Tamriel Worldspace Modding Project

Post » Sat Feb 19, 2011 5:30 am

Found an excellent mod that is located in Blackmarsh... Well it's really the same mod, but two versions of it...

http://www.tesnexus.com/downloads/file.php?id=29559

and

http://www.tesnexus.com/downloads/file.php?id=29580

UNFORTUNATELY, it conflicts with the heightmap of Blackmarsh... Considering that the entire mod is not really that big geographically (a couple of buildings and some trees, really), I wonder if someone out there could make a working patch for it, because if that happens, we now have the first mod that works within Blackmarsh, no? :)

I am not a modder myself, so I am not sure how difficult of an undertaking something like this could be, but I think it's worth mentioning in hopes someone takes a look at it.

Cheers.
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FirDaus LOVe farhana
 
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Post » Fri Feb 18, 2011 9:22 pm

I don't think it's that hard. Just move the buildings/trees/etc in the CS up or down to fit the new heightmap. That's it, really. Of course, the two mods have to be esmified while it's done or it won't be a proper patch. I'm not hereby saying I'll do it tonight, I'm too tired to mess with the annoying CS anyway.
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Floor Punch
 
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Post » Sat Feb 19, 2011 5:37 am

I don't think it's that hard. Just move the buildings/trees/etc in the CS up or down to fit the new heightmap. That's it, really. Of course, the two mods have to be esmified while it's done or it won't be a proper patch. I'm not hereby saying I'll do it tonight, I'm too tired to mess with the annoying CS anyway.



Well, tonight is not necessary, but I don't know even the basics of the CS to do it myself.... So it would be nice if someone (if not you) did that sometime - it would be a cool mod to have, I think.
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sas
 
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Post » Sat Feb 19, 2011 12:33 am

hi,

@Smirnoff
I'll try, but i wont promise anything.
I have done things like relocating before, but i'm not sure if i can pull this off on up or down.
I think the pathgrid might be my demise, but i'll try, if only as an exercise.

Although i am motivated because i run one of these (great mods) and -
since i have seen the astonishing work done here and circumvented it ;) i will never ever play again without it.
Thanks for that !

MfG


edit : If you load it after blackmarsh.esp the surrounding of the chapel will be fine, no edit needed.
The chapel will be on a hill and the outer cell's edges will produce a very small tear.
Fixing that and the path grid will take time, and as the tear is so small i really see no need.
As for the pathgrid, - there are no npc's on the outside, so it doesnt matter that much.
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FoReVeR_Me_N
 
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Post » Sat Feb 19, 2011 10:49 am




edit : If you load it after blackmarsh.esp the surrounding of the chapel will be fine, no edit needed.
The chapel will be on a hill and the outer cell's edges will produce a very small tear.
Fixing that and the path grid will take time, and as the tear is so small i really see no need.
As for the pathgrid, - there are no npc's on the outside, so it doesnt matter that much.



Thanks. I will try that as well as running Land Magic afterwards to see if the tear is fixed.
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Ebou Suso
 
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Post » Sat Feb 19, 2011 6:44 am

Found a tiny tear in the land at -24, 40, in the Hammerfell esp.

Lovely work :)

I may do a few villages then move onto a town in Hammerfull. Are there any modders resources architecture that is in the style of Hammerfell civilizations??
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Love iz not
 
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Post » Sat Feb 19, 2011 12:16 am

I may do a few villages then move onto a town in Hammerfull. Are there any modders resources architecture that is in the style of Hammerfell civilizations??

Not that I know of, but all of the buildings in Anvil use Hammerfell-style architecture, so they can be used. If you want to get really authentic and make it look different from Anvil, you could copy the meshes and give them new textures with different colored walls and roofs.
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TWITTER.COM
 
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Post » Sat Feb 19, 2011 11:45 am

Found a tiny tear in the land at -24, 40, in the Hammerfell esp.

