[RELz]The Unique Landscapes Project

Post » Sat May 28, 2011 6:50 pm

And isn't the most recent version of Oblivion 1.2.416? Or was that just a typo?


Typo ;)

ThreeD
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kiss my weasel
 
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Post » Sat May 28, 2011 10:55 am

That would be the thing to do. Shouldn't take long really though, TES4Edit can transfer all references of one object to another object in just a few quick clicks.


As a proof of concept I just quickly copied the original RockUnderwater970 mesh to a _far.nif. The results really clear up the VWD for the Lost Coast. Not perfect, of course, but the most egregious of the "pop-in" is eliminated. Here's a picture of the coast with that single _far.nif created

http://i379.photobucket.com/albums/oo238/robert_w_wilde/anvilcoast.jpg

There was no mesh optimization, texture reduction, or reassignment of references (all RU970s in Tamriel were added to the VWD) and still any negative FPS impact was not really noticeable. As a result, I think this _far.nif (or rather a UL=specific and optimized _far.nif) should be added when you do the next release.
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Anna Watts
 
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Post » Sat May 28, 2011 8:02 pm

When I'm translating the esps, I always have to resave them in the CS.


I wouldn't worry about the problem you mentioned, but I'm curious about the above statement. Why?

As a proof of concept I just quickly copied the original RockUnderwater970 mesh to a _far.nif. The results really clear up the VWD for the Lost Coast. Not perfect, of course, but the most egregious of the "pop-in" is eliminated. Here's a picture of the coast with that single _far.nif created

http://i379.photobucket.com/albums/oo238/robert_w_wilde/anvilcoast.jpg

There was no mesh optimization, texture reduction, or reassignment of references (all RU970s in Tamriel were added to the VWD) and still any negative FPS impact was not really noticeable. As a result, I think this _far.nif (or rather a UL=specific and optimized _far.nif) should be added when you do the next release.


It will be considered (though if done, we'd be more strict and only do this for rock placement in the mod itself, and only where the rock would be VWD).
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ruCkii
 
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Post » Sat May 28, 2011 6:15 pm

I wouldn't worry about the problem you mentioned, but I'm curious about the above statement. Why?


I use a special tool http://www.ei-der-zeit.com/portal/index.php?option=com_content&view=article&id=66:tecras-mod-translator&catid=45:tools-und-utilities&Itemid=54 for translating mods. I can simply transfer all translations from an older german version into the current english version with five clicks and I'm done.
But the translator doesn't compress the data in the esp, so I save the esp in the CS to get the compressed one again.

Best regards,
ThreeD
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Dan Endacott
 
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Post » Sat May 28, 2011 5:54 pm

I use a special tool http://www.ei-der-zeit.com/portal/index.php?option=com_content&view=article&id=66:tecras-mod-translator&catid=45:tools-und-utilities&Itemid=54 for translating mods. I can simply transfer all translations from an older german version into the current english version with five clicks and I'm done.
But the translator doesn't compress the data in the esp, so I save the esp in the CS to get the compressed one again.

Best regards,
ThreeD


Doesn't TES4Edit contain a translation function, if you rename the exe to TES4Trans.exe or something?
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Juliet
 
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Post » Sat May 28, 2011 2:48 pm

Yes, thats right, but the translator is much more comfortable. It automatically translates all vanilla items, you can search and replace multiple strings at once, you can transfer old translations into new esp and so on :)

Best regards,
ThreeD
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carla
 
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Post » Sat May 28, 2011 5:44 am

Now that there are "only" 4 WIPs left until UL is "complete", I am already looking forward to the UL that is going to need to be made for the next ES V. I hope it won't take several months to get started, like this project. That would be radical if the project got started around 2 or 3 weeks after release.
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Emma louise Wendelk
 
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Post » Sat May 28, 2011 8:10 pm

I am already looking forward to the UL that is going to need to be made for the next ES V. I hope it won't take several months to get started, like this project. That would be radical if the project got started around 2 or 3 weeks after release.


Lets hope that the next game doesn't need extensive landscape alterations to make it interesting.
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Marta Wolko
 
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Post » Sat May 28, 2011 1:49 pm

Lets hope that the next game doesn't need extensive landscape alterations to make it interesting.

Your wish will not be realized because Bethesda is into making a profit...not generating an incredible world.
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Darlene Delk
 
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Post » Sat May 28, 2011 1:51 pm

Your wish will not be realized because Bethesda is into making a profit...not generating an incredible world.


