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#388280 DM: Reneer's Sailing Mod 0.93

Posted by Reneer on 21 April 2008 - 05:59 PM in Gameplay Changes

File Name: Reneer's Sailing Mod 0.93File Submitter: ReneerFile Submitted: 21 Apr 2008File Updated: 13 May 2008File Category: Gameplay ChangesForum: No InformationReadme: No InformationName: Reneer's Sailing ModAuthor: ReneerNote: This mod REQUIRES OBSE 14 or later!Description:This mod is very simple: It adds a sailing ship (The Rebellious) to the Anvil Docks. The ship can be sailed by the player, in any direction, without the player being locked in place. The ship can also fast travel between Anvil and Leyawiin. The ship will also allow companions to accompany the player while either fast traveling or sailing. There is collision detection in place so that the ship will not travel through land.The ship has a Captain's Cabin that can be accessed from the main deck. The ship also includes a Mid Deck area that can be accessed from the Captain's Cabin.If you find any bugs in this mod, please send me an e-mail!Click here to download this file



#379677 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 03 March 2008 - 02:03 AM in Gameplay Changes

I tried your new version. It works nice, for as far as i've encountered the optional changes rgo makes and i've just played it for another 10 hours. But the only thing i found strange is that the guard naming system changed the name of the draconis family member who is a member of the leyawiin guards (isabella draconis???). i turned it off, not trying what would happen with hyronimous lex and all the other named captains.

This is/will be fixed in 1.78. It will no longer change her name. Before it never changed the names of any of the named Guard Captains in-game - I just missed this one NPC because she isn't specifically in the Guard class.



#375143 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 05 February 2008 - 12:11 AM in Gameplay Changes

Hey reneer, i got a remark. I had to disable your mod, no offense, but when walking too close to people they started screaming pickpocket guard your purses and stuff. you never know when a guard might see ghosts and start harassing you altho i didn't do crime. you have to commit crime tho to get rid of the guards :devil:. configuration ring resetting bounty even stopped working. The paying off fines with thiefs guild doyens just don't work. i see a message saying the "correct" amount of bounty, but i cannot choose to pay them off.
i'm using fcom and a huge list of other small mods, but thiefs arsenal doesn't change these scripts. also Reneers is loaded last. So i hope you know all this and if you do:"what a mess". Clean up, cuz i'm back to no psychich guards and regional bounty untill your mod works.

Thanks for the oh-so-constructive criticism. Download the latest version.



#367468 DM: Reneer's Training Mod 0.91

Posted by Reneer on 23 December 2007 - 04:49 PM in Gameplay Changes

File Name: Reneer's Training Mod 0.91
File Submitter: Reneer
File Submitted: 23 Dec 2007
File Updated: 8 Jan 2008
File Category: Gameplay Changes

Name: Reneer's Training Mod 0.91
By: Reneer

Description:

This mod allows you to gain skills when you use weapons or your fists against the many training dummies and archery butts in Oblivion.

If you find any bugs in this mod, please send me an e-mail!

Please note that the mod is currently in beta, and as such some problems may occur when playing Oblivion.

Changelog:

0.91 - Fixed problems with dagger / marksman not increasing respective skills.
0.9 - Initial Release.

Click here to download this file



#363952 DM: Reneer's Containers Mod 1.0

Posted by Reneer on 03 December 2007 - 10:06 AM in Gameplay Changes

File Name: Reneer's Containers Mod 1.0
File Submitter: Reneer
File Submitted: 3 Dec 2007
File Updated: 16 Feb 2008
File Category: Gameplay Changes

Name: Reneer's Containers Mod
Version: 1.0

Note: This mod requires OBSE 13 or greater to run!

Description:
This mod allows you to add items to any chest in Cyrodiil and the Shivering Isles without fear of losing it to cell resets. Containers will only reset if these conditions occur: You have placed no items in the container; the cell the container is in resets; and you have removed at least one of the 'stock' items from the container.

There is a Configuration Ring added to your inventory when the mod first starts ? this Ring, when equipped, allows you to make changes to how the containers function in-game.

If you find any bugs in this mod, please send me an e-mail!

