Under the sign of the dragon Tamriel heightmapslandscapes

Post » Mon May 07, 2012 10:21 pm

http://www.tesnexus.com/downloads/file.php?id=27235


description
========================================

This mod provides a lore friendly heightmap of complete Tamriel,located in the "Tamriel" worldspace ( the same where Cyrodiil is located ), coming as only one esp including all provinces, isles and surrounding seas.

Official lore maps and/or other lore based maps ( like TR team maps) have been used to create lore correct or at least lore friendly shapes and basic geographic data of all provinces.Geo Control 2 terrain editing programm has been used for improving most of the new regions ( better erosion settings etc).

For compatibility/ technically reasons and to get a more realistic gameplay ( feel of a complete large continent), all provinces around Cyrodiil have been enlarged (mainly in north/south direction).This means you will find the different provinces larger compared to cyrodiil than on the lore maps.

in this case...

This is a part of the imperial library interview with Greg Keyes, the author of The Elder Scrolls Novel: The Infernal City.

"We are to imagine the world of TES to be a real place, of which the games are merely representations. My book represents that world in another way. Geographical distances, for instance, are contracted in the game -- in my books they aren't, so it takes days or weeks rather than hours to run from one city to another."

in other words...the worldspaces of the Elder Scrolls games are created lorefriendly but not lore accurate ( which is simply technical not possible)...
even TES 4 Cyrodiil is just lore friendly as it has the right shape etc...but not the right dimensions according to lore found in different books (not only the Infernal City) .

So ...enlarging the Tamriel heightmap as I did...makes it probably even more lorefriendly...or at least not less lorefriendly, as all TES games (and mods based on them) are just ..."merely representations" ....


requirements
===========================================

Note ! Valenwood and the southern parts of Elsweyr require Ilianas Elsweyr Deserts of Anequina mod to work properly !!


grab Elsweyr Deserts of Anequina here :


http://www.tesnexus.com/downloads/file.php?id=36303


install
===========================================

1.) Place the tamriel.esp (heightmap)in your data order.

2.) Backup your Data/Textures/LandscapeLod/Generated and

your Data/Meshes/Landscape/Lod folders !!!

3.) Extract the TamrielLandscape Lod resources (meshes and

textures) to your data folder. Let overwrite if asked.

Note ! Lod resources (landscape meshes and textures)

for Ilianas Anequina mod are included ! DO NOT

REINSTALL lod meshes and textures from Ilianas mod !!!

4.) Install the Unique Landscape Lod Resources if needed.

Note ! This Pack covers ALL Unique Landscape mods and I

absolutely highly recommend to use all of them together

with the Tamriel heightmap !!!!

5.) If you use TR_Stirk (which is highly recommended as well)

install the optional provided Stirk Lod Resources.

6.) If you want to use Kiwi Hawks ingame map (elven style),

extract the tamriel-ingame_map.esp and the provided

textures to your data folder.

7.) Set you Load order using OBMM or Wrye Bash

Load order should look like this :

Oblivion.esm
...
Unofficial Patch(es)
...
TR_Stirk.esp
...
Tamriel.esp
ElsweyrAnequina.esp
TWMP_Summerset
TWMP_Valenwood_Elsweyr.esp
TWMP_BlackMarsh

....
All Unique Landscapes etc
.....
Tamriel_Ingame_map.esp if used must be loaded at last !

9.) Update your Archieve Invalidation using OBMM and

make sure your textures quality is set to "Large" !!!!


Compatibility
===========================================

This is compatible with nearly all popular mods out there as BBC,UL,FCOM etc etc etc ...

but not compatible with any mod (province mods) creating new exterior cells in the tamriel worldspace like for example Skyrim or Valenwood Improved.

Elsweyr Anequina and TR_Stirk and of course all other province mods taking place in their own worldspace are fully compatible.


Landscape LOD....

This will conflict with mods providing their own landscape lod meshes ( lod meshes for Elsweyr Anequina, TR_Stirk and UL (complete) are provided)..LOD Patches for single UL and other mods will come with the province files seperately !

