[relZ] Arthmoor's Villages

Post » Wed Mar 30, 2011 8:02 am

Feldscar Version 1.0.8

* Set up sign sharing injected records for Frostcrag Village
* Signs closest to the village looked silly not being at the top of the pole.
* Made proper inventory icons for the Starmetal items.
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gandalf
 
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Post » Wed Mar 30, 2011 9:00 am

You are an updating machine.
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Jonathan Braz
 
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Post » Wed Mar 30, 2011 11:22 am

Thanks for the new version of Feldscar.

With respect to Frostcrag Village - looking forward to it. I'm crossing my fingers hoping it won't conflict with Frostcrag Reborn although I suspect the area where you're putting the village may not cause any dramatic conflicts.
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FirDaus LOVe farhana
 
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Post » Tue Mar 29, 2011 7:52 pm

You did do a clean save prior to upgrading, right? If not you should, and it certainly won't hurt anything if you haven't done anything with the village yet.

:whistling:

How embarrassing. :facepalm: I'm a firm believer in reading mod instructions and following them to the letter when possible. Yet this slipped by me. I either didn't notice it at all or, just as likely, saw it but forgot by the time I did the install. In any case I have NOW done a clean install, which as you say was less than harmless since I'd not yet started any Faregyl Village quest(s). All's well. Except for that one slightly floating bush. But again that's likely due to me still running the outdated Elsweyr-Anequina_v2. Maybe some day soon I'll take the time to update my Elsweyr BAIN package to version three.

-Decrepit-
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sam westover
 
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Post » Wed Mar 30, 2011 1:33 am

You could probably just put the files from V2 into BSA's yourself, since that's the only difference between version 2 and version 3.
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Everardo Montano
 
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Post » Wed Mar 30, 2011 9:10 am

Ok I've ran into an issue with the second Faregyl quest:

Spoiler
I've decided to resolve the matter with the goblins and the villagers peacefully by fetching the staff and bringing it back to the shaman. I succesfully got the staff off Laura Roslin and returned to Faregyl. In order to avoid accidental bloodshed, I made both Wolfgang and Arren wait outside the Rusty Nail and set Vilya's combat strategy to avoid combat. I speak to Gul, he asks if I have the staff and what am I waiting for, so I go up to the camp in order to return the staff. The problem arose however when an ogre and a brown bear show up at the goblin camp and start fighting with the goblins, the villagers charge in to proceedings attacking the goblins as well as the bear and ogre. The resulting melee ends up with all the goblins dead and a quest update saying so and that the villagers are happy noone was killed in the process, yet the villagers go back to their holding position just outside the camp. When I try to speak to any of them they still ask if I've got the staff yet - well yes I have but it ain't much good now you've killed all the goblins, sigh - I can't seem to make any further quest progress since it seems two versions of quest lines have got confused with each other. I'm sure this situation can't be intended and the intrusion of the bear and ogre must screw things up.


