[RELz WIPz] Immersive Interiors

Post » Wed May 29, 2013 11:46 pm

Your windows are fine. You haven't installed All Natural 100% correctly. You've either skipped or misconfigured the Bashed Patch, which results in all your interiors being black voids instead of properly climate flagged.
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Davorah Katz
 
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Post » Thu May 30, 2013 12:29 am

Apparently there's also an issue with CBash and climate flags, so it could be that.

@ Madmole: If you're using Wrye Bash 292, disable CBash (rename the dll) and rebuild your Bashed Patch.
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Danial Zachery
 
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Post » Wed May 29, 2013 11:32 pm

Wonder why all the issues with that... every test I've done short of the few bugs I helped find has come out fine. Climate imports, merges, etc all working.
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Anna S
 
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Post » Wed May 29, 2013 11:22 pm

Thanks for the help guys... my bad I don't even have wyre bash so I don't have a bashed patch. I just did an omod install so I didn't bother reading all natural's install but I did read immersive interior's install. I'll try to make a bashed patch and hopefully it will work.
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sarah taylor
 
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Post » Wed May 29, 2013 9:22 pm

Angels weep.

And from my corner there is a great gnashing of teeth.
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Vicki Blondie
 
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Post » Thu May 30, 2013 2:40 am

Ok so a new problem... wyre bash won't initialize. I read some things and it says I should have a log file that might tell me what is wrong but no log. I installed all 3 of those prerequisite programs it requires but it still won't run. I click on the wyre bash won't run page and it produced an error like the page isn't there so I'm hoping someone can point me in the right direction to get wyre bash working.
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Kayla Oatney
 
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Post » Wed May 29, 2013 11:41 pm

I find it a little hard to believe you can't see the Wrye Bash thread...

It's typically on the first or second page, and right now it's right at the top of the first page (soon to be supplanted when I click "Post" of course, but...)

Perhaps you should ask for help in the Wrye Bash thread rather than clutter up the Immersive Interiors thread?

Vac
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Jessica Raven
 
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Post » Thu May 30, 2013 7:30 am

The best and safest bet is not to install those programs yourself but it use the Wrye Python 04 package (found on the Bash Nexus page).

The next thing to consider is Operating System and install location. Bash is not UAC friendly. It is recommended not to use the default location (C:\Games\Oblivion for instance is better).

I just had to do the log myself and it is a pain to get right (the instructions are not so clear for computer users):
So to generate the log you have to open a command shell, navigate to where bash is the enter the bit above:
c:\python26\python.exe bash.py -d

After spending a bit of time with Morrowind modders - I think this could be made into a bat file I'm pretty sure.

However - my bet is that Wrye python and correct install location will solve it for you.

Ohh and I thought this was the other interiors thread you started - sorry Immersive interiors fans - I didn't mean to contribute to the problem.
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Shirley BEltran
 
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Post » Wed May 29, 2013 7:50 pm

Tomerk has just confirmed that the new Liquid Water is fully compatible with Immersive Interiors, and looks great, as shown in this screenshot: http://desmond.imageshack.us/Himg28/scaled.php?server=28&filename=nehrimscreen89.jpg&res=medium

Also, until the BOSS masterlist is updated, I recommend that Immersive Interiors.esp is manually tagged with C.Water and imported into the Bashed Patch, to stop other mods from overwriting the new water records in the interiors. This is as well as importing All Natural of course.
Just something I forgot about until someone kindly reminded me

Work on Leyawiin has also started. I'm looking at a end of July release if possible
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Racheal Robertson
 
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Post » Thu May 30, 2013 11:42 am

It already has. If you're not seeing it, you need to run the updater again.
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Elizabeth Lysons
 
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Post » Thu May 30, 2013 1:54 am

My mistake. It's been a long day
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Mr.Broom30
 
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Post » Wed May 29, 2013 10:45 pm

Version 0.8.1 released
Changes in this release:
  • New configurable INI added.
  • Lights addon esp therefore deprecated, should be removed.
  • Every single interior now has havok fee signs.
  • Every interior that has water now has the new, improved water.
  • Water flickering issue fixed in Cheydinhal Chapel.
  • Miscellaneous bugs fixed.
Download at http://www.tesnexus.com/downloads/file.php?id=34199, as always

Took me 12 hours of solid work, and a lot of TES4Edit tricks. So be grateful
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tannis
 
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Post » Thu May 30, 2013 8:43 am

WHEN WILL YOU GET BRAVIL DONE ITS BEEN AGES.



