[RELz] TWMP Hammerfell

Post » Fri Jul 05, 2013 10:54 pm

Eagerly looking forward to release.

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Haley Cooper
 
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Post » Sat Jul 06, 2013 12:43 am

Were are you uploading?

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[Bounty][Ben]
 
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Post » Fri Jul 05, 2013 10:40 pm

It will be on tesnexus. Files are almost ready, upload to start in several minutes. 4 zip files, total size 861 mb.

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James Shaw
 
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Post » Fri Jul 05, 2013 10:30 am

Uploading is finished. Mod is ready.

Search for TWMP Hammerfell on tesnexus. Can't link as there's some advlt content there.

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OnlyDumazzapplyhere
 
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Post » Fri Jul 05, 2013 4:34 pm

Congratz on the release. :) I look forward to playing soon. BTW does the DLC Orrery absolutely required for this mod to work?

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Ana Torrecilla Cabeza
 
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Post » Fri Jul 05, 2013 3:32 pm

Yes.

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Zosia Cetnar
 
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Post » Fri Jul 05, 2013 8:45 pm

Haldar, is there finally any way to play it without TWMP or at least make in the future a patch between this and Valenwood Improved? I think both mods complement each other very well.
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Wayne W
 
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Post » Fri Jul 05, 2013 3:26 pm

U mean that Hamerfell requires TWMP and it screws Valenwood?

As i said, the patch would be extremely huge and hard to create. Easier way is to do a replacer esp for Valenwood, which has IDs for newly-defined cells set same as those cells in TWMP. It's a 2-hour work, less with a beer - but i dunno if it is ok to create such a file for public - due to modders etiquette and such. Think one needs to talk to VI authors about it - but anyway, i wont do it now, got some other stuff piled on my plate. A bit later, perhaps...

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FoReVeR_Me_N
 
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Post » Fri Jul 05, 2013 11:31 am

Well it will be awesome to see something like that in the future, so Hammerfell, Valenwood Improved and Elsweyr Anequina can be played at the same time, incredible amazing...

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Darren
 
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Post » Fri Jul 05, 2013 10:00 pm

I got some questions relating to compatability and mod requirements!

(Copy and pasted from TesNexus file TWMP Hammerfell mod description page)

Requirements:
TWMP
Tamriel Landscape Pack
Tamriel Resource Pack
Orrery DLC
Cobl
HGEC Body and Robert's Male Body
OBSE 20+
Dynamic Map with a all-Tamriel map.

So when it states TWMP, does that mean the TWMP High Rock & Skyrim mod made by Spunkmire must be installed and activated for your mod to work properly or is the TWMP requirement meant for Onra's Heightmap (by itself and with Elsweyr Anequina, of course) instead? This confuses me! And also, why the requirement for 2 different body mods as I don't use body mods and would have to uninstall and reinstall the unofficial oblivion patch and unofficial shivering isles patch just for the 2 body mods, and where does one get a working version of Robert's Male Body at?

And as far as compatability goes, will the TWMP Hammerfell mod be compatable with Unique Landscapes ,particularly UL Beaches of Cyrodil, UL Colovian Highlands, UL Cloudtop Mountains, and UL Brena River Ravine? I know that's alot to ask, especially for 1 single (albeit huge) mod!

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aisha jamil
 
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Post » Fri Jul 05, 2013 10:12 pm

I'm not Halder, but it looks like the mod will require Onra's Heightmap to work due to the heightmap used for Hammerfell! And as far as Valenwood Improved, there is one way, but a lengthy process that requires the mod authors/maker of the original mod's special permission to do it when doing it, and that is to move the assets from the Valenwood Improved mod (towns, cities, settlements, dungeons, etc) and move it over into the TWMP mod one were to make! Hopefully if one were to do such a thing, I hope they don't include the trees from V.I. because to me at least the trees Onra put for his version of Valenwood looks too pretty and fitting for what is truely Valenwood and the trees from Valenwood Improved just didn't give me the Valenwood feel I was looking for! Now just imagine the dense forests from Onra's version of Valenwood and the settlements and cities and dungeons from Valenwood Improved (plus any redone connecting roads and bridges and redone creeks and waterfalls) all complimenting each other! Now that would be a truely epic mod to play!

