[REL]The Other Spheres: Prelude

Post » Wed Sep 01, 2010 12:41 pm

I like the idea of multi-quest-solutions, but I have one question, cause I am not sure
if that is meant to be:

Concerning the quest with the brothers and the cave. Where to put the fourth in?
I found two cages (put two in one) and one bridge-trap. Just curious, what is the fourth trap?

Oh, and great mod.
I've played a Telvanni back in Morrowind days.
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Kayla Oatney
 
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Post » Wed Sep 01, 2010 8:34 pm

The last one is for Fans of "The Last Ninja II": http://www.youtube.com/watch?v=hm-kEH1d8zM&feature=related - good old c64-days...
Spoiler
It's the pentagram, to the right of the sunken statue. Just activate the last candle when the brother is on it.

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Camden Unglesbee
 
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Post » Wed Sep 01, 2010 5:45 pm

This looks fantastic!! I can't wait to try it out. Anything from you guys over at Planet Oblivion is a welcome addition to my mod list :)

I'm also very excited about the modular concept. I look forward to future additions :). Keep up the good work!!
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Vicky Keeler
 
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Post » Thu Sep 02, 2010 12:32 am

Thank you, Elim.
Never played "The Last Ninja II" though.
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lilmissparty
 
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Post » Wed Sep 01, 2010 7:34 pm

Also, I think one of the textures was missing for the gnd mesh on the House Dres Helm, because it looked like just a pink blob on the ground for me.


As I'm working on a patch (mostly minor things like english artefacts in the DV and a rare issue with the Parsnip effect) i'd like to ask if anybody experienced the same, because I can't reproduce it on my system. If you do have this problem, please tell me about your texture options in the game, maybe some Mipmap issue or something??
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Loane
 
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Post » Wed Sep 01, 2010 11:10 pm

Sounds very interesting!
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Racheal Robertson
 
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Post » Wed Sep 01, 2010 1:58 pm

OK, I think i've found the texture issue - seems like Oblivion doesn't care for / or \ in texture paths when outside a bsa, but does care when Inside a bsa. Strange. well, finding that is a big step forward towards a patch....
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djimi
 
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Post » Wed Sep 01, 2010 12:17 pm

OK, I think i've found the texture issue - seems like Oblivion doesn't care for / or \ in texture paths when outside a bsa, but does care when Inside a bsa. Strange. well, finding that is a big step forward towards a patch....

I haven't downloaded this one yet, but it looks very interesting, and I will surely try it, but await an updated version. Thanks for the work :)
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{Richies Mommy}
 
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Post » Wed Sep 01, 2010 1:27 pm

I will surely try it, but await an updated version.



no need to wait any longer, the patch to V1.1 is here. Still the same links for the http://www.planetoblivion.de/index.php?option=com_content&task=view&id=1341&Itemid=73and http://www.planetoblivion.de/index.php?option=com_content&task=view&id=1340&Itemid=72Version. For those who are already using 1.0: As far as tested, the new version works fine with old savegames. So, what's new?


  • Fixed a texture-adressing problem in Bonemold Greaves and Dres Helmet ground meshes
  • Fixed an issue with the faction icons when middle or small texture size is active
  • Added a cooling chest to Solyn's Kitchen
  • Added minor regeneration to Hendrill's Brothers to keep them from permanent knockout
  • Fixed a rare issue with Giant Parsnip effect. If it still gets stuck on you for any reason, talk to Otumeel, the poison dialog topic will remove the effects.
  • German Edition only: fixed some typos and english artefacts.

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marie breen
 
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Post » Wed Sep 01, 2010 9:05 pm

Awesome!! Thanks for getting the patch together :). I look forward to playing this!
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Jade Barnes-Mackey
 
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Post » Wed Sep 01, 2010 1:50 pm

Thanks for sharing and the linky, will add this to the list ! ! ! ! !

Sorry I missed this earlier, with the announced closing of filefront, which was averted by the original owners buying is back. I spent that week downloading everything I could from file front so nothing would be lost.

Apologies for missing this earlier, I am still trying to recover.......6 20 hour days at my age are a little draining.

Well done my friend.

Buddah aka Micky
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Travis
 
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Post » Wed Sep 01, 2010 12:01 pm

I had a question about what to do with the LOD-esps. I don't know anything about modding so I don't know how LOD is generated. What am I supposed to do with these esps? Do I activate them at the appropriate time, load my save game and then deactivate them again? Sorry if this is a stupid question :confused:
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Bird
 
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Post » Wed Sep 01, 2010 10:58 am

I had a question about what to do with the LOD-esps. I don't know anything about modding so I don't know how LOD is generated. What am I supposed to do with these esps? Do I activate them at the appropriate time, load my save game and then deactivate them again? Sorry if this is a stupid question :confused:


Not a stupid question at all. it is a little complicated. The reason why i made the LOD-esps is that the game plainly ignores the enable state of distant objects, and since there is a whole stronghold created during the plugin, the far view changes quite a lot. These files are meant to be used with http://www.tesnexus.com/downloads/file.php?id=15781 by ElminsterAU. To have the ideal distant view at all times, do the following:

1. Install Prelude
2. copy TOSlod_start.esp to your data folder
3. open the Oblivion launcher or whatever you use to administrate your active plugins, enable TOSlod_start.esp, disable TOS - Prelude.esp (if it was already activated)but don't play.
4. run TES4LODGen. plain and simple program, doesn't need parameters at all, brilliant!
5. Open the launcher, disableTOSlod_start.esp, enable TOS - Prelude.esp. You may delete TOSlod_start.esp now to keep the data folder clean.
6. Play until the Stronghold is built up (Quests "New Faith" and "Like Animals" completed)
7. copy TOSlod_built.esp to your data folder
8. Open the launcher, enable TOSlod_built.esp, disable TOS - Prelude.esp but don't play.
9. run TES4LODGen.
10. Open the launcher, disableTOSlod_built.esp, enable TOS - Prelude.esp. You may delete TOSlod_built.esp now to keep the data folder clean.
11. Finish the plugin.

yes, i know, that's complicated, but necessary for perfect view - as I said, the LOD-Engine ignores enable states. If you're not soo exact about what you see in the distance, you may just do steps 7 to 10, either before playing or after completing New Faith /Like Animals.

@Buddah: As a hobby-webmaster i know the heroic fight against data loss - good work saving all those files, and even though filefront didn't close, it's good to know there are backups at the lord of the list's place. I just contacted you as i missed your post. A release thread just doesn't feel right without your "Thanks for sharing and the linky, will add this to the list ! ! ! ! !" ;)
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Sarah Kim
 
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Post » Wed Sep 01, 2010 2:18 pm

Is there a patch for Open Cities in the works? Or are the "Major Conflicts" negligible/avoidable by taking extra steps?

-Francisco-
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Rudi Carter
 
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Post » Wed Sep 01, 2010 5:20 pm

Is there a patch for Open Cities in the works? Or are the "Major Conflicts" negligible/avoidable by taking extra steps?

-Francisco-


not jet, though i'm discussing the issue with ThreeD who did some patches while working on a German joined and highly configurable package of Open Cities, Better cities and Better Open Cities. Leyawiin and Skingrad will be simple to change, but cheydinhal wll be more trouble, i think.
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Josh Lozier
 
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Post » Wed Sep 01, 2010 11:44 pm

Not a stupid question at all. it is a little complicated. The reason why i made the LOD-esps is that the game plainly ignores the enable state of distant objects, and since there is a whole stronghold created during the plugin, the far view changes quite a lot. These files are meant to be used with TES4LODGen by ElminsterAU. To have the ideal distant view at all times, do the following:

1. Install Prelude
2. copy TOSlod_start.esp to your data folder
3. open the Oblivion launcher or whatever you use to administrate your active plugins, enable TOSlod_start.esp, disable TOS - Prelude.esp (if it was already activated)but don't play.
4. run TES4LODGen. plain and simple program, doesn't need parameters at all, brilliant!
5. Open the launcher, disableTOSlod_start.esp, enable TOS - Prelude.esp. You may delete TOSlod_start.esp now to keep the data folder clean.
6. Play until the Stronghold is built up (Quests "New Faith" and "Like Animals" completed)
7. copy TOSlod_built.esp to your data folder
8. Open the launcher, enable TOSlod_built.esp, disable TOS - Prelude.esp but don't play.
9. run TES4LODGen.
10. Open the launcher, disableTOSlod_built.esp, enable TOS - Prelude.esp. You may delete TOSlod_built.esp now to keep the data folder clean.
11. Finish the plugin.

yes, i know, that's complicated, but necessary for perfect view - as I said, the LOD-Engine ignores enable states. If you're not soo exact about what you see in the distance, you may just do steps 7 to 10, either before playing or after completing New Faith /Like Animals.

@Buddah: As a hobby-webmaster i know the heroic fight against data loss - good work saving all those files, and even though filefront didn't close, it's good to know there are backups at the lord of the list's place. I just contacted you as i missed your post. A release thread just doesn't feel right without your "Thanks for sharing and the linky, will add this to the list ! ! ! ! !" wink.gif


Thanks for the fast reply, that was very clear and helpful! Thanks for helping a noob out :)
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Andy durkan
 
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Post » Wed Sep 01, 2010 12:08 pm

I've made a loading Screen Addon for the http://www.planetoblivion.de/index.php?option=com_content&task=view&id=1378&Itemid=73 and one for the http://www.planetoblivion.de/index.php?option=com_content&task=view&id=1377&Itemid=72 edition. It adds 25 different loading screens to the new locations in Prelude, giving some background information on Tel Valus and its inhabitants.


