[RELz]The Unique Landscapes Project

Post » Sat May 28, 2011 1:36 pm

hello. im using better cities waterfront along with imperial isle. the following image shows gap with both mods active.

http://img229.imageshack.us/img229/8520/oblivion201002222337449.jpg

i have BC loaded after Imperial isle

i wonder if i did something wrong here?
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Sat May 28, 2011 9:33 am

hello. im using better cities waterfront along with imperial isle. the following image shows gap with both mods active.

http://img229.imageshack.us/img229/8520/oblivion201002222337449.jpg

i have BC loaded after Imperial isle

i wonder if i did something wrong here?


Are you using the latest versions of Imperial Isle and Better Cities? BC had an update yesterday, though I don't think that area of the Waterfront was edited at all.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Sat May 28, 2011 7:49 am

Are you using the latest versions of Imperial Isle and Better Cities? BC had an update yesterday, though I don't think that area of the Waterfront was edited at all.



yep , 4.5.1bc and the latest imperial isle. if you dont find any problems then its on my end. maybe its my load order, if i cant fix it on my own maybe someone can spot something in my mod list. thanks display name

edit

fixed
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Sat May 28, 2011 4:18 pm

The thing I love about UL is I don't have to necessarily go straight to the area after I downloaded it. Then weeks or months later, when I do, it is really amazing!
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Sat May 28, 2011 12:52 pm

Found something in Skingrad Outskirts I am unsure of...

Anyways, just east of Skingrad, there is a goblin cave/mine. I forget the name of it, but it is just north of the main drag. Anyhow, a little ways north of this cave is a sewer outlet. And it looks as if it is enterable....BUT, it does not open. Are you ever going to make it enterable? That would be wicked if there was a lost sewer labyrinth under the town.
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Sat May 28, 2011 8:36 am

You know, there's probably a half dozen really great games out there right now that I haven't played because modders like the UL team keep svcking me back into Oblivion. :celebration:

In terms of Skingrad Outskirts, the mining operation outside the city is now my favorite place in the game. Maybe its because I'm from the Pennsylvania coal region, but I frigging love it.

Fort Haven gave me Morrowind flashbacks, too. Good to see a well-kept, functioning fort in Cyrodiil. With 50-odd forts lying in ruins around the province it kind of makes you wonder what the Imperial Legion does with all of its government backing.

-G
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Sat May 28, 2011 8:46 am

hello. im using better cities waterfront along with imperial isle. the following image shows gap with both mods active.

http://img229.imageshack.us/img229/8520/oblivion201002222337449.jpg

i have BC loaded after Imperial isle

i wonder if i did something wrong here?

I have those two mods (and recently updated Better Cities to 4.51 myself), with Better Cities loaded after the 'xul' files.

But no such land-tear. So sorry, something else must be affecting this area for you.

Are you using http://www.tesnexus.com/downloads/file.php?id=20516 to set your load order? If not I suggest trying that first before anything more radical. If that doesn't fix it:
1. Check your load order to check if you don't have anything odd - like missing or extra esp. files from earlier versions or something.
2. Try removing mods one at a time to see what might be affecting it. (Start with ones that you think might make changes in that area.)
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Sat May 28, 2011 6:48 pm

Found something in Skingrad Outskirts I am unsure of...

Anyways, just east of Skingrad, there is a goblin cave/mine. I forget the name of it, but it is just north of the main drag. Anyhow, a little ways north of this cave is a sewer outlet. And it looks as if it is enterable....BUT, it does not open. Are you ever going to make it enterable? That would be wicked if there was a lost sewer labyrinth under the town.


It isn't enterable. Maybe one day it will be, or maybe it will just remain another one of those undeveloped "Adventure Hooks" zedas mentioned.
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Sat May 28, 2011 6:44 pm

When BOSSing my load order it places patches right after the UL it patches. If i move the mod a UL mod is conflicting with below the UL mod, nothing will happen if i move the patch right after the other mod?
Lets say:
Lost Spires
Darkforest
Patch

then i move it like this:

Darkforest
Lost Spires
Patch
Then the patch will still work as it should right?

