[RELz] Region Revive - Lake Rumare

Post » Wed Nov 24, 2010 10:26 pm

http://rapidshare.com/files/204903193/Wayshrine_Inn_Signs.7z


Good work! I just added them :goodjob: I'll provide a patch for FuseSnailRacing then with the next update :foodndrink:
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Emma Louise Adams
 
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Post » Wed Nov 24, 2010 2:50 pm

looks great. thanks for adding life to this area. got to play with this some more.

check pm.
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Tarka
 
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Post » Wed Nov 24, 2010 4:03 pm

I have visited the Priory of the sleeping knight, village below it, village where Valeinus sisters store is, Wayshrine inn and Weye, and I really like it! Reminds me of Villages mod which I always use in my game. I can't wait for the update! :)
Off to give it 10 on Nexus...
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Karl harris
 
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Post » Wed Nov 24, 2010 8:57 am

Hi. Here's a floater. I'm not completely sure it's from RR-LR, but this one probably is. Here's a hole in a fireplace. I think i took the picture in that axe trainer nord's house, just next door from the second floater. I'm not completely sure though. Also, there was a very minor dialogue problem after i had delivered corn to the feed bag and cheated a higher price. The "Delivery" dialogue option was still there in bright color and pickin that, the proprietor said i don't have enough of corn.

Anyway, great work. the new trader house area with the brigde is really nice. :goodjob:

(edit: links removed)
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claire ley
 
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Post » Wed Nov 24, 2010 5:57 pm

When issuing bug reports, it's helpful to use the console to click on things like floaters to get their formIDs so they can be more easily investigates.

The hole in the fireplace looks more like a defective mesh and may not be the fault of this mod.
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Laura Samson
 
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Post » Wed Nov 24, 2010 9:13 am

Hi. Here's http://www.students.tut.fi/~heleniu4/ScreenShot14.JPG. I'm not completely sure it's from RR-LR, but http://www.students.tut.fi/~heleniu4/ScreenShot16.JPG probably is. Here's http://www.students.tut.fi/~heleniu4/ScreenShot18.jpg. I think i took the picture in that axe trainer nord's house, just next door from the second floater. I'm not completely sure though. Also, there was a very minor dialogue problem after i had delivered corn to the feed bag and cheated a higher price. The "Delivery" dialogue option was still there in bright color and pickin that, the proprietor said i don't have enough of corn.

Anyway, great work. the new trader house area with the brigde is really nice. :goodjob:



I'll check those floaters. Do you use UOP? I think it fixes the hole on that fireplace. I don't have that bug anymore :shrug:

And thanks
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Christina Trayler
 
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Post » Wed Nov 24, 2010 11:50 pm

Darn, that's too bad :nope:. Would a compatibility patch be very hard to make? I would love to use this mod, but RTT is a staple on my mod list, it's my favorite companion mod. It's too bad that two great mods have a big conflict....


This might be a stupid question, but what mod is RTT?
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Umpyre Records
 
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Post » Wed Nov 24, 2010 11:20 am

RTT = Ruined Tail's Tale.

Which, btw, has a patch here: http://www.tesnexus.com/downloads/file.php?id=22828

I updated my previous RTT patch to move the inn safely out of the town which makes it useful for a number of Weye mods, not just this one or Dwip's mod.
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Skivs
 
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Post » Wed Nov 24, 2010 12:53 pm

I found that after adding Region Revive - Lake Rumare and the RTT patch to my game in which the inn
Spoiler
has already burned down
after starting RTT's quest, the patch leaves one of the inn's walls and a fallen "Drunken Dragon Inn" sign in their original position.

RTT = Ruined Tail's Tale.

Which, btw, has a patch here: http://www.tesnexus.com/downloads/file.php?id=22828

I updated my previous RTT patch to move the inn safely out of the town which makes it useful for a number of Weye mods, not just this one or Dwip's mod.

