[RELz]The Unique Landscapes Project

Post » Sat May 28, 2011 5:49 am

You're using Better Cities Full.esp but you're not using the compatibility patch for BC and UL Cheydinhal Falls.

Thank you for your quick answer.
Which one should I use?
BCCheydinhal-CheydinhalFalls patch.esp or BCCheydinhalFULL-CheydinhalFalls patch.esp?
I presume I should use the FULL one. Is it correct?

Edit: never mind I used the full one and everything is OK.
I realised that I was also needing the Bravil patch.
Thank You again.
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Ana Torrecilla Cabeza
 
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Post » Sat May 28, 2011 1:46 pm

That's how I said to do it. Nice and easy, quick to do (as long as you have the NIF). Though I'd use TES4Edit rather than the CS' search & replace.



:blink: Huh? Just run TES4LODGen. It's identical to the way any other new mesh which has a _far NIF gets handled.



Yeah, TES4LODGen has no problem with this solution. I did a plugin like this for my own use last year (for several UL mods, not just Lost Coast)
and it has worked lika a charm ever since.

Thank heaven for TES4Edit.
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Celestine Stardust
 
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Post » Sat May 28, 2011 10:09 am

I've installed all my mods other than the UL Compilation mod. They all work fine, but once I install UL Compilation, the game crashes everytime I exit to the desktop. I've installed the UL patch for FCOM, but it doesn't help as well.
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Robyn Howlett
 
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Post » Sat May 28, 2011 9:46 am

Sorry if this is not the exact correct topic to post this, I figure it's as close as it gets!

When using the LOD files for UL, do they overwrite any higher-res distant LOD you may be using such as Qarls 4096 normal and BTQ 4096 color maps with (lower-res?) versions that show the UL lod?
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Donald Richards
 
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Post » Sat May 28, 2011 11:04 am

I've installed all my mods other than the UL Compilation mod. They all work fine, but once I install UL Compilation, the game crashes everytime I exit to the desktop. I've installed the UL patch for FCOM, but it doesn't help as well.


So what's the problem? Sounds like standard Oblivion behaviour to me when using mods.

What UL patch for FCOM? I don't know anything about a patch for FCOM, no one has mentioned any conflict with FCOM yet.
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steve brewin
 
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Post » Sat May 28, 2011 10:39 am

I've installed all my mods other than the UL Compilation mod. They all work fine, but once I install UL Compilation, the game crashes everytime I exit to the desktop. I've installed the UL patch for FCOM, but it doesn't help as well.


Go to Nexus. Look for FastExit2. Install it. Problem solved. Welcome to the world of modded Oblivion. Crash-on-exit is the game's way of saying you've finally arrived :)

Sorry if this is not the exact correct topic to post this, I figure it's as close as it gets!

When using the LOD files for UL, do they overwrite any higher-res distant LOD you may be using such as Qarls 4096 normal and BTQ 4096 color maps with (lower-res?) versions that show the UL lod?


There will be conflicts with Qarl's normals, but the color maps should be unaffected. The normals are necessary to include due to the changes in land height for the LOD meshes themselves.

What UL patch for FCOM? I don't know anything about a patch for FCOM, no one has mentioned any conflict with FCOM yet.


He probably means the one for Frans and The Heath. Since Frans is part of FCOM someone probably has it listed as an FCOM patch somewhere.
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Oyuki Manson Lavey
 
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Post » Sat May 28, 2011 7:17 pm

Yeah, then what Carel is doing would solve it. I suppose at some point we should just go ahead and properly assess what needs to be faked and get it over with.



The advantage to the process I use with Milkshape 3D is that it exports the .OBJ file with none of the junk that normally needs to be stripped out later. The only thing I have to remember is to remove the collision block in Nifskope before exporting it. My whole process from start to finish on a mesh takes about 5 minutes or so because I've gotten to where I can pop them in, pull the slider, and know about where I'd start mangling the appearance of the mesh if I went further. That's including the time it takes to apply the new lowres texture files.

I'd still be curious to try this out in Blender though and see what sort of results it has. Also, PacificMorrowind is working on getting a process into PyFFI that will do the reduction, stripping, and lowres texture paths with a simple batch file command.

Quite a coincidence: I've done my first far nifs with Blender last week. Took a look at your RAEVWD and though you've done them with Blender, as they look much the same as the output I get with the Blender poly reducer script.

I've used another way: took the original mesh and baked the textures and vertex shading etc. on it's own collision mesh.

