[RELz] Cava Obscura

Post » Tue May 03, 2011 3:29 am

Not sure I understand how you're structuring things... So you've got a big filter patch which contains changes for mods which aren't covered by CO or LTBD, and then a RL-TAS patch? The first part makes sense, but I didn't know RL and TAS needed a patch. Also, when you say 'edit in the changes', is that removing the TAS cells from the darkness filter patch (which currently contains TAS cells, but won't need to once I release my update)? I'm a bit confused... :blink:

I've got a bunch of quest mods which I want to see whether they need darkening, but I'll probably release 1.1 with only the TAS addition and the FX meshes edits.


Heh, sorry about the confusion.
I have a large custom patch into which I have added Harvest Containers, All Natural "weather inside, Real Lights and darker dungeons changes for mods not already covered by those mods, in addition to lots of other edits to avoid conflicts and to maintain consistency in the game world. So my custom patch has over 100 masters and is not a filter patch, so it's no use uploading it.
But I want to copy the Aylied Steps cells from my custom patch into a new Aylied Steps - Real Lights patch which was requested earlier in the thread. I also want the patch to have the Cava Obscura cell edits to avoid any conflicts, since I have already reduced the ambient lighting to 10% myself before you made Cava Obscura, and your numbers may not always match up with mine. So since your values will be "official" and since it sounds like you have made a more thorough job than I did I'll use your numbers instead.
Since there is a large number of cells I want to get all the work (changing AS cells, making AS - Real Lights patch and making a new filter patch for the mods not covered by LtbD and CO) in one go. And then I can finally play the game again.

Still confused? :)
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louise tagg
 
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Post » Mon May 02, 2011 7:02 pm

Heh, sorry about the confusion.
I have a large custom patch into which I have added Harvest Containers, All Natural "weather inside, Real Lights and darker dungeons changes for mods not already covered by those mods, in addition to lots of other edits to avoid conflicts and to maintain consistency in the game world. So my custom patch has over 100 masters and is not a filter patch, so it's no use uploading it.
But I want to copy the Aylied Steps cells from my custom patch into a new Aylied Steps - Real Lights patch which was requested earlier in the thread. I also want the patch to have the Cava Obscura cell edits to avoid any conflicts, since I have already reduced the ambient lighting to 10% myself before you made Cava Obscura, and your numbers may not always match up with mine. So since your values will be "official" and since it sounds like you have made a more thorough job than I did I'll use your numbers instead.
Since there is a large number of cells I want to get all the work (changing AS cells, making AS - Real Lights patch and making a new filter patch for the mods not covered by LtbD and CO) in one go. And then I can finally play the game again.

Still confused? :)


No, that makes sense now.
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Agnieszka Bak
 
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Post » Mon May 02, 2011 11:42 pm

Nm i see it now had to update the masterlist.
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Ells
 
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Post » Tue May 03, 2011 2:22 am

Phew, just added the following to the filter patch:

AFK Weye
Lost Sword Of the Aylieds
Mimics!
Spirit's Edge
The Forgotten Realm
The Northern Front
The Old Crow Inn

Some only had a couple of cells needing changing though. I'm working through Windfall ATM, but I have a question to players of Kragenir's Death Quest: does it need darkening too? There's 16 interiors I've found which are bright and might be dungeons, but I've never played the mod, so I'm not sure.

Regarding the next release, I'm having a bit of difficulty with the mesh/texture replacements, so I'll probably bundle in the same ones that LTBD uses, which is still better than vanilla when everything else is dark, and include my replacements when they're done at a later date. Next release will be once I've done Windfall, KDQ (if needed) and Heart Of The Dead (again, if needed - I've got to get the update first), BTW.
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Sheila Esmailka
 
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Post » Mon May 02, 2011 8:17 pm

Well, I've tried this mod out through a couple of dungeons (one fort, two caves), and I have to say that I really like it. Things are (rather appropriately) pitch black where there's no light sources at all, and where there are little pools of light to be found the lighting turns atmospheric and, in some cases, a bit pretty. Already it's changed the way I approach dungeon diving.

A couple of screenshots:

http://tyraarane.riumplus.com/gallery/d/779-1/COtest1.jpg
http://tyraarane.riumplus.com/gallery/d/783-1/COtest2.jpg
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Kelly James
 
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Post » Mon May 02, 2011 11:41 pm

Thanks for making this wrinklyninja! And awesome job including the patch for all those mods, I always hated having a vanilla dungeon be nice and dark and then a mod added dungeon was still bright as can be.
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Gill Mackin
 
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Post » Tue May 03, 2011 5:46 am

Phew, just added the following to the filter patch:

AFK Weye
Lost Sword Of the Aylieds
Mimics!
Spirit's Edge
The Forgotten Realm
The Northern Front
The Old Crow Inn

Some only had a couple of cells needing changing though. I'm working through Windfall ATM, but I have a question to players of Kragenir's Death Quest: does it need darkening too? There's 16 interiors I've found which are bright and might be dungeons, but I've never played the mod, so I'm not sure.

