[RELz/Beta] Elsweyr, the Deserts of Anequina (Thread 3)

Post » Wed Mar 30, 2011 6:57 am

That's one of the issues that was addressed with my optimized building meshes. The collision is misaligned on the door otherwise.
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Amy Siebenhaar
 
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Post » Wed Mar 30, 2011 3:07 am

I found a bug. I wandered into the Corinthe Caravanserie, and now I can't get back out - the door doesn't have an activation icon. I don't know any of the Corinthe coc codes, so I'll have to jump somewhere else and then come back. :(

And you don't have to coc only tcl and walk a bit closer to the door.
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Terry
 
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Post » Wed Mar 30, 2011 1:05 am

All of the interiors I provided for this mod in June work fine, incl. the Corinthe caravanserai.

So, WalkerInShadows, you should just restore the ones I provided.

Thanks PacificMorrowind, but I think I'll just stick with the original meshes which were ok.

Sorry Arthmoor, I did have problems with those optimised interior meshes, so decided not to use those 15 files. All the others were great and have really improved the fps in the cities.
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Lyndsey Bird
 
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Post » Wed Mar 30, 2011 4:29 am

I have playtested my character on northern part of Elsweyr with the latest September updates; visited Riverhold, Dune, Orcrest, and any settlements or other locations found in-between. I haven't visited the southern part yet, but the view is already spectacular. If it weren't for some on-going quests in Cyrodiil, I doubt my character will ever leave Elsweyr. Anyway, I discovered several bugs:

- At Elsweyr Northern Border landmark, a tree (Ref ID: 0017e3cf) appears to be floating a bit and there's a wood log almost closing the road (I suppose this is intentional?). Additionally, if a user has Blackwood Company modification installed, a farmhouse will be located right on top of the road a bit north from it.
- http://i29.tinypic.com/35mkxl3.jpg
- Inside Two Moon Temple, there are see-through gap on the stair floor. Here's a http://i28.tinypic.com/2b5q55.jpg and http://i31.tinypic.com/2d1uyok.jpg.
-
Spoiler
http://i27.tinypic.com/i1yzy1.jpg

- Minor typographical error, Rogda the Witch at Orcrest mentioned in her conversation text 'siezed' instead of seized (it was during the line "...the fire...")
- The text on the loading screens are http://i26.tinypic.com/aw3iaa.jpg, probably due to DarkUI installed (might be fixed with Skeleton's?)
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Rebecca Clare Smith
 
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Post » Wed Mar 30, 2011 8:38 am

All of the interiors I provided for this mod in June work fine, incl. the Corinthe caravanserai.

So, WalkerInShadows, you should just restore the ones I provided.

Okey dokey, thanks. :) Oh... do you know which part it was in? I combined all the available files into one 7-zip (252 MB) to save space on my hard drive, so I'll have to re-download it.

Sorry Arthmoor, I did have problems with those optimised interior meshes, so decided not to use those 15 files. All the others were great and have really improved the fps in the cities.

Amen to that. I walked into Corinthe, and there was no FPS hit at all - it was smooth as silk.
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asako
 
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Post » Wed Mar 30, 2011 12:30 am

I have a few requests if anyone is interested in looking at any of these bits and pieces for me.

These are a few odd files (2MB) which need fixes.
http://www.megaupload.com/?d=21P2MS44

There are five textures which make up most of the town Orcrest with a very sharp shine. Could this be removed? Or could someone create similar textures to replace these?

I have a few ingredients like prawns, lemons, cookies and eclairs that don't have any collision.

And the caravanserai building needs the (collision-free) railing blocking the stairway removed.

I could also do with an actual ivory tusk item for harvesting from the wild elephants, and also a fish fillet or fish steak item for the fish.


Does anyone know if MMM adds spawn points in the Elsweyr region? Or any other mod which does? A couple of people have mentioned monsters spawning in the middle of some of my towns, and I should really make a patch to fix that.


