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

Post » Wed Mar 30, 2011 4:32 am

I hope that no new posts means no problems.

I've been working on the ZUSIO a bit and expanded the ordered Fringe slightly, adding new types of enemies and making it more suitable for commander's words ("we are outmatched and outnumbered", "the Fringe is still overrun with Knights that were not destroyed in the Spire"). And fixed some little bugs and details, by the way (nothing very noticeable). What I want to say is that I need few volunteers - about 3 - to test new version and check does everything works in the Fringe, and does the difficulty is acceptable.

Who wants to test it? :) I can send new version to the first few volunteers.
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Bonnie Clyde
 
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Post » Wed Mar 30, 2011 4:31 am

Who wants to test it? :) I can send new version to the first few volunteers.

Definitely put me on that list : )
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Mark
 
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Post » Wed Mar 30, 2011 6:57 am

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


Thanks for the update! :)

Who wants to test it? :) I can send new version to the first few volunteers.


I'm in, if you still need a tester. That's precisely where I am in the SI MQ so perfect timing.
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Louise Dennis
 
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Post » Wed Mar 30, 2011 9:13 am

Okay, I've sent new version to myk002 and Arkngt via PMs. If anyone else is interested, I can PM him too. ;)
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Cesar Gomez
 
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Post » Wed Mar 30, 2011 12:23 am

Not sure if I'm understanding the readme.

It states that it is incompatible with:
- Any mod that alters the appearance of most of SI armors and some clothing (as if the mod alters their appearance in any way, then it completely changes the file's source, overwriting any possible replacers);

- Any mod that alters the appearance of Mazken/Aureal/Amber/Madness weapons (as above);
Does that mean texture replacers too?

- Any mod that changes the containers from SI (as all of them are changed);
Does this mean http://www.tesnexus.com/downloads/file.php?id=3979 as well?

- Most of body replacers (unless proper optional version is included);
Does this include Roberts male as well?

thanks for clarification
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Mariana
 
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Post » Wed Mar 30, 2011 11:11 am

Does that mean texture replacers too?

If my mod does change mesh, but not his texture, then no. In general, it means that if my mod changes any vanilla texture/mesh, then no replacer will overwrite it unless you'll move the texture/mesh into the same place as it's done in my mod. (There is one little exception for normal maps of Syl's and Thadon's suits, though.)

Should I state it in my readme just like that, or perhaps you have some better suggestion? ;)

Does this mean harvest containers as well?

As far as I know, plants are not a containers... so no. It means most of the chests, urns, and some of the container-like furniture from vanilla SI.

Does this include Roberts male as well?

Nope, only female ones. Although if this replacer changes the textures of male body, then it might be possible that you'll notice some texture messiness on the small part of the hands in Haskill's suit. If it does change the hands too, then it can also affect the hands in some of the complete suits (bonemold, Haskill's, Syl's and Thadon's for instance). Can you check that, please?
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Chantelle Walker
 
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Post » Wed Mar 30, 2011 2:01 pm

Is a newer version still up for testing?
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Yvonne
 
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Post » Wed Mar 30, 2011 6:15 am

If my mod does change mesh, but not his texture, then no. In general, it means that if my mod changes any vanilla texture/mesh, then no replacer will overwrite it unless you'll move the texture/mesh into the same place as it's done in my mod. (There is one little exception for normal maps of Syl's and Thadon's suits, though.)

Should I state it in my readme just like that, or perhaps you have some better suggestion? ;)
.
.
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Nope, only female ones. Although if this replacer changes the textures of male body, then it might be possible that you'll notice some texture messiness on the small part of the hands in Haskill's suit. If it does change the hands too, then it can also affect the hands in some of the complete suits (bonemold, Haskill's, Syl's and Thadon's for instance). Can you check that, please?
I fear no visual conflict ... that can be worked out. What I'm concerned with is game breaking conflcits. Some mismatched hands, or what have you, of a few encounters is nothing that could not also happen by using replacers in tamriel as well. So then unless I'm missing something then these conflicts are not a bad thing. As it is most body replacers are going to affect all persons of a certain race with new meshes and textures. So I'm not as concerned with appearances being just as you intended and more with the underside of game mechanics, settings, and things necessary to move the quests along.
As far as I know, plants are not a containers... so no. It means most of the chests, urns, and some of the container-like furniture from vanilla SI.
I mentioned no plants - the link was for harvest containers not harvest plants.
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Farrah Lee
 
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Post » Wed Mar 30, 2011 10:19 am

I mentioned no plants - the link was for harvest containers not harvest plants.

