[relZ] Arthmoor's Villages

Post » Tue Mar 29, 2011 9:39 pm

Gah. Packaging error. It missed the new painting when I did the last 7z file. Nexus now has the corrected distro and TESA will be done shortly, with ModDB to follow as soon as they approve the update.
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e.Double
 
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Post » Wed Mar 30, 2011 8:56 am

It's been a long time in coming, but the wait is now over. Faregyl Village 2.0 is up for download. This is a significant update to the entire village. One which I'm hopeful will be well received. If not, um... oh well!

Upgrading to 2.0 from 1.x WILL require a CLEAN SAVE. There is no avoiding this. So don't even try to. Version 2.0 will also require OBSE 0019b. While there is no super extensive use of OBSE, it made a few key things possible for the quest revamp. I've also removed the silent voice files as they were pushing the mod size up too high after all the additions to the dialogue. You are therefore strongly advised to use Elys' Silent Voice plugin for OBSE. Lastly, the BSA file has been eliminated in favor of loose assets. Attempting to run 2.0 without deleting that after upgrading is very likely to cause problems. Use of BAIN for resource management is highly encouraged.

The changelog hardly does it justice.

Version 2.0

* The mine quest has been revamped and given greater purpose as one of Fitzwilliam Darcy's holdings.
If you don't know who that is, look for the Pemberly Manor mod. He's the central figure there and owns the land in Faregyl.
The two mods won't interact directly, but I enjoy a bit of cross-mod story telling as much as the next person :)
* A graveyard has been added near the wayshrine. Fallen villagers get a gravestone if they die.
* File structure has been redone. The resource paths have been redone to reflect where I now store things used in my mods. The BSA file is no more.
* Na-Marka and Gul gro-Lum have new paintings to show off. So does the Faregyl Inn.
* Na-Marka and Laradil now have proper chicken coops to keep their animals in.
* The village road sign got a much needed makeover.
* Normal maps on the wall map inside Gul's shop and on his sign outside have been corrected.
* The chicken meat was not marked as a food item.
* Alix Lencolia has been added back into the Faregyl faction.
* S'jirra and Alix Lencolia now have houses and proper AI schedules.
* A boatload of other things that got done but were forgotten along the way.
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Kelvin
 
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Post » Wed Mar 30, 2011 11:43 am

The changelog also doesn't seem to mention the multiple awesome new quests, the cool rewards, and I don't really even know what else I'm forgetting because there's a lot.

Seriously, folks. This is an update well worth your time.
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JLG
 
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Post » Wed Mar 30, 2011 11:45 am

That's because I was trying to minimize changelog spoilers :P
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OnlyDumazzapplyhere
 
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Post » Wed Mar 30, 2011 6:24 am

The changelog also doesn't seem to mention the multiple awesome new quests, the cool rewards, and I don't really even know what else I'm forgetting because there's a lot.

Seriously, folks. This is an update well worth your time.

I think Arthmoor wants to spoil us with his mods... :whistling:

Just joking, but thanks Arthmoor for the update of the Faregyl Village mod. :bowdown: :celebration:
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Lucie H
 
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Post » Wed Mar 30, 2011 1:24 am

I do hope this update has an extra dose of giant hairy tarantulas. I love those buggers, specially when they are dead and stylishly decorating the floor I'm stepping on :D

Hmm, and with those advanced OBSE features included, I hope one of them is that tarantulas can now walk on the roof and walls.
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Angus Poole
 
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Post » Wed Mar 30, 2011 10:50 am

Arthmoor is being modest in his term "significant update". As an official BETA tester for this upgrade I can tell you you'll find the new quests a genuine surprise the likes never done before.

It's well worth the clean save and running through the mine quest again (gross hairy tarantulas and all) to see the goodies that Arthmoor's imagination has brought us. Followers of Arthmoors mods will enjoy finding the easter egg paintings scattered around (one of which is a spoiler) and a new twist final reward.

