[RELz] Faregyl Village

Post » Sat May 28, 2011 10:43 pm

Very nice mod. My little Khajit got to the second level of the mines before she met a
Spoiler
kind of Wraith wielding an Ayleid sword
. Being only lvl 3 she ran out of the mines with her tail between her legs.
Overall the mines felt very "realistic" and immersive and has a very good "atmosphere". :tops:
I made one small modification, though, replacing the mine door with one from Immersive Caves.

Loved the rabbits in the village. Forgot to close the gate so they started jumping (but not humping) all over the place. :)

Only minus is the chickens not moving or making sounds.

BTW, Laura Roslin and Gaius Baltar? :shakehead:
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marie breen
 
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Post » Sat May 28, 2011 12:33 pm

Well, finally managed to make modded Oblivion running smooth again and im quite sure this mod wont give me any problems as well :)

Everything has been said Arthmoor so i only have to nod at the previous comments. Only thing i want to add about the abandoned gold mine, this sounds like a must for Midas users as myself.

Thanks again for bringing more realism to Oblivion :goodjob:
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Adriana Lenzo
 
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Post » Sat May 28, 2011 3:08 pm

Only minus is the chickens not moving or making sounds.


Issue with farm animals not making sounds I am aware of this issue, it is model related itself, so it will take me some time to figure out how to fix this problem once again, without scripting the sounds to be played..
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Eve(G)
 
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Post » Sat May 28, 2011 12:24 pm

Issue with farm animals not making sounds I am aware of this issue, it is model related itself, so it will take me some time to figure out how to fix this problem once again, without scripting the sounds to be played..


Model related? That's interesting. So the mesh itself can influence how the sounds work? If that's the case would looking at the rabbits in Faregyl be useful since they appear to work?
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Russell Davies
 
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Post » Sun May 29, 2011 12:31 am

That's interesting. So the mesh itself can influence how the sounds work? If that's the case would looking at the rabbits in Faregyl be useful since they appear to work?


Yes, the nif actually control the sounds..In the case of the rabbit's they use the rat skeleton so those sounds work because the nif file themselves have the sound.

In case of the bull, cow, calf, they do not.different skeleton and different animations etc..chickens also included..

open these creature in cs editor and go to animation tab under the creature and select idle in list, down below you will see there is no sound attached to it. So this is why some of the sounds do not play.

The problem is that I am not a moddeler and do not know how to fix the problem..All I know is that we Need sound's attach to them in order work..other than scripting the sounds to play..

I will have to contact Mr Siika and Sarkandar or Exprienced Moddeler to Fix this problem most likely..

Corepc
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Flash
 
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Post » Sat May 28, 2011 11:22 am

babababoookmarked
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Elizabeth Davis
 
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Post » Sat May 28, 2011 3:02 pm

After running out of the mine and ambushing the
Spoiler
Faded Wraith (putting in spoilers in case it's hand placed and not leveled)
using a poisoned crossbow bolt, I headed into the mines again (cats *are* curious) and reached a very *hairy* place.
I don't know if this is intentional or not (I'd really like to know!) but the passageway was a bit to narrow for the vile abominations to attack me, so I could safely snipe them at a distance.

The mod (the mines part) part is not very original, but extremely well done.
I really liked the invisible level transistions - very clever!
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ezra
 
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Post » Sat May 28, 2011 4:32 pm

I'm going to give this a try :D Thanks for sharing and keep up the good work.

p
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Steve Fallon
 
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Post » Sat May 28, 2011 9:05 pm

I don't know if this is intentional or not (I'd really like to know!) but the passageway was a bit to narrow for the vile abominations to attack me, so I could safely snipe them at a distance.


For the larger ones, yes. Though on occasion the game will warp them into a passage where they can become stuck. Not much to be done about that I'm afraid.

The mod (the mines part) part is not very original, but extremely well done.
I really liked the invisible level transistions - very clever!


Heh. The mine was 90% afterthought, it wasn't intended to be the most original dungeon ever made. But I was trying to be a bit different and hope I managed that much at least.

