[RELz WIPz] Immersive Interiors

Post » Wed May 29, 2013 10:03 pm

Yeah I can confirm it, http://img10.imageshack.us/img10/302/roguesign.jpg.
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Vickytoria Vasquez
 
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Post » Thu May 30, 2013 8:43 am

Hmm. I didn't see this when beta testing. I wonder if there is some mod conflict? Or maybe I just missed it.

o
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I’m my own
 
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Post » Wed May 29, 2013 11:20 pm

Well, that's from the outside while you're within the interior, if that isn't obvious.

I can't really think of what the conflict would be, I don't think what Immersive Interiors touches could be affected by any other mod I use.
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Julie Serebrekoff
 
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Post » Thu May 30, 2013 3:42 am

Thanks for the continued support guys!
That is pretty awesome if I do say so myself. How about uploading that to the TESNexus file entry? I could do with screenshots like that

Like said, you'll need All Natural. There won't ever be a version of Immersive Interiors that doesn't require All Natural, purely for the fact that it's just not possible without it. And AN is great
It works fine. Like said there will be some inconsistencies, but nothing that stands out.
Just had a look, and confirmed it as a bug. Must have missed it beta testing. If it annoys you you can disable it, but in the revision update (along with the havok free signs), I'll move it a tad to put it in its proper location.
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Joey Avelar
 
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Post » Wed May 29, 2013 7:44 pm


Done that but I don't see it in the user gallery, it's the very first time I upload a pic on the nexus so I'm unaware of any moderation queue or something like that. If it doesn't show up you may feel free to upload it as your own. Thanks again and keep up the good work.
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Nicholas
 
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Post » Thu May 30, 2013 4:48 am


I see one by you of Cheydinhal Chapel. Its in the user uploaded screens tab. Gorgeous shot by the way.
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GRAEME
 
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Post » Thu May 30, 2013 4:25 am

Yep the shot's definitely on there.

http://img821.imageshack.us/img821/4168/iicheydinhalchapel1.jpg. Bonus: http://img849.imageshack.us/img849/5742/iicheydinhalchapel2.jpg!

And I'm not gonna lie*, I did more than shed a tear when I first got to see Cheydinhal through windows--I bawled my [censored] eyes out!

* I'm lying
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Shaylee Shaw
 
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Post » Wed May 29, 2013 10:54 pm

Updating now, thanks man. <3
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Emma
 
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Post » Thu May 30, 2013 1:43 am

@palidoo: Do you see water in your interiors? I have a suspicious feeling that Liquid Water disables custom interior water.....
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Krista Belle Davis
 
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Post » Wed May 29, 2013 11:02 pm

Oh wow I didn't even realize. I mean I'm not completely sure but I think there should be water in those screenshots I linked next to the chapel based on the angle there. I'm going to be playing again in another hour or two so I'll confirm then, maybe someone else using LW can check in the mean time.

It's just a guess/assumption but with the progress that's been made with ~OBGEv3~ it might end up being easy to develop a patch or something. But again, total guess.
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Avril Louise
 
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Post » Thu May 30, 2013 2:51 am

I'll check too once I get playing, I use OBGE Liquid Water aswell.

I thought that the water you used was a static fake? Atleast that's what it looked like when I noclipped out to look at the Anvil pond.
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Cash n Class
 
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Post » Thu May 30, 2013 7:37 am

That would explain why I didn't get the error. I am not using Liquid water.
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GRAEME
 
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Post » Wed May 29, 2013 9:52 pm

Well, since my character is in Anvil I looked out the window of Benirus Manor and the "fake" water is there, like poketama said. Is Cheydinhal's water done differently? I'll go there before too long to check but if it's the same implementation as in Anvil then it should be working. Maybe my screenshots are just deceiving...
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Sarah Unwin
 
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Post » Thu May 30, 2013 11:04 am

Yeah, Anvil has fake static water. But Cheydinhal uses actual real water. I'll make a test patch as I have a rough idea on what I could do, would anyone who uses liquid water mind testing it out?
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J.P loves
 
