[REL] Shezrie's Towns

Post » Wed Mar 30, 2011 2:06 am

I just uploaded loads of new screenshots.

I just checked out your new Pell's Gate. Neat town. The amount of work you put into the exteriors alone shows.

Thank you!

http://www.tesnexus.com/downloads/file.php?id=13834 for the two ULs needing patches are up now.


Thanks, I will put those links on the Nexus description.
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Cool Man Sam
 
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Post » Tue Mar 29, 2011 11:24 pm

http://www.tesnexus.com/downloads/file.php?id=13834 for the two ULs needing patches are up now.


Thanks Arthmoor, you are the patch King!

Now, if we could put this mod into the travel mods, well, that would work well :)
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krystal sowten
 
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Post » Tue Mar 29, 2011 9:34 pm

In my enthusiam to add dancers and music to the Haven Bay Inn I forgot to make a room there rentable! :facepalm:

I am gathering my list of small fixes and updates. I need to know what is easiest in terms of patches? Do patches need to be altered everytime I upload a new ESP? If so then I will save all my additions and fixes and make one large update.

Here is a list of things going into the next update, I am making this list for my reference and also to add anything anyone else lets me know about....

*Chris on Nexus mentioned she would like to be able to buy the ayleid dinnerware, so I am going to add them to a gift shop.

*The Ayleid Exhibit is marked as an owned cell and therefore you are trespassing.

*Make Haven Bay Inn rentable.

*Small wall issue in the hidden display room in Seaview House in Haven Bay. Possibly this hasn't been reported as no one has found the hidden room yet. Activate the standing candelabra in the master bedroom corner to open the false wall and find this room.

*Door to Eringor's house needs to be pulled forward slightly.

*Issue with the Sacred Crystal Skull of Anube. I tried to drop it, it vanished and I couldn't activate anything. It was like I was still holding onto it but couldn't see it.

*Speeling mistakes in Shezrie's dialog. Edit...'SPELLING mistakes' Oh the irony. :facepalm: It is this horrible new keyboard!

*Ensure houses and apartments are companion friendly. Vilja is staying in Amber Cottage with me and she is doing fine, sitting no problem, sleeping in the bed no problem. Even though the furniture is not persistant ref. However I am going to make it so just in case.

*Pull the benches on Baggot Row away from the walls a little bit.

Anything else?
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Amber Hubbard
 
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Post » Wed Mar 30, 2011 2:20 am

I didn't get the formIDs but in the Gallery village area there's some tables with missing textures.

Also - http://www.tesnexus.com/downloads/file.php?id=34010 is up.
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Phillip Brunyee
 
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Post » Wed Mar 30, 2011 11:07 am

Also - patch for Lost Spires is up.


Arthmoor, I cannot thank you enough for making that. It was way beyond my abilities so I am extremely grateful. :yes:

Now everyone can play both! :woot:

I had forgotten about the textures on the cafe tables, I will add that to my list.
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Wayland Neace
 
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Post » Tue Mar 29, 2011 8:18 pm

I noticed that after installing Shezrie's Towns, the local map was not showing my position and was not displaying entrances, etc.

I remembered seeing something about "If a mod alters ANYTHING at all in the cell of (3,3) in any worldspace it will cause this bug (can't see the player marker and other markers on the local map) to happen." (6044 (formid for 3,3))

I saw that this mod changes cell 3,3 and so I used TES4Edit to remove this entry in the mod and the local maps starting working again.

My questions...

1. Is anyone else experiencing this problem or is it only me?
2. What will be the impact of removing that entry (seems pathgrid related)?
3. Is there a better way for me to resolve this issue?
4. Any other suggestions or comments?

Many thanks.
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Eilidh Brian
 
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Post » Wed Mar 30, 2011 5:16 am

I noticed that after installing Shezrie's Towns, the local map was not showing my position and was not displaying entrances, etc.

I remembered seeing something about "If a mod alters ANYTHING at all in the cell of (3,3) in any worldspace it will cause this bug (can't see the player marker and other markers on the local map) to happen." (6044 (formid for 3,3))

I saw that this mod changes cell 3,3 and so I used TES4Edit to remove this entry in the mod and the local maps starting working again.

My questions...

1. Is anyone else experiencing this problem or is it only me?
2. What will be the impact of removing that entry (seems pathgrid related)?
3. Is there a better way for me to resolve this issue?
4. Any other suggestions or comments?

Many thanks.

