Tamriel Worldspace Modding Project II

Post » Thu Jul 08, 2010 8:49 am

Looking very nice :)
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Nick Jase Mason
 
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Post » Thu Jul 08, 2010 3:57 am

Where I got the injecting part from, it was just something I read in the info window that TES Lod generator showed
[00:11] Loader: 
That's just one of many. This might just be information about what the other esp and esm are up to, I just mentioned it because I wasn't sure what was happening.

Cheers!


Yes, TES4LODGen is merely informing you that an ESP or ESM has injected that record into Oblivion.esm. T4LODGen itself has not made the injection.
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Naazhe Perezz
 
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Post » Thu Jul 08, 2010 7:39 am

the other thing I need is niftoaster.py is ther a download for that wee script I haven't been able to find it

That's part of PyFFI... you'll need to have PyFFI installed (as well as Python installed first) to use that script; http://sourceforge.net/projects/pyffi/files/.
Pacific Morrowind
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pinar
 
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Post » Thu Jul 08, 2010 3:14 pm

Realy Choice mate BTW have you seen the Lost Spires Caves,.. theyer nice textures too


and these are really choice as well

http://www.tesnexus.com/downloads/search.php

if the link doesn't work search for Adonnay, hes got neat stuff and is not oposed to being used,.. I have the swords in my Mod


Lol, these are the caves from The Lost Spires! :celebration:

I've used Adonnay's work in my first release (with permission of course) of my Heron Mark Swords. I was such a modding n00bie back than.

@Modman & Ali: Thanks!
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Everardo Montano
 
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Post » Thu Jul 08, 2010 1:39 pm


I did some dungeon testing to make a "jungle style" cave. A few of my Jungle Ogres found a nice spot in there! :clap:

Jungle Cave Test:

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_168118.jpg

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_764958.jpg

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_679273.jpg

Cheers!


Wow. :drool: That is awesome StarX.
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kevin ball
 
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Post » Thu Jul 08, 2010 2:55 pm

That's part of PyFFI... you'll need to have PyFFI installed (as well as Python installed first) to use that script; http://sourceforge.net/projects/pyffi/files/.
Pacific Morrowind


I have Python, PyFFI and blender ( not that that counts) installed could this be a pathing thing?

C:\Users\Kiwi-Hawk>C:/python26/python.exe scripts/niftoaster.py opt_reducegeometry --only _far.nif$ -a 0.1 "E:\aaa\AyleidRuins\Extracted BSAs\Vanilla\meshes\architecture"
C:/python26/python.exe: can't open file 'scripts/niftoaster.py': [Errno 2] No such file or directory
C:\Users\Kiwi-Hawk>

the E:\aaa etc is a dir where I copied the nifs to for shake of process because I didn't think one commandline program would lile spaces in the path name
eg: G:\Games\Bethesda Softworks\Oblivion\Data\meshes\Architecture\AyleidRuins\

@StarX

Well you made them look great mate,.. really choice.
So you don't like Adannoy's swords now that you not a Noobie and become a master Craftsman?
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N3T4
 
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Post » Thu Jul 08, 2010 5:59 am

@StarX

Well you made them look great mate,.. really choice.
So you don't like Adannoy's swords now that you not a Noobie and become a master Craftsman?


I hardly concider myself a master craftsman, I just do what I like and most of the times it works out. I just meant that it was my first ever mod and my merchant was just standing there near the Great Oak of Chorrol. I just learned texturing back than. Adonnays work is as awesome as ever.
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JESSE
 
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Post » Thu Jul 08, 2010 3:30 pm

I hardly concider myself a master craftsman, I just do what I like and most of the times it works out. I just meant that it was my first ever mod and my merchant was just standing there near the Great Oak of Chorrol. I just learned texturing back than. Adonnays work is as awesome as ever.


I'm still quite green,.. tend to copy and paste a lot still (save time) and have trouble script less I have a copy, cant do quests/Dialoge to save my self and have yet to get passed the looking for an item and finding a really cool model (s) that I feel I have a need to use some how lol
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CArla HOlbert
 
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Post » Thu Jul 08, 2010 1:48 pm

C:\Users\Kiwi-Hawk>C:/python26/python.exe scripts/niftoaster.py opt_reducegeometry --only _far.nif$ -a 0.1 "E:\aaa\AyleidRuins\Extracted BSAs\Vanilla\meshes\architecture"
C:/python26/python.exe: can't open file 'scripts/niftoaster.py': [Errno 2] No such file or directory

Most probably the error is the part I've marked red: I changed this into C:/python26/scripts/niftoaster.py and it worked for me.
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Siidney
 
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Post » Thu Jul 08, 2010 12:50 pm

Kia Ora

Choice,.. thank you very much
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Justin
 
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Post » Thu Jul 08, 2010 4:18 pm

heya

the updated Hammerfell_HighRock heightmap will be uploaded tomorrow morning :-)

here two screenshots I made today during testing

http://www.tesnexus.com/downloads/images/27235-1-1276180124.jpg


http://www.tesnexus.com/downloads/images/27235-2-1276180125.jpg


cheers
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Oscar Vazquez
 
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Post » Thu Jul 08, 2010 2:47 am

Looking excellent as always!

http://insom.info/waprod/images/Reactions/MOAR.jpg
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lucile
 
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Post » Thu Jul 08, 2010 9:19 am

*drool*
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Kelsey Hall
 
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Post » Thu Jul 08, 2010 2:32 pm

Looking excellent as always!

http://insom.info/waprod/images/Reactions/MOAR.jpg



:rofl:
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xx_Jess_xx
 
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Post » Thu Jul 08, 2010 5:24 am

Great views as always, Onra. Though the shape of those rocks in the water put a big grin on my face when I first saw them! :laugh:
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Phillip Hamilton
 
