New Caldera 1.0, Seyda Neen 1.6 & Gnisis 1.2 released!

Post » Sat Aug 27, 2011 1:55 am

Figured I'd pop in to say what progress I've made on Pelagiad. Progress overall is good.

- There are 2 remaining interior cells (parts of the fort) I need to finish fiddling around with and the exterior of the main part of the fort.
- The Halfway Tavern is the only building besides those 2 fort interiors that needs its skeleton layout finished.
- Some of the grotto is decorated because I was feeling lazy and copy/pasted some other grotto over for the base design I worked off of.
- Every single interior has working door markers in place.
- There are no Northmarker's in any of the new interiors (decided I'd leave that for you :D ).


I swear its impossible to come up with a good exterior fort design for the main keep. And I also remembered why I always deleted vanilla interior pieces before changing stuff around...saving an esp and loading it back up only to find interior pieces back in there original positions is extremely irritating. :mad:

Edit: All I have left to do now before I clean it and send it your way is finish the Halfway Tavern. Would be really nice to have a more seamless custom mesh for the tavern instead of putting 2 buildings together though to get the look I want for it. Meh, better than nothing I guess.
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Rozlyn Robinson
 
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Post » Sat Aug 27, 2011 9:47 am

I'll try yours mods : they are really great but there is too much conflict with grass mod .
Maybe make some smoother landscape is not a good idea because many of us use grass mods (or we need a compatibility patch).
The biggest problem is for New Caldera : look around the town and you'll see what I mean.

In New Seyda Neen there is a floating stuff under water near Silt Strider.

Maybe you must make yours mods COM compatible (again I think lots of us use COM) : you can for example clean the zone where are the children.

And for New Caldera a door in the wall to go to the COV tavern will be really great.
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Nana Samboy
 
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Post » Sat Aug 27, 2011 4:44 am

Figured I'd pop in to say what progress I've made on Pelagiad. Progress overall is good.

- There are 2 remaining interior cells (parts of the fort) I need to finish fiddling around with and the exterior of the main part of the fort.
- The Halfway Tavern is the only building besides those 2 fort interiors that needs its skeleton layout finished.
- Some of the grotto is decorated because I was feeling lazy and copy/pasted some other grotto over for the base design I worked off of.
- Every single interior has working door markers in place.
- There are no Northmarker's in any of the new interiors (decided I'd leave that for you :D ).


I swear its impossible to come up with a good exterior fort design for the main keep. And I also remembered why I always deleted vanilla interior pieces before changing stuff around...saving an esp and loading it back up only to find interior pieces back in there original positions is extremely irritating. :mad:

Edit: All I have left to do now before I clean it and send it your way is finish the Halfway Tavern. Would be really nice to have a more seamless custom mesh for the tavern instead of putting 2 buildings together though to get the look I want for it. Meh, better than nothing I guess.


Oh that's some progress right there! Good to hear you're almost done :D


I'll try yours mods : they are really great but there is too much conflict with grass mod .
Maybe make some smoother landscape is not a good idea because many of us use grass mods (or we need a compatibility patch).
The biggest problem is for New Caldera : look around the town and you'll see what I mean.

In New Seyda Neen there is a floating stuff under water near Silt Strider.

Maybe you must make yours mods COM compatible (again I think lots of us use COM) : you can for example clean the zone where are the children.

And for New Caldera a door in the wall to go to the COV tavern will be really great.


I won't make them compatiable sorry, it's to much work. And the smoother landscape is something that will be far greater than the grass-mods in my opinion. Spiky landscape - no thanks :D
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Kyra
 
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Post » Fri Aug 26, 2011 6:35 pm

Without certain custom interior meshes there will be oddities with the design of the Halfway Tavern when compared to its exterior, but there is no way around it with what's available. :shrug: I'm about halfway done with the new parts of the taverns interior. Progress is slow because the design conflicts there are no solutions to are annoying me to no end.

On another note...the two doormarker arrows near Erval's house finally got me curious enough that I clicked select door after opening up one of the arrows edit box. Ignatius Flaccus'.....who you say? Oh...according to UESPwiki.

For some reason, Ignatius seems to have an invisible house in Pelagiad. It is nearly identical to the house of Erval, which it is next door to, except that it has two exit doors instead of one. This house only exists with the Tribunal expansion installed, and it is inaccessible without the console, as both doors are one-way only. To enter, open the console and type: COC "Pelagiad, Ignatius Flaccus' House". Inside it, in addition to the same items also found in Erval's house, there is 1000 gold on the floor, and 3 samples of Scrap Metal. All of the other contents are labelled as Erval's property, as they were evidently copied from his house. Presumably this house was used as a test-cell for the Dwemer Warbots quest.


