[REL] Shezrie's Towns

Post » Tue Mar 29, 2011 8:50 pm

awesome :D I imagine this will be another must download for me when it comes to downloading mods.

Nice job :) Downloading now...looks awesome.
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DeeD
 
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Post » Wed Mar 30, 2011 6:20 am

A really big thanx from one of your biggest fans. :)
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ashleigh bryden
 
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Post » Wed Mar 30, 2011 3:41 am

Congrat's on the release's once again, been a long time in making. I remember when Pell's Gate was a topic byitself.

downloading

Congrats on the release! :foodndrink:

Isn't there a potential conflict with OOO/FCOM (It adds a big spawn point in front of the fort across from Pell's gate)? I mean, a lot of NPCs will get killed sooner or later with FCOM/OOO in there.


I will have to check myself to see if OOO is adding the spawn point or MMM More Wilderness Life is adding the spot. If MMM MWL easy to fix by just removing the spawn point itself from mwl, OOO little more difficult has it depend on what it is..

Meek

Will have to check myself unless somebody has already checked it - but maybe Trollf Artifacts Guild is going to conflict has it sits on the same small island has Lost Spires Does.
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saxon
 
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Post » Wed Mar 30, 2011 2:58 am

Thanks so much everyone! :)

A strange occurence...I went into the bookstore right near the entrance to town. I was checking all the shelves, and the shelf one the wall right next to the fireplace has books on it, but when I clicked it, it did not show anything.

EDIT....also, the bookshelf along the wall at the base of the steps heading upstairs appears to have books on it, but when you click on it, nothing happens at all.

EDIT 2...I noticed all the bookshlves that have books have all the same books on them. Is there a way you can vary them? For instance, take some off some shelves, or perhaps find some new books, perhaps from mods, to add on?


Those are filler static bookcases. I made the bookshop years ago but it is on my list for improvement. Varied books would be good.

EDIT 3...I would so love to steal those God statues from the home of Linius Dren...maybe a future quest can be made? Perhaps someone else would buy them? Maybe he/she would tell you and you would go back and snag them!


Thanks for the idea!

EDIT 4...Mayor should say "It is not the easiest of jobs". You have the words in the wrong place.


Thanks for letting me know.

EDIT 5...Is it possible to put hang ropes onto the execution thing?


I would have to ask someone to make some custom ones. Keep in the mind that the gallows do get used after a quest.

EDIT 6...OMG...I just LOVE the Roaming Spirit Inn music! Roaming Spirit is my favorite place I have found, so far...lots to go!


You will probably like the Haven Bay one even more. :)

There is another [censored] in the Cloak n' Dagger.

That is odd about the barrels and bench. I will see if there is somethng wrong there.

EDIT 11...Is the Gramaphone in Pell's Gate Hotel supposed to be playing anything? I don't hear anything.


Yes, there supposed to be music there. I just checked the sound file on $Shared and it is missing the voice files and possibly some other files. I am reuploading the correct one right away.

EDIT 12...That Asylum was wicked! Finding it by accident was so cool! When you sleep on the moldy bed, that would be cool if you could add a couple of different little movies for "dreams" that you have while sleeping in the bed. Make them really creepy.

EDIT 13...So I got down to the lower level of the Asylum...that is so creepy down there! Maybe you could add some low-volume creepy music playing in the background. But as I opened a cell, a green creature appeared, and I killed it with my bow...but then there was a CTD. I had saved it just as I enteredd that level, and so every time I tried to load it...CTD.


Aww no. :( . There is low volumne background sound down there, really, really creepy sound. Please redownload the Sound file and hopefully it will be there. I very carefully picked out my background sounds for that place.

I am glad you are enjoying it. :)

Maybe you could fix the gallery problem by implementing having the player character kicked out at 7 like when you're kicked out of a guild, but only if they are detected when 7 o' clock hits? If that's possible, then you could still avoid getting evicted by being sneaky. A warning message at 6:30 ish would be a nice realistic touch too.

Is it possible to change ownership of the cell by game time or fake it by using factions? Add player to "museum tourist" faction during opening hours and remove him/her from it after closing time? Then you could use normal guards who would be civil in the day but arrest you on sight at night.


