for all of them, so what I see now are some rocks with the texture I chose and others still covered in snow, as you can see in the following screenshots:
The texture used from the mod for the meshes is jmrock01.dds.
The meshes are to be found in the following folders, which are also the ones I have modified with Nifskope: Data\Meshes\xulcliffsofanvil\Cliffs Data\Meshes\xullc\Cliffs
Is there a way to fix this without using Oblivion's CS?
I am using the UL collection and the Oyster Bay area is really screwed up for some reason. I don't even think I have any other landscape mods. Part of the beach is just missing. Also there is a cave near by there that ALWAYS crashes my game and message log says something about missing texture null.
I was wondering the same. I can't seem to find any other button or path. But I found out that you can easily get stuck in that room, if you activate the other buttons from the wrong side of the gate (or move quickly).
It's an alternate entrance to the chamber where Rung is found. At the point where you entered Rung's room, there's a partially concealed wall switch, which opens a secret door behind you, which leads to a winding passage, which leads to another wall switch, will opens a secret door, which reveals the floor switch you saw beyond the screen, and that floor switch opens a third secret door which gives access to Rung's room.
Why I have those green rocky textures instead of standard ones like in pics?
I've checked with refscope and that cliffs are by UL Lost Coast, but judging from a Lost Coast Texture folder textures shouldn't be that. Also, installed with Wrye Bash, those textures doesn't overwrite anything.
Thanks for the reply and yes, I've already inspected mod list and patched my build. Now I had the basic Qtp3 for rockbeach04 and 05... I had to found new alternatives.
This is Oblivion. If your game doesn't crash on exit, then you're not using enough mods.
Crash on exit is harmless, you're exiting the game anyway. The most likely cause is actually NOT this mod, but rather another mod you are using which edits the same location. A crash on exit is usually caused by one mod deleting an object which another mod edits, and as the object is deleted, the edit by the second mod causes an error for the game, which only affects the exit process. So the mod deleting the object is the cause, not the mod trying to edit the object deleted by the first mod.
Hi there - this is my favourite part of UL, love the beach, I'm having a problem though - there seems to be a compatibility issue with Myths and Legends (Orne's Bow, located west of Beldaburo submerged in the sea). I checked for a patch, but there seems to be none - or did I miss something?
Ah yes, I thought I'd try myself and wanted to share it, if that's okay - most other UL patches are in one big pack. Funny thing is, there is a patch for one part of Myths and Legends, and since there was no one for Beaches of Cyrodiil I just assumed it was compatible. Searched like crazy for this bow for a while :D
The chests labeled "Treasure Chest" have not been given an Open/Close sound effect, whether that is intentional or an omission by Aberneth, I couldn't say.
I simply mean that you could have found some big issue in the mod, but the only thing you found the need to ask about was a lack of sound from opening a container, so the entire rest of the mod must please you. And so if everything else pleases you, this pleases me.
88 comments
(How do I know about the Vampire, and that he's called Rung ? - From this thread, and I think one other I came across online ...)
I can't get to the blinking thing, but feel sure I've been everywhere in the complexes, and triggered all the buttons / plates etc...
think I can see that an area of wall directly facing you in the large=ish main room that starts the main complex (has two gates in it, one either side of the wall in question) should be a secret door and this presumably starts the passage to Rung's room ...
but as I say, I've literally and metaphorically 'hit a wall' and can't think of anything else to try ...
any hints / walkthrough much appreciated.
I've googled as well as I can.
Yes - that room with 4 pressure plates, I've stepped on all of them.
but I'll check out where I think you mean by 'entrance opposite the secret door', and report back if successful, or misinterpreting etc.
ok, my 'bad' - found another switch I'd missed, which finally opened the secret door down to Rung the vampire.
Thanks Vorians. Good to get that finished.
What a beautifully designed little 'scenario' (as an old DnD'er would call it). Much thanks to the Modder.
Took me forever too.
I have installed some time ago a landscape retexture (this one https://www.nexusmods.com/oblivion/mods/49933?tab=posts ), which reworked also most of the rock textures present in the game. The problem is that now some of the textures used in loast coast are covered in snow.
I have tried to reassign a texture to the rocks used in this mod using nifskope, but unfortunately it didn't work for all of them, so what I see now are some rocks with the texture I chose and others still covered in snow, as you can see in the following screenshots:
https://abload.de/img/oblivion_2020_06_04_095k44.png
https://abload.de/img/oblivion_2020_06_04_0e2jhr.png
The texture used from the mod for the meshes is jmrock01.dds.
The meshes are to be found in the following folders, which are also the ones I have modified with Nifskope:
Data\Meshes\xulcliffsofanvil\Cliffs
Data\Meshes\xullc\Cliffs
Is there a way to fix this without using Oblivion's CS?
I've killed Rung, and noticed a floor-level button hidden behind a screen in his room, with no way visible to get to it?
And the map seems to include some tunnels going off to the East from there (perhaps at a higher or lower level); which I can't seem to get to.
Are the button and/or tunnels accessible?
Thank you.
P.S. I'll admit, I had to read these forum entries to find the Cryptic Key - I somehow completely missed where that was hidden, very early on.
But I found out that you can easily get stuck in that room, if you activate the other buttons from the wrong side of the gate (or move quickly).
I've checked with refscope and that cliffs are by UL Lost Coast, but judging from a Lost Coast Texture folder textures shouldn't be that. Also, installed with Wrye Bash, those textures doesn't overwrite anything.
https://imgur.com/V5TG2em
Crash on exit is harmless, you're exiting the game anyway. The most likely cause is actually NOT this mod, but rather another mod you are using which edits the same location. A crash on exit is usually caused by one mod deleting an object which another mod edits, and as the object is deleted, the edit by the second mod causes an error for the game, which only affects the exit process. So the mod deleting the object is the cause, not the mod trying to edit the object deleted by the first mod.
The chests labeled "Treasure Chest" have not been given an Open/Close sound effect, whether that is intentional or an omission by Aberneth, I couldn't say.
Do you think that im too niggling?
And sorry for my self-taught english, i know that i sound like a retard.