Note! The lod resources are of course only basic (not final) resources for ingame testing....


Ingame map
=======================================

It is highly recommended to use "Dynamic Map" made by The NiceOne. it works with any load order and comes with a lot of nice extra features.

Get it here :

http://www.tesnexus.com/downloads/file.php?id=35969

Gridmap made by Shadowbeast :
======================================

http://dl.dropbox.com/u/3593710/Tamriel-Gridmap.png

don't mind the marked projects....most of them are dead or canceled....

====================================================


Very highly recommended for exploring the new regions

Side's Sailing Ships mod which can be found here :

http://www.tesnexus.com/downloads/file.php?id=29688


used tools and credits
======================================================

Construction Set, TES4Edit, Wrye Bash, TESGecko,
GeoContol 2, TESAnnwyn, Gimp, TES4QLod

credits for the ingame map go to Kiwi Hawk !



http://www.tesnexus.com/downloads/file.php?id=38792



Valenwood_Elsweyr version 0.1 (alpha version !)

Landscape regions for Valenwood and southern Elsweyr not being covered by Ilianas Anequina mod.

Summerset Isles version 0.1 (alpha version !)

Landscape regions and a lot of exteriors for Summerset isles

Black Marsh version 0.1 (alpha version !)

Basic landcape regions for Black Marsh

Requirements:
============================================================

Valenwood_Elsweyr requires these files to work properly:

1.Tamriel heightmaps esp

http://www.tesnexus.com/downloads/file.php?id=27235

( you don't need the Tamriel heightmaps Lod Resources if you just want to use Valenwood_Elsweyr)

2. Elsweyr Deserts of Anequina

http://www.tesnexus.com/downloads/file.php?id=36303

no further patches or resources needed atm !


Summerset Isles requires these files to work properly :


1. Tamriel heightmap esp

http://www.tesnexus.com/downloads/file.php?id=27235

highly recommended... update your tamriel.esp to v.3.3 !!

2. Tamriel Resource Pack

http://www.tesnexus.com/downloads/file.php?id=24822

3. Tamriel Landscape Pack

http://www.tesnexus.com/downloads/file.php?id=36887


Black Marsh requires these files to work properly :


1. Tamriel heightmap esp

http://www.tesnexus.com/downloads/file.php?id=27235

highly recommended... update your tamriel.esp to v.3.3 !!

3. Tamriel Landscape Pack

http://www.tesnexus.com/downloads/file.php?id=36887

Install :
============================================================

place the esp's, bsa's and the lod resources in your data folder

Note! Summerset Lod Resources must overwrite the Valenwood resources.

load order should look like this :

Oblivion.esm
TamRes.esm
TamRes_landscapeResource.esm
TamRes.esp
tamriel.esp
ElsweyrAnequina.esp
TWMP_Summerset.esp
TWMP_Valenwood_Elsweyr.esp
TWMP_BlackMarsh.esp

Note ! Boss does not place the Summerset.esp correctly, you will have to change that manually !

Run Tes4Lodgen to create proper lod data for the new regions.

Note !! you probably have to revert back to an older Tes4Lodgen version (2.2.2)...latest version of tes4lodgen does not work for me...
if v.2.2.2 does not work try using the 4 GB patch for tes4lodgen exe

http://www.ntcore.com/4gb_patch.php


Compatibility :
============================================================

compatibility patches and lod patches for different mods will come with the next versions !


As this is an alpha version do not expect fully detailed settlements, creatures and stuff...this will all come later on. Please also do not report every floating tree or spot having just basic landscape textures...this will all be improved step by step...

thank you :-)


The tree for Falinesti is also just a place holder (no lod) just to show you how I imagine it for the future...a big tree that can hold a complete city :-)

Future Plans :
============================================================

next versions will get more map marker, pathgrids, creatures, new sounds, high resolution lod textures and of course fixes, patches and improvments....

