Natural History Museum / Region Revive

Post » Sat May 28, 2011 8:16 pm

Hi All,

I've searched high and low (and may be blind) but can't find a patch to allow http://www.tesnexus.com/downloads/file.php?id=7593 and Region Revive - Lake Rumare work nicely together. While not major, there are obvious land tears in front of and behind the museum.

I am using Unique Landscapes - Imperial Isle which is compatible, but once Region Revive - Lake Rumare is activated (along with the appropriate UL: Imperial Isle patch) the land tears appear.

I love the Natural History Museum, but sadly I like UL and RR more, so unless someone can help with creating a patch or knows where one is, looks like I'll need to remove NHM.

Is there anyone who can help?

Cheers,

Straub666
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Ricky Meehan
 
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Post » Sat May 28, 2011 11:28 am

It's not a patch, but if you want I can send you altered version of museum.esp which places it in Arboretum district.

Edit: found it! http://www.mediafire.com/?gwn5u7ki4s64gkj you are.
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Ella Loapaga
 
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Post » Sat May 28, 2011 7:36 pm

It's not a patch, but if you want I can send you altered version of museum.esp which places it in Arboretum district.

Edit: found it! http://www.mediafire.com/?gwn5u7ki4s64gkj you are.


Brilliant stuff, thanks :) :)

It seems to work nicely with Better Cities as well, no conflicts apart from some bushes and logs growing through the statues outside, but a console disable will fix those. Not that it really matters, but do you know if this was based on the 1.1_c version?

Cheers,

Straub666
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A Boy called Marilyn
 
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Post » Sat May 28, 2011 7:44 pm

It was the latest version at the time, I made it ~1 year ago. I think.
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Alexis Acevedo
 
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Post » Sat May 28, 2011 10:09 pm

Not to get off subject but that museum mod is all most when I was looking to do with Battlehorn Castle. I wanted to add a section onto the Castle to display all the creatures from OOO.MMM and Warcry. But I don't know where to start or how to make a creature static since I've never made a mod or used the CS.
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Lawrence Armijo
 
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Post » Sat May 28, 2011 6:09 pm

Then you'll have to learn something about blender first. That way you can make static creatures. Then you'd need to learn some scripting and of course CS basics like creating rooms, placing items etc. I suggest starting from My first dingeon tutorial on CS wiki or joining TES Alliance modding classes.
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Lovingly
 
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Post » Sat May 28, 2011 6:52 pm

Then you'll have to learn something about blender first. That way you can make static creatures. Then you'd need to learn some scripting and of course CS basics like creating rooms, placing items etc. I suggest starting from My first dingeon tutorial on CS wiki or joining TES Alliance modding classes.

Thanks I'm checking that site out now.

As for the original post. I notice a small tear along the path leading up to the building and behind the building too. Only mod I'm using that changes that area is UL Imperial Isle.
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Nick Tyler
 
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Post » Sat May 28, 2011 6:47 pm

Are you referring to the edited museum.esp or original? Edited version doesn't have any landscape changes, only edit is in Arboretum and that is object placing only. So you can't get any landscape tears with edited version.

With original you can, it will conflict with almost any mod that changes landscape in that cell or any of 8 cells around it.
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Damned_Queen
 
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Post » Sat May 28, 2011 11:06 pm

Are you referring to the edited museum.esp or original? Edited version doesn't have any landscape changes, only edit is in Arboretum and that is object placing only. So you can't get any landscape tears with edited version.

With original you can, it will conflict with almost any mod that changes landscape in that cell or any of 8 cells around it.

sorry original museum. I haven't checked out the edited one yet.
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Shiarra Curtis
 
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