[REL] The Unique Landscapes Project

Post » Thu May 26, 2011 9:58 pm

You should definitely use the Unique Landscape Distant LODs, as if you don't, the new stuff from Unique Landscape mods will pop up only when you are close to them, and not while afar.
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Brιonα Renae
 
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Post » Fri May 27, 2011 10:13 am

Everytime you add a mod that noticably changes exterior cells like Unique Landscapes, you should run http://www.tesnexus.com/downloads/file.php?id=15781 to rebuild your distant lod. Most of the newer landscapes do not come with the DistantLOD because it's much easier to generate them yourself based on whatever mods you have installed.
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Carlitos Avila
 
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Post » Fri May 27, 2011 12:32 am

I found massive land tear from Blackwood Forest, near Leyawiin. Since I'm also using Better Cities, I suspect this is a result of a minor mod conflict. This might need a compatibility patch.


I'll look into that.
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louise hamilton
 
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Post » Fri May 27, 2011 11:35 am

Today I noticed there is an area east of sewers exit where water is too high compared to sea level. There is a hugr rock and on both sides the water level is floating in the air. It is caused by UL for sure, I guess from Imperial Isle since it is the only part that edits this part. Confirmed by deactivating omod. Is this solved in newest release 1.4.6?


EDIT: loaded 1.4.6 and everything is OK!

What is the difference if I choose to overwrite distant lod in Tamriel cells when I am ask during UL instalation and if I don't. Is it a must? When installing 1.4.2 i did overwrite, but don't know what exactly I did.


Imperial Isle 1.4.6? If that's a valid version number then what you have is well behind the current one which is 1.6.2. You should look at updating that since it corrects MANY bugs and also adds some new stuff on the NW side of the island.
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Daddy Cool!
 
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Post » Thu May 26, 2011 9:08 pm

You should always update to the latest version, regardless of how many changes are in it, as if you use an older one, more mods could be incompatible, and even the UL Patches could cause errors, as they are meant for newer versions.
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Melis Hristina
 
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Post » Fri May 27, 2011 8:16 am

Imperial Isle 1.4.6? If that's a valid version number then what you have is well behind the current one which is 1.6.2. You should look at updating that since it corrects MANY bugs and also adds some new stuff on the NW side of the island.



No, UL compilation 1.4.6 it is the latest version i've found on Tesnexus.

And BTW, that floating sea is back again. Have to do some more tests.
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cosmo valerga
 
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Post » Fri May 27, 2011 2:10 am

The patch is here: http://www.tesnexus.com/downloads/file.php?id=13834 assuming you meant where to get it.

It was a rather complex operation. The fort ruins that were sitting in the same place as Ravenview were the biggest issue. I had to start by loading only Cloudtop and an empty patch ESP into the CS, move the fort, then once that was done I loaded both mods and the patch into the CS and fixed the remaining issues. Land tears, trees inside buildings, etc. Far easier to do without the fort and the buildings all clashing with each other. Would have been 10x more of a pain to move the village instead due to all the persistent objects and the fact that it was designed with the assumption that you'd be looking over the cliff south into Cyrodiil.


Very nice! One stop patch shopping. However, the included read me makes no reference to Ravenview at all. Is it an actual patch to be used along with Ravenview and "normal" Cloudtop, or a separate version of Cloudtop designed to be used with Ravenview instead of normal Cloudtop?
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Lily
 
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Post » Fri May 27, 2011 4:28 am

Ravenview Village is part of the Shezrie's Villages compilation mod. The patch works with that and the normal version of Cloudtop.
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Aaron Clark
 
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Post » Thu May 26, 2011 10:14 pm

Ravenview Village is part of the Shezrie's Villages compilation mod. The patch works with that and the normal version of Cloudtop.


uh oh...I don't have the compilation mod. I just have the individual villages... Did Shezrie do the compilation, or someone else?

nvm, I see Ob Real Estate is up and they have it there. Time to get this all updated and give it a spin... :)
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Jade Payton
 
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Post » Fri May 27, 2011 3:56 am

I seem to be missing the water for the River Ethe and I can't figure out why. All the files are in the right place. The only other mod I use that alters the landscape is Improved Water, but even with that loaded before UL or just deactivated altogether I still have no water. Any help would be appreciated.
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Jessica Thomson
 
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Post » Fri May 27, 2011 7:01 am

I seem to be missing the water for the River Ethe and I can't figure out why. All the files are in the right place. The only other mod I use that alters the landscape is Improved Water, but even with that loaded before UL or just deactivated altogether I still have no water. Any help would be appreciated.


Use Wrye Bash and the C.Water tag.
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Catherine N
 
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Post » Thu May 26, 2011 9:19 pm

I seem to be missing the water for the River Ethe and I can't figure out why. All the files are in the right place. The only other mod I use that alters the landscape is Improved Water, but even with that loaded before UL or just deactivated altogether I still have no water. Any help would be appreciated.


