[WIP] The Unique Landscapes Project

Post » Wed Aug 26, 2009 5:02 am

Well my friend, dont bother, Coldstone V3 is Out and needs experimented tester... (btw) and for you to know V1 to V2 is the complete version of V2...lol my bad if i wrongly explain it by saying "V1 to V2"... eniway, you wont need it no more V3 is a Complete download in BSA FORMAT !

And thanks for your apreciation Darnoor


(Quick copy/paste, then edit to suit)
Annoyingly I can't install Coldstone Town v3 just now as I only have the v1 to v2 upgrade file (which is actually the complete v2), not the new v3 file, and I have no internet at home at the moment so cannot download v3 :(

:P
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kasia
 
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Post » Wed Aug 26, 2009 5:12 am

What would be great to see, is Coldstone Town being very difficult to get to, because of the wild landscape around it.
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IM NOT EASY
 
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Post » Wed Aug 26, 2009 12:07 am

Just a heads up if any of you UL modders care. :whistle: I recently discovered that UL: Lost Coast seems to be incompatible with the mod http://www.tesnexus.com/downloads/file.php?id=2300. Forgotten tomb seems to get swallowed by the cliffs that run into the water.
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bonita mathews
 
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Post » Tue Aug 25, 2009 9:36 pm

As a modder for TR, some of my incompatability concerns are obvious. But in a more imediate sence, with the UL Strid River Mod (surrently in progress), is wether or not any changes have/will be made to the small island in the mouth of the River. I ask because i have a MAJOR prject going that turns the island into a large and Important Imperial Legion Border Fort (I would however, be quite happy to 'share' information for compatablity reasons if you like). All the landscaping and building exteriors and the like are done already, I simply need to finish off the interiors and NPCs (and if i feel up to it, but certainly not as an intial release, quests).

JD
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Katie Louise Ingram
 
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Post » Tue Aug 25, 2009 9:09 pm

I don't know for sure if Strid River touches that island, but if it matters, you should be aware that Kragenir's Death Quest touches it, as does Reclaiming Sancre Tor.
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Bereket Fekadu
 
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Post » Wed Aug 26, 2009 6:33 am

Oh poo... And i just made myself a WIPz thread and everything :(

Meh, i dont use either of those two anyway so no biggie.
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Veronica Martinez
 
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Post » Wed Aug 26, 2009 8:38 am

Kragenir's doesn't do much on the island.

How much of an impact you end up having on RST depends on what you're doing to the island and its surroundings. RST isn't released yet though.
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alicia hillier
 
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Post » Wed Aug 26, 2009 11:12 am

Oh god... I beg of you, no incompatibilities between RST and TR lmao. I think I would cry...
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Tom
 
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Post » Tue Aug 25, 2009 9:05 pm

I've found a bug in UL - Ancient Yews 1.4.1.
There are some suspended rocks in the air when used with the UOP 3.2.0.

http://h.imagehost.org/view/0354/Oblivion48

How do I display current map coords?
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Alexxxxxx
 
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Post » Wed Aug 26, 2009 7:24 am

Which reminds me last night when playing through (the so far very excellent Hoarfrost Castle mod) I found floating rocks in front of the Glowing cave (part of the first quest to build the castle up). I tried but could not get a good angle to take a screenshot. They are not easy to see. Probably part of the Lush woodland patch.
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Emily Jeffs
 
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Post » Wed Aug 26, 2009 8:18 am

I am really looking forward to Aspen Wood. I love all the UL forests, especially Ancient Yews. That is so fun to explore.
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Kerri Lee
 
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Post » Wed Aug 26, 2009 7:37 am

I've found a bug in UL - Ancient Yews 1.4.1.
There are some suspended rocks in the air when used with the UOP 3.2.0.

http://h.imagehost.org/view/0354/Oblivion48

How do I display current map coords?


Now just hold on a minute here. If you disable the UOP, do these rocks stop floating? If so, where's the bug in Ancient Yews? You can't just call anything a bug! A bug in a mod is an issue which exists even when the mod is the only one active in your game. If the problem only exists when another mod is active, then it isn't a bug, it's a conflict.

For map coordinates, open the console and type tdt then click on one of the rocks before taking the screenshot. This will give coordinates of the rock's location, plus the Form ID of the rock. Once you have given us this info, we can note it down and if AY gets another release, these rocks can be edited to override the conflict.
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Erika Ellsworth
 
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Post » Wed Aug 26, 2009 4:49 am

Or, if the UOP actually does touch them, they can get addressed in the upcoming hotfix for that instead.
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Heather Dawson
 
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Post » Wed Aug 26, 2009 7:43 am

Or, if the UOP actually does touch them, they can get addressed in the upcoming hotfix for that instead.


Ah, good so the UOP is receiving another update. Nice.

EDIT
I've just reuploaded the patch for Hoarfrost Castle and Lush Woodlands, resolving the land height mismatch beneath Glowing Tunnels cave entrance.
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Pete Schmitzer
 
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Post » Tue Aug 25, 2009 11:07 pm

Thanks for the update on the woodlands-hoarfrost patch.

Hoarfrost is a great mod so far - really good questline and much longer than I expected.

What confuses me about it though is that it sits right on top of a vanilla rune stone - one of the ones called Sidri-Ashak has formID 0017D40E.

Really annoying that I found the rune stone then installed the mod now the map marker for the rune stone is always there superimposed over the castle on the map.

Hmm this could be a map marker overhaul issue though. Not a UL issue though - just saying.
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suniti
 
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Post » Wed Aug 26, 2009 3:30 am

Now just hold on a minute here. If you disable the UOP, do these rocks stop floating? If so, where's the bug in Ancient Yews? You can't just call anything a bug! A bug in a mod is an issue which exists even when the mod is the only one active in your game. If the problem only exists when another mod is active, then it isn't a bug, it's a conflict.