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suzan
 
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Post » Wed Nov 24, 2010 11:15 am

Unfortunately found another conflict. This is with Let the People Drink. There is some land tearing, and overlap.

http://i271.photobucket.com/albums/jj124/CabalAegyen/Oblivion/RR-LR2.jpg

http://i271.photobucket.com/albums/jj124/CabalAegyen/Oblivion/RR-LR1.jpg

I really like this mod, I went ahead and combo'd it with AFK, and then ran around to check things out. Hope this can be fixed.
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phillip crookes
 
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Post » Wed Nov 24, 2010 2:18 pm

I'd like to point a few bugs you have with your beast characters;
Every single Argonian and Khajiit have a normal skeleton, apposed to the required skeleton, skeletonBeast.nif

This causes visual artifacts and causes people to go insane figuring this out.
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Amanda Furtado
 
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Post » Wed Nov 24, 2010 9:30 pm

I'd like to point a few bugs you have with your beast characters;
Every single Argonian and Khajiit have a normal skeleton, apposed to the required skeleton, skeletonBeast.nif

This causes visual artifacts and causes people to go insane figuring this out.


So it seems. I'll get it fixed for the next version.
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tiffany Royal
 
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Post » Wed Nov 24, 2010 11:55 pm

So it seems. I'll get it fixed for the next version.

I forgot to mention in my previous post that I absolotely love Region Revive, and wasn't trying to be rude in my previous post. Anyway, keep up the good work, and hopefully we'll all be seeing some more Region Revives?

EDIT: I've found a few more errors, but this is only with the AFK Weye patch (I THINK), some rocks in the middle sandbank near the bridge are floating above the ground (if you're facing Weye from the bridge, the rocks are to the left). Also, there's a levitated rock near the inn, if you follow just down the hill towards the water (directly down) you will find the rock, it is quite obvious so you wont miss it.
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Kat Stewart
 
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Post » Wed Nov 24, 2010 9:05 pm

I forgot to mention in my previous post that I absolotely love Region Revive, and wasn't trying to be rude in my previous post. Anyway, keep up the good work, and hopefully we'll all be seeing some more Region Revives?

Maybe around Bravil?
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Rodney C
 
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Post » Wed Nov 24, 2010 8:52 pm

Nice mod; I ditched UL - Imperial Isle for it. The Imperial Isle really needed more life to it.

There are some landscape conflicts with Let the People Drink, but nothing too ugly or game breaking.

The quests are a mixed bag. Most of them so far are rather low level fed-ex quests.
One (The Crypt) is brutal in comparison. My lvl 4 character managed to sneak past the two first guardians that spawned, thanks to an Invisiblity potion. Being trapped, she headed down and was able to snipe the third guardian. Using all her best potions, scrolls and powers she was able to defeat the two next ones, but defeating the next two at the same time in melee turned out to be impossible.
I think it's rather unfair to *trap* characters in such a death trap, in an area which is otherwise low level. Maybe use leveled guardians instead, or don't trap the PC?

Sweet Skooma - I tried to give the Skooma to Muz-ra but she just says "what's that?".

The Wayshrine Inn needs ownership assigned to it, I think.

All in all a nice and needed mod, but could use some polishing (at least the dialogue).

EDIT:
BTW, I found Helcerin and Brother Riniso dead on the road near the Priory, with no sign of what had killed them. I found a lone wolf and a lone skeleton in the same general area, but they shouldn't be tough enough to kill them as they have decent health of 78 and 94. To me there is no such thing as "essential NPCs", so I turn them off in the ini file. I looted the two bodies for their keys, and when I returned tboth bodies were gone.
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Jade
 
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Post » Wed Nov 24, 2010 10:43 pm

I forgot to mention in my previous post that I absolotely love Region Revive, and wasn't trying to be rude in my previous post. Anyway, keep up the good work, and hopefully we'll all be seeing some more Region Revives?

EDIT: I've found a few more errors, but this is only with the AFK Weye patch (I THINK), some rocks in the middle sandbank near the bridge are floating above the ground (if you're facing Weye from the bridge, the rocks are to the left). Also, there's a levitated rock near the inn, if you follow just down the hill towards the water (directly down) you will find the rock, it is quite obvious so you wont miss it.


Maybe around Bravil?


I'm checking the rocks then as soon as I can. I'm not making any new Region Revives atm, maybe in the future :shrug: . I want to try something different and actually started one project sometime ago.

Nice mod; I ditched UL - Imperial Isle for it. The Imperial Isle really needed more life to it.

There are some landscape conflicts with Let the People Drink, but nothing too ugly or game breaking.

