[REL] The Unique Landscapes Project

Post » Fri May 27, 2011 8:34 am

With all this flurry of new activity, I for sure thought CF was now released...but SNIFF SNIFF
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Taylrea Teodor
 
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Joined: Sat Nov 18, 2006 12:20 am

Post » Fri May 27, 2011 11:34 am

Any chance of an Cloudtop patch for http://www.tesnexus.com/downloads/file.php?id=17254? Placing Mimics.esp before Cloudtop gets rid of landtears, but both the Mount Colovia fortress and the Mimics cave is located at the same spot.
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Karen anwyn Green
 
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Joined: Thu Jun 15, 2006 4:26 pm

Post » Fri May 27, 2011 10:40 am

I just downloaded Black Marsh & Brena River...gorgeous of course. I knew they would be. However, when I was touring the new BlackMarsh, near some ayleid ruins (sorry, I'm horrible with names, especially elven names) the water surrounding the ruins was half missing.

I know that for other UL mods I had to select some kind of option in either Wrye Bash or OBMM (either Fallen Leaf or Colovian Highlands... maybe both), but it's been so long since I've been neck deep in mods that I forgot half of what I knew.

Can someone tell me what I'm talking about?
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Zoe Ratcliffe
 
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Post » Fri May 27, 2011 7:24 am

Any chance of an Cloudtop patch for http://www.tesnexus.com/downloads/file.php?id=17254? Placing Mimics.esp before Cloudtop gets rid of landtears, but both the Mount Colovia fortress and the Mimics cave is located at the same spot.


On the same spot? That's gonna be an oucher. Doubly so because that's also right on top of where Ravenview Village goes and we have a patch there already. Why do people keep picking the same spots for stuff :P

I just downloaded Black Marsh & Brena River...gorgeous of course. I knew they would be. However, when I was touring the new BlackMarsh, near some ayleid ruins (sorry, I'm horrible with names, especially elven names) the water surrounding the ruins was half missing.

I know that for other UL mods I had to select some kind of option in either Wrye Bash or OBMM (either Fallen Leaf or Colovian Highlands... maybe both), but it's been so long since I've been neck deep in mods that I forgot half of what I knew.

Can someone tell me what I'm talking about?


Most likely you're talking about removing the C.Water tag from the UOP and rebuilding your Bashed Patch.
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Alexxxxxx
 
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Post » Fri May 27, 2011 2:13 am

I finally got around to vistiting Castle Seaview (which conflicts with the Lost Coast), and noted that there are still land tearing and such with the "Castle Seaview-Lost Coast patch 1_0"

Pictures:
Land tear:
http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot76.jpg?t=1253529879

http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot74.jpg?t=1253529880

http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot71.jpg?t=1253529882

Buildings etc:
http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot77.jpg?t=1253529936

http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot75.jpg?t=1253529939

http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot73.jpg?t=1253529947
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Charlotte Buckley
 
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Post » Fri May 27, 2011 1:07 am

Are you sure you have it all loaded in the right order?
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le GraiN
 
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Post » Fri May 27, 2011 12:59 am

Greetings UL Team! I have a request on behalf of the TES Alliance Modding School. Would one of you be willing to write up an in depth tutorial on Patch Creation for our Study Hall here - http://www.invision.tesalliance.org/forums/index.php?/forum/20-study-hall/

We have a very short lesson from display name is already in use. It describes briefly how to do it with WryeBash. Bash however isn't the only program that can be used for Patch Creation. An in depth lesson on any program that can be used would be invaluable as not every modder uses the same set up of course.

As your team churns out patches on a regular basis, we thought you would be the best ones to ask. More of the landscape of Cyrodiil is changed every day by mods like the Unique Landscapes and so many others. It becomes harder with every release to find room to build without knowing you'll need a patch. :lmao: Teaching modders how to create one themselves is something we think needs to be done and would save people like the UL team the headache of constant patch creation.

Thank you very much for considering the request. :bowdown: Can't think of a more qualified group of people to ask about Patch Creation these days.
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Tanya
 
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Post » Fri May 27, 2011 9:42 am

Are you sure you have it all loaded in the right order?

Yup: According to BOSS and the patch readme.

