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

Post » Fri May 27, 2011 2:24 pm

I'm avaliable as betatester. If there's anything specific you want me to test, just say the word.

Otherwise, I'll just explore the whole mod, looking for both fun and bugs :D
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adam holden
 
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Post » Fri May 27, 2011 8:19 am

Just could not resist: Here's a preview of the new "Temple of two moons".

http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/temple01.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/temple02.jpg

Only one thorn remains in my side now... the desert fortress mesh.
Guess I'll have to fix the things promised for the January release first ;-)
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Jade
 
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Post » Fri May 27, 2011 5:00 pm

Just could not resist: Here's a preview of the new "Temple of two moons".

http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/temple01.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/temple02.jpg

Only one thorn remains in my side now... the desert fortress mesh.
Guess I'll have to fix the things promised for the January release first ;-)


Very nice, mr_silka! Where is it situated?

BTW, bug report (I confess I'm better detecting "little details" than testing quests, hehe):

- (Orcrest) Just entering Horobok's Ox Keeper' house, the fence on your right isn't locked, and sometimes the ox will open it and roam free though the house.

- "Bird of Paradise flower" ingredient world mesh has no collision, so it keeps floating in the air once you drag it out of your inventory.

- Pack elephants shouldn't be able to walk on water, even in open sea....(or yes? :D ).
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jaideep singh
 
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Post » Fri May 27, 2011 7:00 pm

Ah, and I thought of one more thing -- the mesh for OrcrestBuilding01 needs to be optimised. Arthmoor updated all those meshes for me except for that one, so it is probably to blame for the fps hit. Although none are visible in the oasis district they do exist in the exterior mock-up of the township beside it.


Something appears to be wrong with that mesh, Blender won't import it. It keeps throwing an error in the Python console:

File "C:\Documents and Settings\Samson\Application Data\Blender Foundation\Blender\.blender\scripts\import\import_nif.py", line 3238, in import_bhk_shape
ob.addProperty("HavokMaterial", self.HAVOK_MATERIAL[bhkshape.material], "STRING")
AttributeError: 'NiTriStripsData' object has no attribute 'material'


I don't know what it's looking for or how to fix it. I've been able to import everything else I grabbed at random.

Also, yes, the building LODs for Orcrest all need to be updated, but since they seem to be changing a lot lately I figured on waiting until that settled down before looking into that :)
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Dominic Vaughan
 
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Post » Fri May 27, 2011 9:44 pm

A question about the LOD's...I've downloaded the RAEVWD addon for Elsweyr (dated 30 August 2009). Are those meshes/addon outdated?
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Sammi Jones
 
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Post » Fri May 27, 2011 8:45 am

Something appears to be wrong with that mesh, Blender won't import it. It keeps throwing an error in the Python console:


I had no problem importing it.... I uploaded a blend file http://www.file-upload.net/download-2166883/building01.nif.blend.html.
Btw what do you do when you "update" the meshes as Iliana said? How do you optimize them?
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Farrah Barry
 
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Post » Fri May 27, 2011 11:29 am

All I do is import it, then export it back out. That updates the collision to the proper type. You need to get rid of the silly square Blender insists on putting in though.
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Daramis McGee
 
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Post » Fri May 27, 2011 11:45 am

Why is this necessary? If I export buildings from Blender, why would I want to import and export them again?
Or is it only important for non-Blender meshes?
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patricia kris
 
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Post » Fri May 27, 2011 10:47 pm

BTW, I have to say that you can't really appreciate all the work being done in this mod until you try it (especially Orcrest). It's just art. Pure art. ^^

Ah, http://img195.imageshack.us/img195/594/screenshot11cz.jpg :D


Where did you get that scarf at? And who sells it?
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Tai Scott
 
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Post » Fri May 27, 2011 10:03 pm

Why is this necessary? If I export buildings from Blender, why would I want to import and export them again?
Or is it only important for non-Blender meshes?


Because whatever modeling program got used that creates bhkNiTriStripsShape type collision on meshes is what's dragging performance down. Anything done in Blender should be fine already on that end and won't need to go through this process.
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Tinkerbells
 
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Post » Fri May 27, 2011 4:38 pm

Where did you get that scarf at? And who sells it?


