The Unique Landscapes Project

Post » Thu Aug 12, 2010 9:20 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


Thanks for reporting, these will be grounded in a future release.
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Lucy
 
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Post » Thu Aug 12, 2010 4:40 am

Thanks for reporting, these will be grounded in a future release.

I was just reporting this http://img100.imageshack.us/img100/7060/screenshot42b.jpg on border between cell 3,29 and cell 2,29
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Jeff Turner
 
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Post » Thu Aug 12, 2010 7:20 am

As I slowly build and test my load order, I've started installing the ULs in the western part of Cyrodiil.

Just a quick question about the Crimson Blade Bandits in the Brena River Ravine...based on what I see in the construction set I'm assuming they are supposed to be always hostile unless you're wearing a certain item? What I've found is that the bosses are typically hostile but most of the underlings just kind of hang around and talk to you about rumors even when the bosses are attacking you. I'm running FCOM so wouldn't be surprised if this is a result of a conflict somewhere, although no serious conflicts were reported in TES4EDIT. I just wanted to confirm the "expected" behavior before I try to debug my setup further.
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Jose ordaz
 
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Post » Thu Aug 12, 2010 12:55 pm

I was just reporting this http://img100.imageshack.us/img100/7060/screenshot42b.jpg on border between cell 3,29 and cell 2,29


While there is indeed a land texture mismatch along the border between 3,29 and 2,29 (plus a couple more floaters at the north end of the cells) your screenshot is not showing this location, so you've actually taken a screenshot of ANOTHER land texture mismatch on another cell border. Could you tell me where it was please, I cannot identify the place.
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Spooky Angel
 
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Post » Thu Aug 12, 2010 8:18 am

While there is indeed a land texture mismatch along the border between 3,29 and 2,29 (plus a couple more floaters at the north end of the cells) your screenshot is not showing this location, so you've actually taken a screenshot of ANOTHER land texture mismatch on another cell border. Could you tell me where it was please, I cannot identify the place.

I have taken another screenshot, not very good indeed.
http://img704.imageshack.us/img704/6979/109jd.jpg
The tree on the right is located in cell 3,29 position 12477,119122,14659
The tree on the left is located in cell 2,29 position 12056,119120,15077
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candice keenan
 
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Post » Thu Aug 12, 2010 5:29 am

I have taken another screenshot, not very good indeed.
http://img704.imageshack.us/img704/6979/109jd.jpg
The tree on the right is located in cell 3,29 position 12477,119122,14659
The tree on the left is located in cell 2,29 position 12056,119120,15077


You've got a mod conflict there. Another mod is editing the land record for cell 2,29 and changing the textures, but doesn't edit cell 3,29, so you're seeing UL textures on one side and another mod's textures on the other side. With just the UL active, there is no land texture mismatch at that location in-game.
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Queen Bitch
 
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Post » Thu Aug 12, 2010 8:06 am

You've got a mod conflict there. Another mod is editing the land record for cell 2,29 and changing the textures, but doesn't edit cell 3,29, so you're seeing UL textures on one side and another mod's textures on the other side. With just the UL active, there is no land texture mismatch at that location in-game.

Yes, you're right.
Once again Castle Wolfspike is conflicting.
Thank you for your patience.
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Len swann
 
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Post » Thu Aug 12, 2010 11:29 am

As I slowly build and test my load order, I've started installing the ULs in the western part of Cyrodiil.

Just a quick question about the Crimson Blade Bandits in the Brena River Ravine...based on what I see in the construction set I'm assuming they are supposed to be always hostile unless you're wearing a certain item? What I've found is that the bosses are typically hostile but most of the underlings just kind of hang around and talk to you about rumors even when the bosses are attacking you. I'm running FCOM so wouldn't be surprised if this is a result of a conflict somewhere, although no serious conflicts were reported in TES4EDIT. I just wanted to confirm the "expected" behavior before I try to debug my setup further.


