[WIPZ] - Imperial City Market District Shop Overhaul

Post » Thu Dec 23, 2010 12:43 pm

I've been working on an overhaul of the Shops in the Market DIstrict and have a beta in need of testing.
Currently, only 6 shops have been worked on. Depending on responses, i may continue or disband the project so please try it out if you have time.

DOWNLOAD BETA HERE - http://www.mediafire.com/?rxjelozemyh

Here's the readme for testing info:

===============================
THE IMPERIAL CITY MARKET DISTRICT
+SHOP OVERHAUL+
by exilehunter
June 2010 beta
===============================

:Description:

Aims to reorganise and thematise the shops of the Market District.

-----------------------
TESTING:

check the following shops-
A fighting chance
slash n smash
the gilded carafe
first edition
the main ingredient
red diamond jewelry

only the shop floor is edited. upper and basemants are the same.
NOTE- all my rooms are built ABOVE the original structures. This means if you use tcl or tfc, you can still access the original shop but they will not have doors for accessing.
this removes conflicting placements of objects if you have a mod that does that.
may be a bad thing for specific quest mods or overhauls.

see if you can get the shopkeeper to follow you around to test pathnodes.
see if they go to bed. NOTE that you may want to wait a full day before entering the shops!
this way the shopkeepers have time to move from their pre-mod position to their new position.

visit at various times. if you know of an event/time when another npc enters the shop,
observe them and see if you can find issues. ie- when you seek the mythic dawn commentaries at first edition.
note any of my cs errors whether it be collision issues, poor placement/obstructions etc.
there will be conflicts with mods that change these rooms.
note missing meshes and textures or graphical oddities.

BEWARE of overwriting files or SAVEGAMES! i cant guarantee this wont cause damage to your current game.
hopefully it shouldnt.

thats all. hope you like things.
-----------------------



:Installation:

Simply extract to your Data folder like any other mod or use OBMM or BAIN.

:Requirements and Recommendations:

Latest Oblivion Patch
A decent computer as there is alot of content in shops.
NO Shivering Isle content is in this mod.




:Credits:

MEO - Display Drawers, Armor Stands, Bookset
HELBOURNE - Display Furniture, weapon resource
GARAK - BookSet
LOTH DE BONNEVILLE - Display Furniture and Bracelets
Slof - Bracelets
kielanai- rice texture
KONIPTION - Animation Help
Phoenix Amon - Book Jackets
Mr Siika - Addax Horn???????, animal skull, ivory tusk?????
LIQUID GRAPH - Various Lost Spire items
Xiamara - Necklaces
Korana - Static vegetable/Fruit mesh
Kevin - more vegetables
Khugan - Crown Jewels + Objects of Desire
Relity - Potion bottles
Kafeid - Circlets
Mr Siika - Castle Seaview + Griffon Fortress
Phaerus - Lights
Kalikut + Zimnel - tablecloth bookshelf
Petrovich - UFF Jewelry
MysticHybrid - Goldbrand***
tda - Bloody scythe
Khugan- icmtorture devices
edocsil - cleaning bucket
Jjojo - Dread Knight Amror and Weapons
Nicorishi - Talon OF akatosh
Waalx - Realswords Orc and Goblin
TheMadMage - Absolution Denied


:Usage and Contact:

THis is a beta. redistribution of ANY content is prohibited until further notice with exception of modders resources.
You can comment on the sites i post this beta. you can pm me at tesnexus or Oblivions Realestate.
if you have queries about your content being used in this mod, contact me.if i left out your name in the credits, contact me.



WIP PICTURES -
http://i224.photobucket.com/albums/dd92/exilehunter/icmd_afc3.jpg
http://i224.photobucket.com/albums/dd92/exilehunter/icmd_afc4.jpg
http://i224.photobucket.com/albums/dd92/exilehunter/ICMDSO/icmd_rdj5.jpg
http://i224.photobucket.com/albums/dd92/exilehunter/ICMDSO/icmd_TGC2.jpg
http://i224.photobucket.com/albums/dd92/exilehunter/ICMDSO/icmd_rdj_fps.jpg
http://i224.photobucket.com/albums/dd92/exilehunter/ICMDSO/icmd_afc2.jpg
http://i224.photobucket.com/albums/dd92/exilehunter/ICMDSO/icmd_afc1.jpg
http://i224.photobucket.com/albums/dd92/exilehunter/ICMDSO/icmd_rdj2.jpg
http://i224.photobucket.com/albums/dd92/exilehunter/ICMDSO/icmd_sns2.jpg
http://i224.photobucket.com/albums/dd92/exilehunter/ICMDSO/icmd_fe2.jpg
http://i224.photobucket.com/albums/dd92/exilehunter/ICMDSO/icmd_TMI1.jpg
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Ebony Lawson
 
