[REL] Shezrie's Towns

Post » Wed Mar 30, 2011 2:03 am

If you'd like, I can send you the fixed ESP as I've already corrected the dialogues with tes4edit.

As for FPS, I don't think you'll have much to worry about. I'm sure I need not mention my crusade against the misconception that opening cities makes them lag pits. Building a village out in the open won't do that either unless you get crazy with the rocks, trees, plants, and NPCs. 6 or 7 NPCs out strolling at once will hardly be noticed.

And as an added bonus, Pell's Gate doesn't have to worry about a UL being nearby :)
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Enie van Bied
 
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Post » Wed Mar 30, 2011 10:05 am

Well that is good news about the NPCs being under 10. And of course I cleaned the villages mod - I clean all mods.

And with all due respect Arthmoor - yes Open Cities does not provide a huge impact to fps when used with a light load order and mods that do not add spawn points or increase the size and complexity of spawn mobs. If using FCOM then the number of possible actors can increase dramatically as does their chance to be in combat.

With FCOM the front gates (near the original Pells Gate) could have up to 20+ hostile actors right outside (in next cell by fort). In my FCOM game pushing 40 actors really slows things down and this is very similar to what happens when I use Open Cities with FCOM. Then add in the Oblivion Crises with the potential of gates opening and overhauls increasing the spawns coming out of them can push things over the top.

So yes with games centered around vanilla spawn levels or slightly higher then yes open towns are fine and dandy. The only reason I did not use them in my current TIE-WAC based game is that they require an enormous amount of patches and that already is eaten up with UL.

Well Anyway I can try this mod in my TIE game but not the FCOM one anyway until a Lost Spires patch is made ... and actually the UL patches too - I guess that part is true for both games.
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xx_Jess_xx
 
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Post » Wed Mar 30, 2011 7:32 am

If you'd like, I can send you the fixed ESP as I've already corrected the dialogues with tes4edit.


That would be fantastic, thank you! :)

And as an added bonus, Pell's Gate doesn't have to worry about a UL being nearby :)


That is brilliant!

But as I opened a cell, a green creature appeared, and I killed it with my bow...but then there was a CTD. I had saved it just as I enteredd that level, and so every time I tried to load it...CTD.


I haven't forgotten about this. I am hoping to hear if others are having the same problems. It is strange that it would crash, the creatures are from Phitt's Lore Creatures and I added the zombie sounds to them.
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Damian Parsons
 
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Post » Wed Mar 30, 2011 12:08 am

I added the mod to my game and was unable to load a saved game. When I deactivated the mod, I was able to load a saved game and continue playing. Please note that I changed the master files in the Ravenwood and Lakeview UL Patches in Wyre Bash to reflect the ShezriesTownsMaster.esp as recommended by Arthmoor recently in the UL Thread. Any suggestions on how to correct this problem so that I can use Shezrie's wonderful mod?

My load order follows: Load order arranged by BOSS with userlist modifications to:

1. add unreconized mods IHNW - Slof's Horses Original.esp, RH 1.4 with Immersive Grumble Sounds.esp and Ring of Atmospherancy.esp
2. flip the BOSS load order for Beautiful People.esp and Beautiful PeopleV22 - MaleReplacerV4.esp

Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Artifacts.esm0A  Better Cities Resources.esm0B  BetterMusicSystem.esm0C  Cobl Races TNR.esp  [Version 1.53]0D  Cobl Races TNR SI.esp  [Version 1.53]0E  Unofficial Oblivion Patch.esp  [Version 3.3.1]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Better Cities .esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  LoadingScreens.esp18  LoadingScreensAddOn.esp19  Natural_Habitat_by_Max_Tael.esp1A  All Natural.esp  [Version 0.9.9.5]1B  All Natural - SI.esp  [Version 0.9.9.5]1C  Atmospheric Oblivion.esp1D  Distant Chapel Bells.esp1E  PJs Lightning Strikes - Natural Weather.esp1F  Rainbows.esp20  All Natural - Real Lights.esp  [Version 0.9.9.5]21  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.76]22  BetterMusicSystem(SI).esp23  Portable Campsite - Quickstart.esp24  PTFallingStars.esp25  Living Economy.esp26  Living Economy - Items.esp27  Cutthroat Merchants.esp28  FormID Finder4.esp29  P1DlookHereYou.esp2A  Streamline 3.1.esp2B  Maps!.esp2C  IHNW - Slof's Horses Original.esp2D  Slof's Horses Base.esp2E  Slof's Extra Horses.esp2F  Cobl Glue.esp  [Version 1.72]30  Cobl Si.esp  [Version 1.63]31  Bob's Armory Oblivion.esp32  FCOM_BobsArmory.esp  [Version 0.9.9]33  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]34  Oblivion WarCry EV.esp35  FCOM_WarCry.esp  [Version 0.9.9MB3]36  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  ArmamentariumLLVendors.esp  [Version 1.35]37  ArmamentariumArtifacts.esp  [Version 1.35]38  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]39  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]3A  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3B  FCOM_RealSwords.esp  [Version 0.9.9]3C  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]3D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]40  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]41  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]42  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]43  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]44  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]45  LoadingScreens-OOO.esp46  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]47  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]48  Lakeview2.esp49  LetThePeopleDrink.esp  [Version 2.5]4A  OrangeroadCottage.esp4B  Region Revive - Lake Rumare.esp4C  Scribe Supplies.esp4D  ShezriesTownsMaster.esp4E  Side's Sailing Ships.esp4F  Side's Sailing Ships (COBL).esp50  Villages1.1.esp51  za_bankmod.esp52  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]53  road+bridges.esp  [Version 4.5.7]54  xuldarkforest.esp  [Version 1.0.5]55  xulStendarrValley.esp  [Version 1.2.2]56  xulTheHeath.esp57  MMMMWL-TheHeath patch.esp58  XulEntiusGorge.esp59  xulFallenleafEverglade.esp  [Version 1.3.1]5A  xulColovianHighlands_EV.esp  [Version 1.2.1]5B  xulChorrolHinterland.esp  [Version 1.2.2]5C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]5D  xulBravilBarrowfields.esp  [Version 1.3.2]5E  xulLushWoodlands.esp  [Version 1.3.1]5F  xulAncientYews.esp  [Version 1.4.3]60  xulAncientRedwoods.esp  [Version 1.6]61  xulCloudtopMountains.esp  [Version 1.0.3]62  Ravenview-Cloudtop-Patch.esp  [Version 1.0.5]63  xulArriusCreek.esp  [Version 1.1.3]64  xulPatch_AY_AC.esp  [Version 1.1]65  xulRollingHills_EV.esp  [Version 1.3.2]66  MMMMWL-RollingHills patch.esp67  xulPantherRiver.esp68  xulRiverEthe.esp  [Version 1.0.2]69  xulBrenaRiverRavine.esp  [Version 1.1]6A  xulImperialIsle.esp  [Version 1.6.6]6B  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.2]6C  xulBlackwoodForest.esp  [Version 1.1.0]6D  xulCheydinhalFalls.esp  [Version 1.0]6E  Villages-CheydinhalFalls patch.esp6F  xulAspenWood.esp  [Version 1.0.2]70  Lakewood+AspenWood Patch.esp  [Version 1.0.1]71  xulSkingradOutskirts.esp  [Version 1.0.1]72  xulSnowdale.esp  [Version 1.0]73  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]74  West Roads.esp75  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]76  Salmo the Baker, Cobl.esp  [Version 3.08]77  Enhanced Vegetation [150%].esp78  RealSleep.esp79  AgarMoreVariedSpellEffects.esp7A  RH 1.4 with Immersive Grumble Sounds.esp7B  RenGuardOverhaul.esp7C  WR Villages Addon.esp++  Francesco's Slower skills x1.5.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]7D  Beautiful PeopleV22 - MaleReplacerV4.esp7E  Beautiful People.esp7F  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]80  Ring of Atmospherancy.esp81  Better Cities Full.esp82  Better Cities - Skingrad Outer District.esp83  BCBravilFULL-Barrowfields patch.esp84  Better Cities - Unique Landscape Barrowfields.esp85  BCChorrol-ChorrolHinterland patch.esp86  Better Cities - Unique Landscape Chorrol Hinterland.esp87  BCCheydinhalFULL-CheydinhalFalls patch.esp88  Better Cities - Unique Landscape Cheydinhal Falls.esp89  BCSkingrad-SkingradOutskirts patch.esp8A  Better Cities - Unique Landscape Skingrad Outskirts.esp8B  Better Imperial City.esp8C  Better Imperial City FPS Patch.esp  [Version 4.7.0]8D  Better Cities - COBL.esp  [Version 2.1]8E  Better Cities Full FPS Patch.esp8F  MRP - Loading area.esp90  Francesco's 7 days respawn time - 1-16 day lenght rescale.esp++  FCOM_Archery.esp  [Version 0.9.9]91  StokerWolff.esp92  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]93  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]94  Bashed Patch, 0.esp

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Ronald
 
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Post » Wed Mar 30, 2011 1:57 am

When you do make an underwater town, please don't make it interfere with the UL over by Anvil...that has some underwater areas. Or at least make it far enough off the coast.

