[RELz] The Unique Landscapes Project

Post » Fri May 04, 2012 12:49 pm

My bad... I did not think that far. Thought a modlist would help but I guess it did not. The UL mod is LushWoodlands and it's right outside the Ayleid ruin, Lindai. Not sure how to find Form IDs. It's basically the same problem I saw in the nexus page for the mod here: http://www.tesnexus.com/downloads/file.php?id=11164.

Lindai is east of Chorrol and the closest dungeon is the Yellow Tick Cave. Again I apologize for giving you so little information to check on.
If you don't know how to get the coordinates or formID's, a screenshot at least would be nice. But think I've spotted what you mean. Cell -8,23, formID's for the steps and shrub are c364 and c36d respectively. It's one of the steps leading to the entrance.

Thank you both, I now have enough information to investigate when I get home from work tonight. Though based on omeletted's post it sounds like the floaters are confirmed already, in which case I will note them down and they will be resolved in any future release of Lush Woodlands.

To get Form IDs, stand in front of the object so you can see it, open the in-game console (either ~ or ` in the top-left below the Esc keyboard if US or UK keyboard), then click on the object with the mouse. The object's Form ID will be displayed in the top centre of the screen.
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JD FROM HELL
 
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Post » Fri May 04, 2012 8:53 am

Thank you both, I now have enough information to investigate when I get home from work tonight. Though based on omeletted's post it sounds like the floaters are confirmed already, in which case I will note them down and they will be resolved in any future release of Lush Woodlands.

To get Form IDs, stand in front of the object so you can see it, open the in-game console (either ~ or ` in the top-left below the Esc keyboard if US or UK keyboard), then click on the object with the mouse. The object's Form ID will be displayed in the top centre of the screen.

I know you figured it out but thought I could give you the FormIDs just to make sure. The FormID for the floating steps is 0000C364 and one for the floating tree is 8A003A03. Found them coming towards north of the ruin if that would help locating them.

And yes I use Refscope but obviously I do not know how to properly utilize it in this situation.
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latrina
 
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Post » Fri May 04, 2012 1:52 pm

And yes I use Refscope but obviously I do not know how to properly utilize it in this situation.

Err...there's really only one way to use Refscope...
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Rachael Williams
 
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Post » Fri May 04, 2012 9:32 am

Also 173BF1, 1003A26, 1003A24

Added to shinobi's 1003A03 and C364, along with omeletted's C36D, this is a very popular cell for floaters. All now listed so if there is an update to Lush Woodlands these can be grounded.


Err...there's really only one way to use Refscope...

Never used it myself, nor FormID Finder, the console already provides Form IDs quite adequetely for me.
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Emily Graham
 
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Post » Fri May 04, 2012 7:52 am

Err...there's really only one way to use Refscope...
Also 173BF1, 1003A26, 1003A24

Added to shinobi's 1003A03 and C364, along with omeletted's C36D, this is a very popular cell for floaters. All now listed so if there is an update to Lush Woodlands these can be grounded.




Never used it myself, nor FormID Finder, the console already provides Form IDs quite adequetely for me.

@Nephenee13
I know what you mean... :blush: :biggrin: it's just that I was not sure what I was looking at once clicking the item with Refscope until Vorians made it clear for me.

@Vorians
That's good to hear... thank you for your dedication to this project. All of us appreciate your efforts. :biggrin: :biggrin:
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Taylah Illies
 
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Post » Fri May 04, 2012 3:52 pm

Hey guy;s. i have re-installed Oblivion and i am going to re-install all my favorite mods. Quick question on UL and other graphic mods. Should i install UL after my graphc mods? Or should i install UL first, then my graphic mods on top of it. Thanks.
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sharon
 
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Post » Fri May 04, 2012 11:16 am

You ask about install order, not load order? It doesn't matter. You can install the UL mods before or after anything else as there are no files which will overlap with another mod.

EDIT
Except land LOD of course, I forgot about that. If you're using multiple ULs then you should also have downloaded the UL land LOD pack. That pack should be installed after other mods which might also contain land LOD and overwrite them if you want UL-accurate land LOD. Or use one of those two programs which generates land LOD meshes from your complete load order, I've heard that they work well.
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Charleigh Anderson
 
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Post » Fri May 04, 2012 11:44 am

Found my problem with the crash on exit. During my recent reinstallation an OBSE Plugins folder wound up in the wrong place, so I wasn't actually running WeOCPS or Fast Exit. Sorted that out, and now I get a clean fast exit without even the Windows ding-dong.