Collision mesh attributes have to be changed for that at first to get a 'normal' mesh. Then I did UV map of the Collision mesh with 'Smart projection' and then 'BAKE Full' with 'selected to active'. Worked very well, gives you one heavily reduced texture with nice shading and the collision mesh as a base should be reduced enough.

Exported the result as nif file and cleared the unnecessary nodes you mentioned in your readme with nifskope by hand. An 'Obj export' from Blender could be a nice shortcut, I'll try that out next time. As I'm already exporting the collision mesh no need to delete that.

Doing the whole process by hand took me about half an hour, as the meshes were quite complex. If the base mesh has several seperate parts, it seemed to me they have to be joined before baking, but I'm not sure about this.

For a simple rock it could be done in about 10 minutes I think.

I've never used Python, but if you or somebody else has enough expertise in Blender scripting, most (if not all) of the steps could be automated in a Blender script, so it could be done much faster at all.

And I simply got this baking process out of the Blender docs, may be there are much better ways to handle that. Still don't even have a clue what most of the buttons and scripts in Blender are good for, 'only' have about one year of 'learning by doing' practise with this monster tool ;).
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Lloyd Muldowney
 
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Post » Sat May 28, 2011 10:44 am

Ok here are some of the new screenshots, (though I haven't done one of the far_nif examples yet), this is south of Kirsengar and includes the highest land in the mod, I'm particularily pleased with these high meadows, somewhat reminiscent of dartmooor I think, as they are unlike anything in cyrodill, and with some tremendous views.
...

Really tremendous, as your UL mods are always to me. But I've got a question: looking on the UL projects map it seems to me this mod will interfere with Ilianas 'Elsweyr, the Deserts of Anequina' mod. 'Elsweyr' to me is the biggest 'unofficial' UL mod so far (at least in in size :P) , hope this two mods are compatible?
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CHANONE
 
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Post » Sat May 28, 2011 9:38 am

I've never used Python, but if you or somebody else has enough expertise in Blender scripting, most (if not all) of the steps could be automated in a Blender script, so it could be done much faster at all.

And I simply got this baking process out of the Blender docs, may be there are much better ways to handle that. Still don't even have a clue what most of the buttons and scripts in Blender are good for, 'only' have about one year of 'learning by doing' practise with this monster tool ;).


Uh. Can I pretend to have understood all that? :P

I don't know Python, and I'm definitely not a Blender guru. I can barely manage to import a mesh, possibly move some verts around, and then export the results. Trying to figure out how to do anything more interesting is like trying to sift razor blades out of broken glass with your tongue. So if anyone cooks a script for automating _far.nif meshes in Blender it won't be me. :)

Really tremendous, as your UL mods are always to me. But I've got a question: looking on the UL projects map it seems to me this mod will interfere with Ilianas 'Elsweyr, the Deserts of Anequina' mod. 'Elsweyr' to me is the biggest 'unofficial' UL mod so far (at least in in size :P) , hope this two mods are compatible?


I would almost certainly expect to see some kind of patch. Based on the rough estimates of which cells Carel is using it won't be one of the easy 30 minute jobs either and will require landscape LOD patching too.
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Channing
 
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Post » Sat May 28, 2011 4:21 pm

Just wanted to repeat this...in case it was overlooked...

I also noticed that the UL teaser video by Egger3rd has been removed. Are you guys going to make a brand spanking new vid with all the up to date releases?
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Richus Dude
 
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Post » Sat May 28, 2011 8:28 am

Which UL teaser video was this? I can't honestly say I even know what you're talking about.
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Danny Warner
 
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Post » Sat May 28, 2011 4:37 pm

It's good to see this is still alive. Once I get a good clean install of W7 on my computer, I'll pop in the oblivion disc and try out all these sleek new UL mods ^_^

I wish I'd finished my third UL mod... Optima dies, prima fugit.
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james tait
 
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Post » Sat May 28, 2011 2:33 pm

Uh. Can I pretend to have understood all that? :P

I don't know Python, and I'm definitely not a Blender guru. I can barely manage to import a mesh, possibly move some verts around, and then export the results. Trying to figure out how to do anything more interesting is like trying to sift razor blades out of broken glass with your tongue. So if anyone cooks a script for automating _far.nif meshes in Blender it won't be me. :)

I'll try to do a tutorial about it, I have to write down the whole thing anyway. I'm jumping around on so many things most the time that I tend to forget how I did something after a while ... getting old, maybe ... :P.
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Karen anwyn Green
 
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Post » Sat May 28, 2011 8:59 pm

Which UL teaser video was this? I can't honestly say I even know what you're talking about.