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Post » Wed Dec 22, 2010 11:19 pm

Screenshots look very impressive.

NOTE- all my rooms are built ABOVE the original structures. This means if you use tcl or tfc, you can still access the original shop but they will not have doors for accessing.
this removes conflicting placements of objects if you have a mod that does that.
may be a bad thing for specific quest mods or overhauls.


This is more likely to increase conflicts than decrease them. If you were to overhaul the original interior, there'd at least be a good chance of compatibility, whereas starting over in the same cell but up above the original interior guarantees conflicting with every single other mod using the same cell. This is especially important for quest-related mods which might add x-markers coupled with NPC-distance checks to trigger new AI or scripts or quest stages. Mods which also add new objects into these cells merely have a chance of object overlap, but may be fully compatible - however by working above the original interior instead of within, this ensures conflicting with these mods, as now there is no possible way (without tcl) to retrieve whatever that other mod has placed in the cell.

If you moved the original doors rather than replace them, then anyone adding this mod into a game where they have already visited one of these interiors will find the interior door still down in the old interior, not up in the new one. Placing new doors avoids this issue of course, which you might already have done.
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Scared humanity
 
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Post » Thu Dec 23, 2010 10:39 am

Thnx 4 that.
I guess I can lower my interiors. Raising just helps building.
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TRIsha FEnnesse
 
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Post » Thu Dec 23, 2010 2:34 am

Yeah, I'd be really interested in this, but with 250+ mods already, I think the chances of incompatibility are pretty high...

I love the look of the screens though, it's a real shame - is there any way the changes could be applied to the original cells to minimise compatibility issues?
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Emily Shackleton
 
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Post » Thu Dec 23, 2010 5:52 am

Yeah, I'd be really interested in this, but with 250+ mods already, I think the chances of incompatibility are pretty high...

I love the look of the screens though, it's a real shame - is there any way the changes could be applied to the original cells to minimise compatibility issues?


exilehunter has used the original cells, but he/she has duplicated the building mesh (walls, ceiling, floor) up above, and furnished this. So you can still use the console command TCL to float down to the original interior, if you're after placed objects like weapons and armour. The best way to determine whether there are compatibility problems with a mod is simply to use the mod. You might find that none of your other mods are affected at all!
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Sebrina Johnstone
 
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Post » Thu Dec 23, 2010 9:23 am

If this is just one mod, I can DL it and would love to play it...but I am at the max right now, and don't want to remove too many.
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Jonathan Braz
 
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Post » Thu Dec 23, 2010 10:47 am

Ok, I've downloaded and installed, and here's my initial feedback:

Really like the new look of the shops! Adds much needed individuality.

1) Missing meshes - unable to take screenshots at the moment (don't know why, it's enabled in the ini - I'm troubleshooting now) but most of the adjusted shops have some issues with missing meshes. The only one that seems ok is a Fighting Chance. When I first noticed these issues I redownloaded and reinstalled the file just to make sure it wasn't an issue on my end. I'll get you some screenshots asap.

2) Bookcases in First Edition - the texture shows each bookcase as full, but when I activate it there aren't any books in there.

3) Possible minor incompatibility with the real lights component of All Natural? The windows look slightly odd. Again, screenshots as soon as I can.

I really like the direction this mod is taking so far!
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luis dejesus
 
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Post » Thu Dec 23, 2010 3:33 pm

Ok, I've downloaded and installed, and here's my initial feedback:

Really like the new look of the shops! Adds much needed individuality.

1) Missing meshes - unable to take screenshots at the moment (don't know why, it's enabled in the ini - I'm troubleshooting now) but most of the adjusted shops have some issues with missing meshes. The only one that seems ok is a Fighting Chance. When I first noticed these issues I redownloaded and reinstalled the file just to make sure it wasn't an issue on my end. I'll get you some screenshots asap.

