[REL] The Unique Landscapes Project

Post » Fri May 27, 2011 3:28 am

Was wandering around the Imperial isle with the newest version and noticed some grass stuck in a well. Don't have the exact location though. Other then that the mods seem to be working great.
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Marina Leigh
 
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Post » Fri May 27, 2011 7:00 am

DON'T tag OOO with C.Water, it does all sorts of horrible things with water levels all over the place if you do.
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x a million...
 
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Post » Fri May 27, 2011 6:45 am

DON'T tag OOO with C.Water, it does all sorts of horrible things with water levels all over the place if you do.


I've tagged most of my UL mods that way without problem. The only way this could be a problem is if another mod edits the water level of a cell, while UL modifies the same cell but not the water level. I think *very* few non-UL mods do that.
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jaideep singh
 
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Post » Fri May 27, 2011 8:05 am

Having returned to Cyrodiil for the umpteenth time, I just want to give a big, big thanks to everyone behind Unique Landscapes. Without you Oblivion would be an immeasurably poorer place and I most likely would have "filed away" the game long ago. As it is, the fact that UL keeps evolving and growing is the one thing (or the many things, if you will) that keeps me coming back time after time after time. Granted there are many other excellent and damn near essential mods out there, but UL stands unrivalled in terms of how massively it enhances the game as far as I'm concerned.

So thanks again guys and please don't stop; at least until not you have the entire map covered!
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FirDaus LOVe farhana
 
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Post » Fri May 27, 2011 6:42 am

I don't think UL will end...ever. When the next ES game comes out, there will be a continuation onto that game. It just shows that Bethesda does not have a big enough budget to pay for hours of programming needed to enhance landscapes.
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Killah Bee
 
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Post » Thu May 26, 2011 10:24 pm

As Richardrocket says, it won't end! I've watched them along the way, and I am sure, they'll never give up on the Unique Landscapes. (Yes, some may go, but new people always arrives to continue the work!) When THIS map is covered, they'll move to the next ES. But if the next ES arrives much later than they finish the whole map, then who knows, maybe they'll even set their feet across the borders of cyrodiil (Some of them have already done so, to some degree!) :D
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Haley Merkley
 
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Post » Thu May 26, 2011 8:37 pm

Wondering if (this is the place to ask) a patch could be made for http://www.tesnexus.com/downloads/file.php?id=22197 and Colovian Highlands, as there are some severe clipping issues throughout the entire Colovian Ruins (I had to no clip to get around), and while the mod is unfortunately not very popular, it is a really well made mod.

Also curious if the problem for Blackwood Forest and Leyawin was found/if anything was on the table to get fixed. This is my problem anyway, the ruin right next to Leyawins E harbor gate.

http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/ScreenShot2-1.jpg
http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/ScreenShot3-1.jpg
http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/ScreenShot4-1.jpg

Thanks for any help.
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Daniel Lozano
 
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Post » Thu May 26, 2011 9:31 pm

To answer a pm, once its finished, you guys can have my leyawiin swamps mod. I don't really care for credit or anything, heck you can even say someone else made the mod.
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Céline Rémy
 
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Post » Fri May 27, 2011 6:47 am

Wondering if (this is the place to ask) a patch could be made for http://www.tesnexus.com/downloads/file.php?id=22197 and Colovian Highlands, as there are some severe clipping issues throughout the entire Colovian Ruins (I had to no clip to get around), and while the mod is unfortunately not very popular, it is a really well made mod.


Have you tried switching load order for the two mods?
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Barbequtie
 
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Post » Fri May 27, 2011 1:36 am

All included tents of Blackwood forest are flying. And I think, it needs a patch for BBC, saw a big cliff near the Leyawiin harbor gate.


Next release of Better Cities will not conflict with UL Blackwood Forest.

Wondering if (this is the place to ask) a patch could be made for http://www.tesnexus.com/downloads/file.php?id=22197 and Colovian Highlands, as there are some severe clipping issues throughout the entire Colovian Ruins (I had to no clip to get around), and while the mod is unfortunately not very popular, it is a really well made mod.


Please do as PetrusOctavianus advised and swap your load order. If it still conflicts let me know and I'll look into it.

Also curious if the problem for Blackwood Forest and Leyawin was found/if anything was on the table to get fixed. This is my problem anyway, the ruin right next to Leyawins E harbor gate.

http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/ScreenShot2-1.jpg
http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/ScreenShot3-1.jpg
http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/ScreenShot4-1.jpg

Thanks for any help.


Are you using Better Cities? If so, this is the cause, and will be resolved in next release of BC. If not, then you have another mod conflicting which you'll need to identify.

