Elsweyr's Kingdom Of Rimmen

Post » Wed Aug 04, 2010 6:07 pm

Do you folks have some sort of a projected release or alpha or beta date? I'd definitely be willing to test the mod and help uncover bugs...

The only thing I'm planning is to offer the next package 'open to the public', posting the link for the download here in the forum. But that package would contain more errors than finished parts, we're in a very early state. So it's not for mod testing, more to show what we're talking about here. And hopefully to get more modders, there are still a lot of meshes to do and a lot landscape editing too. According to my wishlist the whole exterior around Rimmen for instance should be as good as an UL mod :P.

Does anybody know if Rimmen, Elsweyr, or onra's Elsweyr/Valenwood height-maps might affect anything inside vanilla cities? For some reason, all the ground in cheydinhal is gone, half of the ground in bravil is gone, half of the ground in leyawiin is gone, and I think some of the ground in all the other cities is gone too. It's kind-of becoming a problem, as nobody can get to their houses, and it's a 3 minute swim straight up after going in through the gate just to get to the surface of the water in cheydinhal.

I suggest Arthmoor would say this symptoms are typical for 'no more resources '. Not that I really know what I'm talking about on this kind of things, but I remember some of his post saying that vanishing landscape is most often a lack of system resources.

May be the same reason why your CS crashes frequently?
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Robyn Howlett
 
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Post » Wed Aug 04, 2010 8:19 pm

The only thing I'm planning is to offer the next package 'open to the public', posting the link for the download here in the forum. But that package would contain more errors than finished parts, we're in a very early state. So it's not for mod testing, more to show what we're talking about here. And hopefully to get more modders, there are still a lot of meshes to do and a lot landscape editing too. According to my wishlist the whole exterior around Rimmen for instance should be as good as an UL mod :P.


I suggest Arthmoor would say this symptoms are typical for 'no more resources '. Not that I really know what I'm talking about on this kind of things, but I remember some of his post saying that vanishing landscape is most often a lack of system resources.

May be the same reason why your CS crashes frequently?



...or probably you forgot to esmify and espify your files corectly ??? editing your files without esmifying the masterfiles properly (if required) will cause problems as well....just a thought...

regards
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Michelle davies
 
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Post » Wed Aug 04, 2010 6:04 pm

...or probably you forgot to esmify and espify your files corectly ??? editing your files without esmifying the masterfiles properly (if required) will cause problems as well....just a thought...

regards


Roughly what Onra said. If you play the game using an ESMified ESP, then any vanilla worldspace that ESP edits will be badly damaged in-game. So if you have any ESMified ESPs active in-game, then whichever it is, it's editing the cities, not the Tamriel worldspace (otherwise Tamriel would have been ripped to shreds).
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Sudah mati ini Keparat
 
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Post » Wed Aug 04, 2010 3:00 pm

Thats why I use three Oblivion folders: one for playing, one for editing with only vanilla Oblivion and one for editing with Oblivion and SI. No need to rename them, by the way, just have different icons for each CS exe. Each of them uses the ESMs, ESPs, BSAs etc. from their specific DATA dir. Both edit folders have only a minimum set of files, all Oblivion... files of course and only those I need for editing. If space is a problem, you can use Hard Link shell extension http://schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html for the Oblivion files and those other files you don't change.

With that system, the ESMified files always stay in the edit folders and don't disturb in the play folder. No problem with meshes, texture etc. folders from other mods, the edit folders only contain whats related to the current project(s). It's a little bit more work sometimes, but it makes editing much less error prone than using the play folder.

Biggest 'drawback' so far is Tes4Edit, it only works on my 'play' directory (because thats were the registy points to?) so I have to copy my edited files back and fourth when I need to Tes4Edit them. Haven't had the time to find out if there's an option to change this, so if anybody knows it, please tell me ...
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Victoria Vasileva
 
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Post » Wed Aug 04, 2010 11:05 pm

Since I am a big UL fanatic, I will be MONDO happy to try out your "mini-UL" in Rimmen!
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Sabrina garzotto
 
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Post » Thu Aug 05, 2010 5:19 am

Since I am a big UL fanatic, I will be MONDO happy to try out your "mini-UL" in Rimmen!

Ok, should have finished the sentence: ... if we get an UL modder as team member :P. Besides that, the unchanged 'behind-border' landscape around Rimmen would be a medium to large UL mod. Surely I can't reach the level of River Ethe, but I'll try if I ever get this Castle finished. Ah yes, and the underground stairhouse below palace and temple, and the City landscape editing, and the roads, and the 'drainage' creek, and the pathgrids, and some Quest, and a nice japanese Akavir garden for the temple, and the
1000(0) statues, and the temple interior, and reading the Infernal city novel I've ordered yesterday, and all the other things I currently don't remember.
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kasia
 
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Post » Thu Aug 05, 2010 4:59 am

Sounds good I was disappointed with how anquenia didn't have Rimmen,Torval and Senchal and since this adds Rimmen I am dowloading this when it's finished and another reason is Mr silka he is one of the best modders ever.
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Mrs Pooh
 
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Post » Thu Aug 05, 2010 1:45 am

Bump for the sake of keeping it in the public eye.
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Floor Punch
 
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Post » Wed Aug 04, 2010 2:55 pm

Bump for the sake of keeping it in the public eye.

