[Wipz] ImpeREAL Empire-Unique Forts

Post » Wed Mar 30, 2011 3:44 am

I've thought of using something like it but I haven't really got any locations where it would work well.
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Melly Angelic
 
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Post » Wed Mar 30, 2011 3:29 pm

Well, to be honest I actually can't think of any other locations where it would fit either, and certainly on nothing I'm planning to do. Except for maybe the forts in Elsweyr.
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Wayland Neace
 
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Post » Wed Mar 30, 2011 7:24 am

bump'd
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Lucky Boy
 
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Post » Wed Mar 30, 2011 3:59 am

Well, to be honest I actually can't think of any other locations where it would fit either, and certainly on nothing I'm planning to do. Except for maybe the forts in Elsweyr.

Actually, it seems to me that the "illusion" would be perfect for those who don't wish to invest in any of the "open city" variants but like the idea of open city gates. Maybe scripted so that the doors are automatically "open" during daylight hours and "shut" at night. They might best be permanently shut during the "crisis". The snag here is that such a mod would require the player to run more-or-less vanilla city interiors (so that illusion and reality match), or offer selectable alternatives for the major overhauls and texture replacers. Still, I think it would be a neat addition if feasible.

EDIT: Oops, I just thought of a possible major snag. The illusion would need to carry through on the inside too. That means large doors taking up space in an opened position, getting in the way of guards and such. Oh well, it was an idea.

-Decrepit-
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Kara Payne
 
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Post » Wed Mar 30, 2011 4:42 am

bumpadoo
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Mrs Pooh
 
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Post » Wed Mar 30, 2011 12:42 am

Great news!

ImpeREAL Empire - Unique Forts V2 is now ready to download and can be found http://www.tesnexus.com/downloads/file.php?id=22965. It contains the two new forts Sunset Vista and Black Rock.

Watch out for the next release that will breathe even more life into the four forts!
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Bigze Stacks
 
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Post » Wed Mar 30, 2011 8:07 am

Wow prettyfly! We've gotten both Cliffs of Anvil AND Unique Forts V2 from you in just the past (2?) days.

I PROSTRATE MYSELF BEFORE YOUR THRONE. :bowdown:

:goodjob:
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Nicole Elocin
 
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Post » Wed Mar 30, 2011 1:26 am

Found 198 deletions in the mod. I know Silent Resident was not found of cleaning so they could be from then.

Is the Lost Spires patch still god with this?
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Kaylee Campbell
 
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Post » Wed Mar 30, 2011 1:29 pm

The Lost Spires patch is still fine.

The mod is 100% cleaned now. The deletions would be from the areas that had to stripped bare to make way for the forts, though I am surprised that the total is so high...

But the mod is fully cleaned and nothing is edited outside of the cells the forts are in so it shouldn't be an issue.
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OJY
 
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Post » Wed Mar 30, 2011 2:03 am

Cleaning does include undeleting and disabling all deleted records. Deleted records, if edited in some way again by a later loading mod, will cause the game to CTD on exit, and can on rare occasions cause the game to CTD during play (I know of at least one mod which causes this).

198 deleted records is nothing however, don't be surprised, one single cell could contain 50 rocks, 10 bushes, 10 trees, 20 pickable plants etc. and if you needed to wipe out the vanilla content of a few cells, then 198 is very much the amount one might expect :)

To undelete, do exactly the same as you did to clean, but instead of selecting "Remove identical to master" in TES4Edit, select the option above it, "Undelete and disable".
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Alex Vincent
 
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Post » Tue Mar 29, 2011 11:58 pm

Installed this mod for the first time today, and set out to see that they worked correctly. I also grabbed the patch for Lost Spires since I have that mod installed. Fast travelled to Fort Bouayard (I know that's not one of the two added today, but I had never tried this mod before) and was greeted with this issue that I'm not quite sure about.. The load order on that install is as follows:

