[RELz] Region Revive - Lake Rumare

Post » Wed Nov 24, 2010 10:34 pm

gotcha, thnx
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Wed Nov 24, 2010 5:56 pm

Thanks for the patches. I will now reinstall this mod (had it in some time, then out again), with the patches. Only problem left now, is that this mod is supposed to load before OOO, and putting OOO this late in the load order seems like a bad idea.

Any chance you could redo the mod to not break OOO's lock bashing?
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Wed Nov 24, 2010 9:06 pm

Thanks for the patches. I will now reinstall this mod (had it in some time, then out again), with the patches. Only problem left now, is that this mod is supposed to load before OOO, and putting OOO this late in the load order seems like a bad idea.

Any chance you could redo the mod to not break OOO's lock bashing?


If you don't want to change load order, it's very easy to just disable the Power Attack dialogue using TES4EDIT.
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Thu Nov 25, 2010 7:31 am

Thanks for the patches. I will now reinstall this mod (had it in some time, then out again), with the patches. Only problem left now, is that this mod is supposed to load before OOO, and putting OOO this late in the load order seems like a bad idea.

Any chance you could redo the mod to not break OOO's lock bashing?


If you don't want to change load order, it's very easy to just disable the Power Attack dialogue using TES4EDIT.



Yer, or scroll couple posts back and I've explained it there, but with TES4Edit it's quick and simple :twirl:
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Wed Nov 24, 2010 11:41 pm

http://img19.imageshack.us/img19/1201/treeclip.jpg

That nice big red tree is clipping the house on the south side of the IC. Looks like you probably have room to drag it out to the edge of that rock there.
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Thu Nov 25, 2010 6:24 am

This mod looks awesome, but I think I may have to hold off using it until it works with NBR4 & UL-II at the same time. Hopefully, that'll be soon because this looks pretty sweet. Good work. :D
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Thu Nov 25, 2010 2:09 am

Just saw that this does work with AFK_Weye; that's awesome. As soon as the LR/NB&R4/UL-II is out (which soundsl ike it'll be soon! :D); hopefully all 4 will play nicely together (I don't see why they wouldn't, though).

I'm just curious, though: what changes does the AFK_Weye/LR patch make to each mod? As I said, I'm just curious... :)
User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Thu Nov 25, 2010 3:04 am

TES4Edit *is* awesome. I've been using it to program dialog at work on my laptop whenever I have a chance. Works great. Not as easy as the CS but hey, nobody tell my boss. Software engineering has its advantages.
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Thu Nov 25, 2010 12:18 am

this new mod has many quests, i will try this out.
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Thu Nov 25, 2010 10:00 am

I caught a bit of land tearing as I was playing through VH:Bloodlines. After checking in TESEdit (what little I know how) it looks like there are some coastline edits made by RR - LR that conflict w/ VH:Bloodlines. I deactivated RR - LR and the tears went away. They're not mod-breaking but I figured they were worth mentioning in this thread.

Based on what I saw in TESEdit, the conflicting edits are in or near LAND:00008E5F, CELL:00007AFF (hopefully these IDs aren't unique to my game and someone will know WTH I'm referring to - if I need to somehow provide more info I'll do my best).

Here are some screenshots:

http://i734.photobucket.com/albums/ww350/ButrBiscut/Oblivion/ScreenShot3.jpg
http://i734.photobucket.com/albums/ww350/ButrBiscut/Oblivion/ScreenShot4.jpg
http://i734.photobucket.com/albums/ww350/ButrBiscut/Oblivion/ScreenShot5.jpg
http://i734.photobucket.com/albums/ww350/ButrBiscut/Oblivion/ScreenShot6.jpg
http://i734.photobucket.com/albums/ww350/ButrBiscut/Oblivion/ScreenShot7.jpg

For reference, this is the area to the north of the waterfall which flows into Lake Rumare from the VH:Bloodlines property. The tear is directly between the northeast exit gate (where a player will spawn if he/she fast-travels to Verona Bay Plaza) and the ruins just a few steps east and down a little.

I don't know if changing my load order would solve the problem, if I remember correctly there's a pathing issue if VH:Bloodlines loads after AFK_Weye or RR - LR (I don't remember for sure which one it is but I have both plus the patch for them). Because of that pathing issue I think VH:Bloodlines needs to continue to load before the other two mods.

Anyway, thank you for a great mod... I'm enjoying the added life on Imperial Isle. RR - LR makes the isle much more what it should have been when the game shipped.
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Thu Nov 25, 2010 6:39 am

Well, in looking at it, it has all the appearances of a wild landscape edit in -1,21 and -1,22 because Region Revive doesn't place anything else there other than what appears to be a slight divot in the landscape on the North side of the cell.

Incidentally, there's no intersection at all between AFK_Weye and Verona Bay, so there's no chance of path grid problems between the two.

EDIT: Take that back, -1,21 has a new cave added in the middle of the cell.
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Thu Nov 25, 2010 6:25 am

There's one event in VH:Bloodlines that involves an NPC running from... somewhere (don't remember exactly where) through Weye and over to Verona Bay. The pathing was already a little wonky last time I played VH:Bloodlines. The AFK_Weye ReadMe says "Verona House: Bloodlines should load BEFORE AFK_Weye to avoid path grid conflicts".

The path grid is related one of the quests in which the player hires different NPCs to work in Verona House, possibly the armorer Ossuna. I think once she is hired she has to run from the Waterfront thru the IC and then thru Weye to get to Verona Bay.

I just figured I should mention something about the land tearing since a lot of OB modders like to be thorough about those sorts of things.
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Thu Nov 25, 2010 12:23 am

The path grids in AFK_Weye don't intersect with VH:Bloodlines. Dwip asked me about VHB and I told him it was up the coast, didn't notice he put a note about it in the readme. There's no conflict. Pathing through Weye should not be impacted with it, Region Revive, or the patch for both combines.

Tried loading VHB after RR yet? Maybe the land tear can be resolved by load order alone?
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Thu Nov 25, 2010 4:46 am

Slightly off topic here - but is Verona House Bloods worth loading in a new game? I was under the impression for that to be usable/playable you needed to complete the main quest.

Is that not the case? Is there more to do in that town prior to the main quest of VHB?

thanks
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Thu Nov 25, 2010 10:39 am

The path grids in AFK_Weye don't intersect with VH:Bloodlines. Dwip asked me about VHB and I told him it was up the coast, didn't notice he put a note about it in the readme. There's no conflict. Pathing through Weye should not be impacted with it, Region Revive, or the patch for both combines.

Tried loading VHB after RR yet? Maybe the land tear can be resolved by load order alone?


Arthmoor, I'll check when I load my game again in just a few minutes. I have to head back to Verona Bay to turn in a quest anyway. :)


Slightly off topic here - but is Verona House Bloods worth loading in a new game? I was under the impression for that to be usable/playable you needed to complete the main quest.

Is that not the case? Is there more to do in that town prior to the main quest of VHB?

thanks


Psymon, there's nothing to do in Verona Bay quest-wise before you finish the main vanilla quest. There's an inn where you can sleep, some nice gardens for alchemy and a couple of vendors but that's it until you're Champion of Cyrodiil.

Personally I try and grab every mod I'm going to use before I start a new game, but that's just me. Plus Verona Bay looks quite nice on the landscape. It's up to you though.
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Thu Nov 25, 2010 12:54 am

Man, this mod is awesome so far. I haven't thoroughly explored the changes made to Imperial Isle itself so far, but the changes to Weye (particularly when paired with AFK_Weye) is a huge improvement. Can't wait to see the changes made on Imperial Isle itself over the next few days. :D Great work, man! :clap:
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Wed Nov 24, 2010 11:57 pm

The path grids in AFK_Weye don't intersect with VH:Bloodlines. Dwip asked me about VHB and I told him it was up the coast, didn't notice he put a note about it in the readme. There's no conflict. Pathing through Weye should not be impacted with it, Region Revive, or the patch for both combines.

Tried loading VHB after RR yet? Maybe the land tear can be resolved by load order alone?


As far as I can tell, the land tearing issues are solved by placing VH:Bloodlines after RR - LR in the load order. Thank you for the suggestion. I'm learning a lot about mods in general and I'm still unclear on certain things so I don't change my load order too much, but I'm getting more comfortable trying new load orders to look for solutions to problems. Just out of curiosity, why is VH:B up so high in the load order (according to BOSS anyway), along with Bartholm? Since both are so high up I figured there might be a reason, just one of which I'm unaware.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Thu Nov 25, 2010 7:19 am

The path grids in AFK_Weye don't intersect with VH:Bloodlines. Dwip asked me about VHB and I told him it was up the coast, didn't notice he put a note about it in the readme. There's no conflict. Pathing through Weye should not be impacted with it, Region Revive, or the patch for both combines.

Tried loading VHB after RR yet? Maybe the land tear can be resolved by load order alone?


I remember reading about this issue in the past. The problem was that the NPC entered a fenced-in area through the only gate in, and then couldn't figure out how to get out again. As is typical with AI, the NPC is not capable of realising that turning around and going back the way she came would fix her problem. Most likely she is following the nodes from the ROAD record rather than the pathgrids, so if the Beth ROAD record goes off-road at this point (and we both know that it goes off-road a lot), any mod which happens to place an enclosing barrier across the ROAD nodes would cause NPC confusion.
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Wed Nov 24, 2010 9:28 pm

I remember reading about this issue in the past. The problem was that the NPC entered a fenced-in area through the only gate in, and then couldn't figure out how to get out again. As is typical with AI, the NPC is not capable of realising that turning around and going back the way she came would fix her problem. Most likely she is following the nodes from the ROAD record rather than the pathgrids, so if the Beth ROAD record goes off-road at this point (and we both know that it goes off-road a lot), any mod which happens to place an enclosing barrier across the ROAD nodes would cause NPC confusion.


And such things are why Kivan added my ROAD record to the UOP. I specifically set all of the nodes through Weye to stick exactly ON the road, not to go off the rails into the dirt and consequently into someone's fenced in farm. AFK_Weye and Region Revive both leave the road itself intact and don't alter the blue path nodes on it, so any NPCs following the underlying road nodes will have no reason to leave that path. And in my observations while in the area, all of the AIs that flow through there stick to the main road.
User avatar
Rhysa Hughes
 
Posts: 3438
Joined: Thu Nov 23, 2006 3:00 pm

Post » Thu Nov 25, 2010 3:12 am

This mod seems awesome but I'm afraid of conflicts with Oblivion Farmer's Market, which I really enjoy for feeding my character in my cobl-dependent hunger-mod-enabled game.

Any chance that there's a compatibility patch in the works for OFM, with or without AFK_Weye?

Thanks!
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Wed Nov 24, 2010 11:01 pm

This mod seems awesome but I'm afraid of conflicts with Oblivion Farmer's Market, which I really enjoy for feeding my character in my cobl-dependent hunger-mod-enabled game.

Any chance that there's a compatibility patch in the works for OFM, with or without AFK_Weye?

Thanks!



ATM, No plans from my part at least. So it's either RR-LR or Farmer's Market, srry :shrug: . I'm not sure how bad the conflicts are, but I can take a look at it later when I have time.
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Thu Nov 25, 2010 1:01 am

In general anything that makes edits to the Weye area is going to be difficult to work in, more so if you're patching the two most awesome Weye mods together. Space runs out REALLY fast.

It may instead be simpler to look at what's needed to make a COBL add-on patch to enable certain features. I'm just not a big fan of making the actual mod itself dependent on it since it tends to begin cutting people off who don't really want COBL to begin with.
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Thu Nov 25, 2010 12:25 am

Actually, having another look at the Market mod, it looks like I could remove all the stuff in Weye and not affect its performance. All the food seems to be available elsewhere through levelled lists and the tools I've noticed are available in clutter containers and probably merchants as well. The cobl food merge mod (I forget the name at the moment, the one that's "merge only" and loaded right before the bashed patch) integrates the food into the cobl system; the Market itself isn't dependent on cobl.

So after I do that, I'll have a look at this apparently most excellent mod. :)
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Wed Nov 24, 2010 8:39 pm

Came across some floating scenery that might or might not be related to RR-LR. The first three are all close together, between the Weye Inn and ImpIsle/Weye bridge. Due to land sculpting none is noticeable if keeping to the road:

00095ebe (floating bush)
13000d15 (floating boulder)
00095ebc (floating boulder)

There might be another floating boulder in that same area, but it was so subtle I can't decide for sure so don't include it.

There are also several (maybe three) floating boulders on the Lake bottom in the Verona House Bloodlines area (but closer to the ImpIsle shore). I list only one since they are close together and will be obvious when/if seen. Its ID number is either 0011a100 or 0611a100 (I have rotten penmanship).

It must be said that besides RR-LR and Verona House Bloodlines I have other mobs that effect the ImpIsle / Weye region:

NOTE: this is the BOSS recommended order for all my current mods.Oblivion.esmKvatch Rebuilt.esmWindfall.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espexhSIPalacelodge.espoc_darker_nights.espRainbows.espWindowLightingSystem.espCityLights - ImperialCity.espImpeREAL City Unique Districts - All the Districts - Merged.espImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.espImpeREAL Empire - Unique Castles - All The Castles - Merged.esp300 Regal Imperial City 2.espGTAesgaard.espKvatch Rebuilt.espThe Lost Spires.espRegion Revive - Lake Rumare.espVHBloodlines 1.2.espWindfall.espKnights.espAFK_Weye.espRumare-AFK_Weye Patch.esproad+bridges.espFaregyl.espxulImperialIsle.espNRB4+UL-II Patch.espbartholm.espRegionReviveLakeRumare-ImperialIsle patch.espNRB4+RR Patch.espDecoratorAssistant with OBSE v1.1.espDropLitTorchOBSE.espQuest Award Leveller.espQuest Award Leveller - Knights of the Nine.espNRB4 Standard Road Record.esp


That being the case, there's a great chance that none of these floaters is caused by RR-LR.

While on the subject of RR-LR, I've a quest-related question. Is there some trick to finding Hulgar's key? I'm not looking for a spoiler, but worry that with so many mobs effecting the general area the dagger could be buried beneath the lake from or another object.

Thanks!
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Wed Nov 24, 2010 9:31 pm

Came across some floating scenery that might or might not be related to RR-LR. The first three are all close together, between the Weye Inn and ImpIsle/Weye bridge. Due to land sculpting none is noticeable if keeping to the road:

00095ebe (floating bush)
13000d15 (floating boulder)
00095ebc (floating boulder)

There might be another floating boulder in that same area, but it was so subtle I can't decide for sure so don't include it.

There are also several (maybe three) floating boulders on the Lake bottom in the Verona House Bloodlines area (but closer to the ImpIsle shore). I list only one since they are close together and will be obvious when/if seen. Its ID number is either 0011a100 or 0611a100 (I have rotten penmanship).


13000d15 (floating boulder) is from Lake Rumare, as any object whose ID begins 13 in your current load order is from Lake Rumare. However it may only be floating due to a conflict, so I suggest disabling everything except RR Lake Rumare and checking those floaters again.

0011a100 must be correct as 0611a100 would be from DLCShiveringIsles.esp in your current load order, which contains no records (being a dummy ESP existing purely to activate the SI BSAs) so therefore no placed object with an ID beginning 06 will exist in your game.

Everything whose ID begins 00 is from Oblivion.esm, but may have been moved by any other mod in your load order.
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

PreviousNext

Return to IV - Oblivion