[RELz] Lands End

Post » Mon Aug 09, 2010 3:52 pm

You're replacing quite a lot of base Oblivion files with your version there, like ...

Textures\wood\woodfloor03.dds
Textures\wood\woodfloor03old.dds
Textures\wood\woodfloor03old_n.dds
Textures\wood\woodfloor03_n.dds
Textures\wood\woodpost01.dds
Textures\wood\woodpost01_n.dds
Textures\wood\woodpostend01.dds
Textures\wood\woodpostend01_n.dds
Textures\wood\woodpostend03.dds
Textures\wood\woodpostend03_n.dds

... and so on. Why?
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JUan Martinez
 
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Post » Mon Aug 09, 2010 9:05 pm

I just love wandering around this place,its a stunning piece of work.

http://www.invision.tesalliance.org/forums/uploads/1266689492/gallery_470_10_185298.jpg
http://www.invision.tesalliance.org/forums/uploads/1266689492/gallery_470_10_261343.jpg
http://www.invision.tesalliance.org/forums/uploads/1266689492/gallery_470_10_360722.jpg
http://www.invision.tesalliance.org/forums/uploads/1266689492/gallery_470_10_132403.jpg
http://www.invision.tesalliance.org/forums/uploads/1266689492/gallery_470_10_41816.jpg
http://www.invision.tesalliance.org/forums/uploads/1266894980/gallery_470_10_16914.jpg
http://www.invision.tesalliance.org/forums/uploads/1266894980/gallery_470_10_43613.jpg
http://www.invision.tesalliance.org/forums/uploads/1266894980/gallery_470_10_188198.jpg
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Jessica Stokes
 
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Post » Mon Aug 09, 2010 5:55 pm

Amazing, the height map sort of reminds me of Vvanderfall, i love it and can't wait to see what the modding community can do with this masterpiece.
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El Goose
 
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Post » Mon Aug 09, 2010 2:14 pm

I just love wandering around this place,its a stunning piece of work.

http://www.invision.tesalliance.org/forums/uploads/1266689492/gallery_470_10_185298.jpg
http://www.invision.tesalliance.org/forums/uploads/1266689492/gallery_470_10_261343.jpg
http://www.invision.tesalliance.org/forums/uploads/1266689492/gallery_470_10_360722.jpg
http://www.invision.tesalliance.org/forums/uploads/1266689492/gallery_470_10_132403.jpg
http://www.invision.tesalliance.org/forums/uploads/1266689492/gallery_470_10_41816.jpg
http://www.invision.tesalliance.org/forums/uploads/1266894980/gallery_470_10_16914.jpg
http://www.invision.tesalliance.org/forums/uploads/1266894980/gallery_470_10_43613.jpg
http://www.invision.tesalliance.org/forums/uploads/1266894980/gallery_470_10_188198.jpg


It's about time one of my favorite screenshooters started showing his work here. *taps foot in a meaningful/meaningless way* :D Gorgeous stuff!

And yes, Land's End is an inspiring, beautiful place- again, thank you for sharing it, Lord Rahl.
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x a million...
 
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Post » Tue Aug 10, 2010 2:07 am

I can guess at the reason for the load order. You can solve that problem by using Gecko's "move worldspaces" function which will allow more wiggle room in where the ESM can be placed in your load order.


Actually ... I tried it out, and it doesn't work.

What the "Move Worldspaces" button does is just to change the WRLD record so it has a modid of 00 (the same as Oblivion.esm). It does that already, it has the ID 0x00BF597F. This solves landscape LOD problems, but not the disappearing heightmap. For the heightmap, the CELL records (all 17290 of them) have also to be in the modid 00 space (for example, 0x00BF5980-0x00BF9D09). TESAnnwyn can do that, you "just" have to export and re-import the whole landscape, including vertex paint and texturing data, using the "-0" option.
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Melanie Steinberg
 
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Post » Mon Aug 09, 2010 11:26 am

Ok, I took it apart a bit. A few comments and bugs.

