[RELz/Beta] Elsweyr, the Deserts of Anequina (Thread 7)

Post » Fri May 27, 2011 10:35 pm

This looks great!

Out of curiosity, do you have any idea when it'll be totally finished? A year? Longer?

Whatever it is, it'll be worth the wait for a complete version.

Sorry, but the reason for my curiosity is my lack of skills with any type of thing.... I don't trust myself with proper installation enough to install a mod that is in beta, as I fear unplayability.

How many hours of quest time do you expect to be adding? To be honest, I wouldn't mind if it was none, looking at those screens. Are you planning on getting it voiced?

Thanks! :)
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Fri May 27, 2011 8:42 pm

This looks great!

Out of curiosity, do you have any idea when it'll be totally finished? A year? Longer?

Whatever it is, it'll be worth the wait for a complete version.

Sorry, but the reason for my curiosity is my lack of skills with any type of thing.... I don't trust myself with proper installation enough to install a mod that is in beta, as I fear unplayability.

How many hours of quest time do you expect to be adding? To be honest, I wouldn't mind if it was none, looking at those screens. Are you planning on getting it voiced?

Thanks! :)


Iliana stated before that she will keep adding to the mod as long as she has the interest, so there will never be a "complete" version. Don't let the beta fool you, it is totally playable. Obviously there will be things to iron out here and there, but don't all mods have bugs (even the game)?

I believe quests are the same deal, so they will be added based on appeals and her preferences, but also watch out for other quest mods made for Elsweyr by other authors. Lastly, I am certain voicing for such a big mod would be too great a workload, so most likely no.
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Fri May 27, 2011 10:47 am

yes that's right; though sometimes it leaves a junk (ie not parented to a nitristrip/shape but to a ninode) nimaterialproperty and/or a nitexturingproperty - if so just also remove that.
from the readme:
so short definition: just launch Tes4Gecko, select 'Move Worldspace', ...


Thanks! That's what I was looking for.

This looks great!
Out of curiosity, do you have any idea when it'll be totally finished? A year? Longer?
Whatever it is, it'll be worth the wait for a complete version.
Sorry, but the reason for my curiosity is my lack of skills with any type of thing.... I don't trust myself with proper installation enough to install a mod that is in beta, as I fear unplayability.
How many hours of quest time do you expect to be adding? To be honest, I wouldn't mind if it was none, looking at those screens. Are you planning on getting it voiced?
Thanks! :)


Its a bit like asking when Cyrodiil will be finished . . . and the answer is it will be finished when you stop adding more mods to it. Same with Elsweyr really, I'll just keep adding to it until I no longer want to. There is no planned finish date, its just a hobby after all.

I have no idea how many hours the quests would add up to. There are 24 so far. Some are pretty short, others are more involved.
I've no plans to have it voice-acted. There are around 1700 lines of dialogue which is just too much to have done.
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Fri May 27, 2011 8:47 pm

Oh forgot about this:
Spoiler
Chews-on-Rats; is his quest actually done yet...he keeps saying he needs more rat meat, even though I have 15...

User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Fri May 27, 2011 7:59 am

Oh forgot about this:
Spoiler
Chews-on-Rats; is his quest actually done yet...he keeps saying he needs more rat meat, even though I have 15...


Have you got
Spoiler
the meat from Big Rat as well? That special rat is hidden in underground in Orcrest somewhere.

User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Fri May 27, 2011 9:47 am

I've been looking at all existing maps which add Elsweyr into the existing vanilla map, but it seems none have Riverhold city drawn on it, even though it was the first city to be built! :nuts:
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Fri May 27, 2011 8:48 am

Have you got
Spoiler
the meat from Big Rat as well? That special rat is hidden in underground in Orcrest somewhere.

Spoiler
Hm, no , I don't, figuring he'd be happy with a load of the stuff anyway. Guess I'll go hunting huge rat.^^

User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Fri May 27, 2011 9:40 am

I can't enter the new territory. I walked all the way to the border, and I'm told to "turn back" and I can't evean reach the border :(

Am I doing something wrong?
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Fri May 27, 2011 5:42 pm

Am I doing something wrong?