Here is my load order if that has any bearing:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2.1]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Open Cities Resources.esm  [Version 3.5.6]0A  bookplacing.esm  [Version 1]0B  Progress.esm  [Version 2.2]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0C  Unofficial Oblivion Patch.esp  [Version 3.3.4]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.1]0F  SM Plugin Refurbish - SI.esp  [Version 1.30]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Atmospheric Loading Screens - Random Quotes.esp16  NaturalHabitat.esp17  All Natural.esp  [Version 1.2]18  All Natural - SI.esp  [Version 1.2.1]19  Enhanced Water v2.0 HDMI.esp++  Visually Realistic Deadly Lava.esp++  ln.esp++  Symphony of Violence.esp1A  AmbientTownSounds.esp1B  MIS Low Wind.esp1C  MIS New Sounds Optional Part.esp1D  Atmospheric Oblivion.esp1E  PCSoundRhett.esp  [Version 2.6]++  Drum_Fix.esp1F  Storms & Sound.esp20  Rainbows.esp21  All Natural - Real Lights.esp  [Version 1.2.1]22  WindowLightingSystem.esp23  1em_GiveAGift.esp24  AliveWaters_nofish.esp25  Book Jackets Oblivion - BP.esp26  Chapel Tithe.esp++  Cyrodilic Brandy.esp27  Days&Months.esp28  PTFallingStars.esp29  Q - More and Moldy Ingredients v1.1.esp2A  SoT_Holiday.esp2B  Enhanced Economy.esp  [Version 5.2]2C  FF_Real_Thirst.esp2D  kuerteeIgnoringTheMainQuestHasConsequences.esp2E  Display Stats.esp  [Version 2.0.1]2F  DropLitTorchOBSE.esp  [Version 2.4]30  Duke Patricks - Follow That Actor.esp31  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]32  FormID Finder4.esp33  Get Wet - 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Shivering Isles.esp  [Version 3.0.0]++  Cobl Bookplacement.espA9  HUD Status Bars.esp  [Version 2.0.1]AA  kuerteeInventoryIsABackpack.espAB  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]AC  ReneersGoldMod.espAD  Salmo the Baker, Cobl.esp  [Version 3.09]++  sixy Dark Seducer & Golden Saint Armour.esp++  ScriptIcon_Replacer.espAE  Soulgem Magic.esp  [Version 1.0]AF  Storms & Sound - Bank of Cyrodiil.espB0  Storms & Sound - The Lost Spires.espB1  Toggleable Quantity Prompt.esp  [Version 3.2.0]B2  Roleplaying Dialogues.espB3  Quest Award Leveling SI.espB4  Quest Award Leveller.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espB5  OWE&P.esp++  NoBackwardsRunning.espB6  RealisticForceMedium.espB7  RealisticMagicForceLow.espB8  StarX Vanilla Vampires Revised.espB9  StarX VVR_OOO_FCOM Patch.esp++  Starx-OVB Patch.espBA  SupremeMagicka.esp  [Version 0.90b]BB  SM_ShiveringIsles.esp  [Version 0.90]++  SM_DLCSpellTome.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]++  SM_NoSpellLights.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]BC  MidasSpells.espBD  OC+Midas Magic Patch.espBE  Midas OscuroGems.esp++  Midas Betterholy.esp++  Mart's Monster Mod - Midas Creature Ingredients.esp++  Midas Tigernolevel OBSE.espBF  Midas BeastFortify Fix OBSE.espC0  Friendlier Summons.espC1  EnchantmentRestore.esp++  EnchantmentRestore_Wells.espC2  StealthOverhaul.espC3  DD_ProximitySneakPenalty.espC4  Morrowind Lockpicking.espC5  RenGuardOverhaul.espC6  Creature Damage Fix.esp  [Version 2.4]C7  Duke Patricks - Combat Archery.esp  [Version 4.2]C8  BetterBlocking.esp  [Version 1]C9  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]CA  Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.espCB  Duke Patricks - Actors Can Miss Now.espCC  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]CD  Phitt's Phighting Phixes.espCE  BFG's Enhanced Armory.espCF  nGCD.esp++  nGCD Birthsigns.espD0  nGCD Oghma Infinium.espD1  ProgressMBSP.esp  [Version 2.0]D2  ProgressSBSP.esp  [Version 1.0]D3  ProgressRBSP.esp  [Version 1.0]D4  ProgressRacial.espD5  ProgressArmorer.esp  [Version 1.0]++  Immediate Character Generation.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]++  EVE_KhajiitFix.espD6  1em_Vilja.esp  [Version 3.1]D7  ViljainAleswell.espD8  Arren.espD9  Arren-EntiusGorge patch.espDA  Cobl Races.esp  [Version 1.52]DB  bgMagicEV.esp  [Version 1.7EV]**  bgMagicEV Vwalk.esp++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]DC  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]DD  bgMagicEVPaperChase.esp  [Version 1.68EV]DE  bgMagicAlchemy.esp  [Version 1.57]DF  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  Cobl Races - Balanced.esp  [Version 1.52]++  Disable Tutorial Text.espE0  Automatic Timescale.esp  [Version 1.1.1]**  [GFX]_Initial_Glow-all.espE1  Duke Patricks - Magic you can believe in.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]E2  bgMagicLightningbolt.espE3  Shining Creatures.esp  [Version 1.2]++  Shining Creatures_OOO.esp++  Duke Patricks - BASIC Script Effect Silencer.espE4  Real Hunger, Cobl.esp  [Version 1.6.1]E5  Companion Compatibility.esp**  NRB4 OCReborn Road Record.esp++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]E6  Cobl Silent Equip Misc.esp  [Version 01]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]E7  Bashed Patch, 0.esp


Artorius.