Also, could you put some map markers onto the local map of Pell's Gate? I am having trouble recalling where everything is...it would make it much easier.

EDIT...nevermind...they did show up, but not until I had explored most of the town. But for some reason, they did not show up until then.

I noticed a small typo...Ena Crevat mentions something about the mayor, and mayor is spelled MAyor...just get rid of the caps on the A.

Also, I noticed that people are too trusting...most don't even lock their doors at night. Maybe you could have them lock from 8 or 9 PM to 6 or 7 AM?

EDIT 2...I liked the alley skooma dealer...but then I continued on down the street, found a bench and tryed sitting. I sat fine, but when I tried to get up, I was stuck inside the skeleton of a building and could not get out.

EDIT 3...Okay I was hanging around the gallows, and I "found" X's body, but I could not actually see it...is that how it is supposed to be?

This is the ultimate of all mods...I am having tons of fun exploring it. Can't wait until you get the quests linking all your towns!

PS...Is there a chance you could successfully get your quests between towns to also somehow include trips to Arthmoor's villages, if it is okay with him? Just think of the possible quest enlargement!
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roxxii lenaghan
 
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Post » Wed Mar 30, 2011 2:02 am

If using FCOM then the number of possible actors can increase dramatically as does their chance to be in combat.


Well, then, it seems you've answered where the problem is coming from.

@Meek: PM'd you a link to the fixed ESP.
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DarkGypsy
 
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Post » Tue Mar 29, 2011 9:48 pm


EDIT...nevermind...they did show up, but not until I had explored most of the town. But for some reason, they did not show up until then.

I noticed a small typo...Ena Crevat mentions something about the mayor, and mayor is spelled MAyor...just get rid of the caps on the A.

Also, I noticed that people are too trusting...most don't even lock their doors at night. Maybe you could have them lock from 8 or 9 PM to 6 or 7 AM?

EDIT 2...I liked the alley skooma dealer...but then I continued on down the street, found a bench and tryed sitting. I sat fine, but when I tried to get up, I was stuck inside the skeleton of a building and could not get out.

EDIT 3...Okay I was hanging around the gallows, and I "found" ******* body, but I could not actually see it...is that how it is supposed to be?


Thanks for all the feedback! I have no idea why you are getting stuck when sitting, that is very strange. Could you please remove the name of the body from your post as it is a spoiler, thanks! I know what I did wrong there, I forgot to set the 'initially disabled' box. :facepalm: That should not appear until the body does, because the body is activatable.

Most of the NPCs lock their doors when they go to bed at 11pm or 12am.

Are you missing the textures on the tablecloths in the Gallery Shoppe Village?

I added the mod to my game and was unable to load a saved game. When I deactivated the mod, I was able to load a saved game and continue playing. Please note that I changed the master files in the Ravenwood and Lakeview UL Patches in Wyre Bash to reflect the ShezriesTownsMaster.esp as recommended by Arthmoor recently in the UL Thread. Any suggestions on how to correct this problem so that I can use Shezrie's wonderful mod?


I wish I could help, unfortunately I don't know much about load order and patches, not enough to be of any help. Hopefully someone can assist in this.

Edit, I have encountered a MAJOR problem that someone brought to my attention on the Nexus. I will just post the question and response here, I hope none of you have started teh Quest to Find the Missing Septim Crown. ......

I really like this!!! Just did that crown quest, now i went to Dagger and Cloak, talked to the orc and then to Marco, and he doesn't have any dialog from where to select. Help?

Edit, I am very sorry, I checked into it and the topic is not appearing as you said. I will upload a new ESP tonight. Unfortuntely this would mean you will have to redo the Gallery Quest to get to it. I am open to ideas on how this can be changed, perhaps I need to make the Rob the Gallery Quest all about another artifact in the Gallery and not reliant on finishing the Crown Quest.
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JUan Martinez
 
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Post » Wed Mar 30, 2011 11:37 am

Gallery shoppe village...is that marked on the map?
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Enny Labinjo
 
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Post » Wed Mar 30, 2011 7:35 am

Gallery shoppe village...is that marked on the map?

It is in the Gallery, the area with the gift shops.