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Josh Trembly
 
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Post » Fri Jul 05, 2013 6:22 pm

Okay, I already got the mod installed and working pretty okay so far, (and boy was COBL so confusing to install based on certain needs, so I installed every .esm that COBL had available just incase!) and no I don't have TWMP High Rock or TWMP Skyrim installed as according to the mod's .esp file as far as TWMP mods goes only the bare heightmap is required!

Now onto the bug reports!

So far I found 2 bugs, relating to lod only!

Bug 1 I found: Floating trees overtop the water along the easternmost bay in Hammerfell! I beleive these floating lod trees are the result of TWMP itself, but can be cleaned out from either the heightmap.esp or the TWMP-Hammerfell.esp file via TES4EDIT or some other cleaning program! If someone is able to do this, please check iether .esp file for dirty or left over edits relating to these leftover Vanilla Speedtree Trees!

Bug #2 I found: I found some leftover land-lod (the muddy looking land-glitch that one can walk thru) occuring below the waterfalls at coordinance # -57, 22!

Also, (maybe because of Unique Landscapes mods I'm using) the main road from Cyrodiil's Gold Coast region to southeastern Hammerfell is missing right at coordinance # -50, 5! If this was intentional and already part of the mod, than I can see that, but if it's caused by me using Unique Landscapes (in which I use the whole UL Compilation OMOD v172), then if someone can make a patch to patch it up and have the road reappear, please do so! I'm still playtesting on the Hammerfell/UL Cyrodiil border region looking for such bugs/issues as landtears,landrips and overlaps! ANd beleive me, the mod overlaps I fear Hammerfell could affect or be affected by are the following 4 or 5 UL mods! UL Beaches of Cyrodiil, UL Colovian Highlands, UL Brena River Ravine, UL Cloudtop Mountains, and possibly UL The Heath as now I fear the road connecting the Gold Road to Hammerfell may have coursed right thru the areas the UL The Heath affects! I'm also using West Roads, too, if anyone asks, and don't plan to upgrade that one to the roads and bridges latest version as I'm pretty happy with just that mod as far as road mods goes!

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James Baldwin
 
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Post » Fri Jul 05, 2013 1:53 pm

1. TWMP Skyrim and TWMP High Rock are NOT required to play my TWMP Hamerfell

2. Those floating trees over the water in the bay. I've provided a zip with .lod files, dump them into your /data/distantlod dir. It should be done every time after tes4lodgen runs, as tes4lodgen will regenerate those trees. Trees were there in vanilla version, now there's a sea bed instead of a hill with trees, and, as i get it, tes4lodgen doesn't generate 'empty' lod files, thus lod files form vanilla assets are loaded ingame. So had to make those .lod myself, and they work for me - removing those trees.

3. Waterfall lod bug. Did you regenerate you big mesh quads with tes4ll as written in description? If not - please do it, activating midres.bat should be enough. Else you'll see more of those bugs, to the east of Rihad where road is, for example. I can't confirm this bug in my game, just checked it and it's all ok.

4. Afaik, there's an only place where in conflicts (sort of) with UL - stopping the road and placing a big rock there. All other UL mods should be fine, didn't notice any strange stuff except for tiny land tears fixable by Land Magic.

5. Body mods: there is some nudity in the mod (Abdul's harem girls for example) and some more/less revealing clothes fit for HGEC body. Not using HGEC will cause visual problems. And why uninstall/reinstall unofficial patches? HGEC replaces character body meshes, just that. Ofc i may be wrong but this really surprises me.