I couldn't work out a way to change the cell. But I think the message box would do the trick.


I will have to check myself to see if OOO is adding the spawn point or MMM More Wilderness Life is adding the spot. If MMM MWL easy to fix by just removing the spawn point itself from mwl, OOO little more difficult has it depend on what it is..

Meek

Will have to check myself unless somebody has already checked it - but maybe Trollf Artifacts Guild is going to conflict has it sits on the same small island has Lost Spires Does.


Tnat would be great thanks! I haven't heard back from anyone else on whether there are any conflicts.
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sara OMAR
 
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Post » Wed Mar 30, 2011 9:53 am

Could someone please check the http://www.4shared.com/file/e6wDa5Vj/sound.html, I cannot download them as 4Shared is timing out on me. I can't upload them to Nexus either. *sigh* Anyone know what the file limit is on PES?

The file must contain an 'FX' folder and a 'Voice' folder.
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Marcia Renton
 
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Post » Wed Mar 30, 2011 5:11 am

You can upload large files to Nexus by splitting them up. http://www.tesnexus.com/news/index.php?id=795, it was recently announced that Nexus handles this smoothly now (previously it messed up file names).

Your new sound files link does work, just started downloading.
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Avril Louise
 
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Post » Wed Mar 30, 2011 11:16 am

I was able to upload the Main File with that and tried to upload the Sound Files as a multi part file, but I keep getting the error about File Name. I will try again now although it keeps timing out on me.

When you have the sound files pls let me know that there is an fx folder and a voice folder, thanks. The previous file was missing the voice files somehow.
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Rhysa Hughes
 
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Post » Wed Mar 30, 2011 8:51 am

Meek, what Phitt said about teleporting at 7 pm. You shouldn't have problems with your quest, you can just put quest stage check so that teleports player out unless he's on that quest.
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Cagla Cali
 
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Post » Wed Mar 30, 2011 3:40 am

Awesome!

And congratulations!

Vac
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kirsty williams
 
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Post » Wed Mar 30, 2011 9:46 am

I was able to upload the Main File with that and tried to upload the Sound Files as a multi part file, but I keep getting the error about File Name. I will try again now although it keeps timing out on me.

When you have the sound files pls let me know that there is an fx folder and a voice folder, thanks. The previous file was missing the voice files somehow.


Well when I said I was downloading "now" I meant I'd clicked the link and was waiting for the excruciatingly long 4shared countdown to reach zero so that I could actually get the file itself! A countdown I have now restarted for the third time as it takes so long that I switch to another web site while waiting, and then forget until it's timed out and I have to start over! It's almost a four minute wait to be allowed to start the download from 4shared.

Meek, what Phitt said about teleporting at 7 pm. You shouldn't have problems with your quest, you can just put quest stage check so that teleports player out unless he's on that quest.


I would suggest receiving a message at 7pm stating that the museum is now closing and all visitors must leave, then giving the player two options: Leave (teleport to the exterior entrance) / Stay (nothing happens, close message box).
This gives the player the option regardless of whether they are on that quest or not - some may want to wander around at night just for the fun of it, even without the quest.
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Marie Maillos
 
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Post » Tue Mar 29, 2011 11:34 pm

The answer is yes, the sound archive does contain an FX folder and a Voice folder.

I am confused though, the file is only 125mb, and Nexus' file size limit is 300mb per file - you know that you can upload multiple files to the same page? So you can upload the sound archive onto Nexus alongside the main archive.
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Kim Bradley
 
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Post » Wed Mar 30, 2011 3:48 am

I have added Rubioblanco into the credits. I actually lost my original credit list so if you are supposed to be there let me know and I will correct. Sorry Rubioblanco, I have corrected now. :blush: The credits are also listed inside the actual mod in a book.

I forgot to mention that Phitt provided me with some new resources for the creature displays in the Gallery that I didn't have time to put in for this release, so it is my intention to create more displays for the next update.

Also I forgot to mention that there is one other exhibit that you can only get into if you svck up to the Curator. Probably my favorite exhibit.

I hope I mentioned before, the quests don't have journal updates and are not structured as normal quests. For me this is more realistic as what I do in the town has a natural next effect, if that makes sense. Without a huge menu popping to tell me what I already know. That was what I strived for in the town, realism that requires more attention. Whether I succeeded or not will be up to personal preference.