Ouch! Sorry for misunderstanding, I automatically associated "harvest" with plants and haven't even checked the link... in this case, if this mod changes the containers as in-game objects, it will conflict (containers will not use their new animations). It would require some compatibility patch...

Is a newer version still up for testing?

Yes, it is. I haven't planned getting new testers, but if you wish to test it, then I can send it to you. :)
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Veronica Martinez
 
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Post » Wed Mar 30, 2011 6:55 am

Id be more then willing to test it.
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Marguerite Dabrin
 
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Post » Wed Mar 30, 2011 1:48 am

The mod has been updated to the 0.11 version, including various fixes and some additions. I'm going to upload this on the Planet Elder Scrolls as well.

I don't think that there are going to be any further updates in the nearest future.
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remi lasisi
 
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Post » Wed Mar 30, 2011 9:01 am

Hey Zu sorry i haven't been able to get in touch with you, seems like you're doing fine on your own, did you have any luck doing those masks? I was really busy with school and all so I haven't been able to play the game myself, not to mention that i experienced a breakdown before i even stepped inside the isles. I am really busy with school and I was having some real problems with my PC... I hope you'll still keep working on these mods I'll see if i can help you because I feel like I haven't done what I've promised! Also I haven't been able to do anything on TESAlliance forums apperantly I was banned there or something. I just hope i didn't get you very angry...
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[Bounty][Ben]
 
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Post » Wed Mar 30, 2011 12:58 am

did you have any luck doing those masks?

Nope. I've forgot about them, and soon after I've took my interest to some other games. I'm not angry, maybe just a bit disappointed. But I don't blame you...
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bonita mathews
 
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Post » Wed Mar 30, 2011 8:22 am

so this is completely compatible with FCOM? :)
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Emma louise Wendelk
 
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Post » Wed Mar 30, 2011 3:39 am

so this is completely compatible with FCOM? :)


Yes. :)
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Chrissie Pillinger
 
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Post » Wed Mar 30, 2011 12:50 am

thanx for the quick answer Arkngt :)

waiting for the new FCOM is a full time job! :D
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Alexxxxxx
 
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Post » Wed Mar 30, 2011 5:40 am

I've read this is incompatible with WEPON, what issues might arise if using these 2 together?
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Alba Casas
 
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Post » Tue Mar 29, 2011 10:53 pm

I've read this is incompatible with WEPON, what issues might arise if using these 2 together?


Yes, the three WEPON authors did not reach a consensus on letting ZuSkunks use WEPON resources...
The main conflict is on the additional Amber and Madness weapons, since both ZuSkunk's Overhaul and WEPON add those. So you may find, for example, two different types of Amber Claymore available in-game. That said, I have not extensively tested the two together so cannot say for sure. ZuSkunks?

EDIT: Just thought of this. The "Oblivion Only" version of WEPON should not conflict in any way with ZuSkunks' Overhaul.
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Robert DeLarosa
 
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Post » Wed Mar 30, 2011 2:53 am

EDIT: Just thought of this. The "Oblivion Only" version of WEPON should not conflict in any way with ZuSkunks' Overhaul.


Exactly what I was going to write. :) Don't they do appr. the same thing in SI, so you could use the non-SI version of WEPON and let Zu handle SI?
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Clea Jamerson
 
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Post » Tue Mar 29, 2011 10:23 pm

Exactly what I was going to write. :) Don't they do appr. the same thing in SI, so you could use the non-SI version of WEPON and let Zu handle SI?

Yep, that should work! You wouldn't get the corrections made by WEPON to vanilla Shivering Isles, or WEPON's new Amber + Madness weapon models and associated matrices and attributes, or the new dialogue. But you would get ZuSkunks' versions of the same, plus all of the other goodies in his Overhaul. If anyone tries it, let us know how it goes!