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evelina c
 
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Post » Fri Jul 05, 2013 9:32 pm

Thanks for the TWMP response, mate!

And yes, I did run TES4LodGen after installing all lod files, but didn't know TES4LodGen was the cause of those floating trees! Thanks for that 1 piece of info!

And again, thanks for the info of the dead end road with the rock and tiny land tear possibly being related to a UL mod (which I think may be related now to UL The Heath! (will relay that 1 to the ones who create patches for UL mods and those it conflicts with)

And as far as TES4ll, I've never had it installed on any of my MTES4 Oblivion copies before and am unsure of how to install it as I've never installed it before and am afraid I may make a mistake when installing that program and which one to install since I have what I think is a medium grade PC, despite playing Oblivion pretty good on good settings! (link to mod and it's versions: http://oblivion.nexusmods.com/mods/40549 )

And here is all the mods I have in the load order BOSS has set it at:

Active Mod Files:

Spoiler
00 Oblivion.esm01 TR_OoT_Main.esm02 Cobl Main.esm [Version 1.72]03 TamRes.esm04 TamRes_LandscapeResource.esm05 Unofficial Oblivion Patch.esp [Version 3.4.2]06 UOPS Additional Changes.esp07 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]08 Oblivion Citadel Door Fix.esp09 DLCShiveringIsles.esp0A Unofficial Shivering Isles Patch.esp [Version 1.4.0]0B TamRes.esp0C Streamline 3.1.esp0D Dynamic Map.esp [Version 2.1.1]0E DLCHorseArmor.esp0F DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]10 DLCOrrery.esp11 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]12 DLCVileLair.esp13 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]14 DLCMehrunesRazor.esp15 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]16 DLCSpellTomes.esp17 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]18 MaleBodyReplacerV5.esp19 DLCThievesDen.esp1A DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]1B DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]1C Cobl Glue.esp [Version 1.72]1D Cobl Si.esp [Version 1.63]1E Cobl Tweaks.esp [Version 1.44]1F TR_Stirk.esp20 DLCBattlehornCastle.esp21 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]22 DLCFrostcrag.esp23 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]24 Knights.esp25 Knights - Unofficial Patch.esp [Version 1.0.9]26 Tamriel.esp27 ElsweyrAnequina.esp28 ElsweyrAnequina - Races HGEC-Robert.esp [Version 1.2]29 Unofficial Elsweyr Anequina Patch.esp2A ElsweyrCityExtension.esp2B MtHeimthor.esp2C TWMP_Summerset.esp2D TWMP_Valenwood_Elsweyr.esp2E TWMP_Hammerfell.esp2F TWMP_BlackMarsh.esp30 xuldarkforest.esp [Version 1.0.5]31 xulStendarrValley.esp [Version 1.2.2]32 xulTheHeath.esp33 XulEntiusGorge.esp [Version 1.2.1]34 xulFallenleafEverglade.esp [Version 1.3.1]35 Anequina-Fallenleaf-Patch.esp36 xulColovianHighlands_EV.esp [Version 1.2.2]37 xulChorrolHinterland.esp [Version 1.2.3]38 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.5]39 xulBravilBarrowfields.esp [Version 1.3.4]3A xulLushWoodlands.esp [Version 1.3.2]3B xulAncientYews.esp [Version 1.4.4]3C xulAncientRedwoods.esp [Version 1.6]3D xulCloudtopMountains.esp [Version 1.0.3]3E xulArriusCreek.esp [Version 1.1.4]3F xulPatch_AY_AC.esp [Version 1.1]40 xulRollingHills_EV_withoutWheat.esp [Version 1.3.3]41 xulPantherRiver.esp42 xulRiverEthe.esp [Version 1.0.2]43 xulBrenaRiverRavine.esp [Version 1.1.1]44 xulImperialIsle.esp [Version 1.6.8]45 xulBlackwoodForest.esp [Version 1.1.0]46 xulCheydinhalFalls.esp [Version 1.0.1]47 xulAspenWood.esp [Version 1.0.2]48 xulSkingradOutskirts.esp [Version 1.0.2]49 xulSnowdale.esp [Version 1.0.5]4A xulCliffsOfAnvil.esp [Version 1.12]4B xulSilverfishRiverValley.esp [Version 1.0.3]4C xulJerallGlacier.esp [Version 1.0.1]4D xulTheEasternPeaks.esp [Version 1.0]4E xulEasternPeaks_TWMPBlackMarshPatch.esp [Version 1.0.1]