Changelog:
1.0 - Added in a Configuration Menu / Ring, and allowed changes in when containers respawn.
0.95 - Made mod compatible with Harvest [Containers] as well as any other mod that adds / modifies containers.
0.9 Initial Release.

Click here to download this file



#362853 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 27 November 2007 - 11:18 PM in Gameplay Changes

Yes.



#350614 DM: Reneer's Gold Mod 1.2

Posted by Reneer on 03 October 2007 - 08:58 AM in Gameplay Changes

About message spam. When you upload a new v. I'll try just removing all the Message " " except the one's for the adjusting of Weight rings - since that is the only message I get now when I've removed all the others.

I guess the adding back of gold in gamemode is a failsafe - but for me it even adds back gold when using your "drop gold" from within the Inventory menu; guess you forgot to add that menumode to the list of menus to support?

Keep up the good work :cheers:

No, that is how the mod is supposed to work. In order to reflect the changes in MenuMode, I need to remove the gold from the player's inventory. To drop the gold, it needs to be in the player's inventory, so I need to add it back. I've come up with a solution that, while unwieldy, will remove all the message problems.



#350573 DM: Reneer's Gold Mod 1.2

Posted by Reneer on 03 October 2007 - 05:26 AM in Gameplay Changes

Update on using 0.96v

Works with withdrawing and depositing money in Bank (never noticed any problem before, but I wasn't paying attention so...)

Still have to remove message " " to get other messages displayed. I have no idea why this is so. I am using Prometheus Governing Attributes and he uses the same technique, adding and removing 10-50 messages at a time without hick ups.

I've modified Midas Magic to cost money when casting certain spells (remove player.gold001 scripting) and that get instantly added back. First I thought it was some issue with using it in scripts but the same thing happens when dropping gold, get added back. Boy, wish it worked the same way in my world, quick way to get rich ;)

Cheers!

It still is messing with the messagebox system? Ugh... I thought the latest implementation would fix it. I even made sure to throughly test it this time...

And the dropping / adding gold issue is because you are trying to drop / add gold directly in GameMode, which currently isn't supported by the mod without going through a menu first. I'll figure out a way to make it work for 0.97.



#350069 DM: Reneer's Gold Mod 1.2

Posted by Reneer on 01 October 2007 - 05:43 AM in Gameplay Changes

It's breaking it completely, huh? Oh well, I suppose I can remove it for most things. In which scripts did you remove the Message " ", 1?



#349890 DM: Reneer's Gold Mod 1.2

Posted by Reneer on 30 September 2007 - 11:38 AM in Gameplay Changes

Instead of adding lots of items that were 1/1 with gold weight, I added items that were 1,000,000 weight, 100,000 weight, etc, and checked that against the player's total amount of gold.



#349768 DM: Reneer's Gold Mod 1.2

Posted by Reneer on 29 September 2007 - 11:33 PM in Gameplay Changes

File Name: Reneer's Gold Mod 1.2
File Submitter: Reneer
File Submitted: 30 Sep 2007
File Updated: 14 Dec 2007
File Category: Gameplay Changes

Reneer's Gold Mod 1.2
By: Reneer

Description:

This mod allows the player to drop gold and place it into containers. Also, it makes the gold weighted, so you cannot carry around massive amounts of gold at the same time. This mod is (currently) intended to be used alongside a banking mod, though in the future this mod may feature its own banking system.

Using the Gold Configuration Ring, you can change the weight of the gold, as well as how much gold per actual gold piece is dropped from your inventory. Also, you can change the behavior of NPCs ? they can either give you gold in transactions, or bank notes.

Please note that this mod is currently in beta, and will more than likely cause minor problems, specifically related to your dubloons / gold. You may become a beggar much sooner than you think. If you find any bugs in this mod, please send me an e-mail!