Okey dokey, thanks. :) Oh... do you know which part it was in? I combined all the available files into one 7-zip (252 MB) to save space on my hard drive, so I'll have to re-download it.
Amen to that. I walked into Corinthe, and there was no FPS hit at all - it was smooth as silk.


Here are all the interiors. Its only a little 1MB file.
http://www.megaupload.com/?d=0T5WWMM9

I have playtested my character on northern part of Elsweyr with the latest September updates; visited Riverhold, Dune, Orcrest, and any settlements or other locations found in-between. I haven't visited the southern part yet, but the view is already spectacular. If it weren't for some on-going quests in Cyrodiil, I doubt my character will ever leave Elsweyr. Anyway, I discovered several bugs:
- At Elsweyr Northern Border landmark, a tree (Ref ID: 0017e3cf) appears to be floating a bit and there's a wood log almost closing the road (I suppose this is intentional?). Additionally, if a user has Blackwood Company modification installed, a farmhouse will be located right on top of the road a bit north from it.
- http://i29.tinypic.com/35mkxl3.jpg
- Inside Two Moon Temple, there are see-through gap on the stair floor. Here's a http://i28.tinypic.com/2b5q55.jpg and http://i31.tinypic.com/2d1uyok.jpg.
-
Spoiler
http://i27.tinypic.com/i1yzy1.jpg

- Minor typographical error, Rogda the Witch at Orcrest mentioned in her conversation text 'siezed' instead of seized (it was during the line "...the fire...")
- The text on the loading screens are http://i26.tinypic.com/aw3iaa.jpg, probably due to DarkUI installed (might be fixed with Skeleton's?)


The tree and log are probably vanilla ones which I moved out of the way, which another mod has nudged back. An easy fix, is just to console ` and disable them.

I think I'll actually try and make a patch for Blackwood Company. Is that one supposed to be loaded before Elsweyr?

Most of the sea-elf armor I've labelled "woman's cuirass" etc, since the pieces are female only, except for the helmet, I think. Some of the other armors are male only, so it kind of balances out.

Yep, the text is because of DarkUI, in vanilla it appears inside the box. But as you've seen Skeleton is kindly making up a DarkUI version of all those.

& the typo and gap in the temple stairs are nice simple things to fix.
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Laura-Jayne Lee
 
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Post » Wed Mar 30, 2011 8:45 am

Here are the DARKUI loading screens version.

http://www.tesnexus.com/downloads/file.php?id=27210

Thanks Iliana for your great mod!
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Enie van Bied
 
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Post » Wed Mar 30, 2011 3:42 am

In regards to the fish fillets and the like, the Alive Waters mod adds fishy ingerdients. Why not look into getting those. Im sure a retexture, rename & reassignment of alchemical propertys they could suit your purposes Iilana.

BTW, love your mod.
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alyssa ALYSSA
 
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Post » Wed Mar 30, 2011 1:58 pm

Thanks PacificMorrowind, but I think I'll just stick with the original meshes which were ok.

http://www.4shared.com/file/133192087/4601cfd9/modified_collision_-_Orcrest_interiors.html. I did these before looking back at thread. Feel free to not use them but if you're interested they are there.
Pacific Morrowind
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jennie xhx
 
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Post » Wed Mar 30, 2011 9:52 am

OoOoOooH! Another update, yay! :goodjob:
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Robyn Lena
 
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Post » Wed Mar 30, 2011 3:25 am

Does anyone know if MMM adds spawn points in the Elsweyr region? Or any other mod which does? A couple of people have mentioned monsters spawning in the middle of some of my towns, and I should really make a patch to fix that.

MMM doesn't, AFAIK, but... since it affects levelled lists, it might randomly spawn creatures. Do you know which ones are spawning? It might help pin down the specific mod(s).

Here are all the interiors. Its only a little 1MB file.
http://www.megaupload.com/?d=0T5WWMM9

Sweet! Thanks!. :D

I think I'll actually try and make a patch for Blackwood Company. Is that one supposed to be loaded before Elsweyr?

According to BOSS, yes - way before.