And yeah, if you find any bugs, it's my fault (well, my PC's fault for breaking down before doing final testing), :teehee:
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Amy Gibson
 
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Post » Wed Mar 30, 2011 7:05 am

Cool, downloading right now. I haven't been there yet although I have previous version since it came out.
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Anthony Rand
 
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Post » Wed Mar 30, 2011 4:12 am

Congrats on the update from a long time fan. :)
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Josh Sabatini
 
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Post » Wed Mar 30, 2011 7:56 am

Ooh now heres one very much anticipated update, thanks Arthmoor - My eldest just asked wheres Faregyl :ohmy: its probably one of the longest consistently in-game mods we have installed. They all know about Feldscar, but Faregyl somehow has not been discovered by all yet. Oh well, its full of v2 goodness for when they do now. (noted clean save routine required for all)

Edit: Noted also now all files are not in a BSA there are conflicts with Cobl files too, didn't know that before :blush:
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Juan Cerda
 
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Post » Tue Mar 29, 2011 11:01 pm

Any conflicts with COBL are recent then. Probably from the new clutter items all over the place. There was some temptation to just use those and have COBL as a dependency but I didn't like the names they'd picked for the items.
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Laura Simmonds
 
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Post » Tue Mar 29, 2011 11:49 pm

Just a few textures, so have Cobl lower in the install order now being overwritten by Faregyl ..
Spoiler
= Higher ========================================
==43== Faregyl_Village-21562.7z
textures\MEO\clutter\Ayleid\crystalblue.dds
textures\MEO\clutter\Ayleid\crystalblue_n.dds
textures\MEO\clutter\Ayleid\crystalgreen.dds
textures\MEO\clutter\Ayleid\crystalgreen_n.dds
textures\MEO\clutter\Ayleid\crystalred.dds
textures\MEO\clutter\Ayleid\crystalred_n.dds
textures\MEO\clutter\Ayleid\crystalwhite.dds
textures\MEO\clutter\Ayleid\crystalwhite_n.dds
textures\MEO\clutter\Ayleid\screen01.dds
textures\MEO\clutter\Ayleid\screen01_n.dds
textures\MEO\clutter\Ayleid\screen01blue.dds
textures\MEO\clutter\Ayleid\screen01blue_n.dds
textures\MEO\clutter\Ayleid\screen01green.dds
textures\MEO\clutter\Ayleid\screen01green_n.dds
textures\MEO\clutter\Ayleid\screen01red.dds
textures\MEO\clutter\Ayleid\screen01red_n.dds
textures\MEO\clutter\Ayleid\screen01white.dds
textures\MEO\clutter\Ayleid\screen01white_n.dds
textures\MEO\clutter\Ayleid\screen02.dds
textures\MEO\clutter\Ayleid\screen02_n.dds
textures\MEO\clutter\Ayleid\screen02blue.dds
textures\MEO\clutter\Ayleid\screen02blue_n.dds
textures\MEO\clutter\Ayleid\screen02green.dds
textures\MEO\clutter\Ayleid\screen02green_n.dds
textures\MEO\clutter\Ayleid\screen02red.dds
textures\MEO\clutter\Ayleid\screen02red_n.dds
textures\MEO\clutter\Ayleid\screen02white.dds
textures\MEO\clutter\Ayleid\screen02white_n.dds
textures\MEO\clutter\Ayleid\screen03blue.dds
textures\MEO\clutter\Ayleid\screen03blue_n.dds
textures\MEO\clutter\Ayleid\screen03green.dds
textures\MEO\clutter\Ayleid\screen03green_n.dds
textures\MEO\clutter\Ayleid\screen03red.dds
textures\MEO\clutter\Ayleid\screen03red_n.dds
textures\MEO\clutter\Ayleid\screen03white.dds
textures\MEO\clutter\Ayleid\screen03white_n.dds


The above are just from Cobl Core files, not using any other sub-packages, or the Cobl Cosmetics (Just have the basics for compatability/extension of some mods, and using Cobl Main//Filter/Glue/SI esp's, de-selected race related due to conflicts with other race changes we have)

Edit done - Nothing else in the sub-packages we dont have selected conflict, just tried a select all to check there is nothing else lurking in those sub-packages
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Brian Newman
 
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Post » Wed Mar 30, 2011 7:45 am

I'll have to add that to the list of known issues then. I'd allow the overwrite since the copies in Faregyl went through optimization along with everything else and I recall MEO's meshes had some things PyFFI updated. It's not super critical though if you'd rather force the COBL versions instead.

