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

Post » Tue Feb 01, 2011 9:49 am

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.


Which is unnecessary because whoever likes TES should have SI imho...
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Mariaa EM.
 
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Post » Tue Feb 01, 2011 8:07 pm

i don't have SI and i like TES.

so i'm confused...does Elsweyr require SI? will it in the future?
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Nims
 
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Post » Wed Feb 02, 2011 12:55 am

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.


Regarding cell edits, I think t's normal CS behaviour. That's why its important to clean mods before releasing them.
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LijLuva
 
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Post » Tue Feb 01, 2011 11:12 am

Regarding cell edits, I think t's normal CS behaviour. That's why its important to clean mods before releasing them.

Well, for me you have to clean a mod, when you accidently changed something, or for this annoying door bug. That's what I call the normal CS behaviour. This one's different, as the cells were definitly never touched. If you open an ESP without activating it, you won't get any '*' immediately after loading. But that's what happens here, the mod isn't activated, no editing has done, but the cells list shows lots of changes. And there is no save prompt, when you close the CS then.

Edit: forget another point; requiring SI was discussed here before, or was it the Rimmen thread? As far as I understood Iliana, she doesn't intend to make Elsweyr SI-dependend. For normal game playing the additional SI items would simply vanish without real problems for non-SI users. That's not true for the example item I've mentioned. In a none-SI setting, the interior cells this light bulb is used in will at least be much darker, and have ugly yellow sign(s) in it, I think.
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Spooky Angel
 
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Post » Wed Feb 02, 2011 12:16 am

I personally can not play Oblivion without SI, Elsweyr. and soon to be more provincial mods. I have 193 hours in my current game, and I want more!

EDIT...which brings up the question, what will happen when all other provinces are finally finished?
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Krystina Proietti
 
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Post » Tue Feb 01, 2011 5:46 pm

EDIT...which brings up the question, what will happen when all other provinces are finally finished?


Didnt the Mayan prophecy predicted that the world ends shortly thereafter... :lol:

...

Seriously though, I'll have a lot of exploring to do thats for sure.
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lolli
 
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Post » Tue Feb 01, 2011 8:21 pm

http://img514.imageshack.us/img514/7086/screenshot383.jpg

Floating rock.
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hannaH
 
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Post » Tue Feb 01, 2011 7:00 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.


It shouldn't really be a problem. The simple solution is just to ignore it completely until it comes time to release the mod, and only then spend 10 to 15 minutes running through all the forms using TES4Edit to delete changes to things not part of Rimmen.

It will help if you use the same prefix for everything in your mod, like I use ANQ for everything from creatures, to ingredients to AI packages. Because TES4Edit lists things alphabetically, you can then easily spot edits to things that are not yours at a glance.

I would not bother with it now, because when make a mod dependent on another the cs always makes alot of wild edits. The SI thing just creates a few more on top of that.

btw, which interior cells are using those lights? I might as well change those. For players playing a mod using SI objects without having SI installed the items just vanish along with the forms. Missing mesh exclamation marks only occur for missing meshes, not missing forms. Elsweyr isn't SI dependent because the few SI objects I used won't be missed if they are completely absent.
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Rebecca Clare Smith
 
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Post » Wed Feb 02, 2011 1:41 am

It shouldn't really be a problem. The simple solution is just to ignore it completely until it comes time to release the mod, and only then spend 10 to 15 minutes running through all the forms using TES4Edit to delete changes to things not part of Rimmen.

It will help if you use the same prefix for everything in your mod, like I use ANQ for everything from creatures, to ingredients to AI packages. Because TES4Edit lists things alphabetically, you can then easily spot edits to things that are not yours at a glance.

I would not bother with it now, because when make a mod dependent on another the cs always makes alot of wild edits. The SI thing just creates a few more on top of that.

btw, which interior cells are using those lights? I might as well change those. For players playing a mod using SI objects without having SI installed the items just vanish along with the forms. Missing mesh exclamation marks only occur for missing meshes, not missing forms. Elsweyr isn't SI dependent because the few SI objects I used won't be missed if they are completely absent.

My theory is wrong, as Johnn123 uses SI, so seems it's really this wild edit thing. We're using ANQrimmen as a prefix, all statics in the first ESP grzesiog1 sent me were named this way and I continued it.

I did a list of the FormIDs which I get error messages for:
570E7	1f382	1a16d	45764	135ed79aa5	1f384	1a1a3	13564	1354b59b56	1f382	1b01c	135b2	1351b4feeb	1f390	1f385	1383c	121051f385	50bc4	43de1	15641	11f9d ...

Had about 5-10 more errors, but stopped recording, as the last 10 or so in the list and all following were problems with GREETING message. No way to go around this ones, except you use a vanilla Oblivion.esm, am I right?

Here's how I found the cells:
  • first just loaded Oblivion.esm and Elsweyr into the CS, nothing else
  • then opened Oblivion.esm with Tes4Edit and searched for the FormID
  • back into CS with the info I got in Tes4Edit, searched and selected the item
  • right clicked the item and then the 'Use Info' menu point; it had all cells that were wrong

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Isabel Ruiz
 
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Post » Tue Feb 01, 2011 10:44 am

The CS will always make a mess of editing with an ESMified ESP. That's just the nature of the beast. There's nothing you can do about it except clean up the mess when you're ready for a release. There's not much sense in worrying about it before then.
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carly mcdonough
 
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Post » Tue Feb 01, 2011 7:26 pm

bump. This thread doesn't belong on Page 7... :)
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Vivien
 
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Post » Tue Feb 01, 2011 10:07 pm

OMG!! I just came back from a 6 month break and this game has gotten CRAZY GOOD!!! All the new lands seem to be miraculously nearing completion!! I remember the days when people would laugh off those with dreams of adding new provinces! Bah! This looks great, the graphics enhancer(s) look great, all of the old mod's I used to love have just gotten better and more polished! XD


*elderscrollsgasim*
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Stay-C
 
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Post » Tue Feb 01, 2011 2:05 pm

Ah, I see you may have gotten inspired by the lich Xykon in OOTS. He says something similar " I think I just had an evilga*m" . Anyhoo, I agree completely. TESIV has become sooo much better lately. Not least because of this mod.
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Curveballs On Phoenix
 
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Post » Tue Feb 01, 2011 3:40 pm

~" I think I just had an evilga*m"~

What a coincidence, so did I!