Yes, I am also experiencing this problem.
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Vickey Martinez
 
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Post » Wed Mar 30, 2011 10:26 am

Wow, so that's what the 3,3 bug looks like. I thought maybe something got out of whack with Map Marker Overhaul. Yes, it's definitely something that needs to be taken out. Cell 3,3 is well to the south of anything the mod touches on purpose. Stupid CS. Sure hope Skyrim's new engine doesn't do crap like this.
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chloe hampson
 
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Post » Wed Mar 30, 2011 9:11 am

It's a known and very stupid bug. What does cell 3,3 have with map? Nothing I think!
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dell
 
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Post » Wed Mar 30, 2011 7:15 am

Edit, I checked and 3,3 sits right behind Pell's Gate so you guys are right, it is touched. I will clean and reupload as soon as I get a chance.
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daniel royle
 
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Post » Wed Mar 30, 2011 2:02 am

Wouldn't that be a total nightmare if Skrim and future ES games all still had the 3,3 problem?
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Jessica Raven
 
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Post » Tue Mar 29, 2011 11:16 pm

Edit, I checked and 3,3 sits right behind Pell's Gate so you guys are right, it is touched. I will clean and reupload as soon as I get a chance.


There's a number of other cells around there the CS hit as well. Apparently it loves to do that with anything in the general area of Lake Rumare for some reason. Almost like it thinks it needs to make connections with stuff that's far away.

@Richard: Somehow I doubt Skyrim will suffer from a bug that's likely caused by Gamebryo when it won't be using Gamebryo :)
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jasminε
 
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Post » Tue Mar 29, 2011 8:19 pm

A few things to say:
1) Lovely, great smashing new town. Love it! :wub:
2) REALLY did need that patch with lost spires so 1x10^6 thanks for that Arthmoor (I went to see it prior to installing and it really did clash)
3) If I can just get rid of the Artifacts shop (which I don't want there anyhow) I'll actually be able to fully explore a new dwelling. Yum! Any ideas anyone?
4) I really can't see how it will be a problem with FCOM spawns at all. I assumed it was an extension of the existing Pell's Gate, but its actually further away from the nearest fort where quite a few baddie spawns are, and over the water, so I really don't see how its anything to worry about.
4) Villiages updates too :celebration:
5) Wondered why my map had gone funny again. Thought I'd changed something and forgotten. Glad I know now

Thanks, alot of hard work clearly went into this, I get it for free :hubbahubba:
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Ice Fire
 
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Post » Tue Mar 29, 2011 10:57 pm

Stupid 3,3 bug... :mad: That one is so irritating, especially when you first learn of it after you've already built a worldspace (because it happens in any worldspace!) Luckily, for a new worldspace, one can use an esm that stops the bug, but still! Grr! :flame:

Good work in eliminating it here, for this awesome mod! :)
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jessica sonny
 
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Post » Wed Mar 30, 2011 4:32 am

It's a known and very stupid bug. What does cell 3,3 have with map? Nothing I think!
There's a hidden entrance to gnomes base in that cell. When you disturb them by changing something there that makes them angry and then they steal all markers from the map in revenge.
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Carlos Vazquez
 
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Post » Wed Mar 30, 2011 2:09 am

3,3 is the new satanic number....666 is so OLDSCHOOL
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Darlene DIllow
 
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Post » Wed Mar 30, 2011 5:51 am

So I have a problem and am hoping someone can help.

I have done all my updates and fixes, no more 3,3 bug etc, but right now I am dealing with MJY's textures. People have been having crashes and those on medium texture setting have horrendous rainbow textures. This was a problem with MJY's mod too and it was never fixed.

Well apparently the fix is to open up each texture in a program that deals with textures and simply resave each texture one by one. I tested this out and it works. BUT, now I have a problem, the program I am using to open up the textures is Paint.NET, a free program. Most of the textures open fine and are fixed when I save, a lot of the textures open up blank and when saved appear black ingame. So for some reason Paint.NET is not able to correctly open those textures.

My question is, Why? if anyone knows, and is there another program that would open all these textures with no problems, that is free? A DDS file is a DDS file, right? If one should correctly open so should they all?
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Killah Bee
 
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Post » Wed Mar 30, 2011 4:42 am

There are a huge number of different ways a DDS file can be saved. The 3 main ones for our purposes in Oblivion are DXT1, DXT3, and DXT5. The last two being useful when the file has an alpha channel for transparency purposes.

Something with an alpha channel that's mostly transparent would probably show up as blank (or mostly blank) when loaded into Paint.NET. You'd need to then be sure it gets saved in either DXT3 or DXT5 format to preserve the alpha channel information. There's a handy utility called http://developer.nvidia.com/object/windows_texture_viewer.html that will give you information on what format the file was saved in. I don't really know what the difference between DXT3 and DXT5 is, but it does exist.