P.S. Note the Visually Realistic Deadly Lava.esp, that made a certain part of the first quest very difficult indeed for me :flame: :P
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Nice one
 
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Post » Wed Mar 30, 2011 7:45 am

Obviously for the moment you'll want to reload and try again. If those pesky animals prove to be persistent, console kill them for now. I'll be deleting the two spawn points which were most likely to have caused issue.

As for the snafu with the results, ugh. I'll have to see if I can slip in a contingency stage for that because that's obviously broken.
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Elea Rossi
 
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Post » Wed Mar 30, 2011 11:23 am

Obviously for the moment you'll want to reload and try again. If those pesky animals prove to be persistent, console kill them for now. I'll be deleting the two spawn points which were most likely to have caused issue.

As for the snafu with the results, ugh. I'll have to see if I can slip in a contingency stage for that because that's obviously broken.


Ok I'll try loading from just before I got the staff from Laura and see if I can get a better result. Thanks for making and continuing to support these wonderful mods of yours.

Artorius.

Edit: Well I reloaded from an earlier point and encountered no interfering beasties this time and was able to proceed with the quest normally. And what a fascinating end to the quest it was! Thanks for creating such wonders.
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Project
 
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Post » Wed Mar 30, 2011 9:08 am

These are awesome villages! Thanks. I was building one myself, but these are of a much higher quality. There is a few glitches (one house door being almost completely underground, water going grey in parts for the second one etc.) but since nobody else is complaining and I know nothing about mods, I've probably just got a glitch from mod incompatibility. If I just go into the construction set and edit it, should it fix it?
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Batricia Alele
 
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Post » Tue Mar 29, 2011 10:23 pm

These are awesome villages! Thanks. I was building one myself, but these are of a much higher quality. There is a few glitches (one house door being almost completely underground, water going grey in parts for the second one etc.) but since nobody else is complaining and I know nothing about mods, I've probably just got a glitch from mod incompatibility. If I just go into the construction set and edit it, should it fix it?


It would help if you gave a more specific description of your issues. Where exactly are your glitches taking place? Also posting your load order, preferably via Wrye Bash (Right Click File, select List Mods, Right Click- Select All, copy and paste here). That way we can see if you are missing a patch. Never just go into the CS unless you damn well know what you are doing.

Artorius.
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Spooky Angel
 
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Post » Wed Mar 30, 2011 1:32 am

... Never just go into the CS unless you damn well know what you are doing....


I agree with what you said except with this. There's nothing that can go wrong. In CS we make plugins and if what we make isn't ok, we can just unplug it. And if he messes up some plugin, he can always replace it with original.
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Cathrine Jack
 
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Post » Tue Mar 29, 2011 11:18 pm

I agree with what you said except with this. There's nothing that can go wrong. In CS we make plugins and if what we make isn't ok, we can just unplug it. And if he messes up some plugin, he can always replace it with original.


Fair point but I saw that he admitted that he "knew almost nothing about mods" so I felt the course he would have gone down would have ended in tears. Sorry if I sounded overbearing.

Artorius.
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gemma
 
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Post » Tue Mar 29, 2011 9:26 pm

It would help if you gave a more specific description of your issues. Where exactly are your glitches taking place? Also posting your load order, preferably via Wrye Bash (Right Click File, select List Mods, Right Click- Select All, copy and paste here). That way we can see if you are missing a patch. Never just go into the CS unless you damn well know what you are doing.

Artorius.


Okay. But really, I know basically NOTHING about mods. I don't even know how to check my load order or anything. I'm new to this and I've only downloaded a few. Unless the instructions say I can't do it, which I haven't come across yet, I just copy the files into the data folder. It's worked mostly fine. I just checked out Feldscar, and there are no apparent glitches. The Faregyl one had a few glitches. One of the houses (locked door, Argonian name, but I forget which) has the ground going up to nearly the top. Another has a rock in front of it. A couple of graves are in the ground at the heastones, but the ground around is not flat and the graves are sticking out above the ground. A few places, the ground texture changes abruptly as well. Vergayun seems fine except that areas of water around the edges change to aflat gray colour (though this is changed back to normal by the ripples). I tried the same place without the esp activated and the water was fine.
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Stephanie Kemp
 