Changelog:

1.2 - Fixed problems with enchanting menus, repair menus, etc.
1.1 - Fixed some major issues with bank notes and some odd happenings. Everything should be working correctly now, as I did some testing of buying/selling with bank notes and without bank notes.
1.0a - Fixed minor issues. Added another Easter Egg. No peeking.
1.0 - Added in some new Configuration Menu options, mostly concerning Bank Notes. Bank Notes can now expire, if the player so chooses. The time it takes for a bank note to expire can be changed. Did some testing concerning some reported bugs - could not replicate said bugs, so more testing will be needed.
0.99d - Changed some internal safe-guards to fix compatibility issues. Fixed some other minor issues.
0.99c - Fixed some errors with Bank Notes. Bank notes are now only in denominations greater than or equal to 1000 Septims.
0.99b - Added a new option to the Configuration Menu ? it allows NPCs to give the player bank notes instead of gold coins in any transaction ? that includes removing gold from the bank.
0.99a - Fixed some minor compatibility problems.
0.99 - Gold can now be retrieved correctly from containers (gold that was placed in containers by a mod or vanilla) and there is a working implementation of bank notes, though they are not featured in the mod just yet.
0.98 - Fixed problems with gold weight not being applied.
0.97 - Circumvented message problems to avoid issues with other mods.
0.96 - Fixed message spam issues.
0.95 - Fixed problems with using console commands, and fixed problems with banking mods.
0.94 - Fixed compatibility issues with some banking mods.
0.93 - Fixed problems with containers / merchants and gold not being added / deducted accordingly.
0.92 - Added in more redundancy to gold checking systems. Fixed some bugs that caused gold not to drop properly.
0.91 - Changed how gold is dropped ? it should be much more accurate now. Also disabled the player's controls when dropping gold to avoid bugs.
0.9 - Initial Release.

Click here to download this file



#343903 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 07 September 2007 - 08:46 PM in Gameplay Changes

Don't know if this has been answered before, but is there any (fatal) confilct with the No Psychic Guards mod? I think these two mods could act together pretty well.

RGO and No Psychic Guards will function fine together - but RGO does everything that NPG does and more, so keeping NPG is unnecessary.



#339006 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 23 August 2007 - 08:16 PM in Gameplay Changes

Hi again, im the guest above.

I don't think im getting the whole disguise to work, or maybe it is intended to work like it is working now, or maybe hard to implement.

But some things I notice aswell as the -fame (huge number) are :

When I sneak up on a guard in a disguise, he does not react to me when he catches me, he just keeps going, and if i try to pickpocket him a second time after he has catched me, it says " bla bla has allready detected you", or something like that..

For him to initate a diagloge with me where he says : "STOP THEIF..etc" Where you get the option to resist arrest.. I have to initate the dialogue manually first.

Also, if im in a disguise robbing an NPC's house - the NPC wont do anything, they are just standing there letting me rob them. They don't say things like you shouldnt be here, etc.. They are totally ignoreing me while in a disguise.


Would love it if the disguise worked like a real disguise - they would have to put me in jail / knock me out befor they could find out who the person under the mask is. And people reacted to me normally - maybe running away getting a guard to catch me, things like that?

Are theese t the ways it's working for everyone else, and im just haveing a weird bugg, or is it intended to work like I am describing above?

Anyways, i will still use the mod of course, just not this part, since it's not working like I hoped :)

I'm level 3 by the way, :P

You should update to the latest version of RGO, which is 1.66c. Also, it seems like another mod might be conflicting with RGO. If you give me a modlist I could possibly pinpoint the problem.



#337851 DM: Reneer's Corpse Mod 0.98

Posted by Reneer on 20 August 2007 - 08:38 AM in Gameplay Changes

Does this still have the conflict with supreme magicka? I would check it myself but I'm at work at the moment... I'll check when I get home. Just asking in advance, thanks!

It may or may not conflict. There is a compatibility menu, but it is not as robust as the compatibility menu in my Guard Overhaul mod. If I ever get a chance to update this mod, I will obviously make the necessary changes.



#335929 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 13 August 2007 - 07:25 PM in Gameplay Changes

Hey,

I tried updating from an older version of RGO to 1.66b last night. As soon as I loaded up my latest save, though, I was expelled from the mage's guild for killing a member. I tried different saves from various different points in the game. Same deal. As soon as the game loads, I get expelled. I tried cleaning my save of all traces of RGO and then installing 1.66b, no go.

Any thoughts on what the conflict might be that is causing such mage hate in my saved games? I've uninstalled RGO completely, in the interim. My character is arch-mage - who even has the authority to kick me out <grumble>...