Here are the DARKUI loading screens version.

http://www.tesnexus.com/downloads/file.php?id=27210

Rock on. :mohawk: I was just looking at my pale load screens last night and wondering how hard it would be to do it myself.
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Lilit Ager
 
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Post » Wed Mar 30, 2011 2:53 pm

Thank you, Team Iliana, for such a great mod and your continued perfecting of it!
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Chloe Lou
 
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Post » Wed Mar 30, 2011 6:16 am

So I was wandering around Elsweyr some more... found a couple of the new locations - very nice. I have a couple minor bugs to report....

All the items in the Hunter's Guild, Orcrest, have no ownership.

The large brain coral on display outside the Fishmonger's in Duncori Walk also doesn't.

There's a small floating rock due south of Riverside Keep, right across the road, on the curve.

There's a floating baobab(?) tree, http://project-phoenix.wikidot.com/local--files/files/floating%20tree.JPG. Sorry I can't be more specific, but it's a bit off the beaten path - I wouldn't have found it myself, except I was going overland to Alabaster. It's not hard to find, though... it's floating about 15 feet off the ground. :P
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Jessie
 
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Post » Wed Mar 30, 2011 2:33 pm

MMM doesn't, AFAIK, but... since it affects levelled lists, it might randomly spawn creatures. Do you know which ones are spawning? It might help pin down the specific mod(s).

definitely doesn't... yet - I (and a few others) after MMM goes final (which really is soon) want to make an MMM addon for this but nothing yet there. WAC (by Waalx) does add creature spawns near the border and easily could add them over the border.
Pacific Morrowind
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Johnny
 
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Post » Wed Mar 30, 2011 1:43 am

I have a few requests if anyone is interested in looking at any of these bits and pieces for me.

These are a few odd files (2MB) which need fixes.
http://www.megaupload.com/?d=21P2MS44

There are five textures which make up most of the town Orcrest with a very sharp shine. Could this be removed? Or could someone create similar textures to replace these?

I have a few ingredients like prawns, lemons, cookies and eclairs that don't have any collision.

And the caravanserai building needs the (collision-free) railing blocking the stairway removed.

I could also do with an actual ivory tusk item for harvesting from the wild elephants, and also a fish fillet or fish steak item for the fish.

I can fix/create all of those easily. However running out of time tonight - mainly because I ran into a small (but fatal) error in the nif export scripts - luckily I've been coding python in my tinkerings of Wrye Bash, so I was able to fix it but had to figure out the base code of it first.
so here are the http://www.4shared.com/file/133281835/eca9d276/collisioned_ingredients.html.
Pacific Morrowind
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Stephy Beck
 
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Post » Wed Mar 30, 2011 4:43 am

MMM doesn't, AFAIK, but... since it affects levelled lists, it might randomly spawn creatures. Do you know which ones are spawning? It might help pin down the specific mod(s).
Sweet! Thanks!. :D
According to BOSS, yes - way before.
Rock on. :mohawk: I was just looking at my pale load screens last night and wondering how hard it would be to do it myself.


Here is a patch for C&C Blackwood Co. Would you give it a try and see if it looks ok? I haven't tried making a patch before.
http://www.megaupload.com/?d=DXFJLE2T
For load order, C&C Blackwood, then Elsweyr, then the patch. I kind of twisted the road around the farmhouse, and shifted the sheep pen to the side.

So I was wandering around Elsweyr some more... found a couple of the new locations - very nice. I have a couple minor bugs to report....
All the items in the Hunter's Guild, Orcrest, have no ownership.
The large brain coral on display outside the Fishmonger's in Duncori Walk also doesn't.
There's a small floating rock due south of Riverside Keep, right across the road, on the curve.
There's a floating baobab(?) tree, http://project-phoenix.wikidot.com/local--files/files/floating%20tree.JPG. Sorry I can't be more specific, but it's a bit off the beaten path - I wouldn't have found it myself, except I was going overland to Alabaster. It's not hard to find, though... it's floating about 15 feet off the ground. :P