Morrowind's landscapes were unique all by themselves :) .
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Claire Lynham
 
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Post » Sat May 28, 2011 1:33 pm

I like the new Skingrad Outskirts UL. I makes the area preceding Skingrad more "craggy". It's got good placement of some ruins and some nice overgrown paths. The iron mine is a pretty neat addition as well. It was dusk going into nighttime when I checked it out so I've still got some more exploring to do. One nitpick, very minor, there is a path around a new farm on the side of a hill. That path kind of sticks up in a position it couldn't ever naturally hold without a retaining wall or some kind of rocks being there (way to be a huge dork zedas). One conflict report for the patch makers if they deem they'd like to have a go at it. Skingrad Outskirts has a fairly decent conflict with RealSwords "Breton". In the area of the Breton Smithy placed by Realswords there is a bunch of stuff going on.

On the patch note. After exploring I have discovered there are quite a few issues with the Bravil Barrowfields - MTCBravillRiverShacks/Better Cities Bravil patch. If/when Vorians decides to revisit this patch you'll want to take a stroll through this entire area with an eye for abnormalities.

Enough of being a negative Nancy on to the good stuff. I really like how the Unique Landscapes mods have sort of a cohesive atmosphere. I'm not sure if it's planned or not but they work together to produce the same picture. I don't really know the history of Tamriel but with Vanilla and The UL's two themes seem apparent:

1. In it's not all to distant past there must have been a lot more civil strife. With the amount of ruined fortifications Cyrodiil was much more heavily defended at one time. Whether the enemy was internal or external I don't know.
2. The population is in a slow-medium decline. Abandoned farms, villages, generally small population (game engine thing, I know :frog:). I wonder what the cause could be? Maybe it was a brush with plague that caused a large scale de-population? Hmmm.

Pretty neat that the UL's work together to support these hypotheses.

Last a question. Are there any plans to develop any of the UL's "Adventure Hooks"? (zedas: Checks to make sure no one notices the nerdy reference :whistle: ). Now don't tell me if they already have something but I'm thinking about stuff like Longman's Barrow, the Ayleid ruin in Blackwood, the well in the forsaken village (There's a kid trapped down there! I have to save her!). Will the UL team ever lend their considerable talents to some quests or is that going to be left for the community?

Great work guys
zedas
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Felix Walde
 
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Post » Sat May 28, 2011 6:03 am

Loving these mods!

looking forward to all future releases... though esspecially looking forward to SILVERFISH RIVER VALLEY and RIVER STRID!
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Suzy Santana
 
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Post » Sat May 28, 2011 5:00 am

Now that there are "only" 4 WIPs left until UL is "complete", I am already looking forward to the UL that is going to need to be made for the next ES V. I hope it won't take several months to get started, like this project. That would be radical if the project got started around 2 or 3 weeks after release.


So you'd probably be upset if we were to announce a new WIP? This would delay project completion!

I like the new Skingrad Outskirts UL. I makes the area preceding Skingrad more "craggy". It's got good placement of some ruins and some nice overgrown paths. The iron mine is a pretty neat addition as well. It was dusk going into nighttime when I checked it out so I've still got some more exploring to do. One nitpick, very minor, there is a path around a new farm on the side of a hill. That path kind of sticks up in a position it couldn't ever naturally hold without a retaining wall or some kind of rocks being there (way to be a huge dork zedas). One conflict report for the patch makers if they deem they'd like to have a go at it. Skingrad Outskirts has a fairly decent conflict with RealSwords "Breton". In the area of the Breton Smithy placed by Realswords there is a bunch of stuff going on.

On the patch note. After exploring I have discovered there are quite a few issues with the Bravil Barrowfields - MTCBravillRiverShacks/Better Cities Bravil patch. If/when Vorians decides to revisit this patch you'll want to take a stroll through this entire area with an eye for abnormalities.

Enough of being a negative Nancy on to the good stuff. I really like how the Unique Landscapes mods have sort of a cohesive atmosphere. I'm not sure if it's planned or not but they work together to produce the same picture. I don't really know the history of Tamriel but with Vanilla and The UL's two themes seem apparent:

1. In it's not all to distant past there must have been a lot more civil strife. With the amount of ruined fortifications Cyrodiil was much more heavily defended at one time. Whether the enemy was internal or external I don't know.
2. The population is in a slow-medium decline. Abandoned farms, villages, generally small population (game engine thing, I know :frog:). I wonder what the cause could be? Maybe it was a brush with plague that caused a large scale de-population? Hmmm.

Pretty neat that the UL's work together to support these hypotheses.

Last a question. Are there any plans to develop any of the UL's "Adventure Hooks"? (zedas: Checks to make sure no one notices the nerdy reference :whistle: ). Now don't tell me if they already have something but I'm thinking about stuff like Longman's Barrow, the Ayleid ruin in Blackwood, the well in the forsaken village (There's a kid trapped down there! I have to save her!). Will the UL team ever lend their considerable talents to some quests or is that going to be left for the community?