Thanks,

This doesn't sound like a bug from RGO. I don't change anything about murder in Guilds, just picking stuff up.



#335357 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 11 August 2007 - 06:47 AM in Gameplay Changes

I started to use this mod yesterday. It's perfect, all what you have stated about what it does works well for me and I'm not experiencing any serious bugs (I suppose I'm a lucky one)... except for one. I can't bribe guards. No matter how much gold I have, the dialog screen always says me I don't have enough gold to bribe the guard. Any ideas? I'm loading this mod the last one so I doubt it has to do with mod conflict.

I could live without bribes however, I just would have to be a bit sneakier to get what I wanted, but I'd be pleased to hear any suggestions concerning this problem. This mod is brilliant anyway, a must have.

Hmmm. Well, I'm assuming that the 'Bribe Guard' selection appears. You could check RGO's settings via the Configuration Ring to see/change how much gold is required to bribe a Guard. I believe there is a (small) bug that could cause this problem - I'll look into it and possibly release 1.66c.



#335138 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 09 August 2007 - 08:51 PM in Gameplay Changes

1.66 - Fixed some problems with NPC detection. Changed Thieves Guild Doyans result scripts so that they will remove all crime gold, from every city.

Reneer, have you tested this? I initiated renguard 1.66a, changed to regional bounty, stole an apple, walked to guard to see if they react to me as a wanted criminal. yes, i had a bounty of 25. i went to armand christoff and he only had the option "i'll work things out on my own". no paying my bounties.

I then walked to a guard to see if bounty still exist, yes bounty still 25 gold. did a reset to default settings, doyen script didn't work. then changed to regional bounty again. doyen script didn't work. then talked to guard again. yes, bounty exists. change regional bounty back to non regional... yes bounty exists...

i used conf. ring to disable and reenable renguard, same results.

??????? :wacko: :blink:

Am i missing something????? Reneerguard is loaded last.

Download 1.66b. Hopefully it will fix your problems.



#335122 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 09 August 2007 - 06:45 PM in Gameplay Changes

It's really very strange indeed. Originally I was using a version before this and everything started working fine with other mods. Then I got the dreaded everyone flashing purple and bubbles all over the place as soon as finalizing my character class. I figured there was a strange conflict with something and finally narrowed it down to this guard overhaul and supreme magicka...but not before uninstalling and reinstalling the whole game and going through all the mods again one by one.

So I searched for a solution and finally saw that there was a compatibility configuration for this problem in the ring configuration. The timing of this also coincides with your newest release. So I did another reinstall of Oblivion + Shivering Isles, installed this mod and supreme magicka to test out the configuration and to my surprise I didn't receive the configuration ring, and this time the purple flashes began immediately when I created my character rather than after choosing my major and minor skills (I also received the corpse carry spell as soon as I created my character rather than after the tutorial which is what happened in the previous version I used). So I removed supreme magicka to stop the annoying purple spell effect and went through the tutorial thinking maybe I'd get the ring after it finished. No such luck. Then I installed an alternate start mod to see if the newest version that has compatibility with them would give me the ring then, nope, just the corpse carry spell still.

I'm not really sure what else there is to try with it, currently it's sitting on a fresh install of Oblivion + Shivering Isles with the official patch, I converted the folder to an OMOD for easy removal and activation and I have the RenGuardOverhaul.esp loading before RenGuardOverhaulShiveringIsles.esp. I also tried using the different download locations on this site and planetelderscrolls, thinking that it may possibly have been a corrupt download but they both act the same.

I'm going to release a new version soon that should hopefully fix this particular problem.



#334901 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 08 August 2007 - 07:00 PM in Gameplay Changes

For whatever reason I'm not receiving the configuration ring when starting a new game with this newest version. Besides the unofficial patches for oblivion and shivering isles this is the only mod I have active. I've gone through a bunch of threads and haven't seen anyone with a similar problem, nor a console command for receiving the ring if something like this happens. Any thoughts?

I have never heard of this bug before. You could try reinstalling the mod.

I don't know why but something I believe is wrong...Perhaps I configured the ring wrong. First and foremost when I change the settings for everything I hear this...Thumping noise..No matter where I am..It's really creepy and no matter where or how long I look I never find the cause. I turn the ring off and it goes away.

