[RELz/Beta] Elsweyr, the Deserts of Anequina (Thread 8)

Post » Wed Feb 02, 2011 1:19 am

You won't be able to go much further SW than Corinthe due to the wall of collision boxes that's there to prevent walking off into the void.
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Tue Feb 01, 2011 4:22 pm

Im currently working on both a patch for Elsweyr/Valenwood and a translation for Valewood atm (Thank goodness for my german fiancee ;D). Not gonna release it until it is finished and approval is granted by both Iliana and the Valenwood team. Ill upload some pics ltr to show the new road and landscape above Dune. Im also thinking of adding the mising quads towards the south but the hightmap thing is still getting the better of me. Sit tight and hopefully we'll have Elsweyr & Valenwood working side by side too. Great work on V2 btw, loving dune (it's my characters home city, so its nice to wander around it).
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Tue Feb 01, 2011 7:07 pm

ok.... couple of things... there are still some MAJOR issues between Valenwood Improved and EDOA... The road from Elseweyr that goes through Valenwood is ALL messed up, and some parts of Elseweyr cannot be crossed on foot (try walking SW from Corinthe towards the T. Forest... NOT happening. The terrain is flat, but the character is NOT moving forward...

That's because they're not compatible. Iliana's noted this before, but I'm not sure that it's in the file description anywhere (might be a good idea, Iliana. :)) Someone said that VI isn't lore-friendly anyway and has some serious issues of its own (something about the northern part of Valenwood not even being developed; I don't know personally, because I haven't tried it).
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Tue Feb 01, 2011 12:12 pm

Im currently working on both a patch for Elsweyr/Valenwood and a translation for Valewood atm (Thank goodness for my german fiancee ;D). Not gonna release it until it is finished and approval is granted by both Iliana and the Valenwood team. Ill upload some pics ltr to show the new road and landscape above Dune. Im also thinking of adding the mising quads towards the south but the hightmap thing is still getting the better of me. Sit tight and hopefully we'll have Elsweyr & Valenwood working side by side too. Great work on V2 btw, loving dune (it's my characters home city, so its nice to wander around it).



That's REALLY good to hear. Do you have any estimate on completion time? Not looking for anything exact, but are we thinking 2-3 months or 6-10 months, or is it just a "when it's done it's done" kinda thing? :)

So, basically it's a known thing that SW of Corinthe, there is currently a bunch of weirdness... Iliana, do you have plans to address that in the future?
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Tue Feb 01, 2011 3:56 pm

That's because they're not compatible. Iliana's noted this before, but I'm not sure that it's in the file description anywhere (might be a good idea, Iliana. :)) Someone said that VI isn't lore-friendly anyway and has some serious issues of its own (something about the northern part of Valenwood not even being developed; I don't know personally, because I haven't tried it).



If you read the description for the new version of Valenwood, they claim improving compatibility with Elseweyr. They also no longer list Elseweyr in the list of the incompatible mods. That's why I downloaded it and tested it....
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Wed Feb 02, 2011 1:37 am

That's REALLY good to hear. Do you have any estimate on completion time? Not looking for anything exact, but are we thinking 2-3 months or 6-10 months, or is it just a "when it's done it's done" kinda thing? :)

So, basically it's a known thing that SW of Corinthe, there is currently a bunch of weirdness... Iliana, do you have plans to address that in the future?


Couple of weeks maybe for the Compatability Patch, but thats just until i'm ready for Iliana and Eldrarie to have a look and approve it. For the translation I dunno, How long it takes i guess. Of course both will be relying on permission before releasing.
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Tue Feb 01, 2011 11:34 am

I am not worried about it yet...There is plenty of things to explore in Elsweyr. I am not to concerned about Valenwood yet.
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Tue Feb 01, 2011 7:06 pm

I am not worried about it yet...There is plenty of things to explore in Elsweyr. I am not to concerned about Valenwood yet.


Yep, that's the spirit :foodndrink: Valenwood Improved isn't even really something worth downloading yet, it still needs to be improved a lot. Valenwood is supposed to be sub tropical, and there is supposed to be rainforest. But there isn't. And there hardly is any lore accurate and special architecture. Maybe when they've improved the mod, then it would really be worth making patches and translating the mod. But for now, it's just a waste of time.
User avatar
Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Tue Feb 01, 2011 6:31 pm

Yep, that's the spirit :foodndrink: Valenwood Improved isn't even really something worth downloading yet. Valenwood is supposed to be sub tropical, and there is supposed to be rainforest. But there isn't. And there hardly is any lore accurate and special architecture. Maybe when they've improved the mod, then it would really be worth making patches and translating the mod. But for now, it's just a waste of time.