I didn't notice the issue because all of my COBL resources are packed in a custom BSA.

I'll update the readme, but I'm certainly not re-upping the entire mod over this :P

One other note for Elsweyr users - make sure your Faregyl+Anequina patch is updated as well. The old one will not work properly with Faregyl 2.0.
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Jeffrey Lawson
 
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Post » Wed Mar 30, 2011 11:52 am

Thanks for the update. I have always enjoyed passing through the old version of Faregyl or my travels, and look forward to visiting the new.

One question: Have you moved/added/deleted the crops in Faregyl from last version? Enhanced Economy detects if Faregyl Village is active, and if so moves there one of its invisible items that makes it illegal to harvest nearby plants. So if you have done any major changes to the crops, I need to relocate EE's item.
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Anthony Diaz
 
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Post » Wed Mar 30, 2011 9:35 am

No, the layout of the housing and crops didn't change other than some nudging of placements to disrupt the perfect uniformity the fields had before. Your marker for ownership should be fine wherever you've placed it.
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Isaac Saetern
 
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Post » Wed Mar 30, 2011 6:37 am

Giant... hairy... tarantulas? There are giant hairy tarantulas in this mod?

I don't suppose by some miracle those things are borrowed from MMM and will disappear \ be replaced by something else if you're using the No Spiders plugin. Yeah, didn't think so.

I've had Faregyl installed for over six months and I haven't been there yet. Come to think of it, I don't even know where it is off the top of my head. I like to install new mods without knowing anything about them save for what is absolutely necessary in the readme, and then discover things as I explore.

I'm making an exception here and stating firmly that it is good to know ahead of time about giant hairy tarantulas in the mine quest. Stumbling over that sort of thing by accident (while playing on my 47" monitor in a dark room at 2am) could have resulted in much badness.
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Alyna
 
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Post » Wed Mar 30, 2011 12:21 am

You know where the Faregyl Inn is located in the vanilla game?

If yes, I will say no more. :P
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Monika
 
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Post » Tue Mar 29, 2011 8:32 pm

Arthmoor - I believe you're already aware of this from my post in another thread but it was suggested in the OSR thread that I document this here as well. Anyway, after upgrading to Faregyl version 2.0 when using Oblivion Stutter Remover's heap algorithm 5 my game will crash when I try to load any game while Faregyl.esp is active. This includes "clean saves" as well as saves made with no prior Faregyl version running, or saves made from completely new games. Starting a new game works fine - and in fact plays very well - I just can't save and reload. :(

Reverting to version 1.0.10 "solves' the problem to the extent that I can continue to use OSR's algorithm 5 for heap replacement - which does have a very good impact on my game stability in general - and play normally including reloads. I don't get nearly the same mileage from the other algorithms. As I mentioned elsewhere, I can't say this is really Faregyl's fault, as I had the same problem when I tried to add Ivellon to my game a while back. My gut tells me it's some kind of resource limit getting triggered in OSR but at this point I don't think anyone has been able to point to a definitive cause. I'm hoping SkyRanger will eventually pipe in because he hopefully will have a better idea of what's going on under the hood in OSR.
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No Name
 
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Post » Wed Mar 30, 2011 9:13 am

Yep, already aware of it but I'm afraid it's not something I can fix. As I said in your bug thread, I did all of Faregyl 2.0's development with OSR running in some manner, and since heap 5 is the only one that runs stable for me, that's what I did all the playtesting under. I also did the later portions of development using OBSE 0019b so whatever the issue is, it's got nothing to do with Faregyl. It's no doubt related to whatever is barring you from running Ivellon as well.