I looked for hours before I found that out though. ^^; I must admit...It added a sort of excitement to the game for me...until I found it that it was nothing... It also didn't help that I was in the middle of killing the Draconis lineage for the Dark Brotherhood.

Also I'm not sure if this is how it's supposed to be. (I raised the bribe money and other stuff until the bump went away so it's gone. I'm just curious if you know what caused it so that I may know.) Anyways, I was in Bravil doing my daily...Death count shall we say in the name of Sithis and I happened upon a Skooma House with to men drinking their Skooma out in the open. So likewise the people underneath of the wooden porch found it to start raining blood as I ran them down. No guards came to get me.

I murdered all within the walls of the Skooma Den and then left. When I left I got stopped by a guard. turns out I had a bounty on my head for 6 murders that no guards were around to see. (2 on the outside of the Den and 4 on the inside) So like I always had done. I resisted arrest and killed that guard. Hopeing the mod worked I walked around bravil for a little while walking past guards who mentioned how pale I was due to my vampirism. Nothing happened. So I thought "Sweet" as I walked to the Castle of Bravil. as soon as the screen loaded I was stopped by a guard screaming "Stop. you have Violated the Law bla bla bla....." And the bounty had gone up for the guard I had killed. So I resisted arrest and beat up this guard. Eventually he began to run (and it was quite funny very well done on that part.) So I pulled my bow and shot him down.

There were no other guards around. I walked into the castle and all of them are on my fast. Arrows are whizing by past and all I see are swords. I hadn't committed any crimes in Bravil before this day.


Also and I'm sorry for my long winded speech.....

While in the skooma Den I was rooting through all the Shelves and barrels and chests just taking everything. everytime I closed the chest The people sleeping upstairs would call me a thief and tell me to put it back. I go upstairs and steel things from the dressers and the same thing happens,...yet they all stay in bed. so what do I do you ask? Murder the sleep talking people.

Also sometimes when I steal stuff. Actually most of the time when I steal stuff. they don't do anything about it. In fact I was in the mages guild a little bit ago stealing grand soul gems from the display case picked the lock and everything and they gave me the normal thief bit and just stood their....smiling at me and staring. There were 4 mages in there and I wonder why I did not have a fireball shoved into an unfitting place.
So is there something wrong with the mod itself or is it my mods and or system?

Or maybe perhaps something I have not downloaded yet that runs with this mod to make it run better a fix perhaps?

I hope you answer soon because I really enjoy the mod (Its funny to listen to the guard run and scream "Run away!" and "Don't hurt me!")

You are running an older version. Update to 1.66a.



#333776 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 03 August 2007 - 08:22 PM in Gameplay Changes

I recently began a new game with RGO and while I was initially quite happy with it, I have noticed what I can only assume to be a serious bug. It seems that no matter what I do, my bounty will not raise. I've walked into the Bruma guard barracks and stolen things right in front of dozens of guards, and while they will shout at me and call me a thief, they won't lift a finger to stop me. My bounty doesn't increase and when I speak to them they do not attempt to arrest me. I've been caught pickpocketing and the same thing happens; they yell at me but don't arrest me. On the few rare occasions where I have managed to accrue a bounty, it disappears in seconds.

Additionally, after tinkering around with the crime settings (turning off the regional crime system and quadrupling the time crimes are remembered), I pressed the "reset to default" button. Further attempts to tinker with the settings I altered showed my previous values for those settings, rather than the default ones.

Any ideas or suggestions regarding these problems? I would really hate to have to turn RGO off, since I love everything else about it.

I (hopefully) addressed all these problems in 1.66. Please download it and see if it fixes your problems.



#333570 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 03 August 2007 - 10:04 AM in Gameplay Changes

What i mean exactly:

I'm currently being arrested in city a!
My bounty in city a: 2500 gold
My bounty in city b: 3000 gold
My bounty in city c: 2500 gold
My bounty in city d: 200 gold
My bounty in city e: 999 gold
My bounty in city f: 1000 gold

What happens after i get arrested and want to pay up?
What happens after i get arrested and want to serve my time?

my thoughts on question 1: since my posters of a,b,c and f bounty are hangin around -> i have to pay 2500+3000+2500+1000 gold Bounty in city a,b,c and f is gone. bounty of city d and e stays.


