[RELz] Region Revive - Lake Rumare

Post » Wed Nov 24, 2010 4:11 am

Region Revive - Lake Rumare v1.3

http://www.tesnexus.com/downloads/file.php?id=22751

What it does?
This is atempt to breath some life to a rather dull Imprerial Isle and vicinity of Lake Rumare (at least in my opinion).
It adds 11 miscellaneous quests, about 28 new houses and 56 new fully scheduled NPC's. Also there is now always couple Imperial legion soldiers
patrolling the isle and keeping the beasts at bay. Most of the NPC's don't even have weapons.

Only 3 of the quests involves combat. One of them should give some challenge for a bit higher level characters too. Others can be solved without any fighting. Find work and place to stay for some lost soul in the local farm, Deliver some packages or maybe someone got their ring stolen. The settlement of Weye/Wawnet Inn has been upgraded, there are now 5 new houses for fishermen and farmers to live in. All of them have full schedules like every NPC added by this mod.

No silent mp3's for quest dialogue atm. Instead use Elys excellent Universal Silent Voice mod http://www.tesnexus.com/downloads/file.php?id=16622

Incompatibility:
===========

See here-->http://i284.photobucket.com/albums/ll20/I_Need_Money01/RegionRevive-LakeRumarelocationsv11.jpg

This are the locations modified by this mod. Any other mod which modify this same locations might have some issues with this one (I've tried to keep the modified area as small as possible). Other than this there shouldn't be any Incompatibilitys. Only vanilla resources were used to create this one.

Issues:
===========

If loaded after OOO.esp this cause OOO's lockbash feature to fail. To fix this simply load RL-LR before OOO.esp.



This is my first mod I've uploaded anywhere, so some feedback would be nice.

If you find any bugs or issues or anything be sure to post them here or PM me.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Wed Nov 24, 2010 12:47 am

This looks like exactly the type of mod I like :)

I'm afraid of incompabilities though. I guess UL II is a big problem with this, but a mod that gives me lots of new quests is certainly more important than the nice-looking Imperial Isle. But of course, I can hope for Vorians to make another excellent UL compability patch ;)

Then I have Verona Houses Bloodlines of course, but from the map it seems that you managed to steer clear of that. Is that correct?


Anyway, this looks like a winner :foodndrink:
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Tue Nov 23, 2010 3:37 pm

This looks like exactly the type of mod I like :)

I'm afraid of incompabilities though. I guess UL II is a big problem with this, but a mod that gives me lots of new quests is certainly more important than the nice-looking Imperial Isle. But of course, I can hope for Vorians to make another excellent UL compability patch ;)

Then I have Verona Houses Bloodlines of course, but from the map it seems that you managed to steer clear of that. Is that correct?


Anyway, this looks like a winner :foodndrink:



I'll grab Bloodlines and take a look at it. Might actually play it through.. Beats me I haven't yet :blink:

BTW Some of the dialogue might be a bit uncorrect or misplaced. Not a native english speaker here... I try my best though
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Tue Nov 23, 2010 4:49 pm

Wheee! That's the kind of mod Oblivion needs - more to do, without more fighting :goodjob: !

Unfortunately I fear some nasty conflicts with Unique Landscapes Imperial Isle - has anyone took a look at it, yet? I'm currently neck deep in modding myself and barely have time to play, but when I begin playing again, this is on my "look for" list :)!
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Tue Nov 23, 2010 7:34 pm

This looks like some really good work. You'll also be happy to note that as far as UL:II there's only one very small issue with the small house south of the IC, it clips the path grid in the cell to the east. As long as this loads AFTER UL:II there should be no other problems. That one path grid that got clipped isn't especially important unless you haul companions around the south road.

New Roads & Bridges will have more of an issue with this due to landscaping changes on the Isle. Especially with the one small house down by the IC Temple entrance. It's sitting right on one of the roads.

Let the People Drink will have the same issue with the path grid as UL:II and may also have a land tear. Both easily fixed with a small patch though.

I'd be about to install this puppy myself in fact if it weren't for the Weye overhaul. I'm already using one and can't give that up. The overlaps in Weye are too severe to fix with a patch. As much as I love farming mods, I'll have to pass :/

All in all, very nicely done. Definitely keep it up if you've got other region revivals in mind. The game sorely needs things like this.
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Tue Nov 23, 2010 11:19 pm

Hmm, I'll bite on this one: it looks very interesting.

I can't guarantee how quickly I can give you feedback though as I don't play a whole lot these days.

Thanks for the mod!

Vac
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Tue Nov 23, 2010 7:14 pm

As BG said, its nice to have a mod which doesnt involve too much fighting.
Going to give it a try this weekend, maybe there's a compatibility patch for UL II as well.

Nice work!
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Tue Nov 23, 2010 11:27 pm

This looks like some really good work. You'll also be happy to note that as far as UL:II there's only one very small issue with the small house south of the IC, it clips the path grid in the cell to the east. As long as this loads AFTER UL:II there should be no other problems. That one path grid that got clipped isn't especially important unless you haul companions around the south road.

New Roads & Bridges will have more of an issue with this due to landscaping changes on the Isle. Especially with the one small house down by the IC Temple entrance. It's sitting right on one of the roads.

Let the People Drink will have the same issue with the path grid as UL:II and may also have a land tear. Both easily fixed with a small patch though.