At Orcrest, one of those "Khajiit-Bosmer" has an exterior market close to the North Gate.
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Thomas LEON
 
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Post » Fri May 27, 2011 2:29 pm

I purposely restarted this mod so I can play the new parts like "first time".
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Rachel Briere
 
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Post » Fri May 27, 2011 3:59 pm

Some of the meshes probably will be what with all the recent changes. I'll hold back on installing the january update until it's "officialy" released.
Nice work from everyone,and that includes the bug reporters. :goodjob:
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mishionary
 
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Post » Fri May 27, 2011 3:24 pm

Just could not resist: Here's a preview of the new "Temple of two moons".
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/temple01.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/temple02.jpg
Only one thorn remains in my side now... the desert fortress mesh.
Guess I'll have to fix the things promised for the January release first ;-)


Cool, I like it! :)
It reminds me of something but I don't know what.

I have another fix for you as well. Just added in the new Caravaranserai building and rearranged all the bits to fit.
There is a collision strip at the top of the stairs which prevents access to the balcony. The NPCs all pile up there looking very unhappy!
This spot--
http://img709.imageshack.us/img709/7197/anqcaravanserai.jpg

I'm avaliable as betatester. If there's anything specific you want me to test, just say the word.
Otherwise, I'll just explore the whole mod, looking for both fun and bugs :D


Just run around and see if you can break anything. ;)

Like hit the mountain really hard with your warhammer and see if it does this--
http://img130.imageshack.us/img130/4504/anqitbroke.jpg

A question about the LOD's...I've downloaded the RAEVWD addon for Elsweyr (dated 30 August 2009). Are those meshes/addon outdated?


Arthmoor mentioned just above your post that he was going to look at them when the update is finalised.
I don't think too much has changed though, Mr Siika has already done the far nifs for the buildings of Dune and the new Orcrest stuff which are included with the update. But there's a couple more things still to come.

Very nice, mr_silka! Where is it situated?
BTW, bug report (I confess I'm better detecting "little details" than testing quests, hehe):
- (Orcrest) Just entering Horobok's Ox Keeper' house, the fence on your right isn't locked, and sometimes the ox will open it and roam free though the house.
- "Bird of Paradise flower" ingredient world mesh has no collision, so it keeps floating in the air once you drag it out of your inventory.
- Pack elephants shouldn't be able to walk on water, even in open sea....(or yes? :D ).


The awol ox is now penned.
Bird of Paradise flowers have little wings so its ok if they fly. ;)
& I just have to try out those elephants. Can they really walk on water??
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Sarah MacLeod
 
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Post » Fri May 27, 2011 10:01 am

I've seen them walk right over rocks, so I imagine they can walk on water too.
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leigh stewart
 
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Post » Fri May 27, 2011 11:34 pm

-nvm-
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Liv Staff
 
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Post » Fri May 27, 2011 8:07 am

Here are the meshes for the new desert fortress, that will replace the old meshes (some day):
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/fortress01.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/fortress02.jpg

http://img214.imageshack.us/img214/2694/fortressoldb.jpg
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Karine laverre
 
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Post » Fri May 27, 2011 2:18 pm

Iliana, wanted you to know our mod is still being worked on. We hit some snags, but it's continuing to progress each day. We are waiting to unveil it for several reasons, but when we do, we think (hope) you will be impressed :)
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Roy Harris
 
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Post » Fri May 27, 2011 10:55 am

Like hit the mountain really hard with your warhammer and see if it does this--
http://img130.imageshack.us/img130/4504/anqitbroke.jpg[/url]


Ups, I think I couldn't....my char has too low Blunt skill ^^

Bird of Paradise flowers have little wings so its ok if they fly. ;)
& I just have to try out those elephants. Can they really walk on water??


Ohh, so nice...no, seriously, FIX IT!!! They're soooo nice that I want to decorate my house with them (+Decorator Assistant) :D

And for the elephants...yes, they really can. I stole the one that is just entering Corinthe and on your left (I'm a pretty bad guy if I want, you know ^^), and escaped through the river to the open sea. I admit I thought I would sink, but I was shocked to see the elephant could still run on water as if it didn't even arrived to half their legs.
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Nick Jase Mason
 
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Post » Fri May 27, 2011 10:21 am

Here are the meshes for the new desert fortress, that will replace the old meshes (some day):
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/fortress01.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/fortress02.jpg
http://img214.imageshack.us/img214/2694/fortressoldb.jpg


Those are neat! Exactly what I was wanting. The complete one is perfect for the entrance to the mining valley, and the other for a valley of ruins.
I can add them in right away if they're ready. :)

Have just placed the arena in Orcrest now, pretty much the same position you chose for it--
http://img18.imageshack.us/img18/7070/anqorcrestarena.jpg

But am missing one texture file (I thought it was just a vanilla one, but it seems its not)--
textures\wood\treerings01.dds

Another thing that would be good is a wild Slarjei-bird, just the same as the mount but without the bridle. I'll save the mount for a quest reward.
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Ashley Tamen
 
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Post » Fri May 27, 2011 2:17 pm

But am missing one texture file (I thought it was just a vanilla one, but it seems its not)--
textures\wood\treerings01.dds

I thought so too, sorry. Now you have them.

