[REL] The Unique Landscapes Project

Post » Fri May 27, 2011 1:21 am

Cheydinhal Falls looks like it's getting closer. Can't wait.
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JD bernal
 
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Post » Fri May 27, 2011 4:36 am

There are a couple of land tears by Leyawin, for Blackwood, by the ayleid ruin there's a floating Oblivion gate.
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Laura Hicks
 
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Post » Fri May 27, 2011 5:59 am

I have no idea how to run Boss.

It's really simple:

1. Download the program; http://www.tesnexus.com/downloads/file.php?id=20516
2. Install the files as instructed.
3. Run the .bat file (creating a link to it and sing that is a really good idea.)

That will order your mods for you.

But just for you; here is a better ordering of your mods:
Oblivion.esmJog_X_Mod.esmCobl Main.esmMart's Monster Mod.esmTamrielTravellers.esmArmamentarium.esmArtifacts.esmDLCShiveringIsles.espSM Plugin Refurbish - SI.esp300_Lore_Dialogue_Updated.espDaggerfallBooks.espJQPotionBottlesTest.espMorrowindBooks.espmore_broadsheets.espNew Potions by Tealpanda.espRAEVWD Cities.espRAEVWD New Sheoth.espRAEVWD Imperial City.espRats!.espHarvest[Containers].espLiving Economy.espLiving Economy - Items.espCutthroat Merchants.espChoices and Consequences.espMap Marker Renamer.espLandmarks.espAyelid Wells.espDLCHorseArmor.espSM Plugin Refurbish - HorseArmor.espSM Plugin Refurbish - Orrery.espDLCOrrery.espDLCVileLair.espSM Plugin Refurbish - VileLair.espDLCMehrunesRazor.espSM Plugin Refurbish - MehrunesRazor.espDLCSpellTomes.esp300_Brocade_Outfits.espDLCThievesDen.espCobl Glue.espSM Plugin Refurbish - ThievesDen.espCobl Si.espCobl Tweaks.espArmamentariumLL.espArmamentariumLLVendors.espArmamentariumLLMagic.espArmamentariumLLArmaVendor.espMart's Monster Mod.espMart's Monster Mod - Additional Enemy NPC Vars.espMart's Monster Mod - Safer Roads.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Spawn Rates - Reduced.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Foxes.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Diverse Creature Skins.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse Imperial Armor.espMart's Monster Mod - Durzog Addon.espMart's Monster Mod - City Defences.espTamrielTravellerAdvScript.espTamrielTravellers4MMM.espTravellers4MMMHostileFactions.espTamrielTravellersItemsNPC.espTamrielTravellersItemsCobl.espShiveringIsleTravellers.espShiveringIsleTravellersFriendlyFactions4MMM.espMart's Monster Mod - Shivering Isles.espMMM-Cobl.espArtifacts.espArtifacts - ArmaCompleteAddon.espDark Brotherhood Outpost v3.1.espJolardHome.espJQ-Return_of_Dagoth_Ur.espEiAmod.espOldCrowInn.espGlenvarCastle.espLostSwordOfTheAylied.espLostSwordOfTheAylied - OBSE Add-On.espKragenir's Death Quest.espKDQ - Rural Line Additions.espKragenirs_WhiteStallion_Compat.espReaper's Coldstone Town.espThe Ayleid Steps.espTheStorytellersBrotherQuest.espthievery.espTR_Stirk.espStirk_Compatibility_Patch.esptreasure maps captus demus.espUnique Dungeons - Lost Glory.espUnique Dungeons - Lichs Lair.espViking Village.espCyrodiil Travel Services.espLynges_Thieves_Highway-10256.espDLCFrostcrag.espSM Plugin Refurbish - Frostcrag.espKnights.espSM Plugin Refurbish - Knights.espMart's Monster Mod - Knights.espKotN Wayshrine Fix.espHoarfrostCastle.espMannimarcoRevisited.espMannimarcoWardrobeChest.espxuldarkforest.espXulEntiusGorge.espxulBravilBarrowfields.espxulAncientYews.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV_withoutWheat.espElsweyrAnequina.espColored Map for Elsweyr 1.1.espVergayun.espxulStendarrValley.espxulTheHeath.espxulFallenleafEverglade.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espKragenirsDeathQuest-LostCoast patch.espxulLushWoodlands.espxulAncientRedwoods.espxulCloudtopMountains.espKragenirsDeathQuest-RollingHills patch.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulBlackwoodForest.espOTEP - Aleswell.espPitcherPlantHarvestable.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCVileLair.espHarvest [Flora] - DLCFrostcrag.espArmamentariumArtifacts.espMarkerExplore.espP1DkeyChain.espSalmo the Baker, Cobl.espWolfPacks.espFeudal Empire 300.espSyc_AtHomeAlchemy.espdyseso_Alchemy_Potion_Perks.espdyseso_Light_Ingred.espNo psychic guards v1.2.espLet There Be Darkness - Cyrodiil + SI.espLet There Be Darkness - Knights.espLet There Be Darkness - Mehrunes Razor.espCobl Races.espCobl Races TNR.espCobl Races TNR SI.espCobl Races - Balanced.esp