The Huntsmans Hall items are owned by the Hunters Guild, so if you are a member, yes, you can take them, just as the Mages Guild stuff becomes available when you join.
I'll fix the others.

definitely doesn't... yet - I (and a few others) after MMM goes final (which really is soon) want to make an MMM addon for this but nothing yet there. WAC (by Waalx) does add creature spawns near the border and easily could add them over the border.
Pacific Morrowind


Yes, I thinks Waalx does add quite a few spawn points to the Elsweyr region. When its released it could be patched, and perhaps some of Waalx's creatures added to my spawn lists in the patch for people using both mods.

Its hard to know what is spawning those monsters in the city, since I've only had a vague report of it. They were MMM monsters spawning, but then any other mod that added vanilla-type spawn points to the region, would inherit those when MMM is installed.

I can fix/create all of those easily. However running out of time tonight - mainly because I ran into a small (but fatal) error in the nif export scripts - luckily I've been coding python in my tinkerings of Wrye Bash, so I was able to fix it but had to figure out the base code of it first.
so here are the http://www.4shared.com/file/133281835/eca9d276/collisioned_ingredients.html.
Pacific Morrowind


That's fantastic! Thanks for those! :)
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cheryl wright
 
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Post » Wed Mar 30, 2011 2:14 am

Here is a patch for C&C Blackwood Co. Would you give it a try and see if it looks ok? I haven't tried making a patch before.
http://www.megaupload.com/?d=DXFJLE2T
For load order, C&C Blackwood, then Elsweyr, then the patch. I kind of twisted the road around the farmhouse, and shifted the sheep pen to the side.

I'll see if I can get a chance to look at it... I have C&C Blackwood so if I get some game time I'll do so.
That's fantastic! Thanks for those! :)

http://www.4shared.com/file/133396173/59c4b64/ivory.html tusks... 4 types. I am unable to find any staircase in the caravanesari nif in that package... is that the right one and I'm being blind or is it the wrong one?
Pacific Morrowind
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Katharine Newton
 
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Post » Wed Mar 30, 2011 2:33 pm

http://www.4shared.com/file/133429431/bb833c58/fixed_orcrest_textures.html to remove the extreme shinyness.
Pacific Morrowind
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Heather Kush
 
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Post » Wed Mar 30, 2011 3:39 am

I'll see if I can get a chance to look at it... I have C&C Blackwood so if I get some game time I'll do so.
http://www.4shared.com/file/133396173/59c4b64/ivory.html tusks... 4 types. I am unable to find any staircase in the caravanesari nif in that package... is that the right one and I'm being blind or is it the wrong one?
Pacific Morrowind


Sorry, that was a big vague. Here is a screenshot of the spot I mean. The piece by the post I've highlighed without any collision, is where the stairway piece reaches the balcony.
The railing blocking it just needs to be shunted left and that one post removed.

http://img268.imageshack.us/img268/2168/fixcaravanserai.jpg

Its great having those ivory tusks now. At the moment if you kill an elephant all you get is a minotaur horn called an elephant tusk.

http://www.4shared.com/file/133429431/bb833c58/fixed_orcrest_textures.html to remove the extreme shinyness.
Pacific Morrowind


Thanks for those! I started work on completing the main township part of Orcrest this last week, and the shininess was really starting to irritate me.
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Kim Kay
 
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Post » Wed Mar 30, 2011 6:32 am

Here is a patch for C&C Blackwood Co. Would you give it a try and see if it looks ok? I haven't tried making a patch before.
http://www.megaupload.com/?d=DXFJLE2T
For load order, C&C Blackwood, then Elsweyr, then the patch. I kind of twisted the road around the farmhouse, and shifted the sheep pen to the side.

You're talking to me? Sure, I can give it a whirl. I've been meaning to try out Blackwood Company anyway - I use C&C and love it, but I haven't had an "evil" character to do Blackwood with. My current one will fall over to the Dark Side sooner or later - I've got a bunch of new DB mods I want to check out. :D

The Huntsmans Hall items are owned by the Hunters Guild, so if you are a member, yes, you can take them, just as the Mages Guild stuff becomes available when you join.