Another thing that would be good is a wild Slarjei-bird, just the same as the mount but without the bridle. I'll save the mount for a quest reward.

You could just copy the nif of the creature, rename it and remove the bridle object in the nif. Do you know how to do that?
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Carolyne Bolt
 
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Post » Fri May 27, 2011 7:18 pm

I thought so too, sorry. Now you have them.
You could just copy the nif of the creature, rename it and remove the bridle object in the nif. Do you know how to do that?


Thanks.
Um, I think I know how to do that. In nifscope, block, remove branch from the nitrisrips containing the bridle?
I've done this before with a couple of other things but I wasn't sure if it was exactly the right way to do it.


Just a general query, to anyone as well . . . I know there is a way to attach a mini world space to the Tamriel one (by injecting it into Tamriel or something?) using Gecko(?). How does that work exactly? I want to do lods for a small worldspace and have it so the lod files aren't dependent on load order.
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celebrity
 
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Post » Fri May 27, 2011 1:37 pm

Thanks.
Um, I think I know how to do that. In nifscope, block, remove branch from the nitrisrips containing the bridle?
I've done this before with a couple of other things but I wasn't sure if it was exactly the right way to do it.

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.
Just a general query, to anyone as well . . . I know there is a way to attach a mini world space to the Tamriel one (by injecting it into Tamriel or something?) using Gecko(?). How does that work exactly? I want to do lods for a small worldspace and have it so the lod files aren't dependent on load order.

from the readme:
Move Worldspaces
----------------

This function will move WRLD and visible-when-distant STAT records from the
plugin index to the 00 index. Distant land files will be renamed if they are
found in Meshes\Landscape\LOD or Textures\LandscapeLOD\Generated. Distant
statics records will be updated if they are found in DistantLOD. The DistantLOD
files must be generated before moving worldspaces if a plugin contains visible-
when-distant references to statics defined in a master other than the first
master. The DistantLOD files are optional if all of the visible-when-distant
references are to statics defined in the plugin or in the first master.

Placeholders can be inserted to mark moved worldspaces and statics. These are
scrolls with the original form ID and an editor ID consisting of "TES4Gecko"
followed by the 8-digit relocated form ID. Placeholders are required if you are
moving worldspaces in a master and you have one or more dependent plugins that
reference the master. Otherwise, inserting placeholders is up to you.

If you want to relocate worldspace in a master with one or more plugins, you
must first relocate the worldspaces in the master (be sure to insert
placeholders). Then relocate worldspaces for each of the dependent plugins
(inserting placeholders at this point is optional).

If a plugin contains a visible-when-distant reference to a static defined in a
master but the master version of the static has not been relocated, a cloned
static definition will be added to the plugin and this definition will be
relocated. If the plugin already contains the static definition, the plugin
definition will be relocated, which means the plugin definition will no longer
override the master definition for the static.

so short definition: just launch Tes4Gecko, select 'Move Worldspace', then select in dialogue box that pops up the esp/m you want to change (in this case I guess that would be elsweyranequina.esp)... then select 'insert placeholders' and run/process/continue... wait for it an then good to repackage/continue editing (though if you edit that worldspace again you may need to rerun the move worldspaces command)/use without being dependent on ingame placement.
Pacific Morrowind
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Anna Kyselova
 
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Post » Fri May 27, 2011 9:11 pm

I am sure glad we have brainchilds and geniuses to answer these technical questions. This mod can't get stopped in its tracks! I would have a heart attack if it did...and I'm ONLY 38!
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Emily Jones
 
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Post » Fri May 27, 2011 7:55 am

I am sure glad we have brainchilds and geniuses to answer these technical questions. This mod can't get stopped in its tracks! I would have a heart attack if it did...and I'm ONLY 38!


Then imagine me, who I'm 26 :D
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Nadia Nad
 
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