[RELz] ZuTheSkunk's Shivering Isles Overhaul v0.1

Post » Wed Mar 30, 2011 7:06 am

After updating to 101, rebuilding the Bashed Patch and returning to SI, I notice that no Zealots (yet at least) are summoning armors anymore. Weird.

I'm unable to see why. I've just checked it both in game and CS, and everything seems to work. They're still summoning their gears, at least for me. Perhaps it's something with bashed patch (whatever this thing is supposed to do, I'm not using it personally)?

About tags, bashed patches, TES4Edit and so on, it's Myk002 who should say something about that, he was working on general cleaning, adding tags etc. :shrug:
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Laura Samson
 
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Post » Wed Mar 30, 2011 8:02 am

I'm unable to see why. I've just checked it both in game and CS, and everything seems to work. They're still summoning their gears, at least for me. Perhaps it's something with bashed patch (whatever this thing is supposed to do, I'm not using it personally)?

About tags, bashed patches, TES4Edit and so on, it's Myk002 who should say something about that, he was working on general cleaning, adding tags etc. :shrug:


Yes, I wonder if it's connected to the bashing issues reported above? It seems to work fine for me, but perhaps something is up with that? Anyway, I'll try waiting for a respawn and see if that helps.
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LittleMiss
 
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Post » Wed Mar 30, 2011 1:31 am

Both ESPs need the Factions flag.
What does C.RecordsFlags do?

Yeah, ZUSIO adds factions to some creatures, and the MMM patch gels those factions with the ones that MMM adds.
C.RecordFlags is related to cell edits, and was recommended by CorePC
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butterfly
 
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Post » Wed Mar 30, 2011 9:56 am

OK well what about the whole double entry with tes4edit and the bashing error?

Shouldn't that record that Petrus pointed to be embedded further in a world space section thingy?
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Samantha hulme
 
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Post » Wed Mar 30, 2011 2:01 pm

OK well what about the whole double entry with tes4edit and the bashing error?

Shouldn't that record that Petrus pointed to be embedded further in a world space section thingy?

Yeah, there was a duplicate entry at the top level. I've never seen something like that. I deleted the duplicate entry and sent the fixed version to Zu (I also fixed up the Rats esp, which had some "identical to master" records and was thusly missing a master (though by deleting the duplicate records, it no longer needs the additional master). Zu will have to look into the other problems that PetrusOctavianus found, though.
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Sami Blackburn
 
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Post » Wed Mar 30, 2011 2:51 am

Two very minor "issues":

The hotkeys in Super Hotkeys get disabled when entering Vitharn Sump and Vitharn Reservoir. They get "turned on" again when entering Vitharn proper, e.g. the PC automatically casts the spells she tried to cast in the previous cell. No biggie, but it might indicate that something's up there.

Also, shouldn't the PC be able to sit on Syl's throne after having become the Duchess of Dementia? This might be something for the Unofficial Shivering Isles Patch rather - can't remember if it worked w/o Zu's overhaul.

EDIT: I like the Reclaimed Vitharn feature.
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Tom Flanagan
 
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Post » Wed Mar 30, 2011 7:08 am

Since adding this to the BOSS Masterlist I've been a wanting to download it.... but yes you guessed it I have a slight problem... by the evil name of DIALUP internet... so I was wondering if you could either split the BSA into two archives on nexus (ie no bigger than 85mb or so) or post it to TESA or somewhere where the server supports download resuming?
Thanks;
Pacific Morrowind
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laila hassan
 
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Post » Tue Mar 29, 2011 11:17 pm

Since adding this to the BOSS Masterlist I've been a wanting to download it.... but yes you guessed it I have a slight problem... by the evil name of DIALUP internet... so I was wondering if you could either split the BSA into two archives on nexus (ie no bigger than 85mb or so) or post it to TESA or somewhere where the server supports download resuming?
Thanks;
Pacific Morrowind

Hi PM. I'll umm PM you some links to the server ZuTheSkunk and I are using to collaborate.
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Star Dunkels Macmillan
 
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Post » Wed Mar 30, 2011 10:01 am

Get this while trying to build the patch with this mod.

Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4947, in Execute
raise
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4903, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14946, in initData
patcher.initData(SubProgress(progress,index))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16461, in initData
srcFile.load(True)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4990, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load
self.loadData(ins, ins.tell()+self.size-20)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4862, in loadData
worldBlock = MobWorld(header,selfLoadFactory,world,ins,True)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4654, in __init__
MobCells.__init__(self,header,loadFactory,ins,unpack)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4478, in __init__
MobBase.__init__(self,header,loadFactory,ins,unpack)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4001, in __init__
if ins: self.load(ins,unpack)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load
self.loadData(ins, ins.tell()+self.size-20)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4729, in loadData
raise ModError(self.inName,'Unexpected %s record in world children group.' % recType)
bosh.ModError: ZUAmberMadnessOverhaul.esp: Unexpected ACHR record in world children group.
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Nathan Barker
 
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Post » Wed Mar 30, 2011 11:43 am

After updating to 101, rebuilding the Bashed Patch and returning to SI, I notice that no Zealots (yet at least) are summoning armors anymore. Weird.


I'm unable to see why. I've just checked it both in game and CS, and everything seems to work. They're still summoning their gears, at least for me. Perhaps it's something with bashed patch (whatever this thing is supposed to do, I'm not using it personally)?

About tags, bashed patches, TES4Edit and so on, it's Myk002 who should say something about that, he was working on general cleaning, adding tags etc. :shrug:


OK, I waited for a respawn just to check if that would fix it (didn't think so, though), but I still don't get Zu's Zealots. Checking them with FormID Finder it seems that it's only MMM that affects them. It's weird as Zu's seems to work fine otherwise - I get Zu Hungers (nasty critters) etc. I wonder if it might be caused by the ZUSIO-MMM SI-patch.esp? I tried to check it in TES4Edit but not sure what to make of it.

EDIT: Checking one of the particular Zealot Patriarch's in TES4Edit, it seems MMM SI adds a lot of Zealot variants that aren't affected by Zu's Overhaul, so it might be as simple as you'll get either MMM SI Zealots or Zu Zealots ingame if using both. If so, this should ideally be dealt with in the ZUSIO-MMM SI-patch.esp as it's a bit "immersion breaking" to have two different kinds of Zealots.

Still a bit odd, though, as ALL Zealots I stumbled upon before the update were from Zu's - and ALL Zealots I've encountered after updating apparently have been from MMM SI.
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Elisabete Gaspar
 
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Post » Wed Mar 30, 2011 1:49 am

Get this while trying to build the patch with this mod.

already fixed upstream. in the meantime, you can delete the errant entry with tes4edit. It's directly under SEWorld in Woldspace
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Heather beauchamp
 
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Post » Wed Mar 30, 2011 2:41 am

EDIT: Checking one of the particular Zealot Patriarch's in TES4Edit, it seems MMM SI adds a lot of Zealot variants that aren't affected by Zu's Overhaul, so it might be as simple as you'll get either MMM SI Zealots or Zu Zealots ingame if using both. If so, this should ideally be dealt with in the ZUSIO-MMM SI-patch.esp as it's a bit "immersion breaking" to have two different kinds of Zealots.

Still a bit odd, though, as ALL Zealots I stumbled upon before the update were from Zu's - and ALL Zealots I've encountered after updating apparently have been from MMM SI.

I'll look into it
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Tanya
 
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Post » Wed Mar 30, 2011 11:44 am

The hotkeys in Super Hotkeys get disabled when entering Vitharn Sump and Vitharn Reservoir. They get "turned on" again when entering Vitharn proper, e.g. the PC automatically casts the spells she tried to cast in the previous cell. No biggie, but it might indicate that something's up there.

