[RELz] The Unique Landscapes Project

Post » Fri May 04, 2012 1:57 pm

@garx - I've left a comment on the nexus page, so whoever feels like patching, by all means. Yes, it's a very good mod, well worth it.
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jenny goodwin
 
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Post » Fri May 04, 2012 11:34 am

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.
Tried running that one through a http://cs.elderscrolls.com/index.php/TES4Edit_Cleaning_Guide?
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ONLY ME!!!!
 
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Post » Fri May 04, 2012 9:31 pm

Tried running that one through a http://cs.elderscrolls.com/index.php/TES4Edit_Cleaning_Guide?

Good call. I definitely missed that one. Ran it through cleaning, came back dirty. Seems to have fixed the tearing. Kindly disregard the previous conflict report. Thanks a ton!
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Ana Torrecilla Cabeza
 
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Post » Fri May 04, 2012 6:39 pm

http://tes.nexusmods.com/downloads/file.php?id=11189 has been updated to v1.2.3, here's the changelog:
  • Corrected alignment of a section of wall, removed one redundant wall piece.
  • Repositioned one tree to not clip with a tower.
  • Raised buried small rock & two mushrooms.
  • Removed unused resource files.
  • Removed 9 redundant cell edits.
This update makes the compatibility patch for Dark Brotherhood Chronicles and Chorrol Hinterland obsolete, so you no longer need to use that patch any more. It won't matter if you do keep using it however. The cell grid maps linked in the opening post of this thread have also been updated now that 9 cells have been removed from Chorrol Hinterland.


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http://tes.nexusmods.com/downloads/file.php?id=38313 has been updated to v1.0.3, resolving a floating rock and an open-sided rock.


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http://tes.nexusmods.com/downloads/file.php?id=20426 has been updated to v1.3.4, fixing the land tear in the corner of cell 12,-10


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http://tes.nexusmods.com/downloads/file.php?id=14720 has been updated to v1.6.5, here's the changelog:
  • Removed 4 map markers from an interior cell.
  • Removed an unused, unfinished interior cell.
  • Corrected spelling to message box from a script.
  • Lowered open-sided rock to ground.
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http://tes.nexusmods.com/downloads/file.php?id=40731 has been updated to v1.0.1, grounding a floating rock and several floating mushrooms.


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http://tes.nexusmods.com/downloads/file.php?id=11164 has been updated to v1.3.2, grounding some floating bushes and a tree, and replacing some floating Ayleid Ruin steps with an arch.


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http://tes.nexusmods.com/downloads/file.php?id=33125 has been updated to v1.0.5, grounding a floating bush and thistle, and fixing the pathgrids around the Old Quarry.
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scorpion972
 
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Post » Fri May 04, 2012 9:15 am

Thanks for all the new releases.
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Tikarma Vodicka-McPherson
 
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Post » Fri May 04, 2012 10:13 am

Thanx so very mucho for the updates, V. :thumbsup:
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Red Sauce
 
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Post » Fri May 04, 2012 12:08 pm

I've re-upped the updates for Chorrol Hinterland and Lost Coast to include PyFFI and texture compression optimizations.

Ancient Yews 1.4.4 is also now up, which removed 3 wild edits and includes PyFFI optimization.

All of the TESA mirrors are now up to date as well.

Colovian Highlands updated to 1.2.2

- Collision optimization on all included meshes.
- Fixed properties on the cave doors so they aren't black.
- Corrected a few texture compression settings.

Arrius Creek updated to 1.1.4

- Collision optimized on all included meshes.
- Adjusted a path grid for compatibility with AFK_Weye. The patch for Arrius Creek and AFK_Weye is now obsolete.
- Corrected texture compression formats on several textures.
- Generated normal maps for some textures that were missing these.
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Jose ordaz
 
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Post » Fri May 04, 2012 6:19 pm

And a thanx so very mucho to you too, A. :thumbsup:
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Jessica Nash
 
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Post » Fri May 04, 2012 8:24 pm

I saw another small land tear left in cell 23/33 with Jerall Glacier and the OOO patch a little to the west from the camp.
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Maya Maya
 
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Post » Fri May 04, 2012 5:40 am

Thanks for the updates. :)
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Barbequtie
 
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Post » Fri May 04, 2012 9:46 am

Thanks for the new versions, great job.

Is there any info about the River Strid mod?
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Nice one
 
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Post » Fri May 04, 2012 9:39 am

http://tesalliance.org/forums/index.php?/files/file/247-unique-landscapes-entius-gorge/ was also updated yesterday, to v1.2.1. We don't have access to the mod on TES Nexus, so this update is only available on TES Alliance for now.

Here's the changelog:
- Removed a wild tree edit.
- Removed an unused corrupt AI pack.
- Path grid fix-ups to connect some grid islands that were found.
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xxLindsAffec
 
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Post » Fri May 04, 2012 11:01 am

I noticed that Imperial Isle was updated also.
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Jarrett Willis
 
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Post » Fri May 04, 2012 8:03 pm

I noticed that Imperial Isle was updated also.
Oh, right. It was :P

- Corrected AI package configurations on the NPCs due to overlapping times and "creepy behavior" because of the "Continue if PC near" flag.
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Ernesto Salinas
 
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Post » Fri May 04, 2012 11:21 am

I'd like to report a minor landscape conflict with UL: Dark Forest and Weapons of the Fallen Heroes: http://tes.nexusmods.com/downloads/file.php?id=7633

The conflict is visible in cell 9,-2 when looking east around 36976, -708, 6194. Looking at TES4EDIT, there are also some landscape conflicts in the adjoining cells.

The conflict buries part of a campsite added by WOTFH. In addition to the land tear, the fire is buried along with some other minor items like a sack and some stools. Here is a screenshot of the tear: http://tes.nexusmods.com/imageshare/images/109590-1332216995.jpg

Since this is at the extreme edge of the UL, I'm wondering if the landscape edit there on the cell boundary is really needed. In any event, the conflict is relatively minor and mostly aesthetic. It doesn't prevent you from completing the quests or anything.
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JD FROM HELL
 
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Post » Fri May 04, 2012 2:08 pm

Also, not sure if this has been reported yet, but there are some pretty severe conflicts with UL Eastern Peaks and Integration: The Stranded Light around cell 46,11. The UL puts a monastery at the same location as a major location from Integration.
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sam smith
 
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Post » Fri May 04, 2012 11:04 am

Have you tried cleaning Weapons of the Fallen Heroes first?
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Susan Elizabeth
 
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Post » Fri May 04, 2012 5:52 pm

Have you tried cleaning Weapons of the Fallen Heroes first?

Yes, it's been cleaned. WOTFH actually makes some minor landscape edits in that area.
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Jeff Turner
 
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Post » Fri May 04, 2012 7:35 pm

Yes, it's been cleaned. WOTFH actually makes some minor landscape edits in that area.
What I do is load all mods in tes4edit and then in the Oblivion.esm navigate to that world space then along the right hand pane should be listed all the plugins that effect that cell.

Otherwise if a mod places things there you can check any non vanilla FormID in edit as well.
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louise tagg
 
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Post » Fri May 04, 2012 8:12 pm

What I do is load all mods in tes4edit and then in the Oblivion.esm navigate to that world space then along the right hand pane should be listed all the plugins that effect that cell.

Otherwise if a mod places things there you can check any non vanilla FormID in edit as well.

Yup, that's pretty much what I do too.

The only mods I'm running that touch anything in that area are the UOP, UL Dark Forest and WOTFH. The only things that touch landscape in that area is UL Dark Forest and WOTFH. The UOP touches a few cells around there doing other things, but doesn't alter landscape. WOTFH alters the landscapes in cells (8,0),(8,-1), (9,0), and (9,-1) although only two of those cells have landscape touched by the UL.

Edit: The objects WOTFH adds to cell (9,-2) are persistent rather than temporary references. WOTFH doesn't actually touch the landscape in that cell, but the UL does, and it looks like the objects are getting at least partially buried as a result.
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JAY
 
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Post » Fri May 04, 2012 3:09 pm

If that's the case it wouldn't be terribly difficult to make a minor adjustment on the UL side as long as it isn't going to mess something else up. Your screenshots show a land tear though, so this can't simply be a case of the UL partially burying someone's stuff.
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Smokey
 
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Post » Fri May 04, 2012 5:52 am

I believe the tear is right near the cell corner, and WOTFH does touch landscape in some of the adjoining cells. This point is at the extreme edge of the UL so I was hoping it would relatively easy for someone to patch without much difficulty.
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CSar L
 
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Post » Fri May 04, 2012 6:23 pm

Do we need to update any compatability patches with the new versions?

I ask mainly because I was looking at the Chorrol Hinterland - Better Cities patch and it had some minor issues near the North Gate with some buried statics and the small paddock the ram is in outside the city walls. I made the necessary tweaks for my own use, I'd be happy to shoot it over to a member of the team if they want to look at it.
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Marguerite Dabrin
 
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Post » Fri May 04, 2012 4:40 pm

That's possible since there were redundant cells removed. I'll have to check my Open Cities patches now too I guess.
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Tamara Primo
 
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Post » Fri May 04, 2012 8:10 pm

That's possible since there were redundant cells removed. I'll have to check my Open Cities patches now too I guess.

Just think, if you weren't so efficient...
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Sara Johanna Scenariste
 
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