[WIPz] Immersive Interiors

Post » Tue Jun 08, 2010 1:19 pm

Thanks for the comments guys, I'll be experimenting with new water techniques soon :)
If you have downloaded the mod and you enjoy it, I'd really appreciate it if you endorse the file after the 3 hour period :)
Thanks for the support!
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Mr. Ray
 
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Post » Tue Jun 08, 2010 11:12 pm

Just had a little look at that mod in the CS, and it seems that it uses the existing AnvilBenirusManorHaunted cell as opposed to it's own, new one. Because of that, it should be compatible for the most part. If you have any issues, give me a nudge and I'll speak with the author about creating a patch, however, hopefully that won't be necessary :)


Well, it works... Sort of. The problem is that I have to include it in the bashed patch. When I do that I can see through the windows, but the bed and a chest in front of it dissappears. So when I don't include it in the patch, I can't see through the windows but the bed and the chest are there. Strange.
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Gaelle Courant
 
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Post » Tue Jun 08, 2010 4:20 pm

Well, it works... Sort of. The problem is that I have to include it in the bashed patch. When I do that I can see through the windows, but the bed and a chest in front of it dissappears. So when I don't include it in the patch, I can't see through the windows but the bed and the chest are there. Strange.


Hmm, odd. Try only importing All Natural.esp (ie. don't import Immersive Interiors.esp), and see what happens then. Immersive Interiors does add stuff to the cells, but it should be outside the windows, I would have thought. The climate and cell settings it carries are just duplicates of the ones in All Natural.esp, so you don't need to import them twice.
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Logan Greenwood
 
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Post » Tue Jun 08, 2010 3:06 pm

Watching this carefully, will be a great addition!

May download the 0.4 version a little later today, though i'm afraid i'd be crying for more if Anvil has great interiors and the rest of my game doesn't. :(

:goodjob:
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Jerry Cox
 
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Post » Tue Jun 08, 2010 4:42 pm

Hmm, odd. Try only importing All Natural.esp (ie. don't import Immersive Interiors.esp), and see what happens then. Immersive Interiors does add stuff to the cells, but it should be outside the windows, I would have thought. The climate and cell settings it carries are just duplicates of the ones in All Natural.esp, so you don't need to import them twice.

I can't see Immersive Interiors.esp when I import cells, only All Natural, Better Benirus Manor Complete and some other mods. But apparently the "no bed"-problem also occurs when I've forgotten to activate the Better Benirus Manor mod. Anyway, it doesn't matter that much, since I don't spend so much time in that house.
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louise tagg
 
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Post » Wed Jun 09, 2010 3:07 am

I can't see Immersive Interiors.esp when I import cells, only All Natural, Better Benirus Manor Complete and some other mods. But apparently the "no bed"-problem also occurs when I've forgotten to activate the Better Benirus Manor mod. Anyway, it doesn't matter that much, since I don't spend so much time in that house.


My mistake, Immersive Interiors doesn't have any Bash Tags. What is Better Benirus Manor tagged with? Looks like it's something I may have to download, since it appears to be interfering with AN somewhat...

EDIT: The tag is C.Light, which doesn't interfere with AN or II, or at least it shouldn't. I'll go in-game some time and have a look.
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Sebrina Johnstone
 
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Post » Wed Jun 09, 2010 2:53 am

I'll have a look at this in a bit too. If you find anything wrinklyninja, be sure to give a shout :)

On a more mod related note, the Skingrad "dummy world" (which is what I call it) is coming along nicely. Hopefully I'll get the dummy world done within the next day or so, and then will move on to filling out the interiors over the next week or two.
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Petr Jordy Zugar
 
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Post » Tue Jun 08, 2010 9:46 pm

man I love this mod, I didn't even think this type of thing would be possible with the limitations of the engine and the interior cell concept. Since the collision data still exists, it's fun to put npcs outside. Perhaps a generic npc spawner would make for an even more active outside world (that's all after the main idea is completely finished of course). Mod of the year, all years.
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Fluffer
 
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Post » Wed Jun 09, 2010 1:53 am

I gave into the urge to download this, and. well.. it's amazing. I didn't dare play it for too long seeing as i can't bashpatch right now, didn't fancy screwing anything up.
What i saw, i liked. Works so, so superbly with All Natural, too.
Can't wait for new installations.

Massive kudos to you!

:goodjob:
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Motionsharp
 
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Post » Wed Jun 09, 2010 4:17 am

Since the collision data still exists, it's fun to put npcs outside. Perhaps a generic npc spawner would make for an even more active outside world

I already ran the idea of NPCs in the fake exteriors by somewelshguy a few days ago and he made an esp for me to try out. In anvil it doesn't work so well since there's only a few windows that offer a good view of the street so they would more than likely go unnoticed which makes the extra work unnecessary but it might work better in other cities so we might see that idea come to life later on.

What does everyone think of that idea anyway? Worthwhile or waste of time? I'm curious if anyone else finds it interesting.
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Pawel Platek
 
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Post » Wed Jun 09, 2010 2:20 am

What does everyone think of that idea anyway? Worthwhile or waste of time? I'm curious if anyone else finds it interesting.


Once the basic project is finished, and the massive request for compatibility patches has died down.. i think NPC's in certain areas would be a great addition. Especially in busy ares, svck as the Anvil Docks, IC Market District. I think a few areas could be overlooked possibly.