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Post » Thu Jul 08, 2010 10:34 am

Some time ago I have played with various resources and made this small island village that I never finished. It has a somewhat desert fitting sand-rock cave retex made for one cave (not whole set). I think that I have uploaded it on some rapidshare or something.
But pics are here:
http://s285.photobucket.com/albums/ll54/pero_lozhach/Desert%20island%20village/
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JUDY FIGHTS
 
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Post » Thu Jul 08, 2010 4:58 pm

Some time ago I have played with various resources and made this small island village that I never finished. It has a somewhat desert fitting sand-rock cave retex made for one cave (not whole set). I think that I have uploaded it on some rapidshare or something.
But pics are here:
http://s285.photobucket.com/albums/ll54/pero_lozhach/Desert%20island%20village/


Your island wants you to complete it.
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Sakura Haruno
 
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Post » Thu Jul 08, 2010 3:27 am

Great views as always, Onra. Though the shape of those rocks in the water put a big grin on my face when I first saw them! :laugh:


:rofl:

....not sure if it would be lorefriendly calling it P.h.a.l.l.u.s. Bay....
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Amanda savory
 
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Post » Thu Jul 08, 2010 6:47 am

Your island wants you to complete it.



jep looks really nice and would be a nice small destination for a sailing trip :-)
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Love iz not
 
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Post » Thu Jul 08, 2010 5:40 am

I'd like to try adding a village on your Valenwood heightmap and I have two questions.

I understand that I need to esmify Valenwood.esp and Valenwood_Anequina_Patch.esp and use them as masters for my plugin, but do I also have to do the same with ElswyerAnequina.esp?

Are there any parts of the heightmap I shouldn't edit to avoid conflicts?

Regards
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Clea Jamerson
 
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Post » Thu Jul 08, 2010 3:43 am



Stirk made by the Tamriel Rebuilt team

Note ! Stirk has to be loaded before the Tamriel heightmaps. The Stirk Lod meshes and textures have to installed after the Tamriel heightmaps LOD Resources (overwrite them).


This is not the case of Iliana Elsweyr Desert of Aquequina (must be specifiyed?) since Valenwood has it's proper master (or I'm wrong?)...
I'm going to install Vanlenwood heightmaps... the immediate interesting region after Elsweyr and Stirk since it's already occupying a great space in TESIV vanilla world map.
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Scotties Hottie
 
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Post » Thu Jul 08, 2010 12:57 pm

Now, I am having a spot of a problem with my game and I am going through all possible reasons (that I can think of) that could be affecting this.

As you probably know when using TES lod generator one gets a bunch of errors like this:[code][01:50] LOD Generator:

I got similar errors with LOD generator...
Now uninstalled Valenwood mod, there no error with TES4LODGen!

This project is very interesting, thanks to the authors for all their work.
I will be following the progress.
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Justin Bywater
 
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Post » Thu Jul 08, 2010 3:39 am

I'd like to try adding a village on your Valenwood heightmap and I have two questions.

I understand that I need to esmify Valenwood.esp and Valenwood_Anequina_Patch.esp and use them as masters for my plugin, but do I also have to do the same with ElswyerAnequina.esp?

Are there any parts of the heightmap I shouldn't edit to avoid conflicts?

Regards



If you want to mod Valenwood/Elsweyr you have to esmify all 3 esps Valenwood.esp, ElseyerAnequina.esp and Valenwood_Anequina_Patch.esp

cheers


This is not the case of Iliana Elsweyr Desert of Aquequina (must be specifiyed?) since Valenwood has it's proper master (or I'm wrong?)...
I'm going to install Vanlenwood heightmaps... the immediate interesting region after Elsweyr and Stirk since it's already occupying a great space in TESIV vanilla world map.


Valenwood.esp doesn't use Ilanas Elsweyr as a master and must be loaded before Ilianas mod. It requires the Valenwood_Anequina_Patch.esp to work !

Load order Including Stirk :

Oblivion.esm
Unofficial Oblivion Patch
.................................
TR_Stirk.esp
................................
Hammerfell_HighRock.esp
Blackmarsh.esp
Valenwood.esp
Summerset.esp
...............................
Elsweyr Deserts of Anequina.esp
Valenwood_Anequina_Patch
...............................
Unique Landscape mods


if only Valenwood/Elsweyr is used TR_Stirk should work in any load order

The Valenwood_Elseyr LOD Resources must be installed over Ilianas mod ( they include lod meshes and textures for complete Elsweyr and Valenwood)

The Stirk Lod meshes and textures must be installed after the tamriel heightmaps lod resources



I got similar errors with LOD generator...
Now uninstalled Valenwood mod, there no error with TES4LODGen!

...are there any lod errors ingame ?

This project is very interesting, thanks to the authors for all their work.
I will be following the progress.


thx :-)
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SiLa
 
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Post » Thu Jul 08, 2010 4:25 am

hey @ all

this will be the thread for all mods and projects around or based on the " Under the sign of the dragon Tamriel heightmaps" .



Under the sign of the dragon - Tamriel heightmaps -


Download : http://www.tesnexus.com/downloads/file.php?id=27235


description
==============================================

This mod will try to provide lore friendly heightmaps of all provinces of Tamriel in the Tamriel worldspace .

Official lore maps and/or other lore based maps ( like TR team maps) have been used to create lore correct or at least lore friendly shapes and basic geographic data of all provinces.

[/url][/u]


I just went to your first link for the download, and got an "This file cannot be downloaded while the owner has set it to hidden." error message! You know when the file will be back up? Please PM me when it's back up again so I can download it!
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Prue
 
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Post » Thu Jul 08, 2010 6:54 pm

He's probably uploading the new files.
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james kite
 
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