The Unique Landscapes Project

Post » Wed Aug 11, 2010 5:41 pm

The Shrine to Addictive was put in by Aberneth....or should I call him St. Aberneth II now...when he made the Beaches of Cyrodiil. This was way back in Fall of 2006...I believe. He did it to honor the creator of UL.

Ahhh..I was around for the beginning of this so i Knew Who Addictive was . Nice touch once again.
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Erich Lendermon
 
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Post » Thu Aug 12, 2010 2:21 am

I'm definitely enjoying playing around with the UL mods.

I've found a minor land tear at the southern border of UL: Ancient Yews, on the trail that runs south-southwest from Fort Sejanus. The tear is visible when facing south. There's a rock immediately to the east of the tear which is at cell 19,7 position 81324, 32672, 1895. Thanks.
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Matt Gammond
 
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Post » Wed Aug 11, 2010 6:02 pm

I'm definitely enjoying playing around with the UL mods.

I've found a minor land tear at the southern border of UL: Ancient Yews, on the trail that runs south-southwest from Fort Sejanus. The tear is visible when facing south. There's a rock immediately to the east of the tear which is at cell 19,7 position 81324, 32672, 1895. Thanks.



That is an excellent bug report. The mod world would be a better place if it had more bug reports like that.
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Nadia Nad
 
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Post » Thu Aug 12, 2010 5:44 am

I have a question about UL:Cheydinhal Falls. In my game I've noticed that the section of the stream between the waterfall under the bridge at red-river waterfall running south to the falls immediately above Vahtacen doesn't appear to have any water in it. The water is visible in the falls themselves, and all sections of the stream above and below that section, just not in that one section. The stream bed is there and there doesn't appear to be any "obstruction" there which might hide the water, i.e. the level of the stream bed seems to be correct the water just isn't visible.

This isn't really noticeable unless you're actually following the stream bed, so it isn't easy to get there unless you turn collision off (which I happened to do just to test my mod installation) or turn on god mode and drop down into that area of the stream.

I'm just wondering if this if this is something that has already been reported?




It'll be a conflict with another mod which edits the same cell. Either this other mod is loading after the UL, or this other mod is using the C.Water tag so that the water height gets recorded in your Bash Patch. Add the C.Water tag to the UL and rebuild the Bash Patch, this should restore the water.

I'm definitely enjoying playing around with the UL mods.

I've found a minor land tear at the southern border of UL: Ancient Yews, on the trail that runs south-southwest from Fort Sejanus. The tear is visible when facing south. There's a rock immediately to the east of the tear which is at cell 19,7 position 81324, 32672, 1895. Thanks.


Please can you confirm whether this is a genuine tear in the UL itself, or whether it is a conflict with another mod editing the same area which is causing the tear.
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Alexis Acevedo
 
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Post » Wed Aug 11, 2010 11:27 pm



Please can you confirm whether this is a genuine tear in the UL itself, or whether it is a conflict with another mod editing the same area which is causing the tear.


I have the same land tear and it disappear when I load my savegame without Ancient Yews.
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Lew.p
 
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Post » Wed Aug 11, 2010 7:28 pm

Please can you confirm whether this is a genuine tear in the UL itself, or whether it is a conflict with another mod editing the same area which is causing the tear.


I loaded my entire load order into TES4Edit and that did not identify any conflicting mods which were editing cells 19,7 or 20,7. Conflicts in neighboring cells only appear to be with Unofficial Oblivion Patch, with the conflicts I checked just being the Z coordinate for things like plants and stuff.

I've give your bashed patch suggestion a try for the other issue.
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Samantha hulme
 
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Post » Thu Aug 12, 2010 5:47 am

I've give your bashed patch suggestion a try for the other issue.


So, I tried your suggestion of adding the C.Water bash tag to xulCheydinhalFalls.esp and it didn't resolve the issue of the water not appearing in that one section of the stream. The area in question essentially runs from 125439, 77669, 4000 to 125860, 73967, 2912 in cell 30,18, based on things I tagged in the area.

