[REL] The Unique Landscapes Project

Post » Fri May 27, 2011 6:34 am

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.

http://s187.photobucket.com/albums/x274/halo3cluefinder/?action=view¤t=wyrebash.jpg It isn't listed in the "Description" window either.
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Lori Joe
 
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Post » Fri May 27, 2011 10:44 am

http://s187.photobucket.com/albums/x274/halo3cluefinder/?action=view¤t=wyrebash.jpg It isn't listed in the "Description" window either.


That is an old version. You need version 3.2.0.
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KU Fint
 
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Post » Fri May 27, 2011 12:08 pm

With UL 1.4.6 OMOD I get this floating sea: http://img33.imageshack.us/i/oblivionfotka508.png/]

and animals are walking in the air and they even climb the steep hill which should be impossible I guess; at least I've never seen a wolf climbing up such steep hill in Oblivion so far:

http://img31.imageshack.us/i/oblivionfotka507.png/]

http://img31.imageshack.us/i/oblivionfotka509.png/ (dead wolf in the air),

http://img141.imageshack.us/i/oblivionfotka502.png/ (wolfs swimming)


Number of the rock on the first picture is 0000b4d1, how to get there- After exiting the sewers (the exit after beggining ogf the game, exit opposite of Vindasel) turn right, make few steps forward and go across the little hill by the right side of the ruins and below IC youl see this rock, it is a "dead-end bay."

Can anyone confirm this?


EDIT: posted resized pictures
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Benjamin Holz
 
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Post » Fri May 27, 2011 12:44 am

Hard to see much from the very small screenshots.
Do you se the C.Water tag for UL Imperial Isle?
Do you use other mods that edit the Imperial Isle, lake Region Revive - Lake Rumare?
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Emmanuel Morales
 
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Post » Thu May 26, 2011 8:05 pm

Reposted resized pics. No, no other mods just FCOM, COBL, UL, DLCs, SI and Tiers of a Fiend, some dress and beauty pack. NO C.Water tag, adding this tag doesn't change things in this area.

I installed Refscope but it doesn't work, cause there is no spell icon
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 2:01 am

With UL 1.4.6 OMOD I get this floating sea: http://img33.imageshack.us/i/oblivionfotka508.png/]

and animals are walking in the air and they even climb the steep hill which should be impossible I guess; at least I've never seen a wolf climbing up such steep hill in Oblivion so far:

http://img31.imageshack.us/i/oblivionfotka507.png/]

http://img31.imageshack.us/i/oblivionfotka509.png/ (dead wolf in the air),

http://img141.imageshack.us/i/oblivionfotka502.png/ (wolfs swimming)


Vanilla does this even..Creature walking steep hill etc. So that would be normal.

since you are using MMM (FCOM) it increase the wander distance creatures use. And so sometimes they will wander right off onto a clif. and then will try to climb back up..That would be normal in FCOM to see things like this.

Pic three is not normal from looks of things.
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Alexander Horton
 
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Post » Thu May 26, 2011 10:03 pm

Reposted resized pics. No, no other mods just FCOM, COBL, UL, DLCs, SI and Tiers of a Fiend, some dress and beauty pack. NO C.Water tag, adding this tag doesn't change things in this area.

I installed Refscope but it doesn't work, cause there is no spell icon


Move UL II lower down your load order to resolve the water issue. When editing Bash tags, remember to rebuild the Bash patch.
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Steve Bates
 
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Post » Fri May 27, 2011 7:37 am

Move UL II lower down your load order to resolve the water issue. When editing Bash tags, remember to rebuild the Bash patch.