It was linked in the opening post of this thread, but the link is dead. When richardrocket009 pointed out that the link was dead, I removed it from the opening post :)
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D LOpez
 
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Post » Sat May 28, 2011 7:53 pm

It's good to see this is still alive. Once I get a good clean install of W7 on my computer, I'll pop in the oblivion disc and try out all these sleek new UL mods ^_^

I wish I'd finished my third UL mod... Optima dies, prima fugit.

Nice to hear from you, Abe! I'll bet ya that they would let you work on a new one...if you begged hard enough.
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DAVId Bryant
 
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Post » Sat May 28, 2011 1:22 pm

It's good to see this is still alive. Once I get a good clean install of W7 on my computer, I'll pop in the oblivion disc and try out all these sleek new UL mods ^_^

I wish I'd finished my third UL mod... Optima dies, prima fugit.

W7 could be a problem with CS. I lost half of it's functionality, e.g. no more dialog editing and a lot of other problems. The game itself was no problem, and all the other tools from Blender to Wrye bash were fine too. But without the CS W7 was no option for me.
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Charles Mckinna
 
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Post » Sat May 28, 2011 1:50 pm

Did you try running it in Windows XP compatibility mode? If I recall correctly, owning Windows 7 also lets you download a copy of Windows XP you can run in a VM.
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Gemma Woods Illustration
 
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Post » Sat May 28, 2011 6:19 am

W7 could be a problem with CS. I lost half of it's functionality, e.g. no more dialog editing and a lot of other problems. The game itself was no problem, and all the other tools from Blender to Wrye bash were fine too. But without the CS W7 was no option for me.


The CS works fine for me in Win 7. Not sure why you're mentioning this here though :) The only problem I had with Win 7 is with Wrye Bash - I can no longer move mods up and down the load order with just the keyboard, I have to right-click File>Redate everything which is a real pain.


...If I recall correctly, owning Windows 7 also lets you download a copy of Windows XP you can run in a VM.


Only if you have Win 7 Professional, Enterprise or Ultimate. If you have Starter, Home Basic or Home Premium then you do not get Windows XP Mode as a free download. Besides, Win XP Mode is NOT the same as having Win XP running on your PC - as a VM, it uses generic basic pseudo-hardware instead of detecting your actual hardware. Its purpose is not for gamers, but for businesses with really old software (which has no hardware requirements). I know, I tried to use it to play a game that Win 7 couldn't run, and it failed!
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Emily Jones
 
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Post » Sat May 28, 2011 8:43 pm

Still some problems with http://i176.photobucket.com/albums/w179/octavius243/ScreenShot215.jpg?t=1268450885
Affects **008258 and **008259 in cell 27, -40. Only other mod that affects that cell is the UOP.
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Karine laverre
 
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Post » Sat May 28, 2011 11:54 am

http://www.tesnexus.com/downloads/file.php?id=14720 has just been updated to v1.6.4 on TESNexus. Mirrors will be updated shortly.
This release allows for the cliffs to be VWD, so that there will no longer be trees and statues seen from afar to be floating above the ground. You will still need to use TES4LODGen to generate your DistantLOD data (which makes VWD objects actually Visible When Distant).
Also, 1120 rocks which were buried underground (so out of sight) have been disabled, which might help with FPS for anyone suffering along the Coast.
14 obsolete cells have been removed from the mod along the edges, which might help reduce the chances of conflicting with other mods. Possibly. The cell grid maps have been updated, removing these cells.

This update to The Lost Coast required that I update two of my compatibility patches, so my patches for http://www.tesnexus.com/downloads/file.php?id=3292 (aka '300 Akaviri') and http://www.tesnexus.com/downloads/file.php?id=4436 have also been updated. These were two of my oldest patches and were a little dirty, so they've now been cleaned, with deleted objects switched to disabled (which reduces the chance of CTDs on exiting the game).


Also of note:
My patch for http://www.tesnexus.com/downloads/file.php?id=20771 and http://www.tesnexus.com/downloads/file.php?id=20426 has been updated, resolving the new land tears which were created with the last version-update of Bravil Barrowfields.
My patch for http://www.tesnexus.com/downloads/file.php?id=14714 and http://www.tesnexus.com/downloads/file.php?id=11164 has been updated, resolving the land tears and floating/buried objects which I had clearly missed in the previous version. I've also included a tiny patch for Hoarfrost Castle and http://www.tesnexus.com/downloads/file.php?id=11189, but if you use the patch for Lush Woodlands it already has this compatibility included so you don't need to use both ESPs.
A new patch is available now for http://www.tesnexus.com/downloads/file.php?id=12016 and http://www.tesnexus.com/downloads/file.php?id=20332, resolving the buried entrance to a quest-related location (and a tree blocking the door).