The conflicts reported in that cell with xulCheydinhalFalls.esp were with Better Cities Full - B&M Edition.esp and BCCheydinhalFULLB&M-CheydinhalFalls patch.esp which I believe would be expected. Load order is correct and other than that one bit of water not appearing everything looks great.
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Love iz not
 
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Post » Thu Aug 12, 2010 12:41 am

Found a new (I think?) conflict, this time with http://www.tesnexus.com/downloads/file.php?id=2300
Landscape coflicts (the entrance to the tomb is embedded in rocks) with UL Lost Coast in cells:
-52, -9
-51, -9
-52, -8
-51, -8

Any chance of a patch?
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Roberta Obrien
 
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Post » Thu Aug 12, 2010 8:51 am

I loaded my entire load order into TES4Edit and that did not identify any conflicting mods which were editing cells 19,7 or 20,7. Conflicts in neighboring cells only appear to be with Unofficial Oblivion Patch, with the conflicts I checked just being the Z coordinate for things like plants and stuff.


Thanks, now that I'm home from work, I've also confirmed that this tear is caused solely by UL Ancient Yews. This will be corrected in a future release.

So, I tried your suggestion of adding the C.Water bash tag to xulCheydinhalFalls.esp and it didn't resolve the issue of the water not appearing in that one section of the stream. The area in question essentially runs from 125439, 77669, 4000 to 125860, 73967, 2912 in cell 30,18, based on things I tagged in the area.

The conflicts reported in that cell with xulCheydinhalFalls.esp were with Better Cities Full - B&M Edition.esp and BCCheydinhalFULLB&M-CheydinhalFalls patch.esp which I believe would be expected. Load order is correct and other than that one bit of water not appearing everything looks great.


"BCCheydinhalFULLB&M-CheydinhalFalls patch.esp" is the last-loaded ESP in your game which touches that cell. It sets the water height to 3000, which matches the water height set by UL Cheydinhal Falls.
"Better Cities Full - B&M Edition.esp" sets water height in this cell to 807, and uses the C.Water tag. However you have correctly placed "BCCheydinhalFULLB&M-CheydinhalFalls patch.esp" to load after the BC ESP, and "BCCheydinhalFULLB&M-CheydinhalFalls patch.esp" also contains the C.Water tag, so theoretically, the BC/CheyFalls patch should be the ultimate override for water height in the cell, since it is last-loading and contains the C.Water tag. However when the C.Water tag was first introduced with Wrye Bash, it did not work correctly, maybe it still doesn't? You could try removing C.Water tag from BC (though it really should be using it) to see whether that helps, since that's the only other ESP editing the cell containing an unwanted water height.

Found a new (I think?) conflict, this time with http://www.tesnexus.com/downloads/file.php?id=2300
Landscape coflicts (the entrance to the tomb is embedded in rocks) with UL Lost Coast in cells:
-52, -9
-51, -9
-52, -8
-51, -8

Any chance of a patch?


http://www.tesnexus.com/downloads/file.php?id=13834 :whistling:
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Cody Banks
 
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Post » Thu Aug 12, 2010 12:34 am

http://www.tesnexus.com/downloads/file.php?id=13834 :whistling:


Duh! I should have known. :P
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Schel[Anne]FTL
 
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Post » Thu Aug 12, 2010 4:30 am

"BCCheydinhalFULLB&M-CheydinhalFalls patch.esp" is the last-loaded ESP in your game which touches that cell. It sets the water height to 3000, which matches the water height set by UL Cheydinhal Falls.
"Better Cities Full - B&M Edition.esp" sets water height in this cell to 807, and uses the C.Water tag. However you have correctly placed "BCCheydinhalFULLB&M-CheydinhalFalls patch.esp" to load after the BC ESP, and "BCCheydinhalFULLB&M-CheydinhalFalls patch.esp" also contains the C.Water tag, so theoretically, the BC/CheyFalls patch should be the ultimate override for water height in the cell, since it is last-loading and contains the C.Water tag. However when the C.Water tag was first introduced with Wrye Bash, it did not work correctly, maybe it still doesn't? You could try removing C.Water tag from BC (though it really should be using it) to see whether that helps, since that's the only other ESP editing the cell containing an unwanted water height.


Thanks, this reply helped me determine the problem. BCCheydinhalFULLB&M-CheydinhalFalls patch.esp didn't have the C.Water tag. I'm not sure if it was on it by default when I downloaded it from Nexus (I certainly didn't remove it manually if it was), although in looking at the BOSS master list that mod doesn't have the C.Water tag listed. I added it manually and it resolved the problem.

Perhaps adding C.Water to BCCheydinhalFULLB&M-CheydinhalFalls patch.esp should be something that should be suggested in the BOSS thread?
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Emma
 
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Post » Thu Aug 12, 2010 7:42 am

Your screenshots show the LOD land mesh which is meant to be beneath the land you walk on. It's gotten above the walkable land in those locations, so one of your mods has changed landheight at those locations. You've already determined which mod it is - Castle Wolfspike - now there's not much you can do about that, either accept it and use Castle Wolfspike, or don't accept it and uninstall Castle Wolfspike. You could also choose to regenerate the LOD land mesh for the quad that mod occupies, but that's rather fiddly from what I've read by others who've created LOD land meshes.



