[RELz] Really AEVWD - Thread #7

Post » Tue Mar 29, 2011 9:49 pm

I'm 99% sure it isn't mod-added as I haven't installed any mods that would add anything to SI, unless it was added by WAC or MMM secretly.

But I just realized I don't have the most recent version of RAEVWD installed, at least for SI. I kind of assumed since I had the latest version sitting in my downloads folder I had installed it, but nope, just got it the day it was released. So it's possible/likely the version I had didn't cover it but the latest one does.

Maybe this is related to the reflections of certain objects showing up bright red and yellow as well.
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Wed Mar 30, 2011 5:23 am

The only reason I noticed was because ImpeREAL Castles actually does utilize that model for the Cheydinhal Castle, and I noticed when I was checking out the Cheydinhal LOD that the tops had been cut off. Sure enough, there's the culprit.

My current solution for this unfortunately only works for the OCR versions (I reassigned the towers to use the OCR version of it instead), but that isn't going to work for the OCC version, and I would actually prefer that that particular patch not be released, as it's kinda hacky-slashy.

If you don't want to add the resources you have in the OCR archive for this tower mesh's LOD to RAEVWD (since most would never see it anyways), then might I politely ask if I could borrow them for use in Unique Castles?


I think this got buried, so I'd like to bring it up one more time.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Wed Mar 30, 2011 11:45 am

@Palidoo: Yes, if you have an old version of the SI pack there may have been some ruins missing. It might also help with the colored blob issues.

@Thomas: Yes, you can use the mesh. Although after finding a proper Cheydinhal tower mesh in the vanilla stuff I'll probably toss that in with the main package when I fix the wizard and also change it in OCR since the hackjob I made has bad UV mapping.
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Wed Mar 30, 2011 5:59 am

Ahh, I see. In that case, I'll probably just let RAEVWD 1.9.2 handle it, then. No need to provide duplicate meshes, especially since the castles use all vanilla content. Better organized that way. ;)

Thanks for the reply, though. :)
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Previous

Return to IV - Oblivion