To answer a pm, once its finished, you guys can have my leyawiin swamps mod. I don't really care for credit or anything, heck you can even say someone else made the mod.


If your mod becomes a UL, your name will be listed as its creator.
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Elisha KIng
 
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Post » Fri May 27, 2011 8:36 am

A while back I asked if you`re considering to place fish in your lakes and rivers, and if you could use Sjors Boomschors amazing fish resources.
If that was answered, I`m sorry but I haven`t noticed.
I really feel that this would raise the UL mod`s atmosphere even further.

Thank you all for making oblivion much more interesting to play. :clap:
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Roanne Bardsley
 
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Post » Fri May 27, 2011 4:13 am

Please do as PetrusOctavianus advised and swap your load order. If it still conflicts let me know and I'll look into it.


Still conflicts, thought I don't have to use TCL to move around the area at least, the mine itself is still quite a ways directly underground the 'indian' ruins and inaccessable without TCL. And according to BOSS it's supposed to be loading after all the UL's so I'm not what, if anything, else is conflicting when I move it above all of them.

Are you using Better Cities? If so, this is the cause, and will be resolved in next release of BC. If not, then you have another mod conflicting which you'll need to identify.


Yes, and good to know. Just hadn't seen anything in this thread about it since usually UL does the compatibility patches, so was wondering whats up.
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Stephanie Nieves
 
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Post » Fri May 27, 2011 2:08 am

I have played Oblivion since the day it came out in March of 2006...but I would have quit years ago if it weren't for UL. THANK YOU UL FOUNDERS, MODDERS, AND LEADERS!
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Sarah Edmunds
 
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Post » Fri May 27, 2011 12:29 am

Still conflicts, thought I don't have to use TCL to move around the area at least, the mine itself is still quite a ways directly underground the 'indian' ruins and inaccessable without TCL. And according to BOSS it's supposed to be loading after all the UL's so I'm not what, if anything, else is conflicting when I move it above all of them.



Yes, and good to know. Just hadn't seen anything in this thread about it since usually UL does the compatibility patches, so was wondering whats up.


I'll add Thieves Grotto to my list of mods to consider patching.

I work on both the UL patches and Better Cities, so when the two conflict, I am in a good position to try to resolve the conflict in the cleanest manner! In this case, BC didn't need to edit the cells conflicting with Blackwood Forest, so I simply removed them from the BC Leyawiin ESP. One thing I can't say though is when the next BC release will be.
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TIhIsmc L Griot
 
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Post » Fri May 27, 2011 3:37 am

Hi, I just want to report a couple of minor issues. Boulder 0017607B in the Beaches is not properly seated. The bottom of the mesh is open and you can see this if swimming up to it. In the AY-AC Patch, rock 0012CE42 is protruding from a boulder. The south part of the rock mesh is open. This rock may be tied to the water animation. In the CS, it appears to be embedded inside of the boulder but it is kicked outside ingame.

I have to add that everything I've seen in UL is exceptional. However, I had to pick my jaw off the floor when I saw the Ayleid damworks at Brena River. Keep up the fantastic work!

BTW, is there a way to generate a better LOD for Suicide Falls? The details don't appear until I'm fairly close to it.
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Sunnii Bebiieh
 
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Post » Fri May 27, 2011 7:54 am

Since there could be between 20 to 25 ULs done by the time ES V comes out...that will be the new benchmark for # of ULs per game. Or maybe if it doesn't come out for 3 more years, maybe the benchmark can reach 30 or more! Then the term UL might mean a new measurement...One UL = 30 mods of a similar genre.
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Matt Gammond
 
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Post » Thu May 26, 2011 11:32 pm

Hi, I just want to report a couple of minor issues. Boulder 0017607B in the Beaches is not properly seated. The bottom of the mesh is open and you can see this if swimming up to it. In the AY-AC Patch, rock 0012CE42 is protruding from a boulder. The south part of the rock mesh is open. This rock may be tied to the water animation. In the CS, it appears to be embedded inside of the boulder but it is kicked outside ingame.

I have to add that everything I've seen in UL is exceptional. However, I had to pick my jaw off the floor when I saw the Ayleid damworks at Brena River. Keep up the fantastic work!

BTW, is there a way to generate a better LOD for Suicide Falls? The details don't appear until I'm fairly close to it.


I'll have a look at those rocks, but I don't recall seeing anything out of place with the AY-AC patch. You sure you have that patch in the proper load order?

And thanks, those dams were already pretty cool when I picked up work on BRR. I still find myself popping over regularly just to look. As far as the LOD for Suicide Falls, if you use tes4lodgen and have RAEVWD installed most of it should show up at distance. The problem is, not everything has an LOD to go with it so not all of it shows. Which I agree is a shame, but the game has some unfortunate limitations in place that make it impractical to turn ALL those rocks into LODs.