Except for these ones which you wil have to sort yourself.
TR_OoT_Main.esmNE_Realistic_Blocking.espMore_Shields.espDroppable LitTorches 1.1.espDrinksForSale.espTegeals Extra Robes.espTamrielic Artifacts.espGloves.espSSA.espThe Kind Kin Inn.espLoading Screens - Vanilla No Text.espDEJ Harvest - Flora - SI - LITE.espMusicaPrima0.55.espImproved Imperial Infrastructure.esptrfjSolarisStaff.espGGD+SF - Bj?rn der H?ndler DV.espBarbarianCamp.espPickman's Model.espVOILA.esptrfjChronoStaff.espVOILA - Soldiers of Empire.espHeartofDarkness.esptrfjBladeMasterSword.espBarbada_Island.espdyseso_PromptAt2Items.espEssential_Merchants.esptrfjEmpireGreatsword.espKohdiBladesofAnkewan.espTwillith vampirism 1.5.espAXR Elixirs.espMarket Sewer Hideout Improvement.espNatures_Arsenal.espCreature Diversity.espAAEndselWindgater.espUnexpurgatedBarenziahv100.espLevelSlowEpic.espLs More Butterflies and Fireflies Not In Interiors.espRedBag - Imperial City Pack.espOblivion Achievements Core with Rewards.esp

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Brad Johnson
 
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Post » Thu May 26, 2011 8:46 pm

There are a couple of land tears by Leyawin, for Blackwood, by the ayleid ruin there's a floating Oblivion gate.


Other mods are conflicting then, causing the land tears. Adjust your load order to see if that corrects it. Note that if you use Better Cities then this is the cause, you must wait for our next release of BC in which the land tears will be resolved.

The floating gate is probably because you visited the location prior to installing UL Blackwood Forest, causing a relocated gate to be stored permanently in your game at its vanilla location.
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megan gleeson
 
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Post » Fri May 27, 2011 4:47 am

Aah, thank you.

It is a bit funny to see a floating gate though, kind of like eye of sauron.
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Laura
 
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Post » Fri May 27, 2011 7:49 am

We're looking into whether we can do something about the gate, but make no promises.

@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!


I just read this on another forum:
"The big news that he was hinting to was that Oblivion is being packaged for sale with another game for one low price...
In our zeal we missed the fact that the conversation was about retail sales not content."

No sources or further info is offered, so I don't know whether this is fact, another rumour, or what. I hope this isn't what we've all been looking forward to!
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Darlene DIllow
 
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Post » Fri May 27, 2011 11:06 am

If it's unsourced, best to treat it as nothing but internet rumors. I'm sure if it were even remotely true someone would have forwarded the link to GStaff and asked him.
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Amy Cooper
 
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Post » Fri May 27, 2011 3:25 am

I just read this on another forum:
"The big news that he was hinting to was that Oblivion is being packaged for sale with another game for one low price...
In our zeal we missed the fact that the conversation was about retail sales not content."

