[RELz] Frostcrag Reborn De-Isolated

Post » Fri Nov 18, 2011 6:25 am


http://www.tesnexus.com/downloads/file.php?id=40752

Latest release should fix all CTD issues, and now includes the http://www.tesnexus.com/downloads/file.php?id=38278

Notes regarding Cobl, the Frostcrag Unofficial Patch and SM Plugin Refurbish:

The unofficial patch isn't necessary, but it's not bundled either, and is highly recommended, for obvious reasons :P. Load it before DLCFrostcrag Reborn.esp.

As for Cobl, it's optional; a patch is provided for those that want the added benefits. In a later date i'll update the main file to include an OBSE check for Cobl, to free up an esp slot.

As of v1.3.2 (latest release) SM Plugin Refurbish should work fine with Frostcrag Reborn De-Isolated.



Name: Frostcrag Reborn De-Isolated
Version: 1.3.2
Date: 09/11/2011
Category: House/Quest Mod
Author: AliTheLord

=================
Requirements:
=================

Oblivion 1.2.416
DLC - Shivering Isles
DLC - Wizard's Tower
Please refer to the original read-me regarding OBSE Enhanced Music Control and Sound Commands.

=================
Description:
=================

This is Frostcrag Reborn de-isolated. It is exactly the same as the original,
except that it is now generally more compatible.
Specifially it was made so that it now works with the Unofficial Frostcrag Patch.


=================
Details:
=================

An optional patch is now included for compatibility with Arthmoor's Frostcrag Village. Which can be found in the following locations:
http://www.tesnexus.com/downloads/file.php?id=37655
http://tesalliance.org/forums/index.php?/files/file/828-frostcrag-village/


See the original read-me for the exact details of what Frostcrag Reborn adds.

You do not need to download the original mod, as the resources are included in this download.

The original mod can be found here:

http://www.tesnexus.com/downloads/file.php?id=9769


=================
Installation:
=================

===============
WARNING!!!!!!!!!!!
===============

If you have previously installed Frostcrag Reborn, or any other mod that replaces the DLCFrostcrag.esp, you MUST restore the .esp to the original Bethesda .esp. The Frostcrag Reborn read-me tells you to back up the original Bethesda file. You should find this file, and place it in your Oblivion/Data folder, overwriting any previous files.

If you experience some CTDs upon save load after upgrading from Frostcrag Reborn, then try clean saving with just DLCFrostcrag.esp (Bethesda version) loaded, then add DLCFrostcrag Reborn.esp (Thanks Psymon)

===============
Manual Install
===============

1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder.
2. Start Oblivion Launcher, click Data Files, and enable the Frostcrag Reborn De-Isolated.esp file(s).

===============
BAIN Install
===============

1. Copy the entire archive into your Oblivion Mods\Bash Installers folder.
2. In Wrye Bash Installers tab, highlight the new archive.
3. Check any sub-folders, ESP/ESM's as required.
4. Right click the archive name and Install.
5. In Wrye Bash Mods tab, check the ESP/ESM's and rebuild Bashed patch. (Also recommeneded to run BOSS first).

===============
Load Order
===============

Please refer to BOSS for load ordering. Otherwise load like so:

DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
DLCFrostcrag Reborn.esp
FrostcragRebornCobl.esp


Frostcrag Village.esp
DLCFrostcrag Reborn - Frostcrag Village Patch.esp

=================
Un-Installation:
=================

===============
Manual Un-Install
===============

1. Start Oblivion Launcher, click Data Files, and enable the Frostcrag Reborn De-Isolated.esp file(s).
2. Delete the files/folders associated with the mod.


===============
BAIN Un-Install
===============

1. In Wrye Bash Mods tab, deselect the ESP/ESM's associated with this mod.
2. In Wrye Bash Installers tab, right click on the archive name and Uninstall.
3. Rebuild Bashed patch.


=================
Upgrading:
=================

It is not wise to updrage from the original Frostcrag Reborn mod. Things will likey go wrong, as the FormIDs of a lot of things have changed.

If you already have Frostcrag Reborn installed, then you must make a clean save when upgrading. (remove the original esp from your load order, then save, then restart Oblivion with Frostcrag Reborn De-Isolated).

It is also vital that you are using the original Bethesda .esp, NOT the one provided with Frostcrag Reborn, other wise things will go horribly wrong.


=================
Incompatibility:
=================

Anything that changes the oringial Bethesda DLCFrostcrag.esp is incompatible with this mod.

=================
Known Issues:
=================

None that I am aware of (yet).

If you have any problems, please report them in the current Frostcrag Reborn De-Isolated thread over on the Bethesda Softworks forum, as I'm more active there.

The patch for xulSnowdale and Frostcrag Reborn works just fine with this version.