And yes, Hammerfell.esp has been placed betwen Valenwood-Elsweyr.esp and Blackmarsh.esp

SO which TES4ll will I be needing to fix the ugly leftover landlod glitch near the waterfall I described as well as east of Rihad, and how do I install it without making wierd install mistakes?

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sw1ss
 
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Post » Fri Jul 05, 2013 10:55 pm

I've DLed Landscape LOD generator 4_10-40549-4-10.7z file and simply dumped its contents into Oblivion data directory, and ran tes4ll_midres.bat after it. After ~30 mins of working (aye, my rig is almost 6 years old) it regenerated all quads with all changes added by TWMP Hammerfell.

Your LO seems ok. All UL should go after Hammerfell.

And i don't think there's a problem with Heath, it's a bit away from the cells i had touched. Brena Ravine is more likely.

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Albert Wesker
 
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Post » Sat Jul 06, 2013 1:40 am

I'm trying the tes4ll_midres.bat as of now, and so far it's been like 45 minutes and it's still not finished from running/processing/working! I tried it last night as well with utter fail after it still continued running after like 4.5 hours of running nonstop, and I know my install ain't that huge to require a program to run for nearly 5 hours before I had to finally abort after loosing patience with the program! So it took you only around 30 minutes to run the program to get things to work good for you on your 6 year old rig?

Edit: Nevermind! Figured the whole TES4ll_midres program out already, and found out if you just leave it alone after awhile it's just gonna go thru a loop over and over again! So now I got no more of the dreaded land glitch someone referred to as the landwalls! Now I should have no problem with TWMP Hammerfell at all and now I'll have to find my Hammerfell RP adventures! :)

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Kat Lehmann
 
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Post » Fri Jul 05, 2013 8:30 pm

Okay, now a new problem has arisen! I can't seem to get anymore than an absolute game-breaking borked up 0 FPS in the city of Rihad when outside! What am I doing wrong this time? Yes I added some mods, mostly ones taking place in their own worldspace like Windfall, Lands of Zedar and Dibella's Watch, but how can those mods touch on TWMP Hammerfell to cause borking issues like zero FPS in towns like Rihad? I just don't get various mods and compatabilities sometimes! Is there a total number limit on .esp and .esms before wierd things begin to happen, and what is it?

I have 108 mods total installed right now!

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Causon-Chambers
 
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Post » Fri Jul 05, 2013 5:37 pm

Rihad is a fps killer unfortunately. I get 10-13 when being there.

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Peetay
 
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Post » Fri Jul 05, 2013 12:08 pm

Version 1.1 will be released soon (i hope). Features i plan to implement:
- more various clothes
- sensual walks support
- an update to main quest (make it a bit longer)
- fixes for enemy AI
- fixes for those tiny land tears
- maybe a player house?
- removal of DLC Orrery requirement (it will be optional, detectable by OBSE)
- BSAed resources

[edit]

Is it possible to rename this topic? Mod is not [wipz] already, it is [relz].

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JESSE
 
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Post » Fri Jul 05, 2013 1:41 pm

@Haldar: You have to "report" the thread to the moderator, and ask them to rename the title in the report. I have "reported" the thread, so hopefully this renaming will be done soon.

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x_JeNnY_x
 
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Post » Fri Jul 05, 2013 11:57 am

Aye, it has been renamed. Thanks!

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Maria Leon
 
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