I'd be about to install this puppy myself in fact if it weren't for the Weye overhaul. I'm already using one and can't give that up. The overlaps in Weye are too severe to fix with a patch. As much as I love farming mods, I'll have to pass :/

All in all, very nicely done. Definitely keep it up if you've got other region revivals in mind. The game sorely needs things like this.


I tested with UL:II too and yeah there really isn't much conflicts as long as my mod is loaded after UL... In fact some of the things mix preatty well. This place only had one floating bush http://i284.photobucket.com/albums/ll20/I_Need_Money01/ScreenShot0-1.jpg. The Legion patrols gets a bit confused in some places because of the pathgrind, but that shouldn't be too hard to fix. If there's going to be a patch, it isn't that hard to make I think.

I started to make this mod in Weye so that's in fact preatty critical place :/ Too bad I didn't figure to make the two seperate versios with and without it...

And thanks to all for the kind comments :foodndrink:
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Wed Nov 24, 2010 3:06 am

I took a quick walkthrough on all the quests with speed on 255, kill command and godmode and it took me about 2 hours to run through them all. I want to point that some of the houses have some interesting things inside so it's also worthwhile to sneak in them.
User avatar
Ron
 
Posts: 3408
Joined: Tue Jan 16, 2007 4:34 am

Post » Wed Nov 24, 2010 5:41 am

Hooray! These are my FAVORITE types of mods - ones that add quests, locations - making the world more immersive and interesting! Well done! Well done!
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Tue Nov 23, 2010 10:21 pm

Great job ! :)

In the Read-Me file, you say:

For the moment...If you want to use my work in something be sure to contact me.


Any chance you give your approbation to translate the mod for other language ?
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Tue Nov 23, 2010 9:13 pm

Looks really cool, nice one;)

-Coors916 :ninja:
User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Tue Nov 23, 2010 5:27 pm

Just what this game needs! Thank you.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Wed Nov 24, 2010 3:12 am

I'm trying to pare my mod list down, but I've got to take a look at this :). I love farms... love quests even more! The only thing I'm concerned with is Let the People Drink, which is a fixture in my games... I'll give it a shake and see what falls out.
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Wed Nov 24, 2010 12:55 am

Here is roughly the original plan I had http://i284.photobucket.com/albums/ll20/I_Need_Money01/RegionRevive-LakeRumarelocations-or.jpg. Locations marked with pink crosses is what I left out. I thought to left them out and release this and see what the people about it and those places are already very popular I think. I might finish them soon since there seem to be interest :) .
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Wed Nov 24, 2010 2:47 am

Owesome mod, but like I said(read my post over at tesnexus) Weye is already "taken" to much by other mods. Of course you can mod it if you like, but you should make a version without Weye just as an alternative. Mods like http://www.tesnexus.com/downloads/file.php?id=9514 are very popular and it's hard to remove it once you've played with it for some time.


Anyway great mod you've made. Thanks for sharing and keep up the good work.



PS: I'd turn IC isle into a huge village if I could :P
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Tue Nov 23, 2010 11:56 pm

Wow, looks pretty cool, after a UL patch is worked out I'll definitely give this a try.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Tue Nov 23, 2010 3:51 pm

Great idea for a mod! Thanks!

/downloaded

:D
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Wed Nov 24, 2010 2:59 am

Downloaded. Thank you. As others have said, this is exactly what the lands around Lake Rumere need.

This might be a good place to mention a simple mod idea that I had, which is sort of an extension of yours. It would be great if these little settlements, homesteads, cottages, farms etc appeared over time after the Oblivion crisis is over, perhaps a new settlement could appear once a week, to give the illusion that the lands are gradually being reclaimed from the wilderness now it is (relatively) safe. The idea came from the Cropsford quest in Vanilla.
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Tue Nov 23, 2010 11:31 pm

So far so good. The only tweak I would do so far would be to have the text scroll a bit slower when your npcs are giving quests

Great job and really needed!

:D
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Wed Nov 24, 2010 5:55 am

Looks great. Downloading.
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Wed Nov 24, 2010 5:00 am

So far so good. The only tweak I would do so far would be to have the text scroll a bit slower when your npcs are giving quests

Great job and really needed!

:D


Obse+Elys Universal voice will make all lines to last for 8 seconds. If it is too fast, the mp3 can be replaced with longer one...
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Wed Nov 24, 2010 4:33 am

Downloaded. Thank you. As others have said, this is exactly what the lands around Lake Rumere need.

This might be a good place to mention a simple mod idea that I had, which is sort of an extension of yours. It would be great if these little settlements, homesteads, cottages, farms etc appeared over time after the Oblivion crisis is over, perhaps a new settlement could appear once a week, to give the illusion that the lands are gradually being reclaimed from the wilderness now it is (relatively) safe. The idea came from the Cropsford quest in Vanilla.


That shouldn't be too challenging to make, I might consider something like that in the future. In fact you just gave me an idea for my next quests :icecream: .

Obse+Elys Universal voice will make all lines to last for 8 seconds. If it is too fast, the mp3 can be replaced with longer one...


Yup ^_^. I've had couple PM asking for non-OBSE version. I'll look into it.
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Wed Nov 24, 2010 4:05 am

Obse+Elys Universal voice will make all lines to last for 8 seconds. If it is too fast, the mp3 can be replaced with longer one...


Thanks that looks like a great mod

:D
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Tue Nov 23, 2010 6:43 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....
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Next

Return to IV - Oblivion