You're right, better calling it a conflict. It's just that UOP it's a must have that everybody still playing to Oblivion use, that I considered it a "standard" patch ;)

For map coordinates, open the console and type tdt then click on one of the rocks before taking the screenshot. This will give coordinates of the rock's location, plus the Form ID of the rock. Once you have given us this info, we can note it down and if AY gets another release, these rocks can be edited to override the conflict.

What does it means (see sshot)?
http://a.imagehost.org/view/0915/Oblivion49
How do I translate them in coords like 60,-48 for the TES-CS to edit the cell?
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Samantha Wood
 
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Post » Wed Aug 26, 2009 3:42 am

What does it means (see sshot)?
http://a.imagehost.org/view/0915/Oblivion49
How do I translate them in coords like 60,-48 for the TES-CS to edit the cell?


Ah, sorry I forgot that the default TDT setting doesn't display coordinates. Type "tdt 0" and you'll get cell coordinates. After doing this once, typing tdt should always default to showing this data.
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Alexandra Ryan
 
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Post » Wed Aug 26, 2009 7:30 am

The two rocks you found were left floating because the UOP moved the larger one they used to be sitting on. This isn't the first time I've run into rocks being moved for no reason. It has nothing to do with Ancient Yews and I'll remove the edit from the UOP file for the hotfix update.
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Mélida Brunet
 
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Post » Tue Aug 25, 2009 9:44 pm

Ok, I've fixed them in the meanwhile (I've simply searched for "00122ce3" and the "Find text" gave me the object + coords in TES-CS)...

@Arthmoor
Are you saying UOP sometimes randomly moves rocks and other landscapes objects? I'll have to check more carefully for gfx glitches then...
Apparently UOP moved the large rock to avoid the original big shrub to be clipped in the rocks, at least I guess so...

P.S.
There is also a 3rd floating rock there: 00122cdf
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Terry
 
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Post » Tue Aug 25, 2009 10:53 pm

Ah, sorry I forgot that the default TDT setting doesn't display coordinates. Type "tdt 0" and you'll get cell coordinates. After doing this once, typing tdt should always default to showing this data.

Uhm, doesn't seem to work. Can't see the Cell coords... anyway it's not a great problem since "Find text" can also find objects in the map.

About the wonderful UL - Ancient Yews: falls water sound shouldn't be located "under" the falls? I noticed that going under the falling water there is a very distant sound (almost mute) which is quite unrealistic IMHO... The sound should be also much louder IMHO as a general rule. Consider them 2 requests for the next update :)
There is also an annoying bug in Oblivion itself related to the waterfall sound: when you press TAB and return to the game the sound gets totatlly muted but I'm afraid there's nothing we can do :(
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Amber Hubbard
 
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Post » Wed Aug 26, 2009 10:24 am

Uhm, doesn't seem to work. Can't see the Cell coords... anyway it's not a great problem since "Find text" can also find objects in the map.

Typing TDT in the console should show the debug text (tdt stands for "Toggle debug text".)

But first you have to set it.:

Go into the console and type SDT 33.
This will set the Debug text to 33 (full: Game Time Stats & Global Location. Other numbers give different options - http://www.uesp.net/wiki/Oblivion:SetDebugText. )

Then typing TDT (Case doesn't matter in the console by the way) will toggle those stats on or off. :;)
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Conor Byrne
 
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Post » Wed Aug 26, 2009 6:47 am

Typing TDT in the console should show the debug text (tdt stands for "Toggle debug text".)

But first you have to set it.:

Go into the console and type SDT 33.
This will set the Debug text to 33 (full: Game Time Stats & Global Location. Other numbers give different options - http://www.uesp.net/wiki/Oblivion:SetDebugText. )

Then typing TDT (Case doesn't matter in the console by the way) will toggle those stats on or off. :;)

Thank you. It does work now.
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X(S.a.R.a.H)X
 
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Post » Wed Aug 26, 2009 4:11 am

Hoarfrost is a great mod so far - really good questline and much longer than I expected.

What confuses me about it though is that it sits right on top of a vanilla rune stone - one of the ones called Sidri-Ashak has formID 0017D40E.

Really annoying that I found the rune stone then installed the mod now the map marker for the rune stone is always there superimposed over the castle on the map.

Hmm this could be a map marker overhaul issue though. Not a UL issue though - just saying.

True. MMO (and Landmarks with Wells) add a map marker for the Rune Stone. I use Hoarfrost Castle myself, so I'll try to remember to check for the existence of Hoarfrost castle, and if so, disable that map marker.
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Chad Holloway
 
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Post » Wed Aug 26, 2009 10:24 am

True. MMO (and Landmarks with Wells) add a map marker for the Rune Stone. I use Hoarfrost Castle myself, so I'll try to remember to check for the existence of Hoarfrost castle, and if so, disable that map marker.

With Hoarfrost castle; that Rune stone is actually moved from -1,31 to -3,32. ;)


EDIT: You are most welcome hexaae :D
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michael flanigan
 
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Post » Wed Aug 26, 2009 8:15 am

Hey Guys!

Sorry for that long time of nothing from me... The School needs much time and the rest of my freetime i had spend to my girlfriend ^^"
but now there two weeks of holidays and this week i used the time for modding.

but i can't show you new screenshots actually... on my latest screens you've seen there a http://pic.leech.it/i/bceb9/faa332f8a01.jpg. and they're fly... i've needed 6 or more hours to found them all and bring them back to the ground. :facepalm:

but i'm still working on it, so release come nearer and nearer with every root i press in the snowy ground :D
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Dawn Porter
 
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