Vorstellung Beyond Skyrim - Bruma

Und nun wieder zurück zum Ontopic...

Sind nun bei Version 1.3.1

Version 1.3.1
Added dummy .esp to ensure additional .bsa loading for non-MO users.

Version 1.3
Quest & NPC Fixes
Fixed some dialog event scenes missing from the story manager.
Fixed some scenes being under the wrong sm event.
Fixed unfilled script properties halting progression in MS08.
Fixed issue where Armion could reappear in Bruma after MS08.
Fixed a case where the player could complete Absent Antiquity and be unable to obtain A Delicate Situation.
Removed stray debug messages in Cerendil memory gem scene and MS07 Bentior dialogue.
Fixed issue that prevented the College of Winterhold dialogue from being valid at the border gate.
Fixed issue that stalled conversation with Surilaron in Rielle if the player was a vampire race.
Fixed timing issue with whiteout sequence during Surilaron's resurrection that allowed the player to see him being enabled.
Delayed onset of Cloud Ruler Temple intro dialogue by 4 seconds due to player complaints.
Fixed Glenroy's Akaviri Katana having so few enchantment charge points that its enchantment never took effect.
Fix a loose end in intro legate scene, due to some obscure change in NPCs dialogue state in SSE.
Safecheck to force stage to be set at the end of the reveler scene (even if the scene didn't play all of its actions).
Fix critical issue with the chicken transformation breaking the game.
Delete an obsolete leftover WE trigger near east gate
Add GlobalVariables for Major/Minor version
Fix facetiny on Thalmor encounter from WE06
Fix several WE faction scripts
Fixed some bugs with npcs commenting about players gear
Added "mysterious" to Synod quest book name
Gives the mysterious items in the Synod Conclave a purple effect shader to make them easier to find.
Fixed possibility of random npcs spawning with no clothes
Adjusted Northern Arms packages so its always open 8 to 20
Fixed highwayman only playing defensive
Fixed various bugs in Underpall Quest
Made Cyrodiil Thalmor encounters spawn with appropriate gear
Fixes to quest journal and marker behaviour in A Stormcloak in Chains
Made sure soldiers always aggro when appropriate in A Stormcloak in Chains
Fixes to dialog stall problems in A Stormcloak in Chains
Fixed Pale Pass misc quest becoming unavailable if you skip a dialog line
Upon My Honor fixes mainly to misc objectives not completing and sellus not having dialog
Fixed resist arrest dialog not playing properly
Encounter now spawns the Cyrodiil bounty collector actor instead of the vanilla bounty collector actor.
Cyrodiil bounty collector actor is now correctly an Imperial with a Cyrodiil voicetype and based on the Cyrodiil leveled bandit boss actor instead of the vanilla one.
Fixed low crime gold dialog not playing in rare circumstances
Improved Alammu's Veil NPC behaviour and fixed bugs
Made Neldam a boss level npc

Level Design Fixes
Fixed some floating meshes and landscape holes
Fixed Underpall Cave roombound error
Adjusted some pillars blocking the way in Underpall
Delete windows/lightbeams outside of Bruma Castle
Delete a duplicated brazier in Bruma
Add map marker to Bruma Stable
Add a proper cocmarker to cyrbrumaexterior01
Lowered aggro on Gort, Ralgar, Dartaqto and Arilus
Made farmers not fight strong enemies to the death
snowpoi20 nord ruin cant loot chest without doing puzzle first
Added a Minotaur Lord spawn, gave them right factions and buffed them slightly
Added extra clutter outside Silvertooth Cave
Adjusted castle display cases so items dont fly out
Removed some bad idle markers at stables
Added loot chest to draugr poi
Fixed a badly placed display case in castle
Removed red vertex paint at sancre tor
Added collision blocking at Skyrim side border gate
Some extra landscaping near Namira's shrine
Removed benches and other blocking in underpall boss arena and updated nav
Fixed the navmesh outside Serpent's Trail on Skyrim side so followers can enter.
Fixed navmesh at Frostcrag bandit camp so bandits can get to player. Fixed navmesh in Sedor so followers can follow a bit better and successfully transition between sections. Twealed entrance to Unmarked Cave and surrounding navmesh.

Model & Texture Fixes
Fixed armor with invalid biped slots
Fixed bugs related to beast races and armour biped slots
few fixes to armor keywords
Replaced all WO3E in the game world except steel tanto and unique daedric nodachi
Attempted to stop courier quest letters from sinking throught the floor
Fixes to textures on various Ayleid ruin pieces
Fixes and new meshes for food and ingredients
Fixed specular color on vase, changed texture
Fixed some texture sets
Set path on some staves with missing WO3E to point to vanilla model
Fixed Ayleid stones
Steel armor replacement with regular Steel armor
Made back hair visible on many cyrodiil helmets and hats
Replaced some ancient imperial weapons with no custom model
Fixed Alessian honed sword with wrong model
Replaced skyrim maps with cyr maps

Misc
Fixed various errors reported by the Creation Kit and SSE Creation Kit
Fixed some typos in dialogue and texts
Deleted bad dummy potions with no lvl list selected
Disabled WO3E crafting recipes
All upper class clothes now weight the same
Fixed some enchanted weapons with no enchant charges
Removed arrowroot from lvl list
Fixed ingredients with missing effects
Gave unique boss npcs and followers relevant perks
Fixed light enchantment not being usable in enchanting, now works on headgear
Added recipe for mithril tempering and general recipe fixes
Adjusted price or weight on some items
Nerfed Daedric Nodachi damage
Updated Underpall bosses spells and perks
Fixed Topaz value
Fixes Ayleid skeleton loot, replaces most placed Varla stones with Welkynd stones (Varla stones are meant to be rare and Welkynd stones common, it was the opposite before)

Gruß
 
Die Übersetzung besteht allein aus 24.000 Textzeilen, von anderen Sachen ganz abgesehen. Ich bin nicht der Wizard of Oz, und selbst bei dem weiß man nicht, wie schnell er Mods übersetzt hat. Wenn jemand das ganz schnell spielen will, muss er das tun...

Oder jagt es durch den Google Translator, selbst das wird einiges an Zeit beanspruchen, wenn er/sie/es nicht automatisieren könne :D
 
@ Stefanu, ich gehöre zu den Leuten die lieber noch 1-3 Monate warten bis eine Mod fehlerbereinigt und intelligent übersetzt ist bevor ich sie spiele.
Also hast du wie immer meine Hochachtung und Wertschätzung für deine Arbeit und deinen Einsatz. Ich freue mich auf das Ergebnis.
ich habe dein letztes Werk (Vergessene Stadt) mit viel Freude gespielt.
Danke also schon mal für den Willen, überhaupt damit anfangen zu wollen.:):)
 
  • Like
Reaktionen: Stefanu
Die Übersetzung schreitet voran, aber es ist sehr viel Arbeit, vom Umfang Falskaars (mindestens) und das habe ich zusammen mit Regenschein gestemmt... aber andererseits sind die Texte selber wesentlich besser geschrieben und nicht so eindimensional. Ihr werdet also noch ein wenig Geduld brauchen, dann aber - wie ich hoffe - auch etwas Schönes bekommen...

Da ich kein Oblivion-Wörterbuch mehr auf meinem Rechner habe, aber viele der Ortsnamen wieder auftauchen: Wo war denn nochmal die Übersetzungsliste der englischen Eigennamen in die deutsche Version? Da gab's doch mal was. Wer kann helfen?
Gab es z.B. die Ember-Foot Farm auch schon in Oblivion und wenn ja, wie hieß die?
 
Zuletzt bearbeitet: