The Unique Landscapes Project

Post » Thu Aug 12, 2010 2:18 pm

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

I know what you mean...
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kennedy
 
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Post » Thu Aug 12, 2010 7:49 am

same here
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Tha King o Geekz
 
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Post » Thu Aug 12, 2010 8:25 am

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.

No.
The OMOD is something put together by someone outside of the UL team, so at times may not be as up to date.
It's actually a few behind at the moment.
Updates required:

http://www.tesnexus.com/downloads/file.php?id=9531 (from 1.6.4 to 1.6.5)
http://www.tesnexus.com/downloads/file.php?id=11162 (from 1.0.4 to 1.0.5)
http://www.tesnexus.com/downloads/file.php?id=11164 (both say 1.3, but this has been added much later than the OMOD)
http://www.tesnexus.com/downloads/file.php?id=20332 (from 1.1 to 1.1.1)

Basically go to TESNexus,
do a search for "Unique Landscapes"
and sort by "last update" and "descending"
Then you want to look at everything before (thus newer than) the OMOD.
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Elea Rossi
 
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Post » Thu Aug 12, 2010 7:44 pm

No.
The OMOD is something put together by someone outside of the UL team, so at times may not be as up to date.
It's actually a few behind at the moment.
Updates required:

http://www.tesnexus.com/downloads/file.php?id=9531 (from 1.6.4 to 1.6.5)
http://www.tesnexus.com/downloads/file.php?id=11162 (from 1.0.4 to 1.0.5)
http://www.tesnexus.com/downloads/file.php?id=11164 (both say 1.3, but this has been added much later than the OMOD)
http://www.tesnexus.com/downloads/file.php?id=20332 (from 1.1 to 1.1.1)

Basically go to TESNexus,
do a search for "Unique Landscapes"
and sort by "last update" and "descending"
Then you want to look at everything before (thus newer than) the OMOD.

Thanks I'll download those when I get the chance.
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noa zarfati
 
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Post » Thu Aug 12, 2010 3:31 am

Thanks I'll download those when I get the chance.

Cool. Strike the Lush Woodland one though. I just noticed that the file isn't updated, just the description (What threw me is that the updated reads "8 May" but that was for 2009!)
So that's just the three that are needed to be fully up to date.
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Rich O'Brien
 
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Post » Thu Aug 12, 2010 1:40 pm

got it. now i know how to look for the new ones.

Also I never noticed until I was looking at the wiki site that I had to turn over the invisible border in order to get to the Brena River Ravine.
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Sophie Louise Edge
 
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Post » Thu Aug 12, 2010 12:04 pm

Regarding 3.1 part 2 number 6: Only cells in Cyrodil;have you considered the heightmaps from the Under the Sign of the Dragon team? They are intended for others to use as resources to detail regions outside of Cyrodil. I'm a fan of the work you guys do, use every UL and scrap anything that conflicts, and I thought it would be awesome if your team made lore friendly plugins for those regions. Just a thought.
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Dina Boudreau
 
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Post » Thu Aug 12, 2010 7:01 pm

Any plans to do some regions using Onra's heightmaps??



Regarding 3.1 part 2 number 6: Only cells in Cyrodil;have you considered the heightmaps from the Under the Sign of the Dragon team? They are intended for others to use as resources to detail regions outside of Cyrodil. I'm a fan of the work you guys do, use every UL and scrap anything that conflicts, and I thought it would be awesome if your team made lore friendly plugins for those regions. Just a thought.



The demand is there :D

It would be awesome.
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Jordyn Youngman
 
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Post » Thu Aug 12, 2010 1:10 pm

You guys aren't making sense to me - doesn't there need to be already rendered and created landscapes in the new provinces before one can then alter them to call the unique?
Not to bash Onra, who has done and continues to do a great job, but even the provided nature scapes that come with those provinces are pretty generic compared to even vanilla Oblivion.
Wouldn't these pleas for this fit better in the http://www.gamesas.com/index.php?/topic/1091082-tamriel-worldspace-modding-project/ thread?
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KiiSsez jdgaf Benzler
 
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Post » Thu Aug 12, 2010 2:56 pm

Wouldn't these pleas for this fit better in the http://www.gamesas.com/index.php?/topic/1091082-tamriel-worldspace-modding-project/ thread?


Yes, they would. We haven't even filled up Cyrodiil yet and people want ULs to fill up other provinces? :P

Besides, I would hope that in the course of modifying those heightmaps that people wouldn't just be happy with generic region generation and would set about doing unique stuff to start with.
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Catharine Krupinski
 
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Post » Thu Aug 12, 2010 7:21 pm

Psymon, my thoughts were that since the UL team has experience working on existing terrain, and since the UL team makes awesome landscape, and since there is no need for them to wait for someone else to work the land outside the borders a first time before they could get to them, and since they are running out of planned and under way unique landscapes inside the border, and since this is probably the best way to contact this particular team directly, well I thought I'd ask them here.
I don't care if they call them Unique Landscapes or not, or even if they do whole counties with cities and villages... I just like their work.
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Czar Kahchi
 
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Post » Thu Aug 12, 2010 1:40 pm

Yes, they would. We haven't even filled up Cyrodiil yet and people want ULs to fill up other provinces? :P

Besides, I would hope that in the course of modifying those heightmaps that people wouldn't just be happy with generic region generation and would set about doing unique stuff to start with.



