[RELZ]Storms & Sound Patches

Post » Thu Oct 21, 2010 9:51 pm

VERSION 2.2
These patches add http://www.tesnexus.com/downloads/file.php?id=8711 to new interiors added from other mods.
Download in files section of Storms & Sound.


PATCHED MODS:

AFK_Weye v2.1
Amajor Imperial Furniture v1.0
Bank of Cyrodiil v1.11
Bartholm v7.0
Better Cities v4-7-1
Blood & Mud
Imperial Furniture Renovated 1.0
Shezrie's Villages
The Lost Spires v14




REQUIRED: http://www.tesnexus.com/downloads/file.php?id=8711 by Deathless Aphrodite and lilith
ALSO REQUIRED: To use the patches you need to rename your esp to Storms & Sound.esp if it is not already.
It doesn't matter which version you're using, rename the esp, make a clean save and activate the esp with the new name.

INSTALLATION (OMOD)

1. Load Storms & Sound.esp before all mods you want patched.
2. Follow install omod script.
3. Load patch(s) after the mods you want patched.

INSTALLATION (Manual)

1. Load Storms & Sound.esp before all mods you want patched.
2. Copy meshes folder to Oblivion\Data folder.
3. Install desired patches to Oblivion\Data folder.
4. Load patch(s) after the mods you want patched.

Note:
Storms & Sound - Amajor7 Imperial Furniture.esp for Amajor7 Imperial Furniture.esp and Imperial Furniture Renovated - Patch.esp

Storms & Sound - Imperial Furniture Renovated.esp for Imperial Furniture Renovated.esp (stand-alone version)

DO NOT USE Bank of Cyrodiil patch if using Better Cities 4-6-1b or greater. The Bank of Cyrodiil mod is now merged with Better Cities and the interior sounds are now in the Better Cities patch.

Note: Better Cities patch is based off Better Cities.esm and can load above all Better Cities esp's - but must load after Storms & Sound.esp


It is important to understand that these patches are load order dependant. The patch has 2 masters - Storms & Sound and the mod being made compatible. (actually 3 including Oblivion.esm)


DISCLAIMER: Some modders have made underground interiors in the same cell as the upper interior. Unfortunately, these underground interiors will have the aboveground sounds.


CREDITS:

Big kudos to PetrusOctavianus who explained how to create the patches in tes4edit.
Deathless Aphrodite for the enthusiasm to share with the community.

AFK_Weye - Dwip
Amajor Imperial Furniture - Amajor7
Bank of Cyrodiil - Zarkis
Bartholm - jsera
Better Cities - Bananasplit, Ismelda Lasombra, Vorians, and so many great modders involved
Blood & Mud - ~Ryan~
Imperial Furniture Renovated - AndalayBay
Shezrie's Villages - Shezrie (aka Meek)
Storms & Sound - Deathless Aphrodite, lilith, Morbus, PsychEroc, and vine
tes4edit - ElminsterAU
The Lost Spires - Liquidgraph

And Arthmoor for making me redo everything...just kidding. Thanks for help with load order issues.
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Melung Chan
 
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Post » Thu Oct 21, 2010 4:26 pm

current http://www.gamesas.com/bgsforums/index.php?showtopic=885108&hl= thread.
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Suzy Santana
 
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Post » Thu Oct 21, 2010 7:05 pm

Hey thanks man, this is really useful. :tops:

I had seen the little guide on making on these patches in the Storms & Sounds thread but I hadn't gotten around to making any yet. So you saved me a little bit of work there since I use some of those mods.

Thanks again,
-Francisco-
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darnell waddington
 
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Post » Thu Oct 21, 2010 4:44 pm

I've edited the mod's description to introduce your patches with an excerpt from your readme.
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Krystal Wilson
 
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Post » Thu Oct 21, 2010 9:23 pm

I've edited the mod's description to introduce your patches with an excerpt from your readme.
excellent. thank you!

after using your mod it was quite the immersion breaker walking into buildings from new mods and not getting your weather sounds.
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OTTO
 
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Post » Thu Oct 21, 2010 8:01 pm

My storms and sound.esp is actually OBSE Storms & Sound SI.esp - can I just switch the masters in bash?
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Cody Banks
 