Spoiler
Active Mod Files:00  Oblivion.esm01  Windfall.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]07  VASE - core.esm08  Hemingweys Capes Improved.esm  [Version 3.0b]++  HrmnsOblivionScriptOptimizationv1.0.esp**  TNR ALL RACES FINAL.esp  [Version 1.06]**  TNR - ShiveringIsles.esp  [Version 1.00]09  Unofficial Oblivion Patch.esp  [Version 3.3.3]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  LoadingScreens.esp**  LoadingScreensAddOn.esp0C  Merged Environment.esp0D  AN Scripts.esp0E  All Natural.esp  [Version 1.1]0F  All Natural - SI.esp  [Version 1.0]10  Enhanced Water v2.0 HDMI.esp++  KoldornsImprovedLava2.esp++  Symphony of Violence.esp11  MIS Low Wind.esp12  MIS New Sounds Optional Part.esp13  All Natural - Real Lights.esp  [Version 1.1]14  WindowLightingSystem.esp15  ChaseCameraMod.esp16  ClocksOfCyrodiil.esp17  ImprovedSigns.esp18  Enhanced Economy.esp  [Version 5.1]19  Display Stats.esp  [Version 1.3.1]1A  DropLitTorchOBSE.esp  [Version 2.4]1B  kuerteeCleanUp.esp1C  P1DmenuEscape.esp1D  Quest Log Manager.esp  [Version 1.3.2]1E  Streamline 3.1.esp1F  Vacuity.esp  [Version 0.2]20  Enhanced Hotkeys.esp  [Version 2.1.1]21  DLCHorseArmor.esp22  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]23  DLCOrrery.esp24  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]25  DLCVileLair.esp26  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]27  DLCMehrunesRazor.esp28  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]29  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2A  DLCThievesDen.esp2B  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]2C  Cobl Glue.esp  [Version 1.73]2D  Cobl Si.esp  [Version 1.63]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2F  OOO-No_Guild_Ownership.esp  [Version 1.33]++  OOO-DLT_Remover.esp  [Version 1.33]30  Hemingweys Capes Improved for FCOM.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved IC Guards.esp  [Version 3.0b]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]31  OOO 1.32-Cobl.esp  [Version 1.72]32  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]34  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Spiders.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Adventurers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]++  VASE - Cyrodiil for MMM.esp++  VASE - Vanilla SI.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]36  Geomancy & Gem Dust OOO.esp++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4FCOM.esp37  BrotherhoodRenewed.esp  [Version 1.0.10]38  CDEP-UnderpallCave.esp39  ImpeREAL City Unique Districts - All the Districts - Merged.esp3A  ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp3B  The Ayleid Steps.esp  [Version 3.4]3C  Trail  South East.esp3D  Trail  WEST.esp3E  Trail  EAST.esp3F  Trail  Central.esp40  Windfall.esp41  DLCBattlehornCastle.esp42  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]43  DLCfrostcrag.esp44  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]45  Knights.esp46  Knights - Unofficial Patch.esp  [Version 1.1]++  DLC Mobs Override.esp**  EVE_KnightsoftheNine.esp47  SM Plugin Refurbish(Merged).esp  [Version 1.30]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]48  The Lost Spires.esp49  LostSpiresImpeREALFortsPatch2.esp4A  ImpeREAL Empire - Unique Forts.esp4B  Blood&Mud.esp4C  Blood&Mud - EE patch.esp  [Version 4.2]4D  MannimarcoComplete.esp4E  ElsweyrAnequina.esp++  ElsweyrAnequinaNoSpiders.esp4F  road+bridges.esp  [Version 4.5.9]50  Faregyl.esp  [Version 1.0.10]51  Faregyl+Anequina Patch.esp52  PTMudwater.esp53  Better daedric shrines Namira.esp54  Better daedric shrines sanguine.esp55  Better daedric shrines Sheogorath.esp56  better daedric shrines Meridia.esp57  Better daedric shrines Clavicus.esp58  Better daedric shrines Vaermina.esp59  better daedric shrines Nocturnal.esp5A  Better daedric shrine Pyriate.esp5B  xuldarkforest.esp  [Version 1.0.5]5C  LostSpires-DarkForest patch.esp5D  xulStendarrValley.esp  [Version 1.2.2]5E  xulTheHeath.esp5F  XulEntiusGorge.esp60  xulFallenleafEverglade.esp  [Version 1.3.1]61  LostSpires-Everglade patch.esp  [Version 1.2]62  Anequina-Fallenleaf-Patch.esp63  xulColovianHighlands_EV.esp  [Version 1.2.1]64  xulChorrolHinterland.esp  [Version 1.2.2]65  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]66  xulBravilBarrowfields.esp  [Version 1.3.2]67  xulLushWoodlands.esp  [Version 1.3.1]68  xulAncientYews.esp  [Version 1.4.3]69  BetterDaedricShrineVaermina-AncientYews patch.esp6A  xulAncientRedwoods.esp  [Version 1.6]6B  xulCloudtopMountains.esp  [Version 1.0.3]6C  xulArriusCreek.esp  [Version 1.1.3]6D  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]6E  xulPantherRiver.esp6F  Blood&Mud-PantherRiver patch.esp70  xulRiverEthe.esp  [Version 1.0.2]71  BetterDaedricShrinesMeridia-RiverEthe.esp72  xulBrenaRiverRavine.esp  [Version 1.1]73  xulImperialIsle.esp  [Version 1.6.6]74  xulBlackwoodForest.esp  [Version 1.1.0]75  xulCheydinhalFalls.esp  [Version 1.0.1]76  Blood&Mud-CheydinhalFalls patch.esp77  xulAspenWood.esp  [Version 1.0.2]78  xulSkingradOutskirts.esp  [Version 1.0.1]79  xulSnowdale.esp  [Version 1.0.1]7A  OOO-Snowdale Patch.esp7B  xulCliffsOfAnvil.esp7C  OOOCliffsofAnvilPatch.esp  [Version 1.0]7D  NRB4+UL-II Patch.esp  [Version 5.0.1]7E  TrailsOfCyrodiil-UL merged patch.esp7F  West Roads.esp80  bartholm.esp81  bartholm - EE patch.esp  [Version 4.2]82  BarrowFields-Blood&Mud-Patch.esp  [Version 1.0]83  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]84  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]85  HUD Status Bars.esp  [Version 2.0.1]86  EVE_ShiveringIslesEasterEggs.esp++  Gold Change II.esp++  more books teach.esp87  P1DkeyChain.esp  [Version 5.00]88  MidasSpells.esp89  RenGuardOverhaul.esp8A  Enhanced Grabbing.esp  [Version 0.5]8B  Mayu's Animation Overhaul.esp++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]8C  bgBalancingEVCore.esp  [Version 10.52EV-D]8D  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]8E  bgMagicEVPaperChase.esp  [Version 1.68EV]8F  SupremeMagicka.esp  [Version 0.90]90  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]91  SM_EnchantStaff.esp  [Version 0.80]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]92  bgIntegrationEV.esp  [Version 0.993]**  [GFX]_Initial_Glow-self.esp93  MiniMap.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]94  Bashed Patch, 0.esp95  MergedMaps.esp