@Richard: I certainly hope TES V isn't another 3 years out. Bethesda is being coy about when it's coming. Just like they're being coy about the "something new for Oblivion" stuff that was circulating back in July.
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Ysabelle
 
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Post » Fri May 27, 2011 3:53 am

@Richard: I certainly hope TES V isn't another 3 years out. Bethesda is being coy about when it's coming. Just like they're being coy about the "something new for Oblivion" stuff that was circulating back in July.


That's what I'm impatient to learn more about. I'm bound to be disappointed, but I'm hoping for a game engine overhaul to optimise memory and processor usage, maybe a 64-bit compatible EXE. Something to make the game run smoother so that I can turn LOD and QTP3 back on!
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Janine Rose
 
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Post » Fri May 27, 2011 12:56 am

If they migrated some engine changes from Fallout 3 then that would be awesome. I always thought while playing FO "I can't go back to the slideshow that oblivion is, after this!"...but I was wrong :)
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Siobhan Thompson
 
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Post » Thu May 26, 2011 8:34 pm

A game engine overhaul to backport some FO3 goodness would be great. In the meantime, just use the stutter remover plugin. I was skeptical for a long time. Then tried it. Blew me away with the difference. Not quite FO3 smoothness and stability, but it's darn close.
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Nikki Hype
 
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Post » Thu May 26, 2011 9:26 pm

Just southeast of the Bravil county prison...well maybe a little more than just...I discovered a load of floating trees and rocks. Here is my load oreder...