I hope you saw my above edit, seems I need to upload a new ESP tonight as the Quest to Rob the Gallery cannot be started. :( The fix is incredibly simple, but it means redoingthe Quest to Find the Crown again. I really gotta come up with another way to organise this.

I have set the file to hidden for the moment to avoid people downloading and then having to come back. I will get the new ESP that Arthmoor made some fixes to and that fixes the dialog problem, straight away.
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Kirsty Wood
 
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Post » Wed Mar 30, 2011 8:03 am

Really Important! Might be a stupid question, can you add a dialog topic through the console ingame?
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Marlo Stanfield
 
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Post » Wed Mar 30, 2011 10:27 am

Well, then, it seems you've answered where the problem is coming from.

@Meek: PM'd you a link to the fixed ESP.

Not a problem just a series of choices. One could easily argue that OC or town mods send an FCOM game over the top - it is all about perspective and priorities. The more you add the more wobble you get. FCOM runs smooth as silk when used all by itself - even though it uses hella resources. So Neither FCOM nor open towns are 'the problem' ... the issue is in adding too much and then what becomes the problem is in identifying what you don't want that is pushing things over the top, or (more likely and more unfortunately) what you have to sacrifice for the vision one is shooting for in their load order.

Some get bored with vanilla level spawns ... some get bored with walled cities. Higher spawns work ok when there is the respite of the walled city to not prevent AI throttling, open tities work great when there is not the horde throttling AI just on the other side of that fence. Each presents a new limit on compatibility though. Not every mod is appropriate for every mod combination - I think if anyone taught me that you did.

... all that is now off topic I suppose ... I wait patiently for patches.
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Cccurly
 
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Post » Wed Mar 30, 2011 3:50 am

I set the file to hidden whie I uploaded a fixed ESP. Please replace the old with the new as it contains the following fixes....

*Fixed Dervera Romalen dialog (Fixed by Arthmoor, thank you!)
*Fixed issue with Marco's dialog not showing up.
*Fixed Creature Display cell, you were getting marked as trespassing.
*Fixed a major spoiler left in by me unintentionally.

IF you have already completed the 'Quest for the Missing Crown' and don't want to have to do it again in order to get to the quest to 'Rob The Gallery', please pm me for information on how to bypass that quest. Be aware that you will have to tell me who the thief and/or thieves were in order to verify you have completed it. :evil:
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Blaine
 
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Post » Wed Mar 30, 2011 2:16 am

Yes. addtopic
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Brian Newman
 
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Post » Wed Mar 30, 2011 11:28 am

Yes. addtopic


Thanks! So people can just add Marco's topic through that and start the quest to Rob the Gallery. However they are not getting the topic name until they provide me with the name of the Gallery thief. :whistling:
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Rudy Paint fingers
 
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Post » Tue Mar 29, 2011 7:30 pm

So the new esp up now does not handle the gallery topic?
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Jose ordaz
 
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Post » Wed Mar 30, 2011 10:07 am

So the new esp up now does not handle the gallery topic?


It does fix the Gallery topic, however replacing the old ESP will reset the town and if you have done the 'Quest to Find the Septim Crown', (which takes me 1 hour 30 mins to get through using coc cheats to get to correct cells) then you would probably not wish to go through it again. Therefore either you can use the addtopic console cheat to be able to start the next quest 'Robbing the Gallery' or I can tell you where I have hidden the items you need to finish the Quest to Find the Septim Crown and therefore get the rewards from the quest and start the next quest.

Those who have downloaded the mod for the first time will have no need for this.

The reason I am so pushy about people doing the 'Quest to find the Septim Crown' at least once is because that quest is my favorite. It took me four months to come up with the storyline and put it together. :)
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Lady Shocka
 
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Post » Wed Mar 30, 2011 2:41 am

It does fix the Gallery topic, however replacing the old ESP will reset the town and if you have done the 'Quest to Find the Septim Crown', (which takes me 1 hour 30 mins to get through using coc cheats to get to correct cells) then you would probably not wish to go through it again. Therefore either you can use the addtopic console cheat to be able to start the next quest 'Robbing the Gallery' or I can tell you where I have hidden the items you need to finish the Quest to Find the Septim Crown and therefore get the rewards from the quest and start the next quest.

Those who have downloaded the mod for the first time will have no need for this.

The reason I am so pushy about people doing the 'Quest to find the Septim Crown' at least once is because that quest is my favorite. It took me four months to come up with the storyline and put it together. :)

Does it require the emperor being dead? Thinking of alternate starts that do not have him dead.