And here's the pic showing the issue: http://img.ihack.se/images/15129294560116.jpg

Edit: Just noticed this from the loadorder which is how BOSS sorted it. Will try moving the forts esp above the other two and see if that changes anything:
48  The Lost Spires.esp49  LostSpiresImpeREALFortsPatch2.esp4A  ImpeREAL Empire - Unique Forts.esp

Edit2: Well the issue appears to be completely unrelated to that (as it should be since afaik the patch was for another fort, no?)

Edit3: Solution was simple, moved Impereal Empire - Unique Forts below the Unique Landscapes files. Suppose the issue was with one of the Great Forest mods. Not quite sure if BOSS should change that though since I guess the placement is good when no ULs are installed...
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Bones47
 
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Post » Wed Mar 30, 2011 3:02 pm

Added to my list of conflicts with ULs needing a patch.
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Eve(G)
 
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Post » Wed Mar 30, 2011 1:24 pm

Added to my list of conflicts with ULs needing a patch.


Great! :) Suppose I should try to learn at some point how to fix these things myself so I can help out some aswell.
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Betsy Humpledink
 
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Post » Wed Mar 30, 2011 2:53 am

1.) Glitch Report: small land tear at Fort Black Rock.

I installed v2.0 this morning and, as we needed to travel from Bruma to Chorrol, decided to check out the fort in question. The tear occurs on the road right at the fort. It's at the base of the stairway, on the left hand side (if facing the fort). The tear runs almost the entire width of the road. It is broadest in the middle of the road, but even there isn't big enough for an NPC or animal to fall through. A rat might fall if he/she hit the tear at center. To my knowledge I run no other mods in the area.