+++++++++++++++++++++++++++!!!!!!!!!!!!!!!
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Tue Feb 01, 2011 9:50 pm

I don't mean to be rude to the creators of the Valenwood mod, but they need to get in better contact with Iliana to work out their border differences....and also they need to try to make their mod more accurate to the climate and latitude.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Tue Feb 01, 2011 3:59 pm

I don't mean to be rude to the creators of the Valenwood mod, but they need to get in better contact with Iliana to work out their border differences....and also they need to try to make their mod more accurate to the climate and latitude.


That's unfair. They don't "need" to do anything. Separate mod teams are not required to communicate with each other where their mods might or do overlap. The fact that they are interested in attempting compatibility is great, but if they chose not to do so, that's great too, it's their choice. Also, just because a mod located in a certain area doesn't conform to the expected style/climate/whatever for that area, doesn't mean they have to do anything about that either. If they want to match lore, that's fine, but if they have chosen not to, that's fine too.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Tue Feb 01, 2011 12:58 pm

Perhaps it would be best to leave any discussion about Valenwood mods out of this thread? I mean, it's not really a part of Elsweyr. And too many off topic posts will just clutter up the thread.
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Tue Feb 01, 2011 4:26 pm

Perhaps it would be best to leave any discussion about Valenwood mods out of this thread? I mean, it's not really a part of Elsweyr. And too many off topic posts will just clutter up the thread.

I agree. Furthermore since it is still a work in progress a patch would be foolish at this point as later releases will simply overwrite it.
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Tue Feb 01, 2011 9:41 pm

I don't mean to be rude to the creators of the Valenwood mod, but they need to get in better contact with Iliana to work out their border differences....and also they need to try to make their mod more accurate to the climate and latitude.


I think this is moot after Bethesda's treatment of Cyrodiil...
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Tue Feb 01, 2011 3:43 pm

Are there plans to extend Elsweyr?
It seems the lore maps have it as also consisting of the horn that is south of the main deserted area.
maybe after Onra's Heightmap is done?


I don't have any plans to do that region.

Of course it does otherwise I wouldn't have asked. The map you posted is the cut off map. You'll notice it especially with the mini map mod. The player's location mark even goes off the mini map when going further south, e.g. that fisher village ... something with 'walk' in it.


That is the only map anyone has made including both Leyawiin Reborn and Elsweyr. So if you want both that's the only choice.
As I said, Elsweyr doesn't extend much further south than that anyway. The map marker for Duncori Walk appears on the vanilla map.

I can't seem to find the addax horn texture. I walked into Hzardirr Traders, and they're sitting on the table, but they're purple. I checked in the files under Textures/Anequina/Clutter and /Ingredient, but none of them appear to be the right one. I know I have all the files this time - I deleted all the old files, then installed the new ones so I could make sure everything was right. Is it missing, or did I just miss something?
Edit (to save posts): I'm missing some boar meshes/textures, so I have to redownload the big file. I'll see if the addax horn textures are in there too.In the Corinthe Palace District, the arches on the ends of all the walkways have invisible force fields in front of them. I took a http://project-phoenix.wikidot.com/local--files/files/Corinthe_palace.JPG, which also happened to have a mis-aligned ledge or something (it's circled).


The addax horn texture is with the creature textures, as is the boar. Those are all included in part2 of the download.
I know about the Corinthe arcade end. It was a temporary mesh I fiddled with just to cap it. But I'm not a modeller so the best I could do was taking an existing mesh and deleting bits.

ok.... couple of things... there are still some MAJOR issues between Valenwood Improved and EDOA... The road from Elseweyr that goes through Valenwood is ALL messed up, and some parts of Elseweyr cannot be crossed on foot (try walking SW from Corinthe towards the T. Forest... NOT happening. The terrain is flat, but the character is NOT moving forward...
Another thing... Is the Forest actually a forest??? Seems like flat unpopulated terrain with barely any trees right now and some MAJOR LOD issues... This is with Valenwood disabled... Just EDOA enabled and that's it... Is T. Forest not really populated or developed right now?


Yes, they are not completely compatible and would not be without a patch.
As for that lod issue, you have obviously tcl'd your way past the invisible barrier marking the edge of the mod, and walked into the phantom lod hills. That area is not part of the mod which is why it is blocked off.

That's unfair. They don't "need" to do anything. Separate mod teams are not required to communicate with each other where their mods might or do overlap. The fact that they are interested in attempting compatibility is great, but if they chose not to do so, that's great too, it's their choice. Also, just because a mod located in a certain area doesn't conform to the expected style/climate/whatever for that area, doesn't mean they have to do anything about that either. If they want to match lore, that's fine, but if they have chosen not to, that's fine too.