Load order shoulb be OK, I used BOSS and UL II is pretty much at the end:
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.71]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b1]06  TamrielTravellers.esm  [Version 1.39c]07  FCOM_Convergence.esm  [Version 0.9.9a7]08  HorseCombatMaster.esm09  Unofficial Oblivion Patch.esp  [Version 3.2.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  Francesco's Optional Chance of Stronger Bosses.esp0E  Francesco's Optional Chance of Stronger Enemies.esp0F  Francesco's Optional Chance of More Enemies.esp10  Francesco's Optional Leveled Guards.esp11  FCOM_Francescos.esp  [Version 0.9.9]12  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]14  Fran Armor Add-on.esp15  Living Economy - SI.esp16  Living Economy - Items.esp17  Cutthroat Merchants.esp18  DLCHorseArmor.esp19  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1A  DLCOrrery.esp1B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1C  DLCVileLair.esp1D  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1E  DLCMehrunesRazor.esp1F  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]20  DLCSpellTomes.esp21  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]22  ShaiyaOutfit.esp23  DLCThievesDen.esp24  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]25  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]26  Slof's Oblivion Robe Trader.esp27  CCR - Capucine.esp28  Cobl Glue.esp  [Version 1.69]29  Cobl Si.esp  [Version 1.63]2A  OOO 1.32-Cobl.esp  [Version 1.69]2B  FCOM_Cobl.esp  [Version 0.9.9]2C  Bob's Armory Oblivion.esp2D  FCOM_BobsArmory.esp  [Version 0.9.9]2E  Loth's Blunt Weapons for Npcs.esp2F  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]30  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp31  Oblivion WarCry EV.esp32  FCOM_WarCry.esp  [Version 0.9.9]33  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]34  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]35  FCOM_Convergence.esp  [Version 0.9.9]36  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]37  FCOM_RealSwords.esp  [Version 0.9.9]38  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]39  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]3A  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]3B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]3C  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]3D  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]3E  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]3F  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]40  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b1]41  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]42  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]43  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]44  TamrielTravellerAdvScript.esp  [Version 1.39c]45  TamrielTravellers4OOO.esp  [Version 1.39c]46  TamrielTravellersItemsNPC.esp  [Version 1.39c]47  TamrielTravellersItemsCobl.esp  [Version 1.39c]48  ShiveringIsleTravellers.esp  [Version 1.39c]49  FCOM_TamrielTravelers.esp  [Version 0.9.9]4A  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]4B  FCOM_BobsGuardUnity.esp  [Version 0.9.9]4C  FCOM_HungersUnitySI.esp  [Version 0.9.9]4D  FCOM_Archery.esp  [Version 0.9.9]4E  FCOM_FriendlierFactions.esp  [Version 0.9.9]4F  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]50  FCOM_MoreRandomItems.esp  [Version 0.9.9]51  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]52  OOO-WaterFish.esp  [Version 1.34]53  MMM-Cobl.esp  [Version 1.69]54  DLCBattlehornCastle.esp55  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]56  DLCFrostcrag.esp57  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]58  Knights.esp59  Knights - Unofficial Patch.esp  [Version 1.0.9]5A  Mart's Monster Mod - Knights.esp  [Version 3.7b1]5B  TOTF.esp5C  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]5D  FCOM_Knights.esp  [Version 0.9.9]5E  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]5F  xuldarkforest.esp  [Version 1.0.3]60  xulStendarrValley.esp  [Version 1.2.1]61  xulTheHeath.esp62  MMMMWL-TheHeath patch.esp63  XulEntiusGorge.esp64  xulFallenleafEverglade.esp  [Version 1.3.1]65  xulColovianHighlands_EV.esp66  xulChorrolHinterland.esp  [Version 1.2.2]67  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]68  xulBravilBarrowfields.esp  [Version 1.3.1]69  xulLushWoodlands.esp  [Version 1.3]6A  xulAncientYews.esp  [Version 1.4.1]6B  xulAncientRedwoods.esp  [Version 1.6]6C  xulCloudtopMountains.esp  [Version 1.0.1]6D  xulArriusCreek.esp  [Version 1.1.2]6E  xulPatch_AY_AC.esp  [Version 1.1]6F  xulRollingHills_EV.esp  [Version 1.3.2]70  MMMMWL-RollingHills patch.esp71  xulPantherRiver.esp72  xulRiverEthe.esp  [Version 1.0.1]73  xulBrenaRiverRavine.esp  [Version 1.0.2]74  xulImperialIsle.esp  [Version 1.6.2]75  xulBlackwoodForest.esp76  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]77  Harvest [Flora].esp  [Version 3.0.0]78  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]79  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]7A  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]7B  Salmo the Baker, Cobl.esp  [Version 3.08]7C  EyelashesForVanillaRaces1.0.esp7D  RefScope.esp  [Version 1.3.0]7E  DeadlyReflex 5 - Combat Moves.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]7F  Francesco's Slower skills x2.esp80  Cobl Races.esp  [Version 1.52]81  Cobl Races TNR.esp  [Version 1.53]82  Cobl Races TNR SI.esp  [Version 1.53]83  Cobl Races - Balanced.esp  [Version 1.52]++  Item interchange - Extraction.esp  [Version 0.74]++  Item interchange - Placement for FCOM.esp  [Version 0.74]84  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp85  Bashed Patch, 0.esp