Because i had a CTD with LS and i did alot of load ordering, i found out that if i place Lost Spires before Bravil Barrow Fields it causes my game to CTD when loading a saved game :shrug:
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Sat May 28, 2011 8:23 pm

When BOSSing my load order it places patches right after the UL it patches. If i move the mod a UL mod is conflicting with below the UL mod, nothing will happen if i move the patch right after the other mod?
Lets say:
Lost Spires
Darkforest
Patch

then i move it like this:

Darkforest
Lost Spires
Patch
Then the patch will still work as it should right?

Because i had a CTD with LS and i did alot of load ordering, i found out that if i place Lost Spires before Bravil Barrow Fields it causes my game to CTD when loading a saved game :shrug:


No. If you don't keep the load order the patch was designed for, the patch will become useless.
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Sat May 28, 2011 1:27 pm

No. If you don't keep the load order the patch was designed for, the patch will become useless.

Damn, guess i wont be using Bravil Barrow field with Lost Spires then
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Sat May 28, 2011 3:31 pm

Personally I'd be more worried about the fact that your save game has become corrupt than which load order things are in. The BOSS load order for Lost Spires and Bravil Barrowfields has been thoroughly tested.
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Sat May 28, 2011 3:05 pm

Personally I'd be more worried about the fact that your save game has become corrupt than which load order things are in. The BOSS load order for Lost Spires and Bravil Barrowfields has been thoroughly tested.

Yeah i think i just confirmed this, i loaded another save game with different game and that worked.... Damn! Oh well i felt like starting a new one -_-
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Sat May 28, 2011 5:49 am

TESNexus:
"This mod is compatible with the following mods that edit the Imperial City Isle or its suroundings:
Weye, Imperial Cemetery, Natural History Museum, Open Cities Outer Districts, Adense Epic Dungeon, Cyrodiil Travel Services, AFK_Weye, Windfall"


It seems that now there is a slight incompatibility with AFK_Weye and the UL Imperial Isle, in that there is a small land tear at the doorstep of the house set there by AFK_Weye, in Cell 11,8:
http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot16.jpg?t=1267351850 (confirmed by loading just these two mods in the Construction Set.)

Nothing major, but I thought it worth pointing out to you guys. ;)
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Sat May 28, 2011 6:14 pm

Wow, I missed the Skingrad Outskirts release.
What a beauty, thanks!:)
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Sat May 28, 2011 1:15 pm

TESNexus:
"This mod is compatible with the following mods that edit the Imperial City Isle or its suroundings:
Weye, Imperial Cemetery, Natural History Museum, Open Cities Outer Districts, Adense Epic Dungeon, Cyrodiil Travel Services, AFK_Weye, Windfall"


It seems that now there is a slight incompatibility with AFK_Weye and the UL Imperial Isle, in that there is a small land tear at the doorstep of the house set there by AFK_Weye, in Cell 11,8:
http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot16.jpg?t=1267351850 (confirmed by loading just these two mods in the Construction Set.)

Nothing major, but I thought it worth pointing out to you guys. ;)


I've never downloaded, looked at or read anything about AFK_Weye, but I'm rather surprised that a mod relating to Weye would be editing the south-east side of the Imperial Isle, since Weye is on the mainland west-central of the Imperial Isle. I'm guessing that this land tear must have appeared after we removed some unintentional edits to the UL II ESP - in the previous version II must have covered the tear by accidentally editing land height to whichever cell you're looking at in the screenshot (you're in 11,8, but are you looking at the border to 10,8, 11,7, 11,9 or 12,8?)
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Sat May 28, 2011 10:44 am

I've never downloaded, looked at or read anything about AFK_Weye, but I'm rather surprised that a mod relating to Weye would be editing the south-east side of the Imperial Isle, since Weye is on the mainland west-central of the Imperial Isle.

Yeah, it's called Verres Manor, a part of a quest added by AFK_Wye. Which, although centred around Weye, involves quests all over the place. Adds this manner to the East of the Isle, south of the university.