Great work guys
zedas


For Skingrad Outskirts, could you give a screenshot of this sticking up path? I think I know the location, but screenshots make it easier :) Also a link to this conflicting mod would be good.

I know the Bravil Barrowfields patch for Nernie's mod needs updating, I just haven't gotten around to it yet. Barrowfields has received one or two updates since the patch was last released, so it used to work perfectly, but now doesn't.

Quests are not a part of the main aim of the UL project, so while there might be the odd quest in a UL, for the most part it's not likely to happen :)

Loving these mods!

looking forward to all future releases... though esspecially looking forward to SILVERFISH RIVER VALLEY and RIVER STRID!


Me too!
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Danial Zachery
 
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Post » Sat May 28, 2011 8:33 am

a link to this conflicting mod would be good.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3457 He probably assumed you had it already.
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carley moss
 
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Post » Sat May 28, 2011 9:04 pm

You know what they say about assumptions.
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Felix Walde
 
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Post » Sat May 28, 2011 5:34 am

Last a question. Are there any plans to develop any of the UL's "Adventure Hooks"? (zedas: Checks to make sure no one notices the nerdy reference :whistle: ).


Thanks to Google, I now know what an "Adventure Hook" is. Yay me!
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GEo LIme
 
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Post » Sat May 28, 2011 2:55 pm

The Dark Forest has just been updated to v1.0.4 - the scripts have been optimised as they were a little untidy. Currently TES Alliance and Nexus have the latest versions, other mirrors will be updated shortly.
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Ludivine Dupuy
 
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Post » Sat May 28, 2011 7:48 am

Thankyou for the update!

Vac

Edit: It occurs to me I haven't been saying thankyou very regularly recently, so thankyou for all the updates and the new ULs as well.
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RAww DInsaww
 
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Post » Sat May 28, 2011 2:13 pm

The Dark Forest has just been updated to v1.0.4 - the scripts have been optimised as they were a little untidy. Currently TES Alliance and Nexus have the latest versions, other mirrors will be updated shortly.
Will there ever be an expansion into that creepy well?
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louise tagg
 
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Post » Sat May 28, 2011 6:44 am

Will there ever be an expansion into that creepy well?


Yeah I always wanted to go down there. :bolt:
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Charlotte Buckley
 
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Post » Sat May 28, 2011 8:38 am

Not sure if there has been a report yet but I'll add one now. Aspen Wood and http://www.tesnexus.com/downloads/file.php?id=21816 conflict quite a bit. Starting from the priory at cell 29,0 and moving along the path to the Silverfish river you'll find lots of problem areas. If you folks decide to give it a go, it looks like it might take a bit of doing to get these two to play nice. I tried loading Aspen Wood ahead of Et in Arkay Ego to see what it would do but unfortunately it didn't fix much of anything. Best of luck if you decise to give it a whirl.



zedas
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Czar Kahchi
 
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Post » Sat May 28, 2011 12:05 pm

Not sure if there has been a report yet but I'll add one now. Aspen Wood and http://www.tesnexus.com/downloads/file.php?id=21816 conflict quite a bit. Starting from the priory at cell 29,0 and moving along the path to the Silverfish river you'll find lots of problem areas. If you folks decide to give it a go, it looks like it might take a bit of doing to get these two to play nice. I tried loading Aspen Wood ahead of Et in Arkay Ego to see what it would do but unfortunately it didn't fix much of anything. Best of luck if you decise to give it a whirl.



zedas


Thanks for reporting that, I'll add it to the list of conflicts to consider patching :)
EDIT
Actually it's already on my list, so someone reported it before.
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Francesca
 
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Post » Sat May 28, 2011 8:38 pm

thanx for updating the dark forest!
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Marcia Renton
 
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Post » Sat May 28, 2011 5:55 am

I just wanted to post back here after the discussion in http://www.gamesas.com/bgsforums/index.php?showtopic=1077467 . . . updating to the new version of Dark Forest has definitely resolved my 5:00am crashes. By this point, I've played long enough that if it was going to happen again, it already would have.

Thanks very much, UL team! The game wouldn't be the same without these mods.
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Jeneene Hunte
 
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Post » Sat May 28, 2011 9:37 am

I just wanted to post back here after the discussion in http://www.gamesas.com/bgsforums/index.php?showtopic=1077467 . . . updating to the new version of Dark Forest has definitely resolved my 5:00am crashes. By this point, I've played long enough that if it was going to happen again, it already would have.

Thanks very much, UL team! The game wouldn't be the same without these mods.
I am so glad you found a cure...I know what it is like when mods cause crashes. It used to happen to me all the time, years ago.
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Lakyn Ellery
 
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