[RELz] Feldscar

Post » Sat May 28, 2011 2:23 pm

Random prod, and also just a heads up the Megaupload link has been removed. Dwip says it tried to give him computer diseases. Can't have that, so no more link there.
User avatar
Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Sat May 28, 2011 8:32 pm

Those Nordic tombs look very nice, I'll give it a try.
User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Sat May 28, 2011 9:32 pm

Yes, they are a nice resource and I couldn't resist not using them for something when I saw them.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Sat May 28, 2011 12:57 pm

A quiet poke in the night....
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Sat May 28, 2011 11:06 am

How did I miss this? :o
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Sat May 28, 2011 1:55 pm

Eh, well, check it out and let me know. I only saw a couple of things right nearby but they didn't interfere with it. Being as close to the game border as the two village cells are there may not be anything there to worry about.


For this reason, I like to make myself small "cells touched" images for such mods. Like, http://www.xn--vrnideas-b1a.de/oblivion/Feldscar_Cells.jpg. :)

Green is "minor edit, most likely nothing to worry about", yellow is "some landscape/pathgrid editing in addition, might cause floating pieces of architecture and/or NPCs getting stuck" and red is "major editing; better not mix with other mods".

(Permission to use this map however the hell you want given to everyone, it's mostly based on Bethesda's own anyway)
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Sat May 28, 2011 11:46 pm

For this reason, I like to make myself small "cells touched" images for such mods. Like, http://www.xn--vrnideas-b1a.de/oblivion/Feldscar_Cells.jpg. :)

Green is "minor edit, most likely nothing to worry about", yellow is "some landscape/pathgrid editing in addition, might cause floating pieces of architecture and/or NPCs getting stuck" and red is "major editing; better not mix with other mods".

(Permission to use this map however the hell you want given to everyone, it's mostly based on Bethesda's own anyway)


Are these green cells maybe roadsigns? It would be cool if they are.
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Sat May 28, 2011 9:41 pm

The 3 isolated green ones are road signs, yes.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Sun May 29, 2011 12:42 am

Version 1.0.1

* Corrected an issue with a quest element involved a jail cell in the Imperial City which was refusing to stay closed.
* Corrected an issue with Valthyn in one of the later stages of his quest that would cause Mage Guild members to get expelled from the guild.
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Sat May 28, 2011 3:14 pm

Version 1.0.1

* Corrected an issue with a quest element involved a jail cell in the Imperial City which was refusing to stay closed.
* Corrected an issue with Valthyn in one of the later stages of his quest that would cause Mage Guild members to get expelled from the guild.


Thanks for the update Arthmoor :foodndrink:
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Sun May 29, 2011 12:23 am

Jesus, has it really been since February already?

Version 1.0.2

* Added a stage to the Sedor Job quest to add the Jorundr topic if the player has not yet started Two Sides of the Coin.
* Fixed condition checks on Sedor Job to give the proper journal entry when Arnora dies in Two Sides of the Coin.
* Fixed a minor bug in the generic dialogue that triggered the Dunmer quest if you met them outside of Feldscar first.
* Paths for the painting nifs have been changed.
* Added a bow to the choices of weapons Stronmund will forge for you.
* Added a couple of extra road signs on routes through the southern mountains.
* Removed the bandit spawns from Two Decker Camp, replaced them with a small legion detachment.
* The torches in the tomb have been updated with an improved version where the torches won't fall out of the holders.
* Fixed collision on the Nord tomb tiles, thanks to Phitt.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Sun May 29, 2011 1:04 am

Nice! Thanks for updating! Although I haven't visited it yet (and haven't played the game in 4 months), I'm going to store this on the HD.
Oh, and just to let you know, remember that haystack? I plan to do a version for snowy regions when I get time. :)

Edit: where is the file? Nesus says 101, TESA says board message, and moddb says that it's waiting for authorisation.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Sat May 28, 2011 4:08 pm

TESA and ModDB.com are both being slow, Nexus is up to date now though. Upload took longer than expected, but at least it went through for a change.
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Sat May 28, 2011 8:48 pm

Your pictures of Feldscar has a harmonic touch and I like it. :nod:
Thanks Arthmoor for sharing this. :clap:

The DLC of Nexus is working great. :user:
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Sat May 28, 2011 1:32 pm

Version 1.0.3

* Fixed a small glitch in the beginning of the Sedor Job quest.
* Fixed a typo in Ma'Bakha's dialogue when he's talking about Jorundr.
* Fixed the starmetal enchantment so it does not cause friendly fire damage.
* Fixed a glitch in the Dunmer quest for members of the Mages Guild.
* Fixed a glitch where advancing "The Missing Cheiftan" became impossible due to a missing dialogue choice.
* Fixed a glitch with Stronmund's reward at the end of the quest not offering the bow as a choice.
* Ekapi's AI will now skip all fallout behavior to fit with her desire to not speak to anyone.
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Sat May 28, 2011 3:15 pm

Thanks for the update! :goodjob:
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Sat May 28, 2011 9:20 pm

Version 1.0.4

* Dialogue conditions on collecting the mace or bow from Stronmund made actually getting them impossible.
* Stronmund could lock you inside his shop when leaving for dinner.
* The Starmetal Ore mesh did not have its collision flagged properly.
User avatar
Nicholas
 
Posts: 3454
Joined: Wed Jul 04, 2007 12:05 am

Post » Sat May 28, 2011 6:39 pm

Argh! Another one the "Updates today" at TESNexus didn't catch (seems to do that a fair bit.)
Thanks Arthmoor. :D
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Sat May 28, 2011 10:57 pm

Arthmoor, please advise on an issue related to this mod as well as Vergayun and Faregyl Village. Since I am hard up against the 255 limit I have begun merging mods. I tried first with your three village mods a month or two ago and everything seemed to work fine. After you came out with updates to Vergayun and Feldscar (Feldscar 1.0.3) I redid the merger and TES4Gecko reported three issues as follows:

STAT record Fresh Grave (0100B7A1) in "Vergayun.esp" has the same name as STAT record Fresh Grave (0100483E) in "Feldscar.esp" . Do you want to rename it to Fresh Grave X?
(Abbreviated): Faregyl Rectangle (0100CC1C) same as Faregyl Rectangle (01006D95) in "Feldscar.esp".
Bravil Reborn Rectangle (0100CC20) in Vergayun same as Bravil Reborn Rectangle (01006547) in "Felascar.esp".

I answered yes in each case and the merger completed OK. I read in a thread a couple of months ago what to do when this happens but I can not remember the specifics. I believe I remember that in some cases it is alright to leave it as is but that in other cases you must do something to resolve the "X". Any information you can provide would be much appreciated. And thanks for these three mods. They add some much needed life to the Oblivion landscape!
User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Sun May 29, 2011 2:06 am

Those Gecko reports are all identical assets and should be fine as long as it doesn't try to make duplicate entries out of them once you're done.
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Sat May 28, 2011 5:55 pm

Thank you for the quick reply, Arthmoor.
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Sat May 28, 2011 9:49 pm

All further activity, please direct to the http://www.gamesas.com/index.php?showtopic=1107706!
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Previous

Return to IV - Oblivion