Regarding the next release, I'm having a bit of difficulty with the mesh/texture replacements, so I'll probably bundle in the same ones that LTBD uses, which is still better than vanilla when everything else is dark, and include my replacements when they're done at a later date. Next release will be once I've done Windfall, KDQ (if needed) and Heart Of The Dead (again, if needed - I've got to get the update first), BTW.



Good for afk weye since I have it. I haven't started on KDQ yet even though it is installed.

I am still waiting on the thievery etc stuff.
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carla
 
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Post » Mon May 02, 2011 11:28 pm

I am still waiting on the thievery etc stuff.


What do you mean? If you're talking about Thievery in the Imperial City then it's only one cell that needs editing.
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Dawn Porter
 
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Post » Tue May 03, 2011 7:19 am

I have no idea what needs what as I am not a modder. I only compare what is and what isn't unique to the mods I use already.


Covered by Both:
Cyrodiil + Shivering Isles
Knights of the Nine
Mehrunes Razor
Elsweyr: Deserts Of Anequina
Kvatch Rebuilt
The Lost Spires
Oscuro's Oblivion Overhaul
UL: Colovian Highlands
UL: Beaches Of Cyrodiil
UL: Brena River Ravine
UL: Blackwood Forest
Verona House: Bloodlines

Unique to Cava Obscura:
A Brotherhood Renewed
Adense Epic Dungeon
Arrows Of The Ayleid King
Haunted House (by Kevy)
Haunted House (by WillieSea)

Unique to Let there be More Darkness:
Curse of Hircine
Glenvar Castle
The Elder Council
Thievery in the Imperial City
Thieves Den (Official)

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Petr Jordy Zugar
 
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Post » Mon May 02, 2011 9:33 pm

Heart Of The Dead support added. This leaves me with the ULs and Integration still to check from my current load order. I'll also re-install my DLCs to check them, and grab Thievery In The IC because ITPaladin has been bugging me about it. :P

Still needing direction for KDQ - does it need altering or not?
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elliot mudd
 
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Post » Mon May 02, 2011 8:45 pm

Phew, just added the following to the filter patch:

AFK Weye
Lost Sword Of the Aylieds
Mimics!
Spirit's Edge
The Forgotten Realm
The Northern Front
The Old Crow Inn

So that's two more of my mods added to the list - excellent! (the first and last on this list as it happens.)
I think ITPaladin is only thinking that as LtbMD has them they probably have some need for it. Not always the case.

Checking would always be appreciated though. :P
The only one left for me from LtbMD is Thieves Den (DLC) and Glenvar Castle. But it has been too long since I played either to recall how much it is needed, if at all.

Oh and I think that taking the mesh/texture replacements from LtbD sounds like a reasonable solution, if a patch until you get it sorted, or the best that can be done (like I would have a clue how to go about it! :lol:)
Sorry not a KDQ player myself.
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Loane
 
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Post » Tue May 03, 2011 6:27 am

Hmm, Thievery has a shop marked with dungeon music - which is what I'm basing most of my decisions on what's a dungeon and what's not on. In the CS, it just looks like a normal shop. Any Thievery players around that can recommend if it needs darkening or not? I ask because it is a thieving mod, so it might be better for you if it's darker and it's a place you've got to sneak into.
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Juan Suarez
 
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Post » Tue May 03, 2011 3:14 am

Hmm, Thievery has a shop marked with dungeon music - which is what I'm basing most of my decisions on what's a dungeon and what's not on. In the CS, it just looks like a normal shop. Any Thievery players around that can recommend if it needs darkening or not?


That's the closed magic shop - Tools of Magica - I assume? Realistically it should be treated as the other shops in the Imperial City, ie no darkening but instead give it interior weather via AN's weather filter.
Except for the basemant of course, which should be darkened.
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teeny
 
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Post » Tue May 03, 2011 5:20 am

That's the closed magic shop I assume? Realistically it should be treated as the other shops in the Imperial City, ie no darkening but instead give it interior weather via AN's weather filter (if it hasn't already).


OK, it's not included in the AN filter though. I won't change anything for its cells.

