[RELz] Mudwater

Post » Wed Mar 30, 2011 12:10 am

This looks great...too bad I am addicted to Morrowind, probably for a couple of years....but at least I will know this great mod exists and DL it when I come back.
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Matt Terry
 
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Post » Wed Mar 30, 2011 1:30 pm

Wait, you're also a quest maker! What can't you do? :)
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Kelli Wolfe
 
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Post » Wed Mar 30, 2011 9:29 am

Looks exciting! New village out of the blue! And no clues on Photobucket too! Can't wait to try it.
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Yung Prince
 
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Post » Wed Mar 30, 2011 2:11 am

Uploaded a walkthrough since some people seem to have problems with solving (mainly) the Treasure Hunt and (to a minor degree) the Solid Thoughts quests. I will probably make the Treasure Hunt a bit easier, it's hard to judge whether it's too hard or too easy to find the locations when you know them.

:lmao: If you want a volunteer to give said player home interior some character, I'm your gal. Sign me up! The village is fantastic Phitt! Just beautiful work! Thank you so much!


I will come back to you. I think it would be neat if I'd make a Morrowind style house that is slowly built as time goes by (with MW style I mean like the Redoran, Telvanni or Hlallu houses you can get). Maybe with some options so the player can choose between a few different basic layouts. And it would only be available after the player has done at least one of the 'help the village' quests.

Wait, you're also a quest maker! What can't you do? :)


I can't do a whole lot of things, but I'm devious enough to make people not notice I can't do them I guess. :P
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Eileen Müller
 
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Post » Wed Mar 30, 2011 1:59 pm

Is that LCE regular or LC addon special encounters?


It's the addon. Strange because that huge land tear was a long ways south.

Phitt: that fort is right next door to your village, literally just a few feet. The tear is very minor and just at the entrance facing the village.

Update: the fort next to the village is called Bulwark. The huge land tear caused by the conflict between LCE addon and Mudwater is just a bit north of fort Blueblood.
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joannARRGH
 
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Post » Wed Mar 30, 2011 8:58 am

It's the addon. Strange because that huge land tear was a long ways south.

Phitt: that fort is right next door to your village, literally just a few feet. The tear is very minor and just at the entrance facing the village.

So it is not a vanilla fort, but a fort added by a mod called "LCE" - what mod is that, BTW?
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saxon
 
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Post » Wed Mar 30, 2011 9:31 am

Phitt: that fort is right next door to your village, literally just a few feet. The tear is very minor and just at the entrance facing the village.


According to someone at Nexus the fort is from UL Blackwood Forest (it's definitely not in vanilla). I checked the UL maps before I started building, maybe they weren't updated properly. I guess there is a patch needed. Sigh. But since it's only a single tear and not a huge overlap it shouldn't be a problem.

EDIT: After looking at the UL maps again I think it would be rather strange if it was from Blackwood Forest. That mod should be 10+ cells south of the village. Anyone use Refscope? Would be great if someone could tell me what mod exactly put that fort there.
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Grace Francis
 
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Post » Wed Mar 30, 2011 1:01 pm

http://www.uesp.net/wiki/Oblivion:Fort_Bulwark

Mudwater actually covers up the door to fort bulwark so there definitely needs to be a patch.


Regarding the conflict between LCE addon and Mudwater: that huge land tear was down at the same latitude as the lower part of Leyawin. Should Mudwater be affecting cells so far south?
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Claire Lynham
 
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Post » Wed Mar 30, 2011 8:33 am

It's a beautiful village. I hunted around trying to find you doing some voice acting but apparently it is not one of the regular villagers.

I didn't see any fort, and I am using the UL Black forest.

Love those wind-chimes :D
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Melissa De Thomasis
 
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Post » Wed Mar 30, 2011 10:10 am

http://www.uesp.net/wiki/Oblivion:Fort_Bulwark


Regarding the conflict between LCE addon and Mudwater: that huge land tear was down at the same latitude as the lower part of Leyawin. Should Mudwater be affecting cells so far south?


Uh...great...an official DLC. Bethesda had nothing better to do than putting another generic fort in the middle of nowhere. I guess I'll have to make a patch for it. Hope I can still find the KotN DVD.

