Finished my first Ayleid dungeon

Post » Fri Feb 18, 2011 9:42 pm

I finally finished my first dungeon and I'd appreciate if you could play it and give me advice and criticism :). Thanks!

Forgot to mention its really short...

http://www.tesnexus.com/downloads/file.php?id=31823
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Stryke Force
 
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Post » Sat Feb 19, 2011 2:11 am

Congrats! :celebration:
EDIT: You should add some pics on TesNexus.
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Gen Daley
 
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Post » Fri Feb 18, 2011 7:42 pm

Congrats! :celebration:
EDIT: You should add some pics on TesNexus.


I just can't figure out where to post the screen shot for uploading... I know I've done it before lol.
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christelle047
 
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Post » Sat Feb 19, 2011 11:04 am

You should clean the mod with Tes4edit. I found 2 records identical to master. But it could be me or I checked wrong.
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Saul C
 
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Post » Sat Feb 19, 2011 6:05 am

I'll peep it out.
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Chad Holloway
 
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Post » Fri Feb 18, 2011 8:54 pm

I had to move a rock and a bush so I could add the trap door so that it was kinda hidden.
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Cameron Garrod
 
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Post » Sat Feb 19, 2011 8:00 am

You should clean the mod with Tes4edit. I found 2 records identical to master. But it could be me or I checked wrong.

A lot of mods have such things.

A good idea BlackHawkSniper, is to;
run your mod's esp file though TES4Edit, to clean it,
and PyFFI any meshes created (if any of course.)

This should be general practice for ALL mods (most aren't, and many therefore are in some need of cleaning) as this tends to cut down on many problems, like CTDs etc.
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Rachel Hall
 
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Post » Sat Feb 19, 2011 5:31 am

I like the layout and the number of enemies is good (I like to fight more, but that's me :P ). i did notice that there are a lot of misaligned tiles. Also, the teleport point for on of the doors is on the wrong side. I ended up falling into the void when I exited Awyeir Chambers. Other than that, though, I like it.
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sas
 
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Post » Fri Feb 18, 2011 9:17 pm

I like the layout and the number of enemies is good (I like to fight more, but that's me :P ). i did notice that there are a lot of misaligned tiles. Also, the teleport point for on of the doors is on the wrong side. I ended up falling into the void when I exited Awyeir Chambers. Other than that, though, I like it.


Same here when I tried it. Well balanced though, nice job. Worthwhile once you clean it and fix the tiles and teleport.
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Harry Hearing
 
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Post » Fri Feb 18, 2011 11:26 pm

I like the layout and the number of enemies is good (I like to fight more, but that's me :P ). i did notice that there are a lot of misaligned tiles. Also, the teleport point for on of the doors is on the wrong side. I ended up falling into the void when I exited Awyeir Chambers. Other than that, though, I like it.


Thanks guys!

The door problem is unavoidable, however. The marker IS on the right side, I have moved it and checked multiple times. For some reason you still come out over there.

As for the misaligned tiles, I have a hard time getting them to line up correctly. When I place some walls and move them with the mouse they skip over a certain position so I am unable to make them line up exactly.
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Monika Fiolek
 
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Post » Sat Feb 19, 2011 3:07 am

Thanks guys!

The door problem is unavoidable, however. The marker IS on the right side, I have moved it and checked multiple times. For some reason you still come out over there.

Odd. I've never had with Ayleid doors before. Try rotating the door 180 degrees and see if that helps.

As for the misaligned tiles, I have a hard time getting them to line up correctly. When I place some walls and move them with the mouse they skip over a certain position so I am unable to make them line up exactly.

What do you have the Object Snap set to? For Ayleid ruins, I have to keep changing it to get everything to line up properly. The snap settings I use are:

For big pieces (hallways, floors, walls, etc.): 16 or 32
For doors and door frames: 4 or 8
For Chests: 2 or 4
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Kieren Thomson
 
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Post » Sat Feb 19, 2011 7:48 am

Odd. I've never had with Ayleid doors before. Try rotating the door 180 degrees and see if that helps.


What do you have the Object Snap set to? For Ayleid ruins, I have to keep changing it to get everything to line up properly. The snap settings I use are:

For big pieces (hallways, floors, walls, etc.): 16 or 32
For doors and door frames: 4 or 8
For Chests: 2 or 4


Thanks, I'll try that. By the way I downloaded your expanded Ayleid meshes and I can't find them in the Construction Set.
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Maya Maya
 
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Post » Sat Feb 19, 2011 4:38 am

Thanks, I'll try that. By the way I downloaded your expanded Ayleid meshes and I can't find them in the Construction Set.

