[RELz] The Unique Landscapes Project

Post » Fri May 04, 2012 12:01 pm

It would be far easier to use this: http://www.gamesas.com/index.php?/topic/1252948-relz-landscape-lod-generator-tes4ll/

But yes, I can take a stab at updating that if the CS will cooperate long enough to run a landscape LOD mesh or two through.
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Alex Vincent
 
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Post » Fri May 04, 2012 5:03 pm

I agree that at this date is it worthwhile mentioning Gruftitus' tes4ll utility which can generate Landscape LOD mesh sets that not only take into account any and all installed ULs but also other landscape altering mods? Oh, and Oscape, which handles not only meshes but also textures? Gruftitus even provides several pre-generated mesh sets made with all ULs in place for those who feel uncomfortable creating their own.

-Decrepit-
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Jennie Skeletons
 
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Post » Fri May 04, 2012 4:04 pm

Would it be advisable for me to merge the older (haven't been updated in a long time) esps into a single UL esp? I was wondering because when using the compilation omod from tesnexus (+ a couple of updates that haven't made it into the comp yet), there are a few esps that haven't been updated in a long time.
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Naomi Lastname
 
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Post » Fri May 04, 2012 10:42 am

Ok, I installed the ULs. Haven't had much of a chance to check them out, but the outskirts of IC look pretty nice.

Anyway, two things.

It now takes forever for Oblivion to exit. It doesn't freeze, it just...takes like 30 second to shut down.

Also, SeeYouSleep no longer works. Which is irritating. I like that mod.
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Kayleigh Williams
 
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Post » Fri May 04, 2012 11:16 am

@ Nephenee13 http://www.tesnexus.com/downloads/file.php?id=22410 for the delayed shutdown.
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James Baldwin
 
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Post » Fri May 04, 2012 12:49 pm

@ Nephenee13 http://www.tesnexus.com/downloads/file.php?id=22410 for the delayed shutdown.

Ah, thanks. I knew about that but never considered it since I've never had issues with shutdown before.

Also, RE: SeeYouSleep, it does work, just not at The Merchant's Inn anymore. Curious.
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scorpion972
 
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Post » Fri May 04, 2012 12:56 pm

Speaking of Landscape LOD compatibility, at this date is it not worthwhile mentioning Gruftitus tes4ll utility which can create Landscape LOD meshes that not only take into account any and all installed ULs but also other landscape altering mods? Oh, and Oscape, which handles not only meshes but also textures? Gruftitus even provides a several pre-generated mesh sets made with all ULs in place for those who feel uncomfortable creating their own.

-Decrepit-

See the post right before yours!

Would it be advisable for me to merge the older (haven't been updated in a long time) esps into a single UL esp? I was wondering because when using the compilation omod from tesnexus (+ a couple of updates that haven't made it into the comp yet), there are a few esps that haven't been updated in a long time.

No we would not advise that. If you choose to merge any of the ULs together and have problems in-game or conflicts or you want to use a compatibility patch and it no longer works, the only support we will provide is telling you to use the unmerged ESPs.

Ah, thanks. I knew about that but never considered it since I've never had issues with shutdown before.

Also, RE: SeeYouSleep, it does work, just not at The Merchant's Inn anymore. Curious.

I've never downloaded SeeYouSleep but the chances of any UL conflicting with it has to be less than 1%, so I'd suggest that it's a coincidence that it stopped working in that interior when the ULs were installed (or maybe it never worked in that inn).
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Lynne Hinton
 
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Post » Fri May 04, 2012 2:59 pm

I've never downloaded SeeYouSleep but the chances of any UL conflicting with it has to be less than 1%, so I'd suggest that it's a coincidence that it stopped working in that interior when the ULs were installed (or maybe it never worked in that inn).

Thats what I'd think too, but the chain of events was quite clear.

And SYS definitely did work in that Inn before.

Eh, no big deal, just weird.

Edit: Damn, when that plugin says "Fast Exit", its not freaking kidding!
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Mario Alcantar
 
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Post » Fri May 04, 2012 4:44 pm

Holy cow, go away for a few days and BOOM tons of new patches! Not that I'm complaining!

Thanks V!! :celebration:
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patricia kris
 
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Post » Fri May 04, 2012 7:18 am

Gruftitus even provides several pre-generated mesh sets made with all ULs in place for those who feel uncomfortable creating their own.