Yup, you didn't read the "readme" ;)
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Fri May 27, 2011 4:49 pm

Had to push up my modding motivation by installing the newest Elsweyr additions. And it worked, of course :D. Especially in contrast to this Bruma weather outside running around in Elsweyr was a real pleasure. I could really feel the heat in the desert ...

Found the following issues: Zebra body and Pahmer head meshes contain bad texture paths (slashes, not backslashes) in the Part 1 file. The merged updates file and the new file both don't contain fixed versions. Did a search for 'Zebra' backward in the old threads, but noone else mentioned this error. Does nobody get Zebras without body and Pahmers with violet heads except me?

Dune's nice 'RunningWater01.nif' fountain is somewhat quiet, is that intended?
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Fri May 27, 2011 7:56 pm

I'm feeling helpful,

http://www.uesp.net/wiki/Oblivion:Ini_Settings
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Fri May 27, 2011 10:59 pm

Here's a few new images --

http://img121.imageshack.us/img121/1817/anqriverholdview.jpg

http://img194.imageshack.us/img194/6519/anqorcarena.jpg

http://img51.imageshack.us/img51/737/anqslarjei01.jpg

http://img63.imageshack.us/img63/1199/anqslarjei02.jpg

http://img194.imageshack.us/img194/1181/anqfortress01.jpg

http://img193.imageshack.us/img193/2976/anqfortress02.jpg

I've been looking at all existing maps which add Elsweyr into the existing vanilla map, but it seems none have Riverhold city drawn on it, even though it was the first city to be built! :nuts:


Yes, poor Riverhold. It has been neglected. : ( On the map it would be about the same size as Bravil residential area.

I can't enter the new territory. I walked all the way to the border, and I'm told to "turn back" and I can't evean reach the border :(
Am I doing something wrong?


Here's a copy paste answer. ;)

You need to turn off the in-game borders before playing this mod.
Just open up the file --
My Documents/My Games/Oblivion/Oblivion.ini
Find the setting "bBorderRegionsEnabled=1" and change that "1" to a "0"
Save and close. All done!
The bBorderRegionsEnabled setting is below the heading [General] but before [Display] in the ini's list.

Had to push up my modding motivation by installing the newest Elsweyr additions. And it worked, of course :D. Especially in contrast to this Bruma weather outside running around in Elsweyr was a real pleasure. I could really feel the heat in the desert ...
Found the following issues: Zebra body and Pahmer head meshes contain bad texture paths (slashes, not backslashes) in the Part 1 file. The merged updates file and the new file both don't contain fixed versions. Did a search for 'Zebra' backward in the old threads, but noone else mentioned this error. Does nobody get Zebras without body and Pahmers with violet heads except me?
Dune's nice 'RunningWater01.nif' fountain is somewhat quiet, is that intended?


Nobody has mentioned problems with those animals before, but I've since redone all the creatures addresses. I wanted to give them unique ones anyway to prevent conflicts and file overrides. Its time for a proper V2 release of this mod, so I'll tidy up all these loose ends now.

Yep, I should add some little sound emitters around those fountains, I often forget about those. There are quite a few different sounds you can hand place.
I still have think which ones to place next to the noria's waterwheel. I guess the ship rigging one sounds a bit like wood creaking, unless there is something better.
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Fri May 27, 2011 6:55 pm

Its time for a proper V2 release of this mod, so I'll tidy up all these loose ends now.


This got me excited. Presumably you will be including all the Jan 2010 additions in V2?

Great photos, Thank you for your continuing work.

I remember when you first went public with this mod you said that you would be using only pre existing resources. It is perhaps a measure of how far you have come that now the awesome Mr Silka is providing so many custom resources. The two of you together make a dream modding team.
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Fri May 27, 2011 7:23 pm

uhmm..very nice to hear about v2, but I have the same question as S'lider...will it be the next release? Or there will be a Jan update, THEN v2 afterwards?
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Fri May 27, 2011 11:52 pm

V2...it is going to arrive like a missile!
User avatar
Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Fri May 27, 2011 5:32 pm

Thanks! That's what I was looking for.



