[relZ] Arthmoor's Villages

Post » Wed Mar 30, 2011 4:48 am

3 brand new villages in the works...EXCELLENT!!!!
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Tessa Mullins
 
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Post » Tue Mar 29, 2011 10:48 pm

3 brand new villages in the works...EXCELLENT!!!!


Wait...whaaat? Where did u get this news? I must've missed something...
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dell
 
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Post » Tue Mar 29, 2011 11:25 pm

Wait...whaaat? Where did u get this news? I must've missed something...

Opening post. ;)
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WYatt REed
 
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Post » Wed Mar 30, 2011 4:01 am

Go me for ninjaing myself, right? :)
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Emmi Coolahan
 
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Post » Wed Mar 30, 2011 1:42 am

Opening post. ;)
:facepalm:

Go me for ninjaing myself, right? :)


:ninja:

haha, yesh. Anyway, this is great news! I'd say I'm pretty confident about where I'm going to find Frostcrag (another good town in the depopulated north) and Urasek (building up the farms that are supposed to surround Lake Rumare!) villages are going to be. But... Reedstand?

Any hints? :shifty: I'm guessing Nibenay..somewhere...heh. Could it be one of the stops along the way to Mudwater? :wink:
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jessica Villacis
 
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Post » Wed Mar 30, 2011 6:30 am

I believe Arthmoor might have let more details slip on his sight if you're interested...
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dav
 
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Post » Wed Mar 30, 2011 7:30 am

Trying them all! :)

ADDIT: Hey Arthmoor I'm curious; yours are the first new village mods I've ever tried. I'm installing all finished ones using OBMM. My load list is getting pretty long now, but it is basically OOO + MMM, plus a lot of smaller ones.

I notice you mention that you try to integrate your villages with lore, whereas I see Shezrie says specifically "they do not match lore."

Do you know of other new village examples that you'd recommend in addition to yours?
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Heather Kush
 
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Post » Wed Mar 30, 2011 2:06 am

I'd definitely recommend Shezrie's work as well. She says they don't fit lore, but most of the content isn't so out of place you'd notice it.

Dwip's AFK_Weye is highly recommended as well.

Region Revive: Lake Rumare is good, though it has a few issues with typos and strained grammar in the dialogue.

MTC Expanded Villages is more an upgrade to several vanilla villages than new ones, unfortunately it conflicts with Weye and Faregyl and isn't modular. They still look like they'd be good ones though.
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Elisabete Gaspar
 
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Post » Tue Mar 29, 2011 8:00 pm

Cool.
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Amy Masters
 
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Post » Wed Mar 30, 2011 3:17 am

I also use Villages 1.1 that add 3 villages in game and one is almost opposite of Vergayun. Though, I think that that mod would be good for revision. I also use Villages 2 from same author, but I edited it heavily to contain just one village. Also, I use Castle Highrock and Castle Knightstone that add a bit of life to wilderness by having farm or village nearby although those are mainly house mods.
Also, I use village called Verwen Brewery that should fit in with my edited copy of Villages 2, but I haven't yet visited it.

I also use what Arthmoor said, AFK Weye and Region Revived - Lake Rumare.

What Shezrie says about not being lore friendly you could consider more as a disclaimer to prevent people complaining about switchable lights and flushable toilets and 'Egyptian' gallery. Nothing really too much out of place.

Of course, there's one important mod I would mention and that's Elsweyr the desert of Anequina with it's towns and villages.
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Ashley Tamen
 
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Post » Tue Mar 29, 2011 8:20 pm

I also use Villages 1.1 that add 3 villages in game and one is almost opposite of Vergayun


I use that mod too. The villages don't have quite the same level of quality as Arthmoor's and would benefit from some touching up, though they are still recommendable regardless (particularly the village in amongst Cheydinhal Falls).
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Crystal Clarke
 
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Post » Wed Mar 30, 2011 5:54 am

I use that mod too. The villages don't have quite the same level of quality as Arthmoor's and would benefit from some touching up, though they are still recommendable regardless (particularly the village in amongst Cheydinhal Falls).


Yeah, I think they require cleaning, characters are a bit shallow, there are some pieces that aren't aligned 100%, but it's one of first Oblivion mods that I downloaded, so I like it. Hmm, maybe I'll give them retouch one they... Boat service from Vergayun to Storlien would be nice. :)
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Britta Gronkowski
 
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Post » Wed Mar 30, 2011 4:21 am

Yeah, I think they require cleaning, characters are a bit shallow, there are some pieces that aren't aligned 100%, but it's one of first Oblivion mods that I downloaded, so I like it. Hmm, maybe I'll give them retouch one they... Boat service from Vergayun to Storlien would be nice. :)


Hmm, Storlien is a actual place here in Sweden where I spent many winters growing up.. Will have to download it just because of that now. ;)
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des lynam
 
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Post » Wed Mar 30, 2011 5:47 am

Got AFK Weye running good, as well as all of your villages Arthmoor.