My idea is to update these meshes in the next week (I'm currently abroad). With all 3 versions (also ultimate, and of course with Eastern Peaks). All versions will contain the outer walls, therefore one is able to mix them with other LOD meshes.
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Nice one
 
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Post » Fri May 04, 2012 7:11 pm

One more patch released tonight! http://www.tesnexus.com/downloads/file.php?id=15256 (that tiny overhaul mod which nobody has ever heard of) conflicts with http://www.tesnexus.com/downloads/file.php?id=40731 - a bandit camp from OOO (that's short for Oscuro's Oblivion Overhaul, I thought I ought to explain that seeing as you probably haven't heard of OOO before) finds itself inside a graveyard from Jerall Glacier! The bandits weren't too pleased about this, so they packed up their camp and relocated just north of the graveyard. They're lazy bandits, so they didn't go very far.

I've also done a bit of minor cleaning to the existing OOO patches for http://www.tesnexus.com/downloads/file.php?id=36139 and http://tesnexus.com/downloads/file.php?id=33125, removing some excess records which didn't need editing, and then I've repackaged all three OOO patches into one archive (I always do this when one mod conflicts with three or more UL mods, to reduce the number of separate archives).
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Krista Belle Davis
 
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Post » Fri May 04, 2012 7:59 pm

TM for the OOO patches, V. :biggrin:
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quinnnn
 
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Post » Fri May 04, 2012 7:40 am

One more patch released tonight! http://www.tesnexus.com/downloads/file.php?id=15256 (that tiny overhaul mod which nobody has ever heard of) conflicts with http://www.tesnexus.com/downloads/file.php?id=40731 - a bandit camp from OOO (that's short for Oscuro's Oblivion Overhaul, I thought I ought to explain that seeing as you probably haven't heard of OOO before) finds itself inside a graveyard from Jerall Glacier! The bandits weren't too pleased about this, so they packed up their camp and relocated just north of the graveyard. They're lazy bandits, so they didn't go very far.

I've also done a bit of minor cleaning to the existing OOO patches for http://www.tesnexus.com/downloads/file.php?id=36139 and http://tesnexus.com/downloads/file.php?id=33125, removing some excess records which didn't need editing, and then I've repackaged all three OOO patches into one archive (I always do this when one mod conflicts with three or more UL mods, to reduce the number of separate archives).

I just fought them the other night. Didn't look too bad to me, but thanks for the patch(es). :)
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Becky Palmer
 
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Post » Fri May 04, 2012 11:07 am

My idea is to update these meshes in the next week

OK done. This is the mod load order which I used:

Spoiler

Oblivion.esm,
xulSnowdale.esp,
xulAncientYews.esp,
xulArriusCreek.esp,
xulSilverfishRiverValley.esp,
xulAncientRedwoods.esp,
xulJerallGlacier.esp,
xulAspenWood.esp,
xulBrenaRiverRavine.esp,
xulCheydinhalFalls.esp,
xulChorrolHinterland.esp,
xulCloudtopMountains.esp,
xulColovianHighlands_EV.esp,
xuldarkforest.esp,
XulEntiusGorge.esp,
xulImperialIsle.esp,
xulLushWoodlands.esp,
xulPantherRiver.esp,
xulRiverEthe.esp,
xulSkingradOutskirts.esp,
xulStendarrValley.esp,
xulTheHeath.esp,
xulRollingHills_EV.esp,
xulBeachesOfCyrodiilLostCoast.esp,
xulBravilBarrowfields.esp,
xulCliffsOfAnvil.esp,
xulBlackwoodForest.esp,
xulPatch_AY_AC.esp,
xulFallenleafEverglade.esp,
xulTheEasternPeaks.esp

Feel free to use the meshes if needed
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Sista Sila
 
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Post » Fri May 04, 2012 5:36 am

Some new patches uploaded today!

http://www.tesnexus.com/downloads/file.php?id=6397 adds a fort ruin in the mountains, and it overlaps with the graveyard from http://www.tesnexus.com/downloads/file.php?id=40731 Old Watchtower. Now the graveyard itself isn't a problem, it fits nice and snug within the ruins, but there are some trees sticking through the ruin walls, some fort pillars floating above the ground, and the entrance to the fort ruin needs a bit of a jump to reach. So I've removed the pillars and trees, added some steps, and tweaked the pathgrid to fit.

http://www.tesnexus.com/downloads/file.php?id=27125, which improves around five vanilla villages and also adds a new village, conflicts with both http://www.tesnexus.com/downloads/file.php?id=11163 and http://tesnexus.com/downloads/file.php?id=33125, resulting in trees growing through houses, messed up pathgrids, a missing pond at Brindle Home, and the odd floating or buried object here and there. I have created a patch for each conflicting UL, resolving all issues, and I have also included a merged ESP of both patches too.