None of UL mods has any tags, I also tried to add water tag to UL II and did rebuilt the patch, but it doesn't work. With this mod disabled, everything is ok. I also loaded Refscope with OBSE, I clicked on the rock and i get:

Ref 000b4d1 (non persistent) Defined in Oblivion.esm

Static 0003d028 Defined in Oblivion.esm

Any ideas?

No other mods mentioned, though if UL II causes this i'd expect some other mod info as well
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Kirsty Wood
 
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Post » Fri May 27, 2011 7:11 am

Just posting some love for UL. I thank all the modders who made everything possible to bringing cyrodiil a knotch up.

http://i668.photobucket.com/albums/vv47/AmpolX/Oblivion/ag_001.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/Oblivion/ag_003.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/Oblivion/ag_01.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/Oblivion/ag_04.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/Oblivion/ag_09.jpg
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Tamara Primo
 
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Post » Thu May 26, 2011 11:38 pm

OK, problem solved. I did add C. Water tag to all UL rivers and waterfalls. And I did import cells when rebuilding bash patch (I guess I forgot to add UL II cell for the first time).

The water level is higher, floating dead wolf is actually on the water surface...

Tx to Petrus and Display name. :twirl:


So, what other tags should be added to individual UL mods, neither BOSS has any suggestion...
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Brooke Turner
 
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Post » Thu May 26, 2011 11:34 pm

Adding C. Water to the River Ethe and importing cells in the Bashed Patch worked with me too when I was having the same problem some time ago.
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Greg Swan
 
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Post » Fri May 27, 2011 3:24 am

Are you guys going to make a edited version of the world map for all these UL releases?

Just asking because many of the new bodies of water you have added or old ones you have extended are not, of course, reflected on the map. And we would seem to need one: One lake southwest of Cheydinhal, added by UL, is actually bigger than some bodies of water marked on the Vanilla map.
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Jarrett Willis
 
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Post » Fri May 27, 2011 9:07 am

I'd just like to reiterate once more that tagging the ULs with C.Water is almost always unnecessary because the UOP has the C.Water tag added incorrectly. It *SHOULD NOT* have come with it, and it's much easier to remove it from there than it is to tag half your other mods with it to get around the issue. That's why BOSS has no tag suggestions for the ULs - it is not necessary to add them.
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CArlos BArrera
 
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Post » Fri May 27, 2011 8:18 am

That would be very radical to make a continental map that showed the UL's. Just radical!!!
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Jodie Bardgett
 
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Post » Thu May 26, 2011 10:26 pm

With UL 1.4.6 OMOD I get this floating sea: http://img33.imageshack.us/i/oblivionfotka508.png/]

This is precisely the problem I had a while back. And the solution was removing C. Water from the bash tags for the Unofficial Oblicion Patch.

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.

I just saw that, yes.
Mine has C. Water (etc.) in the dscription, but not in the bash tags section, and works just fine (when it was in the bash tags section I had problems.)
Thanks though, I didn't realise that before. :foodndrink:

http://s187.photobucket.com/albums/x274/halo3cluefinder/?action=view¤t=wyrebash.jpg It isn't listed in the "Description" window either.


As PetrusOctavianus said; That IS an old version of the patch, you have 2.2.0, you want http://www.tesnexus.com/downloads/file.php?id=5296

While you are at it; updating your http://www.tesnexus.com/downloads/file.php?id=22368 might not be a bad idea either:
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KRistina Karlsson
 
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Post » Fri May 27, 2011 5:16 am

Bravil Barrowfields 1.3.2 is up - this should be the last of the bugfixes for the ULs that are needed. All of the issues reported to us by zaldir are resolved. This also scales back the remaining two cells which were overlapping into the city of Bravil. I will be updating my B&M patch shortly to cover the area it still needs to affect, but that will be restricted to the second castle SE of the city. Should at least clear up any potential patch conflicts with other patches which gets dicey to fix. Also made some more adjustments to the path grid for the Forlorn Watchman quest. I can't guarantee anything, but he should stick to the proper path now as he no longer has a few of those nodes in the water to follow and the gap between the rock and tree is large enough to walk in.