Also wandering if just reassigning he masters for the existing patches would work.

And after looking at screenshots - I'm pretty certain that Guards of Cyrodiil will conflict. May actually get to play later and confirm.

[edit] BAIN did not want to install these two files:
textures\Zym\telas\peque¤aflorverde.dds
textures\Zym\telas\peque¤aflorverde_n.dds ... likely due to the unusual character (accents I guess) used in them.
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Ann Church
 
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Post » Tue Mar 29, 2011 7:36 pm

Does it require the emperor being dead? Thinking of alternate starts that do not have him dead.


No, it doesn't matter either way.

Also wandering if just reassigning he masters for the existing patches would work.


Hopefully it is that simple.

And after looking at screenshots - I'm pretty certain that Guards of Cyrodiil will conflict. May actually get to play later and confirm.


It may do, let me know if it does.

[edit] BAIN did not want to install these two files:
textures\Zym\telas\peque¤aflorverde.dds
textures\Zym\telas\peque¤aflorverde_n.dds ... likely due to the unusual character (accents I guess) used in them.


Yes it is due to that.

After ambling around Pell's Gate today with Vilja, I realised that I had forgotten to ensure that the player houses were companion friendly, this will be done in the next update.

Before I dive into doing dialog for Woodland Village, what are the thoughts on the current general dialog in Pell's Gate? Okay? How do you think it could be better?
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Penny Wills
 
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Post » Wed Mar 30, 2011 2:57 am

Isn't there a potential conflict with OOO/FCOM (It adds a big spawn point in front of the fort across from Pell's gate)? I mean, a lot of NPCs will get killed sooner or later with FCOM/OOO in there.



There seem to be 4 spawn points around there 1 inside the fort proper, 1 outside the open door, 1 over near the mostly destroyed fort on the west side, and 1 near the pylon looking stone thing near the north east sides of the exterior. Each I've seen spawn up to 5 NPCs: warlords and so on.


The Four Spawn Points at Fort Homestead across from Pell Gates and East of Shezrie Town itself are added by Vanilla, so nothing for me to fix with those.

OOO add's two more spawn points at the Fort Itself. So those can't be removed easily,

Since Vanilla users do not have the same problem has people that use OOO/MMM/FCOM etc..

I am not going to remove the Vanilla Spawn Points or OOO added Ones since they are no where near close to the town's after all. Sure they may raid the town etc and kill the Citizen's.

But isn't that what the Guard is supposed to before and protect the Citzen.

Just need some more guard's patroling the Area is all to help is my suggestion about this.

============

And Meek

Artifacts conflicts heavily since it exist on the same island. I would have to totally move the Artifacts Guild in order to get them to work.

User's can just ArtifactsArmamentarium plugin once again and add the Artifacts.bsa to their oblivion.ini and go without the Guild once again..

Corepc
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Arrogant SId
 
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Post » Tue Mar 29, 2011 9:07 pm

Yeah but adding more guards means adding more AI - which already is the concern as I see it. Plus won't all those spawns still be loaded as they are only 1 maybe 2 cells away.

Anyway I just tried a run through with TIE-WAC load order and it was a constant 10 fps with OSR setting 10 as the minimum. And I'm not hardly using any replacers. With this load order and at level 2 the world is pretty sparse - though most likely WAC is adding the most.

http://www.tesnexus.com/downloads/file.php?id=28586 conflicts heavily as it adds a Swamp Legion Guard tent right at the north gate ... colliding with it. And it apparently does landscape edits that I never noticed before because it caused no issues with Lost Spires or the Artifacts shop.

It is a scripted camp which triggers a goblin raiding party - as soon as they appeared ctd - rebashing now to test without GoC.

Firespark was active a shortwhile ago perhaps he would consider moving the camp (not being an extremely critical placement anyway).

[edit] All tearing and collision gone once GoC disabled.

Checked by the fort with TIE-WAC - just a few dogs (unlike the 15-20 NPCs that FCOM places).

Still in town average of 10 fps with OSR seetting that as minimum (so it would go lower if not for OSR). I toggled AI off and not much improvement then I toggled scripts off and it seemed smoother but not much higher in numbers. I very much would like to get other reports to see how far off the norm I am.

renamed masters for UL and they seemed to work - at least visually (I'm certain Arthmoor and Vorians are rolling their eyes at me with this).

Off to see Zappa - see you all later.
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Emmanuel Morales
 
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Post » Wed Mar 30, 2011 8:49 am

renamed masters for UL and they seemed to work - at least visually (I'm certain Arthmoor and Vorians are rolling their eyes at me with this).