So ends Saturday.
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Sierra Ritsuka
 
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Post » Fri May 04, 2012 2:39 pm

Grabbed, thanks! :foodndrink:
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gemma king
 
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Post » Fri May 04, 2012 8:27 pm

Hi, V. :wave:

A couple of things. First, thanks for the Fort Ferrion patch. And not just for the patch, but for bringing Fort Ferrion to my attention. I remember someone, probably a couple years back, commenting on how many really good mods they were made aware of by noting which were getting UL patches. Same thing has occurred with me. :thumbsup:

Second thing has to do with another mod by Edolsian (same author who did Gaelendryll as well as Fort Ferrion). The mod is Ruins of Tarnesia. It gets a lot of praise in its Nexus comments by some, while at the same time others are noting the huge number of dirty edits as well as the many wild edits. Dirty edits I can deal with thanks to TES4edit, but I just don't think I have the skills to recognize, let alone correct, wild edits. Is this perhaps easier to do than I and the typical experienced but non techie mod user may believe?

Also... please confirm my assumption that a UL patch would never be provided for any mod containing wild edits. Or... is their such a thing as truly insignificant wild edits? :shrug:
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Batricia Alele
 
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Post » Fri May 04, 2012 8:05 pm

Hi, V. :wave:

A couple of things. First, thanks for the Fort Ferrion patch. And not just for the patch, but for bringing Fort Ferrion to my attention. I remember someone, probably a couple years back, commenting on how many really good mods they were made aware of by noting which were getting UL patches. Same thing has occurred with me. :thumbsup:

Second thing has to do with another mod by Edolsian (same author who did Gaelendryll as well as Fort Ferrion). The mod is Ruins of Tarnesia. It gets a lot of praise in its Nexus comments by some, while at the same time others are noting the huge number of dirty edits as well as the many wild edits. Dirty edits I can deal with thanks to TES4edit, but I just don't think I have the skills to recognize, let alone correct, wild edits. Is this perhaps easier to do than I and the typical experienced but non techie mod user may believe?

Also... please confirm my assumption that a UL patch would never be provided for any mod containing wild edits. Or... is their such a thing as truly insignificant wild edits? :shrug:

Of course a patch would be provided for mods containing wild edits. Most mods contain at least a few wild edits, Fort Ferrion contains a few (about 30 to 35), on top of the 4,430 identical to master records (out of 5,476 records) but I still patched it. A thorough session with TES4Edit on Fort Ferrion will reduce the record count from 5,476 down to 1,011, reducing file size from 3.2mb to 142kb. Leaving the wild edits in would result in a slightly larger file size. However the wild edits in Fort Ferrion were minor so it wouldn't matter if they were left in.
If a mod clearly breaks vital parts of the original game, I may choose not to patch it, but it is rare that I come across a mod containing wild edits that serious.

I do not recommend that people start trying to remove wild edits unless they're willing to take the time to understand everything they see in TES4Edit. What you might think to be a wild edit could easily be a genuine edit, and you have to learn to identify whether it is genuine or wild. Some are exceedingly obvious, such as in Fort Ferrion, where several vanilla interior cells used to contain water height of -2147483648, but Fort Ferrion removes the water height entry. This is harmless as a water height of -2147483648 is technically no water, but the CS keeps slipping in -2147483648 instead for some reason (which makes Fort Ferrion unusual in that it accidentally removes an accidental water height entry, normally it's the other way around, accidentally adding in the water height to a cell without water).
Nothing else is edited in these interior cells (once you have removed the identical to master records) so these interior cells can be removed from the ESP, removing the wild edit.

Then there's the other kind of wild edit, where the edit is genuine but misplaced. Take for example the two vanilla containers edited by Fort Ferrion. The mod adds new clutter to these two containers - but these containers are used all over the game and by other mods so this additional clutter would appear everywhere (one item is a potion to cure vampirism, which is meant to be a rare item). So this wants removing from the mod - except that these edits are intentional as the modder has used these containers in the Fort Ferrion interiors. To resolve, the Form IDs to these two containers need changing so that they match Fort Ferrion.esp instead of Oblivion.esm, making them unique to the mod (then change their Editor IDs too to please the CS - else it will inform you it has added DUPLICATE to the end of the Editor IDs which doesn't really matter but looks untidy to me). Changing the Form IDs will remove the additional clutter from the containers across the entire gaming world, but will still keep them for the Fort itself as every reference of these containers by the mod will now be using the new containers with the altered Form IDs.