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Chris Johnston
 
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Post » Wed Aug 04, 2010 4:49 pm

so im hearing things from auryga of the first public release coming soon. im thinkin this weekend actually ;)
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Wane Peters
 
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Post » Thu Aug 05, 2010 2:45 am

YES!!!!!!!!!
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Jordan Moreno
 
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Post » Wed Aug 04, 2010 3:03 pm

Nice!!!

Looking forward to it, guys!!!
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Tiffany Carter
 
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Post » Thu Aug 05, 2010 3:00 am

yyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeesssssssssssssssssssssssssssssssssssssssss this will be awesome.When will it be released saturday or sunday and when will it be done all interiors done,all npcs etc.
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Ashley Campos
 
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Post » Wed Aug 04, 2010 4:16 pm

Aww damn, just can't wait. I've been waiting for this mod for so long already :P
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Kat Stewart
 
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Post » Thu Aug 05, 2010 4:10 am

im thinkin anyways, but itll be pretty bug ridden and unpopulated and such. id wait for anouncement from auryga about it though. i did just give auryga my latest work to be merged into the next release though. this release is not even a beta, id call it an alpha. i still have lots of cluttering and skooma tents and lower class homes and npc's to finish yet
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Matthew Aaron Evans
 
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Post » Wed Aug 04, 2010 4:20 pm

We all must have patience...and then we will devour this mod!!!!!!
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Elena Alina
 
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Post » Thu Aug 05, 2010 2:04 am

Is this going to be the best city mod ever because most city mods I know are much quicker and they have new buildings.
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Josh Dagreat
 
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Post » Thu Aug 05, 2010 3:42 am

As already announced by Johnn123, here's our first 'public' package.

And it's a special easter edition too. For sure you remember those Ayleid bird statues; well, rumours say this Ayleid birds actually live around Rimmen.

On this special time of the year they lay their crystal eggs everywhere in town (no, we don't have easter bunnies in Tamriel).

This eggs are quite valuable glowing crystals and a well know (Ayleid?) craftsman named MEO uses them for his famous Ayleid dishes. Or was it the other way around? Maybe the birds devor MEOs dishes and so their eggs look this strange way? Whatever is right, look for 12 eggs in Rimmen. Most of them are easy to spot ... and sell them quickly, they might vanish in the next update :P.


Ok, lets get more serious: this mod is far, very far, from being finished. I even don't look on my todo list anymore, as it makes me depressive ...

So don't expect anything working; all you get is a first look, anythings still 'under construction'. Look for the map markers south of Bravil, and use fast travel, as there's no road so far.

If you got any installion problems, don't ask me for help. I'm still working on the castle, don't have much time for the forum. If it's obvious, that you didn't read the Readme.htm, I won't even look at your post :P.

Speaking of the castle: I've tried to do an 'ancient looking' building with a golden dome and waterfalls on it's sides. Only one waterfall currently, which looks a little odd, but think I know a way to fix that.

Set up a new Blackwood subregion around the city to get appropriate bird sounds and weather.

Resources are packed as BSA file this time to ease installation. Added two patch ESPs, for details about them look in the Readme.

Upload site has a german only interface, but it don't has a wait punishment. Just look for the download button with the little green arrow:

http://www.file-upload.net/download-2403325/Rimmen_v005.zip.html

Have fun and nice easter days!
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Ann Church
 
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Post » Wed Aug 04, 2010 4:33 pm

hahah i was right!! like the bsa format auryga itll make things much easier! should i continue to work on the old rimmen.esp or work on this 1?
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cheryl wright
 
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Post » Thu Aug 05, 2010 5:36 am

hahah i was right!! like the bsa format auryga itll make things much easier! should i continue to work on the old rimmen.esp or work on this 1?

Forget that, yes, use this one. Your changes are already included, hope I didn't miss something. By the way: found some eggs already?
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latrina
 
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Post » Thu Aug 05, 2010 4:53 am

thanks i'm downloading.
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Margarita Diaz
 
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Post » Wed Aug 04, 2010 5:59 pm

Pure Joy! I am going to try this baby out...can't wait till you finish it!
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C.L.U.T.C.H
 
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Post » Thu Aug 05, 2010 1:36 am

It looks cool so far :goodjob:
Still a lot to do though! Can't wait till next version.
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Laura-Lee Gerwing
 
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Post » Wed Aug 04, 2010 9:52 pm

thx speedy! i just did possibley the stupidest thing today, i lost about all of my interiors and work done on the circular complex...it was completed. but then i went and installed the latest version without renaming it for merging. dammit gotta alot work to redo now
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saharen beauty
 
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Post » Wed Aug 04, 2010 6:57 pm

Questions to all who test the mod:

Do the sheeps on the market place stay within the fences, and does the guy and his dog stay outside? As there was no pathgrid, this was a problem in earlier versions. I've done a few pathgrid points inside the fences, but after that the guy (Alusaron) appeared inside the fences. Even with a grid point below his feet he did so, had to give him a blue one to make him stay outside, so would like to know if this works now for everyone.

Johnn123, please give the market place guys some packages, can't see them staying around there day and night and even in the heaviest thunderstorm :P. If you do so I'll spent them a script that disables their goods when they're away. Hm, may be you should make their chests visible besides their stands. They would put this goods in there when leaving the place.

Shouldn' t Ma' Kara reside in an upper class house? A 10.000 gold diamond laying around in a simple tent isn't plausible. I'll put some of my Fuyohin furniture in the next package for you, think they look more upperclass than the vanilla ones.
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Teghan Harris
 
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