[RELZ] Shezrie's Villages

Post » Fri May 27, 2011 8:04 am

I am SO looking forward to the Pell's Gate expansion. I just can't wait to see the barf and p!$$ from the drunkards. It is going to add the realism that Vanilla forgot.
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April
 
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Post » Fri May 27, 2011 1:53 am

thank you for the patches and village comp. i dont see a Ravenview patch though
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Kellymarie Heppell
 
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Post » Fri May 27, 2011 12:59 am

It is there.... http://www.tesnexus.com/downloads/download.php?id=40322
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asako
 
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Post » Thu May 26, 2011 11:26 pm

Thanks for the patch Arthmoor!

& a Big thanks to Meek for the villages - they are great I've always loved them!
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x_JeNnY_x
 
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Post » Thu May 26, 2011 10:26 pm

& a Big thanks to Meek for the villages - they are great I've always loved them!


Meek is the ultimate village designer.
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Wanda Maximoff
 
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Post » Fri May 27, 2011 6:10 am

If no one has reported this before: Woodland Village conflicts with Old Crow Inn - it Old Crow Inn is loaded after this mod.

Giant land tear down middle of town. Took a while to figure this out (and tes4edit) since the Inn is at least a couple cells away.

Anyway load order solves this.
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alyssa ALYSSA
 
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Post » Fri May 27, 2011 2:15 pm

Psymon, have you tried cleaning the mods yet? In my copy of Shezrie's Villages TES4Edit found 1983 dirty references (cleaning the mod reduced its size from 1.67 to 1.32 Megs) and I wouldn't be at all surprised if Old Crow has a few dirty refs of its own. So (if you haven't already done so) it might be worth your while to clean both mods and see if that helps them co-exist a little better.
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alyssa ALYSSA
 
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Post » Thu May 26, 2011 10:41 pm

Yes, Old Crow Inn has plenty of its own dirty edits. If the load order needs to be adjusted, then it's a good thing BOSS already has them in the suggested order :)
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Heather Kush
 
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Post » Fri May 27, 2011 1:24 am

Yeah I clean all my mods - but what I have not yet done is go back and reclean them with the latest tes4edit.

Curious of more output with regard to this mod - and when I can get my game to play nice again.
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Steve Fallon
 
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Post » Fri May 27, 2011 7:17 am

CORRECTION:

Old Crow Inn actually fully conflicts with Shezries villages as it places a shack right in the heart of town (near fork) that was not readily seen by just walking through the road at center of town.

Load order will not resolve this. Possible a patch moving the Old Crow Inn shack might resolve it though.
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Ross Thomas
 
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Post » Fri May 27, 2011 6:00 am

You know, I hadn't noticed that conflict myself. I had already gotten past Darzil's Cabin before adding Shezrie's Villages to the game. Looks like it needs to be completely relocated. The area right behind the wall in cell -5,6 looks like a good spot that shouldn't require any landscape disturbance and keep the location in the same general area.

Probably not going to get anywhere with it but I've put in a request with the author to see if he'd be cool with getting a nice cleaned up version of the mod posted. After 2 years though I'm doubtful his address is reachable.
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Lilit Ager
 
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Post » Fri May 27, 2011 3:22 am

Just let you know there is a cobalized version of Shezrie's Villages avaiable for download at http://www.oblivionsrealestate.com/Find_A_Home/Villages/villages.html
Foods and containers has been swapped with equivalent Cobl items and Cobl water wells has been added.
It hasn't been thoroughly tested so please report any bugs you may find
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courtnay
 
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Post » Fri May 27, 2011 4:59 am

Great work. I love villages.
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Epul Kedah
 
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Post » Fri May 27, 2011 3:41 am

So after installing the new cobl version of this mod I quickly realized that the patch for the UL cloudtop mod would not recognize this cobl version as its name is different.

So what is a better option:

1. using wrye bash or gecko to change the master for the patch to the COBL version?
2. rename the Cobl version to be just like the regular version so that it is recognized?