(I took a screen capture of the tear, intending to post it here. But the game crashed some time later. I reloaded and continued on, eventually capturing more images elsewhere, forgetting that in this scenario the Black Rock capture would be overwritten.)

2.) Comment on Load Order.

Most odd that BOSS now places ImpeREAL Forts so low. When I created my current play-through just four months ago Boss gave me this result:

18: ImpeREAL Empire - Unique Forts.esp
2E: The Lost Spires.esp
2F: LostSpiresImpeREALFortsPatch2.esp

This works perfectly for me, and so far as I know is the correct order. (Note that I have not yet revisited that fort since updating.)

Now, if memory serves, there is or was another version of the patch that called for a different load-order. Is it possible that over time the folk who oversee BOSS have confused patch versions or have forgotten that there are/were two?

3.) ADDENDUM: I dug up the Patch2 readme. I quote:

"All this file does is seal and land tear near Legion Fort Ordeal from ImpeREAL Empire and retexture the land to put a path back in. No quests or anything other than landscape has been altered. As of v2.0, some floating objects have also been grounded.

The file should always use the following Load Order, doing otherwise may cause the thing not to work or cause even more conflict than there were to begin with.

ImpeREAL Empire - Unique Forts.esp
The Lost Spires.esp
LostSpiresImpeREALFortsPatch.esp"


I stress that this readme is for the patch as it was for the version of ImpeREAL Forts prior to today's update. It's possible the patch provided with v2.0 has undergone change. Not also that to confuse the issue the author, though clearly referring to patch v2.0, mistakenly (????) lists the other version of the patch in his load-order example.

-Decrepit-
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louise hamilton
 
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Post » Tue Mar 29, 2011 11:38 pm

To undelete, do exactly the same as you did to clean, but instead of selecting "Remove identical to master" in TES4Edit, select the option above it, "Undelete and disable".


Well, there's something new to me. Should I go back to TES4edit and do it then for the next update?

Solution was simple, moved Impereal Empire - Unique Forts below the Unique Landscapes files. Suppose the issue was with one of the Great Forest mods. Not quite sure if BOSS should change that though since I guess the placement is good when no ULs are installed...


I have the mod above the UL mods and have never noticed this issue. However, since Vorians is going to have a look at it I'll leave it to him as he'll be much better than me at telling for sure.

I installed v2.0 this morning and, as we needed to travel from Bruma to Chorrol, decided to check out the fort in question. The tear occurs on the road right at the fort. It's at the base of the stairway, on the left hand side (if facing the fort). The tear runs almost the entire width of the road. It is broadest in the middle of the road, but even there isn't big enough for an NPC or animal to fall through. A rat might fall if he/she hit the tear at center. To my knowledge I run no other mods in the area.


I can't spot the tear in the construction set. There is a fairly inconsistent spots with the textures, though they are from vanilla. I'll go in-game and have a look a bit later on today, but at the moment I am thinking it may be some sort of minor conflict.

Most odd that BOSS now places ImpeREAL Forts so low. When I created my current play-through just four months ago Boss gave me this result:

Most odd that BOSS now places ImpeREAL Forts so low. When I created my current play-through just four months ago Boss gave me this result:

18: ImpeREAL Empire - Unique Forts.esp
2E: The Lost Spires.esp
2F: LostSpiresImpeREALFortsPatch2.esp

This works perfectly for me, and so far as I know is the correct order. (Note that I have not yet revisited that fort since updating.)

Now, if memory serves, there is or was another version of the patch that called for a different load-order. Is it possible that over time the folk who oversee BOSS have confused patch versions or have forgotten that there are/were two?


I'm not sure. There is another version of the patch by Arthmoor, which I use instead of the one you have. BOSSS places it like this...

2E: The Lost Spires.esp
18: ImpeREAL Empire - Unique Forts.esp
2F: ImpeREALForts+LostSpires Patch.esp

...so it does seem that BOSS accounts for the different load order requirements. Either way, I haven't touched that fort, so if the patch was working then it should still be working now.
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Markie Mark
 
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Post » Wed Mar 30, 2011 11:27 am

On the subject of a UL conflict, I don't think that was an issue in the previous incarnation of this mod. Bouyard should be far enough north not to be an issue. I do seem to recall that it was an issue with Shezrie's Villages (and probably Towns now too) because of its proximity to Woodland Village. There was also a possible issue with Old Crow Inn being just off to the north of it. All of it was resolvable with some creative TES4Edit hacking to remove the issues, but since I figured the mod was defunct at the time I never bothered to offer the modified version up.

