[relZ] Arthmoor's Villages

Post » Tue Mar 29, 2011 8:03 pm

Heh. Depends on how tough those lions are. The guards wearing elven gear may give them enough of an edge. It's the villagers who will inevitably try to involve themselves that you have to watch for.

Ha, indeed. Also forgot to mention I found the guards wearing elven armor to be a nice touch. One of the reasons I avoided trying to explore was due to it being night time, but I ended up wondering if there was some kind of explanation for them not wearing standard armor weaved into the town's story. So aside from appreciating the little bit of visual diversity I found myself a little bit more immersed in the game world contemplating their armor, heh. I wish I knew exactly why Oblivion is so receptive to my overactive imagination, I can understand lots of people feeling like the game isn't immersive (the Zero Punctuation review's big complaint), but for me it's like every little detail deserves a back story, and I have no idea why it compels me in that way!

Anyway, I better check out the town more in-depth soon before everyone is slaughtered, lo0lolol

Also, unrelated but also having to do with WAC. Halfway down the road to the Halfway Inn (ha ha) I came across two of MMM's water golem things, and quickly dispatched them due to their having low health, which puzzled me. Then out from behind a tree comes a monkey that as added by WAC, also low in health. Apparently it had nearly defeated two large golems singlehandedly. Oh, you hilarious unbalanced mod interaction.
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Ricky Meehan
 
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Post » Wed Mar 30, 2011 10:14 am

Yes, the armor is explained in part of the backstory to the village. More I will not say :)

That sounds like an odd mod interaction, but not entirely unexpected. Now just imagine if you'd been greeted by the legion patrol from NRB4, who's patrol routes converge on the Halfway Inn. Fun for all. Or a pair of dead legion.
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kitten maciver
 
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Post » Wed Mar 30, 2011 3:56 am

I actually just reloaded that save because the last time I played the game crashed shortly afterwards (and continues to do so as I head down the road, grrr) and chronicled the http://i51.tinypic.com/35ja70k.jpg http://i52.tinypic.com/28cltv8.jpg. The chimp was not hostile towards me, though I imagine it would have crushed the legion soldiers, haha. Also, someone should change my forum rank to "arch derailer" or something.

EDIT: So, if the game crashes consistently when approaching a specific location, can that be narrowed down to a specific kind of problem? Just want to check before I try disabling every type of mod to troubleshoot it, but for now I'll probably just avoid it. Happened to me once before I had even installed any additional stuff like I did recently. (The first thing I did was tried loading without my merged UL etc. and it still crashed. But I just made space by merging everything I could into my bashed patch and got rid of the merged UL/shrines/villages anyway to avoid future problems)

Here's an "I told you so" opportunity for you, hehe. After fast traveling to Skingrad to avoid the area my game kept crashing at, I headed out and decided to have a look at the UL Skingrad stuff outside. Walking around I notice a number of missing meshes, which of course leads me to believe my merged UL file is responsible (Skingrad Outskirts being one of the 16 or so mods merged). So I say screw it, I'll merge into my patch whatever Bash tells me I can merge and deactivate in order to free up spots in my load order, and just get rid of all of my merged esps--UL, better shrines, and your villages. So I do that (and end up with 15 or so free spots still remaining!) and what do you know, there are no longer any missing meshes. So just to double check I reload my save by the area where it was crashing, and can you guess what happened? It didn't crash! The only other thing I changed was enabling MMM's reduced spawn rates esp (http://i52.tinypic.com/xc8zgg.jpg should explain why), so it could have been that that stopped the crashing, but I'm guessing it was my silly merged files causing it in the first place. Anyway, I thought I'd share that with you since you warned me. I guess it's a bad idea to tempt fate!
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Channing
 
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Post » Wed Mar 30, 2011 7:54 am

So, decided to finish up all the Feldscar quests. When I reached there, I found Vyka Helrst from OOO wandering into the village, maybe she wanted to do some shopping.. She ended up chasing all the villagers into the tomb before I manage to kill her. Anyway, some bugs I came across:

Spoiler


I'd rescued Keldon long before starting the Dunmer quest but when I talked to Serobi about the translation thing, she still spoke as if he wasn't around. And maybe because I rescued him too early he seemed to have broke somehow, he's always locked inside his manor. Maybe I'm always there at the wrong time or something, not certain. Had to break inside to speak to him about unsealing the tomb. After he did that I got stuck in a dialogue loop where he'd keep talking to me after I ended the conversation, then he went hostile for some reason, ran off to the Imperial Legion's camp and got killed. Resurrected him with the console and he seemed fine again, no more looping dialogue too.