There was one other thing I was toying with, three way conversations. You can overhear conversations in Oblivion, between two NPCs. However I don't have enough voice actors, so I used a system which may or may not work. You can see this in the cafe, you speak to the redguard, she questions the NPC sitting opposite her, then you turn to that one for an answer, then back to the redguard and so on. Back and forth to participate in a whole conversation. So if an NPC directs a comment or question at another NPC, go to that NPC to hear the response. Hopefully that makes sense.

One other thing to mention now I am not suffering from lack of sleep like yesterday. If people like the openable windows in the Haven Bay house I will put them into the Pell's Gate Town House.

The answer is yes, the sound archive does contain an FX folder and a Voice folder.

I am confused though, the file is only 125mb, and Nexus' file size limit is 300mb per file - you know that you can upload multiple files to the same page? So you can upload the sound archive onto Nexus alongside the main archive.

Thanks for checking!

Yes I know of the new mulitiple part file uploader system. The main file is 267mb and the sound 125mb. I was able to upload the Main file but when trying to upload the Sound file as a multiple file it gives me the file name error, so it won't let me upload the second file as a multiple part file, for some reason.

I like the system for uploading as a multiple part file but it doesn't work for me. I must say I am mega impressed at basic usability of Nexus as an uploader. I have never really used the site and I am impressed at the one click ability to edit any part or the file detail, images, the ability to set permission and the fast way you can control all aspects of your mods. Really impressive.


I would suggest receiving a message at 7pm stating that the museum is now closing and all visitors must leave, then giving the player two options: Leave (teleport to the exterior entrance) / Stay (nothing happens, close message box).
This gives the player the option regardless of whether they are on that quest or not - some may want to wander around at night just for the fun of it, even without the quest.


Good suggestion, thanks.
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Patrick Gordon
 
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Post » Wed Mar 30, 2011 11:30 am

Yes I know of the new mulitiple part file uploader system. The main file is 267mb and the sound 125mb. I was able to upload the Main file but when trying to upload the Sound file as a multiple file it gives me the file name error, so it won't let me upload the second file as a multiple part file, for some reason.

I like the system for uploading as a multiple part file but it doesn't work for me. I must say I am mega impressed at basic usability of Nexus as an uploader. I have never really used the site and I am impressed at the one click ability to edit any part or the file detail, images, the ability to set permission and the fast way you can control all aspects of your mods. Really impressive.


I understand the problem now. You're not uploading a multi-part file, you have two separate files. A multi-part file is a single archive which has been split into multiple files, each with the same filename except with an incremental number at the end:
"Shezrie1.7z"
"Shezrie2.7z"
You're getting the error message about filenames because the names don't follow this naming convention.
Typically you would create multi-part archives when you have a large file, such as perhaps a 500mb 7z archive containing ONLY a big BSA file. Due to Nexus restricting to 300mb, that file would need to be split into two archives, one approx. 300mb and one the remaining 200mb. WinRar, WinZip, 7zip etc. all have an option to split a single archive into multiple smaller archives just for this reason.

But you haven't taken one archive and split it into a multi-part archive, you have two completely independent archives. Instead of trying to upload as a multi-part file, simply upload the sounds archive as a new file on the same page.
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Spencey!
 
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Post » Wed Mar 30, 2011 3:25 am

I have been thinking about the Gallery 7pm issue. What about a sound set to play once at 6:30pm with a voice saying, 'The Gallery will be closing in half an hour.' That would be simple to implement.

I understand the problem now. You're not uploading a multi-part file, you have two separate files. A multi-part file is a single archive which has been split into multiple files, each with the same filename except with an incremental number at the end:
"Shezrie1.7z"
"Shezrie2.7z"
You're getting the error message about filenames because the names don't follow this naming convention.
Typically you would create multi-part archives when you have a large file, such as perhaps a 500mb 7z archive containing ONLY a big BSA file. Due to Nexus restricting to 300mb, that file would need to be split into two archives, one approx. 300mb and one the remaining 200mb. WinRar, WinZip, 7zip etc. all have an option to split a single archive into multiple smaller archives just for this reason.