Thanks for the help!
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Kelly James
 
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Post » Fri May 04, 2012 1:31 pm

If you're using multiple ULs then you should also have downloaded the UL land LOD pack.

Where would I find the pack?
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Emily Jeffs
 
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Post » Fri May 04, 2012 6:06 pm

http://tesnexus.com/downloads/file.php?id=27495.
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Emma Copeland
 
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Post » Fri May 04, 2012 9:36 pm

Awesome thanks, I'll download this now for the next time I get to do a play through.
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Jonathan Egan
 
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Post » Fri May 04, 2012 9:16 pm

Edit: Just found TES4II. Looks like that's what I've been wanting......
---


I am a little confused about LOD. Does TES4LodGen completely replace the UL-LODs file, or should I use both? Some of the LODs at least seem to be included in the UL Compilation BAIN. And not sure how RAEVWD interacts with these.

Does install order matter? Not load order, for which I trust BOSS, but install order. I read somewhere I should install RAEVWD before UL, then let UL-LODs overwrite RAEVWD. But it doesn't seem to make any difference.....

I have been doing my testing around Anvil, where I have all the most recent ULs in the area along with Better Cities. My install order has been:

RAEVWD
RAEVWD QTP patch
UL Compilation BAIN (minus Cliffs of Anvil)
xul Cliffs of Anvil (installed seperately because it seems to have issues)
[various small location mods eg DC's Villages]
UL Compatiblity Patch compilation
run TES4LODGen

Load order set by BOSS.

Anvil has been my test area and viewing while distant I have rocks floating above the ground east of Anvil castle, and a tree floating in the air west of Anvil Lighthouse. When I approach these areas they load and all becomes normal, but it is a jarring transition as I approach.
(edit: I am using the Large Rocks option in RAEVWD which I tried to blame for the floating tree, at least, but it doesn't matter.)

I have played around with uGridstoLoad and setting that to 9 loads the terrain from a greater distance and solves the floarting trees/rocks problem, but creates others: my local map disappears (using the Colored Local Map via DarnifiedUI), and the game CTDs on Fast Travel. Any advice on tweaking the ini for LOD issues? The advice I've found seems to be dated, considering PCs with 512mb VRAM as high end.

BTW Cliffs of Anvil 1.12 still has a conflict with fast travel to Dunbarrow Cave. I appear waist-deep in a rock. I think there is a console command that lets one pop out of rocks and I'll have to look that up, but still....

Thanks again for the fantastic mods and continued support. Discovery of the UL collection is one of my motivations for wanting to replay Oblivion!
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..xX Vin Xx..
 
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Post » Fri May 04, 2012 7:17 am

Tried TES411 and it seems to have solved the floating rocks problem! I guess I am still curious whether install order for UL and RAEVWD matters. (Not load order, install).
Also, that issue with Cliffs of Anvil 1.12 and fast travel to Dunbarrow cave - am I the only one?

cheers,
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Jay Baby
 
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Post » Fri May 04, 2012 9:34 am

BTW Cliffs of Anvil 1.12 still has a conflict with fast travel to Dunbarrow Cave. I appear waist-deep in a rock. I think there is a console command that lets one pop out of rocks and I'll have to look that up, but still....

The console command to toggle collision is "tcl", and you have to make sure you don't see a reference on the top of screen (click on anything twice, or click on the sky, so that there is no reference, in which case the player becomes the reference). Then type tcl and you will be able to go through anything. Type tcl again once you are back out of the rock.
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casey macmillan
 
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Post » Fri May 04, 2012 5:40 pm

Tried TES411 and it seems to have solved the floating rocks problem! I guess I am still curious whether install order for UL and RAEVWD matters. (Not load order, install).
Also, that issue with Cliffs of Anvil 1.12 and fast travel to Dunbarrow cave - am I the only one?

cheers,

I wasn't aware that RAEVWD contained anything which might conflict with any UL. Arthmoor would have to answer that one.

I'm confused about the rock overlapping with the Dunbarrow Cave map marker, I'm certain this was resolved, yet the rocks is clearly interferring again. Will be nudged again in a future release if one happens.
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Lewis Morel
 
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Post » Fri May 04, 2012 7:00 am

RAEVWD has no conflict with any of the ULs. Not sure where this disinformation keeps coming from but it's not true, and this isn't the first time I've heard people asking about it based on something they've read.