The invisible transitions being one thing I was experimenting with. The other thing being on the first level of the mine, at the exit. I had originally tried to make that an invisible transition as well that allowed you to look out the entrance and see the world beyond. It worked pretty well until I tried to darken the mine's interior. That's when I realized two things: 1) Negative lighting clashes badly with normal lighting. 2) Trying to manipulate climates and regions to alter the lighting works well until you want the second region to be significantly brighter than the first and the engine refuses to transition it fast enough to be useful. You can still see the remains of the failed attempt in the file if you're curious. That's what the extra worldspace is for.
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marie breen
 
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Post » Sat May 28, 2011 11:34 am

The http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5229 link is now active. Wonder what the deal is with Nexus....
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neen
 
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Post » Sat May 28, 2011 6:16 pm

And a patch for Elswyr Faregyl Road too. Didn't notice that one on Nexus.
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Sasha Brown
 
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Post » Sat May 28, 2011 10:52 am

Model related? That's interesting. So the mesh itself can influence how the sounds work? If that's the case would looking at the rabbits in Faregyl be useful since they appear to work?

The sounds are usually triggered via the animations - if you look at the textKeyExtraData in any of the .kf files there will likely be some text keys that say: 'Enum:' (where is the name of the sound). The ones that don't have sounds are likely missing these keys.
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saxon
 
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Post » Sat May 28, 2011 10:50 am

Aaah, looks nice, will download this tomorrow when I get back from school :D

Would be nice to roleplay in that village. Imagine: A powerfull warrior raised in a village in the woods, few citizens, little defense, just a quiet little town. Would be a nice place to settle down in^^
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keri seymour
 
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Post » Sat May 28, 2011 1:42 pm

The sounds are usually triggered via the animations - if you look at the textKeyExtraData in any of the .kf files there will likely be some text keys that say: 'Enum:' (where is the name of the sound). The ones that don't have sounds are likely missing these keys.


Hmm. Interesting. In looking at, for example, the idle animation for the chicken I see it has the Enum: Idle like it should, but the pig doesn't. So why isn't the chicken working either? The rat animation that the rabbits use is structured the same way. Also, how does one go about adding these things to the files if they're missing?
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Cameron Wood
 
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Post » Sat May 28, 2011 7:09 pm

i run big mod fcom, do i have to worry about imperial faction thanks,
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JD FROM HELL
 
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Post » Sun May 29, 2011 1:06 am

Probably not. The mod is already tagged, so if you're in doubt, use Wrye Bash and enable the import relations options. Faregyl will be listed there and the faction relations will be merged in your Bashed Patch.
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Quick draw II
 
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Post » Sat May 28, 2011 5:14 pm

Something that should have already exist in vanilla Oblivion, good job :goodjob: I do have some minor complains though

Spoiler
- Are those spiders (tarantula) levelled with the players? The small spider (tarantula) are very strong with my level 30 character, it takes dozens of hits with Ebony Blade and spells just to take one down. The monstrous one seemed to take ages to kill, even with the help of two mod NPC companions. I think using Wabbajack is the fastest thing to take them down.
- The two imperial legion soldiers have the same conversation with the rest of villagers about the mine, in which a dialogue line like this "...that's why we hired these two Imperial legion soldiers..." exist. Kinda odd when I first met to the soldier and talked about it.
- Not sure if it was intentional, but the items near the survivors in the dungeon (the Khajiit and Sirol guy) are marked red (owned items) and they immediately scream when I touch them. Kinda hilarious given their situation.
- Do those buttons inside the ruin (apart from the one to access the survivors room) activate something?


Now, I'm looking forward sound for some of those animals... :D
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Kit Marsden
 
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Post » Sat May 28, 2011 9:57 am

Something that should have already exist in vanilla Oblivion, good job :goodjob: I do have some minor complains though

Spoiler
- Are those spiders (tarantula) levelled with the players? The small spider (tarantula) are very strong with my level 30 character, it takes dozens of hits with Ebony Blade and spells just to take one down. The monstrous one seemed to take ages to kill, even with the help of two mod NPC companions. I think using Wabbajack is the fastest thing to take them down.
- The two imperial legion soldiers have the same conversation with the rest of villagers about the mine, in which a dialogue line like this "...that's why we hired these two Imperial legion soldiers..." exist. Kinda odd when I first met to the soldier and talked about it.
- Not sure if it was intentional, but the items near the survivors in the dungeon (the Khajiit and Sirol guy) are marked red (owned items) and they immediately scream when I touch them. Kinda hilarious given their situation.
- Do those buttons inside the ruin (apart from the one to access the survivors room) activate something?


Now, I'm looking forward sound for some of those animals... :D


Yeah, always bugged me to death that such a large empire has almost no food supply. :)

Spoiler
Yes. The spiders are leveled, and it looks like perhaps way too high or just too much extra health. My level 37 argonian had to whack them a lot with his weapon from Enoruk. They're a bit more powerful than I want, so I'll be fixing them.