The load order issue with Lost Spires is a problem now since there are obviously two different patches out there for it. http://www.tesnexus.com/downloads/file.php?id=34010, and one I wasn't aware of at the time. BOSS had already been updated to move the forts just below where Lost Spires is, and even then I didn't see the other patch. The order things are in right now is the better fit because even without a patch the land tearing at Fort Ordeal isn't all that bad. It's much more significant the other way and makes patching the issue more difficult. If it becomes a serious problem, we can put the forts back above Lost Spires in BOSS and I can rebuild the patch, but it would be preferable to leave things as they are now.

Looking over the updated forts now, the Lost Spires patch needs updating anyway because one of the new forts intersects landscape with it in an entirely new location. I also see no intersection with any of the ULs here.
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Christine Pane
 
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Post » Wed Mar 30, 2011 4:29 am

I thought I had Arthmoors patch when I saw in my catalog LostSpiresImpeREALFortsPatch2.esp - after bashing my patch I was told that patch has world orphans and that made me scratch my head knowing Arthmoor's work like I do.

I then found his patch and it bashes with no issues. I recommend Arthmoor's version and linking to it over the other one.
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Lily
 
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Post » Wed Mar 30, 2011 3:13 am

The load order issue with Lost Spires is a problem now since there are obviously two different patches out there for it. http://www.tesnexus.com/downloads/file.php?id=34010, and one I wasn't aware of at the time. BOSS had already been updated to move the forts just below where Lost Spires is, and even then I didn't see the other patch. The order things are in right now is the better fit because even without a patch the land tearing at Fort Ordeal isn't all that bad. It's much more significant the other way and makes patching the issue more difficult. If it becomes a serious problem, we can put the forts back above Lost Spires in BOSS and I can rebuild the patch, but it would be preferable to leave things as they are now.

Oho! I was not aware Arthmoor had an alternate patch for this! The one I refer to in my earlier posting is by adg211288. http://www.tesnexus.com/downloads/file.php?id=27558. The other LS+IR-F patch referred to on that pages description tab is, if memory serves, not Arthmoor's but the same author's first patch attempt. As I recall, that first version called for Lost Spires to be placed above ImpeREAL Forts. At the time, BOSS placed them in the opposite order. He therefore created patch v2.0 to reflect the then-correct BOSS placements.

-Decrepit-
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Shaylee Shaw
 
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Post » Wed Mar 30, 2011 7:07 am

Oho! I was not aware Arthmoor had an alternate patch for this! The one I refer to in my earlier posting is by adg211288. http://www.tesnexus.com/downloads/file.php?id=27558. The other LS+IR-F patch referred to on that pages description tab is, if memory serves, not Arthmoor's but the same author's first patch attempt. As I recall, that first version called for Lost Spires to be placed above ImpeREAL Forts. At the time, BOSS placed them in the opposite order. He therefore created patch v2.0 to reflect the then-correct BOSS placements.

-Decrepit-

I am using the ImpeREALForts+LostSpires Patch, which works perfectly with the standard BOSS load order.
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Portions
 
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Post » Wed Mar 30, 2011 7:20 am

Hmm, I'll update the Tesnexus page so that it shows the link to Arthmoor's patch instead, since it seems to be the better option.

And to clarify, there is no conflict issues with the UL mods.
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Catherine N
 
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Post » Wed Mar 30, 2011 3:22 am

Hmm, I'll update the Tesnexus page so that it shows the link to Arthmoor's patch instead, since it seems to be the better option.

And to clarify, there is no conflict issues with the UL mods.


Any idea what caused the conflict I posted about earlier then with Fort Boayard? Since it was solved by shuffling impereal forts below the Great Forest UL mods, but then again there was quite a few other mods inbetween aswell - though none that should've affected that area at all. Or perhaps you only referred to the 2 new forts with that comment, if so I'm sorry for the misunderstanding. :)
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Kat Lehmann
 
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Post » Wed Mar 30, 2011 3:00 am

No I meant the whole mod... :smile:

Arthmoor mentioned above that Shezrie's Villages (and possibly the old crow in) were responsible for conflict. If you don't have them then presumable one of the other mods in between that aren't UL's are the culprit. If you check the cell using TES4edit, it will tell you what mods edit that cell so you should be able to work it out from that.

