[RELz] Region Revive - Lake Rumare

Post » Tue Nov 23, 2010 4:37 pm

This looks great!!! I always thought that the Rumare region looked rather bare....Thanks for sharing this!

I had one question about compatibility. Does this conflict with Ruined Tail's Tale at all? I know that mod added a lodge in Weye....


Thanks :)

Oh yeah, not sure... It probably conflicts I'm afraid. Can someone confirm? I don't have it active or downloaded atm...
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Nathan Risch
 
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Post » Wed Nov 24, 2010 5:35 am

Yes, just checked in the CS, it conflicts, RTT's inn is stuck in the middle of another house.
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Sammygirl500
 
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Post » Tue Nov 23, 2010 11:48 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....
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butterfly
 
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Post » Tue Nov 23, 2010 11:41 pm

Cooking up one now :)
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Monika Fiolek
 
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Post » Wed Nov 24, 2010 4:44 am

Wow, you're awesome Ziggy :). Here's to you and the amazing Oblivion community :foodndrink:
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Nathan Risch
 
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Post » Wed Nov 24, 2010 6:07 am

Cooking up one now :)


:bowdown:
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Tiffany Carter
 
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Post » Wed Nov 24, 2010 3:19 am

I suggest caution on that RTT patch. It's not going to be anywhere as simple as it seems at first. I've already been down this road once with the Weye mod I'm using :)

Which quite possibly means the patch may be adaptable come to think of it.
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Emma Pennington
 
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Post » Wed Nov 24, 2010 4:10 am

hmm, what exactly may be the problem?

(was just about to start)
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Suzie Dalziel
 
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Post » Wed Nov 24, 2010 8:05 am

This is a nicely designed mod, I_ Need_ Money. It certainly was refreshing to leave the IC late this evening to find a couple of farmers drinking some ale in the streets, after a hard day's work. Felt like life was happening. :lol:
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Rachael
 
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Post » Wed Nov 24, 2010 6:17 am

hmm, what exactly may be the problem?

(was just about to start)


It should become quite obvious once you pop open the CS and see the site for the new inn. Most of that stuff is flagged persistent. Which raises all sorts of wonderful issues when you need to move their locations. And that includes the building itself.
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Marcia Renton
 
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Post » Tue Nov 23, 2010 10:10 pm

Hmm, they are to.

although, it would be quite possible to leave the inn where it is, and instead move the farmhouse from Region Revive..
that does not seem to have any persistent ref problems. (besides the doors..hmm)
Does a clean save actually purge all persistent ref data from disabled mods?
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Allison Sizemore
 
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Post » Wed Nov 24, 2010 8:16 am

Hmm, they are to.

although, it would be quite possible to leave the inn where it is, and instead move the farmhouse from Region Revive..
that does not seem to have any persistent ref problems. (besides the doors..hmm)


Which farmhouse is it exactly?
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MISS KEEP UR
 
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Post » Wed Nov 24, 2010 2:41 am

The farmhouse on the southwest corner.

The problem with moving doors is that once visited, they're permanent unless a script moves them.

In this mod's case it might be easier to patch move the one farmhouse further south or west.

In my case I couldn't because the Weye mod I've got had a whole mess of other things tied to it in the same location and there was no other real solution other than to move the inn. So I had to get crazy with a script hack to move all the persistent objects.
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Phillip Hamilton
 
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Post » Wed Nov 24, 2010 5:55 am

TBH, I might use this as an excuse to get into (basic) scripting :P

So, as the doors (as persistent refs) get stored in the saves, does doing the clean save procedure work in clearing the persistent refs out? or do the persistent references stay in the save no matter what?

Thanks :)

I think in any case it may be easier just to move the farm house, sorry if I have de-railed this thread, apologies..
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.X chantelle .x Smith
 
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Post » Wed Nov 24, 2010 12:49 am

The persistent refs remain permanent as long as the mod is loaded. But it hardly works out very well to clean-save a quest mod to fix a dangling door.
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Dj Matty P
 
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Post » Tue Nov 23, 2010 7:07 pm

Is it posible to make this mod and http://www.tesnexus.com/downloads/file.php?id=9514 compatible?