The reason you're seeing some textures with rainbow effects on lower size settings is because they lack mipmaps, which is something Paint.NET will solve when the file is saved.

Paint.NET is the easiest program to work with for DDS files. The only other two programs I know of that can touch them at all are Photoshop and GIMP, both of which are horrible pains to work in.
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lexy
 
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Post » Tue Mar 29, 2011 8:06 pm

Yay! More towns and villages!!! Thanks for this.
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Steve Fallon
 
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Post » Wed Mar 30, 2011 2:26 am

The only other two programs I know of that can touch them at all are Photoshop and GIMP, both of which are horrible pains to work in.
I wouldn't say that, quite an opposite actually, but oh well...

And the difference between DXT3 and DXT5, is how those handle alpha channels. DXT3 is suited for sharp alpha transitions (when you have shapes drawn with hard lines, well defined and solid areas, etc.). While DXT5 can handle all transparency gradients very well (all those smooth tonal changes, etc.), and DXT3 can't have smooth gradients.
For Oblivion it's good to use DXT1 when there's no any need for alpha, and DXT5 for all the transparency (I do not even remember when I used DXT3 for the last time ;]).
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Nany Smith
 
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Post » Wed Mar 30, 2011 4:27 am

Thank you for the information. At least I now have a better idea what is going on. Seems that some of the textures are bmp, not sure what is going on with that. But for now I have fixed all the textures that I could that needed bitmaps. With the others I am going through all the meshes of MJY's and replacing the textures I cannot fix. I am on the last one and at the end the only items that will be an issue are some vases in the Pottery Display. But at least people will be able to access the Egyptian secret area and pass through the tests and traps laid for them.

But all this retexturing...it's enough to make a saint swear. :cry:
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evelina c
 
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Post » Wed Mar 30, 2011 7:51 am

But all this retexturing...it's enough to make a saint swear. :cry:

I am sure the Saints of Unique Landscapes fame would definitely swear!
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Laura Samson
 
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Post » Wed Mar 30, 2011 10:03 am

Dec 20, ver 1.1 uploaded. Here are the changes....

There are two main important fixes
==================================

1) Fixed cell 3,3 to eliminate notorious bug that removes local map markers and player's position.

2) I have done as much as I can to fix the issues with textures in the Egyptian areas. I have been able to fix the majority of files, those thatI couldn't fix I exchanged for other texture files. You should not have a problem now playing on medium textures in the Egyptian exhibit.

That said, there is still an issue when light from a torch shines on the textures. I really recommend you play these areas with your texture setting at large. If you absolutely cannot then set your brightness settings higher so you can see without a torch.

Lots of little fixes and changes
================================

*Haven Bay marker now visible.
*Fixed mismatched tile in Seaview Master Bedroom.
*Fixed window in Seaview House.
Fixed protruding wall in Seaview display room
*Haven Bay Inn now rentable.
*Haven Bay, Eringor's front door fixed
*No longer two Tarvors
*Moved outside balcony down one floor, on Seaview House.
*Replaced outside balcony table, also added table and chairs to actual exterior.
*Fixed names of table cloth textures that Bain reports missing.
*Fixed Ayleid Display, is now a public cell.
*Fixed NPC gallery visitors that did not have eyes.
*Replaced the Crystal Skull of Anvde with the Sacred Helmet of Anube, as there is an issue with collision on the skull. Now it is a nice, glow in the dark helmet you can collect.
*You can now buy ayleid dinnerware from one of the gift shops, but there are not many and they are not cheap.
However the shopkeeper's merchant chest respawns so you can buy more every few days.

IF you have already completed the 'Quest for the Missing Crown' and don't want to have to do it again in order to get to the quest to 'Rob The Gallery', please pm me for information on how to bypass that quest. Be aware that you will have to tell me who the thief and/or thieves were to verify you have completed it.
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Gill Mackin
 
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Post » Wed Mar 30, 2011 12:07 am

Dec 20, ver 1.1 uploaded.

Many thanks for the update - really appreciate all the effort you have put into this mod.

Can I suggest that you don't rename the ESP for each version - it will make the BOSS team's job much easier if they don't have to add an entry each time you release a new version ;)

Edit: Just realised that Sensual Walks won't detect the new version either - another reason for using the same mod name :)
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Marta Wolko
 
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Post » Wed Mar 30, 2011 8:46 am

I got to say...this is WAY BETTER than my former favorite town mod...an expansion of Weye made by some Czechoslovakian girl back in 2007 or 2008. That had to many bugs in it, so I replaced it with AFK Weye.
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Eoh
 
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