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

Post » Tue Feb 01, 2011 4:02 pm

Elsweyr, the Deserts of Anequina

Version 2 (January 2010) Download at TES Nexus
http://www.tesnexus.com/downloads/file.php?id=25023

Version 2 (January 2010) Download from Megaupload
http://www.tesnexus.com/downloads/file.php?id=25023

Previous forum thread:-- http://www.gamesas.com/bgsforums/index.php?showtopic=1067782&st=200&gopid=15579833&#entry15579833

From Leyawiin to Bravil a broad range of mountains divides the verdant valleys of the Niben valley from dry plateau of central Elsweyr. Step across the border and explore a new desert land!

This mod transforms the unused across-the-border Elsweyr region into a brand new playable area with a variety of distinct landscapes, settlements, monster spawns, and NPCs. The ring of hills keep the deserts self-contained, invisible from the green of Cyrodiil.

The mod has its roots in TES lore. Anequina is the name of the northern region of Elsweyr province, and its cities Corinthe, Riverhold, Orcrest, Dune all appear on TES maps of the land. The minor place names are also taken from the TES Arena map.
You can read more about the province on the TES wiki :-- http://www.uesp.net/wiki/Tamriel:Elsweyr

Reference, Tamriel worldspace vanilla cells edited by mod (but not including new cells added to the missing quad)--
http://img368.imageshack.us/img368/3836/anequinagridmapelsweyr.jpg

================
VERSION 2, JANUARY 2010
================

* Includes a first look of the new city of Dune, new Orcrest models, desert Noria (waterwheel), fortresses, caravanserai.
* Four extra quests, one each from Eloine Brigette & Chews-on-Rats in Orcrest, Libia Beltaire of Darkarn Place, and an extra for the Merchants Guild.
* New locations in the Corinthe Palace District, also the Corinthe city dungeon, expansions to Orcrest.
* New creatures -- slarjei birds and camels.
* Expanded jungle region.

http://www.youtube.com/watch?v=Cup8PORiSNY
http://www.youtube.com/watch?v=VHAZnIOfHkk
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/duneRunner.jpg

===============
VIDEO PREVIEW
===============

http://www.youtube.com/watch?v=_F9vkRE6Qac

===============
RELATED PROJECTS
===============

Elsweyr's Kingdom of Rimmen, a town founded by Akaviri refugees near the Cyrodiil border
http://www.gamesas.com/bgsforums/index.php?showtopic=1062821

===============
ACKNOWLEDGEMENTS
===============

A special thanks to the modders who have created all of the wonderful resources I've used in the making of this mod :

By Mr Siika:--
Town of Dune architecture & layout, Orcrest walls, towers, palace & arena, Desert fortresses, Noria, Kings Walk caravanserai, Minotaur village, Elephants, Running birds, Durzogs, Camels, Minotaur oxen, cows, champions & elders, Animated seagulls, vultures & seahorses.

ARCHITECTURE
MrSiika (Dune & Orcrest Architecture, Noria, Caravanserai, Fortresses, Minotaur camp), DarknessEternal (Corinthe & the houses of Orcrest), TheKarithian (Orcrest oasis houses, Moon temple), IronicEcho (Tents), SevenRavens (Tribal Huts), Siegfried (Obelisks)

LANDSCAPE & FLORA
Addiktive (Desert Textures), Koniption (Trees, Plants, Corals, Ingredients), Texian (Water Rapids & Coastal Waves), Siegfried (Palmetto Trees), DeathlessAphrodite (Cacti & Baobab trees), DarkRider (Sandstorms), Mr Siika (Seagulls & Vultures), Arthmoor (WaterLOD), Sachiel (Rock Formations), Senten (Barrel cactus), Phitt (Anim. fish), Mr Siika (Seahorse)

KHAJIIT & OTHER RACES
AlienSlof (Khajiit retextures), Luchaire (Ohmes-raht Khajiit "Tabaxi"), Veld (Khajiit black), Corthian (Tsaesci), SniperDaria (Tattooed Ohmes)