Oohhh. Cool!

Yes, I thinks Waalx does add quite a few spawn points to the Elsweyr region. When its released it could be patched, and perhaps some of Waalx's creatures added to my spawn lists in the patch for people using both mods.

Waalx's creatures are included in MMM, so that could be what's doing it. Or, they could be spawning near the cities and wandering in, since they're open cities with no gates; I've got a deer wandering around Chorrol that got in one time when someone opened the gate. I'd love to see MMM's creatures in Elsweyr, personally.
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Louise Andrew
 
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Post » Wed Mar 30, 2011 1:50 am

Sorry if this has been brought up in previous threads but there are some Path Grid and Landscape conflicts with JQ-Return_of_Dagoth_Ur.esp near Faregyl.
Is this a known conflict and if so will it be evident in-game?
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Scarlet Devil
 
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Post » Wed Mar 30, 2011 9:51 am

You're talking to me? Sure, I can give it a whirl. I've been meaning to try out Blackwood Company anyway - I use C&C and love it, but I haven't had an "evil" character to do Blackwood with. My current one will fall over to the Dark Side sooner or later - I've got a bunch of new DB mods I want to check out. :D
Waalx's creatures are included in MMM, so that could be what's doing it. Or, they could be spawning near the cities and wandering in, since they're open cities with no gates; I've got a deer wandering around Chorrol that got in one time when someone opened the gate. I'd love to see MMM's creatures in Elsweyr, personally.


Must have been someone else who asked about Blackwood. The patch seems to have worked, when I had a run around that area. Its handy to know how to make those things.

Maybe MMM will make a plug-in for that one day. I guess its just a matter of appending some MMM monsters to the spawn lists I made for the new regions.

Sorry if this has been brought up in previous threads but there are some Path Grid and Landscape conflicts with JQ-Return_of_Dagoth_Ur.esp near Faregyl.
Is this a known conflict and if so will it be evident in-game?


I've never heard of that mod. I guess you could just try it out and see if anything is out of place.
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R.I.p MOmmy
 
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Post » Wed Mar 30, 2011 9:15 am

Waalx's creatures are included in MMM


Sorry, but thats not true. Waalx creatures aren't included in MMM.

Edit: With Waalx creatures you mean those from WAC right?
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Jah Allen
 
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Post » Wed Mar 30, 2011 3:40 am

I've never heard of that mod. I guess you could just try it out and see if anything is out of place.


OK, no problems with JQ-Return_of_Dagoth_Ur.esp loaded first. Don't know how important the Path Grids are, though. I guess out in the open it's not so important?
I did however notice a small land tear between cells 3, -1 and 3, -2 if Faregyl.esp loads after (as BOSS suggests) ElseweyrAnequina.esp. The land tear disappears if Faregyl loads first. I did a quick TT (remove trees) and TCL to get a good view of the landscape and couldn't see any landscape conflicts.

I did a quick tour of the Elseweyr province too, and was mightly impressed. Extraordinare work for *one* (I think?) person! :tops:
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Baby K(:
 
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Post » Wed Mar 30, 2011 5:04 am

Must have been someone else who asked about Blackwood. The patch seems to have worked, when I had a run around that area. Its handy to know how to make those things.

Nope, wasn't me. But thanks anyway. :)

Maybe MMM will make a plug-in for that one day. I guess its just a matter of appending some MMM monsters to the spawn lists I made for the new regions.

Pretty much, yeah. I'm sure team MMM would do it, if asked.

Sorry, but thats not true. Waalx creatures aren't included in MMM.

Edit: With Waalx creatures you mean those from WAC right?

Yeah, those. Waalx is credited for textures, not actual creatures, so I'm not sure if he actually has any in there. I was thinking of the balrogs and such, but those are from Midas Magic. :embarrass:
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CYCO JO-NATE
 
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