But my game has suddenly decided to freeze every 30 seconds, so I have GOT to get that sorted before I can play around with it too much. :brokencomputer:
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Claire Vaux
 
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Post » Thu May 26, 2011 11:13 pm

Does xuldarkforest.esp have to be before OOO?

I have found this on Agiel's Load order.
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x_JeNnY_x
 
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Joined: Wed Jul 05, 2006 3:52 pm

Post » Thu May 26, 2011 9:32 pm

Does xuldarkforest.esp have to be before OOO?

I have found this on Agiel's Load order.


No. You definitely want to make sure Dark Forest loads *AFTER* OOO because DF deletes some spawn points OOO moves around, and DF also needs to be in charge of the path grids in the area.
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Robyn Howlett
 
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Post » Fri May 27, 2011 1:09 am

No. You definitely want to make sure Dark Forest loads *AFTER* OOO because DF deletes some spawn points OOO moves around, and DF also needs to be in charge of the path grids in the area.

Thank you Arthmoor!
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Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Thu May 26, 2011 9:15 pm

So I just found this tear on the Imperial Isle that is so big that it must be caused by a mod conflict or load order issue.

It is right behind the Wayshrine Inn (Added by Region Revive - Lake Rumare): http://i361.photobucket.com/albums/oo54/psymon11b/ULIItearbehindwayshrineinn.jpg