Added support for:

Thievery In The Imperial City
UL: Arrius Creek
UL: Skingrad Outskirts
UL: Snowdale

EDIT: Another question: should the interiors in the Sundercliff Watch camp be darkened? Places like the jail, barracks, commanders tent, etc.
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Rich O'Brien
 
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Post » Tue May 03, 2011 5:57 am

I don't have enough in-game experience to know what is what and where, etc.
I am just watching for the next update to download.
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Katie Samuel
 
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Post » Tue May 03, 2011 6:41 am


EDIT: Another question: should the interiors in the Sundercliff Watch camp be darkened? Places like the jail, barracks, commanders tent, etc.


I've darkened the entire Mehrunes Razor mod myself since it's all underground.
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OJY
 
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Post » Tue May 03, 2011 12:44 am

I've darkened the entire Mehrunes Razor mod myself since it's all underground.


I'm thinking of doing the same, since it makes sense. Unless anyone has any objections, in which case I'll just remove my changes.

Support added for:

Glenvar Castle
Kragenir's Death Quest

My DLCs are stored at home on my backup server, but unfortunately I forgot to unblock my router's firewall for SFTP before I left, so I'll have to wait till tonight before I can get my hands on my DLCs and do the Thieves Den support. That's the only one left to do. :)

EDIT: Dammit. According to SaidenStorm, what I'm trying to do with the mesh replacements (get them to only reflect light) is impossible, as it's not supported for the type of texture it uses, or something like that, in Gamebryo. The only possible workaround is to build the meshes again from scratch using all sorts of things I don't understand, so it looks like that idea is relegated to the 'do in the distant future/never' bin. :(
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Spaceman
 
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Post » Tue May 03, 2011 6:20 am

Recruit help?
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Stephy Beck
 
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Post » Tue May 03, 2011 12:03 am

Recruit help?


Well, I don't know what I'd be asking someone to do in the first place, but if a kind and generous (not to mention knowledgeable) soul comes through here, the link to my question thread is http://www.gamesas.com/index.php?/topic/1120635-transparency-issues-with-normal-map/.

As it stands, I'll be releasing 1.1 tonight with a heap of mod support added and the LTBD meshes. I'll post the changelog once I do the Thieves Den cells.
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abi
 
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Post » Tue May 03, 2011 12:08 am

Cava Obscura 1.1 released!

Changelog:
v1.1
- Added support for the following mods to the Filter Patch:
-- The Aylied Steps
-- AFK Weye
-- Lost Sword Of the Aylieds
-- Mimics!
-- Spirit's Edge
-- The Forgotten Realm
-- The Northern Front
-- The Old Crow Inn
-- Heart Of The Dead
-- Thievery In The Imperial City
-- UL: Arrius Creek
-- UL: Skingrad Outskirts
-- UL: Snowdale
-- Glenvar Castle
-- Kragenir's Death Quest
-- Thieves Den
- Updated support for the following mods in the Filter Patch:
-- UL: Blackwood Forest
-- Mehrunes Razor
- Added replacement meshes for some of the dungeon mist/dust cloud effects. These are the same replacements as found in Let There Be Darkness.


Now I can crawl back to my sick bed... :(
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Jynx Anthropic
 
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Post » Mon May 02, 2011 11:46 pm

Cava Obscura 1.1 released!

Now I can crawl back to my sick bed... :(

With a fevered brain you will probably dream about fighting fog textures and running around in darkness :ahhh:

Dowloading and installing now!
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Paula Ramos
 
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Post » Tue May 03, 2011 12:34 am

Re-uploaded archive, the master file list of the filter patch had the masters in the wrong order - this doesn't make any difference to functionality, but I put them in the right order and re-uploaded. No need to re-download the archive if you have already got 1.1.
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Shannon Marie Jones
 
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Post » Mon May 02, 2011 7:43 pm

Nice work! Thanks for including TAS. :clap: Hope you're feeling better soon.

As far as ULs go, I know there's two dungeons (one with at least two areas) in Beaches: Lost Coast, one in Blackwood, and one (with a couple of cells) in Colovian Highlands.

Of course, these are just the ones I've found, there may be more in each mod... :shrug:

edit: I see that Lost Coast and Colovian Highlands are listed as masters in the filter patch, though not on the changelog...
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Hella Beast
 
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Post » Tue May 03, 2011 3:28 am

so if I install this now, I should uninstall all the LTBMD plugins then?
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john page
 
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Post » Tue May 03, 2011 12:23 am

Great work wrinklyninja - or at least it sounds like great work, and I plan to use this instead of LtbD when I get around to play again :)

From my own game setup I see one important mod missing from your list: http://www.tesnexus.com/downloads/file.php?id=14714. It has some great dungeons to fight through, and I imagine they could do well with a bit of darkening (though I don't remember how dark they were).
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Saul C
 
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