2) Bookcases in First Edition - the texture shows each bookcase as full, but when I activate it there aren't any books in there.

3) Possible minor incompatibility with the real lights component of All Natural? The windows look slightly odd. Again, screenshots as soon as I can.

I really like the direction this mod is taking so far!


try checking to see if you have f-lock in place when screenshooting......

thanks for the report so far. tes4files seems to leave out things when i use it so missing mesh pics will definitely help.
the bookshelves are my fault. i havent gotten around to adding books in them. i was wondering if i would kill myself if i made the bookshelves realistic by enabling/disabling books if they are sold or restocked....... more i think about it, the nastier it seems.
windows are my own doing and i suppose they would definitely compete with all natural. i'll probably need to make them optional at a later point.
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Dorian Cozens
 
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Post » Thu Dec 23, 2010 4:34 am

try checking to see if you have f-lock in place when screenshooting......

thanks for the report so far. tes4files seems to leave out things when i use it so missing mesh pics will definitely help.
the bookshelves are my fault. i havent gotten around to adding books in them. i was wondering if i would kill myself if i made the bookshelves realistic by enabling/disabling books if they are sold or restocked....... more i think about it, the nastier it seems.
windows are my own doing and i suppose they would definitely compete with all natural. i'll probably need to make them optional at a later point.


Aha! I have a new USB gaming keyboard...which doesn't have an F-Lock key - so maybe things have got locked...just found an xml hack which I'm about to try.

Enabling/disabling books if sold or restocked on the shelves would be really cool, but I understand that it may not be worth the additional work involved. Maybe just fill them with books anyway (that you'd need to steal if you wanted them - for roleplaying reasons you can argue that those books you see on the shelves but that you can't buy from the vendor are either private copies or have been reserved for another customer...)

Yeah, no worries about the windows, it's only a minor thing that I notice on occasion with other mods too. Just a cosmetic thing - having an optional file would be great though.
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FITTAS
 
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Post » Thu Dec 23, 2010 12:11 am

No luck with the screenshots from within Oblivion - the key now works outside the game, but not within.

Until I can get the screenshots sorted, I took some video on a camcorder (ignore the shakycam) and have uploaded so you can have a look http://www.youtube.com/watch?v=MARpIPbvBsY
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Khamaji Taylor
 
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Post » Thu Dec 23, 2010 4:31 pm

1) Missing meshes - unable to take screenshots at the moment (don't know why, it's enabled in the ini - I'm troubleshooting now) but most of the adjusted shops have some issues with missing meshes. The only one that seems ok is a Fighting Chance. When I first noticed these issues I redownloaded and reinstalled the file just to make sure it wasn't an issue on my end. I'll get you some screenshots asap.


Screenshot button tends not to work in Oblivion if you're using HDR lighting. Install something like Fraps (there's a free version) to take screenshots.

thanks for the report so far. tes4files seems to leave out things when i use it so missing mesh pics will definitely help.
the bookshelves are my fault. i havent gotten around to adding books in them. i was wondering if i would kill myself if i made the bookshelves realistic by enabling/disabling books if they are sold or restocked....... more i think about it, the nastier it seems.
windows are my own doing and i suppose they would definitely compete with all natural. i'll probably need to make them optional at a later point.


The current version of TES4Files shouldn't be missing any files, are you sure the files are present in your Data folder, and not hiding in a BSA?
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Strawberry
 
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Post » Thu Dec 23, 2010 9:10 am

Screenshot button tends not to work in Oblivion if you're using HDR lighting. Install something like Fraps (there's a free version) to take screenshots.
I believe it is AA that must be disabled to use Oblivion's screenshot mechanism - but I agree that it is better to use Fraps.
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Charles Mckinna
 
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Post » Thu Dec 23, 2010 8:54 am

[quote name='display name is already in use' date='03 June 2010 - 08:16 AM' timestamp='1275567385' post='16003157']
Screenshot button tends not to work in Oblivion if you're using HDR lighting. Install something like Fraps (there's a free version) to take screenshots.

