The Unique Landscapes Project

Post » Fri Aug 13, 2010 12:22 pm

I am SO READY to go skiing in Snowdale!
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biiibi
 
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Post » Fri Aug 13, 2010 2:36 am

Snowdale will be released when it's ready to be released :) You'll just have to keep checking!
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Alkira rose Nankivell
 
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Post » Thu Aug 12, 2010 9:46 pm

Snowdale will be released when it's ready to be released :) You'll just have to keep checking!


Good thing I'm a compulsive checker :P
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JLG
 
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Post » Fri Aug 13, 2010 1:30 am

You'll just have to keep checking!


Wow, I think you've turned me into an even more obsessive checker of this thread....:P
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SexyPimpAss
 
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Post » Fri Aug 13, 2010 9:06 am

Huge fan of the UL works. Recently I've come back to Oblivion and one of the mods I've become enthralled with the Tamriel heightmaps from onra. I was wondering if the UL team had any intention of expanding their work to the rest of Tamriel
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Rich O'Brien
 
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Post » Fri Aug 13, 2010 7:32 am

Huge fan of the UL works. Recently I've come back to Oblivion and one of the mods I've become enthralled with the Tamriel heightmaps from onra. I was wondering if the UL team had any intention of expanding their work to the rest of Tamriel


This question has already been asked and dealt with on this page of this thread.
http://www.gamesas.com/index.php?/topic/1088137-the-unique-landscapes-project/page__st__80

So short answer: No.
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lacy lake
 
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Post » Fri Aug 13, 2010 8:49 am

Years ago, I used to be on the UL Council...and I had this idea that UL should spread over to the Shivering Isles...but they all had a [censored]fit...and I got kicked out! So don't anger them too much!
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Emilie Joseph
 
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Post » Thu Aug 12, 2010 11:55 pm

Years ago


Dude, Richard, you've only been on the forums for a year! :laugh: (plus a month and a half)
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Lexy Dick
 
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Post » Fri Aug 13, 2010 9:28 am

Newbies :P
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vanuza
 
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Post » Fri Aug 13, 2010 7:47 am

Dude, Richard, you've only been on the forums for a year! :laugh: (plus a month and a half)


It is possible to register with a new name on these forums :) Plus the UL Council operates outside these forums (in the shadows :ninja:) so he could have registered here this morning and still been valid with such a comment. RichardRocket did indeed used to be on the UL Council, but that was before Arthmoor and I came on-board.
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Emzy Baby!
 
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Post » Fri Aug 13, 2010 6:51 am

So, his story can be true, but my question then is... is it? :P
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Tracey Duncan
 
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Post » Fri Aug 13, 2010 10:19 am

Sure is...does the name yzerman ring a bell?!?!!!!!????!?!?!?!?! :celebration:

Edit...and I still am a huge fanatic for new Landscapes!
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His Bella
 
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Post » Fri Aug 13, 2010 1:29 pm

Anyone know of a UL conflict with this mod...?
Name: Cold Steel Armor for BAB
Version: 1.0
Date: 18/11/2009
Category: Armor

Author(s): DireSlug
Source: TESNexus
Forum: http://canadianice.ufrealms.net/forum2/

Description
===========
The Cold Steel Armor by Petrovich modified to fit the BAB body.


Location
========

You'll have to fight for your new armor, in Hrotanda Vale.


BOSS choked on it, so I am concerned about the load order here. I think it just adds NPC(s) in Hrotanda Vale (wearing the new armor) but I don't know if that would undo any changes made by a UL mod or vice versa... Any advice on load order would be appreciated. I'm using *all* the UL modules in omod form. Heck, here is my load order (with my hand placement of Cold Steel:

Spoiler
Oblivion.esm
Kvatch Rebuilt.esm
CM Partners.esm
Bab.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
LoadingScreens.esp
Natural_Weather_HDR_with_darker_Nights_by_Max_Tael_RD.esp
Natural_Habitat_by_Max_Tael.esp
Enhanced Water v2.0 HD.esp
Better Bell Sounds.esp
WindowLightingSystem.esp
MM_TextLocks.esp
SoT_Holiday.esp
Bab.esp
MaleBodyReplacerV3.esp
Alternative_Light_Armors-3931.esp
AoC Armoury of Conan.esp
Conan Swords - Atlantean 2Hand Fur Scabbard.esp
Babarized ExnemRogueOutfits.esp
Babarized BrashLeatherArmors.esp
BAB Cold Steel.esp <-----------------<-
MD_Saddle_Bags_Lite_v2.esp
Slof's Horses Base.esp
Shadow Steed.esp
TIE.esp
BabShop.esp
Forgotten Tomb.esp
ImpeREAL City Unique Districts - All the Districts - Merged.esp
Kvatch Rebuilt.esp
Cyrodiil Travel Services.esp
Knights.esp
KnightsBabFemaleArmors.esp
Knights - Unofficial Patch.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
ForgottenTomb-LostCoast patch.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
KvatchRebuilt-CheydinhalFalls patch.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
Natural_Vegetation_by_Max_Tael.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Compass_Marker_Reducer.esp
Drop Lit Torches Weight.esp
ImmersiveHealthIndication.esp
Alternative Start by Robert Evrae.esp
Vampire Ashes.esp
MidasSpells.esp
SW01.esp
Dark Dungeons - SI.esp
tkHairPack01.esp
CM Partners.esp
1em_Vilja.esp
bgMagicEV.esp
bgMagicEVStartspells.esp
HTS.esp
bgMagicEVShader.esp
bgMagicShaderLifeDetect.esp
bgMagicLightningbolt.esp

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Emma Pennington
 
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Post » Fri Aug 13, 2010 3:21 am

Load it before any ULs and it should be fine.
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Louise Lowe
 
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Post » Fri Aug 13, 2010 8:31 am

It's starting to sound like you're looking to try to blame the UL mods for absolutely anything now :)
I apologize if what I wrote implied I was placing blame on UL itself, that was not my intention. I'm fairly new to ESP merging, and I don't know the ins and outs of the engine. I didn't know if the anomalies I experienced was a reason why I should leave ESPs alone.

Anyway, as for merging, I've been wondering. If I merge the ESPs while renumbering FormIDs by alphabetical order (xulAncientRedwoods.esp would begin with 010000, xulTheHeath.esp would begin with 230000), and delete all UL esps, would I still need to re-index the ESPs every time I wanted to add a compatibility patch? I was thinking I could just use the original UL files to update the patches. For example:

Extract fresh copies of xulAncientYews.esp and xulArriusCreek.esp
Open TES4Edit, Select xulAncientYews.esp, xulArriusCreek.esp, xulPatch_AY_AC.esp
Renumber FormIDs for xulAncientYews.esp and xulArriusCreek.esp to 020000 and 030000 respectively
Exit TES4Edit, save xulPatch_AY_AC.esp
Use Gecko to point xulPatch_AY_AC.esp to the UL merged patch, and using CS if necessary


Would this work? I understand I'd still have to rebuild the merged ESP if I felt like getting a new or updated UL (and updating patches if it's an update).

Please forgive my noobish questions :D.
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Stay-C
 
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Post » Thu Aug 12, 2010 11:21 pm

Reindexing the FormIDs that way would be a bad idea since patches that require the ULs as masters will be expecting those formIDs to remain stable.
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Dan Stevens
 
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Post » Fri Aug 13, 2010 4:29 am

I don't understand what you mean by remaining stable. If I always renumber xulCheydinhalFalls.esp to 090000, wouldn't it always keep the FormIDs? Or does TES4Edit only set the starting FormID number, but reindexing to a block might not follow any order (i.e xulCheydinhalFalls.esp in the merged esp might have different formIDs in the 090000 block than a separate xulCheydinhalFalls.esp reindexed to use the 090000 block)?

EDIT: Or is there something else I'm missing?
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Carlos Vazquez
 
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Post » Fri Aug 13, 2010 10:52 am

Reindexing is perfectly safe as long as all you're dealing with is a single ESP. Of course, even then, if you've done anything with the mod, that reindexing can cause strange anomalies like physical objects where invisible markers should be.

When you get into patches that rely on the host mod, changing formIDs can become quite a bother. If a patch moves a rock, for instance, and reindexing makes that formID into a bench, then the moved object in the patch will be wrong. There's also the distinct possibility that what the patch thinks is a rock is now a cell or a script in the host mod, and that will simply crash the game.

In general you should avoid reindexing anything unless you're very knowledgeable about the side effects, and it doesn't sound like you are.
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Mari martnez Martinez
 
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Post » Fri Aug 13, 2010 1:51 pm

In general you should avoid reindexing anything unless you're very knowledgeable about the side effects, and it doesn't sound like you are.