Credits
============================================================

credits go to Star X , Kevenage (from the german sharesoft forums),Iliana, Vacuity, liquidgraph for all their models, presets and textures that have been used for this so far !
Also thx again to all the people who made the amazing stuff used in our resource packs ( fully credits are included in the readmes).

special thx go to Star X for creating so much nice stuff for Valenwood and Kiwi Hawk for creating so many of this amazing Summerset exteriors...

this would have never seen the light of day without your work mates...

cheers
User avatar
Breanna Van Dijk
 
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Post » Mon May 07, 2012 10:28 pm

HELP NEEDED !!!

I am looking for people able and willing to improve the so far existing province files while I am heading northwards to Morrowind.
This will include bugfixing, generating pathgrids, and improving different areas etc (not building cities and stuff !!)


cheers
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Sakura Haruno
 
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Joined: Sat Aug 26, 2006 7:23 pm

Post » Tue May 08, 2012 2:15 am

I can generate pathgrids and such. I have a machine I can leave on whilst I work which can generate stuff. I won't have time to do much actual changing of values and such for region generation though, but I can generate already completed regions that need generating.
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Ellie English
 
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Post » Tue May 08, 2012 7:15 am

I can generate pathgrids and such. I have a machine I can leave on whilst I work which can generate stuff. I won't have time to do much actual changing of values and such for region generation though, but I can generate already completed regions that need generating.

generating pathgrids would be a huge help :foodndrink: ...if you like Valenwood_Elsweyr first ?

cheers
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Killer McCracken
 
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Post » Tue May 08, 2012 3:46 am

Sure, no problem. Just use the .esp from the public releases and generate pathgrids using the region generator bit?
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sally coker
 
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Post » Mon May 07, 2012 9:55 pm

Sure, no problem. Just use the .esp from the public releases and generate pathgrids using the region generator bit?

yep :thumbsup:
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Sherry Speakman
 
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Post » Mon May 07, 2012 9:59 pm

Sure, no problem. Just use the .esp from the public releases and generate pathgrids using the region generator bit?
Ooo, I could probably manage that too if it just uses the CS. You might have to explain the process (haven't used the CS much at all) but if all it entails is leaving the computer to generate things, mine is pretty powerful.

I can't mod, but if you need my help here then it's yours!
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alyssa ALYSSA
 
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Post » Tue May 08, 2012 12:00 am

One caveat for folks who are going to do that to keep in mind - the results will need to be checked somehow to be sure it's not making edits to places these mods wouldn't ordinarily touch. The path grid generation code in the CS is pretty stupid in that regard, often causing spurious edits to show up in cells that are huge distances from the intended targets.
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matt
 
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Post » Mon May 07, 2012 6:38 pm

One caveat for folks who are going to do that to keep in mind - the results will need to be checked somehow to be sure it's not making edits to places these mods wouldn't ordinarily touch. The path grid generation code in the CS is pretty stupid in that regard, often causing spurious edits to show up in cells that are huge distances from the intended targets.


yep good point....but as the files will probably be edited and improved by different people I will check and clean them anyway before uploading them...testing compatibility (mainly the border regions) will be on the agenda later on also....

cheers


edit for people wanting to help :

using the Construction Set Extender is highly recommended !! Editing the files without it requires esmi and espifying the files using wrye bash....
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how solid
 
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Post » Tue May 08, 2012 12:13 am

generating pathgrids would be a huge help :foodndrink: ...if you like Valenwood_Elsweyr first ?

cheers
Valenwood-Elsweyr should be the first one that people does pathgridding (adding NPCs/creatures/caves?) to as it already borders Elsweyr Deserts of Anequina and forms a natural extension to Iliana's mod. I can't wait to see how the 2 cities of Southern Elsweyr looks like (along with the connecting road that should intersect with the road leading from Corinthe to the beach in elsweyr anequina that goes west-southwest along the southern elsweyr forest that leads south to the 2 southern elsweyr cities.)
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Ebony Lawson
 
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Post » Tue May 08, 2012 2:04 am

Haven't managed to get home long enough to even turn my PC on, so nothing has been generated yet but I will get round to doing it :D
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Sammygirl
 
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Post » Tue May 08, 2012 5:40 am

no need to hurry....I do not have any time for modding or playing atm.......RL job overkill :brokencomputer:
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A Boy called Marilyn
 