So...yea. I can add an exterior for the house if you'd like trancemaster. The place could probably be turned into Ignatius' dwemer research lab or something.
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Harry Hearing
 
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Post » Sat Aug 27, 2011 2:12 am

Without certain custom interior meshes there will be oddities with the design of the Halfway Tavern when compared to its exterior, but there is no way around it with what's available. :shrug: I'm about halfway done with the new parts of the taverns interior. Progress is slow because the design conflicts there are no solutions to are annoying me to no end.

On another note...the two doormarker arrows near Erval's house finally got me curious enough that I clicked select door after opening up one of the arrows edit box. Ignatius Flaccus'.....who you say? Oh...according to UESPwiki.



So...yea. I can add an exterior for the house if you'd like trancemaster. The place could probably be turned into Ignatius' dwemer research lab or something.


For what it's worth, according to me it doesn't matter if the exterior doesn't match the interior. But it's your call!

Well sure, It could be interesting doing a reasearch lab. I've got some ideas for that one!

And if you haven't noticed this will be included in my TC instead of the New Cities Project :D
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Bambi
 
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Post » Sat Aug 27, 2011 3:37 am

For what it's worth, according to me it doesn't matter if the exterior doesn't match the interior. But it's your call!

Well sure, It could be interesting doing a reasearch lab. I've got some ideas for that one!

And if you haven't noticed this will be included in my TC instead of the New Cities Project :D

The tavern is going to be huge, but considering how many npc's clutter up the place if you use a lot of mods (seems to be a popular spot for mod added npcs) that might be a good thing. With as big as its coming along the tavernkeeper may be able to have a section of the place to actually call home. :lol:

K, I'll add an exterior for Ignatius then.

I noticed that TC thread earlier. Sounds like it will be really nice when its finished. I've fiddled with Dagon Fel some in another town project of mine, but have only added 3 houses and modified the landscape some around 2 of them.
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Jake Easom
 
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Post » Sat Aug 27, 2011 4:20 am

Trancemaster-

Hi - I've been testing out compatibility on a bunch of town mods. Soon I will look at Rebirth, but had an issue with the Caldera stand alone mod that I wanted to ask you about as I'm a bit lost on what it means.

My warnings text gives me this:
Object reference "in_c_door_arched"
missing in master file.

Current file "New Better Caldera (Trancemaster Edit).esp"
Cell "Caldera, Surane Leoriane's House"

Psyringe suggested that it was an earlier loading mod that deleted the reference - But loading this high in the load order and only having the official esm active did not solve the issue.

Any hints on how to find the culprit?

thanks
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katsomaya Sanchez
 
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Post » Fri Aug 26, 2011 9:54 pm

Hey Psymon, regarding Rebirth, I think these city mods are all incorporated into Rebith (with some small updates). So if you are testing these, you've tested much of Rebirth as well.

I could be COMPLETELY wrong here, but that was the impression I was under.
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Kanaoka
 
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Post » Sat Aug 27, 2011 5:33 am

Trancemaster-

Hi - I've been testing out compatibility on a bunch of town mods. Soon I will look at Rebirth, but had an issue with the Caldera stand alone mod that I wanted to ask you about as I'm a bit lost on what it means.

My warnings text gives me this:

Psyringe suggested that it was an earlier loading mod that deleted the reference - But loading this high in the load order and only having the official esm active did not solve the issue.

Any hints on how to find the culprit?

thanks


The error is within the New Caldera file itself, actually. If you just load the New Caldera .esp in the Construction Set along with the MW .esm, you still get this error.

I've yet to figure out how to make it go away. :brokencomputer:
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Amanda savory
 
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Post » Sat Aug 27, 2011 5:34 am

The error is within the New Caldera file itself, actually. If you just load the New Caldera .esp in the Construction Set along with the MW .esm, you still get this error.

I've yet to figure out how to make it go away. :brokencomputer:


Lol ages ago I checked this thread.

Well there seems to be some sort of issue in the file I got from Loki. The creator of the "Better Caldera" mod, which my New Caldera is based on.
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Jack
 
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Post » Sat Aug 27, 2011 3:23 am

I've the same error like Psymon has and here is my loadorder.

Object reference "in_c_door_arched"missing in master file.Current file "New Better Caldera (Trancemaster Edit).esp"Cell "Caldera, Surane Leoriane's House"