Just DLed Region Revive Lake Rumare, and it says in the Nexus "If you use AFK Weye download the patch here _blank_"

Anyone know what that patch is called or where to locate it?
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Kelli Wolfe
 
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Post » Tue Mar 29, 2011 11:13 pm

AFK Weye isn't mine, though I did do an awful lot of testing for it. :P

These days I think Dwip is keeping the RR patch in the main AFK Weye download. You may need to update if it's not in the package.
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Myles
 
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Post » Tue Mar 29, 2011 10:45 pm

Thanks Arthmoor.
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Tamara Dost
 
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Post » Wed Mar 30, 2011 10:06 am

Feldscar Version 1.0.6

* Killing Valthyn Sadri early in the quest would trigger the wrong stage as a result of his death, which led to breaking things.
* Fixed the normal map on the Black Rock Inn sign.
* Updated the road sign with better looking painted letters.
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marina
 
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Post » Tue Mar 29, 2011 9:20 pm

Feldscar Version 1.0.6

* Killing Valthyn Sadri early in the quest would trigger the wrong stage as a result of his death, which led to breaking things.
* Fixed the normal map on the Black Rock Inn sign.
* Updated the road sign with better looking painted letters.

Thanks Arthmoor and you're truly a dedicated modder. :thanks: :trophy:
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Janette Segura
 
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Post » Tue Mar 29, 2011 11:30 pm

Feldscar Version 1.0.6

* Killing Valthyn Sadri early in the quest would trigger the wrong stage as a result of his death, which led to breaking things.
* Fixed the normal map on the Black Rock Inn sign.
* Updated the road sign with better looking painted letters.

Thanks!

I somehow totally missed not only Feldscar v1.0.5 but also a recent Vergayun update. That's corrected now, along with the new version of Road+Bridges. During the update process I noticed there are four conflicts between Feldscar and Vergayun... two meshes and two textures ...that didn't exist with my previously installed versions. They look to be normal and harmless. To be on the safe side I reversed my BAIN package install order so that Feldscar, the newer of the two, now overwrites Vergayun.

-Decrepit-
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Marcia Renton
 
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Post » Tue Mar 29, 2011 9:21 pm

More than likely those are from the paintings shared by each. So yes, right now Feldscar has the proper version for those. Whenever Vergayun gets updated again they should resynch themselves.
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Pants
 
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Post » Tue Mar 29, 2011 8:35 pm

I have recently installed all of your villages, thanks for the amazing work and continued support for them.
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tiffany Royal
 
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Post » Wed Mar 30, 2011 11:18 am

I've an odd question for the creator....

In another recent thread you post your current load-order. It includes Vergayun 1.0.7. Mine is 1.0.6, which Nexus lists as the latest available. Is 1.0.7 an in-house WIP, or is Nexus behind the times?

Speaking of Vergayun, can anything be done with either the ruined fort situated atop the slope above the village or the landscape beneath it? All's well when seen close enough for the near-distance landscape to kick in. But up until then a goodly portion of the ruin floats on air. I realized Cyrodiil is full of such floaters, made more obvious with use of RAEVWD. This one just seems more noticeable than most, thanks to the proximity of Vergayun and the Niben-spanning road added by NR+B.

-Decrepit-
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louise fortin
 
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Post » Tue Mar 29, 2011 9:11 pm

Oh no. They're on to me. :ninja:

That's just me bumping version numbers up, minor edits and the like that will build up, and eventually annoy me enough to update things in another mass flurry sometime down the road :)

Sorry, but no, that's a vanilla fort and trying to correct for flaws in the game's LOD system would mean having to edit the fort's cell and cause conflicts there, but also would require generating an entire new LOD land mesh for the area which would probably just become a far bigger mess than anyone wants.
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Kellymarie Heppell
 
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Post » Wed Mar 30, 2011 1:40 am

O.K. where the heck have I been? Why did I not see this beforehand?

Whoa, I do love Shezries work, I am a devoted fan of hers.

This is awesome. So instead of cleaning up dishes, and the whatnot tonight, I guess I have to go download. Am so sad.
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Sakura Haruno
 
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Post » Tue Mar 29, 2011 9:08 pm

Missing mesh in Feldscar:

(XX028F92) from mod 47:Feldscar.esp

Base Object (XX028F90) from mod 47:Feldscar.esp

**Warning**, Mesh not Found, expected location: Meshes\Arthmoor\Paintings\Cities\FrostcragRectangle.nif
Location: Black Rock Inn (47000800)
Postion: (1932, 1385, 6837)


I'm 100% certain it's not my Archive Invalidation (Redirection), this is the first missing mesh I've ever encountered on this character, and he's approaching 50 hours playtime and been all across Cyrodiil. To confirm this, I checked the folder where the game was looking (since Feldscar's resources are currently loose), and I confirmed that the FrostcragRectangle.NIF mesh is absent.

I'm running Feldscar v1-0-6. The only install conflict is with Vergayun, and that's obviously not even worth worrying about.

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