[relZ] Arthmoor's Villages

Post » Tue Mar 29, 2011 7:52 pm

Still love these villages. Though when I was playing the Black Rock quest I the quest stopped giving the updates so I don't know where to find that guy in Feldscar who can get me into the Nordic ruin (Which looks really cool).

Also has inspired me more to make my own village mods, and while I have not grasped everything I need to make quests and NPCs, I will hopefully be able to release any before Skyrim comes out. I have done 2 village exteriors and most interiors for one of them. Village mods are awesome. I actually found a fair few others on the Nexus, but I think yours are the best, though I've heard AFK Weye is good (haven't done the questline for it yet).
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KRistina Karlsson
 
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Post » Wed Mar 30, 2011 12:35 am

Mr. Update Machine:

Do you have a suggested install order for the villages?

I belive there is some overlap on the grave meshes/textures between two of these (Vergayun and Feldscar perhaps). I assume they are the same but you never know.

Also, Faregyl has overlap with COBL. Are you using COBL meshes/textures or did you develop your own?

I am not at home right now so can't tell you which meshes/textures exactly, but can provide that if you need.

Thanks
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Cagla Cali
 
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Post » Wed Mar 30, 2011 8:15 am

@Dragonbone: Cyrodiil always welcomes more villages, and yes, AFK_Weye is definitely worth the time.

@PeterID: The order the individual mods gets installed is largely irrelevant. As long as you're able to keep the resources straight (BAIN helps immensely here) you should be fine. Any overlaps in my stuff will be the exact same resource at this point.

The overlap between Faregyl and COBL is because of MEO's Ayleid clutter resources. Apparently they were included in COBL in exactly the same paths as they're included with Faregyl. Probably for the same reason, because MEO's useage license dictates the paths be kept intact. Normally I would pass on a resource with such a limitation imposed because it leaves part of the mod out of my complete control but the clutter was more or less necessary to enhance the atmosphere. It wasn't something I even realized until it was pointed out once before. My COBL resources are all packed into a BSA.
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kirsty joanne hines
 
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Post » Wed Mar 30, 2011 7:57 am

Someone is certainly very quick on the downloads :P

A new member of my ever growing family of villages has been released. This one requires the Frostcrag Spire DLC. Download links and compatibility info are in the OP.

Frostcrag Village

High in the Jerall Mountains lies the impressive Frostcrag Spire. A magical wonder which you have apparently inherited from a long lost relative. As you arrive to claim your inheritance, you soon discover that there is a small village at the foot of the Spire which your unknown benefactor has failed to mention at all.

Frostcrag Village is a small Nordic settlement that sits in the shadow of Frostcrag Spire and serves as the homes for those who became the Spire's caretakers. It is a fairly simple place, with a tavern and homes for the residents to live in. Yet despite its simplicity, there are things to do here, so talk to the folks. Especially the tavern keeper, who as usual has loose lips about any and all who live there.
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sam
 
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Post » Tue Mar 29, 2011 9:04 pm

A quick word on your not planning to patch compatibility for Frostcrag Village and Frostcrag Reborn:

I actually support this decision, as I feel that the changes FR makes to the spire render the presence of that village unnecessary. I won't get into details unless you want me to post spoilers, though. On the most basic level, however, the storyline of that mod makes it really feel like the spire is supposed to be isolated from society.
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patricia kris
 
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Post » Tue Mar 29, 2011 10:00 pm

Arthmoor, could you indicate in your OP which ones require OBSE and those that don't? And even better for me, which ones have Ob XP support? I've been adding your stuff to my Friends post :) If you don't want to add it to your post, then would you mind firing me a pm when you release one that does?
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Trent Theriot
 
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Post » Wed Mar 30, 2011 8:09 am

Faregyl and Frostcrag are the only two that require OBSE and are also the only two with Oblivion XP support built in. I've added mentions of it to the OP now.
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Steven Nicholson
 
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Post » Tue Mar 29, 2011 11:54 pm

Faregyl and Frostcrag are the only two that require OBSE and are also the only two with Oblivion XP support built in. I've added mentions of it to the OP now.


