Record: INFO - [0103EDBC] - Field: NAM1 Kann nich Null sein
Original: Es ist einfach und ich frage nur noch ein Mal. Lasst uns suchen uns dann gehen wir.
Muss heissen: Es ist einfach und ich frage nur noch ein Mal. Lasst uns suchen und dann gehen wir.
I'm not sure if it will contain any new content or not, but it's looking good so far that 1.1.0 will be out late this week.
Du solltest den Text nochmals überarbeiten. Ich vermute mal du hattest zu Hause ne Tüte Kommas stehen, die noch vor dem Verfalldatum wegmussten *g* .. Auf jedenfall solltest du doch ein paar aus den Texten nehmen, da doch einige Sätze extrem abgehakt wirken.
1.1.0 (August 15th, 2013)
--New Features and Content--
World
- Added a few new random points of interest in the wilderness.
- Updated LOD to match new content.
Misc
- Added more load screens.
- Added two "Buy all" options for decorating the player home. (One with secret, one without)
- New modified Outro video with the credits removed. PLEASE view the credits online after playing the mod. A lot of people helped make this possible, and they deserve recognition and support!
--Balancing, Bug Fixing and Polish--
Dialogue
- Added a missing script that prevented one of the "services" responses from showing the barter menu.
- Fixed dialogue condition so the line, "Sovngarde can wait, I'm outta here!" can only be said by Nords.
- "Nice to see you again." can now only be said after the main quest is completed. Assuring you've met the involved actors before.
- Fixed scripting issues that resulted in some bard songs being randomly played at invalid times. ("Glory to the Five" was played before beating the main quest, etc.)
- Fixed rare instances of missing topic text.
- Fixed many typos and grammatical issues in dialogue and text.
- Tweaked some general dialogue scenes to run more smoothly.
Quests
- Return objective in "Kind Blood" now properly refers to the 'letter' as a journal instead.
- Made Wilhard essential during "Fort Urokk" to stop him from being killed if using certain mods.
- Fixed faulty conditions preventing the player from learning all of Varrina's recipes.
- Added missing scripts so that Varrina actually hands the player another list of ingredients when asked.
- Bailun Priory is now added to the map when Agnar first asks you to speak to Thorlogh.
- "The Wanderin' Bard" book is now removed at the end of "Songs of the Dead".
- Helena's rare fabrics are now removed properly from the player's inventory.
- Added journal entires to "Lost Knowledge".
- Dream crystals are now properly removed during "Dreams in Oblivion".
- "The Deadliest Catch" is now properly stopped after completion.
- Tweaked "The Forgotten Depths" to try and prevent sequencing issues.
- Altered many quest markers and journals to improve the experience.
- Fixed a dialogue option in "A Craftsman's Finest" to loopback properly instead of ending dialogue.
- Wounded guard now gives you map marker for Mammoth Keep during "The Crusher's End".
- Removed several debug notifications.
- Tweaked scene conditions to prevent issues during "Welcome to Falskaar".
- Elite Guards during the main quest are no longer called "Bandits".
- Fixed many aspects of Harold's AI and packages.
- Fixed condition issues with Svea's ring dialogue in "A Fortunate Find".
- Fixed idle marker issues that caused the wounded guard to be unactivatable.
- The bandits at the docks now talk/yell/etc. Also varied them to include ranged enemies, and tweaked difficulty.
- Fixed a bug that prevented everyone from being present for the last scene in the main quest.
- Fixed package issues at the end of Fort Urokk.
- Improved directions at start of Fort Urokk with map marker, and additional quest markers.
- Fixed issues in Fort Urokk where the captives reacted to combat/etc.
- Added updated quest journal when searching Bearclaw Cave for the key that provides better hints as to its location.
- Unblock the temple door after completion of the main quest, allowing players who wander in afterwards to leave.
- Agnar should now always be in his manor when the player returns from Borvald to prevent scene issues.
- Sitting in the wrong chair at the start of a meeting should no longer stop the scene from completing. It should also no longer cause the actor whose chair you are in to stand for the entire scene.
- Followers now properly leave the temple with you after the finale.