Thanks for the info, but I'm using an old SM2 graphics card that doesn't support HDR anyway so that's not the issue, and I was able to take screenshots last week - the only thing that's changed is I've installed both this mod and Run and Hide (and rebuilt bashed patch) and added the new keyboard. Strange!

I'll try FRAPs and see if it works, thanks!

Edit: I also have antialiasing turned off.

Edit 2: Or maybe I don't! The ini file isn't read only, but seems to be locked - I turn off antialiasing (and tree canopy shadows) but each time I restart the game it's back again. I'm not using Streamline either at the moment, so I don't know what's happening - but I don't want to derail the thread any longer so I'll put up with it for now. I tried FRAPs, but unfortunately my Oblivion install on the rig I'm using isn't stable enough to cope with it, and the save crashes before loading. I uninstalled FRAPs and the save loaded successfully again!
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Stefanny Cardona
 
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Post » Thu Dec 23, 2010 4:52 am

hope you solve your screen shot issues.

heres the missing files. i still dont know why they were left out. i'll see if i have the latest tes4files anyway.

http://www.mediafire.com/?x45dezxjbmy

hopefully thats all.
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Marquis T
 
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Post » Thu Dec 23, 2010 11:03 am

Look great with the missing meshes in place!

There's still a couple missing - I managed to get my screenshots issue sorted out, so here are the 2 missing meshes - http://yfrog.com/13screenshot6fmp

Otherwise, all looking good.

Here's a couple of other suggestions - these are just thoughts and not criticisms - feel free to ignore them if you don't like them!

1) Have the meshes been pyffied? It's a little slow and juddery for me in The Main Ingredient - I wonder if it could be a little smoother in there. The other shops seem fine.

2) I kind of covered this with my previous post, but some items placed appear to be items you can pick up, and others just static meshes - eg. Orcish Armor Display, Iron Goblin Star, Claw Trap and the hanging axes/scythes in Smash 'n' Slash. Any chance of adding these items to the vendor or giving a reason when you hover over or click on them as to why you can't pick them up/steal them? Otherwise it's strange that some items you can steal, but others you can't.

3) Gilded Carafe - why does Claudette not stand behind her desk? Looks a little odd her just standing still in the middle of the shop. If she looks odd standing in profile at her desk as you come in, howabout giving her the potion making animation for the majority of the time? That way she looks busy and looks like she's actually doing some work...

4) I have (unsuccessfully so far) been trying to learn the construction set in the hope of adding more random shoppers to the shops to give them more life - is this something you'd consider doing and adding to the mod? "Shopper" goes from shop A to shop B to shop C on a schedule, so at any time there's likely to be another customer in the shop, making it more lifelike. I posted on http://www.gamesas.com/index.php?/topic/1085854-trying-to-create-npcs/ if you'd like to read more about what I had in mind, but I simply couldn't get my head around the CS, so it's currently stuck in limbo. I think shoppers would make a great addition to your overhaul, but if you're not interested, no worries!
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Jynx Anthropic
 
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Post » Thu Dec 23, 2010 4:35 pm

I believe it is AA that must be disabled to use Oblivion's screenshot mechanism - but I agree that it is better to use Fraps.


First time I've heard AA accused of interfering with Oblivion's Screenshot functionality :) I don't use AA, but I do use HDR, and I am unable to take screenshots without Fraps in-game. HDR is the typical cause of screenshot interference.

1) Have the meshes been pyffied? It's a little slow and juddery for me in The Main Ingredient - I wonder if it could be a little smoother in there. The other shops seem fine.

2) I kind of covered this with my previous post, but some items placed appear to be items you can pick up, and others just static meshes - eg. Orcish Armor Display, Iron Goblin Star, Claw Trap and the hanging axes/scythes in Smash 'n' Slash. Any chance of adding these items to the vendor or giving a reason when you hover over or click on them as to why you can't pick them up/steal them? Otherwise it's strange that some items you can steal, but others you can't.

4) I have (unsuccessfully so far) been trying to learn the construction set in the hope of adding more random shoppers to the shops to give them more life - is this something you'd consider doing and adding to the mod?