Lovely work :)

I may do a few villages then move onto a town in Hammerfull. Are there any modders resources architecture that is in the style of Hammerfell civilizations??



Try mr_siika's resources: http://www.tesnexus.com/modules/members/index.php?id=112530

I really like the Jurad City Tileset: http://www.tesnexus.com/downloads/file.php?id=23604
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^~LIL B0NE5~^
 
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Post » Sat Feb 19, 2011 3:08 am

Talking about the Jurad City tileset, I finally got around to creating Senchal's worldspace and do some testing there. It's still very empty but I think it looks nice:

http://www.invision.tesalliance.org/forums/index.php?/gallery/image/6930-testing-senchal-city/

After contacting mr.Siika it looks like I'll have to create the interiors myself, any help would be greatly appreciated.

Cheers,

StarX :foodndrink:
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brian adkins
 
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Post » Sat Feb 19, 2011 11:25 am

I think I'm going to make Elinhir :D

Have done some research, and will use retextured Anvil houses (retexturing to come later)

Was thinking of placing it around -30, 47 does that seem ok lore wise??
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bimsy
 
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Post » Fri Feb 18, 2011 10:34 pm

@AliTheLord

-30/47 seems perfect to me... it's a nice small valley directly at the Skyrim border

for the land tears...yeah they have been reported already ..will be fixed in the next version

maybe talk to Omegacron he plans to place a player owned castle and stuff in this area as well :-)

regards

onra

PS:

I have finished working on Fort Akatosh 1.3 today...so I soon will be able to concentrate fully on the heightmaps
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Andrea Pratt
 
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Post » Sat Feb 19, 2011 1:35 am

First screen of the city, let me know what you guys think :D

(It's in the CS because my DVD drive is broken)

http://i94.photobucket.com/albums/l117/ashen-shugar_2006/Elinhir/Elinhir1.jpg
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sw1ss
 
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Post » Fri Feb 18, 2011 11:05 pm

maybe talk to Omegacron he plans to place a player owned castle and stuff in this area as well :-)

It doesn't look like there will be any conflicts, or at least no major ones. http://mods.omegacron.com/images/ravensgate_cells.jpg that illustrates the area I'll be modifying. Basically the road that passes the Hermaeus Mora shrine will wind down into the valley instead of just going around, and the trading town of Ravenholme (protected by the fortress of Ravensgate) will be there as a jumping-off point into both Hammerfell and Skyrim. Since I'll have quests in both regions, I plan on making the major road that leads out of Cyrodiil and then forks off to both Elinhir and Falkreath. It's only about 40% complete at this point, so there's still some flexibility as to the exact placement of items.
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Astargoth Rockin' Design
 
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Post » Sat Feb 19, 2011 11:24 am

First screen of the city, let me know what you guys think :D

(It's in the CS because my DVD drive is broken)

http://i94.photobucket.com/albums/l117/ashen-shugar_2006/Elinhir/Elinhir1.jpg



cool...I just checked the location ingame today...do you plan to create the city open city style or in its own worldspaces with the tamriel ws as a parent ?
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ruCkii
 
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Post » Sat Feb 19, 2011 12:31 am

added link of another nice compatible mod to the first post

Nordinkast -Nordic Meadhall-

cheers
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Quick Draw
 
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Post » Sat Feb 19, 2011 3:24 am

Open city, unless anyone has major objections?

I play with a open cities so I was going to create it as an open city.
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Dylan Markese
 
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Post » Fri Feb 18, 2011 10:41 pm

Open city, unless anyone has major objections?

I play with a open cities so I was going to create it as an open city.



...just wanted to know :-)
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james kite
 
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Post » Sat Feb 19, 2011 6:43 am

Shall I make a separate WIPz thread for the this?? Or keep it all here??
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Abel Vazquez
 
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Post » Sat Feb 19, 2011 6:07 am

Shall I make a separate WIPz thread for the this?? Or keep it all here??