I'll add Frostcrag to the list - thanks :)
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April D. F
 
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Post » Wed Mar 30, 2011 4:00 am

:confused:

No compatibility for your new village mod and Frostcrag Reborn? That's a pity! I like all your villages mods and they are constantly in my load order.
Looks like I won't be able to uise this. Maybe you will reconsider? :wavey: I think that village will fit the rebuilded spire after the main story of FR is finished!
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Prisca Lacour
 
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Post » Wed Mar 30, 2011 9:29 am

:confused:

No compatibility for your new village mod and Frostcrag Reborn? That's a pity! I like all your villages mods and they are constantly in my load order.
Looks like I won't be able to uise this. Maybe you will reconsider? :wavey: I think that village will fit the rebuilded spire after the main story of FR is finished!


Seconded. Sorry Arthmoor but I think this will be a very popular demand. :tongue: Think most of us would be very vexed not to have a complete set of your villages.
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Nina Mccormick
 
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Post » Tue Mar 29, 2011 9:06 pm

I think that village will fit the rebuilded spire after the main story of FR is finished!


And therein lies the problem - the village isn't supposed to be suppressed until someone rebuilds the tower. It's just there.

From a purely technical standpoint, a patch would be a serious pain. It's not just a matter of making the landscape and path grids right. That's easy. It's overcoming the fact that FR didn't bother to make sure the formIDs were stable. TES4Edit already caught two errors based on formID clashes which would lead to game crashes if ignored.

There's also serious story and lore related clashes that a patch would be unable to resolve. The village has no expectation of another village being present (sure looks like FR added one to me) and I doubt very much the flow of FR is expecting an unrelated village full of people to show up at the base of the tower who are billed as caretatkers for the place.

Compounding things is the fact that I wedged FV into place to fit with UL:Snowdale without requiring a patch. The last thing I want to be messing with at this point are complex purpose patches to resolve conflicts of that nature. I'd much rather be spending my time on furthering other projects that have been in the pipeline for awhile and need some love and attention.

All too often people just want the land smoothed. All too often this is only half the job, or possibly even only a third of it. I'm aware that the audience will be more limited than usual. I was prepared for that simply because this requires a DLC.
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Skrapp Stephens
 
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Post » Wed Mar 30, 2011 5:55 am

Then instead of two villages near Frostcrag we will have none since FR village wasn't finished (I mean quest for new mages guold chapter restoration). :shrug:
Anyway i will wait for appearence of your new villages in world of Tamriel and hope that I will be able to put tehm in the mod list! :wave:
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James Potter
 
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Post » Tue Mar 29, 2011 11:59 pm

Someone is certainly very quick on the downloads :P

A new member of my ever growing family of villages has been released. This one requires the Frostcrag Spire DLC. Download links and compatibility info are in the OP.

Frostcrag Village

High in the Jerall Mountains lies the impressive Frostcrag Spire. A magical wonder which you have apparently inherited from a long lost relative. As you arrive to claim your inheritance, you soon discover that there is a small village at the foot of the Spire which your unknown benefactor has failed to mention at all.

Frostcrag Village is a small Nordic settlement that sits in the shadow of Frostcrag Spire and serves as the homes for those who became the Spire's caretakers. It is a fairly simple place, with a tavern and homes for the residents to live in. Yet despite its simplicity, there are things to do here, so talk to the folks. Especially the tavern keeper, who as usual has loose lips about any and all who live there.


Nice. Must check it out. :) I wonder how it will work with MMM's More Wilderness Life, which has a spawn point on the exact same location. I suspect the villagers might be slaughtered rather quickly.
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I love YOu
 
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Post » Wed Mar 30, 2011 1:42 am

~ A new member of my ever growing family of villages has been released. This one requires the Frostcrag Spire DLC. Download links and compatibility info are in the OP.

Frostcrag Village


I do believe you secretly have a time turner (see Harry Potter; Hermione) - Or a team of elven helpers :)
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Antonio Gigliotta
 
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Post » Wed Mar 30, 2011 8:28 am

There's also serious story and lore related clashes that a patch would be unable to resolve. The village has no expectation of another village being present (sure looks like FR added one to me) and I doubt very much the flow of FR is expecting an unrelated village full of people to show up at the base of the tower who are billed as caretatkers for the place.