Agreed. If you don't know the full outcome of reindexing, don't do it. You would also need to load every single patch dependant on the UL during the reindexing to maintain the functionality of the patch. If you forget to do any patch, or if a new patch gets released which you need and it's dependant on the UL, then you'd need to reindex the UL and all relevant patches all over again. And if the UL gets updated, with some records removed, or some Form IDs changed, then the result of reindexing that UL may not match the previous reindexing record-for-record. This is certainly doable, but really not a good idea unless you're quite experienced with TES4Edit, the CS, and mod workings & interactions in general.
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Sabrina Schwarz
 
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Post » Fri Aug 13, 2010 12:23 am

I recently downloaded an older castle mod by Adense, Redcourt Castle (http://www.tesnexus.com/downloads/file.php?id=14509), that looked quite impressive from the outside. Unfortunately, it is located at the intersection of the Red Ring Road and the Blue Road, just within the area of UL Ancient Yews. The castle looks fine from the front (north) and west but the eastern side is hanging in the air. You can walk under the walls and look up at people on top of the walls inside. Is there any chance a patch could be made to make this mod compatible with Ancient Yews? There is certainly no urgency to this request but it would make the mod far more likely to be used by the legion of UL fans.
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Ricky Rayner
 
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Post » Fri Aug 13, 2010 3:48 pm

I like these mods, they're cool, i have only one problem and it wont go away no matter what i've tried....none of the landscapes i've been to so far have water in them, mind you i've only actually gone to three but still....i feel sorry for the fish who are flopping over dead...literally...Cheydinhal falls and Arius Creek, have no water in most of their sections..and neither does Chorrol...i've got a mod that would conflict with the Falls, but i have the patch..as well as the patch for their LOD Files..and the loading orders right...and i tried Bashing them with Wrye...removing mods that i thought might conflict...but still no water...any ideas on how to fix my problem...and i pretty much downloaded as many of you guy's mods as i could find...i beleave it was seeing the Screenshots for the Dark Forest that got me interested...lol.
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Kevin S
 
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Post » Fri Aug 13, 2010 1:44 pm

I recently downloaded an older castle mod by Adense, Redcourt Castle (http://www.tesnexus.com/downloads/file.php?id=14509), that looked quite impressive from the outside. Unfortunately, it is located at the intersection of the Red Ring Road and the Blue Road, just within the area of UL Ancient Yews. The castle looks fine from the front (north) and west but the eastern side is hanging in the air. You can walk under the walls and look up at people on top of the walls inside. Is there any chance a patch could be made to make this mod compatible with Ancient Yews? There is certainly no urgency to this request but it would make the mod far more likely to be used by the legion of UL fans.


I'll add this to the list of patch requests.

I like these mods, they're cool, i have only one problem and it wont go away no matter what i've tried....none of the landscapes i've been to so far have water in them, mind you i've only actually gone to three but still....i feel sorry for the fish who are flopping over dead...literally...Cheydinhal falls and Arius Creek, have no water in most of their sections..and neither does Chorrol...i've got a mod that would conflict with the Falls, but i have the patch..as well as the patch for their LOD Files..and the loading orders right...and i tried Bashing them with Wrye...removing mods that i thought might conflict...but still no water...any ideas on how to fix my problem...and i pretty much downloaded as many of you guy's mods as i could find...i beleave it was seeing the Screenshots for the Dark Forest that got me interested...lol.


Add C.Water bash tag to the ULs then rebuild the Bash Patch. The most common cause of missing water is when people aren't using the latest version of the Unofficial Oblivion Patch. UOP v3.2.0 undesirably contains the C.Water tag when it shouldn't. http://www.tesnexus.com/downloads/file.php?id=27710 have had the tag removed. So if you're using the UOP, make sure you have the latest release and rebuild your Bash Patch.
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Ian White
 
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Post » Fri Aug 13, 2010 6:10 am

You should also make sure you're using Wrye Bash v284 or better, since much of the trouble with the C.Water tag has been resolved, along with lots of other tags. The UOP still has no need for it though, so removing it from that will help in cases where water height changes it actually does make shouldn't stick.
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Britta Gronkowski
 
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Post » Fri Aug 13, 2010 1:23 pm

*sighs* just tried that still doesnt work...and i am using wrye bash 285...
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Sudah mati ini Keparat
 
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Post » Fri Aug 13, 2010 2:05 pm

*sighs* just tried that still doesnt work...and i am using wrye bash 285...


You added the C.Water tag to the UL mods? Have you enabled "Import Cells" in the Bash Patch and ticked the appropriate ESPs from the list before rebuilding it?
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Lindsay Dunn
 
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