Now since RR came out I've tried to stay up on updates and patches for it and UL II, and AFK Weye. I mostly followed BAIN load order on that with the salient mods highlighted. Can someone (Arthmoor might know best) tell me if this is wrong:
Active Mod Files:00  Oblivion.esm01  piCore.esm  [Version 1.50]02  All Natural Base.esm  [Version 0.9.6]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.71]06  Ulrim's Horses.esm07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b1]09  Diverse Wisps - Base.esm0A  Enhanced Daedric Invasion.esm0B  CyrodiilUpgradeResourcePack.esm0C  TamrielTravellers.esm  [Version 1.39c]0D  FCOM_Convergence.esm  [Version 0.9.9a7]0E  Armamentarium.esm  [Version 1.3]0F  Artifacts.esm10  Progress.esm  [Version 2.2]11  Fort Akatosh.esm12  MALO - MAIN.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp13  Unofficial Oblivion Patch.esp  [Version 3.2.0]14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp16  Francesco's Optional Chance of Stronger Bosses.esp17  Francesco's Optional Chance of Stronger Enemies.esp18  Francesco's Optional Chance of More Enemies.esp19  Francesco's Optional Leveled Quests-SI only.esp1A  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1C  Fran Armor Add-on.esp1D  Fran_Lv30Item_Maltz.esp1E  AliveWaters.esp1F  _Environments Mods Merged1.esp20  Enhanced Vegetation [125%].esp21  Enhanced Water v2.0 HD.esp22  All Natural.esp  [Version 0.9.6]++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp23  All Natural - Real Lights.esp  [Version 0.9.6]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]24  MIS.esp25  Atmospheric Oblivion.esp26  OBSE-Storms & Sound SI.esp27  WindowLightingSystem.esp28  Ayleid Loot EXtension.esp++  Item interchange - Extraction.esp  [Version 0.76]**  Book Jackets Oblivion.esp**  Book Jackets DLC.esp29  Game Tweaks Early.esp2A  Vows and Covenants.esp2B  Choices and Consequences.esp2C  Enhanced Economy.esp  [Version 2.0.2]2D  DLCHorseArmor.esp2E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2F  DLCMehrunesRazor.esp30  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]31  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]32  PersuasionOverhaul_LITE.esp  [Version 1.3]33  Slof's Horses Base.esp34  kuerteeHorseCommands.esp35  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]36  Slof's Oblivion Robe Trader.esp37  Cobl Glue.esp  [Version 1.69]38  Cobl Si.esp  [Version 1.63]39  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]3A  Bob's Armory Oblivion.esp3B  FCOM_BobsArmory.esp  [Version 0.9.9]3C  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3D  Oblivion WarCry EV.esp3E  FCOM_WarCry.esp  [Version 0.9.9]3F  MALO - Guild Tweaks.esp40  MALO - Clutter Replacer.esp41  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]42  Choices and Consequences - OOO.esp  [Version 0.2]43  MALO - Vendor Additions.esp44  MALO - Loot Tweaks.esp45  MALO - Loot Tweaks DCRP.esp++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.3]46  ArmamentariumArtifacts.esp  [Version 1.3]47  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]48  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]49  FCOM_Convergence.esp  [Version 0.9.9]4A  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]4B  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]4C  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]4D  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]4E  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]4F  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b2]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]50  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b2]51  Mart's Monster Mod - Diverse WaterLife.esp++  Mart's Monster Mod - Diverse Wisps.esp  [Version 0.10]52  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]53  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]++  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp++  MMM-Cobl.esp  [Version 1.69]54  Choices and Consequences - MMM.esp  [Version 0.2]++  MALO - Clutter Replacer MMM - HUNT.esp++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]55  TamrielTravellers4OOO.esp  [Version 1.39c]56  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp57  TamrielTravellersItemsNPC.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  OMOBS_SI.esp++  OMOBS_FRAN.esp++  OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp++  OMOBS_MMM.esp++  OMOBS_MMM_H&C_Ammo.esp58  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]59  FCOM_MoreRandomItems.esp  [Version 0.9.9]5A  Mart's Monster Mod - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Atmospheric Oblivion - OOO Patch.esp++  Atmospheric Oblivion - MMM Patch.esp++  Fransfemale.esp++  Armamentium female.esp++  ArtifactsFemaleArmor.esp++  EVE_StockEquipmentReplacer4FCOM.esp5B  NPC new clothes V2.6.esp5C  Enhanced Quest Roleplaying.esp++  Enhanced Quest Roleplaying - OOO.esp++  Enhanced Quest Roleplaying - FCOM.esp5D  Demonhunter.esp5E  KvatchAftermath.esp5F  Ivellon.esp  [Version 1.8]60  kingdomofAlmar.esp61  BHC_Expanded.esp  [Version 1.2]62  Kragenir's Death Quest.esp63  KDQ - Rural Line Additions.esp64  OldCrowInn.esp  [Version 1.5][b]65  Region Revive - Lake Rumare.esp66  Region Revive - Lake Rumare - OOO LockBash.esp  [Version 0.2][/b]67  ShezriesVillagesCOBL.esp68  The Ayleid Steps.esp  [Version 2.6]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]69  TheElderCouncil.esp6A  TheElderCouncil_TempleOfTheOne.esp6B  GuardsofCyrodiil.esp6C  GoC&RRLR_comp.esp6D  VHBloodlines 1.2.esp  [Version 1.4]6E  zDangerSense.esp6F  DLCBattlehornCastle.esp70  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]71  DLCfrostcrag.esp72  FrostcragRebornCobl.esp73  Knights.esp74  Knights - Unofficial Patch.esp  [Version 1.0.9]++  KotN Wayshrine Fix.esp++  EVE_KnightsoftheNine.esp++  Ulrim's Horses - Knights patch.esp75  SM Plugin Refurbish Minus Orrery-Thieves-Vile.esp76  TOTF.esp++  TOTF Delayer.esp77  RTT.esp78  RTT-Weye Relocation Patch.esp  [Version 2.0]79  Lost Paladins of the Divines.esp7A  Mighty Umbra.esp7B  Blood&Mud.esp7C  The Lost Spires.esp[b]7D  AFK_Weye.esp7E  Rumare-AFK_Weye Patch.esp[/b]7F  Origin of the Mages Guild.esp  [Version 6]80  TheNecromancer.esp81  MannimarcoComplete.esp82  MannimarcoRevisited.esp83  MannimarcoRevisitedOOO.esp  [Version 0.1]84  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]++  FCOM_NewNPCClothes.