[RELz] Region Revive - Lake Rumare

Post » Wed Nov 24, 2010 1:46 am

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.

I've learned that trying to make your mod compatible with every other mod out there is just detrimental to your own mental stability.

Make YOUR mod the way YOU want it, and only change what YOU want changed. You'll be chasing your own tail if you try to satisfy everyone...

I'm always open to suggestions, and more than willing to act on anything reasonable.... but it all comes down to the fact that I'm modding for my own personal satisfaction first, and that determines how far I'm willing to bend to suit someone elses vision of what my mod should be like.
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Amber Ably
 
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Post » Wed Nov 24, 2010 5:39 am

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.



That would be great. To bad she acts so drastic when it comes to her work. Anyway....you'll have my vote and apreciation if you make a version without Weye.

Keep it up ;)



p
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David John Hunter
 
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Post » Wed Nov 24, 2010 2:48 am

But what about those who prefer your version of Weye? :(
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Heather Stewart
 
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Post » Wed Nov 24, 2010 9:14 am

But what about those who prefer your version of Weye? :(



I guess there is no problem with that...since he is not going to remove what he's done for Weye...just offer an alternative. No need to worry. ;)
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Raymond J. Ramirez
 
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Post » Tue Nov 23, 2010 11:31 pm

I guess there is no problem with that...since he is not going to remove what he's done for Weye...just offer an alternative. No need to worry. ;)



Exactly.
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Sabrina garzotto
 
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Post » Wed Nov 24, 2010 6:25 am

This looks to be a great mod. As for Weye, I personally use : http://www.tesnexus.com/downloads/file.php?id=16823.
I can live without that and use yours instead, but RTT, New Roads and Bridges, and Let the People Drink are a staple in my game.
I see there is a problem with RTT and hope someone makes a patch for that. Is there also a problem with NR&B, and LtPD?
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jennie xhx
 
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Post » Wed Nov 24, 2010 4:27 am

This looks to be a great mod. As for Weye, I personally use : http://www.tesnexus.com/downloads/file.php?id=16823.
I can live without that and use yours instead, but RTT, New Roads and Bridges, and Let the People Drink are a staple in my game.
I see there is a problem with RTT and hope someone makes a patch for that. Is there also a problem with NR&B, and LtPD?



Yes, NR&B unfortunately have some bad conflicts with this one. LtPD have some minor things. RTT have a little conflict too with the Inn :poke:
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jasminε
 
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Post » Wed Nov 24, 2010 9:45 am

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.


Actually, no, it's best if you stick with what you've done and don't let all this talk of who did what where drive what you do in your own mod. Sometimes a situation arises where there's no choice but to decide on one mod or the other. Like with me. I'd love to use your mod, but since it overlaps the Weye mod I use, I've chosen to stick with what I have. I'm not about to ask that you modify your work to make it fit, nor would I ask that the other author modify his work to make it fit. A patch isn't feasible in either case. Sometimes it happens.

Tamara is apparently dead set against anyone modifying her work. Yes, I can certainly see her point, for I'd be pretty upset if someone did that to something I did and then tried to upload it somewhere. The debate here isn't whether her work or your or mine or someone elses can be modified. It's whether or not a patch can be made that moves things in other mods. The issue was probably never settled but I think the consensus was that a patch can be made without permission as long as nothing of any of the parent mods is distributed with it. In the case of Tamara's Weye though, I'm not sure such a patch would be feasible anyway since her modifications are quite extensive.

So just go with what you've got and leave it at that. Some people may not be happy, but what's important is are *YOU* happy.

Re: NRB4 - I can take a look at it but I don't think the conflicts with it would be especially bad. The one road segment by the IC Temple entrance for instance isn't critical to anything. The only other part you might run into is over by the prison if you've changed the landscape or path grids at all.

Re: Let the People Drink - Aside from the house next to the aqueduct area, what else could conflict?
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CSar L
 
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Post » Wed Nov 24, 2010 1:25 pm

I have just seen Weye for now. Most things are mentioned already, and here's what I noticed:
- RTT: tavern clashes through farmhouse
- minor problem with Tamriel Travelers (floating chair and canopy)
- deleted part of existing wall
- boat under the docks (not sure if it is from your mod because the game froze just when I was about to cast FormID spell
- most of the houses don't have doors. Is the mod unfinished?

The last would be the biggest problem for me. Other than that, I like your layout of the village.
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Susan
 
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Post » Tue Nov 23, 2010 10:20 pm

I also want to add my thanks, really look forward to seeing more stuff like this. :goodjob:


Keep you inspiration up, and do things your way and only consider patches when you don?t feel they are a burden, conflicts will almost always rise up and modders can easily find themselves trapped in making patches and lose their creativity to the fear of more incompatibilities.