No sources or further info is offered, so I don't know whether this is fact, another rumour, or what. I hope this isn't what we've all been looking forward to!

You guys do know about the Bioshock/Oblivion retail thing right? It's not a rumor, it's actually been out for a while...

"07.07.09 - BIOSHOCK & THE ELDER SCROLLS IV: OBLVION BUNDLE NOW AVAILABLE
2K Games and Bethesda Softworks announced today that the BioShock & The Elder Scrolls IV: Oblivion Bundle is now available at retail outlets across North America for a suggested retail price of $39.99 for the Xbox 360 video game and entertainment system from Microsoft and $29.99 for Windows PC. The bundle will be available internationally in mid-July."
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Dark Mogul
 
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Post » Thu May 26, 2011 10:10 pm

You guys do know about the Bioshock/Oblivion retail thing right? It's not a rumor, it's actually been out for a while...

"07.07.09 - BIOSHOCK & THE ELDER SCROLLS IV: OBLVION BUNDLE NOW AVAILABLE
2K Games and Bethesda Softworks announced today that the BioShock & The Elder Scrolls IV: Oblivion Bundle is now available at retail outlets across North America for a suggested retail price of $39.99 for the Xbox 360 video game and entertainment system from Microsoft and $29.99 for Windows PC. The bundle will be available internationally in mid-July."


Does BioShock still need "product activation" via Internet?
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Danii Brown
 
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Post » Fri May 27, 2011 7:06 am

Does BioShock still need "product activation" via Internet?


That stuff needs to die and fast. I'm glad I never bought that game now. I can't stand spyware masquerading itself as a game.
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lucile
 
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Post » Fri May 27, 2011 3:17 am

Does BioShock still need "product activation" via Internet?

Hm. I don't remember ever doing that when I got Bioshock.
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Britney Lopez
 
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Post » Fri May 27, 2011 4:19 am

Hm. I don't remember ever doing that when I got Bioshock.


If Bioshock has similar activation system as Mass Effect, the activation will happen automatically when you first time start the game. You won't even notice it.
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Anne marie
 
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Post » Thu May 26, 2011 10:40 pm

That stuff needs to die and fast. I'm glad I never bought that game now. I can't stand spyware masquerading itself as a game.


I agree. I never bought Half-Life 2, Mass Effect and BioShock due to this manure.
I even got a free copy of ME that I've never installed.
Oh well, their loss, not mine. I still have a huge backlog of games, all bought, to play.
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IsAiah AkA figgy
 
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Post » Thu May 26, 2011 8:42 pm

If Bioshock has similar activation system as Mass Effect, the activation will happen automatically when you first time start the game. You won't even notice it.


And that's what makes it all the more insidious because you don't even know what they asked your system for.

Anyway, I think we're drifting off topic by quite a bit. No need to drive this poor thing to 200 needlessly :)
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Stacy Hope
 
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Post » Fri May 27, 2011 12:14 pm

Thanks a ton, Vargr!
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Nicole Elocin
 
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Post » Fri May 27, 2011 6:13 am

I agree. I never bought Half-Life 2, Mass Effect and BioShock due to this manure.
I even got a free copy of ME that I've never installed.
Oh well, their loss, not mine. I still have a huge backlog of games, all bought, to play.


HL2 does not even remotely compare to the other two. HL2 just checks that you actually bought the game (IE its not on their list of pirated CDKeys or w/e), the other two have (or had) a limited number of installs on top of some other BS, which is why people complained (and rightly so) abou those two games.
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Georgia Fullalove
 
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Post » Thu May 26, 2011 10:30 pm

Thanks a ton, Vargr!