I cleaned the mod with TES4Edit (before upload already of course) and checked again now. If the land tear is at the same latitude as Leyawiin it can't be caused by my mod as it changes only 10 cells in the Tamriel worldspace and none of them are at the same latitude as Leyawiin (not even at the same latitude as the most northern part of it). At least if I can trust TES4Edit, and I wouldn't know why it should 'hide' a cell. Are you sure that it's really a conflict between Mudwater and LCE and not LCE and another mod?
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Kim Kay
 
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Post » Wed Mar 30, 2011 6:56 am

I cleaned the mod with TES4Edit (before upload already of course) and checked again now. If the land tear is at the same latitude as Leyawiin it can't be caused by my mod as it changes only 10 cells in the Tamriel worldspace and none of them are at the same latitude as Leyawiin (not even at the same latitude as the most northern part of it). At least if I can trust TES4Edit, and I wouldn't know why it should 'hide' a cell. Are you sure that it's really a conflict between Mudwater and LCE and not LCE and another mod?


Yeah I'm sure, tried LCE with and without Mudwater - only occurs with Mudwater enabled. Still, if you cleaned it then it shouldn't be happening. Sounds like ITPaladin could be using the same two mods, maybe he can replicate what I get.
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Eileen Collinson
 
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Post » Wed Mar 30, 2011 12:55 pm

Yep, Knights of the Nine as well as The Forgotten Realm are both in the same area. Patching that will surely be interesting.
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Jennifer Munroe
 
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Post » Wed Mar 30, 2011 12:30 am

The docks meshes are a slightly altered, more worn looking version of the MW docks I remade for my Sheogorad mod. Problem is that it's rather hard to make curved meshes from a technical point of view (there would be large gaps between the planks on the outer part of a curved mesh) and I would also need to redo the whole village layout for that since there is not much space. I agree that it would look better though, so I see what I can do.

Could you just curve the support beams of the docks and then rearrange the straight planks on top? You already have a few planks http://imgur.com/yhpxp.jpg...would it be possible to arrange the planks like so?
___
...___
.....___
.......___
.....___
...___
___
^_^
Thanks for looking into it!

Uh...great...an official DLC. Bethesda had nothing better to do than putting another generic fort in the middle of nowhere. I guess I'll have to make a patch for it. Hope I can still find the KotN DVD.

Yep, Knights of the Nine as well as The Forgotten Realm are both in the same area. Patching that will surely be interesting.

If you haven't loaded up KotN yet, http://imgur.com/YDuLh.jpg what Fort Bulwark looks like next to Mudwater...As you can see, not good. So I took the liberty of looking around (in the CS) for another nearby marshy area, with fewer Imperial forts on the doorstep. :) Wilderness 32, -27 and 33, -27 are located in a similar sized lake that is adjacent to your village but further away from the fort.

I certainly understand that moving your village's location is a BIG suggestion/request, but if you don't want that silly fort to be right behind your holy woman's tent...
I would go for it! :shrug:
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Anna S
 
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Post » Wed Mar 30, 2011 12:25 am

I haven't been to the village in-game yet, but I did look at the conflict with KOTN. The fort isn't necessarily in a bad spot, the land tear is the only real issue.

Unfortunately "The Forgotten Realm" mod has much more serious issues since some persistent quest objects are sitting smack in the middle of the village.
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Stacey Mason
 
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Post » Wed Mar 30, 2011 1:45 am

Moving the whole village is out of question for me, sorry. But I think I can make it compatible with KotN at least - even without a patch. The cell with the land tear (where the fort is) is only altered because of the old mine I added behind the village. The mine entrance is only a rock with a door, so I can move it easily somewhere else. It's not perfect as I agree that the fort looks pretty out of place so close to the village, but at least it will not cause bugs.

I guess there is nothing I can do about the Forgotten Realm. That's what happens when you use cells in Cyrodiil for a mod - there will always be other mods at the same location. It's either Forgotten Realm or Mudwater.
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Camden Unglesbee
 
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Post » Wed Mar 30, 2011 1:52 am

I don't know that 'Forgotten Realm' mod, but I think that patching the fort should be fairly easy.
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Stephanie Valentine
 
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Post » Wed Mar 30, 2011 6:31 am

Moving the whole village is out of question for me, sorry. But I think I can make it compatible with KotN at least - even without a patch. The cell with the land tear (where the fort is) is only altered because of the old mine I added behind the village. The mine entrance is only a rock with a door, so I can move it easily somewhere else. It's not perfect as I agree that the fort looks pretty out of place so close to the village, but at least it will not cause bugs.

I guess there is nothing I can do about the Forgotten Realm. That's what happens when you use cells in Cyrodiil for a mod - there will always be other mods at the same location. It's either Forgotten Realm or Mudwater.