ARMOR
Trollf (Desert Chain, Leather, Mithril Pit, Chain, Elven & Daedric Armors, Daedric Collar & Skirt), Ghogiel (Bonemold Armor), Koniption (Maomer Armor), Frank (Tribal Shields), Frankpants (Lamellar Armor), Uglulyx (Retexs of Lamellar & Pit Armor, and Hide Cuirasses), Ayhan (Ottoman & Archer Helms), AlienSlof's Orc (Tribal Fur Armor), Exanimis (Elephant Shield), Corthian (Scale armor)

WEAPONS
Trollf (Peasants' Weapons), Exanimis (Tribal Weapons), Waalx (Khajiit blades), Hel Borne (Broad Spear, Trident), Koniption (Meat Cleaver)

CLOTHES
Trolff (Misc Robes & Clothing), KrimsynKane & Kikaimegami (Scarves), Waalx (Fat clothes), Pale Rider (Straw Hat), Nessa (Upper05 retextures)

CLUTTER
Koniption (Ingredients, Canoes,Nets, & Misc Clutter), Hel Borne (Orc Skulls), Senten (Road/Shop Signs & Tree fix), Lazarus (Tall baskets), Meo3000 (Moon globes, Open books), McMuffin (Skooma Pipe), Der Kriger (Mounted Heads), DavidWhitefang (Foods), Phaedra (Vomit, Urine), Khugan (Gold & Silver Bars), LiquidGraph (Magic Lamp, Talon, Giant rib, Geode), Trolff (Portable lamps & candles), MrMuh & RPG-BlackDragon (Havoked crates, barrels, sacks) Mr Siika (Animal skull), Chigga (Brazier), DominickCryomonde (Khajiit Skulls), Prometheus (Lacquered Table & Stool), Xiamara & Lazarus (Cushions)

CREATURES
InsanitySorrow (Brown Troll), Cryonaut (Red Wolf), Mr Siika, Divine Avenger & Yarharhar (Elephants, Elephant Mount), Mr Siika, Corepc & Jdfan (Durzogs) Francesco (Goats, Cats), Cyronaut, Malo, Elveon & AlienSlof (Spiders), AlienSlof (Tiger), Skingrad24 (Zebra), Corepc (Red & Black Boars, Fat Bellied Minotaurs), Cryonaut, Xmarksthespot & Grimdeath (Pahmer & Crocodilion), Argentsol (Skavens "Desert Goblins"), DeathlessAphrodite (Red Sand Crabs), Sharks & Fish (Sjors Boomschors, Toru Miyazawa), Hel Borne (Orc Zombies), b3w4r3 (White Deer), Prometheus & Xilver (Lizard, Glyptodon, Addax, Ape, Sandcrawler), CGChaos & Infiniti (Sea Lamia, Spore Cat, Marine Abominations), Mr Siika (Camel, Slarjei Bird), Mr Siika (Minotaur Ox, Cow, Bull, Chief & Champion)

BOOKS

Raggidman (Hunting Hunted Hunters)

LOADSCREENS
DavidWolf (Custom loadscreens), Watadarkstar (Custom loadscreens), Xtudo (DarkUI versions of loadscreens)

BODY ADJUSTMENTS
DaemonDarque & Sen-Chan (Roberts Male & Female Body Adjustments), Gaikotsu Akunin (Compiled some FF Body Replacers)

OPTIMISATION
Arthmoor (Optimised meshes)

A special thanks to Mr Siika, Arthmoor, Mavrix-Watadarkstar, PacificMorrowind, Uglulyx, Senten, Siegfried, DavidWolf, Daemondarque, Raggidman, Yian, Rentner, and Worm82075 who have helped with this mod.
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steve brewin
 
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Post » Tue Feb 01, 2011 4:30 pm

Just met the guy writing the Stupedia. :lol:
I'm guessing this is supposed to be a reference to Wikipedia? (No one's donating any money...)