I'm guessing that this land tear must have appeared after we removed some unintentional edits to the UL II ESP - in the previous version II must have covered the tear by accidentally editing land height to whichever cell you're looking at in the screenshot (you're in 11,8, but are you looking at the border to 10,8, 11,7, 11,9 or 12,8?)

Probably, I don't recall seeing it earlier, but then haven't been there much (haven't even done the involved quest yet.) But the tear goes directly under the house (along with another of similar size, entirely covered by the house.)
In the screenshot I was looking approx Nor-West, so probably more like 11,9. In fact, looking the the CS again, I think the tear is pretty much on the border between the two cells.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Sat May 28, 2011 5:32 pm

Yeah, it's called Verres Manor, a part of a quest added by AFK_Wye. Which, although centred around Weye, involves quests all over the place. Adds this manner to the East of the Isle, south of the university.


Probably, I don't recall seeing it earlier, but then haven't been there much (haven't even done the involved quest yet.) But the tear goes directly under the house (along with another of similar size, entirely covered by the house.)
In the screenshot I was looking approx Nor-West, so probably more like 11,9. In fact, looking the the CS again, I think the tear is pretty much on the border between the two cells.



Ah, quest locations, that makes sense. Maybe I'll download it then, I like quests.
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Sat May 28, 2011 11:08 am

Yes, AFK_Weye is one of the good ones, and Dwip is getting closer by the day on 2.0.

I don't recall seeing this land tear but I haven't been out to Verres Manor since my last character ran through the mod.
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Sat May 28, 2011 10:25 am

That's right! I completely forgot about the upcoming update. That includes modifying Verres Manor. Dwip even gave us an image of the "New Verres Manor".
So I wouldn't bother with a patch or anything just yet (not that I was really suggesting one anyway, just a heads up.)
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Sat May 28, 2011 6:14 am

I did some searching but could not find any UL cell maps on the internet. Does anyone know if there are any up-to-date maps available?
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Sat May 28, 2011 4:27 pm

Right in the first post:

http://bettercities.free.fr//UniqueLandscapes/Maps/UniqueLandscapesGridMapReleased.jpg

http://bettercities.free.fr//UniqueLandscapes/Maps/UniqueLandscapesGridMapReleasedAndWIP.jpg
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Sat May 28, 2011 5:11 am

Right in the first post:

http://bettercities.free.fr//UniqueLandscapes/Maps/UniqueLandscapesGridMapReleased.jpg

http://bettercities.free.fr//UniqueLandscapes/Maps/UniqueLandscapesGridMapReleasedAndWIP.jpg

^Thanks! Didn't realize to look from the most obvious place!
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Sat May 28, 2011 1:49 pm

The landscape texture issues can't be diagnosed properly in the CS. You need to go there in-game, do a tcl in console, and get pics of it from overhead. The CS does not display land texturing properly if there are 9 of them used in a quad.

The floating wall will be looked into though. That seems odd as it's not supposed to be one of the cells CHFalls edits.



It would be a bad idea to make a _far.nif out of RockUnderwater970. Those things are used all over Tamriel. TES4Lodgen is not going to discriminate about where they're placed either so you'll murder your performance by doing that. It's why I didn't include those rocks in the package to begin with.

I know the LOD svcks for Lost Coast. Right now there's no easy way to go about fixing that short of making a ton of mesh renamed rocks and accompanying _far.nifs to go with them.

If you're intent on doing that though, this isn't the thread to cover the gory details of how to produce a useful _far.nif.


I have a workaround for this. Make a new form id of the offending article,i.e. making a new but otherwise identical object (usually I add vwd to the name to remind me why I did it), the object will be identical, then you can use the search and replace function to change it over, so that close up it looks no different. Now if you make a far_nif of that new form it will reference the modified object and not the originals. I have done this several times in the river Strid and it appears to work fine. :)
User avatar
Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Sat May 28, 2011 10:25 am

Nice to hear from you, Carel.
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

PreviousNext

Return to IV - Oblivion