In the Oblivion realm, the "Bridge Control" switch at Valthyn's cage didn't do anything. Had to leave him to die.


Oh and the mimics were very cute. ^_^ Thanks for the mod.

Edit: By the way, would it be possible to add a fence around the village? They keep getting overrun with creatures lol.
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Richard Thompson
 
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Post » Wed Mar 30, 2011 11:10 am

Sorry, one last note. Maybe remove the quest item flag from rune rubbing after the quest, so that it can be removed. Thanks again.
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rolanda h
 
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Post » Wed Mar 30, 2011 11:10 am

What does a guy gotta do to get some sleep around here? My PC wanted to get a bit of shut-eye at Battlehorn. First he gets rudely awakened by the chap from Kvatch Rebuilt. Great. Lays back down again. Then he gets rudely awakened by Jorack from Faregyl! And now he has a shadow :D Well my PC laid down for another couple of hours anyway :lol: Interesting timing...
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sally coker
 
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Post » Tue Mar 29, 2011 8:56 pm

Hey Arthmoor, just wanted to drop by and say I downloaded and installed all your villages (along with the Roads mod) and everything works perfect so fine. I love what you did with Faregyl, the layout is perfect, nice little quest as well (I liked the foreman's journal) - all in one, excellent work! :thumbs up:

Cheers,
PKR.
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Richus Dude
 
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Post » Tue Mar 29, 2011 11:12 pm

Heh. Sleep seems to be a good time for AI to catch up.

Anyway. Been working on a mostly secret project with Hanaisse that we're ready to give you a teaser of: http://img593.imageshack.us/img593/404/sutchvillage.jpg. It's a somewhat different take on bringing back the lost city. Most of the exteriors are done already and we're getting started on interior cluttering. There will of course me more to this than what's being teased here but we're not ready to give all that away just yet :)

Stay tuned in other words.
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Laura Tempel
 
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Post » Wed Mar 30, 2011 7:02 am

Heh. Sleep seems to be a good time for AI to catch up.

Anyway. Been working on a mostly secret project with Hanaisse that we're ready to give you a teaser of: http://img593.imageshack.us/img593/404/sutchvillage.jpg. It's a somewhat different take on bringing back the lost city. Most of the exteriors are done already and we're getting started on interior cluttering. There will of course me more to this than what's being teased here but we're not ready to give all that away just yet :)

Stay tuned in other words.

Nice picture of Sutch Village Arthmoor. I like it a lot and keep up the good work. :biggrin:
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Alex Blacke
 
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Post » Wed Mar 30, 2011 1:10 am

Heh. Sleep seems to be a good time for AI to catch up.

Anyway. Been working on a mostly secret project with Hanaisse that we're ready to give you a teaser of: http://img593.imageshack.us/img593/404/sutchvillage.jpg. It's a somewhat different take on bringing back the lost city. Most of the exteriors are done already and we're getting started on interior cluttering. There will of course me more to this than what's being teased here but we're not ready to give all that away just yet :)

Stay tuned in other words.

Looks nice! I've generally stayed away from adding new villages/structures/etc. to my game, save for yours, but I'm afraid I'll have to compromise once again when your secret project gets released, hehe. It's just that your work is guaranteed to be of such high quality that I've got no qualms adding to my game, whereas Random Town Mod 4328 I can never be too sure about. But it mostly comes down to already having so much vanilla content left to experience that adding too much stuff would overwhelm me. Hell, I've yet to go into SI. Which gets me thinking--any tentative future plans for ~Arthmoor's Hamlet in the Isles~?
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AnDres MeZa
 
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Post » Wed Mar 30, 2011 3:59 am

Heh. Sleep seems to be a good time for AI to catch up.

Anyway. Been working on a mostly secret project with Hanaisse that we're ready to give you a teaser of: http://img593.imageshack.us/img593/404/sutchvillage.jpg. It's a somewhat different take on bringing back the lost city. Most of the exteriors are done already and we're getting started on interior cluttering. There will of course me more to this than what's being teased here but we're not ready to give all that away just yet :)

Stay tuned in other words.


Based on the screenshot, it looks like Sutch Village might actually be compatible in placement to the new ImpeREAL Empire Unique Cities Sutch mod? Assuming that's Fort Sutch in the shot, it looks like it would be just north of the city gates?
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Ashley Clifft
 
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Post » Tue Mar 29, 2011 8:14 pm

Based on the screenshot, it looks like Sutch Village might actually be compatible in placement to the new ImpeREAL Empire Unique Cities Sutch mod? Assuming that's Fort Sutch in the shot, it looks like it would be just north of the city gates?