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Post » Wed Mar 30, 2011 9:59 am

Okay. But really, I know basically NOTHING about mods. I don't even know how to check my load order or anything. I'm new to this and I've only downloaded a few. Unless the instructions say I can't do it, which I haven't come across yet, I just copy the files into the data folder. It's worked mostly fine. I just checked out Feldscar, and there are no apparent glitches. The Faregyl one had a few glitches. One of the houses (locked door, Argonian name, but I forget which) has the ground going up to nearly the top. Another has a rock in front of it. A couple of graves are in the ground at the heastones, but the ground around is not flat and the graves are sticking out above the ground. A few places, the ground texture changes abruptly as well. Vergayun seems fine except that areas of water around the edges change to aflat gray colour (though this is changed back to normal by the ripples). I tried the same place without the esp activated and the water was fine.


Faregyl. Do you have Elsewyr installed? if so did you get the patch?

Do you have any mods that alter that location?

Load order is very important so unless you have a way to order the mods, you are out of luck.

Problem with copying mods to your data folder is you usually can't uninstall them one by one. That is why if you add mods either use OBMM or BAIN (part of Wrye Bash).
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LijLuva
 
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Post » Wed Mar 30, 2011 9:22 am

Faregyl. Do you have Elsewyr installed? if so did you get the patch?

Do you have any mods that alter that location?

Load order is very important so unless you have a way to order the mods, you are out of luck.

Problem with copying mods to your data folder is you usually can't uninstall them one by one. That is why if you add mods either use OBMM or BAIN (part of Wrye Bash).


Yes, I do have Elsweyr installed actually. What patch do I need? EDIT: I found it, but the only download I found was on a site where I had to pay to use it. Is there an alternative link?

EDIT: Just tried it without Elsweyr and it worked great! Faregyl is easily the most real feeling town in the game now. Much better than something like Blankenmarch, where there is NOTHING. Those rabbits look a bit fnny though, witht he way they walk, but that's probably just the resource available. Also, even without Elsweyr, in this village (but none of the others) the people's mouths don't move and the text only lasts about 2 seconds, so I never get to read it. Is that just mine or is this a common issue?

Also, I will have a look into one of those two programs tomorrow, but my mind is only half awake right now, as it is rather late.
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bimsy
 
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Joined: Wed Oct 11, 2006 3:04 pm

Post » Wed Mar 30, 2011 9:37 am

Yes, I do have Elsweyr installed actually. What patch do I need? EDIT: I found it, but the only download I found was on a site where I had to pay to use it. Is there an alternative link?

EDIT: Just tried it without Elsweyr and it worked great! Faregyl is easily the most real feeling town in the game now. Much better than something like Blankenmarch, where there is NOTHING. Those rabbits look a bit fnny though, witht he way they walk, but that's probably just the resource available. Also, even without Elsweyr, in this village (but none of the others) the people's mouths don't move and the text only lasts about 2 seconds, so I never get to read it. Is that just mine or is this a common issue?

Also, I will have a look into one of those two programs tomorrow, but my mind is only half awake right now, as it is rather late.


http://www.tesnexus.com/downloads/file.php?id=21562

This has the latest village and patch files.
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Michelle davies
 
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Joined: Wed Sep 27, 2006 3:59 am

Post » Tue Mar 29, 2011 11:48 pm

Yes, I do have Elsweyr installed actually. What patch do I need? EDIT: I found it, but the only download I found was on a site where I had to pay to use it. Is there an alternative link?

EDIT: Just tried it without Elsweyr and it worked great! Faregyl is easily the most real feeling town in the game now. Much better than something like Blankenmarch, where there is NOTHING. Those rabbits look a bit fnny though, witht he way they walk, but that's probably just the resource available. Also, even without Elsweyr, in this village (but none of the others) the people's mouths don't move and the text only lasts about 2 seconds, so I never get to read it. Is that just mine or is this a common issue?

Also, I will have a look into one of those two programs tomorrow, but my mind is only half awake right now, as it is rather late.