Enough joking aside, this mod be ferking awesome. Not sure if one of the quests has my plotline finish ideas that I never mentioned or thought of until I came across the quest and 10 minutes passed.
Spoiler
(In short, take the preservation fluid and force it down her throat, since we need to preserve such a horrid persons lower intestines more then a couple poor Khajiit)

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SaVino GοΜ
 
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Post » Tue Feb 01, 2011 10:09 pm

Not sure if this is the right place for this but I have a minor problem with this mod, it all works fine and is amazing, 10/10 for it, but this is happening with the textures at distance:

http://img413.imageshack.us/i/screenshot1jt.png/

I have run TES4LODgen, i put textures etc in manually so I dont really know why this is happening, is this a problem with streamline adjusting the vLOD? I am using Quarls LOD textures also but they look nothing like this so its not them.
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Syaza Ramali
 
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Post » Tue Feb 01, 2011 8:33 pm

You don't have the distant landscape installed correctly. Which may also indicate you have other parts of the mod which are also not installed correctly.

Distant landscape has nothing to do with tes4lodgen btw.
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jennie xhx
 
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Post » Tue Feb 01, 2011 10:48 pm

Ok thanks for the quick reply.
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Astargoth Rockin' Design
 
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Post » Tue Feb 01, 2011 3:55 pm

Hmm, just unzipped and moved across all 3 files, and to be sure the distant LOD meshes and textures and its still doing it, any ideas?
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Tanya
 
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Post » Tue Feb 01, 2011 11:52 am

Hmm, just unzipped and moved across all 3 files, and to be sure the distant LOD meshes and textures and its still doing it, any ideas?


Those landscape LOD textures are simply texture replacers, so they only work if they are able to override the ones inside the Oblivion - Textures.bsa.
Someone mentioned this problem before, and it had something to do with their Oblivion-Textures.bsa file having acquired a recent date somehow. The game file should be dated 2006 by default, which means any modded replacement textures created since then can override it.
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Carlos Rojas
 
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Post » Tue Feb 01, 2011 2:17 pm

If so, OBMM's Archive Invalidation window also contains a BSA re-date button which will easily fix the issue.
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CORY
 
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Post » Tue Feb 01, 2011 6:30 pm

Elsweyr glitch or incompatibility report: Night sky too light during nighttime sandstorm.

First, I must mention that I consider vanilla Tamriel night-skies far too bright, so use the mod oc_darker_nights to darken things suitably. This sky darkener is stated to be incompatible with weather overhauls. Whether this has a bearing on my issue I do not know.

Anyway...

I was collecting skulls for an Elsweyr quest. The sun went down. It became too dark to see well. I decided to find a place to sleep (if such exited) in Orcrest, not far from where I was at the time. Here is a screenshot of my approach to Orcrest (from the north), with normal evening sky.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/OrcrestNight_1.jpg, normal evening sky.

While searching for an Inn with rentable bed the wind picked up. At the same time the sky lightened, and kept getting lighter as the sandstorm intensified. City lights went out. NPCs extinguished their torches. This began sometime between 10pm and 10:30pm. Here's what it ended up like.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/OrcrestNight_2.jpg during sandstorm.

It stayed like that for the duration of the storm. It got darker again afterward. I'm not sure it ever darkened to what it was before, but then I don't know that all storm effects had vanished.

Note that this is the second time I've experienced this. First time I thought it was a freak glitch so didn't bother to report it.

Thanks for the ear!
-Decrepit
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Josh Trembly
 
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Post » Tue Feb 01, 2011 11:29 am

I think someone mentioned this before - it's a game glitch because (IIRC) the sandstorm is based on fog, and fog has its own lighting. I've noticed this myself, and I'm fairly sure that's the cause.
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carrie roche
 
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Post » Tue Feb 01, 2011 9:53 pm

I got it sorted, downloaded the files again and that solved the problem. Fantastic mod :celebration: .
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Eibe Novy
 
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Post » Tue Feb 01, 2011 8:00 pm

Riverhold and the Valenwood road connecting to Silorn could use some path grid help. There are several nodes that float pretty high off the ground leading to creatures/NPCs who can't route around the problems and sometimes end up falling from the sky.

Also there are a number of flickering seams in Riverhold, outdoors and indoors. Can provide more details if you want them.
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luis dejesus
 
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Post » Tue Feb 01, 2011 5:50 pm

A simple quest question:

Spoiler
I started working the quest where we aid a young tribesman collect warrior skulls. Is it possible to collect enough skulls to satisfy the quest without killing anyone? I've found nine or so by sneaking into tribal villages. Can't bring myself to harm those groups of roaming (?) warriors, as none are my enemies or seem overly evil. No biggy if it can't be done. I'll just revert to an earlier save and ignore the quest.


Thanks in advance!
-Decrepit
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Charlie Ramsden
 
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