I don't know what might be wrong with this particular mod, but I know that I had some problems with worldspaces of Vitharn Keep; you can see one of them when you open the map and see no map markers or even worse - no map at all, showing parts of UI that were behind it. That's a result of messing with worldspace parenting. The only thing I can do is to inform you that this issue can be fixed by just leaving Vitharn and entering SI general worldspace, and will gone forever after reclaiming Vitharn. With one little problem - fast-travel being impossible in the exterior. And I really don't know why, because there are no marked flags that would cause this...

Also, shouldn't the PC be able to sit on Syl's throne after having become the Duchess of Dementia? This might be something for the Unofficial Shivering Isles Patch rather - can't remember if it worked w/o Zu's overhaul.

That's pretty odd, but I've just checked it and it seems you're right - thrones of Mania and Dementia are still owned by Syl and Thadon. :blink: I don't know why USIP doesn't fix it, but I'll fix it for my own in next version.

EDIT: Checking one of the particular Zealot Patriarch's in TES4Edit, it seems MMM SI adds a lot of Zealot variants that aren't affected by Zu's Overhaul, so it might be as simple as you'll get either MMM SI Zealots or Zu Zealots ingame if using both. If so, this should ideally be dealt with in the ZUSIO-MMM SI-patch.esp as it's a bit "immersion breaking" to have two different kinds of Zealots.

Do those "new" Zealots use different scripts? Because the whole summoning thing is caused by a vanilla script with proper changes.
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Javier Borjas
 
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Post » Wed Mar 30, 2011 1:20 am

I don't know what might be wrong with this particular mod, but I know that I had some problems with worldspaces of Vitharn Keep; you can see one of them when you open the map and see no map markers or even worse - no map at all, showing parts of UI that were behind it. That's a result of messing with worldspace parenting. The only thing I can do is to inform you that this issue can be fixed by just leaving Vitharn and entering SI general worldspace, and will gone forever after reclaiming Vitharn. With one little problem - fast-travel being impossible in the exterior. And I really don't know why, because there are no marked flags that would cause this...


Thanks. I noticed other pecularities around Vitharn that I think I understand in retrospect, namely that I got reflections of lights in the waters surrounding the keep - without any discernible sources. Guess that is caused by the Reclaimed Vitharn feature, much as I get reflections of lighted windows with Animated Window Lighting System even when the actual windows not are lighted. So I guess unavoidable.

That's pretty odd, but I've just checked it and it seems you're right - thrones of Mania and Dementia are still owned by Syl and Thadon. :blink: I don't know why USIP doesn't fix it, but I'll fix it for my own in next version.


I get Déjà vu on this. I think I reported this in the USIP thread years ago - but can't really remember.

Do those "new" Zealots use different scripts? Because the whole summoning thing is caused by a vanilla script with proper changes.


Checking a particular Zealot in TES4Edit, no other mod beside MMM affects him. If you mean the ZEZealotScript that's what they have when checking in the CS.

BTW, I did Xavara yesterday and none of the Zealots summoned armors.
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Andres Lechuga
 
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Post » Wed Mar 30, 2011 2:14 am

Sorry for a bit of a wild goose chase there. I checked the Bashed Patch readout and it says:

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.

? ZUAmberMadnessOverhaul.esp


So not strange that Zealots are vanilla/MMM. Apparently some issue with ZUAmberMadnessOverhaul.esp rather - as reported above perhaps? I'll try to check it out further.
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Luna Lovegood
 
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Post » Wed Mar 30, 2011 3:30 am

I got reflections of lights in the waters surrounding the keep - without any discernible sources. Guess that is caused by the Reclaimed Vitharn feature, much as I get reflections of lighted windows with Animated Window Lighting System even when the actual windows not are lighted.

That's probably a reason of disabled lights that are supposed to not create any light before enabling, but they still create it. I really don't understand why it happens, because as far as I can tell, the vanilla scripts doing the same thing works as intended. :shrug: One possible way of getting rid of that is adding script that causes those lights to appear high above or below the ground, as I already did for other disabled lights. Perhaps I'll add it in next version.