Now what happens if i get arrested in city d?

since my posters of a,b,c and f bounty are hangin around -> i have to pay 2500+3000+2500+1000 gold..... But!! I'm currently in a city where my bounty is 200, so these have to be payed also. Bounty in city e stays 999.

What currently happens when you get arrested in any particular city is that you pay the fine for that city only. All other cities retain their fines, even if Wanted Posters are in every city (that is to say, currently, that if you are in Anvil, have a bounty over 1000, the Wanted Posters that appear are only made for Anvil. If you go to Bravil, where you also have 1000 crime gold, there will be Wanted Posters that are specific to Bravil - neither Anvil nor Bravil has an effect on each other's bounties.)

Again, if you get arrested in, say, Cheydinhal, and have a bounty of 200 gold, you can either serve your time (which will remove the 200 gold only) or you can pay the 200 fine (which will remove your bounty in Cheydinhal.)

For the next release, I will set up the system so that if players go to the Thieves Guild doyans, every bounty, in every city, will be removed if they pay half the total.

I hope this better explains the situation to you.



#332702 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 31 July 2007 - 08:28 PM in Gameplay Changes

Ah, great! I allways run into problems with localised bounties because of this.  Hmmmm i'd have other questions. like: If i have a bounty of 500 in one city and a bounty of 900 in another city and i get caught.... will i have to pay 1400? the border is 1000 gold? so your 2nd bounty become 1000 then your posters becomes visible in other cities. Do you have to pay the sum of the fines when getting arrested, because your poster would be available? would you be transferred to serve your sentence in other cities as well?? (then you'd better find a way out - or see that crime does not pay :whistling: )

what is realistic localised bounty system?? :unsure:

In short order: No, not sure what you mean, no (only where your bounty is above 1000, not other cities,) no, and no. Interesting ideas, but not yet implemented.



#332428 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 31 July 2007 - 05:15 AM in Gameplay Changes

i was running 1.62. "WAS"! I upgraded tot 1.65a. i don't know if it was a bug in RGO, tho it should have been, since it was loaded last. I just did the quest for getting ulrich leyland into jail, visiting aldos athran and getting him killed then visiting the guard inside the cheydinhall castle, and when he tells you to get inside ulrichs room and find some evidence, ulrich woke up and caught me.. so if you want to try and recreate the bug, go ahead.. it was quest related to ulrich leyland the cheydinhall guard.

still my question wasn't about that bug. it was about what the doyens do with me trying to pay the fines and using localised bounty system. should i disable local bounties and then pay the fines?? (i consider that cheating)

No. Currently the doyens will remove your bounty like normal, which means that it won't work correctly with RGO. I'm going to be releasing a new version that will fix that issue.



#331580 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 28 July 2007 - 09:45 AM in Gameplay Changes

Question.. What does the pay your fines with the doyen script do after RGO? Does it sum all the bounties over cyrodill and give the option to pay them all? Or does it just give the option to pay "local" bounties? Why do i ask?? Because i had a bounty of 2000 in cheydinhall, when i tried to steal ulrich leylands letter, then i got busted and payed because you can't finish the quest with a bounty. then i got out of jail and got arrested immediatly after, and again and again and again. jail didn't drop the bounty. then i had the problem that i had only saves after i got that bounty. so i searched to get rid of the bounty, and armand christoff in the waterfront just doesn't kill the cheydinhall bounty. so i restarted the entire game... but still.... what do the doyens scripts of paying the fines do?

What version of RGO are you running? Were you trying to complete a certain quest?



#330544 DM: Reneer's Guard Overhaul 1.79b

Posted by Reneer on 26 July 2007 - 06:59 AM in Gameplay Changes

I set it to start at quest lv 5 so now it is ticking along. I guess you could just add a option in the configuration menu that changes the startup and warn of the dangers with the mq starting tutorials and PC generation.

Glad to hear you found a solution for the problem. I'll add in an option into the Configuration Menu during the next release.