I think it is nothing wrong to make your own thread if you want to...I will add the link and the mod discription...compatibility questions etc could be still discussed here :-)
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Vicki Blondie
 
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Post » Sat Feb 19, 2011 12:31 am

I have some very bad news. Somehow my esp got messed up and the latest backup I have is from more than two weeks ago. I lost days and days of CS work and I'm that close to tossing my PC out of the window.

But to turn something bad into something positive, this forces me to start from scratch on Senchal so I can make it more like a real Senchal instead of a relocated city of Haven.

Greets,

StarX
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Quick draw II
 
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Post » Sat Feb 19, 2011 1:56 am

Can't you fix your .esp in TES4Edit?
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evelina c
 
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Post » Fri Feb 18, 2011 9:20 pm

I have a WIPz thread up now for Ravensgate: http://www.gamesas.com/index.php?/topic/1091737-wipz-ravensgate/. I'll try to keep track of my progress there.

UPDATE: I just loaded my game after putting the Hammerfell_HighRock.esp in the data folder, and there's either a giant tear or a missing cell at -15,41. This is directly north of the Ravensgate entrance, so I found it right away :whistling:. Also, that entire area in-game is completely devoid of rocks, plants, or trees - it's just flat landscape. Please let me know if it's just something I'm doing wrong.

UPDATE TO THE UPDATE: Well, I took that esp out of the load and re-saved my mod in the CS, but that problem is still there. Perhaps it's something I did? I dunno. I'll have to get it fixed before I can finish building out the town, though.
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stephanie eastwood
 
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Post » Fri Feb 18, 2011 10:41 pm

I've had an amazingly stable game in the past few weeks, so much so that I'm testing graphics again - except this time not opting for anything heavy for replacers and going for OBGEv2 stuff with very light replacers.

I've been using Kiwi hawks esp and complete map with little issue, but when using with OBGEv2 after a few rounds of opening the map the map goes white. Now this is not the same as an overload issue because I'm familiar with the white menus or incompletely drawn maps/menus.

No the border and all icons are there the map is just gone (yes it was loaded dead last) after a short while when using OBGEv2 (third version of version 2).

Will now test with the iggey version (lower res as I recall) and see, but I'm not sure I have the most recent version of that and can't seem to find it on nexus - got a link? Nevermind - http://www.tesnexus.com/downloads/file.php?id=30824.

thanks

[edit] seems to happen with the esp active. If I use any other map without the esp then that never happens. strange
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Adam Baumgartner
 
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Post » Sat Feb 19, 2011 9:38 am

I have some very bad news. Somehow my esp got messed up and the latest backup I have is from more than two weeks ago. I lost days and days of CS work and I'm that close to tossing my PC out of the window.

But to turn something bad into something positive, this forces me to start from scratch on Senchal so I can make it more like a real Senchal instead of a relocated city of Haven.

Greets,

StarX



yeah such things are areal pain in the behind...but I guess it will not take that long to recreate your city, as you now exactly know what you want to do :-)

cheers
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Javaun Thompson
 
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Post » Sat Feb 19, 2011 8:50 am

I have a WIPz thread up now for Ravensgate: http://www.gamesas.com/index.php?/topic/1091737-wipz-ravensgate/. I'll try to keep track of my progress there.

UPDATE: I just loaded my game after putting the Hammerfell_HighRock.esp in the data folder, and there's either a giant tear or a missing cell at -15,41. This is directly north of the Ravensgate entrance, so I found it right away :whistling:. Also, that entire area in-game is completely devoid of rocks, plants, or trees - it's just flat landscape. Please let me know if it's just something I'm doing wrong.

UPDATE TO THE UPDATE: Well, I took that esp out of the load and re-saved my mod in the CS, but that problem is still there. Perhaps it's something I did? I dunno. I'll have to get it fixed before I can finish building out the town, though.



I will check this later on today...will soon upload a new fixed version of the Hammerfell map anyway...

cheers
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Chelsea Head
 
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