Screenshots:
http://www.planetoblivion.de/images/stories/plugins/dv/sonstiges/tosladearb.jpg
http://www.planetoblivion.de/images/stories/plugins/dv/sonstiges/tosladelunhaus.jpg
http://www.planetoblivion.de/images/stories/plugins/ev/sonstiges/tosloadlibrary.jpg
http://www.planetoblivion.de/images/stories/plugins/ev/sonstiges/tosloadstairs.jpg


About the Open Cities thing: I've started to work on a Better Cities Patch, which is mandatory for Cheydinhal and fixes levitating stuff for the IC market district, but i'm not finished yet. is there a simple way to copy stuff from the city worldspaces to the tamriel worldspace? I mean, the coordinates should be the same, is there an external program to move the references?


Edit: Typos
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Sandeep Khatkar
 
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Post » Wed Sep 01, 2010 7:30 pm

Any update on how the addons are coming along?

CK
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Micah Judaeah
 
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Post » Thu Sep 02, 2010 12:30 am

OK, I think i've found the texture issue - seems like Oblivion doesn't care for / or \ in texture paths when outside a bsa, but does care when Inside a bsa. Strange. well, finding that is a big step forward towards a patch....

I see that you already fixed this but for the future/other modders, if you use tes4files (also great for packaging into a BSA) to grab your data files there is an option to fix texture paths; that will fix the slashes and even if you are not using it to BSA/gather resources normally it is way quicker to run that, and move the fixed meshes back to oblivion/data and overwrite the old ones.
Pacific Morrowind
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BRIANNA
 
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Post » Wed Sep 01, 2010 2:05 pm

This mod is great, I've just started though. I suggest adding a requirements section so that people can see what mods/patches they need. Thank you
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noa zarfati
 
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Post » Wed Sep 01, 2010 4:56 pm

This is one of the best mods yet!!

However; Am I the only having extreeme FRPs issues near the custom armour??

plus, I dont know what to do about the riddle box under castle cheydinhall..
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Mashystar
 
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Post » Wed Sep 01, 2010 8:01 pm

I've made a loading Screen Addon for the http://www.planetoblivion.de/index.php?option=com_content&task=view&id=1378&Itemid=73 and one for the http://www.planetoblivion.de/index.php?option=com_content&task=view&id=1377&Itemid=72 edition. It adds 25 different loading screens to the new locations in Prelude, giving some background information on Tel Valus and its inhabitants.


Screenshots:
http://www.planetoblivion.de/images/stories/plugins/dv/sonstiges/tosladearb.jpg
http://www.planetoblivion.de/images/stories/plugins/dv/sonstiges/tosladelunhaus.jpg
http://www.planetoblivion.de/images/stories/plugins/ev/sonstiges/tosloadlibrary.jpg
http://www.planetoblivion.de/images/stories/plugins/ev/sonstiges/tosloadstairs.jpg


About the Open Cities thing: I've started to work on a Better Cities Patch, which is mandatory for Cheydinhal and fixes levitating stuff for the IC market district, but i'm not finished yet. is there a simple way to copy stuff from the city worldspaces to the tamriel worldspace? I mean, the coordinates should be the same, is there an external program to move the references?


Edit: Typos


Wow - the loading screens look great. I always like it when new, mod-added rooms have their own loading screens based on the vanilla loading screen design (other examples are The Lost Spires and Dremora Companion).

Thanks for working on and still improving this great mod!
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Beulah Bell
 
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Post » Wed Sep 01, 2010 6:38 pm

I suggest adding a requirements section so that people can see what mods/patches they need. Thank you


nothing needed besides Oblivion 1.2xxx - no SI, no obse required


However; Am I the only having extreeme FRPs issues near the custom armour??

No, you're not. I'm still trying to improve this, but can't give no guarantees yet...

plus, I dont know what to do about the riddle box under castle cheydinhall..

The riddle describes a plant which is quite common in Cheydinhal - just put the ingredient you get from these plants into the box.
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Melanie
 
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Post » Wed Sep 01, 2010 4:26 pm

Congrats at [REL] this awesome mod
Always want return my old house Telvani Membership card!
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Cathrine Jack
 
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Post » Wed Sep 01, 2010 8:44 am

The riddle describes a plant which is quite common in Cheydinhal - just put the ingredient you get from these plants into the box.

Thanks, I really hope that you fiz those FRPs issues, because the armour and weapons are freaking cool..
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Lou
 
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