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Post » Fri Oct 22, 2010 12:37 am

My storms and sound.esp is actually OBSE Storms & Sound SI.esp - can I just switch the masters in bash?
that's not good. which version of Storms & Sound are you using - omod of full?

i am using and based these patches off the omod version. the esp from the omod is Storms & Sound.esp, but i don't have SI. my install script searches for Storms & Sound.esp. you could either do a manual install or edit my omod install script to search for your esp.

try and edit the omod install script with this. just copy and paste. http://i295.photobucket.com/albums/mm125/whirlin/editscript.jpg
IfNot DataFileExists "OBSE Storms & Sound SI.esp"   Message "These patches require Storms & Sound to be installed" "Fatal error"   FatalErrorEndIfIf DialogYesNo "The patches require Storms & Sound.esp to load after all mods that you are patching.  Note: Patch for Better Cities is patched to Better Cities.esm and can load above all Better Cities esp's.  Is Storms & Sound.esp loaded after the mods to be patched?" QuestionElse   Message "Please load Storms & Sound.esp after all mods to be patched" "Fatal error"   FatalErrorEndIf DontInstallAnyPluginsSelectMany "Choose Patches" "AFK_Weye" "Amajor7 Imperial Furniture" "Bank of Cyrodiil" "Bartholm" "Better Cities" "Blood&Mud" "Shezries's Villages" "The Lost Spires"Case AFK_Weye	If DataFileExists "AFK_Weye.esp"		InstallPlugin "Storms & Sound - AFK_Weye.esp"	Else		Message "This mod requires AFK_Weye to be installed" "Fatal error"		FatalError	EndIf	BreakCase Amajor7 Imperial Furniture	If DataFileExists "Amajor7 Imperial Furniture.esp"		InstallPlugin "Storms & Sound - Amajor7 Imperial Furniture.esp"	Else		Message "This mod requires Amajor7 Imperial Furniture to be installed" "Fatal error"		FatalError	EndIf	BreakCase Bank of Cyrodiil	If DataFileExists "za_bankmod.esp"		InstallPlugin "Storms & Sound - Bank of Cyrodiil.esp"	Else		Message "This mod requires Bank of Cyrodiil to be installed" "Fatal error"		FatalError	EndIf	BreakCase Bartholm	If DataFileExists "Bartholm.esp"		InstallPlugin "Storms & Sound - Bartholm.esp"	Else		Message "This mod requires Bartholm to be installed" "Fatal error"		FatalError	EndIf	BreakCase Better Cities	If DataFileExists "Better Cities Resources.esm"		InstallPlugin "Storms & Sound - Better Cities.esp"	Else		Message "This mod requires Better Cities to be installed" "Fatal error"		FatalError	EndIf	BreakCase Blood&Mud	If DataFileExists "Blood&Mud.esp"		InstallPlugin "Storms & Sound - Blood&Mud.esp"	Else		Message "This mod requires Blood&Mud to be installed" "Fatal error"		FatalError	EndIf	BreakCase Shezries's Villages	If DataFileExists "Shezrie's Villages.esp"		InstallPlugin "Storms & Sound - Shezrie's Villages.esp"	Else		Message "This mod requires Shezrie's Villages to be installed" "Fatal error"		FatalError	EndIf	BreakCase The Lost Spires	If DataFileExists "The Lost Spires.esp"		InstallPlugin "Storms & Sound - The Lost Spires.esp"	Else		Message "This mod requires The Lost Spires to be installed" "Fatal error"		FatalError	EndIf	BreakEndSelectLoadAfter "Storms & Sound - AFK_Weye.esp" "OBSE Storms & Sound SI.esp"LoadAfter "Storms & Sound - Amajor7 Imperial Furniture.esp" "OBSE Storms & Sound SI.esp"LoadAfter "Storms & Sound - Bank of Cyrodiil.esp" "OBSE Storms & Sound SI.esp"LoadAfter "Storms & Sound - Bartholm.esp" "OBSE Storms & Sound SI.esp"LoadAfter "Storms & Sound - Better Cities.esp" "OBSE Storms & Sound SI.esp"LoadAfter "Storms & Sound - Blood&Mud.esp" "OBSE Storms & Sound SI.esp"LoadAfter "Storms & Sound - Shezrie's Villages.esp" "OBSE Storms & Sound SI.esp"LoadAfter "Storms & Sound - The Lost Spires.esp" "OBSE Storms & Sound SI.esp"


let me know if it works.
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Laura Cartwright
 
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Post » Thu Oct 21, 2010 10:08 pm

Well, I used the manual one.