=================
History:
=================

09/11/2011 - v1.3.2
Changed some internal stuff so SM Plugin Refurbish is now completely compatible.

04/11/2011 - v1.3.1
Correctly PyFFI'd the meshes.

03/11/2011 - v1.3.0
Included DSoS' Frostcrag Reborn Exterior Stairs Fix.
Original mod found here:
http://www.tesnexus.com/downloads/file.php?id=38278

03/11/2011 - v1.2.1
Fixed a VWD mesh causing CTDs after running TES4LODGen by running the
3 stage optimization utility with PyFFI 2.1.10 (Thanks again Arthmoor)

31/10/2011 - v1.2.0
Fixed issues relating to a CTD caused by a non-persistent door (thanks Arthmoor!)
Lazyly cleaned Frostcrag Village Patch.

24/10/2011 - v1.1.1:
Fixed pathgrid issues in Frostcrag Village.

23/10/2011 - v1.1.0:
Patch for Arthmoor's Frostcrag Village included.

20/10/2011 - v1.0.0:

Initial release.


=================
Contact Details:
=================

AliTheLord on the Bethesda Forums, TESNexus and TESA.


=================
Credits:
=================

Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
Thanks to Bethesda for creating Oblivion.

INdefiance, for making the original (and awesome) Frostcrag Reborn.
Arthmoor, for answering my (many) questions. Without him I would probably have not released this.
Varoious people on the BGS forums for helping me :D.
DSoS for allowing me to include his Frostcrag Reborn Exterior Stair Fix mod.
ElminsterAU, for creating the wonder that is TES4EDIT. Without this tool this mod would have been impossible to make.


=================
Tools Used:
=================

Insanity's ReadMe Generator
Elderscrolls Construction Set
Construction Set Extender
TES4Edit
TES4Files
Pyffi

=================
Licensing/Legal:
=================

You must contact me and obtain my permission before re-packaging any part of this mod.

If I do not respond within 6 months, feel free to do whatever you like with this mod.





:D
User avatar
Beat freak
 
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Post » Fri Nov 18, 2011 11:44 am

It is finally here wooo
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Amysaurusrex
 
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Post » Fri Nov 18, 2011 5:23 am

Excellent! I'll give it a spin asap!
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Rozlyn Robinson
 
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Post » Fri Nov 18, 2011 9:08 am

I am assuming that the DLC Frostcrag Unofficial Patch is unnecessary, yes?

Also, the original lists COBL as a requirement, this one does not. Just wanted to double check that it is or is not.
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Ashley Hill
 
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Post » Fri Nov 18, 2011 6:15 pm

I am assuming that the DLC Frostcrag Unofficial Patch is unnecessary, yes?

Also, the original lists COBL as a requirement, this one does not. Just wanted to double check that it is or is not.


The unofficial patch isn't necessary, but it's not bundled either, and is highly recommended, for obvious reasons :P. Load it before DLC Frostcrag Reborn.

As for Cobl, it's optional; a patch is provided for those that want the added benefits. In a later date i'll update the main file to include an OBSE check for Cobl, to free up an esp slot.

I'll update the OP with this information.
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Austin Suggs
 
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Post » Fri Nov 18, 2011 3:48 am

Congrats on the release! Hmm you might want to incorporate http://www.tesnexus.com/downloads/file.php?id=38278 when you update.
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Trevi
 
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Post » Fri Nov 18, 2011 4:10 am

Congrats on the release! Hmm you might want to incorporate http://www.tesnexus.com/downloads/file.php?id=38278 when you update.


Yeah I saw that fix and a few others, just after I uploaded it :facepalm: lol. Will ask for permission and include that/just see what it changes and do it myself :P
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BEl J
 
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Post » Fri Nov 18, 2011 11:52 am

Yeah I saw that fix and a few others, just after I uploaded it :facepalm: lol. Will ask for permission and include that/just see what it changes and do it myself :P


The landscaping and pathgrid issues were a problem with the UL Snowdale patch, and those have already been addressed there.

The only thing left that could be integrated is the fix for the seam on the stone ledges.
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Phillip Brunyee
 
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Post » Fri Nov 18, 2011 3:05 pm

Interesting I didn't know it was gonna include the whole original mod. Where can i find what the UOMP fixed with Frostcrag? I tried looking on UESP and must be looking in the wrong area since i couldn't find anything.
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Life long Observer
 
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Post » Fri Nov 18, 2011 4:45 pm

Interesting I didn't know it was gonna include the whole original mod. Where can i find what the UOMP fixed with Frostcrag? I tried looking on UESP and must be looking in the wrong area since i couldn't find anything.

http://www.tesnexus.com/downloads/file.php?id=9969
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~Amy~
 
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Post » Fri Nov 18, 2011 9:51 am

The landscaping and pathgrid issues were a problem with the UL Snowdale patch, and those have already been addressed there.