I don't anticipate the need to update anything else in the UL series after this point, other than perhaps some adjustments to the quest in BRR, but that's not going to happen until some of my other projects roll out.
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Ezekiel Macallister
 
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Post » Thu May 26, 2011 8:12 pm

OK, problem solved. I did add C. Water tag to all UL rivers and waterfalls. And I did import cells when rebuilding bash patch (I guess I forgot to add UL II cell for the first time).

The water level is higher, floating dead wolf is actually on the water surface...

Tx to Petrus and Display name. :twirl:


So, what other tags should be added to individual UL mods, neither BOSS has any suggestion...


If you'd told me you were using the UOP I could have simply told you to remove the C.Water tag from that ESP :) The ULs shouldn't need any Bash Tags at all (as Arthmoor has said a few times). But the only one you should ever need to consider is adding C.Water to any with water in them, if the water is missing.


Didn't Fearabbit release a map mod which included the UL areas in some way?



Bravil Barrowfields again? I'd better recheck the Bravil Docks patch then. Someone reported another land tear in the latest release of that patch.
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Eilidh Brian
 
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Post » Fri May 27, 2011 7:41 am

Bravil Barrowfields 1.3.2 is up - this should be the last of the bugfixes for the ULs that are needed. All of the issues reported to us by zaldir are resolved. This also scales back the remaining two cells which were overlapping into the city of Bravil. I will be updating my B&M patch shortly to cover the area it still needs to affect, but that will be restricted to the second castle SE of the city. Should at least clear up any potential patch conflicts with other patches which gets dicey to fix. Also made some more adjustments to the path grid for the Forlorn Watchman quest. I can't guarantee anything, but he should stick to the proper path now as he no longer has a few of those nodes in the water to follow and the gap between the rock and tree is large enough to walk in.

I don't anticipate the need to update anything else in the UL series after this point, other than perhaps some adjustments to the quest in BRR, but that's not going to happen until some of my other projects roll out.


Thx for all this amazing work! I'm eager to see more UL projects.

BTW, http://img33.imageshack.us/img33/3928/arthurjungle.jpg (Unique Landscape'd Panther River :) ).
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suniti
 
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Post » Fri May 27, 2011 1:26 am

If you'd told me you were using the UOP I could have simply told you to remove the C.Water tag from that ESP :)



Hahaha, no problem, I thought after all this time everybody uses it, it's kind of selfunderstood I guess, and after so much time since the release UOP 3.2.0. I certainly didn't expect it can cause "troubles".

I removed the tag from UOP and from tagged UL, it works and that's the only important thing!
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Valerie Marie
 
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Post » Fri May 27, 2011 5:25 am

Would anyone, besides me, have considered selling their copy of Oblivion YEARS AGO, if UL mods had never been made? They add so much to the game, it almost blows my mind!
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WYatt REed
 
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Post » Fri May 27, 2011 4:20 am

Wow, this mod alone makes me consider buying the PC version just so I could add it to my game. One quick question though, and I'm sure its a common one: Does this mod conflict with any of the scattered dungeons through out Cyrodiil? Or have they been carefully worked around so that they do not interfere with any quests?

Either way, I will end up downloading it if I ever work up the money to get the PC version.
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jessica robson
 
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Post » Fri May 27, 2011 2:28 am

It does not conflict with anything that you would find in Oblivion. It only requires a few compatability patches for other mods that add new cities or new dungeons in some areas.
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Amy Masters
 
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Post » Fri May 27, 2011 7:01 am

Awesome. Thanks! ;)
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Lizbeth Ruiz
 
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Post » Fri May 27, 2011 4:22 am

Awesome. Thanks! ;)

UL adds SO MUCH MORE to the game...you won't regret it!
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The Time Car
 
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Post » Fri May 27, 2011 11:07 am

Nearly all mods are an aquired taste and may not be for everyone, but the UL mods, along with the unoffical patches, I can see *no* reason not to use. They are all high quality and blends in well with the vanilla content.
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Scared humanity
 
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