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Post » Tue May 08, 2012 7:35 am

I really like these mods! However, I found a MAJOR bug with TWMP_Summerset.esp! It is a problem with the TES4 header version number. It's set to 0.100000, instead of 1.000000. Because of this, Oblivion will crash when you quit to the main menu (and probably to desktop as well, if you aren't using FastExit). I was able to change the TES4 version number by loading TWMP_Summerset.esp in TES4Edit, clicking the plus sign next to the plugin, and going to the header section. In this section, I changed the version to 1.000000. Now Oblivion doesn't crash anymore, when I exit to the main menu! Also, Wrye Bash no longer warns me about the plugin having an unrecognized TES4 header version.
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Trish
 
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Post » Mon May 07, 2012 11:13 pm

I really like these mods! However, I found a MAJOR bug with TWMP_Summerset.esp! It is a problem with the TES4 header version number. It's set to 0.100000, instead of 1.000000. Because of this, Oblivion will crash when you quit to the main menu (and probably to desktop as well, if you aren't using FastExit). I was able to change the TES4 version number by loading TWMP_Summerset.esp in TES4Edit, clicking the plus sign next to the plugin, and going to the header section. In this section, I changed the version to 1.000000. Now Oblivion doesn't crash anymore, when I exit to the main menu! Also, Wrye Bash no longer warns me about the plugin having an unrecognized TES4 header version.


yep absolutely right....I am really sorry ....I totally forgot to upload a fixed version :whistling: since I am very busy with my RL job atm, I will try to upload a new esp this weekend (sunday)....

cheers and thx for reporting :foodndrink:
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Claire Jackson
 
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Post » Tue May 08, 2012 1:40 am

2.) Backup your Data/Textures/LandscapeLod/Generated and

your Data/Meshes/Landscape/Lod folders !!!

3.) Extract the TamrielLandscape Lod resources (meshes and

textures) to your data folder. Let overwrite if asked.

Note ! Lod resources (landscape meshes and textures)

for Ilianas Anequina mod are included ! DO NOT

REINSTALL lod meshes and textures from Ilianas mod !!!


Just want to ask , I forgot to backup my Meshes and Textures folders, willit affect or mess up my LOD should I uninstall this mod? (I had installed the LOD files too, also had UL running.)
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Jodie Bardgett
 
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Post » Tue May 08, 2012 6:47 am

Got an unresistable request to move my old http://www.tesnexus.com/downloads/file.php?id=25043 mod into the Tamriel worldspace. Don't know how long this will last as I got real life project overkill too and I normally would prefer doing Akaviri work ;). But those requesting forces are too strong, can't resist ...

This mod is a 'not ruined' Ayleid place; without any knowledge of lore and the existing maps I back then put it to a place very close if not inside the city of Rihad (a port city at the southern edge of Hammerfell). I even didn't know that borders can be disabled when I did the mod, so I put it into it's own worldspace with a hidden entrance just at the border of Cyrodiil.

Of course I can't leave the building there, I think I'll instead put it into northern Black Marsh. I was told there were Ayleids also in Black Marsh and found the according text in the third Pocket Guide's part about Argonia (seen at http://www.imperial-library.info/content/pocket-guide-empire-third-edition-war-trees-argonia-and-black-marsh).

These 'Barsaebic Ayleids' 'never were attacked by the Alessian army' which would explain the still 'not ruined' building. They originally founded the cities of Stormhold and Gideon in the nothern part of Black Marsh, so it should be in the north near the border to Cyrodiil.

That building also has a tiny harbour part. For that the background story will be that it was a still working Ayleid port until the region was conquered by the Imperials. I'll put it on the coastline roughly on cells 52,-55 to 55, -57, not too far south from Leyawiin. Couldn't find anything on all lore maps of Tamriel I looked at, hopefully I won't place it into an existing city this time.
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Ryan Lutz
 
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Post » Mon May 07, 2012 6:32 pm

Hey, just tried the mod and I'm really impressed. I went over to summerset isles and some of the architecture was amazing, reminds of me of an ayleid ruin that wasn't actually ruined.