loadorder
Spoiler
_001_ Morrowind.esm_002_ Tribunal.esm_003_ Bloodmoon.esm_004_ Book Rotate.esm_005_ Morrowind Patch v1.6.4.esm_006_ Better Heads.esm_007_ Better Heads Tribunal addon.esm_008_ TR_Data.esm_009_ TR_Map1.esm_010_ TR_Map2.esm_011_ Better Heads Bloodmoon addon.esm_012_ MCA.esm_013_ BT_Whitewolf_2_0.esm_014_ A place to stay.esp_015_ 20books.esp_016_ hidaway001.esp_017_ Wizard Hats 1.0.esp_018_ orcish weapons.esp_019_ Amulets and Rings 2.1 Upgrade A.esp_020_ Dragonbone_Pauldrons.esp_021_ Sleepers Robe.esp_022_ The Apartment.esp_023_ ImprovedAdamantiumArmor.esp_024_ CleanAreaEffectArrows.esp_025_ CleanBitterCoastSounds.esp_026_ CleanEntertainers.esp_027_ hoods.esp_028_ CleanHelmOfTohan.esp_029_ CleanMasterIndex.esp_030_ SiegeAtFiremoth.esp_031_ Better Bodies.esp_032_ TravelingMerchants_v2.2.esp_033_ Ghostgate_Sactuary.esp_034_ GR_Crossbow.esp_035_ LOCH_Strider_Hovel.esp_036_ Book Rotate - Tribunal v5.3.esp_037_ Enchanted Amulets & Rings.esp_038_ Book Rotate - Bloodmoon v5.3.esp_039_ Dragonbone Armor [v.1.2].esp_040_ Thirsk Expanded.esp_041_ Morning Star Islands 04072006.esp_042_ Amulet of Icarian flight.esp_043_ Book Jackets - Tribunal - BookRotate.esp_044_ Book Jackets - Bloodmoon - BookRotate.esp_045_ Better Clothes_v1.1_nac.esp_046_ Daedric Armour Of Vvardenfell - Easier.esp_047_ Secret_Master's_Alchemy_Equipment_v1.0.esp_048_ Westly's Master Headpack X.esp_049_ The Neverhalls.esp_050_ Redaynia Village.esp_051_ Master Index Upgrade.esp_052_ Merchant Investments.esp_053_ A Dagon Fel House.esp_054_ Stalhrim Stuff.esp_055_ UniqueFinery.esp_056_ Magicka Metamorphica.esp_057_ Ald Velothi Transport.esp_058_ Poe Lighthouse.esp_059_ Better Balmora river.esp_060_ The Sable Dragon 1.6.esp_061_ Keyring.esp_062_ Better Telekinesis.esp_063_ Betterarmourtmcl.esp_064_ BetterWeaponsTmcl.esp_065_ md_magebane_replacer.esp_066_ DD Ajira's Alchemy Reports.esp_067_ Vurt's Solstheim Trees & Bushes Replacer.esp_068_ Skill Progress.esp_069_ MCA - Guards Patch.esp_070_ Seyda Neen Transport.esp_071_ New Gnisis 1.2.ESP_072_ MCA - TR Addon.esp_073_ Buy A House (Mournhold).esp_074_ Balmora Soul Gem Merchant.esp_075_ Balmora Lockpick and Probe Merchant.esp_076_ Kogoruhn ruins 1.0.esp_077_ A Free Solstheim Shack.esp_078_ Buy A House.esp_079_ New Seyda Neen 1.6.esp_080_ Maar Gan Hut.esp_081_ New Better Caldera (Trancemaster Edit).esp_082_ BB_Grimoires.esp_083_ sm_falmerarmor_0.1.esp_084_ Books of Vvardenfell.esp_085_ wm_Firemoth_IC.ESP_086_ Of Justice and Innocence.esp_087_ More Better Clothes.ESP_088_ LotsOfRingsPlus.esp_089_ Morrowind Rebirth v 1.0.ESP_090_ Maiq's Starter Shack.ESP_091_ Mashed Lists.esp

I didn't use the distant land feature in MGE for all mods just Morrowind.esm+Tribunal.esm+Bloodmoon.esm was included in the distant land wizard in MGE. The contents of the Warnings.txt file.

warnings.txt
Object reference "in_c_door_arched"missing in master file.Current file "New Better Caldera (Trancemaster Edit).esp"Cell "Caldera, Surane Leoriane's House"

Spoiler
they already exist
Texture "Textures\_land_default.tga" count 3.Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.

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Arnold Wet
 
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Post » Sat Aug 27, 2011 1:48 am

Don't quote me on this, but I fixed this way~ back when, and I believe the issue had to do with that tavern to the left of the main entrance. ..
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Robert DeLarosa
 
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Post » Fri Aug 26, 2011 11:53 pm

I got it working without the error, but it would only work by deleting the whole cell record with the door. I tried using the enchanted editor for deleting just the door, but that would make it not work at all. I also tried giving it a different reference, but that would just make it have another error with the new reference for the door.

Deleting the whole cell record wasn't much of a problem for this mod, since the only differences I could see were some silverware added to the table and a few other things. I still don't understand the error.
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Richard Thompson
 
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Post » Sat Aug 27, 2011 1:42 am

Thanks for the report. I will use this for Rebirth & perhaps for a future update :)
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LijLuva
 
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