And, someone could try loading both and see what happens. If you load the Oblivion+SI version of WEPON before the Overhaul, it may work without too many problems. The Overhaul would win where any conflicts existed.
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Destinyscharm
 
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Post » Wed Mar 30, 2011 7:47 am

The main conflict is on the additional Amber and Madness weapons, since both ZuSkunk's Overhaul and WEPON add those. So you may find, for example, two different types of Amber Claymore available in-game. That said, I have not extensively tested the two together so cannot say for sure. ZuSkunks?

I also haven't tested it in-game, but from what I checked in CS, it appears that my Overhaul will at least overwrite any new WEPON's dialogue for two smiths. If it adds new matrices to the leveled lists, it will overwrite it too. As for the rest, I don't know. But it's pretty certain that you can have two types of the same weapon when having these two loaded.

I really wanted to have WEPON's version of madness weapons in my Overhaul, but the magical "No, you can't" made it impossible. If anyone feels disappointed by this - sorry, not my fault.

Oh, and I think that I should inform you that the ImmokTheSlayer (creator of the Dark Brotherhood Enhanced) showed his interest in further expansion of the mod, and is probably going to take it and start expanding it with his team. They're probably going to achieve much more than I did so far.
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Alex Vincent
 
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Post » Wed Mar 30, 2011 11:48 am

wait, what "no you can't" ?
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George PUluse
 
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Post » Tue Mar 29, 2011 11:31 pm

wait, what "no you can't" ?

Correct, that was the decision the WEPON authors (myself included) originally came up with. At the time ZuSkunks asked (in November), we didn't want the new weapon models to appear in any other mods. This still holds true--for example, the permission to use WEPON in John's Leveled List Overhaul does not currently extend to the new Amber and Madness weapons. Who knows, this may change some day...

And ZuSkunks, for what it is worth, it is only on the models themselves that you do not currently have permission. If you wish to use WEPON's dialogue or other ESP assets, let me know and we can discuss it.
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Claire Mclaughlin
 
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Post » Wed Mar 30, 2011 1:40 am

Shouldn't butt in on this perhaps, but wouldn't it be possible to solve this with a patch that requires both Weapon Expansion Pack for Oblivion Nthusiasts.esp and ZUAmberMadnessOverhaul.esp, stitching them together so you get the best of both worlds? Then the models wouldn't appear in another mod as you're using WEPON - but they would still be integrated with Zu's overhaul via a patch. Much as FCOM does with several mods.
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Cameron Garrod
 
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Post » Wed Mar 30, 2011 7:17 am

Shouldn't butt in on this perhaps, but wouldn't it be possible to solve this with a patch that requires both Weapon Expansion Pack for Oblivion Nthusiasts.esp and ZUAmberMadnessOverhaul.esp, stitching them together so you get the best of both worlds? Then the models wouldn't appear in another mod as you're using WEPON - but they would still be integrated with Zu's overhaul via a patch. Much as FCOM does with several mods.

My opinion about that is simple: considering the fact that the both mods affect and add mostly the same things (with my Overhaul affecting more things; I'm counting only SI-related WEPON here), creating such a patch is (IMO) pretty much pointless. If someone wants to do it, then go ahead, but personally I'm going to just leave it as it is. Especially that someone else may be working on the Overhaul soon enough.

And ZuSkunks, for what it is worth, it is only on the models themselves that you do not currently have permission. If you wish to use WEPON's dialogue or other ESP assets, let me know and we can discuss it.

Thank you for the proposition, but aside of the idea of Durable and Durable Magic Amber and Madness weapons (you never answered my question how we can obtain them in your mod, by the way), which I preferred to recreate from scratch, and aside of - obviously - the meshes, I see nothing particularly interesting that I would want to integrate into my mod. Plus, I'm not knowledgeable about mod integration...

PS: Please, call me just Zu.
PS2: This is pretty much frustrating - my mod has NO attention on the PES, and small attention on the TesNexus. Despite the fact that it does quite a bit. Makes one wondering what is the point of creating anything at all.
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Paula Ramos
 
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