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

Post » Fri May 27, 2011 2:01 pm

No, it would not be a problem. But it would not make any sense (at least for me). The reason why the head mesh is seperated from the body mesh (in some vanilla creatures) is that the head mesh is animated (look at the wolf, for example).
I can't do that. That's why I don't cut the mesh in two.


Oh, that's why! Thanks for the answer. :)
User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Fri May 27, 2011 2:56 pm

Yes, I should be able to upload this month's update in a day or two.


Cool! I'll do a fresh install with it!
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Fri May 27, 2011 1:26 pm

This might be fixed in the November update but I'll report it anyway while remembering it. There's a floating stone in the air close to Culotte, more precisely:

Base Object 0003D01C
Cell 19, 0
Position 78105, 0, 3386

Stupidly I disabled it before updating to the latest release, so I'm unsure if it's still there.
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Fri May 27, 2011 8:01 am

The first update of 2010 is right around the corner...BRING ON THE GIRLS!
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Fri May 27, 2011 11:46 pm

The first update of 2010 is right around the corner...BRING ON THE GIRLS!

But... Illiana is already a girl... :bigsmile:
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Fri May 27, 2011 9:00 pm

Shouldn't it be "bring on the dancing girls"? :embarrass: :lol: I mean, who wants to watch men dance?!? :P :lol:



Nice with an update so close round the corner. Elsweyr is really moving forward in leaps and bounds with each new update, excellent.
User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Sat May 28, 2011 12:17 am

-discreetly raises his hand- but anyways I'm also excited for the next update, though I gotta remember to figure out the best way to update it with OBMM I think I made it an Omod...
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Fri May 27, 2011 11:28 am

================
JANUARY ADD-ON FOR TESTING
================

Finally here is the next add-on! I'm just uploading it for testing at this stage, because such a huge amount of new stuff has been added I want to make sure everything is working ok before sending it to TESNexus.

EDIT : 50 downloads, that's enough testers for now.

Of course the most stunning additions are Mr Siika's new design for the city of Dune, and his redesign of some of the Orcrest architecture.

There are also several new quests which will give you pause to spend some time exploring the cities.
In Orcrest speak to Eloine Brigette and Chews-On-Rats to begin those two quests.
In Darkarn Place Libia Beltaire has a little job for you.
And in Corinthe the next promotion quest for the Merchants Guild is available.

There's also a few new additions to Corinthe. You can visit the Mages Guild and buy Elsweyr ingredients from the alchemist there, and the city has an unpleasant dungeon in which to dump you if you get arrested!

Just for testing I've included a Slarjei mount and the noria over the rise to the left as you enter the Verkarth Hills worldspace. Its not a working area, so you will have to use the console to open the gate.


I haven't had time to add everything everyone has sent me over the last month, some things will have to wait for Feb-Mar update. Its best not to rush things too much. ;)
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Fri May 27, 2011 10:19 am

You know we love updates...and you know we love you! Keep on keeping on!!!!!!!!!
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Fri May 27, 2011 9:26 am

thank you so much Iliana!!! :foodndrink:
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Fri May 27, 2011 2:16 pm

Thanks for the January update, Iliana. Can't wait to see it officially released on TESNexus. :)
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Fri May 27, 2011 9:30 pm

Woho!
I've been waiting on the border to dive into Elsweyr when the new update came!
Time for a vacation!:D
Thanks!
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Fri May 27, 2011 9:36 am

Hmm..to download this test release, or to wait for the final version at TesNexus?

That is the question :D
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Fri May 27, 2011 6:18 pm

Thank you so much Iliana :foodndrink:
User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Fri May 27, 2011 3:09 pm

Questions concerning Jan 2010 Elsweyr OMOD build.

I just downloaded your two Jan updates. My plan is to add them to my existing Nov-Dec_09 Elsweyr build. This build has worked well for me; no visual anomalies and only a very few crashes (mostly outside Orcrest in the same general area mentioned by another poster).

My current build consists of, installed it order:
  • 1.) Your full Nov-Dec (09) download (containing a compilation of prior builds).
  • 2.) ElsweyrOrcrestTextureSizeFix from the Sept_09 optional download, replacing existing files if and when necessary.
  • 3.) Arthmoor's Elswery RAEVWD add-on (all but the trees), again replacing existing files if asked.

