[RELz] Region Revive - Lake Rumare

Post » Wed Nov 24, 2010 1:58 pm

The part near the AU (or was it the prison?), where UL:II adds a bridge caused some bad path finding.


You'll probably find that the bad pathing exists with just UL:II itself. It's been reported before, I'm just not sure when a fixed ESP will be updated for it.

There's ony dirty entry left, though: The AdrianDecaniusFaction which is renamed "r".


That's an example of what I've started referring to as a "wild edit".

Re: Patch for NRB4 - It's on my radar. The camp on the NE part of the island is the only critical issue. The rest is minor path grid corrections. This may also end up involving a compound patch for UL:II, most likely around the AU but I'll see.

And speaking of UL:II a patch for that is also on my radar. Unless Vorians beats me to it :)
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ANaIs GRelot
 
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Post » Wed Nov 24, 2010 8:35 pm

You'll probably find that the bad pathing exists with just UL:II itself. It's been reported before, I'm just not sure when a fixed ESP will be updated for it.



That's an example of what I've started referring to as a "wild edit".

Re: Patch for NRB4 - It's on my radar. The camp on the NE part of the island is the only critical issue. The rest is minor path grid corrections. This may also end up involving a compound patch for UL:II, most likely around the AU but I'll see.

And speaking of UL:II a patch for that is also on my radar. Unless Vorians beats me to it :)


Kudos :bowdown: I'll wait for the patches then before and if I decide to add something new (I'm starting to feel a bit dizzy whenever I see another FarmHouseInterior01 :P . )

As for the AdrianFaction, well I thought I forgot something... :facepalm:
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Marine Arrègle
 
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Post » Wed Nov 24, 2010 10:57 pm

I really like this for the life it adds around the Isle, but I do have one issue. With the other mods I use affecting this one, Its not desirable to move this above OOO to achieve compatibilty. My question is, if you are suggesting moving this above OOO to un-break the lock bash issue, is it safe to say that the Power Attack record in your mod is unecessary? If so, I can just remove it, and all will be well with your quests?
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Fiori Pra
 
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Post » Wed Nov 24, 2010 12:18 pm

Maybe include this in Unique landscape?It is better than other mod in it
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Stephanie Kemp
 
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Post » Wed Nov 24, 2010 9:24 pm

I really like this for the life it adds around the Isle, but I do have one issue. With the other mods I use affecting this one, Its not desirable to move this above OOO to achieve compatibilty. My question is, if you are suggesting moving this above OOO to un-break the lock bash issue, is it safe to say that the Power Attack record in your mod is unecessary? If so, I can just remove it, and all will be well with your quests?



The power attack record is only for the Spectral knights. I thought it just didn't fit with them running around calling player a pregnant cow, so I excluded every line,rumor and combat voice including the power attack... So, yes it can be removed and it doesn't break anything :)

To remove it go to Quest tab search for Generic and GenericImperial quests and remove the GetInFaction condition placed there

Edit: And for some reason I've placed the GetIsID condition in the every PowerAttack topic :huh: (must be a leftover or something)

So you also need to go to Generic-Combat-PowerAttack and remove the conditions placed there.
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D IV
 
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Post » Thu Nov 25, 2010 12:45 am

:rofl: Well, I will consider it an incentive to kill.. Thank you for the reply. I made this compatible with LetThePeopleDrink with a small patch as well. The patch replaces some land beneath a house near the tunnel entrance on the IC side. If you'd like it, it's yours. I quickly filled it in, but need to go and shape it up to look better, or you could, and include it as a patch for people using LTPD.

If so, place in your readme to load LTPD after your mod (it's totally safe there, and meets its requirements for compatibility with Glenvar) and the patch after LTPD.

I really wish the CS had an even smaller brush to work with, or I just need to spend more time with it.. :embarrass: I am slowly getting back into modding myself, its been ages since i played with modding this, and am rusty as *&%$
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lilmissparty
 
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Post » Wed Nov 24, 2010 9:51 pm

Trust me, you're not alone in wishing there was a smaller landscape brush. Radius 1 is still friggin huge when used up against a house.
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Tha King o Geekz
 
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Post » Wed Nov 24, 2010 8:26 pm

Trust me, you're not alone in wishing there was a smaller landscape brush. Radius 1 is still friggin huge when used up against a house.