"4. IF YOU USE OBSE, JUST CHOOSE "OBSE-Storms & Sound.esp" OR "OBSE-Storms & Sound SI.esp" for the Shivering ISles compatible version. YOU HAVE TO USE JUST ONE ESP, EITHER THE SI ONE OR THE NON-SI ONE. Activate it, skip points 5 and 6 and jump to point 7."

It also says just Storms&Sound.esp is for the vanilla weather system, wheras I used Enhanced Weather :s

EDIT: In Bash, the master is listed as Storms & Sound.esp, so I think it'd crash horribly :/
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Tasha Clifford
 
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Post » Fri Oct 22, 2010 12:36 am

Phoshi,
you are using the full Storms & Sound version. you can use the omod version (which supports SI) or edit my install script. or do a manual install of the patches.
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gandalf
 
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Post » Thu Oct 21, 2010 7:02 pm

Mm-hm, switching the masters hasn't crashed or anything, I'll tell you if everything works out ok :)
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Big mike
 
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Post » Thu Oct 21, 2010 5:22 pm

Nice work!

My version of S&S is also named OBSE-Storms & Sound SI-01.esp, but it's easy to change using Wrye Bash.

Regarding load order: since S&S must come after the mod it patches, I'll suggest to the B.O.S.S.es that S&S and the patches be moved down towards the bottom. Currently S&S loads *before* the mods it patches.
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Jade Barnes-Mackey
 
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Post » Thu Oct 21, 2010 11:07 pm

Nice work!

My version of S&S is also named OBSE-Storms & Sound SI-01.esp, but it's easy to change using Wrye Bash.

Regarding load order: since S&S must come after the mod it patches, I'll suggest to the B.O.S.S.es that S&S and the patches be moved down towards the bottom. Currently S&S loads *before* the mods it patches.
so does the omod version of Storms & Sound name the esp to OBSE-Storms & Sound SI-01.esp? Phoshi's is named OBSE-Storms & Sound SI.esp.

why so many different esp names?

changing the masters name in Wrye Bash should work. Changing the load order in Wrye Bash to configure Storms & Sound and the patches to load before the mods to be patched is a problem. i could never get the patches to work in game when i did this.
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Jonathan Montero
 
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Post » Thu Oct 21, 2010 3:03 pm

I wouldn't think it's a huge issue for S&S itself to load where it is now, but the *PATCHES* will need to load below S&S and the mods they patch. So perhaps only the patches need to be adjusted?

A consistent ESP name might be nice too :)
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Justin
 
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Post » Fri Oct 22, 2010 6:08 am

I wouldn't think it's a huge issue for S&S itself to load where it is now, but the *PATCHES* will need to load below S&S and the mods they patch. So perhaps only the patches need to be adjusted?


The problem is that the patch listst S&S as the third master, after Oblivion.esm and the mod it patches. It will look ugly in Wrye Bash and TES4EDIT will choke on it.
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James Rhead
 
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Post » Fri Oct 22, 2010 6:18 am

yes. it was hard to try to make things compatible for users since there are 2 masters. here's a pic of what happens when a mod is loaded after SS http://i295.photobucket.com/albums/mm125/whirlin/patchafterSS.jpg

the different esp names was something i was not aware of until now. i will look into this and see if there is anything that can be done.
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xxLindsAffec
 
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Post » Thu Oct 21, 2010 7:14 pm

I think the simplest thing to do is for users to rename their esp to Storms & Sound.esp.

The Omod script does so automatically.
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Katey Meyer
 
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Post » Fri Oct 22, 2010 1:35 am

"The Omod script does so automatically."

I suspected as much, thanks for clearing that up.
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Daniel Holgate
 
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Post » Thu Oct 21, 2010 7:39 pm

The problem is that the patch listst S&S as the third master, after Oblivion.esm and the mod it patches. It will look ugly in Wrye Bash and TES4EDIT will choke on it.


yes. it was hard to try to make things compatible for users since there are 2 masters. here's a pic of what happens when a mod is loaded after SS http://i295.photobucket.com/albums/mm125/whirlin/patchafterSS.jpg

the different esp names was something i was not aware of until now. i will look into this and see if there is anything that can be done.