Its a bit like asking when Cyrodiil will be finished . . . and the answer is it will be finished when you stop adding more mods to it. Same with Elsweyr really, I'll just keep adding to it until I no longer want to. There is no planned finish date, its just a hobby after all.

I have no idea how many hours the quests would add up to. There are 24 so far. Some are pretty short, others are more involved.
I've no plans to have it voice-acted. There are around 1700 lines of dialogue which is just too much to have done.



Okay, thanks! :)
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Fri May 27, 2011 8:30 pm

This got me excited. Presumably you will be including all the Jan 2010 additions in V2?


uhmm..very nice to hear about v2, but I have the same question as S'lider...will it be the next release? Or there will be a Jan update, THEN v2 afterwards?


Yep, version 2 will basically be the January update. Basically the one being tested now plus the few final things I'm adding in now.
Version 2 will repackage all the original stuff and all the updates since and remove any obsolete files. Its still planned for the end of this month.
User avatar
Ally Chimienti
 
Posts: 3409
Joined: Fri Jan 19, 2007 6:53 am

Post » Fri May 27, 2011 8:06 pm

So would it be about time to update the LODs as well then for the stuff that's been added? Should just be all the Orcrest and Dune things, right?
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Fri May 27, 2011 8:38 am

hmmm...Mass Effect 2 + v2 of Elsweyr mod....this end of the month will be very interesting :D
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Fri May 27, 2011 8:23 am

Nobody has mentioned problems with those animals before, but I've since redone all the creatures addresses. I wanted to give them unique ones anyway to prevent conflicts and file overrides. Its time for a proper V2 release of this mod, so I'll tidy up all these loose ends now.

Redoing the creature addresses may or may not fix it - if the texture paths are changed with nifskope it certainly should. However to be on the safe side you could always run PyFFI's fix_texturepath spell on your meshes (I'd volunteer but the downloading and reuploading if that many meshes svcks on dialup)... details on how to run that if you're interested are http://www.gamesas.com/bgsforums/index.php?showtopic=1061938
EDIT: Oh don't have details on fix_texturepath yet up there... so just either use the spell optimize (which includes fix_texturepath) or replace the spell name for one those sample calls and use fix_texturepath instead.
Pacific Morrowind
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Fri May 27, 2011 10:58 pm

Daaimn, I just can't wait for V2 :drool:
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Fri May 27, 2011 1:13 pm

I've no plans to have it voice-acted. There are around 1700 lines of dialogue which is just too much to have done.


Not impossible :-) Gimme a crack at it
User avatar
Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Fri May 27, 2011 8:35 pm

Not impossible :-) Gimme a crack at it


I'd like to voice-act, too...but I don't know how to mimic khajiit accent...lol
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Fri May 27, 2011 7:01 pm

So would it be about time to update the LODs as well then for the stuff that's been added? Should just be all the Orcrest and Dune things, right?


The ground meshes and textures are all ok, the only one that needed to be adjusted was the quad containing Dune. Orcrest still has the same layout so that doesn't need a new one.

Mr Siika has made far nifs for most of his new meshes.
And of the old meshes, the only thing changed is the roof texture of the Orcrest houses.

Redoing the creature addresses may or may not fix it - if the texture paths are changed with nifskope it certainly should. However to be on the safe side you could always run PyFFI's fix_texturepath spell on your meshes (I'd volunteer but the downloading and reuploading if that many meshes svcks on dialup)... details on how to run that if you're interested are


Luckily its only those two animal meshes mentioned. The rest I had all readdressed in Nifscope from the very start.

Not impossible :-) Gimme a crack at it


I'm really not fussed about having the mod voiced. It would need a team of male and female voice actors anyway, and I would need to have all the dialogue finished first. I'm still in the middle of writing quests.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Fri May 27, 2011 6:29 pm

Iliana...right now, just keep on those quests! Voices can be the last thing to worry about.
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

PreviousNext

Return to IV - Oblivion