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]85  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9b4]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]86  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]87  Origin of the Mages Guild OOO Patch.esp  [Version 5.0.FINAL]88  Gaelendryl.esp89  Homes,Castles,Villages1.esp8A  DungeonPack_1.esp8B  SI_Houses&Dungeons_.esp8C  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]8D  EDI - Less Monotonous DOT.esp8E  ElsweyrAnequina.esp8F  road+bridges.esp  [Version 4.4.4]90  Vergayun.esp  [Version 1.0.1]91  Faregyl.esp  [Version 1.0.8]92  FortAkatosh.esp93  FortAkatosh-MannimarcoResurrection-NewRoads&Bridges patch.esp94  xulStendarrValley.esp  [Version 1.2]95  xuldarkforest.esp  [Version 1.0.3]96  LostSpires-DarkForest patch.esp97  xulTheHeath.esp98  XulEntiusGorge.esp99  KvatchAftermath-EntiusGorge compatibility patch.esp9A  TheNecromancer-EntiusGorge patch.esp9B  xulFallenleafEverglade.esp  [Version 1.3.1]9C  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]9D  LostSpires-Everglade patch.esp  [Version 1.2]9E  xulColovianHighlands_EV.esp9F  xulChorrolHinterland.esp  [Version 1.2.2]A0  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]A1  KragenirsDeathQuest-LostCoast patch.espA2  xulBravilBarrowfields.esp  [Version 1.3.2]A3  xulLushWoodlands.esp  [Version 1.3]A4  xulAncientYews.espA5  xulAncientRedwoods.esp  [Version 1.6]A6  xulCloudtopMountains.esp  [Version 1.0.1]A7  KragenirsDeathQuest-CloudtopMountains patch.espA8  Ravenview-Cloudtop-Patch.esp  [Version 1.0.3]A9  xulArriusCreek.espAA  xulPatch_AY_AC.esp  [Version 1.1]AB  xulRollingHills_EV.esp  [Version 1.3.2]AC  KragenirsDeathQuest-RollingHills patch.espAD  xulRiverEthe.esp  [Version 1.0.1]AE  xulPantherRiver.espAF  xulBlackwoodForest.espB0  xulBrenaRiverRavine.esp  [Version 1.0.2]B1  Gaelendryll-BrenaRiver patch.esp  [Version 1.1][b]B2  xulImperialIsle.esp  [Version 1.6.2][/b][b]B3  NRB4+UL-II Patch.esp  [Version 4.1]B4  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 2.1.1]B5  NRB4+RR Patch.esp  [Version 1.0][/b]B6  NakedNord.espB7  bartholm.esp++  CoreRandmonClothing4Npcs.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]B8  CNRP Bruma4OOO.esp  [Version 0.2]B9  CNRP Cheydinhal4OOO.esp  [Version 1.0]BA  CNRP Chorrol4OOO.esp  [Version 1.1]BB  CNRP FightersGuild4OOO.esp  [Version 1.0]BC  Feudal Empire 300.espBD  Ulrim's Horses.espBE  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]BF  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Mehrunes Razor.espC0  Duke Patricks The Lady said NO.espC1  Dialogue Mods Merged+.espC2  Game Tweaks Late.espC3  DropLitTorchOBSE.esp  [Version 2.1]C4  Map Marker Overhaul.esp  [Version 2.3]C5  Map Marker Overhaul - SI additions.esp  [Version 1.0]C6  ReneerCreatureMod.espC7  Oblivifall - Let's Talk!.esp  [Version 1.1]C8  Oblivifall - Something's Not Right.esp  [Version 1.0]C9  Duke Patricks Sickness+Health Alarm.espCA  RealisticFatigue.espCB  kuerteeInventoryIsABackpack.espCC  kuerteeMagickaBasedMagicJeweleryLimits.espCD  kuerteeBattleFatigueAndInjuries.espCE  kuerteeEatAndSleep.espCF  QZ Easy Menus+.espD0  sr_super_hotkeys.esp++  MaleBodyReplacerV4.espD1  PCSoundGarrett.esp  [Version 2.6]D2  bgBalancingEVCore.esp  [Version 10.52EV-D]++  GrimbotsSpellTomes.espD3  SSEE-OOO.espD4  MidasSpells.espD5  Magic Tweaks.espD6  EnchantmentMastery.espD7  SupremeMagicka.esp  [Version 0.89]D8  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_OOO.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]D9  SM_EnchantStaff.esp  [Version 0.80]DA  bgMagicEV.esp  [Version 1.7EV]DB  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]DC  bgMagicEVPaperChase.esp  [Version 1.68EV]DD  bgIntegrationEV.esp  [Version 0.96]DE  AudaciousMagery.espDF  Alchemical Formulas.espE0  Stealth Overhaul.espE1  DD_ProximitySneakPenalty.espE2  ZumbsLockpickingMod - OBSE.espE3  RenGuardOverhaul.espE4  RenGuardOverhaulShiveringIsles.espE5  Enhanced Grabbing.esp  [Version 0.4]E6  sycHearNoEvil.esp  [Version 1.0]E7  sycSHOUT.esp  [Version 1.02]E8  kuerteeNPCsYield.espE9  ProgressMBSP.esp  [Version 2.0]EA  ProgressArmorer.esp  [Version 1.0]EB  PureImmersion.esp  [Version 1.50]++  Jjiinx_MorrowindStyleArgonians.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  NRB4 Standard Road Record.esp++  CSR - Fine Iron.esp++  CSR - Golden Saint.esp++  ShinySeptims_Septimus.esp++  Visually Realistic Deadly Lava.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]EC  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]++  kuertee bgMagicEVShader default drain effects.esp**  All Natural - Indoor Weather Filter For Mods.esp**  Atmospheric Loading Screens - No Text.espED  John 2 BASH.espEE  Duke Patricks - Bottle Shoot Archery Practice.espEF  Duke Patrick Combat AI (no tripping).espF0  Duke Patrick_SCA Combat.espF1  Duke Patricks - BASIC Script Effect Silencer BETA.espF2  Streamline 3.1.esp
I took the FormID of the Inn and did a tes4edit search and found no other mods (except UOP - and I'm not saying it is UOP) that affect that area. Am I missing something?