Agreed :-)

also people should keep in mind that the heightmaps are still wip...updated versions will come with fully detailed regions,roads, creatures etc etc...at the current stage it would not make sense to create landscape mods....what we need in the first place are some of the main cities...but as stated before this belongs not into this thread ....

regards
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Davorah Katz
 
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Post » Thu Aug 12, 2010 9:47 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 looked and I had HDR turned on. So I tried turning on bloom and it still turns yellow. I also notice it on the ship in Panther river. All the other ULs look fine it's just these two. Is there maybe another setting I need to try changing?
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matt oneil
 
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Post » Thu Aug 12, 2010 11:20 am

You have a mod with bad LOD meshes somewhere. Unlikely to be from the ULs as I've personally gone over them all for defects that would cause that. Yellowing buildings are the result of specular properties being present on the _far.nif file when they shouldn't be there. Without knowing which distant LOD mods you're using, it would be impossible to suggest a fix.
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Tracey Duncan
 
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Post » Thu Aug 12, 2010 1:39 pm

I don't know if this is the right place for this question or not, but I figure it's a good place to start. The only UL mod I've found so far that doesn't smoothly fit into the game is The Dark Forest. Don't get me wrong - I love the spooky town, that part's great, but Harcane Grove in particular should be this protected, untouched fantasy forest (because of the unicorn). Every time I come across the unicorn wandering around in this haunted forest, it really jars me out of the game immersion, y'know? If there are any updates for TDF coming, would it be possible to have that one cell like a Garden of Eden in the middle of the spooky forest? Perhaps even place a wall or barrier of some kind around the unicorn's glen?

If no updates are forthcoming, let me know and I'll just do this on my own game. If it's something other people are interested in, I can just release it as a patch for the existing UL mod.
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Stephanie I
 
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Post » Thu Aug 12, 2010 8:22 pm

Whatever happened to the great idea someone from Germany had about making a dungeon inside the mysterious unopenable tomb near the lake southwest of Cheydinhal? I can recall beta testing for it...and it was very fun. And absolutely creepy!
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Amy Gibson
 
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Post » Thu Aug 12, 2010 10:06 am

Whatever happened to the great idea someone from Germany had about making a dungeon inside the mysterious unopenable tomb near the lake southwest of Cheydinhal? I can recall beta testing for it...and it was very fun. And absolutely creepy!


Presently this idea is on hiatus. Carel de Winter had expressed an interest in doing this (since it's part of one of his ULs, Ancient Yews) but as we all know, Carel is hard at work (when time allows) working on the WIP for River Strid, so who knows when he'll be in a position to return to Ancient Yews? Anything already created for this tomb by GlasMond and Malachit was abandoned as soon as Carel announced his intent.

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 know what the answer is!!!!! It's
Spoiler
wait and see! :lmao:

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Floor Punch
 
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Post » Thu Aug 12, 2010 7:51 pm

You have a mod with bad LOD meshes somewhere. Unlikely to be from the ULs as I've personally gone over them all for defects that would cause that. Yellowing buildings are the result of specular properties being present on the _far.nif file when they shouldn't be there. Without knowing which distant LOD mods you're using, it would be impossible to suggest a fix.

Yeah I wasn't blaming UL at all. Would posting my load order help?
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Laura Simmonds
 
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Post » Thu Aug 12, 2010 11:35 am

Yeah I wasn't blaming UL at all. Would posting my load order help?

Yes, as well as a list of you mods without plugins.
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Colton Idonthavealastna
 
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Post » Thu Aug 12, 2010 10:13 pm

Yes, as well as a list of you mods without plugins.

I know stupid question but what do you mean by plugins? I'll post everything once I can get to my computer that has everything loaded.
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Arnold Wet
 
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Post » Thu Aug 12, 2010 1:47 pm

I know stupid question but what do you mean by plugins? I'll post everything once I can get to my computer that has everything loaded.


Plugins = .esp/.esm files (i.e. the mods you have actively or passively loaded)

You'll also need to note the other mods that don't have .esp's (e.g. texture replacers, mesh replacers, etc.)

Also, you'll be better served in a separate thread other than the UL release thread ;)


Finally, damn you Vorians for that spoiler box. I knew and still clicked it :P
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CArlos BArrera
 
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Post » Thu Aug 12, 2010 11:18 pm

Just something I came across. I believe this is from Cheydinhal Falls
http://img23.imageshack.us/i/screenshot14kf.png/
http://img541.imageshack.us/i/screenshot12b.png/

This is me under the "mud"
http://img143.imageshack.us/i/screenshot13m.png/

This is what wrye bash says about conflicts:

= Lower ========================================
==88== EntiusGorge12-7037.7z
meshes\landscape\lod\60.32.00.32.NIF

==100== UL_-_Arrius_Creek_v113-16818.7z
Meshes\landscape\lod\60.00.00.32.NIF
Meshes\landscape\lod\60.32.00.32.NIF

= Higher ========================================
==113== UL_-_Rolling_Hills_v132-10768.7z
Meshes\landscape\lod\60.00.00.32.NIF

And also Mismatched:
Meshes\Landscape\LOD\60.00.00.32.NIF

Any ideas on how to fix?

Thanks.
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Matthew Aaron Evans
 
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Post » Thu Aug 12, 2010 12:44 pm

http://www.tesnexus.com/downloads/file.php?id=27495. You'll need the file from there that blend Arrius Creek with Cheydinhal Falls, and the other that blends Cheydinhal Falls with Entius Gorge. Then you can join me and many others in openly cursing the crap LOD system this game has :)
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pinar
 
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Post » Thu Aug 12, 2010 7:03 pm

"Curse you, crappy LOD system!" :swear:

:P Am I doing it right?

Anyway, thanks again Arthmoor. :thumbsup:
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Dan Scott
 
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Post » Thu Aug 12, 2010 8:55 pm

I think, it's no secret, if i tell you guys, that Snowdale will be tested this days by the UL-Council. So we all can hope for an release in the next days, if i didn't had make any really bad mistakes and bugs.

Greetings
Verganon
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Lloyd Muldowney
 
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