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Post » Thu May 30, 2013 6:26 am


I'd be glad to. I do use LW and I can confirm it http://img819.imageshack.us/img819/1064/2011052600001r.jpg the custom water. Got to noclip outside to realize it though, I wandered around a bit but didn't find a window facing the river [the shot was taken by a window normally unreachable unless you noclip to it]
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luke trodden
 
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Post » Thu May 30, 2013 12:26 am

I can confirm the same as dAb. Though it's not a game breaker for me.
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Jordyn Youngman
 
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Post » Thu May 30, 2013 8:55 am

Okay, could anyone who uses Liquid Water download this file and test it please? It requires Immersive Interiors.esp as a master so load it anywhere after that.

When you load the game, open the console and type:

coc aatWaterTest01

You'll arrive at a small simulated settlement. Except this settlement I made in an interior, out of the Immersive Interior blocks. Walk up to the fence, and have a look if there is water in the pool in front of you. By water I mean anything that looks a bit like water. Doesn't matter if it's murky, black or whatever, as long as there's SOMETHING in the pool. If you could take a screenshot of the pool then I'd really appreciate that too, but don't worry if you can't.

Then open the console again and type the same command, but this time with 02 at the end instead of 01. Repeat the steps above, and do this until you reach aatWaterTest05.

if you could then post the results here I'd appreciate it.

http://www.cl.ly/1p18160k2I3a2Q0j0D3s
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Pants
 
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Post » Wed May 29, 2013 7:54 pm

http://www.scene-and-heard.com/oblivion/watertest01.jpg

http://www.scene-and-heard.com/oblivion/watertest02.jpg

http://www.scene-and-heard.com/oblivion/watertest03.jpg

http://www.scene-and-heard.com/oblivion/watertest04.jpg

http://www.scene-and-heard.com/oblivion/watertest05.jpg


note: water test 02 was the only one that actually had water ambient sound working in the background.... if that is any useful info at all
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Lori Joe
 
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Post » Wed May 29, 2013 11:15 pm

http://img109.imageshack.us/img109/2396/dabwatertest01.jpg
http://img217.imageshack.us/img217/9517/dabwatertest02.jpg
http://img696.imageshack.us/img696/1575/dabwatertest03.jpg
http://img823.imageshack.us/img823/6083/dabwatertest04.jpg
http://img155.imageshack.us/img155/7503/dabwatertest05.jpg

Don't know what you did in 02 and 04 but they were the only two that had real Liquid Water, so as far as I can tell that's the way to go.
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kyle pinchen
 
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Post » Wed May 29, 2013 11:35 pm

Thanks guys. That's awesome.

Are people still getting issues with Salmo the Baker? I've tried it myself and I don't seem to have any problem.
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Lizbeth Ruiz
 
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Post » Thu May 30, 2013 12:55 am

Just a heads up on the Liquid Water issue, quoted from a conversation between me and tomerk:
So that issue should sort itself out hopefully. Good news
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Lalla Vu
 
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Post » Thu May 30, 2013 11:35 am

That's indeed great news! Thanks for the heads up. As a side note I have to mention that Salmo the baker works just fine on my end but I have a little issue in Cheydinhal, there's a full blown storm outside but I see no rain in the interiors. Btw, do you plan to replace the fake water in Anvil?
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Rebecca Dosch
 
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Post » Wed May 29, 2013 9:37 pm

Ok I did some re-testing and it's not II causing Salmo's bakery floors and walls to disappear - I'll need to do some further tests, but II is all clear on that
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Stephanie I
 
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Post » Thu May 30, 2013 9:16 am

Yay, I guess I assumed right this time. The new version of LW is probably going to cement it as the king of water mods, if it hasn't achieved that status already, since it eliminates nearly all of the issues that existed with its original implementation.
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Eve(G)
 
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Post » Thu May 30, 2013 4:19 am

Yeah, it is good news

Any bugs, issues, questions or screenshots? I love them all
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saxon
 
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