His wife calls it that, because she doesn't like being dragged along by her husband through the wilds of Elsweyr and being chased around by hostile tribesmen waving spears. ;)
I did plan to give the husband a quest eventually. He will send you running around Elsweyr in search of rare books about the province.

I shouldn't post this now, because this thread is reaching it's limit, but, Iliana, have you noticed the ideas/songs I suggested to add to Elsweyr?
I posted them http://www.gamesas.com/bgsforums/index.php?showtopic=1062978&st=180&p=15514298&#entry15514298 of the last thread.


I thought someone back then was volunteering to make a music compilation. I'm not doing it because that sort of thing just doesn't interest me.

Alright. I'm sure Iliana is going to get tired of me doing this or something eventually, but I ran through the remaining textures I hadn't looked over yet to fix things like missing mipmaps and use of wrong compression types. Not as many as I figured it might be, but I only noticed it as I was doing updates for the RAEVWD pack.
http://www.4shared.com/file/209312877/a1400c0c/ANQV2TextureFixes.html
If I'd thought about it sooner I could have had these done for the V2 update, but hey :)


Its too much for just an update. So they will have to wait for version3, perhaps towards the end of the year. If there's any really important fixes amongst those I would include them in the next update.

That's likely it, then. :)
Iliana: Finally got all my files installed, but I was wondering: You said that all the optional files are now included in the base mod. Does this include the Robert's Female files? I want to ask before I go overwriting everything, because the new files might well be optimized and that would be kind of dumb. :P


No, optional files aren't included in the main mod for obvious reasons. I also need to redo the Roberts Female esp to account for the new khajiit race just added to the mod.

First I'd like to say that this mod is very impressive. You guy's have done a lot of great work :goodjob:
Also if you've already included some characters from Morrowind I think it would be appropriate to add http://www.uesp.net/wiki/Morrowind:J%27Dhannar too.
Keep up the great work! :dancing:


I could include him somewhere. I like linking up with stories in Morrowind. :)

One thing I have noticed...there is a lot of empty space out in the desert. Seems kind of too empty...maybe make the occasional dungeon or cave? I kind of think it would be more appropriate to have more caves out in the areas far from roads, as opposed to dungeons.


I have barely touched the northern desert. Its not an area I've gotten around to doing. Yes, it could have more dungeons. If I had a tomb set I would some of those. I just don't like making generic caves though so I probably won't ever add any more of those unless I need one for a specific quest.
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Brentleah Jeffs
 
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Post » Tue Feb 01, 2011 8:51 pm

Its too much for just an update. So they will have to wait for version3, perhaps towards the end of the year. If there's any really important fixes amongst those I would include them in the next update.


I'd have to check, but I don't think any of it is going to be especially critical. Most of it is Orcrest stuff that needed the attention. Probably the worst that'll happen is someone might see some scrambled landscape since some of the desert textures had no mipmaps. Aside from that, just some bloaty VRAM wastage that won't hurt anything.

@Everyone: The RAEVWD package for Elsweyr has been updated and is now available at http://www.invision.tesalliance.org/forums/index.php?/files/file/301-really-aevwd/ and http://www.moddb.com/mods/really-aevwd. You'll also need to make sure you've got the RAEVWD 1.7 base package as some of the core textures there are used by the extension.

The copies at Nexus are obsolete now - I'm not able to get the uploads done there.
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Kellymarie Heppell
 
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Post » Tue Feb 01, 2011 4:03 pm

YES! After using BOSS, the cities are playable for me! :dance:

Time to go explore Elsweyr with a good framerate.

EDIT: Except for Corinthe's Market. It still plays at 15 fps. But I can live with that. ;)
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natalie mccormick
 
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Post » Tue Feb 01, 2011 2:04 pm

Question about RAEVWD CRC mismatch:

I created OMODs of both ElsweyrAnequina v2 and Arthmoor's new Anequina2 RAEVWD optional add-on. After activating the base-mod OMOD the not-yet-active RAEVWD turned red. Viewing conflicts showed these two files (please forgive any typos in following strings)...

