[RELz]The Unique Landscapes Project

Post » Sat May 28, 2011 9:01 am

Just a double http. Try http://www.gamesas.com/index.php?/topic/1084004-quest-mod-the-dwarves-of-the-mountain/

Fixed my post. Whoops!

gothemasticator
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Sat May 28, 2011 10:25 am

Anyone interested in creating a couple of patches for this http://www.gamesas.com/index.php?/topic/1084004-quest-mod-the-dwarves-of-the-mountain/ mod? The details are laid out in the thread.

gothemasticator


Screenshot of Colovian Highlands conflict looks tricky. I'll download the mod and take a look over Easter weekend.
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Sat May 28, 2011 7:06 pm

Screenshot of Colovian Highlands conflict looks tricky. I'll download the mod and take a look over Easter weekend.

Thanks for looking at it. If you come up with a product, I'll surely use it.

gothemasticator
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Sat May 28, 2011 6:09 am

I'm using Lush Woodlands 1.3 and I happened to notice a couple of minor things at Lindai that could using some grounding on its next update. LindaiExterior -8 23, one set of stairs is not ground level, SE of that in same cell a log with several floating mushrooms. Looks fine otherwise. I am using Castle Wolfspike with patch in case that's the cause, but again, it's pretty minor.
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Sat May 28, 2011 1:04 pm

Thanks, Al, for the good eyesight. I feel great when new chances to improve these mods to the perfection they deserve occur.
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Sat May 28, 2011 8:55 am

Is there an equivalent SI project out now? I thought I read about something like that at some point and was just wondering...


I love all of the updates guys! Thank you for these beautiful redressings of Cyrodiil.
- Tomlong75210
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Sat May 28, 2011 7:53 pm

A new set of patches has just been released http://www.tesnexus.com/downloads/file.php?id=13834 (usual place).

These are for the mod http://www.tesnexus.com/downloads/file.php?id=22268, as recently requested in this thread. Conflicts have been resolved with http://www.tesnexus.com/downloads/file.php?id=11458, http://www.tesnexus.com/downloads/file.php?id=15511 and http://www.tesnexus.com/downloads/file.php?id=14720. There's also a merged single ESP of all three patches, for those who need all of them.

Also, http://www.tesnexus.com/downloads/file.php?id=21816 patches have been updated. There is a new patch added to the group, for http://www.tesnexus.com/downloads/file.php?id=28763. And the patch for Colovian Highlands has been adjusted for compatibility with my patch for Dwarves of the Mountain. Originally the EiA patch included a rope ladder and wood platform to give the player access to the plateau found in the Colovian Highlands from EiA. However I have now transferred this rope ladder & platform to my Dwarves of the Mountain patch instead, as there is already a route available to reach the plateau with EiA (travel through Gori Garlas). Of course both mods provide Fast Travel markers so those who like to Fast Travel can just "teleport" up.

If you use EiA and Dwarves of the Mountain, and you already use my EiA patch for Colovian Highlands, you really should upgrade to my new version when installing my new patch for Dwarves of the Mountain and Colovian Highlands.
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Sat May 28, 2011 12:30 pm

Awesome! Thank you.

gothemasticator
User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Sat May 28, 2011 8:04 pm

Amazing, and I was just going through my UL installs last night, hoping an EiA/Aspen patch would come out!

Thank you Vorians!

Edit - I know the UL team discourages merging the patches to avoid issues, however, I've come to an ultimatum of patch merging or removal of a few UL's. I have a quick question, however, which shouldn't be too difficult to answer.

I tried making a merged patch, and for the most part had success, or so I thought. First I had to create two separate merged plugins as some of the patches do no merge together with Gecko.

So then of course the master list for each of the two new patches was comprised of the masters from the plugins contained within. When merging more than a couple of the patches into one plugin, many of the masters for the new plugin were in the wrong order, so I rearranged them by systematically changing the masters with Bash until they were in a proper order, and it lit up green in Bash.

After a bit of testing, I learned that this is not a desirable approach, for instance some trees were duplicated, each belonging to a different master of the patch. and the item ownerships were shuffled depending on how the master sorting went. An example would be a tree which was moved for the Millstone Farm patch now belonged to TOTF.