Actually, it's pretty much guaranteed it won't be compatible. What's seen in the pic is just a small portion of what we have planned overall. Even so, Sutch Village will have it's own life, backstories and quests that probably won't fit in with any one else's ideas of development in that area. :)
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Liv Brown
 
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Post » Wed Mar 30, 2011 12:17 am

Then again, ImpeREAL is another brand I can trust. Coordinate, you guys!

shutting up now
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Fiori Pra
 
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Post » Tue Mar 29, 2011 8:53 pm

Actually, it's pretty much guaranteed it won't be compatible. What's seen in the pic is just a small portion of what we have planned overall. Even so, Sutch Village will have it's own life, backstories and quests that probably won't fit in with any one else's ideas of development in that area. :)


Ah - understood. Too bad, though, seems like a village north of the walls could really complement what SilentResident is doing with his city, but I recognize "conflicts" can involve more than just the obvious type like land tears and you may have a different idea in mind for the actual story that doesn't fit with his mod.
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Jennie Skeletons
 
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Post » Wed Mar 30, 2011 8:26 am

I don't see it being a likely outcome that they'd be compatible or even patchable. SilentResident's mod would cause the loss of our two southern most farms. The one at the far south, right in front of Lord Drad's Estate, would be entirely engulfed by the new city. The other one would be right on the north gate and there wouldn't be room anywhere to move it. So it'll be one of those situations where people simply need to choose. It happens.
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kat no x
 
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Post » Tue Mar 29, 2011 10:59 pm

DC Sutch, DC Sutch Reborn, DC Sutch New Haven, ImpeREAL Sutch, Village Sutch? Man, such (pun intended) is the way of life - this is almost bad as the multiple Morrowind projects. Well, although choice is good, and if you make Sutch similar to your other mods, I know my choice is clear.
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Penny Wills
 
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Post » Wed Mar 30, 2011 7:36 am

I'm going to make the Sutch meta-mod that rotates through all the different mods. Every time you load the game you're given a random mod for the Sutch location. It will be hilarious and frustrating!
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Craig Martin
 
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Post » Tue Mar 29, 2011 10:21 pm

I'm going to make the Sutch meta-mod that rotates through all the different mods. Every time you load the game you're given a random mod for the Sutch location. It will be hilarious and frustrating!


And if you manage to make such a thing, there will be many modders having a look to see how you did it :lol:
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Hairul Hafis
 
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Post » Wed Mar 30, 2011 10:17 am

Hey Arthmoor!

Have you been decreasing the amount of "unnatural" indoor lighting in some of you mods? I ask because my avatar is finally doing some of the Feldscar quests. First time he's visited there since an update or two ago. The Inn interior seems darker than what I remember. All "light sources" (chiefly candles in holders and chandeliers) are properly intense. There just doesn't seem to be much if any of that mysterious unnatural lightness that totally fills most vanilla interiors.

I noticed the same thing in our Faregyl Village manor, though that's always been the case there. Additionally, "some" rooms of Verona House now lack "artificial" lighting. I'm not complaining. It's sort of neat, though it takes getting used to. I'm not even sure anything you did causes this. Seems like half my installed mods, including Cava Obscura (which removes most "artificial" lighting from dungeons), saw updates this past month. One of those might also play with interior lighting.

But as stated, I'm not complaining. Not in the least. Just curious is all.

Touching on something discussed a while back, I've noticed odd "NPC" behavior while outdoors in Fareqyl. Companion animals to be precise. I general travel everywhere mounted, with Vilja on Bruse, Groucho the donkey, and tame Wolfgang in tow. When I dismount, Vilja does too, either immediately or within a second or so of my doing so. Not in Faregyl. When I dismount in Faregyl, she continues on for some time, headed in the direction she was going when I dismounted, regardless of what I do. Once dismounted, Vilja follows normally and has no quirky behavior of her own.

Groucho has a different oddity. He follows normally except when I reverse direction and head back the way we came. Instead of simply turning around and following as he normally does, he commences to walk backwards. He continues to do so until road curvature makes our angles of travel too different, at which point he DOES turn and follow normally. I can repeat this odd behave almost anywhere within the village.