But you haven't taken one archive and split it into a multi-part archive, you have two completely independent archives. Instead of trying to upload as a multi-part file, simply upload the sounds archive as a new file on the same page.

Thanks for explaining. :)
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Jack Walker
 
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Post » Wed Mar 30, 2011 1:56 am

I would suggest receiving a message at 7pm stating that the museum is now closing and all visitors must leave, then giving the player two options: Leave (teleport to the exterior entrance) / Stay (nothing happens, close message box).
This gives the player the option regardless of whether they are on that quest or not - some may want to wander around at night just for the fun of it, even without the quest.


I like this option the most.

Problem with sound is: what if player enters the cell at 18.57? The pirate guards will skin him. :)
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Rich O'Brien
 
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Post » Wed Mar 30, 2011 4:28 am

BAIN wasn't happy installing a couple of your texture files because they contained an 'n' with the squiggle over it (textures\Zym\telas\pequenaflorverde.dds and textures\Zym\telas\pequenaflorverde_n.dds). Changing them to boring english en's made BAIN alot happier. ;)

Just so you all know now!
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Isabel Ruiz
 
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Post » Wed Mar 30, 2011 12:04 am

Thanks for letting me know.

I got the sound files uploaded to Nexus, finally.
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Sanctum
 
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Post » Wed Mar 30, 2011 2:47 am

I agree with you totally, Shez...Pell's Gate is WAY above the lore...
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naana
 
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Post » Wed Mar 30, 2011 1:42 am

Very much looking forward to a Lost Spires patch so I can download this and add it to my set-up. :goodjob:
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Britney Lopez
 
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Post » Wed Mar 30, 2011 10:53 am

Congrat's on the release's once again, been a long time in making. I remember when Pell's Gate was a topic byitself.

downloading



I will have to check myself to see if OOO is adding the spawn point or MMM More Wilderness Life is adding the spot. If MMM MWL easy to fix by just removing the spawn point itself from mwl, OOO little more difficult has it depend on what it is..

Meek

Will have to check myself unless somebody has already checked it - but maybe Trollf Artifacts Guild is going to conflict has it sits on the same small island has Lost Spires Does.

I don't think it is MWL as I don't use that MMM add on in my FCOM game (wait is that a separate esp - maybe not). That fort can spawn up to 20+ NPCs that are sometimes very dangerous - at low levels not so bad and I've used it as a way to level my character and get good loot early on a few times now it just takes a few carefully made saves. There seem to be 4 spawn points around there 1 inside the fort proper, 1 outside the open door, 1 over near the mostly destroyed fort on the west side, and 1 near the pylon looking stone thing near the north east sides of the exterior. Each I've seen spawn up to 5 NPCs: warlords and so on.

Ive seen these NPCs roam far enough that at higher levels they take out all the non-essential NPCs at pells gate (vanilla). I've seen them roam as far as the artifacts shop.

There is another mod to consider but it may not be an issue. Near where artifacts places the shop (in front of where Lost Spires places the guild) the mod http://www.gamesas.com/index.php?/topic/1060474-relz-under-the-sign-of-the-dragon-guards-of-cyrodiil-redux/ places a swamp legion camp of guards. Just south of the road near the runstone.

I have two main Oblivion installs one with FCOM as the core game and the other with TIE and WAC as the core game. I also use Armamentarium and as such can use the LL esp for Artifacts to not need the artifacts shop. I will likely put this into my TIE-WAC game as that seems more akin to thieving quests and towns and would avoid the bloodbath that FCOM creates near there.

So that leads to the next question - is this town closed or open? If it is open I may need to edit WAC too.
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Stephy Beck
 
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Post » Wed Mar 30, 2011 2:42 am

There's some deleted vanilla dialogues in the bed rental section that seem to be giving the game spastic crash attacks trying to use other inns. It's easily sorted out and fixed, but I have no idea how much work has been done post-release. A bit of TES4Edit wizardry and all is well again.
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Causon-Chambers
 
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Post » Wed Mar 30, 2011 7:54 am


So that leads to the next question - is this town closed or open? If it is open I may need to edit WAC too.


The town is open in the Tamriel world.