Arthmoor-
Should I fear formID weirdness if doing either of these things?

thanks
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Jessica Thomson
 
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Post » Fri May 27, 2011 10:06 am

Don't know if there'll be any formID weirdness. I'd hope that whatever process was used only added things that didn't exist before which won't affect the landscape outdoors. There's a quick way to find out, change the master using Wrye Bash (Gecko will not let you) and see what comes of it.
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Johnny
 
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Post » Fri May 27, 2011 7:45 am

Although I'm sure Pell's Gate will be worth waiting for, I decided the other Villages were worth not waiting for, so I recently downloaded the collection and gave it a workout.

I noticed a missing wall section just inside the cupboard door that leads to the cellar in the Woodland Manor. (You can see back through the stairs). There's also a bad section of terrain behind one of the nearby houses, between the house wall and the rock where there appears to be two levels of ground - and grass on the lower one poking through the upper. You can't walk in there anyway, so it's not causing anything but cosmetic problems.

When you add Pell's Gate to the collection, any chance of making the 'quests' into Quests - i.e. having journal entries etc. so you feel like you did something worth recording? After all, there are some mean monsters that you don't want to forget!
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Christine
 
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Post » Fri May 27, 2011 5:32 am

Thanks for letting me know about those issues. I will look into those before the next release. :)

I will consider adding in the 'quest' tags, it is something though that would probably be done after the Pell's Gate version is released, as my goal is to get what still needs to be done completed and 'Shezrie's Towns' released. After that I will be working on changing anything that needs changing and expanding, Pell's Gate has lots of potential for expansion beyond it's current 42 buildings and I have wanted to put in a third tier in Ravenview Village for a long time now.
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Ria dell
 
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Post » Fri May 27, 2011 2:07 am

Just a quick note that I will not be releasing any versions before the one that includes Pell's Gate, see my sig for info on PG. I must concentrate on getting that done. When that is released it will be a totally clean ESP. So while I am collecting info on anything that needs cleaning/fixing, I will not be releasing bug fixes just yet.
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Sharra Llenos
 
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Post » Fri May 27, 2011 2:02 am

Not a bug fix, but a request:

Can you add the line:
ModPCMiscStat 15 1

when the player buys one of your houses so that it counts as one of the "houses owned"? If the IC shack counts as a house, I think all of yours should!

And in your privileged position in ORE, pass that request on to anyone else who hasn't?
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Katharine Newton
 
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Post » Fri May 27, 2011 2:27 pm

You should nudge the creators of Kregnir's Death Quest...and maybe you 2 can work out a combination for the village.
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Mariaa EM.
 
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Post » Fri May 27, 2011 7:45 am

Got a few quests already thanks. :)
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Big mike
 
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Post » Fri May 27, 2011 1:04 am

Pell's Gate video looks absolutely marvelous :)

I'd love to see simple basic lowcost/shortterm "apartments" players can rent with storage as my younger charatcers often cannot afford the nicer houses but would love a base to use while exploring the area. Perhaps permanent storage but the door charges a fee each time used, if "weekly/monthly" rates is too hard to script.
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Emma
 
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Post » Thu May 26, 2011 11:02 pm

Thank you! I will look into make the apartment in Pell's Gate Apartments, rentable. I will need to ask around for some serious scripting help.

The apartment in Pell's Gate Apartments was an interesting one for me to build as there are five other apartments with their residents in that building as well. Although it was easier then I thought to pull it off, it was still quite a bit of organization to get my NPCs to know their own territory and not impede on their neighbors and also the issue of ownership of items in each apartment, when there are multiple apartments in one cell. But it has come together very well and in a very believable way.

Not sure whether to add in a fourth buyable player home in Elm Street. Not sure anyone would want to live down a dark alley in the slums. However there would be a wide variety of living situations to choose from ranging from prosperous to downright poverty.
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Louise Andrew
 
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Post » Fri May 27, 2011 1:04 am

A door is scriptable, but you'd need to define a custom door. Shouldn't be overly hard to come up with something that keeps track of when it's activated and charges more rent if you return after the time period is up. Not sure how to handle "eviction" from the place though.
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Samantha Pattison
 
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Post » Fri May 27, 2011 7:59 am

Looks great, although, the first "village" has too many big buildings instead of shacks.
Towns like these always had a wall or garrison of some sort.
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Emma Louise Adams
 
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