[RELz / WIPz] Immersive Interiors

Post » Sun Dec 12, 2010 5:34 pm

Not to be a pain, but it might be a good idea to run this through TES4Edit before release. I realize it's still a beta and still being worked on, but the CS is scattering more and more junk edits around the longer this goes.

There are also vanilla object deletions in some of the houses that don't really make sense since it shouldn't have been necessary.
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Sun Dec 12, 2010 11:56 am

Not to be a pain, but it might be a good idea to run this through TES4Edit before release. I realize it's still a beta and still being worked on, but the CS is scattering more and more junk edits around the longer this goes.

There are also vanilla object deletions in some of the houses that don't really make sense since it shouldn't have been necessary.

Gah, trust me to add the non-cleaned esp into the package -.-

I've re-uploaded a new package with the cleaned esp. Identical to master records plus anything that changes vanilla records have been removed.
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Sun Dec 12, 2010 11:05 am

This is a TREMENDOUSLYGREAT addition to my game!
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Sun Dec 12, 2010 4:35 pm

Gah, trust me to add the non-cleaned esp into the package -.-

I've re-uploaded a new package with the cleaned esp. Identical to master records plus anything that changes vanilla records have been removed.


Heh, well, it seems you missed again, because the new one still has the dirty edits and stuff :)
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Sun Dec 12, 2010 9:41 pm

Heh, well, it seems you missed again, because the new one still has the dirty edits and stuff :)

Heh, just noticed that. In that one the identical to master and vanilla records were removed so it's at least a bit better. You're talking about random cell data edits yeah? I'll go through those.
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Sun Dec 12, 2010 11:13 am

It's always fun to come back to the TES mod community after a time and finding mods such as this one! Great work!
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Sun Dec 12, 2010 11:49 am

== Version 0.6.1 Released ==
http://www.tesnexus.com/downloads/file.php?id=34199

Changelog:
  • Some misc landscape issues fixed
  • ESPs are now squeeky clean


Thanks to Arthmoor for spotting that I hadn't cleaned the ESPs. Should be nice and sterile now :)
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Mon Dec 13, 2010 1:00 am

Thanks SomeWelshGuy.
I went to Skingrad for a quest I was doing and I had forgotten about your mod and was taken aback when I saw buildings outside the windows :touched:
Huge immersion bonus.

Cheers!
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Mon Dec 13, 2010 3:23 am

Thanks SomeWelshGuy.
I went to Skingrad for a quest I was doing and I had forgotten about your mod and was taken aback when I saw buildings outside the windows :touched:
Huge immersion bonus.

Cheers!

Rent a room at the West Weald Inn, that corner room they're always bragging about is actually worth looking into now.
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Sun Dec 12, 2010 8:25 pm

http://img22.imageshack.us/img22/8517/screenshot661.jpg

Took that just inside Heinrick Oaken-Hull's back door.
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Sun Dec 12, 2010 2:02 pm

I just checked out that house because I couldn't believe I missed something like that unless it's a dirty edit but I didn't find anything out of the ordinary. Maybe something else is editing that cell :shrug:

edit:did some looking around and you mixed up heinrich oaken-hulls house with newheim the portly which is where that problem is.
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Mon Dec 13, 2010 2:40 am

Oops, yeah, meant Newheim's house.
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Sun Dec 12, 2010 6:03 pm

http://img22.imageshack.us/img22/8517/screenshot661.jpg

Took that just inside Heinrick Oaken-Hull's back door.

Just had a look, that actually appears to be a bug with the mesh in All Natural. I get the same issue in Newheim's house with only All Natural loaded into the CS.

I'm going to take a few days break before starting on Bruma. I swapped the WIP order a bit so that Bruma is next, I felt like a change as it's my favourite city :)
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Sun Dec 12, 2010 11:03 pm

Just had a look, that actually appears to be a bug with the mesh in All Natural. I get the same issue in Newheim's house with only All Natural loaded into the CS.

Yes, it was an error in the All Natural mesh. I've fixed it and posted a link on the AN thread. Thanks!
User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Sun Dec 12, 2010 6:10 pm

Awesome mod! Keep up the work, definitely boosts immersion greatly... too bad Oblivion allows lights through solid walls... hmm.... if you used "BlackMask" (object in the editor used to conceal secret passages) could you block the light? I'm not sure if Oblivion's flawed (yet still impressive) lighting system would support this, but it would help immersion.