1.) Textures\Anequina\lowres\Architecture\Orcrest\loamwalldecor02.dds
2.) Textures\Anequina\lowres\Architecture\Orcrest\loamwalldecor02_n.dds

These appear in both the base mod and RAEVWD. The RAEVWD versions are much smaller (and seem to match the size of other files in the same base-mod directory) and newer. Are they per-chance optimized replacements for the base-mod versions? Or should I delete the RAEVWD versions and keep the originals?

Cut-and-paste from the OBMM conflict report:
[ElsweyrAnequina RAEVWD - no trees 2.0.omod] (major conflict)Data file Textures\Anequina\lowres\Architecture\Orcrest\loamwalldecor02.dds already exists- CRC mismatch. The new file is different from the old.- Data file owned by elsweyranequina 2.0.omodData file Textures\Anequina\lowres\Architecture\Orcrest\loamwalldecor02_n.dds already exists- CRC mismatch. The new file is different from the old.- Data file owned by elsweyranequina 2.0.omodThis conflict report displays only data file and script defined conflictsFor EDID conflicts, please use the full conflict report tool.


Thanks in advance!
-Decrepit
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Anthony Rand
 
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Post » Tue Feb 01, 2011 6:35 pm

Just had to enter and share the praise of this creation. After seeing so many projects showing of their new landmass, and after seeing pics of Anequina, I thought it would be quite an anticlimix to enter it. I was wrong.

It's simply amazing. Just the fact I could pass the border and find a city there is amazing in itself, but when I got higher in Riverhold and could look out across the savannah... wow...

I remember wishing for Valenwood or Skyrim when I first played Oblivion, but now I don't really care anymore. Elsweyr is by far good enough for me!
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The Time Car
 
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Post » Wed Feb 02, 2011 12:53 am

No, optional files aren't included in the main mod for obvious reasons. I also need to redo the Roberts Female esp to account for the new khajiit race just added to the mod.

Cool. Thanks. I looked back over the old thread and realized I'd misread it, but it's nice to have confirmation anyway. :)

@Everyone: The RAEVWD package for Elsweyr has been updated and is now available at http://www.invision.tesalliance.org/forums/index.php?/files/file/301-really-aevwd/ and http://www.moddb.com/mods/really-aevwd. You'll also need to make sure you've got the RAEVWD 1.7 base package as some of the core textures there are used by the extension.

The copies at Nexus are obsolete now - I'm not able to get the uploads done there.

Woohoo. :D
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Cheryl Rice
 
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Post » Tue Feb 01, 2011 7:57 pm

Is there a Map with both - Elsweyr and Open Cities Leyawiin Reborn - combined where the bottom part of Elsweyr isn't cut off? Preferbly a colored one, but I don't really mind.
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Hayley Bristow
 
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Post » Tue Feb 01, 2011 3:46 pm

1.) Textures\Anequina\lowres\Architecture\Orcrest\loamwalldecor02.dds
2.) Textures\Anequina\lowres\Architecture\Orcrest\loamwalldecor02_n.dds


Yes, these will be optimized versions of those files. So you should allow RAEVWD to overwrite them.
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Bird
 
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Post » Tue Feb 01, 2011 3:58 pm

Good stuff in Version 2. It's mods like this that keeps us all playing TESIV til TESV comes out.
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Kate Schofield
 
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Post » Tue Feb 01, 2011 3:53 pm

I dunno if that's a bug or intended but I would strongly recommend to scale up dune at least by an additional .5. It just seems so small compared to the other cities...
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Ashley Campos
 
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Post » Tue Feb 01, 2011 7:09 pm

About those problematic palm trees... Is there a way to make them 'lighter' on performance?
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~Sylvia~
 
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Post » Tue Feb 01, 2011 9:05 pm

Question about RAEVWD CRC mismatch:

1.) Textures\Anequina\lowres\Architecture\Orcrest\loamwalldecor02.dds
2.) Textures\Anequina\lowres\Architecture\Orcrest\loamwalldecor02_n.dds


Yes, these will be optimized versions of those files. So you should allow RAEVWD to overwrite them.