Wolfgang seems unaffected by all this. But it was while in Faregyl some time ago that I first noticed him acting irregularly, running everywhere at hyper speed (though we travel at a walk). I was able of cure him of this by leaving him at home (Weye) in "wait" mode, then use his summon spell to call him to us from far off. That seems to have reset him. No harm done, and he's never done it again despise us having visited Faregyl many times since.

As above, this is no complaint. I just felt I should bring to your attention.

-Decrepit-
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quinnnn
 
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Post » Wed Mar 30, 2011 7:28 am

I have always set the ambient light values lower than what most vanilla cells use. I generally follow a standard now: 15/15/15 for windowless interiors. 20/20/20 for windowed occupied structures, and 25/25/25 for shops and inns. Anything much higher than that, and you get the whole cell bathed in ridiculous levels of ambient light and it just doesn't look very good when combined with the realistic lighting sources.

That did carry over to the VHB update as well and IMO everything looks 100x better that way. There were some places in VHB dungeons that were simply impossible to sneak because the ambient light levels were so high.

Also keep in mind that cells supported by the All Natural weather filter will override any ambient light settings and go by what the current weather type has for ambient light values.

That horse thing is bothersome. Interesting though that you've managed to confirm it only happens near the village. When my test guy got bit by it, EVERY horse EVERYWHERE was affected, regardless of distance. It resolved after I used the animation bomb fix. I hadn't seen reports of it cropping back up and it hasn't happened to me again since so I don't know what the deal is. I can't think of anything specific to the village exteriors that should cause it. Unless there's something wrong with the large trigger zones placed over the village. One could always pop open the CS and remove them - just don't leave it that way for playing for real since those TZs are critical.
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matt
 
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Post » Wed Mar 30, 2011 12:19 pm

A few more observances on animal behavior in Faregyl.

We found ourselves in Faregyl again this morning, at around 2200 game-time. We had been in Skingrad so were traveling east on the NRB Gold-Faregyl connection road. (That road needs a more apt name!) We decided to spend the night in Faregyl Manor. We pulled off the road just across from the Manor House. I stopped Arrowspeed (my mount) and waited until Vilja on Bruse had caught up and stopped moving. I then dismounted. Vilja did not. Instead, Bruse traveled backwards a few paces, then proceeded to move forward and take the manor path between the two fences. He then jumped the fence (at roughly where its gate is) and landed in the westernmost of the two sheep (in my case) enclosures. He then stopped and let Vilja dismount. I had been watching the whole time so saw all this very clearly.

A swear that a bit later I saw Bruse parked where he would have been had Vilja dismounted when she should have. But I was distracted at that point and might be wrong.

I also experimented with Groucho (our pack-donkey) while in the village. Heading west, he follows me BACKWARDS until we pass where the road branches (one branch passing the manor, the other the village general store) at which point he automatically points around and follows in a normal manor. Going the opposite direction, he followed BACKWARD until almost to the Green Road. At that point he again turns and begins following normally/ I did not experiment going north or south, there being no roads in those directions.

I thought to take a series of screen captures showing the exact turning points. But by then it was midnight game time and raining heavily.

-Decrepit-
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Greg Cavaliere
 
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Post » Wed Mar 30, 2011 5:32 am

From the sound of things I'm becoming more and more convinced there's something wrong with the large trigger zones over the area that control quest advancement. Your description of where things return to normal coincides with the boundaries of the objects in the CS. I couldn't tell you why it's doing this, but at least now we have a cause for the problem. Unfortunately I don't know what can be done about.

If you could, try http://www.4shared.com/file/lu8aRVMY/Faregyl.html and repeat what you did the last time. The trigger zones have been removed. DO NOT use this for production play because this will break the quest lines. I just need confirmation that the problem is coming from the trigger boxes.
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liz barnes
 
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Post » Wed Mar 30, 2011 9:32 am

Arthmoor - you have incurred the wrath of Sithis!!

Spoiler

Your rumours about Faregyl are a little too persistent. They even replaced Lucien's normal rumour line! Now if Sithis isn't mad at you, certainly every single woman who has ever joined the DB just the hear "the voice" is certainly annoyed at you :D And, btw, just in case you didn't know, that's the reason most women join the DB :lol:

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scorpion972
 
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Post » Wed Mar 30, 2011 5:01 am

Er. They're not set to any special priority or anything. The game apparently just likes to shove them out. I'll make sure the rumor isn't spoken by Lucien though, or anyone else in the DB for that matter since they probably wouldn't care.

It's also time for....

http://www.gamesas.com/index.php?showtopic=1178889
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GRAEME
 
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