As far as the actual LOD itself, you should be using both tes4ll and tes4lodgen. They perform different functions that the ULs (and other mods too) benefit from.
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Alisia Lisha
 
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Post » Fri May 04, 2012 2:57 pm

Thanks Arthmoor for the clarification. I am already using both utilities. Thanks also for your work on the compatibility patches and all the rest.......I have a bunch of your village mods installed and am looking forward to exploring a whole new Cyrodiil on this playthrough.
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Matt Bigelow
 
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Post » Fri May 04, 2012 7:32 pm

I find that the patch between Dwarves of the Mountain and Lost coast is not sufficient.

Part of the cabin and the work station (for boating stuff I guess) remains buried. http://i361.photobucket.com/albums/oo54/psymon11b/Screenshot_4.jpg
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Isabell Hoffmann
 
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Post » Fri May 04, 2012 8:22 am

I find that the patch between Dwarves of the Mountain and Lost coast is not sufficient.

Part of the cabin and the work station (for boating stuff I guess) remains buried. http://i361.photobucket.com/albums/oo54/psymon11b/Screenshot_4.jpg

It looks sufficient to me. There is no workstation, so if you're finding one buried under the ground there, it's from another mod. The cabin is not buried, I can clearly see it in your screenshot.
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Mike Plumley
 
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Post » Fri May 04, 2012 9:51 am

It looks sufficient to me. There is no workstation, so if you're finding one buried under the ground there, it's from another mod. The cabin is not buried, I can clearly see it in your screenshot.
While the front door is accessible the back side of the cabin is submerged to the point that you can walk from the incline to the top of the house without jumping.

The nearby shed-like work station (I don't know what to call it - the structure to the left of the cabin) is part of the Dwarves mod as is the nearby pier. The Pier is fine but that workstation area with the small boats is fairly submerged as well.

Maybe they were added in an update.
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Monika
 
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Post » Fri May 04, 2012 9:32 pm

While the front door is accessible the back side of the cabin is submerged to the point that you can walk from the incline to the top of the house without jumping.

The nearby shed-like work station (I don't know what to call it - the structure to the left of the cabin) is part of the Dwarves mod as is the nearby pier. The Pier is fine but that workstation area with the small boats is fairly submerged as well.

Maybe they were added in an update.

The boat-shed where the boats are stored is exactly as it should be after patching. All the boats are above ground. There is no door to the rear of the cabin, so it really does not matter that the ground to the rear is higher than the ground to the front.
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xemmybx
 
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Post » Fri May 04, 2012 10:05 pm

Many Thanks for all the compatibility patches for UL (and thanks for UL itself, of course!).
Is there any chance of a patch for UL:Imperial Isle, http://tes.nexusmods.com/downloads/file.php?id=41454 and http://tes.nexusmods.com/downloads/file.php?id=37366? Using the separate patches for UL and Maple Cottage and for UL and Talos Bridge does not work: there is an obvious tear in the landscape between the house and the gate and, more seriously, the entrance to the smithy has been completely buried.
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lexy
 
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Post » Fri May 04, 2012 7:23 pm

Out of curiosity, I'm just wondering if the UL team has heard anything new or interesting about River Strid in the last several months? It's been a while since I've seen an update and I think there are a bunch of us eagerly waiting for it.

(Yes, I know no UL will be released before it's time, which is a good QA policy, just wondering if there are any new teasers coming any time soon)
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Christie Mitchell
 
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Post » Fri May 04, 2012 10:52 am

I'll bring these to your attention:
David Brasher's excellent Fighter's Guild Quests Mod http://tes.nexusmods.com/downloads/file.php?id=41012 adds a camp at cell 3, 34 that creates a pretty big hole when used with Snowdale.

Much more minor, the Golden Perch Inn http://tes.nexusmods.com/downloads/file.php?id=38101 creates a long, meandering (but small) land tear through cell -7, 26 and points beyond, well away from the inn in the Lush Woodlands forest.

Thanks!
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Paula Ramos
 
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Post » Fri May 04, 2012 7:34 am

Hi, dreamed1.

Given that Snowdale was first uploaded in July of 2010, and the Fighter's Guild Quests uploaded later in November of 2011, along with the fact that David Brasher seems an accomplished patch maker himself. Have you considered taking your request for this particular patch to David Brasher?

Also thanx mucho for bringing the Fighter's Guild Quests to my attention. I use many of DB's mods, but for some reason have overlooked this one until now. :smile:
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Blessed DIVA
 
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