There's some deleted vanilla dialogues in the bed rental section that seem to be giving the game spastic crash attacks trying to use other inns. It's easily sorted out and fixed, but I have no idea how much work has been done post-release. A bit of TES4Edit wizardry and all is well again.


That was from my very first attempt at inns back in 2006. I thought it was fixed so thanks for lettng me know. Looking now I can see that I left out the voice files for her dialog as well. :facepalm:

Not done anything at all on it yet as the only feedback so far is a couple of minor bug reports.
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steve brewin
 
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Post » Tue Mar 29, 2011 10:52 pm

The town is open in the Tamriel world.

Ouch that will likely be a big fps hit in either game and I'm wandering if there are any spawn points now not only with WAC but also MMM that will cause monsters to spawn in the town.

How many npcs will be in the streets at say high noon?

Actually I don't think that kind of hit (an open city with custom resources and more than 15 NPCs out and about) is something my FCOM install can handle. I will likely keep the villages version.

Perhaps it would be an idea to keep the villages mod available for those that can't do the full towns.
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candice keenan
 
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Post » Wed Mar 30, 2011 6:21 am

If I wasn't interested already, this did the thing:

New Orleans Public Library - Records of the New Orleans City Insane Asylum, Record of Patients, 1882-1884


That better not be made up!!!

DL-ing!
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k a t e
 
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Post » Wed Mar 30, 2011 2:43 am

Ouch that will likely be a big fps hit in either game and I'm wandering if there are any spawn points now not only with WAC but also MMM that will cause monsters to spawn in the town.

How many npcs will be in the streets at say high noon?

Actually I don't think that kind of hit (an open city with custom resources and more than 15 NPCs out and about) is something my FCOM install can handle. I will likely keep the villages version.

Perhaps it would be an idea to keep the villages mod available for those that can't do the full towns.


You will never see more then 6 or at tops 7 NPCs around the town at any point. FPS was my top concern when creating the town as there is no point in creating a town that no one can use. For me the FPS is actually better then in Woodland Village, which surprised me. But then I removed what must have been a hundred misc rocks and plants placed by Bethesda to maximise FPS. For the NPCs, that was the tradeoff, less NPCs about the exteroir of town, for such a large town in the Tamriel Worldspace and that was the tradeoff in Woodland Village too. I compensated by placing many NPCs in interiors, I believe the Cloak n' Dagger has 11 or 12.

Unfortunately at this point everything is going to conflict with wide scale mods such as FCOM and OOO that cover the entire Tamriel map and UL Landscapes that covers most of the maps. All we can do is try to make patches, which the UL and FCOM teams are very good at and very kindly do, thankfully. Tamriel may seem large but from a modding point, after almost 5 years there is very little if any room. The main thing about Woodland and Pell's Gate is that both towns sit across the main roads to allow mainstream traffic to pass right through. I much prefer Tamriel located towns and villages as it is much more realistic to see this and to wander into the town, rather then the separate feeling given by the loading screen.

I don't have a copy of Shezrie's Villages anymore and if there is a copy it has not been cleaned or had any bugs fixed. If you have a copy you probably should clean it. The reason I merged the towns is because I have so much planned for them all. I want interaction between all five towns, already some of the quests require travelling to the other towns and there are more quests planned. In particular for Woodland Village, whose sleepy location is just perfect for a murder mystery quest. I want to stick to modding my towns because that creates much less conflict then if I started to incorporate the vanilla towns in my quests etc. That would create a problem as so many mods alter vanilla towns like Open Cities etc. But if I stay within my own towns I have my own network of towns to play with and alter freely without worrying about conflicts. I also want to revamp all the inns in the towns and add music and dancing like there is in Pell's Gate and Haven Bay. Future towns are planned as well, I want to have a crack at an underwater town at some point.

It is of course up to you if you want to try it, but I know that I have done everything possible to ensure a good FPS, Every single rock, item, whatever is meticulously placed with FPS in mind. I hope people are not put off and worried about FPS as I went to such lengths to make sure it is okay. That said I haven't heard back from anyone on the FPS so have no idea what other people's experiences are.

If I wasn't interested already, this did the thing:

That better not be made up!!!

DL-ing!


:laugh: I spent an hour reading those records, they were just so darn interesting. They are in a book in the mod.
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Andrea P
 
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