So this brings me to two questions: Does it matter if the masters are in the wrong order for landscape patches? and is there another way to sort the masters?

Thanks
User avatar
Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Sat May 28, 2011 10:14 am

Hrmmm, actually if I'm not mistaken from the Gecko readme, I could use its Change Masters function for this, can anyone confirm?
User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Sat May 28, 2011 4:36 pm

Yes, it very much matters which order the masters are in for landscape as only the final cell record loaded wins those fights. Further, Gecko does an atrocious job of merging landscape and path grid records, which is why we so strongly recommend against doing just what you're attempting. It generally does not work out in the end, as you're now finding out.

The alternative is much more hassle but far less prone to error, and that would be to use TES4Edit and start merging the information by hand. That's not something easily explained either, so you should hit up the Fallout3 Nexus site, look for FO3Edit, and grab the manual associated with that. It's the same program as TES4Edit so the manual applies. Read up on how to do "copy as override" into a new file.
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Sat May 28, 2011 3:42 pm

Yes, it very much matters which order the masters are in for landscape as only the final cell record loaded wins those fights. Further, Gecko does an atrocious job of merging landscape and path grid records, which is why we so strongly recommend against doing just what you're attempting. It generally does not work out in the end, as you're now finding out.

The alternative is much more hassle but far less prone to error, and that would be to use TES4Edit and start merging the information by hand. That's not something easily explained either, so you should hit up the Fallout3 Nexus site, look for FO3Edit, and grab the manual associated with that. It's the same program as TES4Edit so the manual applies. Read up on how to do "copy as override" into a new file.


To FO3 Nexus I go!

Thanks for the explanation Arthmoor
User avatar
Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

Post » Sat May 28, 2011 5:35 am

Trr Kah has a suggestion:

I have a suggestion for the patch blood&mud and cheydinhal falls. The patch changes dialogues to teleport the player to a new marker. How would it be to place the old marker with a script instead of adding a new one? This should work and the patch would be language independent.

sample:
scn ULCheyBMPatchScriptshort donebegin GameMode || MenuModeif done == 0	BravilCheydinalMarker.moveto ULBravilCheydinalMarker	stopquest ULCheyBMPatchQuest	set done to 1endifEnd



Best regards,
ThreeD
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Sat May 28, 2011 5:00 pm

Trr Kah has a suggestion:



Best regards,
ThreeD


The whole point of using a new marker is to ensure that removing the patch is as easy as unticking and deleting the ESP. If you reposition a persistent object, then it would be permanently relocated, in which case anyone removing the UL and the patch would end up with the marker in the wrong position. Unless an undo script was included too, but then you'd need to mention it in the readme, and no one would read it, so it wouldn't get used, and people would be upset.
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Sat May 28, 2011 1:56 pm

Hey guys,
i have a good day today and so all the voices in my head told me, i could make your day a bit better, too. How? with a few new screenshots from Snowdale. (im nearly at 90%... finally... hope release isn't far away anymore :) ) so take a look:


http://img169.imageshack.us/img169/7656/97980594.jpg
http://img691.imageshack.us/img691/8885/44713670.jpg
http://img258.imageshack.us/img258/6166/40383234.jpg
http://img696.imageshack.us/img696/4181/81530292.jpg
http://img708.imageshack.us/img708/7936/51411442.jpg

have a nice weekend!
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Sat May 28, 2011 2:11 pm

Very nice pictures Verganon, I especially like the first one :D
User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Sat May 28, 2011 8:04 pm

Nice pictures :goodjob: A icelake dose that mean I can go Ice fishing? :celebration:
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Sat May 28, 2011 6:48 am

Those are some slick pics! Keep it up!
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Sat May 28, 2011 8:14 am

Verganon those are great!

Love the lake!
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Sat May 28, 2011 2:43 pm

Very nice pictures Verganon, I especially like the first one :D

ditto :P
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Sat May 28, 2011 5:47 am

ditto :P



Hi all

I have the most recent BCfull and UL Cheydinhal Falls.
During the BC setup I installed the better cities- unique landscape cheydinhal falls.esp. Do I also have to install the BCCheydinhalFull-cheydenhalfallspatch (version 1.1)?