This 2 combined would totaly kick a$$! :D
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Matt Terry
 
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Post » Wed Nov 24, 2010 5:01 am

Is it posible to make this mod and http://www.tesnexus.com/downloads/file.php?id=9514 compatible?

This 2 combined would totaly kick a$$! :D


Quote from TesNexus
I will never allow anyone to mess with my mod and release what he did. Never. If you want, make your own versions for yourselves, for your own use, but I'm not allowing any uploads anywhere. I think whatever quality my work is, it's my and I'm the one with the last word, which you've just read


Feel free to try though :), as in contact the modder.
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remi lasisi
 
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Post » Wed Nov 24, 2010 4:59 am

Quote from TesNexus

Feel free to try though :)


Damn...but do we actualy need to ask him for a patch? :P
I love both of this mods, but I got used with that since it's older...mayby if we ask him nicely he'll understand that we don't want to use his mod...just make it compatible with this one.
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Wayland Neace
 
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Post » Wed Nov 24, 2010 11:10 am

Damn...but do we actualy need to ask him for a patch? :P
I love both of this mods, but I got used with that since it's older...mayby if we ask him nicely he'll understand that we don't want to use his mod...just make it compatible with this one.


We'll see if we can contact him.


Couple questions for all those playing the mod.

Do you see any missing mesh marks (Big yellow exclamation mark) in the crypt or any other place?

Can you see the quest icons in your journal?
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cosmo valerga
 
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Post » Tue Nov 23, 2010 10:04 pm

Update available in nexus along with some new screens. See the first post...
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Yvonne
 
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Post » Tue Nov 23, 2010 10:27 pm

We'll see if we can contact him.



Thanks a lot! :goodjob:
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Margarita Diaz
 
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Post » Wed Nov 24, 2010 3:30 am

I took a quick run through last night - didn't see anything out of place, and I can say for sure that this is compatible with Verona House. In fact, there are several miles of bare coastline between Weye and Verona Bay, so you've got plenty of room to expand. :)
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Adam Kriner
 
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Post » Tue Nov 23, 2010 8:03 pm

I took a quick run through last night - didn't see anything out of place, and I can say for sure that this is compatible with Verona House. In fact, there are several miles of bare coastline between Weye and Verona Bay, so you've got plenty of room to expand. :)



Good to know, thanks :goodjob:
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Lil'.KiiDD
 
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Post » Wed Nov 24, 2010 12:33 am

Damn...but do we actualy need to ask him for a patch? :P
I love both of this mods, but I got used with that since it's older...mayby if we ask him nicely he'll understand that we don't want to use his mod...just make it compatible with this one.



We'll see if we can contact him.

TamaraVico is a she, and she left this forum over this very issue.

In the conflagration surrounding her departure from Oblivion modding, she made it quite clear that Weye - TICS is "Modifiable for personal use only". She has absolutely forbidden without condition anyone doing anything to the mod other than for personal consumption.

Depending on how you implement the patch, it is possible to fix the compatibility issues without distributing any of TamaraVico's personal work... but be advised, you'll be treading nere damned-dangerous water.

(I liked TV, alot...she did a helluva job with W - TICS, it is a permanent addition to my game (slightly tweaked to suit myself). But I warn you, she has the disposition of mother feline when it comes to her intellectual property. Don't risk the chance of her pulling the mod from the download sites...)
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Jade
 
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Post » Tue Nov 23, 2010 11:47 pm

TamaraVico is a she, and she left this forum over this very issue.

In the conflagration surrounding her departure from Oblivion modding, she made it quite clear that Weye - TICS is "Modifiable for personal use only". She has absolutely forbidden without condition anyone doing anything to the mod other than for personal consumption.

Depending on how you implement the patch, it is possible to fix the compatibility issues without distributing any of TamaraVico's personal work... but be advised, you'll be treading nere damned-dangerous water.

(I liked TV, alot...she did a helluva job with W - TICS, it is a permanent addition to my game (slightly tweaked to suit myself). But I warn you, she has the disposition of mother feline when it comes to her intellectual property. Don't risk the chance of her pulling the mod from the download sites...)


I was unaware of this. If she has forbidden to edit her work anyway then that wish shall be respected of course. Maybe it's better just to make a version without Weye additions instead of any patches, though I've no idea how I'm going to get it to vanilla shape anymore.
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NeverStopThe
 
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