The quests are a mixed bag. Most of them so far are rather low level fed-ex quests.
One (The Crypt) is brutal in comparison. My lvl 4 character managed to sneak past the two first guardians that spawned, thanks to an Invisiblity potion. Being trapped, she headed down and was able to snipe the third guardian. Using all her best potions, scrolls and powers she was able to defeat the two next ones, but defeating the next two at the same time in melee turned out to be impossible.
I think it's rather unfair to *trap* characters in such a death trap, in an area which is otherwise low level. Maybe use leveled guardians instead, or don't trap the PC?

Sweet Skooma - I tried to give the Skooma to Muz-ra but she just says "what's that?".

The Wayshrine Inn needs ownership assigned to it, I think.

All in all a nice and needed mod, but could use some polishing (at least the dialogue).


I have to admit I didn't playtest that dungeon that much as I've little time to actually play the game :shakehead: Please feel free to give input/suggestion about it and other parts of the mod. What could be the appropriate level range for it? I'm horrible when it comes to balancing things <_<


Sweet Skooma -
Spoiler
Raise Muz-Ra's disposition over 80 and you should be able to proceed with it


I fixed the Inn ownership. Must have missed it in the first place

As for dialogue.. I'm not a native english speaker. Maybe someone wants to spellcheck it? :shrug:
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Chris Jones
 
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Post » Wed Nov 24, 2010 5:47 pm

As for the land conflict with Let the People Drink, I ended up loading LTPD after RR and making a temp patch to fill in under the house by it. Looks good that way. And that LO preserves the looks of LTPD quite well, and a little landscaping was easy to do!
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Jennie Skeletons
 
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Post » Wed Nov 24, 2010 10:10 pm

Heh, if you are terrible at balancing, then you should use leveled enemies. :)
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Philip Rua
 
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Post » Thu Nov 25, 2010 3:04 am

I found a conflict with Roads and Bridges. On the north side of the island, near the bridge that crosses over to the road near Sercen, there's a camp; it overrides the road that's supposed to run through there to the bridge. I haven't yet tried loading R&B after RR, so that might work, but I thought I'd mention it. Also, the dialogue when I was talking to that guy went by way too fast - I have to see about getting Elys Silent Voice. :/
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Veronica Martinez
 
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Post » Wed Nov 24, 2010 3:15 pm

Version 1.3 is now available...
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Emilie M
 
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Post » Thu Nov 25, 2010 3:53 am

Thanks for the update
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GPMG
 
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Post » Wed Nov 24, 2010 2:24 pm

Nice mod; I ditched UL - Imperial Isle for it. The Imperial Isle really needed more life to it.
I've been enjoying RRLR, I love all the little fishing villages. :)

I've been running with RRLR loaded before UL Imperial Isles and haven't seen too many conflicts. Sure there are a few half buried houses and a couple with trees growing through them but none of them actually look that bad. :embarrass: I have found one tear in the landscape but it as relatively minor.

I can imagine there are some more serious pathing problems that I'm not seeing and I certainly haven't seen all of Rumare yet.

@PetrusOctavianus, where there any other conflicts you found that caused you to disable UL:II?

[Edit] Thanks for the update!
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Emma Parkinson
 
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Post » Wed Nov 24, 2010 3:54 pm

@PetrusOctavianus, where there any other conflicts you found that caused you to disable UL:II?


The part near the AU (or was it the prison?), where UL:II adds a bridge caused some bad path finding. It also conflicts a bit with Windfall, so I found it most convenient to disable it, but there's no serious problems with keeping it.


EDIT:
Nice update! :goodjob:

There's ony dirty entry left, though: The AdrianDecaniusFaction which is renamed "r".
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hannaH
 
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Post » Wed Nov 24, 2010 3:17 pm

Hm, this mod looks great. I'm gonna disable WEYE: TICS and give this a run, see which one I like better.
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Heather Stewart
 
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Post » Wed Nov 24, 2010 8:22 pm

@Dylan : This thing is awesome so far, it adds a lot more life to the Isle than UL: II . Also, with my setup, Weye TICS was really FPS hungry. This one is far better for performace issues.

Although, i must admit that Weye TICS is an heck of a town. :bigsmile:
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CYCO JO-NATE
 
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