You have to manually import them. The easiest way to do this is:

Open the folder containing the new meshes (the file path is Oblivion\Data\meshes\dungeons\ayleidruins\interior).
Open the CS and load the plugin you want to use them in.
Important: Make sure nothing is loaded in th Render Window
Go to the Statics heading in the Object Window and click on Ayleid Ruins.
The vanilla tileset pieces should be displayed in the right hand side of the Object Window. Drag the new meshes from their folder into the list in the CS.
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Daddy Cool!
 
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Post » Sat Feb 19, 2011 9:47 am

You have to manually import them. The easiest way to do this is:

Open the folder containing the new meshes (the file path is Oblivion\Data\meshes\dungeons\ayleidruins\interior).
Open the CS and load the plugin you want to use them in.
Important: Make sure nothing is loaded in th Render Window
Go to the Statics heading in the Object Window and click on Ayleid Ruins.
The vanilla tileset pieces should be displayed in the right hand side of the Object Window. Drag the new meshes from their folder into the list in the CS.


Edit: Tried it and it didn't work :(.
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Emma Copeland
 
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Post » Fri Feb 18, 2011 9:42 pm

Edit: Tried it and it didn't work :(.

Sometimes it doesn't. Don't know why. There's another way to add them manually, but it takes a bit more time:

Load up the Ayleid Ruins Tileset in the CS as described in my last post.
Right click in the list of pieces and select New.
In the window that opens, click on the Add NIF File button and another window will open, this time to your Oblivion/Data folder.
Open the folder named meshes, then the folder named dungeons, then the folder named ayleidruins, then the folder named iterior and double click the piece you want to add.
Unfortunately, you will have to do this for each piece you want to add.
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josh evans
 
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Post » Sat Feb 19, 2011 1:13 am

For big pieces (hallways, floors, walls, etc.): 16 or 32
For doors and door frames: 4 or 8
For Chests: 2 or 4

I used to do this too, but then someone mentioned that big pieces work better at 128. I tried it, and they were absolutely right! So now I use 128 for big pieces, 16 for most item placement, and then I just turn off the snap-to-grid feature for precise placement. Going to 128, though, made lining up tiles soooooo much better it's unreal.
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Michael Korkia
 
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Post » Sat Feb 19, 2011 11:28 am

Sometimes it doesn't. Don't know why. There's another way to add them manually, but it takes a bit more time:

Load up the Ayleid Ruins Tileset in the CS as described in my last post.
Right click in the list of pieces and select New.
In the window that opens, click on the Add NIF File button and another window will open, this time to your Oblivion/Data folder.
Open the folder named meshes, then the folder named dungeons, then the folder named ayleidruins, then the folder named iterior and double click the piece you want to add.
Unfortunately, you will have to do this for each piece you want to add.


This worked but when I try to use the objects it says "File Error" and the object appears as an exclamation point.
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Stephanie Valentine
 
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Post » Sat Feb 19, 2011 11:16 am

This worked but when I try to use the objects it says "File Error" and the object appears as an exclamation point.

:blink: That happens when the CS can't find the .NIF that the associated piece uses. The extra pieces should go into Obilvion/Data/meshes/dungeons/ayleidruins/interior. Manually directing the file path there should have worked. I'll make an .esp with the pieces and upload it to TENexus along with the meshes. That way, you can download the .esp, load it up as a resource (not as the Active file) for your mod and duplicate the pieces.

Edit: File uploaded. http://www.tesnexus.com/downloads/file.php?id=30477
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Dustin Brown
 
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Post » Sat Feb 19, 2011 8:26 am

:blink: That happens when the CS can't find the .NIF that the associated piece uses. The extra pieces should go into Obilvion/Data/meshes/dungeons/ayleidruins/interior. Manually directing the file path there should have worked. I'll make an .esp with the pieces and upload it to TENexus along with the meshes. That way, you can download the .esp, load it up as a resource (not as the Active file) for your mod and duplicate the pieces.

Edit: File uploaded. http://www.tesnexus.com/downloads/file.php?id=30477


Thanks lol. And they were in the interior folder :/.
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Camden Unglesbee
 
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Post » Sat Feb 19, 2011 2:26 am

It finally worked! The problem was all the Meshes had the file name ".nif" instead of the correct one ".NIF"
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Grace Francis
 
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