There are mods where incompatiblities are easy to avoid, and thus one can learn to avoid common "mistakes", but in landscape mods this usually isn?t the case. Just keep doing your stuff, and then if the demand for some patch is high enough, I suspect you could expect some kind fellow modder to lend a hand at patch making. :)

Heh, I just hope to see more of your work soon... :P
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NAtIVe GOddess
 
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Post » Wed Nov 24, 2010 5:36 am

The new version has a serious conflict with OOO's Lock Bashing, since both modify the Dialog Topic - Power Attack.
What excactly does RR-LR do with the Power Attack and how important it is?
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Kim Bradley
 
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Post » Wed Nov 24, 2010 1:23 am

I have just seen Weye for now. Most things are mentioned already, and here's what I noticed:
- RTT: tavern clashes through farmhouse
- minor problem with Tamriel Travelers (floating chair and canopy)
- deleted part of existing wall
- boat under the docks (not sure if it is from your mod because the game froze just when I was about to cast FormID spell
- most of the houses don't have doors. Is the mod unfinished?

The last would be the biggest problem for me. Other than that, I like your layout of the village.


-RTT bug has been mentioned couple of times.
-I expected a little problem with Tamriel Travelers since I used it myself some time ago... It isn't too big cletch.
-The Stone walls in Weye ?
-Nope I didn't add any boat under the docks. Must be from some other mod?
-This is beyond me... I've checked them countless times and all works fine. All of them are in place

I also want to add my thanks, really look forward to seeing more stuff like this. :goodjob:


Keep you inspiration up, and do things your way and only consider patches when you don?t feel they are a burden, conflicts will almost always rise up and modders can easily find themselves trapped in making patches and lose their creativity to the fear of more incompatibilities.

There are mods where incompatiblities are easy to avoid, and thus one can learn to avoid common "mistakes", but in landscape mods this usually isn?t the case. Just keep doing your stuff, and then if the demand for some patch is high enough, I suspect you could expect some kind fellow modder to lend a hand at patch making. :)

Heh, I just hope to see more of your work soon... :P


Thanks :goodjob:

The new version has a serious conflict with OOO's Lock Bashing, since both modify the Dialog Topic - Power Attack.
What excactly does RR-LR do with the Power Attack and how important it is?


I added a condition to exclude the spectral knights of the crypt from having any combat/power attack yields/sounds or other conversation topics. Can this cause it to fail? I'm not sure how the lockbashing works...

Right, I took a look at it. To fix this problem load RR-LR before OOO.esp to avoid conflicts.
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Donatus Uwasomba
 
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Post » Wed Nov 24, 2010 10:10 am

This looks promising...downloading
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Phillip Hamilton
 
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Post » Wed Nov 24, 2010 2:44 pm

-RTT bug has been mentioned couple of times.
-I expected a little problem with Tamriel Travelers since I used it myself some time ago... It isn't too big cletch.
-The Stone walls in Weye ?
-Nope I didn't add any boat under the docks. Must be from some other mod?
-This is beyond me... I've checked them countless times and all works fine. All of them are in place


Well, I don't mind the conflicts that much, I'll just load all the mods that I have and fix it. About the boat, I'll check from where it is.
But the doors weren't there. Have you created interiors for all the houses? (I'll check it out in the CS when I get to it)
Oh, and one more thing:
You have changed some vanilla faction, Adrian whatever faction. Just name, so it's probably non intentional. I have reverted it in the Tes4edit.
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Jennie Skeletons
 
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Post » Wed Nov 24, 2010 6:14 am

Well, I don't mind the conflicts that much, I'll just load all the mods that I have and fix it. About the boat, I'll check from where it is.
But the doors weren't there. Have you created interiors for all the houses? (I'll check it out in the CS when I get to it)
Oh, and one more thing:
You have changed some vanilla faction, Adrian whatever faction. Just name, so it's probably non intentional. I have reverted it in the Tes4edit.



Yes, every house has an interior. I've no idea really... All those doors work fine for me :mellow:

Yes, the faction name change wasn't intentional...
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luke trodden
 
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Post » Wed Nov 24, 2010 12:51 am

I added a condition to exclude the spectral knights of the crypt from having any combat/power attack yields/sounds or other conversation topics. Can this cause it to fail? I'm not sure how the lockbashing works...

Right, I took a look at it. To fix this problem load RR-LR before OOO.esp to avoid conflicts.
One problem with this, your mod is already suggested to load after UL-IC, which again is supposed to load way after OOO.esp...