The only issue i can see is: Why would there be an NPC walking up and down outside your house in the middle of the night?
Every added NPC would need a script adding to them, telling them to skedaddle. Unless i'm much mistaken of course.
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Danielle Brown
 
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Post » Wed Jun 09, 2010 1:44 am

That is true and it could possibly open a whole other can of worms concerning performance too (for some people anyway) which is something that isn't an issue right now.
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CHARLODDE
 
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Post » Wed Jun 09, 2010 12:02 am

Thanks for the comments guys :)

@Gimhad - Immersive Interiors doesn't need to be bashed anyways :) All Natural has an optional esp to be imported into a patch but that's only if something edits cell data after All Natural, it's not required and won't mess things up.

Also with the NPC thing, what I did was create a guard type character (that wasn't actually in the guard class so he couldn't just run up and arrest you). Two of these went on two different patrol style routes around the exterior of the interior cell, and the actual interior was placed in a subspace so they didn't get confused. It's something I'll definitely look into further for busier areas, but it'll be pushed to last place in terms of importance and will be entirely optional if it ever happens.
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Marquis deVille
 
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Post » Wed Jun 09, 2010 2:50 am

Possibly also issues with the NPCs deciding the use the other side of the door, leading them outside into the actual city..

Don't know how plausable that is, but random NPCs appearing and disappearing would certainly be detrimental to this awesome mod.

EDIT: @SomeWelshGuy, i also installed All Natural from fresh before i installed your mod so i'd prefer to bash it ;)
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Emily Jeffs
 
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Post » Tue Jun 08, 2010 2:53 pm

Possibly also issues with the NPCs deciding the use the other side of the door, leading them outside into the actual city..

Don't know how plausable that is, but random NPCs appearing and disappearing would certainly be detrimental to this awesome mod.

EDIT: @SomeWelshGuy, i also installed All Natural fresh once i installed your mod so it needs bashing ;)

Yeah, it would need a lot of testing. Still, it's something to perhaps look at doing in the future :)
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Evaa
 
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Post » Wed Jun 09, 2010 3:09 am

Immersive interiors doesn't need to be bashed AFAIK I have it running with no problems so far.
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Trevi
 
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Post » Wed Jun 09, 2010 3:50 am

Some screenshots from the Skingrad WIP :)

http://img638.imageshack.us/img638/9141/skingrad1.png
http://img809.imageshack.us/img809/1094/skingrad2.png
http://img693.imageshack.us/img693/9853/skingrad3.png
http://img837.imageshack.us/img837/6916/skingrad4.png
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Andrew Tarango
 
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Post » Tue Jun 08, 2010 10:36 pm

Some screenshots from the Skingrad WIP :)

http://img638.imageshack.us/img638/9141/skingrad1.png
http://img809.imageshack.us/img809/1094/skingrad2.png
http://img693.imageshack.us/img693/9853/skingrad3.png
http://img837.imageshack.us/img837/6916/skingrad4.png

These screenies just put me in my happy place. :wub: Awesome work, SomeWelshGuy.
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x_JeNnY_x
 
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Post » Wed Jun 09, 2010 1:34 am

How do you this? It's awesome.
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Tasha Clifford
 
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Post » Wed Jun 09, 2010 1:45 am

This looks fantastic! *DLs mod*
I'll have to use this on my other computer since I think the discrepancies with OCR will be not be as...subtle as with the BC mod. :laugh:
I have found it snowing inside the Mages Guild very briefly, not sure if it's been reported yet but thought it worth mentioning.

Perhaps a spell gone awry? ;)

What does everyone think of that idea anyway? Worthwhile or waste of time? I'm curious if anyone else finds it interesting.

Worthwhile - it could add a lot of immersion. Performance could be an issue though.
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Brian LeHury
 
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Post » Tue Jun 08, 2010 8:34 pm

I already ran the idea of NPCs in the fake exteriors by somewelshguy a few days ago and he made an esp for me to try out. In anvil it doesn't work so well since there's only a few windows that offer a good view of the street so they would more than likely go unnoticed which makes the extra work unnecessary but it might work better in other cities so we might see that idea come to life later on.

What does everyone think of that idea anyway? Worthwhile or waste of time? I'm curious if anyone else finds it interesting.

Definitely interesting. But I don't really know if it would be worth the possible performance hit. Perhaps as this mod grows (as advertised :D ) people might like to point out how much they note the lack of NPC sightings? Does it detract from the immersion at all, and if so how much? And so on. A "time will tell" issue I think, for now.
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Strawberry
 
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Post » Tue Jun 08, 2010 3:43 pm

Figured I would give this a shot and... holy crap. I honestly did not expect such an amazing change. As if All Natural wasn't good enough! This makes a huge different in the city interiors. I am honestly shocked! The cathedral never looked so good.

Are you going to be doing the other interiors after the cities? Such as the priories and farms?
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Shianne Donato
 
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Post » Wed Jun 09, 2010 1:18 am

Now we just need to be able to see the inside of the buildings from the exterior! :D
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Mandy Muir
 
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Post » Tue Jun 08, 2010 9:43 pm

Are you going to be doing the other interiors after the cities? Such as the priories and farms?

Apparently he can only do the city interiors due to a game engine limitation. :shrug:
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Daddy Cool!
 
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Post » Tue Jun 08, 2010 7:02 pm

Some screenshots from the Skingrad WIP :)

http://img638.imageshack.us/img638/9141/skingrad1.png
http://img809.imageshack.us/img809/1094/skingrad2.png
http://img693.imageshack.us/img693/9853/skingrad3.png
http://img837.imageshack.us/img837/6916/skingrad4.png


LESS PHOTOS MOAR WORK. :flame: *whips SomeWelshGuy*

Seriously though, the screens are great and i'm looking forward to your next instalment!
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Ashley Hill
 
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