thanks much
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Fri May 27, 2011 10:30 am

Greetings UL Team! I have a request on behalf of the TES Alliance Modding School. Would one of you be willing to write up an in depth tutorial on Patch Creation for our Study Hall here - http://www.invision.tesalliance.org/forums/index.php?/forum/20-study-hall/

We have a very short lesson from display name is already in use. It describes briefly how to do it with WryeBash. Bash however isn't the only program that can be used for Patch Creation. An in depth lesson on any program that can be used would be invaluable as not every modder uses the same set up of course.

As your team churns out patches on a regular basis, we thought you would be the best ones to ask. More of the landscape of Cyrodiil is changed every day by mods like the Unique Landscapes and so many others. It becomes harder with every release to find room to build without knowing you'll need a patch. :lmao: Teaching modders how to create one themselves is something we think needs to be done and would save people like the UL team the headache of constant patch creation.

Thank you very much for considering the request. :bowdown: Can't think of a more qualified group of people to ask about Patch Creation these days.


Sounds like you're wanting the info I posted on the Dragon Captions forums a couple weeks ago, detailing three ways to make the CS see an ESP as an ESM for patch dependency. I'll go find that post and paste it here for you.

EDIT
Here it is, below this line. It's actually not quite what you're after, as this details how to convert an ESM into an ESP. I'll adjust and repeat lower down to more closely match what you wanted. Note that the option with TES4Gecko isn't really going to work for you, so in fact you only have Wrye Bash (as already explained) and TES4Edit.
With Wrye Bash: Right-click the ESM and choose "ESPify Self" then exit Wrye Bash and change the extension from ESM to ESP in WindowsWith TES4Edit: Load the ESM, expand the + sign next to the ESM name, click on "File Header". Right-click in Record Flags and select EDIT. Untick ESM and click OK. Exit TES4Edit, saving changes. Change the extension from ESM to ESP in WindowsWith TES4Gecko: Click "Convert to Plugin" button, select ESM, click Open, click OKAll three options are guaranteed safe, zero chance of corruption. So go with whichever one you want.


With Wrye Bash: Right-click the ESP and choose "ESMify Self". Select "ESPify Self" to switch back again before testing the patch in-game.

With TES4Edit: Load the ESP, expand the + sign next to the ESP name, click on "File Header". Right-click in Record Flags and select EDIT. Tick ESM and click OK. Exit TES4Edit, saving changes. To swtch back again, repeat but untick "ESM" in Record Flags before testing the patch in-game.
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Julie Ann
 
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Post » Thu May 26, 2011 9:11 pm

Thanks for all the hard work, this is truly an amazing compilation! (I can't find any more praise that hasn't been used by all those fans out there, so I'll save you my boring ones :P just know this: your work is sincerely and highly appreciated!)