Thanks. I had guessed that to be the case and altered my OMODs accordingly. I even restored Tower_far.nif so I can again see Two-Moons Temple at distance. (Just gotta remember to delete that once Iliana replaces the Temple.)

So far all seems well. Unlike some, for me this version seems more laggy in spots than my previous Anequina build, but nothing I can't live with. No crashes yet, though I have avoided the one stretch of road (between Orcrest and Caravanserie) where they were most prone to happen. Had I my druthers, I'd wish for Iliana to restore being able to see roads in the Dune-Orcrest section at distance. (They remain viewable (at least to an extent) in the Corinthe-Leyawiin section.)

Gonna do a lot more exploring later and maybe work on a few Elsweyr quests. Will report any issues found.

UPDATE: Just had my first crash in the new Elsweyr... at Caravanserie. I'd been playing awhile. Had returned to Verona House to pick up silver bars for trading, then rode to Elsweyr, via the Faregyl-Anequina road. Spent the night sleeping in the Riverhold Mages Guild. Rode to Caravanserie. Upon arrival there I clicked my spacebar to dismount. There was a long wait between clicking and dismounting. That had me worried. Went inside the one (so far as I know) access Caravanserie interior. Exited. That's when I crashed.

Thanks again for this great mod. It just gets better and better!
-Decrepit
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James Hate
 
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Post » Wed Feb 02, 2011 1:20 am

Question: How do i upgrade from V1 to V2? just copy over the old ESPs?
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mimi_lys
 
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Post » Tue Feb 01, 2011 10:32 am

I'd have to check, but I don't think any of it is going to be especially critical. Most of it is Orcrest stuff that needed the attention. Probably the worst that'll happen is someone might see some scrambled landscape since some of the desert textures had no mipmaps. Aside from that, just some bloaty VRAM wastage that won't hurt anything.
@Everyone: The RAEVWD package for Elsweyr has been updated and is now available at http://www.invision.tesalliance.org/forums/index.php?/files/file/301-really-aevwd/ and http://www.moddb.com/mods/really-aevwd. You'll also need to make sure you've got the RAEVWD 1.7 base package as some of the core textures there are used by the extension.
The copies at Nexus are obsolete now - I'm not able to get the uploads done there.


I'll include some of the Orcrest ones in the next update. The city exterior probably only uses half a dozen of those older textures.

The best time to upload to TESNexus seems to be around now : early morning Europe. The servers seem to be less busy then.

YES! After using BOSS, the cities are playable for me! :dance:
Time to go explore Elsweyr with a good framerate.
EDIT: Except for Corinthe's Market. It still plays at 15 fps. But I can live with that. ;)


Great! Its handy also for me to know what these solutions are. I guess the load order problem had something to do with a mod which affects npcs, since all your npc-busy areas were slower than they should have been.

Just had to enter and share the praise of this creation. After seeing so many projects showing of their new landmass, and after seeing pics of Anequina, I thought it would be quite an anticlimix to enter it. I was wrong.
It's simply amazing. Just the fact I could pass the border and find a city there is amazing in itself, but when I got higher in Riverhold and could look out across the savannah... wow...
I remember wishing for Valenwood or Skyrim when I first played Oblivion, but now I don't really care anymore. Elsweyr is by far good enough for me!


Thanks. :) Riverhold is where this mod began. It was originally just a Town of Riverhold mod which I released a year and a half ago.

Is there a Map with both - Elsweyr and Open Cities Leyawiin Reborn - combined where the bottom part of Elsweyr isn't cut off? Preferbly a colored one, but I don't really mind.