Still some problems with http://i176.photobucket.com/albums/w179/octavius243/ScreenShot215.jpg?t=1268450885
Affects **008258 and **008259 in cell 27, -40. Only other mod that affects that cell is the UOP.


Thanks for spotting those :)
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Syaza Ramali
 
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Post » Sat May 28, 2011 8:31 pm

http://www.tesnexus.com/downloads/file.php?id=14720 has just been updated to v1.6.4 on TESNexus. Mirrors will be updated shortly.
This release allows for the cliffs to be VWD, so that there will no longer be trees and statues seen from afar to be floating above the ground. You will still need to use TES4LODGen to generate your DistantLOD data (which makes VWD objects actually Visible When Distant).
Also, 1120 rocks which were buried underground (so out of sight) have been disabled, which might help with FPS for anyone suffering along the Coast.
14 obsolete cells have been removed from the mod along the edges, which might help reduce the chances of conflicting with other mods. Possibly. The cell grid maps have been updated, removing these cells.

This update to The Lost Coast required that I update two of my compatibility patches, so my patches for http://www.tesnexus.com/downloads/file.php?id=3292 (aka '300 Akaviri') and http://www.tesnexus.com/downloads/file.php?id=4436 have also been updated. These were two of my oldest patches and were a little dirty, so they've now been cleaned, with deleted objects switched to disabled (which reduces the chance of CTDs on exiting the game).


Also of note:
My patch for http://www.tesnexus.com/downloads/file.php?id=20771 and http://www.tesnexus.com/downloads/file.php?id=20426 has been updated, resolving the new land tears which were created with the last version-update of Bravil Barrowfields.
My patch for http://www.tesnexus.com/downloads/file.php?id=14714 and http://www.tesnexus.com/downloads/file.php?id=11164 has been updated, resolving the land tears and floating/buried objects which I had clearly missed in the previous version. I've also included a tiny patch for Hoarfrost Castle and http://www.tesnexus.com/downloads/file.php?id=11189, but if you use the patch for Lush Woodlands it already has this compatibility included so you don't need to use both ESPs.
A new patch is available now for http://www.tesnexus.com/downloads/file.php?id=12016 and http://www.tesnexus.com/downloads/file.php?id=20332, resolving the buried entrance to a quest-related location (and a tree blocking the door).



Great, thanks for the updates. :)
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Emily Jeffs
 
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Post » Sat May 28, 2011 12:27 pm

And now some annoyance news. The new forums don't seem to support the same coding as the old forums, so the opening post of this thread is screwed up :( It's going to take some time to resolve.

Seems it's converted the post into HTML code instead of whatever forums usually use, and now it doesn't know how to display it correctly. Weird.

EDIT

45 minutes later, the opening post is repaired. Time-consuming. From now on I must be wary about editing the opening post, in case it reverts to HTML again.
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ONLY ME!!!!
 
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Post » Sat May 28, 2011 7:49 pm

http://www.tesnexus.com/downloads/file.php?id=14720 has just been updated to v1.6.4 on TESNexus. Mirrors will be updated shortly.
This release allows for the cliffs to be VWD, so that there will no longer be trees and statues seen from afar to be floating above the ground. You will still need to use TES4LODGen to generate your DistantLOD data (which makes VWD objects actually Visible When Distant).
Also, 1120 rocks which were buried underground (so out of sight) have been disabled, which might help with FPS for anyone suffering along the Coast.


Excellent! The eyesore is gone. :dance:

I noticed lots of stranded fish on the beach, though. Probably from MMM as I haven't seen them before and they all had ff ID numbers so I couldn't check.
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Vickytoria Vasquez
 
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Post » Sat May 28, 2011 2:49 pm

I think there is a console command that can get you the real FormID.

Something like 'getbaseID' - might have to search around to find it.

But yeah bouncing fish sound like MMM fish esp - I'd report that in MMM thread and maybe Core can move them back from that beach to prevent that.

[edit] and thanks guys for addressing the beach eyesore.
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sally coker
 
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Post » Sat May 28, 2011 5:56 am

I'm having nightmares.
No , really.

My character went to sleep in the Lorhkam bed in the Dark Forest. But didn't have the dream.
But now, since I updated to the latest version, I am.
Every time I enter any menu(including the console), in a loop, until I am able to exit that menu.
Is this a problem with the mod, or some setting in my game?

Edit: Also, awesome , I'll have to take stroll around the beach again when I'm done with the Anvil MG recommendation with this update.Thanks!:)
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djimi
 
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