The fast text is a fact of mods. Get http://www.tesnexus.com/downloads/file.php?id=16622 to slow that down to readable levels and sync the lip movements. This is an OBSE plug-in. Faregyl also requires http://obse.silverlock.org/ or above to work anyway so you should get it.
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sam smith
 
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Post » Wed Mar 30, 2011 10:40 am

Yes, I do have Elsweyr installed actually. What patch do I need? EDIT: I found it, but the only download I found was on a site where I had to pay to use it. Is there an alternative link?


You don't have to pay to use PES, they have free registration, but as you've already found, it doesn't carry the current version either. That's because of their silly 25MB restriction on file sizes. More and more mods these days are clocking in with much higher package sizes and they're going to find themselves marginalized unless they do something about it. I don't know why they haven't actually.

As far as load ordering, it sounds like you need to look into http://www.tesnexus.com/downloads/file.php?id=20516 since it will get things sorted in the right order for Faregyl, Elsweyr, and the patch. Definitely look at using BAIN for installing mods in the future though, especially with my stuff. My mods use a lot of shared resources and BAIN is the best way to handle that.
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Isaiah Burdeau
 
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Post » Tue Mar 29, 2011 9:56 pm

You're a sneaky one Arthmoor! Weather boxes in Faregyl?

I was mighty pleasantly surprised on my recent sleepover there! :P
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Rebekah Rebekah Nicole
 
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Joined: Fri Oct 13, 2006 8:47 pm

Post » Wed Mar 30, 2011 8:59 am

Heh, well at the time I was deep into work on the two mods and the inn there seemed like a good choice when it started pouring rain outside while quest testing :)
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Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Tue Mar 29, 2011 11:34 pm

I haven't visit your villages thread for months now Arthmoor, but I was surprised when I saw this in the OP and I can only wish you good luck with these three new villages. :thumbsup:

Works in progress: Frostcrag Village, Reedstand, Urasek



Perhaps you and AntiScamp should build villages everywhere across the Tamriel continent. :whistling:
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Chloé
 
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Joined: Sun Apr 08, 2007 8:15 am

Post » Wed Mar 30, 2011 12:24 am

New WIP villages = awesome :)

I'll ask the question sooner - is it OK to merge your village mods on my end here, as long as any patches get dependencies redirected towards the merged mod? esp slots are scarce here...
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Devils Cheek
 
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Joined: Sun Aug 13, 2006 10:24 pm

Post » Wed Mar 30, 2011 12:33 am

No, probably not. None of them have been set up to be merge-safe. Trying to merge them will probably break the patches since Gecko will be forced to change some of the formIDs.

If you're not using the patches, I'd only recommend merging them if you haven't played the game with them loaded yet. Otherwise you could be greeted with anomalies like Ayleid ruin meshes where XMarkers should be.

And no, I'm not going to make them merge safe either because doing so would require them ALL to be clean saved and that's just not feasible at this point.
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Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Tue Mar 29, 2011 9:25 pm

Update time! :)

Feldscar Version 1.0.9

* The starmetal ore was referred to as resembling gold, but the visual resource for it was changed to something black, which would now resemble ebony.
* Fixed a bug at the inn where it would have been possible for the player to rent the bed indefinitely.

Vergayun Version 1.0.7

* Updated the road sign with better looking painted letters.
* Fixed a bug at the inn where it would have been possible for the player to rent the bed indefinitely.

If the inn stuff looks familiar, yes, the UOPS update has fallout elsewhere too if you've been copy/pasting vanilla publican scripts to set up your own inns. Still amazed after all this time that nobody noticed this stuff, not even me, and I've used my own inns several times.
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Kim Kay
 
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Joined: Fri Oct 13, 2006 10:45 am

Post » Tue Mar 29, 2011 8:44 pm

As Psymon might say... I'm an updating machine :P

Faregyl Village Version 2.0.1

* Fixed a bug that could cause "Revenge is Best Served" to get stuck due to a door that wasn't resetting properly.
* The mythic dawn agent in the mine respawns alive with no AI and has been replaced with a clone that will remain dead.
* Detection for OBSE has been added to make sure it's available. If it is not, the major quest scripts will stop processing until this is resolved.
* An attempt has been made to reduce the possibility for hostile spawns causing the goblins to turn aggressive when the player is nowhere around.
* Support for Oblivion XP has been added so the quests will give experience rewards.
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Elizabeth Lysons
 
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