There is this one--
http://www.tesnexus.com/downloads/images/26329-1-1249603381.jpg

http://www.tesnexus.com/downloads/file.php?id=26329

Elsweyr doesn't extend much further south than that.

I dunno if that's a bug or intended but I would strongly recommend to scale up dune at least by an additional .5. It just seems so small compared to the other cities...


No. But Dune will feel bigger when its crowded with NPCs.

About those problematic palm trees... Is there a way to make them 'lighter' on performance?


Go up to one and console disable. There's only a few of them in the Orcrest oasis district, a handful in Dune, and some at the oasis. That's about it.
Where are they causing a problem?

UPDATE: Just had my first crash in the new Elsweyr... at Caravanserie. I'd been playing awhile. Had returned to Verona House to pick up silver bars for trading, then rode to Elsweyr, via the Faregyl-Anequina road. Spent the night sleeping in the Riverhold Mages Guild. Rode to Caravanserie. Upon arrival there I clicked my spacebar to dismount. There was a long wait between clicking and dismounting. That had me worried. Went inside the one (so far as I know) access Caravanserie interior. Exited. That's when I crashed.


I don't know why. Faulty AI? A faulty script?
I need some more information. Like what time of day was it? Had you purchased the elephant or not? etc. Which cell did it crash in?

Question: How do i upgrade from V1 to V2? just copy over the old ESPs?


Just download V2 and replace. There is only one esp, ElsweyrAnequina.esp.
Any patches and other associated plugins remain the same.
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Avril Louise
 
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Post » Tue Feb 01, 2011 1:41 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?
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Hannah Barnard
 
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Post » Tue Feb 01, 2011 1:24 pm

UPDATE: Just had my first crash in the new Elsweyr... at Caravanserie. I'd been playing awhile. Had returned to Verona House to pick up silver bars for trading, then rode to Elsweyr, via the Faregyl-Anequina road. Spent the night sleeping in the Riverhold Mages Guild. Rode to Caravanserie. Upon arrival there I clicked my spacebar to dismount. There was a long wait between clicking and dismounting. That had me worried. Went inside the only (so far as I know) accessable Caravanserie interior. Exited. That's when I crashed.

-Decrepit


I don't know why. Faulty AI? A faulty script?
I need some more information. Like what time of day was it? Had you purchased the elephant or not? etc. Which cell did it crash in?


Hmm...how do I determine which cell I'm in? As to time-of-day, it would be morning, not long after sunrise. As mentioned, I had slept the night in the Riverhold Mages Guild, then traveled directly (by road) to Caravanerie. No, I did not buy an elephant. I did, however, talk with the elephant sales-lady. She was in that one Caravanerie room I entered. It was just after exiting that room and zoning back onto the outside covered walkway that I crashed.

I'm not sure what the issue is either. I too suspect AI or scripting. Not that either is necessarily faulty. But something in the area might well cause the game to push my system resources to their limit, especially after an already lengthy play-session. But that's pure speculation. With older builds of ElsweyrAnequina this same thing tended to happen while traveling (on horseback) the road between Orcrest and Caravanerie.

It must be noted that Caravanie and/or its approach is not the only area this same sort of thing has occurred in. It's happened a few times in, of all places, Border Watch, and also after I've traveled through the AFK_Weye / VeronaHouseBloodlines area. The latter I've always suspected to be overloading my system resources to the point the game becomes unstable. (I've got a lot of mods in the Imp-Isle area.) Border Watch is, however, pretty much pure vanilla. Its only additions, so far as I know, are some mod-added npc quest dialogue (yours for merchant trade and Kragenir's Death for Wine Delivery). These crashes don't occur every time I pass through those areas. Indeed, until last night's Caravanerie crash I'd been crash free for at least a week, which included a good number of lengthy play-sessions. And it must be said that my play-session all involve much foot/horse travel, since I do not normally fast-travel.