Thank you for your kind answer.
I think I will use Castle Wolfspike as it is very nice.
Do you think I should report this problem to the Castle Wolfspike thread?



I believe that Castle Wolfspike comes with its own version of the the following LOD mesh: \meshes\Landscape\LOD\60.00.00.32.NIF

This mesh is also used by several UL plugins and is part of at least some of the UL LOD patches (http://www.tesnexus.com/downloads/file.php?id=27495). If you installed Castle Wolfspike after Unique Landscapes, then the UL version of this file probably got overwritten. Maybe try reinstalling the UL version of this file? Maybe it will fix your problems or maybe it will just create different landscape problems, I am not really sure.
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Jennifer Munroe
 
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Post » Thu Aug 12, 2010 5:25 am

Thanks, this reply helped me determine the problem. BCCheydinhalFULLB&M-CheydinhalFalls patch.esp didn't have the C.Water tag. I'm not sure if it was on it by default when I downloaded it from Nexus (I certainly didn't remove it manually if it was), although in looking at the BOSS master list that mod doesn't have the C.Water tag listed. I added it manually and it resolved the problem.

Perhaps adding C.Water to BCCheydinhalFULLB&M-CheydinhalFalls patch.esp should be something that should be suggested in the BOSS thread?


Actually the ESP already has the tag in Better Cities, so the end-user should not need to add it. You are using "Better Cities - VWD of the IC.esp" which tells me you have the latest version of BC (since it was only added in the last release), and I know this BC release does have the CheyFalls patch tagged, however I believe the previous release of BC had the patch untagged. Perhaps you are still using the older version of the patch, and did not replace it when you upgraded BC?


From another thread:
Vorians, Wrye Bash chokes on the merged UL Patch:

Load Error Mods
The following mods had load errors and were skipped while building the patch. Most likely this problem is due to a badly formatted mod. For more info, see Bashed Patch: Error Messages.

? DwarvenMines-UniqueLandscapes Merged patch.esp




This should have been reported in the UL thread, I might have missed it here :)
Any issues with my UL patches should be my problem, not the problem of the authors of the mods my patches try to resolve conflicts with.
Thanks for mentioning this, someone has informed me before, but I haven't looked into it yet. I'll do so tonight.


Petrus, can you confirm whether you get the same error when using the three separate ESPs? I'd like to know which single patch is causing this, but since I don't know which stage of the Bash Patching process produces the error, I'm not about to fiddle around trying to reproduce the error message (if you know specifically what the Bash Patch is trying to bash from the patch, then I'll give it a go).
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Marlo Stanfield
 
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Post » Thu Aug 12, 2010 1:16 am

Petrus, can you confirm whether you get the same error when using the three separate ESPs? I'd like to know which single patch is causing this, but since I don't know which stage of the Bash Patching process produces the error, I'm not about to fiddle around trying to reproduce the error message (if you know specifically what the Bash Patch is trying to bash from the patch, then I'll give it a go).


No problems with the single patches.
It seems to be a problem with en exterior cell, though, based on the error report I got when trying Remove World Orphans.
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Anthony Rand
 
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Post » Thu Aug 12, 2010 7:14 am

I think it is cool that the UL thread is becoming more and more of a "caretaker" thread...it just proves how great it is! It is like no one can stand to play without ULs in their game!
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Robert Jackson
 
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Post » Thu Aug 12, 2010 10:19 am

Actually the ESP already has the tag in Better Cities, so the end-user should not need to add it. You are using "Better Cities - VWD of the IC.esp" which tells me you have the latest version of BC (since it was only added in the last release), and I know this BC release does have the CheyFalls patch tagged, however I believe the previous release of BC had the patch untagged. Perhaps you are still using the older version of the patch, and did not replace it when you upgraded BC?


It's a fresh install I'm working on, and I just downloaded the BC, UL, and patches within the last few days. The date listed for the patch on the Nexus UL compatibility patch site is 25Oct2009. Is there a newer version bundled somewhere else? If it's in the BC omod pack then I installed BC before installing UL, so that would explain why I don't have that version active.

Either way, seems like the C.Water tag should be included on the BOSS master list unless you disagree?
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ONLY ME!!!!
 