Well here's the second problem with the way the masters are arranged. S&S edits tons of interior cells. Loading it late in the order is simply not going to work. S&S itself needs to load early or just about anything which changes cell lighting data, water heights, fog values, climates, music, and data flags will get wiped out. I understand it's going to be a massive pain in the ass to fix the patches to correct this, but I cannot see mangling the BOSS load order for this purpose when altering it to accommodate mods will cause all sorts of trouble for the vanilla cells.
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Christine Pane
 
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Post » Fri Oct 22, 2010 6:06 am

Well here's the second problem with the way the masters are arranged. S&S edits tons of interior cells. Loading it late in the order is simply not going to work. S&S itself needs to load early or just about anything which changes cell lighting data, water heights, fog values, climates, music, and data flags will get wiped out. I understand it's going to be a massive pain in the ass to fix the patches to correct this, but I cannot see mangling the BOSS load order for this purpose when altering it to accommodate mods will cause all sorts of trouble for the vanilla cells.
did not think loading SS late would cause any problems. i have to leave for a few hours but will look at this later. thanks for the input everyone.

edit: if what you are saying is true Arthmoor (and i don't doubt your knowledge) it would not be a pain, it would mean redoing all the patches. but since i want my game to work correctly it will have to be done. ack!
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Claudz
 
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Post » Fri Oct 22, 2010 3:14 am

did not think loading SS late would cause any problems. i have to leave for a few hours but will look at this later. thanks for the input everyone.

edit: if what you are saying is true Arthmoor (and i don't doubt your knowledge) it would not be a pain, it would mean redoing all the patches. but since i want my game to work correctly it will have to be done. ack!


It should only be a matter of re-arranging the master using Wrye Bash.
Reight click on the masters and Change the second master to the third and vice versa.
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Vicki Blondie
 
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Post » Thu Oct 21, 2010 11:02 pm

It should only be a matter of re-arranging the master using Wrye Bash.
Reight click on the masters and Change the second master to the third and vice versa.
when i do that Wrye is green and happy but for some reason the patches don't work(in game - no sounds). perhaps i am doing something wrong.
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Hot
 
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Post » Thu Oct 21, 2010 9:05 pm

when i do that Wrye is green and happy but for some reason the patches don't work(in game - no sounds). perhaps i am doing something wrong.


Damned, you are right...I get lots of error messages in TES4EDIT. :(

I still think SS should load late. I don't see how it can mess up other mods if the other mods are properly tagged.
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Emerald Dreams
 
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Post » Thu Oct 21, 2010 4:42 pm

And exactly why should a ton of other mods be expected to tag if they didn't need it previously?

Anyway, the formIDs on the inserted items in the patches will need to be adjusted. If, for example, one starts with 03 and 03 belongs to the S&S master, and the S&S master is now 02, the formID on the inserted item will need to change to start with 02 as well.
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BEl J
 
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Post » Fri Oct 22, 2010 6:20 am

Seems I made a stupid mistake when I first tried to load the mods into TES4EDIT. Using 7zip to extract the mods into my data folder, I highlighted only the patches for which I have mods installed, but 7zip extracted them all. So when I activated the mods I activated some without masters and of course TES4EDIT choked.
As long as you have all the masters, their *order* doesn't matter; it will only look ugly in Wrye Bash and I get no error messages in TES4EDIT.

So no need to move SS in the load order, or edit the patches. :)

Sorry about the confusion. :facepalm: :embarrass:
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Sunnii Bebiieh
 
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Post » Thu Oct 21, 2010 11:54 pm

i will remake the patches.

this time i will have SS load early. so the load order will be:

Storms & Sound
mods-to-be-patched
Storms & Sound Patches

the work-around for the different esp names = rename your SS esp to "Storm & Sound.esp".

should not take long. i apologize to everyone who downloaded. the mod will work but after viewing Arthmoor's post, it would be best to correct this issue.

thanks again everyone for your input.
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Nathan Barker
 
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