I agree.

I haven't tried the Valenwood mod myself, but from the screenshots I can see that it is beautifully crafted.

So, basically it's a known thing that SW of Corinthe, there is currently a bunch of weirdness... Iliana, do you have plans to address that in the future?


No, no plans. Its beyond the edge of the mod and blocked off. The phantom hills you see come with the vanilla game. There was never any land beneath them.
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Tue Feb 01, 2011 10:29 am

Im currently working on both a patch for Elsweyr/Valenwood and a translation for Valewood atm (Thank goodness for my german fiancee ;D).

Im also thinking of adding the mising quads towards the south but the hightmap thing is still getting the better of me.


i would like to help you with this! i am in contact with eldarie from valenwood improved about that too. and i am german, this may help. but i'm mainly interested in a passable seaway in the south because i'm working on a sailing mod.

so... why not use onra's heightmap?
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Tue Feb 01, 2011 9:39 am

i would like to help you with this! i am in contact with eldarie from valenwood improved about that too. and i am german, this may help. but i'm mainly interested in a passable seaway in the south because i'm working on a sailing mod.

so... why not use onra's heightmap?


hey

just my two cents .....patching Valenwood improved for working together with Ilianas Elsweyr mod will be very very difficult...maybe even not possible...first of all it has to be translated..then you have to fix all the problems caused by editing the same cells...only this will be a lot of work ..but you should know one thing...both mods are generating complete new cells ...and this is a real problem..usually if you have two mods editing the same cells the last mod in load order wins....so you load the two mods and create a patch ( in simple words)...but if two mods are generating complete new land in the same worldspace..the mod which comes first is the winner. ..means all cells from the other mod at the same location are gone....and this is a problem....you cant patch something that is not there...

at the end you will have to generate big parts of one of the two mods completely new ( depending on the load order)....and even if you do this, you will still need a patch ...beside this the complete south of Valenwood and Elsweyr is missing and has to be generated in any way as well...simply this can drive you mad :brokencomputer:

honestly...Valenwood improved is a really nice mod ..not completed and not really lore friendly but very well done....but in my eyes trying to make them compatible with Elsweyr is a waste of time...



for my own heightmaps...

I will release a completely remade and more lorefriendly Valenwood/Elsweyr heightmap as well a Blackmarsh and Summerset Heightmap this month...all in the Tamriel worldspace complete with basic regions map data, sounds and pathgrids...the heightmaps are completely finished and I am currently working on generating the regions and pathgrids ...

these heightmaps can be used by everybody as a master ( free modders resource) for generating mods in the new provinces...

Hammerfell, High Rock and Skyrim will come next together in one heightmap ...morrowind will be the last, I am just learning how to use Tesannwynn...great tool which will allow me to place the Vardenfall landmass more lorefriendly than it is possible with the limited CS heightmap editor


Note ! The new Valenwood Elsweyr heightmap will still require Ilianas mod but not as a master anymore...

cheers
User avatar
Sophie Miller
 
Posts: 3300
Joined: Sun Jun 18, 2006 12:35 am

Post » Wed Feb 02, 2011 1:12 am

if two mods are generating complete new land in the same worldspace..


does anequina generate new land?

if i place a house mod on your heightmap, outside of anequina's cells, will it be compatible to anequina?

so... if i place whole valenwood on your heightmap...?
User avatar
Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Tue Feb 01, 2011 10:45 am

morrowind will be the last, I am just learning how to use Tesannwynn...great tool which will allow me to place the Vardenfall landmass more lorefriendly than it is possible with the limited CS heightmap editor


From what Ive been told by Gstaff, you arent allowed to port over the heightmaps. I pmed them and was told it was a no go. :shrug:
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Tue Feb 01, 2011 11:39 am

does anequina generate new land?

if i place a house mod on your heightmap, outside of anequina's cells, will it be compatible to anequina?

so... if i place whole valenwood on your heightmap...?



Yeah Elsweyr Anequina creates new land ...some of it is used ingame as playable land and some cells are not used at the moment or used only for landscape lod generating.

The new Valenwood heightmap will be full compatible with Ilianas mod. ..a small patch will be provided.