The following textures are part of the original Oblivion. Unless you have a good reason to replace the original (as well as any texture replacer like QTP3 the people might use), I would advice against including them:

Textures\wood\woodfloor03.dds													(DE8B7799)Textures\wood\woodfloor03old.dds												 (DB6F130C)Textures\wood\woodfloor03old_n.dds											   (C6D0C8A3)Textures\wood\woodfloor03_n.dds												  (3FCD0A32)Textures\wood\woodpost01.dds													 (841CF89D)Textures\wood\woodpost01_n.dds												   (540123EE)Textures\wood\woodpostend01.dds												  (6E170F49)Textures\wood\woodpostend01_n.dds												(2FE4BB64)Textures\wood\woodpostend03.dds												  (6EEFE711)Textures\wood\woodpostend03_n.dds												(7BE7AD43)Textures\rocks\chrock01.dds													  (33149002)Textures\rocks\chrock01_n.dds													(58A9FCB7)Textures\rocks\chrock02.dds													  (296700AF)Textures\rocks\chrock02_n.dds													(7A9B80CB)Textures\rocks\cprockmoss01.dds												  (C47A9E00)Textures\rocks\cprockmoss01_n.dds												(0FE18F02)Textures\rocks\cprockmoss02.dds												  (069FE530)Textures\rocks\cprockmoss02_n.dds												(FB7FCF4F)Textures\rocks\cprockmoss03.dds												  (5BF3391B)Textures\rocks\cprockmoss03_n.dds												(4A586ED3)Textures\rocks\gcrock01.dds													  (D0B3C457)Textures\rocks\gcrock01_n.dds													(DEEE46C1)Textures\rocks\greatforestrock01.dds											 (853129E1)Textures\rocks\greatforestrock01_n.dds										   (AD72EBEA)Textures\rocks\greatforestrock02.dds											 (C8FFBC88)Textures\rocks\greatforestrock02_n.dds										   (D5CE8330)Textures\rocks\greatforestrock03.dds											 (3F65BA10)Textures\rocks\greatforestrock03_n.dds										   (285D4428)Textures\rocks\greatforestrocklichen01.dds									   (BB03114E)Textures\rocks\greatforestrocklichen01_n.dds									 (0358F027)Textures\rocks\greatforestrocklichen02.dds									   (A2C3E5E3)Textures\rocks\greatforestrocklichen02_n.dds									 (A7960BE2)Textures\rocks\greatforestrocklichen03.dds									   (F75FF63A)Textures\rocks\greatforestrocklichen03_n.dds									 (CD1517A6)Textures\rocks\greatforestrockmoss01.dds										 (9A75F09F)Textures\rocks\greatforestrockmoss01_n.dds									   (FEDBC704)Textures\rocks\greatforestrockmoss02.dds										 (E0CDA30F)Textures\rocks\greatforestrockmoss02_n.dds									   (4A415B04)Textures\rocks\greatforestrockmoss03.dds										 (C4DB689B)Textures\rocks\greatforestrockmoss03_n.dds									   (2159231D)Textures\rocks\jmrock01.dds													  (870F7B6D)Textures\rocks\jmrock01_n.dds													(1B66A90B)Textures\rocks\jmrocksnow01.dds												  (0BEC8C5F)Textures\rocks\jmrocksnow01_n.dds												(D84B5653)Textures\rocks\jmrocksnow02.dds												  (25810884)Textures\rocks\jmrocksnow02_n.dds												(FD59C0B4)Textures\rocks\westweald\westweald01.dds										 (E02F8C30)Textures\rocks\westweald\westweald01_n.dds									   (1ABD6D4C)Textures\rocks\westweald\westweald02.dds										 (DAD225B8)Textures\rocks\westweald\westweald02_n.dds									   (740B2746)Textures\rocks\westweald\westweald03.dds										 (0F04BC69)Textures\rocks\westweald\westweald03_n.dds									   (46CF45EC)Textures\rocks\westweald\westweald04.dds										 (61E900CA)Textures\rocks\westweald\westweald04_n.dds									   (86A72975)Textures\rocks\westweald\westwealdburned01.dds								   (A559098A)Textures\rocks\westweald\westwealdburned01_n.dds								 (1ABD6D4C)Textures\rocks\westweald\westwealdburned02.dds								   (AB381826)Textures\rocks\westweald\westwealdburned02_n.dds								 (740B2746)Textures\rocks\westweald\westwealdmosshang01.dds								 (773EE74E)Textures\rocks\westweald\westwealdmosshang01_n.dds							   (503C9114)Textures\rocks\underwater\rockbeach01.dds										(65F41878)Textures\rocks\underwater\rockbeach01_n.dds									  (2680FD59)Textures\rocks\underwater\rockbeach02.dds										(98B71896)Textures\rocks\underwater\rockbeach02_n.dds									  (10EE1B19)Textures\rocks\underwater\rockbeach03.dds										(63216EB0)Textures\rocks\underwater\rockbeach03_n.dds									  (BBD55F3E)Textures\rocks\underwater\rockbeach04.dds										(E8DD1053)Textures\rocks\underwater\rockbeach04_n.dds									  (AC415C24)Textures\rocks\underwater\rockbeach05.dds										(7FE32173)Textures\rocks\underwater\rockbeach05_n.dds									  (34D39645)Textures\rocks\ms14\greatforestms14rock01.dds									(9140E796)Textures\rocks\ms14\greatforestms14rock01_n.dds								  (F227EBFF)Textures\rocks\ms14\greatforestms14rock02.dds									(A3E6567A)Textures\rocks\ms14\greatforestms14rock02_n.dds								  (8AFA2804)Textures\rocks\ms14\greatforestms14rock03.dds									(647977D7)Textures\rocks\ms14\greatforestms14rock03_n.dds								  (39BDE650)Textures\rocks\ms14\greatforestms14rocklichen01.dds							  (1E761BC9)Textures\rocks\ms14\greatforestms14rocklichen01_n.dds							(155550D3)Textures\rocks\ms14\greatforestms14rockmoss01.dds								(93363314)Textures\rocks\ms14\greatforestms14rockmoss01_n.dds							  (52014935)Textures\rocks\ms14\greatforestms14rockmosslichen01.dds						  (A8452616)Textures\rocks\ms14\greatforestms14rockmosslichen01_n.dds						(7C707136)Textures\landscape\landscapewaterfoam.dds										(F223F18B)Textures\landscape\landscapewaterparticles01.dds								 (04C2B6F2)Textures\landscape\landscapewaterparticles02.dds								 (F3A45952)Textures\landscape\terrainanvilstreet.dds										(9F32E3C5)Textures\landscape\terrainanvilstreet_n.dds									  (D792CF59)Textures\landscape\terrainhdgrass01su.dds										(7E4F0D59)Textures\landscape\terrainhdgrass01su_n.dds									  (023B8F2F)Textures\architecture\ships\grate.dds											(214639BC)Textures\architecture\ships\grate_n.dds										  (328A026E)Textures\architecture\ships\metalrailing01.dds								   (2313F640)Textures\architecture\ships\metalrailing01_n.dds								 (403C44E0)Textures\architecture\ships\piratecircledetail.dds							   (A6155E54)Textures\architecture\ships\piratecircledetail_n.dds							 (89545567)


