[RELZ] Wizards' Islands Super Patch

Post » Tue May 17, 2011 3:12 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9075.

Wizards' Islands is a great mod, but I found that there were a lot of problems with it, even after installing three different patches. This mod aims to combine all those patches, and fix everything else that needs addressing.

This mod INCLUDES:
- Wizards' Islands Patch by Wizards' Alliance
- Unoffical Bloodmoon patch for Wizards Islands by Zennorious
- Wizards Islands FPS fix by Gorkon

This mod REQUIRES:
- Wizards' Islands - Scourge of the Frost Bringer

There are 2 versions of this mod available - both include the same changes, but one moves both islands north to make the mod compatible with Tamriel Rebuilt.


Note that this doesn't fix everything, but it's a start. If you have any ideas for future releases, leave them here and I'll hopefully get round to them!

- Danjb
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Stacey Mason
 
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Post » Tue May 17, 2011 7:58 am

This is fantastic! Thanks for doing this.
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Riky Carrasco
 
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Post » Tue May 17, 2011 4:13 am

Forgive my ignorance; does this mod (or one of the patches included in this mod) remove the scripted music?
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jenny goodwin
 
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Post » Tue May 17, 2011 1:20 am

No, the music is still there. Is that good or bad? ;)
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Breanna Van Dijk
 
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Post » Tue May 17, 2011 5:04 am

just "tested" the moved version... incompatible with castle wars :\ and it cuts off land from the bloodmoon island, behind the skaal village...
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Lil Miss
 
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Post » Tue May 17, 2011 12:48 pm

I'll look into the cut-off land...

Unfortunately, the chances are it will always conflict with something, which is why I included a guide to moving the island yourself :)
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Nick Tyler
 
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Post » Tue May 17, 2011 1:36 pm

yeah its no problem to move it, i have to move my mod again to work with this, first it was TR ^^ damn i think only because of 1-2 cells that bites each other xD
well i'm waiting until you looked in the cut-off, and then i keep moving :teehee:
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Ebony Lawson
 
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Post » Tue May 17, 2011 4:52 am

No, the music is still there. Is that good or bad? ;)


The scripted music was one of the two reasons I never got past the beginning shipwreck of that mod before I removed it from my game. So for me, yes, it's bad :)
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Rachael
 
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Post » Tue May 17, 2011 9:00 am

The scripted music was one of the two reasons I never got past the beginning shipwreck of that mod before I removed it from my game. So for me, yes, it's bad :)

Make that two of us who removed the mod due to the persistence of the scripted music . I prefer the vanilla though , while I don't object to mods that give different music for their specific areas , this was too much . Same thing with Silgrad Tower for that matter .
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Penny Courture
 
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Post » Tue May 17, 2011 6:43 am

yeah its no problem to move it, i have to move my mod again to work with this, first it was TR ^^ damn i think only because of 1-2 cells that bites each other xD
well i'm waiting until you looked in the cut-off, and then i keep moving :teehee:

Ah man :(
If only the MW world was as "infinite" as it seems, with no map viewing limitation or jittery bugs :/

Some good news though, I recently discovered how to clean a save game of a particular group of cells, meaning that, combined with Wrye Mash's "Update Map" function, it's possible to move the island and continue playing with an old saved game :D
I might include a guide to do this in a future release.

Make that two of us who removed the mod due to the persistence of the scripted music .

I'm sensing I should make a "music-free" version...!
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Cassie Boyle
 
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Post » Tue May 17, 2011 3:44 am

I'm sensing I should make a "music-free" version...!

That would probably be a good idea; I don't think the music added anything. In fact I found the music choice quite disconcerting, as far as hope for humanity is concerned.
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Vincent Joe
 
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Post » Tue May 17, 2011 2:09 pm

I've just updated the files to v0.6, which moves the islands 2 cells further north to prevent any cut off land with Bloodmoon.
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emily grieve
 
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Post » Tue May 17, 2011 10:19 am

Great! Now I can wait for the addon patch of NOM and MCA. :thumbsup:
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Solène We
 
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Post » Tue May 17, 2011 6:21 am

One thing that was very annoying when I've played Wizard Island (except the music) was that after you killed the Frostbringer the Island was still overpopulated with Frost Titans, Wyvern and other creatures summoned from the Frostbringer.

I'm not sure if this issue was only in my game caused by another mod or if it is a general thing in Wizard Island. That fact made it pointless to explore the land after completing the mainquest because it was boring that you can't walk 30 seconds without the need to fight one or more stupid creatures. I don't plan to play wizard island again the next time, but if this issue is a general issue maybe it is worth to fix it to provide other people a better game experience.
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Laura-Lee Gerwing
 
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