Yup. The spire as it was used to be a village in its own right before it was handed over to the player with FR.

Seriously guys, there is no need for Frostcrag Village if you are using FR. I made the decision a long time ago to skip this release, and I am holding to that. Just be glad that FR is compatible with Snowdale, at least. ;)
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jasminε
 
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Post » Wed Mar 30, 2011 9:20 am

Hi Arthmoor - re; Frostcrag Village

Do you have a small shack http://www.bild.me/bild.php?file=19883601.jpg

If so theres a small glitch with it, you can walk into the side of the door wall and get stuck (I was checking if you could go through the door but figure thats just ornamental), not permanently stuck just walk back out the way you came - but to reproduce ....

http://www.bild.me/bild.php?file=42271362.jpg

http://www.bild.me/bild.php?file=18007033.jpg

http://www.bild.me/bild.php?file=82420924.jpg

http://www.bild.me/bild.php?file=57783855.jpg

http://www.bild.me/bild.php?file=89050926.jpg
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Lucky Girl
 
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Post » Wed Mar 30, 2011 1:42 am

Just a quick notice, Frostcrag Village updated to support the changes in the Open Cities filenames that are to come.

@alt3rn1ty: That's a shack placed by TIE actually. The mesh has poor collision though. It's a Bravil mesh that's not normally used on the ground.
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Miragel Ginza
 
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Post » Wed Mar 30, 2011 7:58 am

Arthmoor: Bug report in Faregyl:

Spoiler

I had earlier (months ago!) finished the mine quest from Faregyl, and released the two trapped bandits(?) in the ayleid ruin. I distinctly remember one of them being Argonian. I just upgraded to the Faregyl version you uploaded yesterday. Today, I was in Blackwood doing the Mages Guild quest in Fort BlueBlood when suddenly, out of nowhere, I get joined by 2 trapped miners from Faregyl. One is an Argonian, the other a Bosmer. They have a follow player AI package active.

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Monika Krzyzak
 
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Post » Wed Mar 30, 2011 8:52 am

Aah, shows you how much I visit that neck of the woods :)
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Jonny
 
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Post » Wed Mar 30, 2011 10:08 am

Arthmoor: Bug report in Faregyl:


*cough* Someone didn't upgrade properly :)
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Lilit Ager
 
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Post » Wed Mar 30, 2011 9:09 am

*cough* Someone didn't upgrade properly :)



Not sure where I screwed up. Using BAIN, I just installed the new Faregyl version over the old package (which had a BSA), then uninstalled the old version.

Was a clean save required? Didn't see that in the readme...
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Claudz
 
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Post » Wed Mar 30, 2011 11:39 am

It's there, in the section on upgrading from 1.x.
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Mrs Pooh
 
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Post » Tue Mar 29, 2011 10:21 pm

It's there, in the section on upgrading from 1.x.

:facepalm:

I guess I "saw" that and didn't "see" it too.

You should add version numbers to the packages you upload on Nexus. I get my version numbers from there ;)
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Harry-James Payne
 
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Post » Wed Mar 30, 2011 8:20 am

Just wanted to mention my first experience in Faregyl. I fast traveled nearby, intending to take one of the new roads towards Skingrad, only to realize the village was right next to where I had traveled to, which was a nice bonus. I didn't do much exploring in the village itself, saving that for later, but I thought it was funny that due to its closeness to a wayshrine and my having WAC installed, there happened to be a lion peacefully roaming the streets of the town. I'm waiting to see what happens when one of the more aggressive WAC lions happens to spawn there. Seems to be enough guards around to cover it, hehe.
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Robert
 
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Post » Wed Mar 30, 2011 5:39 am

Heh. Depends on how tough those lions are. The guards wearing elven gear may give them enough of an edge. It's the villagers who will inevitably try to involve themselves that you have to watch for.
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Bloomer
 
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