Quite a few Sach rock meshes use absolute texture paths instead of relative ones ("c:\program files\bethesda softworks\oblivion\data\textures\landscape\terrainhdgrass01su.dds" instead of "textures\landscape\terrainhdgrass01su.dds" and so on). This leads to missing ("purple") textures for people who don't have Obllivion installed in the exact same location (like me; I have it in "D:\Oblivion"). This includes:

smallplateauwgrass.nif and smallplateauwgrass_far.nif
smallplateauwgrass1b.nif and smallplateauwgrass1b_far.nif

Your ESM modifies the levelled lists LL1BanditBossLvL100, LL2MarauderCamp100, LL1WildernessPlains, LL1WildernessValley, LL1WildernessForestMountain and LL1WildernessMountainsSnow. I would suggest making a copy of those for your own needs instead of modifying them. Also, you modify the default Black Horse instead of creating your own (its name gets changed to "Nightmare", and it's made essential). Again, making a copy would be the better idea.
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Katey Meyer
 
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Post » Mon Aug 09, 2010 7:37 pm

Funny thing is,in the early stages of making Lands End I used the horse to travel around to check things out and make suer all looked well. But it was deleted from the mod. I usually do copy an item instead of using the form id's from the game. Obviously I missed that one. I cant explain the overiting of the tree's. That is a mystery to me.I will be revising the mod as time permits and try to correct this as well as some other things that I do not like. I am currently using blender to make some new meshes for cliffs. Aside from Sachel and Mr_siikas there arent alot of cliff meshes abailable.(those are great resources by the way) It took me a little over 6 months to make Lands End, and it was a massive learning expierience. Not to mention time consuming.So hopefully the next one will look even more amazing. Thanks for all the kind words. It is greatly appreciated.