Yes, they should be non-hostile as long as you are wearing a certain item. The boss level ones aren't so easily fooled, so you do still need to watch out for them. But if they attack, the others should too. That could just be the wonderfully bad AI system not properly updating the other bandits to be hostile too.
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XPidgex Jefferson
 
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Post » Thu Aug 12, 2010 2:37 am

Yes, they should be non-hostile as long as you are wearing a certain item. The boss level ones aren't so easily fooled, so you do still need to watch out for them. But if they attack, the others should too. That could just be the wonderfully bad AI system not properly updating the other bandits to be hostile too.


Perhaps if it were set up so that the bosses only see through the player's deception if you try to talk to them? This would allow scripting to be triggered to turn the bandits hostile as soon as the conversation ends. If the player doesn't talk to the bosses, they don't pay you any attention so don't notice that you're not what you pretend to be.
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Maddy Paul
 
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Post » Thu Aug 12, 2010 10:03 am

That'll probably work just fine.
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Kay O'Hara
 
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Post » Thu Aug 12, 2010 4:09 am

Wandering in the UL Blackwood Forest I found a strange glitch.
It affects all the water added by the mod.
I find it loading all mods but also loading only Oblivion.esm and the xulBlackwoodForest.esp

You can see these screenshots that better explain what happens:

http://img687.imageshack.us/img687/2953/night2u.jpg
http://img227.imageshack.us/img227/7678/day2y.jpg
http://img338.imageshack.us/img338/4195/night1.jpg
http://img594.imageshack.us/img594/5615/day1x.jpg

The difference between night and light occurs exactly at 6 am and at 9 pm.
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Emilie M
 
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Post » Thu Aug 12, 2010 1:31 pm

Wandering in the UL Blackwood Forest I found a strange glitch.
It affects all the water added by the mod.
I find it loading all mods but also loading only Oblivion.esm and the xulBlackwoodForest.esp

You can see these screenshots that better explain what happens:

http://img687.imageshack.us/img687/2953/night2u.jpg
http://img227.imageshack.us/img227/7678/day2y.jpg
http://img338.imageshack.us/img338/4195/night1.jpg
http://img594.imageshack.us/img594/5615/day1x.jpg

The difference between night and light occurs exactly at 6 am and at 9 pm.


That's not a glitch, that's the night-mists being enabled at night.
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Dean
 
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Post » Thu Aug 12, 2010 8:38 am

I downloaded the OMOD version Unique Landscapes last week. Last night, after a bit of merging other mods, I downloaded the OMOD version of the patches.

Install was easy and fun. :)

This may seem frivolous, but I just wanted to thank you for putting the effort into making the Oblivion world truly beautiful and wonderful. I haven't been everywhere yet, but the area outside Chorrol is amazing and Cheydinhal Falls is truly a work of art. Obviously modders don't get paid to do their work, but this is a mod I would have paid for. Amazing work and, with Better Cities, add so much more to the game.

Thanks for making this for the community.

~ Dani ~ :)
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Trevi
 
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Post » Thu Aug 12, 2010 1:21 am

I downloaded the OMOD version Unique Landscapes last week.


The UL Compilation OMOD is a bit outdated (only 2 ULs on the OMOD are outdated).
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Leticia Hernandez
 
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Post » Thu Aug 12, 2010 12:02 pm

This may seem frivolous, but I just wanted to thank you for putting the effort into making the Oblivion world truly beautiful and wonderful. I haven't been everywhere yet, but the area outside Chorrol is amazing and Cheydinhal Falls is truly a work of art. Obviously modders don't get paid to do their work, but this is a mod I would have paid for. Amazing work and, with Better Cities, add so much more to the game.

Thank you for your comments. I'm glad you like our work. :)
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Silvia Gil
 
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Post » Thu Aug 12, 2010 2:41 am

I've got a question about Colovian Highlands. In testing out the mod I've noticed that the doors which use the mesh xulcvhCaveDoor01.nif look a bit odd. The metal handle looks about what I would expect, but the door itself is pitch black. The back of the door, which uses xulcvhCaveDoor02.nif, does have a wood grain to it.