Unless you know for certain what the edit in a specific record would do in-game, you cannot know for certain whether it's a genuine edit or not, and whether you should remove it or change its Form ID instead. It is easy to recognise, but only if you take the time to understand what you're looking at before you start to remove records.
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Robert Devlin
 
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Post » Fri May 04, 2012 11:41 am

Can I still hope for a compatibility patch for Orden des Drachen and Snowdale? It was requested already before Jerall Glaciers release, so I wonder if you intentionally skipped it, or decided not to do it?
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Peter P Canning
 
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Post » Fri May 04, 2012 6:38 am

I have started on a patch for Orden des Drachen and Snowdale, but haven't finished it yet. I'll go back to it sometime in the next week.


Three new patches have been uploaded today.
http://www.tesnexus.com/downloads/file.php?id=15251, which adds to the original game's main quest and looks deeper into necromancy in Cyrodiil, conflicts with http://www.tesnexus.com/downloads/file.php?id=41050. An Ayleid Ruin close to the border with Morrowind becomes partially buried by the cooled lava flow from the volcano of Eastern Peaks. That in itself is not a problem, there's already Ayleid Ruins caught in the cooled lava stone, however the entrance to the ruin is also buried and unusable. This patch uncovers the entrance once more, nudging the cooled lava around the entrance instead of going over it.

http://www.tesnexus.com/downloads/file.php?id=16308, which provides a player home in the shape of two towers filled with teleport pads to move from room to room, also conflicts with The Eastern Peaks (in almost the same location as Mannimarco Resurrection, just one cell south). The cooled lava blocks access to the key for the towers, and some fort ruin walls which circle the towers overhang a camp from Eastern Peaks. This patch removes the fort ruin walls, and nudges the cooled lava away from the key.

http://www.tesnexus.com/downloads/file.php?id=39706 adds some... wait for it... Dwemer ruins (surprise!!!!) in the Jerall Mountains, conflicting with http://www.tesnexus.com/downloads/file.php?id=40731. Some of the tower and cave entrances are buried beneath the glacier, and a camp is left floating above the ground. This patch removes some of the glacier ice to uncover the tower and cave entrances, and raises the land up beneath the camp.
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Rachel Briere
 
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Post » Fri May 04, 2012 10:00 am

Thanx mucho for your response/clarification on the wild edit issue and the newest patches, V. :thumbsup:
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Chris Ellis
 
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Post » Fri May 04, 2012 6:41 pm

Can I still hope for a compatibility patch for Orden des Drachen and Snowdale? It was requested already before Jerall Glaciers release, so I wonder if you intentionally skipped it, or decided not to do it?

As requested, I have now uploaded the compatibility patch for http://odd.newraven.net/ and http://tesnexus.com/downloads/file.php?id=33125, resolving the land tears and floating/buried parts of the castle. There's a small chance there may be the odd land tear I missed, as Orden des Drachen edits the land records from several more cells than it really needs to, so there may be some tears I missed further away from the castle.
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Prue
 
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Post » Fri May 04, 2012 6:32 am

If Eastern Peaks conflcits with Ancient Towers ... I wonder if it also conflcits with Integration, Kvatch Aftermath, or http://www.tesnexus.com/downloads/file.php?id=29081 would as well.

They are all in that general area it seems.
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SWagg KId
 
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Post » Fri May 04, 2012 3:57 pm

Well if someone confirms they conflict then I'll add them to the list, but I don't note down possibilities as I don't want to spend the time downloading these mods only to find that they do not conflict, when whoever mentioned them must already have them and thus could have checked for themselves much more quickly.
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Shianne Donato
 
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Post » Fri May 04, 2012 5:50 am

I've gone and done it again. Committed an evening to making a compatibility patch. I really shouldn't but it just keeps happening. Oh well.

One new patch uploaded this evening, for http://www.tesnexus.com/downloads/file.php?id=5902 (don't forget the http://www.tesnexus.com/downloads/file.php?id=6226) and http://www.tesnexus.com/downloads/file.php?id=41050. Myths & Legends 2 (remember the http://www.tesnexus.com/downloads/file.php?id=6226) adds several new unique weapons for the player to find across Cyrodiil. One weapon was lost beneath the cooled lava from the volcano, while a fort ruin found itself partially floating above a crevice, which it didn't like at all. Not surprisingly, my patch moves the fort slightly so that it is not over the crevice, and also relocates the weapon which was beneath the cooled lava so that you won't need a pick-axe to try to get it. As a nice little bonus, this patch also resolves the conflict with http://www.tesnexus.com/downloads/file.php?id=14720, where a container added by Myths & Legends 2 (did you get the http://www.tesnexus.com/downloads/file.php?id=6226?) gets buried deep beneath the sands. I have relocated this container to a cell not touched by The Lost Coast, so that it won't conflict, and will also still be reachable without The Lost Coast too (though it is now slightly harder to find, but hey, that container probably contains a powerful weapon, you have to put in the extra effort for those).
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jessica sonny
 
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