On the bright side, I don't use OOO's lock bashing, but always pick the locks instead :)


Anyway, I like the look of your mod, and while I agree with Arthmoor that you should'n make a Weye-less version, I hope that you continue the work of making it as compatible as possible, like avoiding the crash with RTT.
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Naomi Ward
 
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Post » Wed Nov 24, 2010 6:21 am

One problem with this, your mod is already suggested to load after UL-IC, which again is supposed to load way after OOO.esp...

On the bright side, I don't use OOO's lock bashing, but always pick the locks instead :)


Anyway, I like the look of your mod, and while I agree with Arthmoor that you should'n make a Weye-less version, I hope that you continue the work of making it as compatible as possible, like avoiding the crash with RTT.



This mod shouldn't really be used with UL-II, until the possible patch is available. It has some nasty looking landscape errors, misplaced things and pathgrind problems, which causes the Legion guards act a bit goofy.
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Lauren Denman
 
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Post » Wed Nov 24, 2010 5:35 am

Hi, this mod is great! The attention to detail while preserving framerate is especially impressing. The quests blend in perfectly with vanilla stuff etc. :goodjob:

Just in case, i assume you're aware about the problem regarding deletion of vanilla objects (as in causing CTD's if another mod mod tries to edit deleted vanilla stuff)? I had one CTD in exterior imperial isle, so that's why it came to my mind. I haven't had CTD's in exteriors before, but it could entirely be something else too as i've recently made a lot of changes to my list of mods.

In case you happen to be wondering what to do next... Waterfront could use a bit more life in it ;) (there's several mods that odd tons of stuff in there though, but the problem with them is exactly this, "tons").
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City Swagga
 
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Post » Wed Nov 24, 2010 6:20 am

Hi, this mod is great! The attention to detail while preserving framerate is especially impressing. The quests blend in perfectly with vanilla stuff etc. :goodjob:

Just in case, i assume you're aware about the problem regarding deletion of vanilla objects (as in causing CTD's if another mod mod tries to edit deleted vanilla stuff)? I had one CTD in exterior imperial isle, so that's why it came to my mind. I haven't had CTD's in exteriors before, but it could entirely be something else too as i've recently made a lot of changes to my list of mods.

In case you happen to be wondering what to do next... Waterfront could use a bit more life in it ;) (there's several mods that odd tons of stuff in there though, but the problem with them is exactly this, "tons").


thanks.

Hmm... I may have deleted something in there, but those have to be just couple of trees, rocks or bushes if any. I've tried not to delete any vanilla stuff at all, but I cannot be certain about that. I've made this mod for quite awhile now.

At the moment I'm concentrating on the exsiting settlement and trying to add more content/depth in them, it's coming along pretty good. For the moment I don't really want to change or add anything in the cities. I would like to, but like you said there are just too many mods out there which edit them.
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Lloyd Muldowney
 
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Post » Wed Nov 24, 2010 8:06 am

Hmm... I may have deleted something in there, but those have to be just couple of trees, rocks or bushes if any. I've tried not to delete any vanilla stuff at all, but I cannot be certain about that. I've made this mod for quite awhile now.
You should use TES4edit's "Undelete and disable" command before each release. By doing that, you're free to delete any vanilla stuff you want during your work, and then make them disabled instead in the released version.

I ran this command on every mod I have installed (about 150), and after that I got completely rid of the crash on exit problem :)

...but it is of course much better that the mod-creator does this.
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ijohnnny
 
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Post » Wed Nov 24, 2010 2:01 am

You should use TES4edit's "Undelete and disable" command before each release. By doing that, you're free to delete any vanilla stuff you want during your work, and then make them disabled instead in the released version.

I ran this command on every mod I have installed (about 150), and after that I got completely rid of the crash on exit problem :)

...but it is of course much better that the mod-creator does this.


Hmm... I'll do that for the next versio then, Thanks. I'll try this out for the current versio too.
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Leah
 
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Post » Wed Nov 24, 2010 4:17 am

The procedure is here: http://www.uesp.net/wiki/Tes4Mod:Tes4View in case you need it later :)
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Joe Alvarado
 
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Post » Wed Nov 24, 2010 5:58 am

I've now added two(might add one more) small stores, a forge and a general store, to make this mod a bit more practical and usefull :). Just don't expect them to sell you full suits of ebony armor or class weapons, but if you need a repair hammer or a shovel, you got it!
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Daniel Lozano
 
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Post » Wed Nov 24, 2010 6:38 am

I've now added two(might add one more) small stores, a forge and a general store, to make this mod a bit more practical and usefull :). Just don't expect them to sell you full suits of ebony armor or class weapons, but if you need a repair hammer or a shovel, you got it!
But where is your new version? It's not up at TES Nexus yet...
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Catherine Harte
 
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Post » Wed Nov 24, 2010 2:06 pm

But where is your new version? It's not up at TES Nexus yet...


It's not quite ready yet.
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Vincent Joe
 
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