1) Might simply by object overload in the cell, PyFFIing might well help, as well as trying to reduce the number of unique textures used by objects in the cell. If you're using high-res weapon/armour retexture mods, and the cell contains a number of additional weapons and armour, then you're going to upset your graphics card slightly. If the interior is still up above the original interior, then there are additional unnecessary objects being loaded in the cell which will impact on FPS even though they're out of sight.

2) If they're statics, then they're probably just show-pieces, fakes which look good but are worthless. The real things are safely locked away out of reach of thieves. That's how I'd see it :)

4) If you're suffering from low FPS and stuttering, then adding more NPCs is not a good move. The additional AI requires further CPU processing, which could increase stuttering!
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Nymph
 
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Post » Thu Dec 23, 2010 2:09 am

2) If they're statics, then they're probably just show-pieces, fakes which look good but are worthless. The real things are safely locked away out of reach of thieves. That's how I'd see it :)

- Yeah, I suppose so, just me being picky. Just would like an in-game explanation if possible!

4) If you're suffering from low FPS and stuttering, then adding more NPCs is not a good move. The additional AI requires further CPU processing, which could increase stuttering!

- I know, but I don't really have any issues elswhere, just in that shop. I've got Extended Imperial City installed plus many other NPC adding mods which really rips into my frame rate, so another half dozen or so NPCs shouldn't make too much of a difference :)
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Meghan Terry
 
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Post » Thu Dec 23, 2010 6:49 am

this looks really good!
just wondering about fps, if you are creating a whole new room/s above the vanilla one/s then wont fps suffer due to there being more objects in the world space?
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Cheryl Rice
 
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Post » Thu Dec 23, 2010 11:18 am

i havent pyffi-ed the meshes yet. this is because i still havent figured out why pyffi meshes come out having nitrishapes instead of nitristrips where the latter is more efficient, or so i've heard. maybe this has been sorted out, i dont know since i've been out of modding for 3 months and only just got back in (hence my modding skills are kind of rusty)


the main ingredient is an FPS hole. i know this because of the mass amount of ingredients i put on display.

why i chose to make activatable statics and not add useful items (havoked) - FPS.
i suppose i could do as suggested, have the real item in stock. I planned to do this after i have done the aesthetic part of the mod since it is going to require alot of research in compatability (and it will balloon the file size greatly). there will be a large amount of material to add with this.
also, as i did not use all the items in a particular weapon or armor set (ie - waalx's orc weapon set), if i choose to add displayed weapons to the shop inventory they feel clumsy without the rest of the weapons. this is perhaps more so in the dreadknight set. and if i do put the whole set in, this mod becomes bloated with weapons and armors chosen for aesthetic appeal before practical and logical appeal. (the question of why this weapon set should be sold and not a better one more suited?) keep in mind that this is primarily a shop aesthetic overhaul and not a complete overhaul or a mod that adds mass content under one roof.

claudette - my bad. forgot to shift her. the animation can be added easily to her ai package. in fact, im hoping that i can change shop keeper appearances at a later date. i know that someone has already started a project for city npc's so i could ask for their help in the future.

Missing mesh - i think i know what mesh is missing. it can be eaily remedied without the need of a download as its just another ingredient scoop but in a different colour (nothing major)
just go to data - meshes - exhicmo - statics and find scoop2. copy and rename the new file to scoop
should work fine now.

adding shoppers - yeah i could but i dont know what to do with extra npcs floating about without a home. i think this is a whole different kettle of fish best dealt later.

unused vanilla shop - fps drains of course, as stated. but i'll change that after building by moving things back down and deleting the old stuff. incompatability is inevitable but luckily, there isnt as many mainstream mods that alter the shops. its going to be hell to figure out a way to resolve them though. probably far out of my current knowledge pool.
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Shannon Marie Jones
 
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Post » Thu Dec 23, 2010 4:40 am

i havent pyffi-ed the meshes yet. this is because i still havent figured out why pyffi meshes come out having nitrishapes instead of nitristrips where the latter is more efficient, or so i've heard. maybe this has been sorted out, i dont know since i've been out of modding for 3 months and only just got back in (hence my modding skills are kind of rusty)


the main ingredient is an FPS hole. i know this because of the mass amount of ingredients i put on display.