Oh! I'd originally said that this new build seems, in spots, more laggy than my previous few builds (November/JanV1). After much exploring I no longer think this the case. I now suspect that the excessive lag noticed in my first v2 session was due to having re-ran TES4LOGgen and needing to get all that new info cached. In any case, later Elsweyr v2 sessions have been reasonably lag-free (considering I'm using Arthmoor's Anequina-RAEVWD addon, minus only trees). Just about the only time I had any recent noticeable excessive lag in Elsweyr was while dismounting my horse outside Caravanerie (only a few minutes before my crash).

Speaking of Caravanerie, I like its new look, and that the covered walkway is at last accessible without having to jump over a railing. In general I'm liking all the visual changes and additions.

Thanks again!
-Decrepit
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Hearts
 
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Post » Tue Feb 01, 2011 1:21 pm

There is this one--
http://www.tesnexus.com/downloads/images/26329-1-1249603381.jpg

http://www.tesnexus.com/downloads/file.php?id=26329

Elsweyr doesn't extend much further south than that.


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.

http://www.tesnexus.com/downloads/file.php?id=28432

This map is alright, but doesn't feature anything beside Elsweyr. It also comes without files for .../textures/menu50 and menu75, so it doesn't work with the mini map mod either. I would have done it myself (putting OC LR and Elsweyr together), but my Abilities are very ... limited in that case.
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Sun of Sammy
 
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Post » Wed Feb 02, 2011 1:30 am

So.... Does anyone speak German???

The new version of Valenwood Improved DV was just uploaded today, and in the description it mentions Elsewyr DoA compatibility something something.... Is that thing now compatible with EDOA??? If so, that would be PERFECT and I would download the thing immediately :) But someone needs to translate what it says / try out the mod... That would be BIG!!! Because then the next step could be an English translation of the MOD, and all of a sudden we have a playable Valenwood alongside Elseweyr??? That would be amazing, especially considering the quality of that mod as well... I have downloaded it before and it was REALLY good, except for really nasty overlaps with EDOA and the German language, which contributed to me uninstalling it. If the German language is the only thing that's left, then... I suppose I could do use it, as long as I don't overwrite the default language files and simply use the mod as a region to play/explore. I could ignore the NPCs...
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Lovingly
 
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Post » Tue Feb 01, 2011 8:11 pm

If someone could translate the german valenwood to english and make a patch to fit with Elsweyr...I woulod be in heaven!
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quinnnn
 
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Post » Tue Feb 01, 2011 9:21 am

My German is far from perfect, but that line reads "improved compatibilty with the deserts of anequina". Although the word "improved" is really subjective, it would seem there is at least some type of move toward compatibility
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Adam
 
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Joined: Sat Jun 02, 2007 2:56 pm

Post » Tue Feb 01, 2011 1:20 pm

Hey Iliana, Thankx for this V_2, i'll be releasing my V_2 soon, so i'm keeping all your new surprise(s) for my new come back in Elsweyr (i'll create a new character for the ocasion)...
Keep up the good work YOU and all of THE OTHERS, that have made this great and embitious project come to life !

PS, about the thing we discuss for my mod, i recently learn to make dialogues and quests, so i think i'll be fine for "questifying" V_2, i think i told you already, but just in case... !

Reaper
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Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Tue Feb 01, 2011 10:47 am

Sorry for double posting, About the Vallenwood thing, I also beg, the team of Vallenwood to translate in English... hep, no answer yet ! I would also be in heaven if it happen !
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Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Tue Feb 01, 2011 10:00 pm

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.

I spent the last couple hours wandering around Elsweyr. It looks fantastic. King's Walk is gorgeous (love the architecture), the savannah looks really nice, the Orcrest slums are really nasty (they look and feel like slums), and everything is very stable. I just have a few minor bugs to report:

There's an arch in the SE corner of King's Walk that's open - you can see into the empty space between the walls.

There's an open rock near Riverside Keep (see http://project-phoenix.wikidot.com/local--files/files/openrock.JPG; this is north of the fort, which is in the background there.

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).
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joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Wed Feb 02, 2011 1:37 am

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?
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Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

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