Oblivion.esm
Mart's Monster Mod.esm
Cobl Main.esm
TR_OoT_Main.esm
Jog_X_Mod.esm
TamrielTravellers.esm
Artifacts.esm
Armamentarium.esm
Choices and Consequences.esp
No psychic guards v1.2.esp
Landmarks.esp
Ayelid Wells.esp
DLCHorseArmor.esp
PitcherPlantHarvestable.esp
Cobl Si.esp
Cobl Glue.esp
Cobl Tweaks.esp
NE_Realistic_Blocking.esp
More_Shields.esp
Droppable LitTorches 1.1.esp
DaggerfallBooks.esp
DrinksForSale.esp
DLCOrrery.esp
more_broadsheets.esp
MorrowindBooks.esp
WolfPacks.esp
TheStorytellersBrotherQuest.esp
Tegeals Extra Robes.esp
Cobl Races.esp
Tamrielic Artifacts.esp
Cobl Races TNR.esp
Cobl Races TNR SI.esp
JolardHome.esp
Gloves.esp
DLCFrostcrag.esp
DLCThievesDen.esp
DLCVileLair.esp
DLCMehrunesRazor.esp
DLCSpellTomes.esp
Cyrodiil Travel Services.esp
300_Brocade_Outfits.esp
MMM-Cobl.esp
Knights.esp
Syc_AtHomeAlchemy.esp
xulPantherRiver.esp
XulEntiusGorge.esp
thievery.esp
Living Economy - Items.esp
Living Economy.esp
Salmo the Baker, Cobl.esp
SSA.esp
The Kind Kin Inn.esp
DLCShiveringIsles.esp
Loading Screens - Vanilla No Text.esp
xulArriusCreek.esp
xulAncientYews.esp
DEJ Harvest - Flora - SI - LITE.esp
JQPotionBottlesTest.esp
MannimarcoWardrobeChest.esp
MusicaPrima0.55.esp
Cutthroat Merchants.esp
MannimarcoRevisited.esp
treasure maps captus demus.esp
xulPatch_AY_AC.esp
GlenvarCastle.esp
Harvest [Flora] - Shivering Isles.esp
Harvest [Flora] - DLCFrostcrag.esp
Harvest [Flora] - DLCVileLair.esp
Harvest [Flora].esp
xulAncientRedwoods.esp
xulBeachesOfCyrodiilLostCoast.esp
OldCrowInn.esp
Harvest[Containers].esp
xulCloudtopMountains.esp
xulStendarrValley.esp
xulLushWoodlands.esp
xulChorrolHinterland.esp
xulBrenaRiverRavine.esp
xulTheHeath.esp
xulRiverEthe.esp
xulFallenleafEverglade.esp
Unique Dungeons - Lost Glory.esp
Mart's Monster Mod - Knights.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - Durzog Addon.esp
Mart's Monster Mod - Shivering Isles.esp
Vergayun.esp
JQ-Return_of_Dagoth_Ur.esp
xulColovianHighlands_EV.esp
Mart's Monster Mod - Farm Animals.esp
xuldarkforest.esp
xulBravilBarrowfields.esp
xulRollingHills_EV_withoutWheat.esp
Improved Imperial Infrastructure.esp
Feudal Empire 300.esp
ElsweyrAnequina.esp
KotN Wayshrine Fix.esp
OTEP - Aleswell.esp
xulBlackwoodForest.esp
trfjSolarisStaff.esp
LostSwordOfTheAylied.esp
LostSwordOfTheAylied - OBSE Add-On.esp
TamrielTravellerAdvScript.esp
TamrielTravellers4MMM.esp
TamrielTravellersItemsNPC.esp
Travellers4MMMHostileFactions.esp
TamrielTravellersItemsCobl.esp
ShiveringIsleTravellersFriendlyFactions4MMM.esp
ShiveringIsleTravellers.esp
TR_Stirk.esp
Reaper's Coldstone Town.esp
GGD+SF - Bj?rn der H?ndler DV.esp
BarbarianCamp.esp
Pickman's Model.esp
VOILA.esp
trfjChronoStaff.esp
VOILA - Soldiers of Empire.esp
EiAmod.esp
HeartofDarkness.esp
trfjBladeMasterSword.esp
Let There Be Darkness - Cyrodiil + SI.esp
Let There Be Darkness - Knights.esp
Let There Be Darkness - Mehrunes Razor.esp
Rats!.esp
Artifacts.esp
Barbada_Island.esp
Lynges_Thieves_Highway-10256.esp
P1DkeyChain.esp
dyseso_PromptAt2Items.esp
dyseso_Light_Ingred.esp
dyseso_Alchemy_Potion_Perks.esp
MarkerExplore.esp
Essential_Merchants.esp
New Potions by Tealpanda.esp
trfjEmpireGreatsword.esp
RAEVWD New Sheoth.esp
KohdiBladesofAnkewan.esp
RAEVWD Cities.esp
Twillith vampirism 1.5.esp
RAEVWD Imperial City.esp
Dark Brotherhood Outpost v3.1.esp
Mart's Monster Mod.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Diverse Creature Skins.esp
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Foxes.esp
Stirk_Compatibility_Patch.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
AXR Elixirs.esp
ArmamentariumLL.esp
ArmamentariumLLMagic.esp
ArmamentariumLLArmaVendor.esp
ArmamentariumLLVendors.esp
ArmamentariumArtifacts.esp
Artifacts - ArmaCompleteAddon.esp
Market Sewer Hideout Improvement.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
The Ayleid Steps.esp
Natures_Arsenal.esp
Mart's Monster Mod - Safer Roads.esp
300_Lore_Dialogue_Updated.esp
Cobl Races - Balanced.esp
Viking Village.esp
Mart's Monster Mod - Spawn Rates - Reduced.esp
Mart's Monster Mod - Vindasel.esp
Creature Diversity.esp
AAEndselWindgater.esp
HoarfrostCastle.esp
Cobl Silent Equip Misc.esp
Mart's Monster Mod - Zombies for Body Meshes.esp
UnexpurgatedBarenziahv100.esp
Unique Dungeons - Lichs Lair.esp
SM Plugin Refurbish - SI.esp
SM Plugin Refurbish - Knights.esp
SM Plugin Refurbish - VileLair.esp
SM Plugin Refurbish - Frostcrag.esp
SM Plugin Refurbish - MehrunesRazor.esp
SM Plugin Refurbish - ThievesDen.esp
SM Plugin Refurbish - HorseArmor.esp
SM Plugin Refurbish - Orrery.esp
LevelSlowEpic.esp
Ls More Butterflies and Fireflies Not In Interiors.esp
RedBag - Imperial City Pack.esp
Oblivion Achievements Core with Rewards.esp
Kragenir's Death Quest.esp
Map Marker Renamer.esp
KDQ - Rural Line Additions.esp
Kragenirs_WhiteStallion_Compat.esp
KragenirsDeathQuest-RollingHills patch.esp
KragenirsDeathQuest-LostCoast patch.esp
Colored Map for Elsweyr 1.1.esp
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Ludivine Poussineau
 
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Post » Fri May 27, 2011 12:20 pm

You'll need to start by running all that through http://www.gamesas.com/index.php?showtopic=1025107 since most of it is entirely out of order.
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Rebekah Rebekah Nicole
 
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Post » Fri May 27, 2011 11:30 am

I have no idea how to run Boss.
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Aaron Clark
 
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Post » Thu May 26, 2011 11:56 pm

I have no idea how to run Boss.


Heh, with your enthusiasm you should have picked up on that by now. ;)
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Enie van Bied
 
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Post » Fri May 27, 2011 2:35 am

I have no idea how to run Boss.


Run the .bat file that comes with the package not the .exe program.
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Melissa De Thomasis
 
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