Fair enough. It's not too much of an annoyance, and I think I prefer the drop in FPS if it means I get a nicer shop!

why i chose to make activatable statics and not add useful items (havoked) - FPS.
i suppose i could do as suggested, have the real item in stock. I planned to do this after i have done the aesthetic part of the mod since it is going to require alot of research in compatability (and it will balloon the file size greatly). there will be a large amount of material to add with this.


Ok, cool.

also, as i did not use all the items in a particular weapon or armor set (ie - waalx's orc weapon set), if i choose to add displayed weapons to the shop inventory they feel clumsy without the rest of the weapons. this is perhaps more so in the dreadknight set. and if i do put the whole set in, this mod becomes bloated with weapons and armors chosen for aesthetic appeal before practical and logical appeal. (the question of why this weapon set should be sold and not a better one more suited?) keep in mind that this is primarily a shop aesthetic overhaul and not a complete overhaul or a mod that adds mass content under one roof.


I think you've answered your own question! It's because it's an aesthetic overhaul in the game world too! The shopkeepers have put their most attractive items on display to lure the shoppers in - I'd be happy if they were "for display purposes only" or of a much lower armor rating than the normal set. And why does it feel clumsy without a full set? Not everywhere would have a full set, and it adds the challenge to want to find the rest!

claudette - my bad. forgot to shift her. the animation can be added easily to her ai package. in fact, im hoping that i can change shop keeper appearances at a later date. i know that someone has already started a project for city npc's so i could ask for their help in the future.


No probs. I'm already using TNR which changes most vanilla NPCs to lore-friendly but more attractive faces. Claudette looks like http://www.dreamingthepyramid.net/TNR-Bretons.html in my game.

Missing mesh - i think i know what mesh is missing. it can be eaily remedied without the need of a download as its just another ingredient scoop but in a different colour (nothing major)
just go to data - meshes - exhicmo - statics and find scoop2. copy and rename the new file to scoop
should work fine now.


Done, thanks!

adding shoppers - yeah i could but i dont know what to do with extra npcs floating about without a home. i think this is a whole different kettle of fish best dealt later.


No probs, when I was trying this out before I just scheduled them to go to various vanilla houses overnight as family members of vanilla npcs to get around the issue. But yep, I think that's something to look at later once the aesthetics are sorted out.
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Ezekiel Macallister
 
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Post » Thu Dec 23, 2010 5:39 pm

to do list on current shops-
-fix bookstock in first edition.
-pyffi meshes if applicable
-fix claudette stand position

next 3 shops i plan to start-
divine elegance. its a small shop and i have plans for clothes racks, mannequin displays and cloth exhibits. might add in masks, parasols and scarfs.
mystic emporium. perhaps less intensive as the main ingredient. i know i can find alot of material to clutter the place.
and either copious coinpurse - i think this one will be fps heavy as well with all the knick knacks i want to put in. need some srious resource digging to fill it up.
OR rindirs staffs. easy to do since there are so many staff mods out there.

feel free to help suggest ideas for other shops. stay out of inns for now. they need a full makeover from outside to the rooms.
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Imy Davies
 
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Post » Thu Dec 23, 2010 6:01 am

Sounds good to me!

I'm running QQuix Divine Elegance Showreel (http://www.youtube.com/watch?v=RvcD3YQGEYw), so if you could maintain compatibility (via a patch if nexessary) that'd be appreciated...

I'm at work at the moment but will have a think and get back to you with other suggestions later.
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carla
 
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Post » Thu Dec 23, 2010 5:08 pm

Sounds good to me!

I'm running QQuix Divine Elegance Showreel (http://www.youtube.com/watch?v=RvcD3YQGEYw), so if you could maintain compatibility (via a patch if nexessary) that'd be appreciated...

I'm at work at the moment but will have a think and get back to you with other suggestions later.


the showroom just seems to have consumed the basemant. i dont change any other rooms or the shape of the store. so when i sink my new build to the original shop height, it should be fine, unless they changed the door, then i would need to figure out a compatability patch.
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Rozlyn Robinson
 
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Post » Thu Dec 23, 2010 6:44 am

Any updates to this? I'm still using, but would be nice to have All Natural support. If you're not updating any more, any pointers as to how I'd go about this myself? The windows sometimes display the frame texture at some angles, and at others the windows are just empty, not showing the textures of the frames but showing the light outside.
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Bad News Rogers
 
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