Once those were combined, I did the following:
  • 4.) OMOD created and activated.
  • 5.) ESP positioned with OBMM.
  • 6.) ESP cleaned by TES4edit to "Undelete and Disable References".
  • 7.) TES4LODgen.



Now my questions:
My Nov-Dec OMOD construction folder (incorporating mentioned optional additions) still exists. I plan to add your Jan updates to that, then create a new OMOD. Is it safe to do so? Do I need to wait for an update to the RAEVWD add-on before it's usable due to Dune and Orcrest architecture charges?

Arthmoor recently made an optional "AnequinaCreatureTextureFix" available. I downloaded but have not installed it. Has it been incorporated into your Jan 2010 updates, or do we still need to add it separately? If separate, should it be installed before or after the Jan updates?

My proposed new build, if starting afresh (not the case) would look like this:
  • 1.) Your full Nov-Dec (09) download (containing a compilation of prior builds).
  • 2.) ElsweyrOrcrestTextureSizeFix from the Sept_09 optional download, replacing existing files if and when necessary.
  • 3.) Arthmoor's Elswery RAEVWD add-on (all but the trees), again replacing existing files if asked.
  • 4.) Jan_2010 main update files, overwriting existing files as needed.
  • 5.) Your Jan_2010 texture fixes, overwriting as needed.

Notice I did not include Arthmoor's "AnequinaCreatureTextureFix" in the above. I'm not sure when to add it. Seems to me it could be either between 3 and 4, or between 4 and 5, assuming that it's not been incorporated into your own new updates.

One last question. As mentioned, for Nov-Dec I cleaned via "Undelete and Disable References" but not "Remove "Identical to Master" records". I will of course do the former again (unless you say you have already done so). Is it safe to do the latter, or should I leave well enough alone?

Thanks again for this mod!
-Decrepit
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Fri May 27, 2011 10:01 pm

Questions concerning Jan 2010 Elsweyr OMOD build.


Yes, that's right. Of course the update hasn't been tested yet (except by me) which is why I haven't released it on tesnexus yet. I assume I've included all the needed files, but there are an awful lot of them so I might have missed something.

I will probably include most of Arthmoor's creatures texture fixes, at least for the critters with files unique to my mod. I haven't had a chance to double check them in-game myself though. But you can just drop them in the bundle last to include them.

You can clean the esp if you like too.


I don't use omods myself. When I install a mod I just dump all the files in my data folder. So I can't really give you any advice about setting those up.
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Fri May 27, 2011 3:53 pm

Well, thank you Iliana.

Also thanks for answering Decrepit's questions. I was about to post a similar series of questions concerning incorporating the Jan stuf.
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Fri May 27, 2011 10:35 am

Has anybody had any problems with the new update? Or any suggestions?
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Fri May 27, 2011 5:03 pm

Has anybody had any problems with the new update? Or any suggestions?


None really so far really, it's all splendid.
Small things(that where probably there in the previous version anyway) are:
-in the bar of the Caravan hold, a few baskets are sticking out of the floor.
-when I got arrested by an Orcrest guard, I got brought to Riverhold(this is because Orcrest doesn't have a dungeon yet, I presume?)

I'll report when I do find anything disturbing.

Nice little anecdote:
When I did the Malechat Blasphemer quest,
Spoiler
my Mage failed to steal the orc's heart. So, instead of takin it unoticed, she talked up to the brute, flirting and joking, she was able to catch him off-guard and snatch his heard all the same. The guards where less dumb, which resulted in aforementioned arrest...ohwell.