I started using UL 5 days ago, teleporting around to enjoy these landscape eye candies. But one thing bothered me much (because currently I am doing quest around that area), please look at this screenshot:
(Screenshot showing the Water Basin of UL-Imperial Isle, right between Arcane University and Waterfront)
http://img21.imageshack.us/i/screenshot0resize.jpg/

As you can see, the Water Basin of Imperial Isle got "cut-off" in the middle, and there's some wolves spawned between that 2 mini-cascade.
I SUSPECT that it is due to the MMM - More Wilderness Life...but there's no compactibility patch for Water Basin with MMM - More Wilderness Life AT Imperial Isle, only for Rolling Hills and The Heath.

Well, just for the sake of telling the whole story:
1) I am using FCOM, and "MMM-More Wilderness Life" is part of the optional plugins I chose.
2) BUT, I am not using "MMM-More Wilderness Life.esp", I am using "MMM-More Wilderness Life No Gates.esp" instead.
3) So, I edited in Wyre Bash so that the compactibility patch recognize "MMM-More Wilderness Life No Gates.esp" as "MMM-More Wilderness Life.esp" instead.

I am using the latest BOSS and latest BOSS masterfile to handle the load order.

However...again I must say this, the compactibility patches for "MMM-More Wildnerness Life" are for Rolling Hills and The Heath, nothing to do with Water Basin. I already checked the UL Compactibility Patches in TesNexus for several times...MMM-More Wilderness Life patch is the only thing I can find. The other which comes near, is "Francesco-More Wilderness Life", but I didn't use it because there's no "Fran's - More Wildnerness Life" in the load list.

Is there anything I can do to solve this problem?
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Greg Cavaliere
 
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Post » Fri May 27, 2011 1:17 am

Is there anything I can do to solve this problem?
You can probably solve it by doing the same everyone else who has a Bashed Patch need to do: Remove the C.Water tag from the UOP and rebuild the Bashed Patch.
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Christina Trayler
 
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Post » Fri May 27, 2011 12:15 pm

You can probably solve it by doing the same everyone else who has a Bashed Patch need to do: Remove the C.Water tag from the UOP and rebuild the Bashed Patch.


Thanks for the suggestion. However, there's no C.Water tag on my Uofficial Oblivion Patch, nor on the Unofficial Shivering Isle Patch.

In fact, I went through every single item in my load order, and find that there isn't ANY C.Water tag (though a lot of C.Climate, C.Light tags).

Is this how it supposed to be? Or is it that at least one of the item in the load list should have a C.Water tag (such as Better Water)? Also, NONE of the UL .esp has ANY tag at all...is that normal/correct?

EDIT: BTW, I already tried disable Better Water and Visually Realistic Lava...no difference ><
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Penny Wills
 
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Post » Fri May 27, 2011 5:21 am

Thanks for the suggestion. However, there's no C.Water tag on my Uofficial Oblivion Patch, nor on the Unofficial Shivering Isle Patch.
If you don't have it on you UOP, it means that you have already removed it (or possibly that you have a really old version of UOP), as UOP comes with a C.Water tag.

In fact, I went through every single item in my load order, and find that there isn't ANY C.Water tag (though a lot of C.Climate, C.Light tags).

Is this how it supposed to be? Or is it that at least one of the item in the load list should have a C.Water tag (such as Better Water)? Also, NONE of the UL .esp has ANY tag at all...is that normal/correct?
This is normal. The only mod I know that comes pre-tagged with C.Water is the UOP, and that tag is incorrect. What it effectively does, is to revert the water level of every cell UOP touches, back to vanilla level, thus overriding some of the water level changes of later-loading mods.
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dean Cutler
 
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Post » Fri May 27, 2011 4:44 am

Hmm...problem solved by tagging xulImperialIsle.esp with C.Water, then Import Cell in Bash Patch.