So true :stare:
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Danel
 
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Post » Wed Nov 24, 2010 8:05 pm

Spent part of the evening working on and cleaning up the patch for LTPD. I found another place that ended up having a house 3/4 buried, and smoothed that back out as well. All in all, I won't be ashamed to say I have done it. :embarrass: Cleaned it up, renamed it. It kept wanting to grab Cobl.esm for a master, so got that out of there too. That part of the CS is a pain too. Just because I check LTPD so I can see the pilings, the CS has to grab it for a master. Bah! I say. At any rate, it's yours if you want it. No credit needed, I just wanted it to fit in. Also ran Gecko and added silent.mp3s to your mod, so now that is all good to go too.

Off to go figure out what the deal is with a ring, Happy Gaming!!
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Jessie Butterfield
 
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Post » Thu Nov 25, 2010 4:34 am

Some more comments.

Loved the wolf lair! Hard to find, even with directions, and felt "real", with the dead prey. Maybe add some bones from previous kills (unless I didn't notice them, that is)?

Delivering corn to the Feed Bag and getting paid 150 gold is way too much. I liked being able to cheat the owner of the Feed Bag, though. That should teach him to steal potato bread from innocent little pvssycats...
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Jordan Fletcher
 
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Post » Thu Nov 25, 2010 4:40 am

I found that two more mods have conflicts with LR: Natural History Museum by Phitt (small land tear) and Dexwood's Hideout by Berzdex (larger land issue).
Is there a tutorial on creating patches dependent on two esps other that http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial?
How do you do it?
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Amanda Leis
 
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Post » Thu Nov 25, 2010 4:14 am

@Washington: I got a bit of guidance from the Patch Master (Arthmoor) :toughninja: But, ended up doing in this manner, which no doubt could benefit from more sage advice. I loaded the plugins involved (in my case, RR - LR, and LTPD) by checking them, not activating, and proceeded to make my landscape changes and saving the new plugin. Then, when reworking my patch, I loaded all 3 in, and only activated my patch. Doing that causes CS to add the other checked, unactivated plugin's masters to your patch's master list. So, to make it independent afterwards, I used Gecko to edit the master list, and removed Cobl.esm, so that only Oblivion.esm was left as a master. Then, fired up edit, and cleaned it up.
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Amysaurusrex
 
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Post » Thu Nov 25, 2010 2:43 am

Spent part of the evening working on and cleaning up the patch for LTPD. I found another place that ended up having a house 3/4 buried, and smoothed that back out as well. All in all, I won't be ashamed to say I have done it. :embarrass: Cleaned it up, renamed it. It kept wanting to grab Cobl.esm for a master, so got that out of there too. That part of the CS is a pain too. Just because I check LTPD so I can see the pilings, the CS has to grab it for a master. Bah! I say. At any rate, it's yours if you want it. No credit needed, I just wanted it to fit in. Also ran Gecko and added silent.mp3s to your mod, so now that is all good to go too.

Off to go figure out what the deal is with a ring, Happy Gaming!!


That's great! I don't use LTPD myself, so feel free to post a link here or send it to me and I'll upload it in Nexus :)

Some more comments.

Loved the wolf lair! Hard to find, even with directions, and felt "real", with the dead prey. Maybe add some bones from previous kills (unless I didn't notice them, that is)?

Delivering corn to the Feed Bag and getting paid 150 gold is way too much. I liked being able to cheat the owner of the Feed Bag, though. That should teach him to steal potato bread from innocent little pvssycats...


Gald you liked it and those bones are a neat idea, will add them when I've time

Well that might be too much for a bag of corn I admit, but that's high quality stuff :P . I might lower it a bit.

I found that two more mods have conflicts with LR: Natural History Museum by Phitt (small land tear) and Dexwood's Hideout by Berzdex (larger land issue).
Is there a tutorial on creating patches dependent on two esps other that http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial?
How do you do it?


I'm still trying to figure out a way to make patches with TES4Gecko. I haven't found any other way ot toturial to make patches... Maybe someone wiser could help here?

@Washington: I got a bit of guidance from the Patch Master (Arthmoor) :toughninja: But, ended up doing in this manner, which no doubt could benefit from more sage advice. I loaded the plugins involved (in my case, RR - LR, and LTPD) by checking them, not activating, and proceeded to make my landscape changes and saving the new plugin. Then, when reworking my patch, I loaded all 3 in, and only activated my patch. Doing that causes CS to add the other checked, unactivated plugin's masters to your patch's master list. So, to make it independent afterwards, I used Gecko to edit the master list, and removed Cobl.esm, so that only Oblivion.esm was left as a master. Then, fired up edit, and cleaned it up.