No, not rolling my eyes at you for that considering that's the advice I gave in the UL thread and how I'm handling making sure the patches are up to date now. The one for the Ravenview part appears to need nothing more than one rock pulled out of the patch and two extra trees cut out.

Someone said the Lakeview one has crash issues, but I haven't looked at it yet.
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Melis Hristina
 
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Joined: Sat Jun 17, 2006 10:36 pm

Post » Wed Mar 30, 2011 10:28 am

I have no problem with finding dead travelers along the road...it adds to the realism that Cyrodiil is a tough place to live.
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James Potter
 
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Joined: Sat Jul 07, 2007 11:40 am

Post » Tue Mar 29, 2011 11:28 pm

The Four Spawn Points at Fort Homestead across from Pell Gates and East of Shezrie Town itself are added by Vanilla, so nothing for me to fix with those.

OOO add's two more spawn points at the Fort Itself. So those can't be removed easily,

Since Vanilla users do not have the same problem has people that use OOO/MMM/FCOM etc..

I am not going to remove the Vanilla Spawn Points or OOO added Ones since they are no where near close to the town's after all. Sure they may raid the town etc and kill the Citizen's.

But isn't that what the Guard is supposed to before and protect the Citzen.

Just need some more guard's patroling the Area is all to help is my suggestion about this.


Thanks for checking it all out. :)

Maybe a guard station is needed outside the town where it will not affect FPS in the town. Where the red is....

http://i110.photobucket.com/albums/n99/Shezrie/obmap.jpg

Or simply put in a few extra guards and make them essential.


And Meek

Artifacts conflicts heavily since it exist on the same island. I would have to totally move the Artifacts Guild in order to get them to work.

User's can just ArtifactsArmamentarium plugin once again and add the Artifacts.bsa to their oblivion.ini and go without the Guild once again..

Corepc


That is a shame, but it is good that there is a work around for those who would like to run both.


Anyway I just tried a run through with TIE-WAC load order.......


Thanks for the feedback, I appreciate it!

Still in town average of 10 fps with OSR seetting that as minimum (so it would go lower if not for OSR). I toggled AI off and not much improvement then I toggled scripts off and it seemed smoother but not much higher in numbers. I very much would like to get other reports to see how far off the norm I am.


My computer specs are....

Dell DM051
Intel® Pentium® D CPU 2.80GHz (2 CPUs)
3326MB RAM
ATI Radeon HD 4800 Series with 512.0 MB

Not high end by any means. My FPS around the town varies from absolute minimum of 25 to a maximum of 40. BUT......I don't run any overhauls or texture packs. I have heard from two other people with FPS issues, but considerably more that have okay FPS. But then there were people with FPS issues in Woodland Village. Not everyone will be able to run it. But hopefully with more feedback we can get a clearer overall picture on where this mod sits FPS wise. :)

Next to tackle, The Lost Spires Patch.....soooo, can anyone link me to a good tutorial?
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Bonnie Clyde
 
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Post » Tue Mar 29, 2011 10:11 pm

Next to tackle, The Lost Spires Patch.....soooo, can anyone link me to a good tutorial?

http://www.iguanadons.net/Oblivion-Creating-Compatibility-Patches-366.html

This one seems pretty on-target for what you want to be doing.
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Tha King o Geekz
 
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Post » Wed Mar 30, 2011 4:02 am

My computer specs are....

Dell DM051
Intel® Pentium® D CPU 2.80GHz (2 CPUs)
3326MB RAM
ATI Radeon HD 4800 Series with 512.0 MB

Not high end by any means. My FPS around the town varies from absolute minimum of 25 to a maximum of 40. BUT......I don't run any overhauls or texture packs. I have heard from two other people with FPS issues, but considerably more that have okay FPS. But then there were people with FPS issues in Woodland Village. Not everyone will be able to run it. But hopefully with more feedback we can get a clearer overall picture on where this mod sits FPS wise. :)

My specs are
Quad Core 2.66
8 gigs of system ram
ATI 4800 with 1 gig vram
Soundblaster (off main board)

Optimized Vanilla Meshes with PyFFI
Set exe to utilize more ram
Use OSR
But I do tend toward larger load orders even if this one does not have FCOM with its higher spawn rates it does have 200+ mods.

I've had no issues in the other villages at all. Not trying to come down on the mod - I really would like to play it.
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Lexy Dick
 
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