- Tweaked the section in Volkrund Keep to hopefully run a bit more smoothly.
- Ensured that all actors are present at the end of Lost Knowledge.
- The group should now run towards the temple during "The Heart of the Gods" instead of aimlessly meandering through the valley.
- Fixed a whole host of teleporting/popping in and out issues during the end of "An Army of Greed".
World and Levels
- Fixed navmeshing issues all over the place.
- Fixed shadow stripping issues in Hjalmar Armory.
- Removing the first torch in Sunken Skull Barrow now properly disables the light source, instead of the cave wall.
- Fixed z-planing scaffold in the Pinevale Mines, and added additional supports.
- Lowered the teleport marker in the Warthm's Edge Caverns so that there is no longer a 'landing' sound when loading in to the cell.
- Fixed various rock gap issues around the land.
- Fixed a floor gap in the Warmth's Edge Caverns.
- Greatly improved the appearance of the hot springs cliff edge, and fixed a section of river with improper water height.
- Added a dropdown navmesh to the trapdoor in the Falskaar Lighthouse so followers drop down after you.
- Flipped the chests in the secret area of Brittlerun Cave so that they are no longer backwards.
- Added north markers to all interiors in Amber Creek that were missing them.
- Removed a floating road segment just outside of the Northern Pass.
- Fixed Ruins of Holmr exit trapdoor exploit.
- Fixed Stoneridge Watch exit enchanting table exploit.
- Fixed border region cutting into playable area south of hot springs.
- Concealed floor gaps in the Ruins of Vizemundsted.
- Fixed floor gaps in Watervine Chasm.
- Fixed several visual issues in Hjorgunnar Manor.
- Refinalized all exterior navmesh to hopefully fix a lot of issues.
- Hid the local map for the passage in Kalrun Monastery until entered.
- Fixed roombound issues in the Reinaldur's Farmstead.
- Reduced the shader count in the Reinaldur's Farmstead to reduce flickering/black lighting.
- Fixed roombound/culling issues in Horndew Lodge.
- Tweaked how the boss fight in the Halls of the Dead is trigger to prevent issues.
- Balanced the boss fight in the Halls of the Dead, making it a touch easier in some stages.
- Fixed a gap under the load door at the start of the Ruins of Vizemundsted.
- The gates around Mountain Mist Temple should now be properly open/closed after completing the main quest.
Misc
- Added an ownership faction to the priory and it's horses. Completing "Dreams in Oblivion" now adds the player to this faction, giving access to the owned items.
- Fixed a large amount of spelling and grammer issues in text and dialogue.
- Removed specific times from the bandit journal in Echo Deep.
- Tweaked journal/book prices to make more sense.
- Added 'test' to test copy actor names to make console work easier.
- Wrote new shorter description for Champion's Spirit so it no longer clips, and fixed effect description issues.
- Balanced Champion's Spirit - now lasts 15/20/25 seconds for 1/2/3 words, respectively.
- Included custom nif for the Pinevale sign to eliminate conflict issues, and the need for a texture set.
- Jarrik's Crusher can no longer be disenchanted.
- Tweaked Wulf's boat travel script to reduce issues some had with it.
- Normalized music to better match vanilla music volume.
- Fixed issues that prevented proper investment with Svea's store.
- Set Jalamar's persistent location.
- Fixed several script errors.
- All owned beds are now properly marked as owned.
- Fixed the infamous 'night insects' sound loop bug.
- The Dark Brotherhood should no longer be able to kidnap the player until "Passage Home" is completed.
1.1.1 Hotfix (August 15th, 2013)
- Renamed a misnamed script, and included it as it was not in 1.1.0!
- You can no longer invest with Helena over and over endlessly.
- Fixed a spot in Watervine Chasm where you could get caught behind some urns.
- Removed a few dirty edits from the plugin.
A 1.1.1 hotfix was supposed to go up tonight, but the Nexus had some issues and I was unable to upload it. I'll try again tomorrow morning when I wake up, so the file should be up and available in about 12 hours. (noon UTC -6) I strongly recommend waiting for that if you're going to download or update the mod.