This is the way I made the Fuse patch, but I think this only works for landscape editing. Can't move statics/ other objects, right?
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DarkGypsy
 
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Post » Wed Nov 24, 2010 3:16 pm

I would say this is only for landscaping. I think you need scripts to move persistent objects (doors), etc. And that is beyond me yet. I guess I need to go find scripting tutorials in the near future, so this old dog can learn some new tricks. :hehe:
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Margarita Diaz
 
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Post » Thu Nov 25, 2010 2:43 am

@Washington: I got a bit of guidance from the Patch Master (Arthmoor)


I think that title belongs to Vorians. Arthmoor is Mr. Clean. :hehe:
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Scott
 
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Post » Wed Nov 24, 2010 6:51 pm

:whisper: I am trying to gain points, so that maybe he will tutor me on some scripting and modding.
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emily grieve
 
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Post » Thu Nov 25, 2010 12:30 am

...
... I made the Fuse patch...


I have just checked that patch in TES4Edit and it needs cleaning. It has Dialogue entries, and it edits some cells that it shouldn't (weye, ic arena, fort caractacus, ecc...)


http://rapidshare.com/files/207213893/Region_Revive_-_Lake_Rumare_FuseSnailRacing_Patch.esp cleaned version. You could upload it on Nexus.
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Chloé
 
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Post » Wed Nov 24, 2010 6:09 pm

I have just checked that patch in TES4Edit and it needs cleaning. It has Dialogue entries, and it edits some cells that it shouldn't (weye, ic arena, fort caractacus, ecc...)


http://rapidshare.com/files/207213893/Region_Revive_-_Lake_Rumare_FuseSnailRacing_Patch.esp cleaned version. You could upload it on Nexus.



Must have forgotten to clean it :shakehead: .. Made it in a hurry. I'll upload it then, thanks :)
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Carys
 
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Post » Wed Nov 24, 2010 3:54 pm

I've uploaded a fix for this mod, when using it together with Guards of Cyrodiil.

It was a minor landscape issue north of the main encampment near a small farm.
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marie breen
 
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Post » Thu Nov 25, 2010 1:35 am

There's a patch for Let The People Drink available in nexus. :)
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jessica breen
 
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Post » Thu Nov 25, 2010 6:12 am

I wonder is Santor (sp?), the helpless guy looking for work, is a stab at the http://www.uesp.net/wiki/User:Wrye/Somewhat_Acerbic_Modders_Dictionary#Ask-Firster who need to be hand held every inch of the way. :lol:
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Katey Meyer
 
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Post » Wed Nov 24, 2010 8:40 pm

Alright folks, thanks to Vorians, Region Revive - Lake Rumare and UL: Imperial Isle are now compatible with each other. Be sure to grab the patch http://www.tesnexus.com/downloads/file.php?id=13834 if you don't have it yet. Good gaming :foodndrink:

http://www.gamesas.com/bgsforums/index.php?showtopic=938831&st=100
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James Baldwin
 
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Post » Thu Nov 25, 2010 5:51 am

Sweet! Thanks, guys! :tops:
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Blessed DIVA
 
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Post » Thu Nov 25, 2010 8:13 am

where should AFK_Weye load when using RR-Lake Rumare? currently it's set up like...
xulImperialIsle
Region Revive - Lake Rumare
RRLR-IIpatch
The Elder Council
The Elder Council_TempleOfTheOne
GaurdsofCyrodil

GoC&RRLR_comp (patch)
Fort Akatosh
other mods
RTT
RTT- Weye Relocation Patch

other mods
UL mods
AFK_Weye
Aleswell For Shivering Isles

is it fine how it is?
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naome duncan
 
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Post » Thu Nov 25, 2010 3:09 am

where should AFK_Weye load when using RR-Lake Rumare? currently it's set up like...
xulImperialIsle
Region Revive - Lake Rumare
RRLR-IIpatch
The Elder Council
The Elder Council_TempleOfTheOne
GaurdsofCyrodil

GoC&RRLR_comp (patch)
Fort Akatosh
other mods
RTT
RTT- Weye Relocation Patch

other mods
UL mods
AFK_Weye
Aleswell For Shivering Isles

is it fine how it is?


There is a compatibility patch for AFK_Weye http://www.tesnexus.com/downloads/file.php?id=22828. With it LO should look like this.

xulImperialIsle
Region Revive - Lake Rumare.esp
RRLR-IIpatch
AFK_Weye.esp
Rumare-AFK_Weye Patch.esp

Edit: Not 100% sure, but it should be fine. I haven't been in home for couple of days, so I can't test it myself :hehe:
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Averielle Garcia
 
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