Hopefully, Arthmoor is going to come up with a TES4edit fixed version that should make those issues a thing of the past.
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Symone Velez
 
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Post » Wed Mar 30, 2011 5:44 am

No I meant the whole mod... :smile:

Arthmoor mentioned above that Shezrie's Villages (and possibly the old crow in) were responsible for conflict. If you don't have them then presumable one of the other mods in between that aren't UL's are the culprit. If you check the cell using TES4edit, it will tell you what mods edit that cell so you should be able to work it out from that.

Hopefully, Arthmoor is going to come up with a TES4edit fixed version that should make those issues a thing of the past.


Will have a look, I'm not using either of the mods Arthmoor mentioned earlier but will go check in tes4edit. :) The mods loaded inbetween were these btw:

Spoiler
4A  ImpeREAL Empire - Unique Forts.esp4B  Blood&Mud.esp4C  Blood&Mud - EE patch.esp  [Version 4.2]4D  MannimarcoComplete.esp4E  ElsweyrAnequina.esp++  ElsweyrAnequinaNoSpiders.esp4F  road+bridges.esp  [Version 4.5.9]50  Faregyl.esp  [Version 1.0.10]51  Faregyl+Anequina Patch.esp52  PTMudwater.esp53  Better daedric shrines Namira.esp54  Better daedric shrines sanguine.esp55  Better daedric shrines Sheogorath.esp56  better daedric shrines Meridia.esp57  Better daedric shrines Clavicus.esp58  Better daedric shrines Vaermina.esp59  better daedric shrines Nocturnal.esp5A  Better daedric shrine Pyriate.esp5B  xuldarkforest.esp  [Version 1.0.5]5C  LostSpires-DarkForest patch.esp5D  xulStendarrValley.esp  [Version 1.2.2]5E  xulTheHeath.esp5F  XulEntiusGorge.esp60  xulFallenleafEverglade.esp  [Version 1.3.1]61  LostSpires-Everglade patch.esp  [Version 1.2]62  Anequina-Fallenleaf-Patch.esp63  xulColovianHighlands_EV.esp  [Version 1.2.1]64  xulChorrolHinterland.esp  [Version 1.2.2]65  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]66  xulBravilBarrowfields.esp  [Version 1.3.2]67  xulLushWoodlands.esp  [Version 1.3.1]68  xulAncientYews.esp  [Version 1.4.3]69  BetterDaedricShrineVaermina-AncientYews patch.esp6A  xulAncientRedwoods.esp  [Version 1.6]

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Victoria Vasileva
 
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Post » Wed Mar 30, 2011 2:43 am

I just updated BOSS to shift the fort mod below Shezrie's Towns to avoid path grid issues. I've checked in the CS with Old Crow Inn, Shezrie's Towns, and UL Ancient Redwoods. Everything is coexisting peacefully so there's no need for a patch to accommodate any of this. Which is quite the relief given how crowded this particular spot has become.

@Peste:

57 Better daedric shrines Clavicus.esp

That seems like a candidate for causing land tearing. Clavicus' shrine is in the cell between the fort and Old Crow Inn, so if it's making landscape changes then that would account for it. I've got those shrine mods already downloaded but haven't looked at any of them yet.
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dell
 
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Post » Wed Mar 30, 2011 10:04 am

@Peste:

57 Better daedric shrines Clavicus.esp

That seems like a candidate for causing land tearing. Clavicus' shrine is in the cell between the fort and Old Crow Inn, so if it's making landscape changes then that would account for it. I've got those shrine mods already downloaded but haven't looked at any of them yet.


Was just about to post about it, and yes you are correct the Clavicus shrine mod is the culprit. :)
Worldspace > Block -1, 0 > Sub-Block -1, 0 > 00007CC9 <-4, 7>
The landscape edit there conflicts with Better daedric shrines Clavicus

and same thing at:
Worldspace > Block -1, 0 > Sub-Block -1, 1 > 00007CA8 <-4, 8>
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Floor Punch
 
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