lordrahl
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J.P loves
 
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Post » Tue Aug 10, 2010 1:10 am

To be fair, the land is pretty amazing. I loved the fact I could just run for over an hour (at Speed 200, no less) without getting bothered by aggro wildlife, bandits, or having to wind my way around ruins. The vast, open space was really serene.
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gemma
 
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Post » Mon Aug 09, 2010 10:53 am

Quite a few Sach rock meshes use absolute texture paths instead of relative ones ("c:\program files\bethesda softworks\oblivion\data\textures\landscape\terrainhdgrass01su.dds" instead of "textures\landscape\terrainhdgrass01su.dds" and so on). This leads to missing ("purple") textures for people who don't have Obllivion installed in the exact same location (like me; I have it in "D:\Oblivion"). This includes:

smallplateauwgrass.nif and smallplateauwgrass_far.nif
smallplateauwgrass1b.nif and smallplateauwgrass1b_far.nif

How do I get rid of this purple effect which I have. I wouldn't know how... I guess I could extract the Sach folder to my C:\ drive, but are there any other solutions?
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Farrah Lee
 
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Post » Mon Aug 09, 2010 5:55 pm

How do I get rid of this purple effect which I have. I wouldn't know how... I guess I could extract the Sach folder to my C:\ drive, but are there any other solutions?


Open the meshes in NIFSkope and edit the paths to the textures which show blank (nearly white in NIFSkope).
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BRAD MONTGOMERY
 
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Post » Mon Aug 09, 2010 12:26 pm

Stunning landscape!! Its clear you put a lot of effort in this mod. Great work!

Anyone feels like playing Hide and Seek with me?

Spoiler
Im going to hide behind the tree! :ninja:

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~Amy~
 
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Post » Mon Aug 09, 2010 6:53 pm

Open the meshes in NIFSkope and edit the paths to the textures which show blank (nearly white in NIFSkope).

Right... Uhmm... I'll just copy the textures to a C:\Program Files folder :). Thanks though ;)
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Brentleah Jeffs
 
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Post » Mon Aug 09, 2010 8:07 pm

I'm checking it out now, I was informed of the awesomeness.. but this is really something I need to see for myself. :D
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RaeAnne
 
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Post » Mon Aug 09, 2010 11:55 pm

Just from the screenshots people have uploaded, this is some amazing work. Especially this area:
http://i360.photobucket.com/albums/oo41/zeddrahl/One%20LastUpdate/Oblivion2009-05-2920-28-15-61.jpg

I can't wait to see what people will do with it.

Also, this is towards darkstone, or anyone else that would know, What do you use to make Oblivion look so amazing? Mods, or is it just post-screenshot editing?
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Jamie Moysey
 
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Post » Mon Aug 09, 2010 1:05 pm

[snip]What do you use to make Oblivion look so amazing? Mods, or is it just post-screenshot editing?


If you can run Oblivion well on medium-high settings then you can take screenshots on max.
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sunny lovett
 
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Post » Mon Aug 09, 2010 12:07 pm

Right... Uhmm... I'll just copy the textures to a C:\Program Files folder :). Thanks though ;)


I'm sorry, but just fixing the meshes (which takes a few seconds per mesh if you know what to do) and distributing them would be a copyright violation, so I can't do it. At least, not without lord_rahl's permission (licence). This is simply the wrong thing to do, so all I can offer is a description on how to fix them yourself.
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JaNnatul Naimah
 
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Post » Mon Aug 09, 2010 8:30 pm

Sorry, I am in the middle of another worldspace at the moment. When finished I will correct the texture paths on the rocks.
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Jesus Sanchez
 
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Post » Mon Aug 09, 2010 12:42 pm

This seems like an -awesome- opportunity to go live off the land :D
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Fanny Rouyé
 
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Post » Mon Aug 09, 2010 9:33 pm

Hrmm, I have made some new cliff meshes, and will plst pics after I figure out why the textures are so shiny. I have been playing with the opacity levels for the alpha channel in gimp but no matter what settings I use the textures look way to shiny. The normals do show great depth however.
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Sherry Speakman
 
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