Thanks for the update.
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meghan lock
 
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Post » Wed May 29, 2013 9:53 pm

Um, looks like you uploaded the wrong package, looks pretty 0.8 to me.
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jason worrell
 
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Post » Wed May 29, 2013 10:15 pm

TESNexus was throwing a bit of a fit earlier. Try it again now.
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Brandon Bernardi
 
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Post » Thu May 30, 2013 5:49 am

I think you may have uploaded the wrong archive, the readme inside still says 0.8 and has no ini file inside.

Ninja'd!

Though now it's saying you hid it
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Nicola
 
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Post » Wed May 29, 2013 7:58 pm

Seems calling the new file "Immersive Interiors" got the poor nexus confused and was re-directing to the old file with the same name.

Re-uploaded with a different name. Try it now.
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Kortniie Dumont
 
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Post » Wed May 29, 2013 10:24 pm

Holy **** I have ninja'd Arthmoor

Works fine now *installing*

installed - *travels to Cheydinhal*

been there - http://img14.imageshack.us/img14/5207/2011062600016.jpg - *upload it to the nexus*

Amazing work, as always
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joseluis perez
 
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Post » Wed May 29, 2013 9:59 pm

Good to know
Mind uploading that to the TESNexus page? It's a nice screenshot.
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james kite
 
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Post » Thu May 30, 2013 5:56 am

Done that

SWG, are you aware that one day users will force you to start all over again to support open cities reborn, are you?
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Gemma Flanagan
 
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Post » Thu May 30, 2013 4:19 am

Thanks for the hard work.
This is one mod that will never leave my oblivion install.
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Gavin boyce
 
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Post » Thu May 30, 2013 10:50 am

I got a lil.errrm request. hopefully you'll consider.

Been thinking about everyone asking err pestering ya about does this support x.mod?
Well, what I would like is a nice little tutorial DL-able from your page that shows how to accomplish what you are doing here.
a simple txt tut and some screens throughout the process.
Something fairly easy, such as detailing how to do this for a small shack with one window.

I would do a few of my mods, just for the enjoyment of learning and it of course would make my mod 1% more enjoyable and realistic.
I haven't really even looked at it to much in the CS...
Also others might then volunteer to do some cells for compatibility patches for say BBC,OCC,or similar mods and submit them to ya.
I know there isn't a team doing this and I do know it is slow work, but my theory is start small think big.

Would ya consider a small tut?
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Tha King o Geekz
 
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Post » Thu May 30, 2013 1:28 am

Haha, I can't really see that happening I'm afraid. Still got two vanilla cities, the IC, and possibly non-town interiors to do
The only issue is, there wouldn't be much point. I'm working through the cities myself. Say you want to add a building in the city to be viewable through the windows, you'd have to do add that manually to every single cell in that city, and if you have lots of different unofficial addons modifying the interiors, you're going to get pretty bad conflicts. If you're talking about player added homes outside the cities, I'm working on a very rough way to try to achieve this at the moment, but for now it's not really possible to do with vanilla interiors, let alone with modded interiors. Plus any modded non stock buildings would have to be made All Natural compatible first, which is more work for Brumbek (as meshes need to be modified) and the rest of the All Natural team.

The way I achieve this is pretty complex anyway, and has a very strict set of rules I have to stick to with every interior. I've said in the past how I do it, and you can load the mod in the CS and take a look, it's not something I'm trying to keep secretive. But I try to pride myself on everything I do being the highest quality possible, even if that means it being slower than desired. Having a lot of unoffical "Immersive Interiors" style things everywhere won't really help that.
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Zach Hunter
 
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Post » Wed May 29, 2013 7:28 pm

Took me 12 hours of solid work, and a lot of TES4Edit tricks. So be grateful
[/quote]


Thank you for all your hard effort.
It's a beautiful piece of work.
Can't wait for this mod to be finalized!

Just one quick question, which I couldn't find anywhere in this post.

Is it FCOM compatible ?

Thank you.
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Sakura Haruno
 
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Post » Thu May 30, 2013 9:36 am

Yes.
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Ernesto Salinas
 
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