Now that this proved a working solution, it makes me wonder: What tags should I attach with each and every UL esp, so that each and every one of them will work perfectly as intended? I afraid I might be seeing things the way they are not designed to be if I don't tag them properly, I don't want to miss any of these amazing work of landscape ><

I checked my BOSSlog.txt, it isn't tagging any of them. I re-run the BOSS with latest masterfile and exe, still not tagging any ><
I checked the readme and the website (for both UL and UL-Imperial Isle), still nothing explicit.

So I am guessing there's really no tags-guide out there for UL?

What if I tag every single one of them with C.Water, C.Light and C.Climate(climate probably not neccessary) and Import Cell with Bash Patch?
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Lily Something
 
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Post » Thu May 26, 2011 11:50 pm

Hmm...problem solved by tagging xulImperialIsle.esp with C.Water, then Import Cell in Bash Patch.
That mean one of two things:
1. You have an earlier-loading mod tagged with C.Water which touches that cell.
2. You have a later-loading mod which touches that cell.

Since UOP comes incorrectly pre-tagged with C.Water, 99% of the water level problems can be solved by removing C.Water from it. So I suggest you go back and either make 100% sure that there's no C.Water tag in your UOP, or check your load order.


Now that this proved a working solution, it makes me wonder: What tags should I attach with each and every UL esp, so that each and every one of them will work perfectly as intended?
Generally, none.

What if I tag every single one of them with C.Water, C.Light and C.Climate(climate probably not neccessary) and Import Cell with Bash Patch?
In that case, those edits in the ULs will override conflicting edits in later-loading mods. Tagging all ULs with C.Water has been successfully done to override UOP's C.Water tag, and doing so should be harmless as you usually don't have later-loading mods that is intended to override any UL water level. I don't know the other two tags that well though.
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Neil
 
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Post » Fri May 27, 2011 5:12 am

Thanks for the advice. After listening to your explanation, I think I'll just leave everything as it is without further tagging, unless I find other obvious anormalities.
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Soraya Davy
 
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Post » Fri May 27, 2011 11:22 am

Thanks for the advice. After listening to your explanation, I think I'll just leave everything as it is without further tagging, unless I find other obvious anormalities.


This is wise. Don't use tags unless you know you need them, in case you inadvertently use a tag you shouldn't on one mod and it causes a terrible mess in-game. The only tag you might need on UL mods would be the C.Water tag already discussed, but then only if that UL is lacking water where it looks like water should be. Typically, just moving the UL ESPs lower down your load order would resolve missing water (as long as the UOP isn't tagged, again as already discussed).
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Nims
 
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Post » Thu May 26, 2011 11:53 pm

I have a problem with all those UL mods that add waterfalls (f.e. 'river Ethe' and 'Ancient Yews'): randomly I can't hear waterfall sound effect. In particular I can reproduce this bug whenever I press TAB and then go back to the game: waterfall sounds won't be restarted!. Is this an Oblivion internal bug? Can you add a workaround for it? It's unrealistic being near these wonderful waterfalls with mute sound effects... :(
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TRIsha FEnnesse
 
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Joined: Sun Feb 04, 2007 5:59 am

Post » Fri May 27, 2011 3:33 am

I have a problem with all those UL mods that add waterfalls (f.e. 'river Ethe' and 'Ancient Yews'): randomly I can't hear waterfall sound effect. In particular I can reproduce this bug whenever I press TAB and then go back to the game: waterfall sounds won't be restarted!. Is this an Oblivion internal bug? Can you add a workaround for it? It's unrealistic being near these wonderful waterfalls with mute sound effects... :(


Don't press TAB?
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Ash
 
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Post » Fri May 27, 2011 1:38 am

Don't press TAB?

:celebration:
Ehm... seriously. It is an Oblivion bug un-workaroundable? Sound is randomly muted also without pressing TAB: simply if you reach a waterfall sometimes there is no water sound.
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Nims
 
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Joined: Thu Jun 07, 2007 3:29 pm

Post » Thu May 26, 2011 9:49 pm

Could be you're overloading your sound hardware. If you're using an onboard sound chip, they tend to be pretty weak and feeble when it comes to a lot of sound trying to play at once. I doubt there's anything to be done about it, especially since you say it happens even when you don't press tab.
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Charity Hughes
 
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