Sounds like the classic case of the UOP and the C.Water tag. Remove that tag from the UOP and rebuild your bashed patch. The problem should sort itself out then, and likely sort out many other water issues at the same time.
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Honey Suckle
 
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Post » Fri May 27, 2011 10:06 am

Is the Unique Landscapes mod optimized with http://www.gamesas.com/bgsforums/index.php?showtopic=1014947?
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Kate Schofield
 
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Post » Thu May 26, 2011 11:49 pm

The PyFFI thread says that these UL's come optimized:
Rolling Hills v1.3.2
Brena River Ravine v1.0.2
Chorrol Hinterland v1.2.2
Cloudtop Mountains v1.0.1
The Great Forest - Ancient Redwoods v1.6
The Great Forest - Lush Woodland v1.3
Imperial Isle v1.6.2
Stendarr Vally v1.2
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Jessica Lloyd
 
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Post » Fri May 27, 2011 3:06 am

Is the Unique Landscapes mod optimized with http://www.gamesas.com/bgsforums/index.php?showtopic=1014947?


Assume all the ULs are. They've all been through updates recently and any that supply meshes have been through that process already.
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Victoria Vasileva
 
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Post » Fri May 27, 2011 5:14 am

Sounds like the classic case of the UOP and the C.Water tag. Remove that tag from the UOP and rebuild your bashed patch. The problem should sort itself out then, and likely sort out many other water issues at the same time.


That was indeed the trick. Thanks!
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Taylah Illies
 
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Post » Thu May 26, 2011 11:55 pm

Sounds like the classic case of the UOP and the C.Water tag. Remove that tag from the UOP and rebuild your bashed patch. The problem should sort itself out then, and likely sort out many other water issues at the same time.

I am having the same problem. How do you find, and remove the C.Water tag in Wyre Bash? (I probably won't understand it, unless you say it as simply as possible, lol)
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Nikki Morse
 
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Post » Fri May 27, 2011 6:53 am

I am having the same problem. How do you find, and remove the C.Water tag in Wyre Bash? (I probably won't understand it, unless you say it as simply as possible, lol)


Click on the mod in the list on the left side where all your mods are listed. To the right you see a bunch of little windows. One of them lists the tags - in it you will see the water tag and some others. Right click your mouse with the cursor inside that box. You will see a list of possible tags there, and the water tag will be checked. Click on it so it's not checked. And that's about it...
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k a t e
 
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Post » Fri May 27, 2011 3:28 am

Hey Arthmoor? Or anyone else who knows.... Will there be an updated UL:II and new roads+bridges patch? The last one's only compatible with UL:II 1.5 and we're up to 1.62. It works but I can't access my menus properly (which seems to be an issue whenever I find an incompatible mod)

Would help if I updated NBR first to 4.4.4
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Spooky Angel
 
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Post » Fri May 27, 2011 1:40 am

Click on the mod in the list on the left side where all your mods are listed. To the right you see a bunch of little windows. One of them lists the tags - in it you will see the water tag and some others. Right click your mouse with the cursor inside that box. You will see a list of possible tags there, and the water tag will be checked. Click on it so it's not checked. And that's about it...

Umm, in my "Bash Tags" area, all that's listed is: Delev, and Relev.

I guess, another mod is conflicting with it then.
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Da Missz
 
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Post » Fri May 27, 2011 9:54 am

Cheydinhal is so close to being done...95%...that I am literally freaking out!
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sam smith
 
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Post » Fri May 27, 2011 11:02 am

Umm, in my "Bash Tags" area, all that's listed is: Delev, and Relev.

I guess, another mod is conflicting with it then.


are you checking the right mod? That doesn't sound right.
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Blaine
 
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Post » Thu May 26, 2011 8:07 pm

Umm, in my "Bash Tags" area, all that's listed is: Delev, and Relev.

I guess, another mod is conflicting with it then.


Make sure C.Water isn't also listed in the mod description window above there. You'll need to remove it from there if it is, and don't forget to click the save button or changing the description won't stick.
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Leticia Hernandez
 
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Post » Fri May 27, 2011 1:43 am

Umm, in my "Bash Tags" area, all that's listed is: Delev, and Relev.

I guess, another mod is conflicting with it then.

No, that doesn't sound right.

It's the "Unofficial Oblivion Patch" which you have to check.
It should have these tags:
C. Climate
C. Light
C. Owner
Delev
Invent
Names
Relev
Stats


If it also hase C. Water, then remove it.
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KRistina Karlsson
 
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Post » Fri May 27, 2011 7:13 am

Yes, but those tags may only show up in the mod's description, at the bottom of it, where you normally won't see it. Bash will pull tags from there too.
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Carolyne Bolt
 
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