Have you receive my PM? Because I'm not sure that your inbow was not full.
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Cesar Gomez
 
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Post » Wed Mar 30, 2011 1:05 pm

Ok, I will move the mine entrance so the land tear will be gone. It will still not look pretty having that huge fort right behind the village and it may cause problems with the villagers being attacked by the conjurers. I recommend to play the mod without KotN, but for those who absolutely can't live without Knights I will make a compatible version that at least won't cause any bugs like the land tear.

Regarding the conflict between LCE addon and Mudwater: that huge land tear was down at the same latitude as the lower part of Leyawin. Should Mudwater be affecting cells so far south?


I tried to find the problem and downloaded LCE. Installed the addon, but couldn't find the land tear. Could you or anyone else tell me the cell coordinates? Just type 'tdt' into the console and you will see the coordinates in the upper right corner of the screen.

Have you receive my PM? Because I'm not sure that your inbow was not full.


Sorry, I wasn't at home during the last 1.5 days. Answered.
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Racheal Robertson
 
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Post » Wed Mar 30, 2011 10:38 am

'tdt' isn't showing coordinates, just fps and debugging stuff. Not well versed enough with the console to do much more. A quick google wasn't very enlightening.

I'd unticked both mudwater and lce addon meanwhile (otherwise the game is unchanged), but when I ticked them both again to do as you asked the tear was gone. Even tried going into a building and waiting for more than three days for creatures to spawn etc, went back to that spot and still no tear. Baffling.
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Amy Gibson
 
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Post » Wed Mar 30, 2011 1:13 pm

After reading through this thread I'm much more interested in what this mysterious, never spelled out, LCE mod is than the village.
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Alister Scott
 
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Post » Wed Mar 30, 2011 9:55 am

'tdt' isn't showing coordinates, just fps and debugging stuff. Not well versed enough with the console to do much more. A quick google wasn't very enlightening.

I'd unticked both mudwater and lce addon meanwhile (otherwise the game is unchanged), but when I ticked them both again to do as you asked the tear was gone. Even tried going into a building and waiting for more than three days for creatures to spawn etc, went back to that spot and still no tear. Baffling.


Cells getting tears or completely vanishing without a reason (and usually getting back to normal on reload) happens on rare occasions (happened to me as well), although it is strange that someone else had the same land tear at the same spot with both mods loaded. Like I wrote before, according to TES4Edit there is no cell altered on the same latitude as Leyawiin by my mod. So it would be pretty weird if there was a landscape problem.

EDIT: After reading the posts again there was no other person reporting the same landscape gap. So it might just have been an engine bug that happens from time to time.

After reading through this thread I'm much more interested in what this mysterious, never spelled out, LCE mod is than the village.


It's Lore Creature Expansion. The creatures (like Frost Giant, Gargoyles etc) are implemented into MMM, OOO, Fran's and probably numerous other mods, but it also has a stand-alone add-on that puts the creatures into the wilderness and dungeons.
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Rozlyn Robinson
 
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Post » Tue Mar 29, 2011 10:08 pm

It's Lore Creature Expansion. The creatures (like Frost Giant, Gargoyles etc) are implemented into MMM, OOO, Fran's and probably numerous other mods, but it also has a stand-alone add-on that puts the creatures into the wilderness and dungeons.


Doesn't LCE just add new spawnpoints and adjust the leveled lists? I would be surprised if a mod like that altered the Landscape record, it seems like that's outside of its scope...
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Kayleigh Williams
 
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Post » Wed Mar 30, 2011 12:14 am

Oh well, it's good to know it's probably OK to use these two mods together. I should also mention that this is a test save that's being used while I add (and remove) mods to the game so it might not be in the best condition.
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saxon
 
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Post » Wed Mar 30, 2011 1:38 pm

Update, mod is now compatible with KotN. There are also some bug fixes as well as slightly improved quest design for the Treasure Hunt quest and the 2nd dream sequence of the Solid Thoughts quest. Should be much easier now to find out what to do/where to go. Please follow the installation instructions if you had v1.0 installed already.
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Rachyroo
 
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Post » Wed Mar 30, 2011 10:44 am

Update, mod is now compatible with KotN. There are also some bug fixes as well as slightly improved quest design for the Treasure Hunt quest and the 2nd dream sequence of the Solid Thoughts quest. Should be much easier now to find out what to do/where to go. Please follow the installation instructions if you had v1.0 installed already.

Great quality work and nice idea, tested it yesterday.
I'm for a non KOTN version. People should make decisions of what mods to install because Cyrodiil is a restrained worldspace.
Going to update and install this for good.
Thanks.
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rheanna bruining
 
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