Meshes/textures aren't something I've modded myself so my question is which texture is the xulcvhCaveDoor01.nif mesh supposed to be using for the wood grain (assuming that it actually should have a wood grain to it)? I am using a number of texture replacers, most notably QTP3 Redimized but before installing Colovian Highlands I haven't noticed anywhere else in the game where the textures seem to be "off" like they are on the exterior doors in the Colovian Highlands mod.
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Matthew Aaron Evans
 
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Post » Thu Aug 12, 2010 10:16 am

That's already a known issue. The specular color on both meshes is set to black on the material property block. It should be set to white, when it is, the doors look fine.
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Dominic Vaughan
 
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Post » Thu Aug 12, 2010 1:18 pm

That's already a known issue. The specular color on both meshes is set to black on the material property block. It should be set to white, when it is, the doors look fine.


Thanks, Arthmoor. It's not a huge issue but glad to know it wasn't an issue specific to my install and will be eventually fixed.

I've finished installing all the UL mods and am quite happy with the overall results on my game.

I do have one other question, which I realize could potentially be more of a game engine or general LOD question although I noticed it specifically with UL Cloudtop Mountains. After installing the mod I did regenerate my LOD however I've noticed that at various places in the areas touched by this mod the trees are visible at a distance but the land that was touched under them isn't. This creates the appearance of "floating" trees in the distance until you get closer and the underlying landscape pops into view. I have all view distances set at maximum in Oblivion since I've got a newer system. Looking at things in TES4EDIT I don't see any real obvious conflicts with other mods in those cells. The mod seems to touch quite a few trees in the "viewable when distant" objects.

I'm just wondering if this is the expected behavior, perhaps due to the same "common LOD problems" cited as the reason for why Alpine Mountains is currently on hold.
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Skivs
 
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Post » Thu Aug 12, 2010 3:30 pm

I downloaded the OMOD the other day. While walking around the Lost Coast I noticed that the drift wood and ships would turn yellow. Then if I took a step forward they were fine again. When i swim out to the half sunken ship and walk on it it would turn yellow. Then again take a step and things look fine.
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Kellymarie Heppell
 
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Post » Thu Aug 12, 2010 12:11 pm

I downloaded the OMOD the other day. While walking around the Lost Coast I noticed that the drift wood and ships would turn yellow. Then if I took a step forward they were fine again. When i swim out to the half sunken ship and walk on it it would turn yellow. Then again take a step and things look fine.

You are most likely using Bloom. Turn it off or turn on HDR instead. The yellow distant objects bug is an engine bug, not UL's.
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Kill Bill
 
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Post » Thu Aug 12, 2010 7:03 am

You are most likely using Bloom. Turn it off or turn on HDR instead. The yellow distant objects bug is an engine bug, not UL's.

I'll try that out
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Lloyd Muldowney
 
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Post » Thu Aug 12, 2010 12:00 pm

I have to say I can't see going back and playing my 360 version ever again after playing with all these. Question does the OMOD version included all of the UL? I would love to have all of them and plan on grabbing any others that get released in the future. I have to say my all time favorite so far is Cheydinhal Falls.
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Samantha Jane Adams
 
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Post » Thu Aug 12, 2010 2:03 pm

Any plans to do some regions using Onra's heightmaps??
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Josh Trembly
 
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Post » Thu Aug 12, 2010 8:27 am

Looks like 2 WIP's are in a dead heat to the finish line for the next UL. Will be interesting to see which gets done first.
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Claire Mclaughlin
 
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Post » Thu Aug 12, 2010 3:38 pm

Looks like 2 WIP's are in a dead heat to the finish line for the next UL. Will be interesting to see which gets done first.

I can't wait! UL is the reason why I don't use fast travel anymore. :D
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Charlie Sarson
 
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