Very important is that the Valenwood heightmap will require Ilianas mod. For making them compatible I had to remove cells from my Valenwood map which are generated by the Anequina esp...so if you would try to play the Valenwood map alone, you would have a lot of missing land.

load order should be :

Valenwood/Elsweyr heightmap.esp

Elsweyr desert of Anequina.esp

Patch

your mod

cheers

onra
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Tue Feb 01, 2011 2:51 pm

From what Ive been told by Gstaff, you arent allowed to port over the heightmaps. I pmed them and was told it was a no go. :shrug:



Are you talking about the Vardenfall heightmap taken from Tes 3 ? I know that it is not allowed to use content from Tes 3 for other Games..

I am using ( only for testing) atm the Vardenfall heightmap taken from the Solstheim_Vardenfall_Mournhold project ( which seems to be dead). As this mod was discussed and uploaded on official

forums why should it be a problem for me ? A lot of projects are using rescaled versions ( without any other data) of the Vardenfall or Solstheim heightmaps...


btw this is the wrong thread for such discussions...please post on my heightmap thread or on Tes Nexus

regards

onra
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Tue Feb 01, 2011 3:41 pm

The addax horn texture is with the creature textures, as is the boar. Those are all included in part2 of the download.

I'm good now. Thanks. :) The problem ended up being my fault (again). I was combining all the stuff into one zipfile, and I accidentally deleted the files from several creature folders - the stuff I needed - so I had to re-download it. (Aside: In 7-zip format, the entire package is 2/3 the size of the original. You should really look into trying 7-zip. It's free. :) )
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Tue Feb 01, 2011 5:47 pm

Got a really nice little problem and wonder what you think about it:

Johnn123 is building the Rimmen marketplace, and references an ESMified ElsweyrAnequina.esp, as he uses the Elsweyr Khajiit races.

He had some problem with an interior cell and sent me his RimmenMarket.esp. As I opened it with TESSnip, I found a lot of changes far out of the Rimmen exterior cells. And I had to learn, that Johnn123 didn't touch this cells accidently.

Did some 'research' and found a possible reason:

I'm using 2 separate Oblivion folders. The first (CSOblivion) is just plain patched vanilla, and nothing in it but the Rimmen and Elsweyr ESPs.

The second one (Oblivion) is my gaming version with about 140 Mods in it, including 'Shivering Isle'.

As mentioned here some time before, Elsweyr uses some SI elements. And it's based on the SI version of Oblivion.esm, which itself contains several items not included in the vanilla esm!

When I edit, I use my 'vanilla version' folder. So if I only open (not activate) the Elsweyr ESP every cell containing an SI object is marked as 'touched'. Simple because the SI item is missing in the vanilla Oblivion.esm. If I open the 'normal' (not ESMified) ESP version, I also get some error messages on this missing items.

For example, one is Formid 000570E7, a 'light bulb' called 'FirePlaceOrange512'. A vanilla Oblivion.esm doesn't contain it, but the Oblivion.esm which SI installs does have it. It is used in 6 ANQ... interior cells, and each of them is marked as 'touched' in Johnn123's ESP.

I suggest, Johnn123 hasn't installed SI, or edits in a 'vanilla' environment as I do. I've PM-asked him about it just before this post, but of course no answer up to now.

So it seems, using SI has another drawback, not only some items that don't appear if it's missing, but a lot of garbage in dependend mods too.

Possible solutions I see:
  • cleaning the garbage records out of the dependend mod when finished editing. Not good for me, as it's a lot of work. And you're never finished ...
  • replacing the SI items in the ElsweyrAnequina.esp by 'custom ones'. Not good for Iliana, as she got's the work. And, may be worse, I haven't look for the other missing items, so I don't know if they are as easy replaceable as the light bulb.
  • recommend SI. Not good for those without it ... and for me too, I would need a third folder ;).
  • some magic solution I can't think of now ...


Hm, no little problem in the end, when I look 'up' ... so much writing ...
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Tue Feb 01, 2011 4:28 pm

I personally don't see why anyone would play the game without SI, so I don't think it's much of a problem to require it. Really, everyone should just have it. The standard for modding should be the GOTY edition of Oblivion - the definitive release.
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Tue Feb 01, 2011 3:22 pm

Possible solutions I see:
    recommend SI. Not good for those without it ... and for me too, I would need a third folder ;).


Hm, no little problem in the end, when I look 'up' ... so much writing ...


If a mod requires SI, it requires SI. Nothing wrong with that. If Rimmen is going to be dependent on the Elsweyr ESP, then Rimmen requires SI too, so everyone who edits the Rimmen ESP in your team will require SI to be able to work on the mod. Workaround would be for those who don't have SI to work on things in separate ESPs which aren't dependent on Elsweyr, and for these ESPs to be merged into the main Rimmen ESP by someone who does have SI.
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

PreviousNext

Return to IV - Oblivion