[RELz WIPz] Immersive Interiors

Post » Thu May 30, 2013 11:47 am

Leyawiin is starting to shape up. Also any screenshots you have that you could upload to TESNexus would be appreciated
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Isaac Saetern
 
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Post » Thu May 30, 2013 2:24 am

ok probably a silly question. but i didnt really see any instructions for installing the new version while i currently have the older version installed. would i just totally uninstall the old one and then install the new one. and if so is this going to mess up my existing game? got over 100 into it so far hate to start over. great mod btw . one id call a must have and cant play without. at least for me. thank you for all the hard work you have put into this.
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Shianne Donato
 
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Post » Thu May 30, 2013 1:03 am

Uninstall the older version first, then install the new version. It won't mess up anything
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Claire Lynham
 
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Post » Wed May 29, 2013 8:58 pm

Second story of the Chorrol Mages guild still has a banging sign outside.
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Michael Korkia
 
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Post » Thu May 30, 2013 12:04 am

There is no havok sign in that cell, I've just checked. Perhaps it's something that's stuck in your save? Try just disabling it.
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emily grieve
 
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Post » Wed May 29, 2013 8:09 pm

I have II installed and it mostly works, but there are some windows that are not see-through (I do have better cities installed). Any ideas?
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Steph
 
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Post » Thu May 30, 2013 6:27 am

This version that SWG is working on is for vanilla. I don't know if he would have the energy to do a BBC version, but the immersion loss is minor even with BBC installed.
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Jennie Skeletons
 
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Post » Thu May 30, 2013 2:55 am

Can I just say this mod is the best thing out there?
And Leyawiin looks like it has more windows than all the other cities combined, so waiting patiently.

I had a question though. How hard would it be, or is it even possible, to add a generic guard (with torch) with pathing to occasionally patrol outside some of the buildings? The mod is fantastic as it is, especially with AWLS, but I do occasionally look out the windows at the empty streets. I wouldn't ask for (or want) a bunch of NPC's, but a single guard patrolling now and then (especially on the main roads) would give such a killer illusion that you're actually looking out at the real town.

Anyway, just a thought. Keep up the killer work.
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Gisela Amaya
 
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Post » Thu May 30, 2013 6:32 am

@Integrater: Like anithinks said, I built the visible cities from vanilla layouts. However it's completely compatible with BC and OCR, just you'll see the vanilla versions of the cities from the windows. No big deal, just a bit inconsistent. I won't be doing BC or OCR versions.

@dreamed1: Thank you
Leyawiin will take its time. However nowhere near as long as Cheydinhal did

And I tried this as a demo back when I first released the mod. It did work decently. It's something I'm certainly going to look into as an INI option once the bulk of the main work is done.
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Nims
 
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Post » Thu May 30, 2013 4:49 am

For that matter, how difficult would it be to have some random NPCs wandering around? Like you mention, it's something that could be customized to one's liking via ini, but if it's not too difficult to implement having a whole bunch of fake townsfolk outside would definitely be awesome to me.
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lucile davignon
 
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Post » Wed May 29, 2013 11:56 pm

You'd just need to be careful about the path nodes. NPCs have a tendency to see any path node as a valid place to pop in when the cell loads. You could end up with inaccessible NPCs because the game decided to stick them on the street when they should be sitting by a fire or something. Especially bad with AI packs that have large radii.
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Philip Rua
 
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Post » Wed May 29, 2013 11:22 pm

Off topic, but what happened of that mod that tried to generate the outside automatically? I'd imagine a combined effort of automatic and manual work would probably allow consistency with BBC, OCR and whatnot. I'm only asking out of curiosity since it's too late in development anyway.
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Neliel Kudoh
 
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Post » Thu May 30, 2013 7:34 am

Reneers Interiors Mod.
Reneer has unfortunately been unable to continue with that mod for a while due to Real Life priorities. Including being in the middle of doing PhD classes and work.
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emily grieve
 
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Post » Thu May 30, 2013 3:33 am

Think you can make this look a bit better, SWG?

http://www.bild.me/bild.php?file=2685218outside.jpg
http://www.bild.me/bild.php?file=1052421inside.jpg

@Vargr: Right, I remember testing it. Looked pretty ok.
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Lucky Girl
 
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Post » Thu May 30, 2013 4:34 am

I'll give it a go. There's only so much you can do without being able to blend anything, but I should get it looking a bit nicer. You picked probably the worst spot in the whole mod
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sara OMAR
 
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Post » Thu May 30, 2013 10:28 am

Found another quirk, there are two barrels in Mach-Na's Books which should probably be outside but instead clip through the interior.

----[ 2011-08-01 01:16:24]Reference 0906396C(Non-Persistent)Defined in Immersive Interiors.espContainer 0002445BName: BarrelDefined in Oblivion.esmNot safe for storage.(Does respawn)----[ 2011-08-01 01:16:29]Reference 090639B0(Non-Persistent)Defined in Immersive Interiors.espContainer 0002445BName: BarrelDefined in Oblivion.esmNot safe for storage.(Does respawn)
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Lawrence Armijo
 
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Post » Thu May 30, 2013 11:17 am

I promised you a video showing Immersive Interiors and Sounds of Cyrodiil running together.

http://www.youtube.com/watch?v=20j-o06dp0g

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willow
 
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Post » Thu May 30, 2013 10:33 am

Borba's shop in Cheydinhal is not transparent. The other places I've been inside of in Cheydinhal are though.


Thanks for sharing this!
--Tomlong75210
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Farrah Barry
 
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Post » Thu May 30, 2013 5:07 am

It should be. Perhaps you have a mod that modifies the AN meshes?

And thanks cliffworms, added to the nexus
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Trista Jim
 
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Post » Wed May 29, 2013 9:40 pm

I can't tell because they're packed in the BSA. I have BC and AWLS installed after it, but I thought those were completely compatible. Maybe I can target it with RefScope...???


--Tomlong75210
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Oceavision
 
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Post » Thu May 30, 2013 7:55 am

Hi SWG... Any new developments here? Thanks!
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Kaley X
 
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Post » Wed May 29, 2013 8:31 pm

I'm glad you asked

http://www.somewelshguy.com/posts/oblivion/immersive-interiors-09-screenshots
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Cccurly
 
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Post » Wed May 29, 2013 9:32 pm

This mod is incredible. I so wish that Skyrim has this feature!
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Aliish Sheldonn
 
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Post » Wed May 29, 2013 9:31 pm


Those look amazing! Do you still plan on doing a Better Cities compatible version of this mod? It goes great with Sounds of Cyrodil!
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Dean
 
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Post » Wed May 29, 2013 11:15 pm

@psychbill: Immersive Interiors - coming to a Skyrim near you

@Browncoat: Thanks! And honestly, probably not. Skyrim's out soon and while I will finish the vanilla version, doing a BC version would require me to start all over again, something I unfortunately don't have the time to do.
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Claire Jackson
 
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