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Post » Thu Aug 12, 2010 5:50 am

No problems with the single patches.
It seems to be a problem with en exterior cell, though, based on the error report I got when trying Remove World Orphans.


Well there are no orphaned world records in the patch :) I think this is why I did nothing the first time it was mentioned to me - without knowing what is being done to cause the error, I cannot do anything about it. Since the merged ESP should be identical to the three separate ESPs, it makes no sense that not one of the separate ESPs contain the same problem.

It's a fresh install I'm working on, and I just downloaded the BC, UL, and patches within the last few days. The date listed for the patch on the Nexus UL compatibility patch site is 25Oct2009. Is there a newer version bundled somewhere else? If it's in the BC omod pack then I installed BC before installing UL, so that would explain why I don't have that version active.

Either way, seems like the C.Water tag should be included on the BOSS master list unless you disagree?


Certainly it can be mentioned in the BOSS master list. If you're using the UL patch from my UL patches page, then I do believe I never got around to tagging those and reuploading, so that would explain it.
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adame
 
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Post » Wed Aug 11, 2010 9:19 pm

Certainly it can be mentioned in the BOSS master list. If you're using the UL patch from my UL patches page, then I do believe I never got around to tagging those and reuploading, so that would explain it.


OK, I'll mention it in the BOSS thread.

Yeah, the patch was from your UL patches page. The only change was the bash tags?
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JR Cash
 
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Post » Wed Aug 11, 2010 9:00 pm

OK, I'll mention it in the BOSS thread.

Yeah, the patch was from your UL patches page. The only change was the bash tags?


Yes. The need for tagging them was reported shortly after I'd released the patches, and shortly before BC received an update, so the BC copies got tagged, while the ones on my Patches page didn't yet.
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Phoenix Draven
 
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Post » Thu Aug 12, 2010 8:21 am

Hi All.

If this has been reported before.Sorry :blush:

Arriving at Silorn for the Mages Ambush Quest I've come across this: [IMG]http://i667.photobucket.com/albums/vv32/Nilms09/Silorn.jpg[/IMG]

I've done a little exploring and found a few NPC's are either trying to find Dry land or Drowning. Apart from those it still looks fantastic. :woot:

I'm running the Latest OMOD Full version of this wonderful Mod.

Cheers.

James. :foodndrink:
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Shianne Donato
 
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Post » Thu Aug 12, 2010 10:02 am

So what's the issue? The pic you're showing us is as the area is intended.
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Catherine N
 
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Post » Thu Aug 12, 2010 5:41 am

Sounds more like a spawn point issue - maybe a spawn point added or moved by an overhaul has NPCs spawning in the water. I'm not familiar with that quest (mage ambush) so perhaps even a vanilla spawn triggered only during that quest.

I've run into that numerous times with FCOM - mod added houses, structures, nature - and then there are these NPCs or creatures popping up in awkward areas. Likely the UL author not aware of the spawn points due to not using the overhaul. Not saying they should either.
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Sammykins
 
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Post » Thu Aug 12, 2010 7:18 am

I believe that Castle Wolfspike comes with its own version of the the following LOD mesh: \meshes\Landscape\LOD\60.00.00.32.NIF

This mesh is also used by several UL plugins and is part of at least some of the UL LOD patches (http://www.tesnexus.com/downloads/file.php?id=27495). If you installed Castle Wolfspike after Unique Landscapes, then the UL version of this file probably got overwritten. Maybe try reinstalling the UL version of this file? Maybe it will fix your problems or maybe it will just create different landscape problems, I am not really sure.

Sorry for my late answer but yesterday I was on working till night.
I have installed Castle Wolfspike before UL mods.
This morning I gave a look at the meshes you pointed to and I could fix the problem reinstalling the meshes provided by ULLOD_AC_CF_EG_RH-27495 patch that is going to overwrite the mesh provided by Castle Wolfspike.
I will give another look to check if everything is OK.
Thank You.
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gary lee
 
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Post » Thu Aug 12, 2010 1:51 am

Hi again,
I found few objects not grounded in "The Great Forest: Lush Woodlands", cell 2,27.
There are rocks, trees, plants and shrubs

http://img222.imageshack.us/img222/5788/lushwoodlands.jpg
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Dan Scott
 
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Post » Thu Aug 12, 2010 1:18 am

Hi again,
I found few objects not grounded in "The Great Forest: Lush Woodlands", cell 2,27.
There are rocks, trees, plants and shrubs

http://img222.imageshack.us/img222/5788/lushwoodlands.jpg


NM.
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Vivien
 
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