Hrm. Yes, that would be a bit awkward for the soldiers to talk about hiring... themselves... :)

Yes, it's intentional that Bites' and Silor's stuff is owned by them. In an ideal world I'd actually like them to pick the stuff up and bring it with them on the trip out.

Every button in the ruin does something. What that something is is up to you to find :)

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Lyd
 
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Post » Sat May 28, 2011 8:15 pm

Version 1.0.5

* Modified two lights in Faregyl Inn because the place was too dark and gloomy.
* Gave the innkeeper at Faregyl Inn a second vendor chest with things to sell from the farms.
* Fixed some meshes which had distortion from parallax flags they can't support.
* Rebuilt the silent voice files with the latest TES4Gecko which makes more beleivable lip movements.
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Trevor Bostwick
 
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Post » Sat May 28, 2011 1:54 pm

I was going to comment on those spiders too - they're really nasty. Have they been fixed?

Also, I found a land tear on the road directly across from Laura's house - you'll see it if you walk east along the road into the village; it's on your right.
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Lory Da Costa
 
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Post » Sat May 28, 2011 10:01 pm

The spider will be fixed shortly. Their base health value was insanely high which would of course account for why they'd take far too long to kill. I want them to be challenging. Not a suicide mission. The mine wasn't even supposed to be the focus of the mod, it just turned out that way :)

The ox is getting a bigger pen too. He kept ending up lodged in the fence because there wasn't enough space for him to wander.

I've also scoured the mod up, down, left, right, with and without objects visible. There are no land tears. You'll need to post a load order along with a screenshot of where it's at. Chances are you have something else which modified a landscape cell in the area - quite possibly without your knowledge.
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Sophie Miller
 
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Post » Sat May 28, 2011 5:29 pm

Oh, never mind... it's because I had Faregyl loaded before Roads+Bridges. Oopsie. I either missed that when I installed it the first time, or wasn't paying attention when I did my load order. I caught it when I updated, and the tear's gone (and the rock blocking part of the road at the edge of the village is moved back too!)
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casey macmillan
 
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Post » Sat May 28, 2011 3:51 pm

What about COBL support ?

So far its something related to a farm I guess it should be a must have since its the base of most immersive mods out there :)

Also, have you tought about the people of NPCWJ ( http://aledra.19.forumer.com/index.php? ) ?
They got all sort of work covered by now, and are usualy quite open to lend them if asked nicely.

A small exept of what's avalaible :
Jobs
Farmer: someone who tends a farm in all its facets. He sows and harvests fields, tends animals, picks fruit, ...
Miller: takes wheat and mills it to flower.
Baker: makes bread, duh
Animal vendor: buys and sells animals in a special animal market. Travels around with them from town to town.
Concepts
Animal reproduction: the animals will figure out a way to replenish their numbers, as they are not bound to the M ratings of the game.
Current needs are:

1. Food: NPC's will have to eat twice each day to keep healthy. If they lack the funds or the merchants are out of stock, they'll suffer damage and could die.
2. Sleep: NPC's will need to sleep each day. If they have a home, they'll sleep in their bed. Otherwise, they'll camp outside.


Guess you'll see by yourself why it may be of some interest ?
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Fam Mughal
 
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Post » Sat May 28, 2011 11:38 pm

Could you make it so that villagers get scared/Post watches after you've come in the middle of the night and burned all their vegetables/roasted their pigs/Skewered their pigs/Eaten their chicken/gored the chicken.


Testing the mod now, anyway :D
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Life long Observer
 
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Post » Sat May 28, 2011 3:20 pm

Yep. So apparently I forgot about that last update I mentioned. So....

Version 1.0.6


* Toned down the health values on the spiders. No more needing to be God to kill them, though they will still be a solid challenge.
* Enlarged the ox pen so he doesn't get hung up on the fence so easily.

COBL: Unlikely to happen unless someone else whips up a patch for it. I don't use it and don't particularly want to either.

NWJ: Also not terribly likely.

COBL and NWJ both have quite a following, I get this. But I'd rather not end up having to impose any dependencies on foreign master files. If support can be had through a patch file that references COBL/NWJ and the Faregyl.esp file without needing to modify my ESP directly then I've no problem with it. What I don't want to end up with is a project with multiple ESPs with different dependency requirements. That's almost as much of a maintenance hassle as Open Cities is with all the optional configurations.
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louise tagg
 
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