I have no idea what more I can offer because anything I would have tried has been suggested by now. I certainly don't get it, and I don't get why changing heap modes would matter either.
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Steve Bates
 
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Post » Wed Mar 30, 2011 10:48 am

Yeah, I'm confident it's not Faregyl either but some cumulative effect that upgrading Faregyl just triggered. As I mentioned subsequently in the OSR thread if I disable another big mod chosen at random than Faregyl 2.0 loads fine.
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Richard Thompson
 
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Post » Tue Mar 29, 2011 10:41 pm

There was once a few reports in Faregyl of NPCs busting out rakes in the inn instead of returning to their fields to do that.

This video suggests it's not a unique issue: http://www.youtube.com/watch?v=X-zk0eodQHI

Isn't the Radiant AI wonderful?
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Vivien
 
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Post » Wed Mar 30, 2011 11:55 am

It must be a shag rug :) I believe they actually did have rug rakes in those days...
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Sophh
 
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Post » Tue Mar 29, 2011 9:55 pm

I've had Faregyl Village installed from the get-go this play-through but only now, having updated to v2.0, decided to start in on its quests. Here's my dilemma...
Spoiler
I have been told to speak to the local blacksmith. Only, I've no idea where he is. The smithy never opens its doors. I changed into stealth gear and broke in, returning several times throughout the game-day (and night). No one was ever inside. I visited the Inn during the hours villages frequent it, and waited in one-hour increments to see who appeared. No smith(s). Loading the esp in TES4edit shows two candidates, Jorack and Gul gro-Lum (who seems to be who I need). Neither was visible during my stay. Am I overlooking something obvious? Or, as I suspect, has the smith likely died either during the Crisis or due to some freak incident? If the latter, could I get a ref ID with which to res him? Thanks!


I noticed a floating bush in the village, near The Rusty Nail. Turns out it is not from Faregyl but rather Elsweyr-Anequina. Thought at first I'd forgot to update the Elsweyr-Faregyl patch. But no, it's the new version. Then it dawned on me. I still run the mid-2010 version of Elsweyr, 2x, that being the last version publicly supported. Oh well, the floater isn't all that noticeable. So long as there aren't discrepancies on the road itself (I've not yet checked) I'll leave well enough alone.

Update:
Spoiler
More info on location of floater, since my later exploration turned up only one other bush that doesn't look quite right. (But that one is partly submerged so ends up looking like grass.) The one in question is across the road from the Rusty Nail. When standing on the smithy porch and looking across the road you see a lamppost. To the right of it, alone the road-edge, are three bushes. The outer two have Elsweyr IDs. The inner bush is from Faregyl. The floater is the bush on the left, nearest the lamppost. Again, the fault is likely mine, but you might want to give it a look just in case.


Is it just me, or is the Village less laggy now?

-Decrepit-
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Melissa De Thomasis
 
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Post » Wed Mar 30, 2011 12:23 pm

Well it's certainly possible Gul was killed, but I have to ask. 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.

I'll check again, but I'm pretty sure there are no floaters if you're using the November 2010 update, which was what was officially available at the time I updated the patch. Who knows what's officially available these days.

It may not be just you. I did trim down the number of plants on each of the crop farms so if plants were lagging the game before there aren't as many. Of course since there's now chicken coops and some extra bits of Ayleid ruins, I would figure it balances out. I may also have trimmed several unnecessary AI packages from the inhabitants but I don't remember. That could just as easily account for it.
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lauraa
 
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Post » Wed Mar 30, 2011 2:45 am

Faregyl does play better now in my game with the new version (no very noticable lag). I'll try to check the floater bush myself to confirm for you guys also. Only odd occurance I had was after the potatoe snatcher quest, coming back after killing the Ogre, an Imperial guard on horseback was moving backwards up the hill toward Skingrad. Had a CTD after that and the next time I did the quest he was moving normally toward Faregyl. ANyway, a very nice village
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Facebook me
 
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