Anyways, I think this mod is causing a huge fps drop around anvil. Normally it's fine, but outside in the harbor and outside the north gate the game slows down to 1-2 fps. I can't exactly say why, but I disabled

TamRes.esm
TamRes_landscapeResource.esm
TamRes.esp
tamriel.esp
TWMP_Summerset.esp
TWMP_Valenwood_Elsweyr.esp
TWMP_BlackMarsh.esp

all those in wrye bash and now it's fine again, so I dunno. I've got that same issue with the summerset esp that Krepton mentioned, though I don't think it's related. I explored valenwood and summerset without fps issue though, so I dunno.
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Peter P Canning
 
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Post » Tue May 08, 2012 5:30 am

Hey, just tried the mod and I'm really impressed. I went over to summerset isles and some of the architecture was amazing, reminds of me of an ayleid ruin that wasn't actually ruined.

Anyways, I think this mod is causing a huge fps drop around anvil. Normally it's fine, but outside in the harbor and outside the north gate the game slows down to 1-2 fps. I can't exactly say why, but I disabled

TamRes.esm
TamRes_landscapeResource.esm
TamRes.esp
tamriel.esp
TWMP_Summerset.esp
TWMP_Valenwood_Elsweyr.esp
TWMP_BlackMarsh.esp

all those in wrye bash and now it's fine again, so I dunno. I've got that same issue with the summerset esp that Krepton mentioned, though I don't think it's related. I explored valenwood and summerset without fps issue though, so I dunno.


do you use better Cities ? There are a very few people who reported this problem when used together with BBC....BUT.... strange thing ...both mods do not conflict in any way...so sadly I have no idea what the problem is...probably one of the many strange gamre engine behaviours....

cheers
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Pawel Platek
 
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Post » Mon May 07, 2012 10:53 pm

Is there a way to remove the heightmap data for Valenwood from the Tamriel heightmaps and allow the original data to prevail?
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Darrell Fawcett
 
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Post » Tue May 08, 2012 7:14 am

Is there a way to remove the heightmap data for Valenwood from the Tamriel heightmaps and allow the original data to prevail?


you can always remove cells by using Tes4Edit......
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Lucie H
 
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Post » Tue May 08, 2012 7:40 am

you can always remove cells by using Tes4Edit......
Ok, want to make Valenwood Improved compatible until your version is more mature. Possibly Skyrim too.
Thanks.
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lauraa
 
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Post » Tue May 08, 2012 1:51 am

Ok, want to make Valenwood Improved compatible until your version is more mature. Possibly Skyrim too.
Thanks.


no problem the heightmap is a modders resource...just don't forget to give proper credits if you create or upload your own version :-) keep in mind that future versions of the heightmap will not be compatible...also I am working on finishing regions for all provinces atm...currently working on Morrowind....Skyrim will be updated after TES5 has been released...

cheers
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Honey Suckle
 
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Post » Mon May 07, 2012 5:42 pm

no problem the heightmap is a modders resource...just don't forget to give proper credits if you create or upload your own version :-) keep in mind that future versions of the heightmap will not be compatible...also I am working on finishing regions for all provinces atm...currently working on Morrowind....Skyrim will be updated after TES5 has been released...

cheers
Thanks for the warning about updates. Good to hear you are making progress!
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James Rhead
 
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Post » Mon May 07, 2012 7:57 pm

Thanks for the warning about updates. Good to hear you are making progress!


yep slowly...I have updated all soutrhern provinces including map marker and pathgrids...did a lot of cleaning also...Morrowind mainland is covered by some nice basic regions using Phitts Sheogorad as a master file...
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james reed
 
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Post » Mon May 07, 2012 10:32 pm

yep slowly...I have updated all soutrhern provinces including map marker and pathgrids...did a lot of cleaning also...Morrowind mainland is covered by some nice basic regions using Phitts Sheogorad as a master file...
Oh, pathgrids. Now we can have creatures to fight while exploring!
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FABIAN RUIZ
 
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