The only thing left that could be integrated is the fix for the seam on the stone ledges.


I must not have had that in my install when I tested it. At least that's sorted :D.
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Alessandra Botham
 
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Post » Fri Nov 18, 2011 12:50 pm

Small bump to let people know that I've included a patch for Arthmoor's Frostcrag Village.

If you've already grabbed v1.0.0 (the initial release) then there is a separate, smaller download available.
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Roisan Sweeney
 
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Post » Fri Nov 18, 2011 1:36 pm

Thanks

Though I'm curious why you didn't just import the UOMP changes to Frostcrag Reborn?
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maya papps
 
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Post » Fri Nov 18, 2011 3:14 pm

Thanks

Though I'm curious why you didn't just import the UOMP changes to Frostcrag Reborn?


Because then I'd have to do it again next time the UOMP changes (which I understand it will, now that Kivan is back). And I think there are a few people that would rather a separate file rather than changing the official Bethesda one.

And hopefully this way it's more compatible all round :).
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laila hassan
 
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Post » Fri Nov 18, 2011 12:57 pm

There were some problems with the path grids for the Frostcrag VIllage patch, so a fixed version will be up soon.
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naana
 
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Post » Fri Nov 18, 2011 5:55 am

Seems there's an issue with the mod. With it active I'd CTD on loading the Tamriel world space, although it's totally fine if I coc to the cities or other interiors. Very odd. There's also another user who has the same issue, http://www.gamesas.com/index.php?/topic/1245591-oblicion-ctd-on-exiting-starter-dungeon.
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JR Cash
 
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Post » Fri Nov 18, 2011 2:11 pm

Ah, many thanks. I'll look into it.

Something must have gone wrong somewhere in all the tiny updates I did.

Will load it up in my game now.
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Aaron Clark
 
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Post » Fri Nov 18, 2011 10:23 am

Seems there's an issue with the mod. With it active I'd CTD on loading the Tamriel world space, although it's totally fine if I coc to the cities or other interiors. Very odd. There's also another user who has the same issue, http://www.gamesas.com/index.php?/topic/1245591-oblicion-ctd-on-exiting-starter-dungeon.

Although it is being looked into already; I will add my name to the list of those having that problem. And it is definitely specifically about the Tamriel world space, it plays fine indoors etc.
Saves CTD at end of load-time if the save is in the Tamriel world-space. And saves load just fine if in other world-spaces (caves, buildings...) but immediately CTD when one tries to move to the Tamriel World-space.
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Laura Cartwright
 
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Post » Fri Nov 18, 2011 2:21 pm

Can anyone confirm at what point this started happening?? I've changed the file 3 times recently, so I'm wondering which of the changes caused the problem.
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Andrea Pratt
 
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Post » Fri Nov 18, 2011 5:23 pm

Hmm, no CTD for me.

Try these files:

http://www.mediafire.com/?hjdohco4qqcql3q
http://www.mediafire.com/?q687ef355zy2kr9

Let me know how it goes :).
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Veronica Flores
 
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Post » Fri Nov 18, 2011 6:29 am

*headdesks*

Ran some tests, but nothing useful turned up. It'd just CTD with either the esp from the 1.11 archive or the one you've just linked here. Clean saving didn't help. If I create a new character, things seem to be ok. Maybe it needs to be at a certain point in the game before it'd trigger the CTD, or something was saved in the old saves? Very odd indeed. I've put back the original FR for now, since it works fine.
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Chantelle Walker
 
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Post » Fri Nov 18, 2011 9:36 am

I'm gonna try and start a new character tomorrow. If i get a chance I'll check it out and see what happens. Right now I'm just running FCOM, BC, UL, and a couple other small mods and this one. I'm not on my game computer now so i can't check to see what version I have. I do know that i don't have Arthmoors village so i didn't need that patch.
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Blackdrak
 
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Post » Fri Nov 18, 2011 12:30 pm

@omeletted

Hmm, that is strange. Hopefully Arthmoor will chip in here and shed some light on the situation. I'll take a look at the file in TES4EDIT for any glaring errors.

Just to confirm, are you running Frostcrag Village??
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Loane
 
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Post » Fri Nov 18, 2011 5:15 pm

Nope, not running the village.
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James Potter
 
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Post » Fri Nov 18, 2011 7:03 am

Can anyone confirm at what point this started happening?? I've changed the file 3 times recently, so I'm wondering which of the changes caused the problem.

Version 1.1.1
1.1.0 didn't work out for me at all: the file headers came out damaged or whatever, so the files were not recognised as valid.

Nope, not running the village.

And I am running the village. So either way.
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StunnaLiike FiiFii
 
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