[RELz WIPz] Immersive Interiors

Post » Wed May 29, 2013 8:47 pm

Personally, as a Better Cities user I'm not all that worried about a BC-specific version. II is fantastic, but I don't typically compare between the windowed view and the outside view .
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Wed May 29, 2013 11:15 pm

BC should be close enough to vanilla for it to not be an issue except in interiors that were added new by BC.
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Thu May 30, 2013 5:36 am

And I use Open Cities Reborn, which means seeing those stone walls through the windows is frequently entirely wrong. And I really don't care if this mod gets a special version for that either.
Don't get me wrong; it would be extremely nice. But the feel the mod gives; of building interiors having real windows, is more than enough to make me happy.
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Thu May 30, 2013 5:25 am

Sadly though I just couldn't get over seeing a completely different layout after installing OCR and eventually just removed the mod.

Made me sad, since it was great, but it was also just....No longer Immersive.

Sorry SWG.
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Wed May 29, 2013 10:59 pm

Is anyone of you using Immersive Interiors in conjuction with Side`s EAX Control? I think Immersive Interiors makes EAX Control not work in the intended way for very obvious reasons. The latter mod adjusts the EAX effect on the size of the room, but with II interiors are a lot bigger. This basically means you have a lot of hall in every interior II covers (for example guild halls sound like ayleid ruins).
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Thu May 30, 2013 12:41 am


I use them both together; I haven't noticed any issues like what you're describing. Have you tried using the tuning fork and see if it makes a difference?
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Thu May 30, 2013 10:25 am

Good hint, I`ll try that (I have the tuning fork deactivated by default).
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Thu May 30, 2013 2:03 am

I think I have found a bug. Going into one of the ships in the harbor of Anvil I can see through the windows of the ships rear part, but the water textures are flickering. I think the water texture from the Cheydinhal release were not applied to Anvil yet.

*Edit*: The ship is called "The Sea Tub Clarabella".

I also found a bug in Benirus Manor (after the lifting of the curse and unmodded). There are no windows (I mean no glass) in the room where the bed is when I`m coming up the stairs, when I enter the room the windows appear. Can anyone confirm this?
User avatar
tegan fiamengo
 
Posts: 3455
Joined: Mon Jan 29, 2007 9:53 am

Post » Wed May 29, 2013 10:07 pm


After further testing I am sure there is a conflict between EAX Control and Immersive Interiors for the reasons mentioned above. You can fix these issues with the Tuning Fork by assigning an EAX to the cell, of course you would have to do that for most of the interiors II changes.
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Thu May 30, 2013 12:23 am

Hey guys, long time no see

And...please don't hate me. But I seem to have lost my development ESP

I've been busy playing Skyrim and balancing that with real life. Once the CK comes out and I have a little go with it then I'll get back to modding both games. Even if that means starting Leyawiin from scratch. Oh well. These things happen.
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Wed May 29, 2013 9:02 pm

Ouch. That svcks, but I imagine you've got your process down well enough that it's not a huge setback
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Thu May 30, 2013 5:42 am

Real sorry to hear about your setback.
Real pleased to hear you are still committed to getting it done.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Thu May 30, 2013 4:18 am

I just noticed a few odd things in Bruma with Immersive Interiors.

1) There is a slab below the dining table in the Bruma Fighter's Guild. Just disabled it by console, forgot to get formid for it.
2) There is a snow heap in the Mages guild alchemist room, behing the counter. Got the formid for it:
Reference 240477EE
(Non-Persistent)
Defined in Immersive Interiors.esp

Static 0009C4E1
Defined in Oblivion.esm
User avatar
Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Thu May 30, 2013 12:32 am

Maybe with Ontrack EasyRecovery Data Recovery you can retrieve your plugin
This software is really awesome to retrieve deleted files (even if they are old, and it's more easy to find little files that big files).
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Thu May 30, 2013 5:44 am

Well, I've found the development esp

Just a quick note to say that I'm resuming work.
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Wed May 29, 2013 8:10 pm

Excellent. Thank you.
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Thu May 30, 2013 9:55 am

For me this is the message of the week
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Thu May 30, 2013 1:07 am

Thanx for the progress report, SWG.
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Wed May 29, 2013 10:48 pm

Glad to hear it.
User avatar
Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Post » Thu May 30, 2013 11:20 am

Happy.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Wed May 29, 2013 10:03 pm

Great to hear you are back SWG. Oblivion Encounters needs some of your time too!
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Thu May 30, 2013 7:34 am

That's great news. Also it's quite inspiring that I can go on a forum hiatus for a few months and when I check back you're still quite dedicated to completing this!

Now I need to catch up on the Oblivion Encounters thread because that is the most wonderful thing and Oblivion needs it immediately lololol
User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Thu May 30, 2013 5:58 am

Hi SWG,
If/when you revisit this, I noticed there's a wild edit that moves the teleport marker for The Serpent's Wake (AnvilTheSerpentsWake persistent ref BoatDoor01). So when you leave the ship you find yourself underwater instead of back on deck. The record can be cleaned out manually with TES4edit in the meantime.
Thanks.
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Thu May 30, 2013 8:35 am

Hi SWG,
I wonder if you still planning to finish cities in some future? Perhaps Oblivion Encounters aswell?
User avatar
Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Thu May 30, 2013 8:39 am

I just would like to announce, that I made a small http://oblivion.nexusmods.com/mods/43072/ which adds in Bruma, Cheydinhal and Chorrol the landscape mesh.
User avatar
Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

PreviousNext

Return to IV - Oblivion