I say this because I've been in buildings at sunset that realistically shouldn't have been completely orange. A minor criticism though, this mod adds a lot to the already impressive "All Natural". Thanks for the hard work, I look forward to Bruma!
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Sun Dec 12, 2010 9:44 pm

Awesome mod! Keep up the work, definitely boosts immersion greatly... too bad Oblivion allows lights through solid walls... hmm.... if you used "BlackMask" (object in the editor used to conceal secret passages) could you block the light? I'm not sure if Oblivion's flawed (yet still impressive) lighting system would support this, but it would help immersion.

I say this because I've been in buildings at sunset that realistically shouldn't have been completely orange. A minor criticism though, this mod adds a lot to the already impressive "All Natural". Thanks for the hard work, I look forward to Bruma!


I believe the black mask is purely to hide object placement on the local map.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Mon Dec 13, 2010 2:55 am

Awesome mod! Keep up the work, definitely boosts immersion greatly... too bad Oblivion allows lights through solid walls... hmm.... if you used "BlackMask" (object in the editor used to conceal secret passages) could you block the light? I'm not sure if Oblivion's flawed (yet still impressive) lighting system would support this, but it would help immersion.

I say this because I've been in buildings at sunset that realistically shouldn't have been completely orange. A minor criticism though, this mod adds a lot to the already impressive "All Natural". Thanks for the hard work, I look forward to Bruma!

Thanks for the compliments :)
I believe the black mask is purely to hide object placement on the local map.

That's correct. The BlackMask object doesn't seem to work well for the local map however, in Immersive Interiors I've used CastleSecretBlack01 which works rather well in order to mask the exterior meshes. It only blocks the local map however. Making an interior "behave like exterior" in terms of climate just floods the interior with that climate's lighting, regardless of any mesh or mask.
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Sun Dec 12, 2010 6:41 pm

That's correct. The BlackMask object doesn't seem to work well for the local map however, in Immersive Interiors I've used CastleSecretBlack01 which works rather well in order to mask the exterior meshes. It only blocks the local map however. Making an interior "behave like exterior" in terms of climate just floods the interior with that climate's lighting, regardless of any mesh or mask.


Actually the CastleSecretBlack01 mesh is the one I was thinking of with regards the local map :)
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Sun Dec 12, 2010 11:31 pm

Actually the CastleSecretBlack01 mesh is the one I was thinking of with regards the local map :)

Yeah, it works well :)

Just doing a re-install of Oblivion and have discovered the wonders of BAIN <3
If the mod gets any more complex I'll most likely BAIN structure it, but I don't think it's really necessary right now.

Bruma's starting to shape up too. The mock world will take a while due to the fact that the whole city is built on a slope. However once that is done most interiors only have 1 floor, and a lot of the houses are lower class ones without windows, compared to skingrad where every single house had windows, with many having two floors, remembering that each floor needs to be done individually. Bruma should be a tad quicker to release than the others :)
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Mon Dec 13, 2010 2:24 am

I assume once you get around to IC that you will be able to see through the Bloated Float windows?
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Sun Dec 12, 2010 8:32 pm

I assume once you get around to IC that you will be able to see through the Bloated Float windows?

That's correct. As shown in Anvil boats are do-able. A pain, but do-able :P
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Mon Dec 13, 2010 12:04 am

I know I'm jumping the gun a bit here, but do you have plans for a Better Cities version of the mod once you're done with vanilla? I know that with some towns the BC changes are minor/cosmetic, but for places like the IC and Bravil there's a huge amount of difference between BC and vanilla.
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Mon Dec 13, 2010 6:20 am

I know I'm jumping the gun a bit here, but do you have plans for a Better Cities version of the mod once you're done with vanilla? I know that with some towns the BC changes are minor/cosmetic, but for places like the IC and Bravil there's a huge amount of difference between BC and vanilla.

Yep, once I'm done with Vanilla, and the mod is in a "stable" state (i.e. with no need for major patches or upgrades needed), then BC and OCR patches will follow :)

I'm working one step at a time though so patches may take a while to come out. But they will get released :)
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Mon Dec 13, 2010 12:10 am

As for Bruma I have to say that the upper floor window in the "Jerral View Inn" will provide quite a beautiful sight! I could never quite figure out as to why they put the rentable room in the cellar... making the inn's name somewhat redundant...

I haven't had the need to work with "Behave as Exterior" before, but thinking back to the Arena I can recall having lighting issues, unfortunately... however let it be known that it's only a very minor criticism, and being an engine limitation; a moot one!

One last question though, how many people are working on the mod at the moment? Just you alone?
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Sun Dec 12, 2010 3:31 pm

this will work with open cities correct?
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

PreviousNext

Return to IV - Oblivion