Reason is, I have a floating Stendarr statue at the small docking platform near the river south of Cheydinhal. I have included my load order. Thanks for any help.

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
TamrielTravellers.esm
Better Cities Resources.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Distant Chapel Bells.esp
Living Economy.esp
Living Economy - Items.esp
Cutthroat Merchants.esp
Crowded Roads Revisited.esp
FF_Real_Thirst.esp
MerryBellInn.esp
Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - No Reavers.esp
Mart's Monster Mod - Slof Horses Complete.esp
TamrielTravellers4OOO.esp
TamrielTravellersItemsnpc.esp
ShiveringIsleTravellers.esp
Castle_Domrose_V1.2.esp
FF_WaldnirsWoods.esp
HauntedHouse.esp
GlenvarCastle.esp
PinePeakLodge.esp
Shezrie's Villages.esp
SingingStablehandInn.esp
SleepyCatInn.esp
Lost Paladins of the Divines.esp
Faregyl.esp
The Lost Spires.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
LostSpires-Everglade patch.esp
xulColovianHighlands_EV.esp
xulRiverEthe.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
WaldnirsWoods-AncientRedwoods patch.esp
xulCloudtopMountains.esp
Ravenview-Cloudtop-Patch.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulPantherRiver.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Alternative Start by Robert Evrae.esp
Echo_ChapelChant.esp
RealHungerv1.4.esp
RealSleep.esp
xulCheydinhalFalls.esp
Ivellon.esp
Mart's Monster Mod - Resized Races.esp
Better Cities .esp
za_bankmod.esp
Better Cities - Full City Defences.esp
Better Cities Full.esp
Better Imperial City.esp
Better Cities - Unique Landscape Chorrol Hinterland.esp
Better Cities - Unique Landscape Barrowfields.esp
Better Cities - Unique Landscape Cheydinhal Falls.esp
BCCheydinhalFULL-CheydinhalFalls patch.esp
PinePeakLodge-CloudtopMountains patch.esp
goldenarrowarcheryshopfixedprices.esp
xulRollingHills_EV.esp
goldenarchery-rollinghills fix.esp
ALovingHusband.esp
ArchersLodge1.1.esp
Better Cities - VWD of the IC.esp
Expanded Hotkeys and Spell Delete V2.esp
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Sat May 28, 2011 3:35 pm

No, only use the patch for the BC Full.esp, don't try to use the version for BC Cheydinhal.esp.

Don't use both of these:
Better Cities - Unique Landscape Cheydinhal Falls.esp
BCCheydinhalFULL-CheydinhalFalls patch.esp

They're the same thing. Again I curse Ismelda (as friends curse friends, not in a malicious way) for insisting on renaming all by BC/UL patches when adding them into the BC archive. It just leaves too many people using the same patches twice and not realising because the file names don't match.
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Sat May 28, 2011 8:52 pm

No, only use the patch for the BC Full.esp, don't try to use the version for BC Cheydinhal.esp.

Don't use both of these:
Better Cities - Unique Landscape Cheydinhal Falls.esp
BCCheydinhalFULL-CheydinhalFalls patch.esp

They're the same thing. Again I curse Ismelda (as friends curse friends, not in a malicious way) for insisting on renaming all by BC/UL patches when adding them into the BC archive. It just leaves too many people using the same patches twice and not realising because the file names don't match.



Thanks for that. I noticed that I dont have the Cheydinhal Falls - Ivellon patch. Thats probably causing my glitch.

Thanks for the rapid response
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Sat May 28, 2011 3:44 pm

Thank you so much for everyone who contributed to this project. I have been stalking it for a while now (Almost a year), since I could only play on the consoles and could never quite get the game working on my PC. Now that I have a computer able to run the game flawlessly as well as each of the UL areas available, it really feels like that sense of adventure present in Morrowind was successfully renewed. Finally I feel as though I can explore Cyrodiill the way it was meant to be explored. I no longer fast travel as the landscape is much more diversified, making it actually worth traversing the roads just to see what I will discover. Thank you everyone involved. And I will be stalking Snowdale. The more winterland adventures I have, the better.
User avatar
benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Sat May 28, 2011 1:11 pm

I agree...Snowdale will be an area worth stalking.
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

PreviousNext

Return to IV - Oblivion