No worries. :D
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Adrian Powers
 
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Post » Fri May 27, 2011 12:35 pm

And now the Better Cities - UL Barrowfields patches are reuploaded again! I forgot that this time I need to include two additional ESPs, which are now available in BCBravil-Barrowfields patch v2.8

Thanks.
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Nina Mccormick
 
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Post » Fri May 27, 2011 9:19 am

I finally got around to looking into the conflict between http://www.tesnexus.com/downloads/file.php?id=23079 and http://www.tesnexus.com/downloads/file.php?id=16677. http://www.tesnexus.com/downloads/file.php?id=13834, bundled with the old Billsburg/http://www.tesnexus.com/downloads/file.php?id=15511 patch I made last year.

Note that this patch is dependent on the Billsburg ESP and was created using v1.51 (linked above and in the patch's readme). It should work with earlier versions of Billsburg but only if you use Wrye Bash or similar to redirect the master to an older Billsburg ESP.

The patch unburies the camp site just north of Billsburg, and also seals a small land tear.
I also updated the Colovian Highlands patch, firstly adjusting so that it can be used with the new Cloudtop Mountains patch, and secondly disabling a creature spawn point which Colovian Highlands puts in the middle of Billsburg, as reported by [insertnamehereyouknowwhoyouarebutIforgotsorry].
AND I included a merged ESP of both patches together, for those needing both fixes. This allows you to keep one ESP slot free for something else.
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Spencey!
 
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Post » Fri May 27, 2011 7:33 am

A new version of Blackwood Forest is available on http://www.4shared.com/dir/17698234/b842c4b6/Blackwood_Forest.html, http://www.tesnexus.com/downloads/file.php?id=25799 and http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5712. V1.0.1 fixes the reported issue with a floating Oblivion gate and some floating objects.
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luke trodden
 
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Post » Thu May 26, 2011 10:09 pm

Just to report an issue with the latest blackwood forest version.

During the quest "Whom the Gods Annoy", the quest step is not activated when we approach Blackfathom Cave. This renders completion of the quest impossible, as even if you clean the cave and reach the altar the next quest step is not triggered.

This seems to be due to a re-allocation of the cave entrance, as in the map the quest marker points to an unreachable (covered with terrain) area, which seems to be the original cave entrance.
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Annick Charron
 
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Post » Thu May 26, 2011 11:00 pm

SirPerfect-

Your problem might be similar to mine and how I worked around it: http://www.gamesas.com/bgsforums/index.php?showtopic=972311&view=findpost&p=14871302
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Katey Meyer
 
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Post » Fri May 27, 2011 7:32 am

Just to report an issue with the latest blackwood forest version.

During the quest "Whom the Gods Annoy", the quest step is not activated when we approach Blackfathom Cave. This renders completion of the quest impossible, as even if you clean the cave and reach the altar the next quest step is not triggered.

This seems to be due to a re-allocation of the cave entrance, as in the map the quest marker points to an unreachable (covered with terrain) area, which seems to be the original cave entrance.


As I recall, the quest should be looking for you to come within a certain distance of an x-marker, which is placed close to the relocated cave entrance. What I cannot recall though is whether this is the vanilla x-marker relocated or a replacement x-marker. If it's the vanilla marker relocated, then you must have passed close to this area in the game already, prior to installing UL Blackwood Forest. This would have loaded the x-marker's location into your save-game, and fixed it at this location even after installing the UL which moves it. Try wandering around the rocks at the old cave location, maybe you'll trigger the x-marker that way. The old cave location is west and slightly north of its new location (and lower down - it's actually underneath the cliff-like pile of rocks).
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Lady Shocka
 
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Post » Thu May 26, 2011 10:27 pm

Understood.

I just uninstalled, got to the old location, received the quest update and installed again.

As for trying to be in range of the original/old x-marker, I had tried it before without success.

And by the way, there were some encounters spanning beneath the rocks... most surely for the same reason
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Niisha
 
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Post » Fri May 27, 2011 6:30 am

Understood.

I just uninstalled, got to the old location, received the quest update and installed again.

As for trying to be in range of the original/old x-marker, I had tried it before without success.

And by the way, there were some encounters spanning beneath the rocks... most surely for the same reason


If any creatures are spawning under the rocks, they're from another mod :)
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suzan
 
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