Checking a particular Zealot in TES4Edit, no other mod beside MMM affects him. If you mean the ZEZealotScript that's what they have when checking in the CS.

Then unless MMM also changes SEZealotScript and overwrites version from my mod, there are no reasons of why it shouldn't work.

EDIT:
So not strange that Zealots are vanilla/MMM. Apparently some issue with ZUAmberMadnessOverhaul.esp rather - as reported above perhaps? I'll try to check it out further.

That's probably something with those odd errors that were mentioned earlier. I hope that newer, cleaned version will be no longer affected.
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luis ortiz
 
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Post » Wed Mar 30, 2011 2:30 am

That's probably something with those odd errors that were mentioned earlier. I hope that newer, cleaned version will be no longer affected.


Yes, the issue http://www.bluemelon.com/photo/18688/819326.jpg:

Record [ACHR:00072BEA] (places SE32GenericFanatic02 "Ghost Fanatic" [NPC_:00050C85] in GRUP World Children of SEWorld "Realm of Sheogorath" [WRLD:00009F18]) can not be contained in GRUP World Children of SEWorld "Realm of Sheogorath" [WRLD:00009F18]


when checking ZUAmberMadnessOverhaul.esp in TES4Edit. I tried to fix it but not an expert to say the least - and that was the message I ended up with. No success fixing it BTW.

Also, TES4Edit found some Identical to Master records when I cleaned it - but that wasn't the issue.
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Ross Zombie
 
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Post » Wed Mar 30, 2011 5:00 am

Yes, the issue http://www.bluemelon.com/photo/18688/819326.jpg:


I have already reported this and Psymon has confirmed it.
Delete that entry and Wrye Bash will no longer choke on the file.
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Batricia Alele
 
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Post » Wed Mar 30, 2011 8:23 am

I have already reported this and Psymon has confirmed it.
Delete that entry and Wrye Bash will no longer choke on the file.


Yes, I said as already reported above. I think I'll wait for an update and return to Cyrodiil for the time being.
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Lynette Wilson
 
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Post » Wed Mar 30, 2011 1:42 am

already fixed upstream. in the meantime, you can delete the errant entry with tes4edit. It's directly under SEWorld in Woldspace

The man said you can just delete that errant entry and move on with things.
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Laura Mclean
 
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Post » Tue Mar 29, 2011 11:01 pm

The man said you can just delete that errant entry and move on with things.


Well, that doesn't really fix it - it just removes it. What's it up to you if I'll wait for the update?
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Jodie Bardgett
 
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Post » Wed Mar 30, 2011 6:04 am

Well, that doesn't really fix it - it just removes it.


Yes, it does fix it.
Deleting that entry with TES4EDIT will remove one of the double edits and Wrye Bash will not complain.
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Nikki Morse
 
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Post » Wed Mar 30, 2011 3:35 am

Yes, it does fix it.
Deleting that entry with TES4EDIT will remove one of the double edits and Wrye Bash will not complain.


Thanks - I thought it would remove both entries. Still returning to Cyrodiil for other reasons - I'll get back to SI later on.
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Julia Schwalbe
 
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Post » Wed Mar 30, 2011 1:58 pm

Okay, 0.102 uploaded. Hopefully, this time Wrye Bash will not complain, due to myk002's great work.

It was a busy weekend, so I'm going to sleep now...

EDIT: Oh, one thing: if you already have BSA from 0.101, then you don't necessarily need BSA from 0.102 version. You'll just miss some fixes for armor meshes.
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FABIAN RUIZ
 
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Post » Wed Mar 30, 2011 1:15 am

Okay, 0.102 uploaded. Hopefully, this time Wrye Bash will not complain, due to myk002's great work.

It was a busy weekend, so I'm going to sleep now...

Just double-checked the release. Everything looks good. Bashes fine, and all the records look clean. Thanks for the release, Zu! Now get some sleep : )
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claire ley
 
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