Edit:
Ah, I thought it was my Pc acting up in Orcrest, good to know.:)

Also,
cleaning with Tes4Edit yielded 1044 undeleted disable references and a 327 identical to masters.
Might be a good thing to clean before the final release.:)
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Fri May 27, 2011 9:50 pm

some things I noticed:

1.) Is it only me or are there floating flowers right above Dune's upper class district?
2.) I noticed I made a bad collision mesh for Dune's palace - you can't get to the door :banghead: I'll fix that.
3.) Orcrest has a rather bad FPS rate... guess I'll have to review the towers and gates.
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Fri May 27, 2011 3:05 pm

I've just reinstalled and cleaned my Oblivion installation. Do you need more testers for that "beta release"? Or should I wait for the final update and download it via TesNexus?
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Sat May 28, 2011 12:19 am

3.) Orcrest has a rather bad FPS rate... guess I'll have to review the towers and gates.


Orcrest's problems come from the insanely high polygon counts on the trees there. I've noticed that if more than one is on screen, things bog down badly. I know very few people have access to Speedtree but they seem like prime candidates for that treatment. If that's not an option, maybe something can be done to lower the poly counts on those trees?
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Fri May 27, 2011 6:24 pm

Jan2010 built visual anomalies:

First, my Elsweyr build consists of, in install/task order:

  • 1.) Iliana's full Nov-Dec (09) download (containing a compilation of prior builds).
  • 2.) ElsweyrOrcrestTextureSizeFix from the Sept_09 optional download, replacing existing files if and when necessary.
  • 3.) Arthmoor's Elswery RAEVWD add-on (all but the trees), again replacing existing files if asked.
  • 4.) Jan_2010 main update files, overwriting existing files as needed.
  • 5.) Iliana's Jan_2010 texture fixes, overwriting as needed
  • 6.) Arthmoor's recent "AnequinaCreatureTextureFix", overwriting as needed.
  • 7.) OMOD created from the above and activated.
  • 8.) ESP manually moved to proper place in load order by OBMM following advice from BOSS.
  • 9.) ESP cleaned by TES4edit to "Undelete and Disable References" (1044 found and disabled). I have not yet applied "Remove "Identical to Master" records", but might if folk find this beneficial and safe.
  • 10.) ran TES4LODgen.

I was able to spend only a brief time in the new Elsweyr. So far nothing major is found amiss. I did see a few things to comment on, but will wait on that until I get a better overall impression of the build.

Here are two specific anomalies found in my travels thus-far...

  • 1.) http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/EA_Jan10_error1.jpg (with NPC ID at screen top for easy identification). Notice the red cord connecting NPC to ceiling-light.
  • 2.) http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/EA_landscraqe_error1.jpg. Anomaly (landscape tear) circled in red, with Corinthe in background. This might have existed in the previous build, but if so I never noticed it (or have forgotten) despite having traveled the road many times.


That's it for now. I'll give a detailed report once I've had time to do more extensive testing.

-Decrepit
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Fri May 27, 2011 9:30 pm

My barbarian character first trip to Elsweyr:

http://img85.imageshack.us/img85/428/11at.png
http://img532.imageshack.us/img532/5492/25918448.png
http://img193.imageshack.us/img193/6328/18488324.png
http://img532.imageshack.us/img532/6918/35095606.png
http://img69.imageshack.us/img69/6056/92772926.png
http://img192.imageshack.us/img192/8755/63975725.png
http://img532.imageshack.us/img532/2230/16365692.png
http://img192.imageshack.us/img192/9777/94767477.png
http://img85.imageshack.us/img85/3485/13a.png
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Fri May 27, 2011 6:11 pm

My barbarian character first trip to Elsweyr:

http://img85.imageshack.us/img85/428/11at.png
http://img532.imageshack.us/img532/5492/25918448.png
http://img193.imageshack.us/img193/6328/18488324.png
http://img532.imageshack.us/img532/6918/35095606.png
http://img69.imageshack.us/img69/6056/92772926.png
http://img192.imageshack.us/img192/8755/63975725.png
http://img532.imageshack.us/img532/2230/16365692.png
http://img192.imageshack.us/img192/9777/94767477.png
http://img85.imageshack.us/img85/3485/13a.png


Holy moly!
I don't wanna hi-jack this thread, but those shots look stunning! What mods and/or utilities do you use to achieve that level of quality? Are those settings used for adventuring, or screenshots only? If adventuring, what sort of FPS penalty is imposed?

Thanks in advance!
-Decrepit
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

PreviousNext

Return to IV - Oblivion