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

Post » Tue Mar 29, 2011 11:45 pm

this looks interesting! any idea how it plays with OOO zu? regardless im still downloading and playing with it :)
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Barbequtie
 
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Post » Wed Mar 30, 2011 11:26 am

That is odd, First googly eyed problem I have seen with Cobl Races TNR..

Will have to check out Cutter and see what eye assignment she is using by default.


I haven't seen googly eyes since back in the days of Beautiful People. So it might be caused by a wrongly set up Cobl Races TNR SI then?

Thanks for the Bash Tags - I'll add them.

this looks interesting! any idea how it plays with OOO zu? regardless im still downloading and playing with it :)


OOO doesn't touch SI, except minimally via a couple of leveledlists, so that shouldn't be an issue.

EDIT: Posted about ZUAmberMadnessOverhaul.esp, recommended load order visavi MMM SI and Corepc's recommended Bash Tags in the BOSS thread.
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danni Marchant
 
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Post » Wed Mar 30, 2011 4:12 am

I have to speed up I don't even think I will have a chance to play SI, because my character is level 3 sadly because I reinstalled my game like 123953 times and because of that I always had some problems with mods especially with my last installment had character level 14 redguard who only used phyisical effort and nothing else, heavily relied on mercantile :( I definitely have a problem , I barely ever played the game with a character to big levels, only in vanilla :facepalm:
I will just speed up lol

The COBL TNR and TNR SI I recommend that you don't use it, stuff that affects NPC's looks could always have a impact on the game for some odd reasons
Installed CM Partners and they all act kinda oddly, like swinging their swords at air

And guys one question would anyone happen to know how to deal with multiple items with the same name?
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Yonah
 
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Post » Wed Mar 30, 2011 12:26 am

The COBL TNR and TNR SI I recommend that you don't use it, stuff that affects NPC's looks could always have a impact on the game for some odd reasons


Nah, works just fine for me (except the issue with Cutter now, but that's some weird compatibility issue rather) and doesn't affect performance for me either and I have a rig from the middle ages. It's just new hairs, new eyes, new face data.

You should post your question in a separate thread unless it is connected to ZuTheSkunk's Shivering Isles Overhaul.

EDIT: And http://www.gamesas.com/index.php?/topic/1113153-again-a-problem/ about that, so use that instead.
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Lynette Wilson
 
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Post » Tue Mar 29, 2011 9:34 pm

I'm here to say that I failed! Today I attempted to kill the Gatekeeper and I failed the bone arrows are kinda useless, I'm gonna have to try again! :D
I love the difficulty, however one of GK's spells backfired when he casted it on me ... reflection powah! :)
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Miragel Ginza
 
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Post » Wed Mar 30, 2011 1:18 am

Also I am having a hard time deciding where to put it on the load list. I can't use the features of Enhanced Economy because its placed 12th and below I got COBL tweaks for SI which could conflict with this mod

Spoiler
Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  You Are Here.esm03  EnhancedWeather.esm  [Version 1.4]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Cobl Main.esm  [Version 1.72]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  CM Partners.esm09  Unofficial Oblivion Patch.esp  [Version 3.2.10]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  Natural_Habitat_by_Max_Tael.esp0D  EnhancedWeather.esp  [Version 1.3.5]0E  All Natural - Real Lights.esp  [Version 0.9.9.5]0F  Enhanced Water v2.0 HD.esp++  QuietFeet.esp10  ImmersiveFirstPersonView.esp++  Item interchange - Extraction.esp  [Version 0.76]11  Portable Campsite.esp12  Enhanced Economy.esp  [Version 3.4.3]13  DLCOrrery.esp14  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]15  DLCVileLair.esp16  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]17  DLCMehrunesRazor.esp18  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]19  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1A  M.O.E. - New Staffs, Blight and Ashstorms.esp  [Version 2]1B  DLCThievesDen.esp1C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1D  Cobl Glue.esp  [Version 1.72]1E  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]1F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]20  OOO-Armor_Perks_WearRate_Repair.esp  [Version 1.33]21  OOO-DaedraLord_Quests.esp  [Version 1.33]++  OOO-Dangerous_Traps.esp  [Version 1.33]22  OOO-DLT_Immersion.esp  [Version 1.33]++  OOO-Potions.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]**  OOO 1.32-Cobl.esp  [Version 1.72]23  TIE.esp  [Version 1.35]24  Snow Dragon Temple v1.0.esp  [Version 1.1]25  The Ayleid Steps.esp  [Version 3.4]26  DLCFrostcrag.esp27  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]28  Knights.esp29  Knights - Unofficial Patch.esp  [Version 1.0.10]2A  M.O.E. - Main Quest Delayer.esp  [Version 3]2B  The Lost Spires.esp2C  Mighty Umbra.esp2D  Natural_Vegetation_by_Max_Tael.esp2E  M.O.E. - Disable Fast Travel.esp  [Version 1]2F  M.O.E. - Travel Services.esp  [Version 3]30  M.O.E. - Lucien Lachance Rumors Fix.esp  [Version 1]++  M.O.E. - Kill Martin and Jauffre.esp  [Version 1]31  P1DkeyChain.esp  [Version 5.00]32  PersuasionOverhaul.esp33  Enhanced Economy - House prices.esp  [Version 1.0]34  RealSleep.esp35  M.O.E. - Ethereal State Spell.esp  [Version 1]36  SupremeMagicka.esp  [Version 0.89]37  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_COBL.esp  [Version 0.86]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]38  Syc_AtHomeAlchemy.esp39  sycHearNoEvil.esp  [Version 1.0]3A  sycSHOUT.esp  [Version 1.02]3B  Enhanced Grabbing.esp  [Version 0.5]3C  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]3D  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]++  OOO-Level_Normal.esp  [Version 1.33]3E  Let There Be Darkness - Cyrodiil + SI.esp3F  Let There Be Darkness - Knights.esp40  Let There Be Darkness - Mehrunes Razor.esp++  Item interchange - Placement.esp  [Version 0.76]41  CM Partners.esp42  CM Partners Special NPCs.esp43  CM Partners NPC.esp44  CM Partners More NPCs.esp45  CM Partners Marker NPCs.esp46  CM Partners Extra NPCs.esp47  ZUAmberMadnessOverhaul.esp48  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]49  _burning_kvatch.esp4A  Shining Creatures.esp  [Version 1.2]4B  Shining Creatures_DLCFrostcrag.esp4C  Real Hunger, Cobl.esp  [Version 1.6.1]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]4D  Bashed Patch, 0.esp4E  Duke Patricks - Combat Archery.esp  [Version 3.2]

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Bitter End
 
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Post » Wed Mar 30, 2011 9:02 am

Also I am having a hard time deciding where to put it on the load list. I can't use the features of Enhanced Economy because its placed 12th and below I got COBL tweaks for SI which could conflict with this mod


The load order for Zu's SI overhaul shouldn't matter much in your case. Not sure about EE as I don't use it, but I can't see why Zu's SI overhaul would interfer with it.

BTW, you can't use either Fran's or TIE with OOO as you are doing. TIE will override much of everything from both Fran's and OOO. And Fran's and OOO aren't compatible either. Basically, you can't use several overhauls at once except via FCOM as they deal with the same settings, so the one loaded last will overwrite the others. Plus you'll get other issues.

Plus, doesn't the latest TIE also overhaul SI? Then you can't use TIE with Zu's overhaul either.

Anyway, I wonder if Dark Seducer and Golden Saint armors are lootable/playable with Zu's? If so, I can skip one esp.
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Len swann
 
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Post » Wed Mar 30, 2011 9:50 am

Also I am having a hard time deciding where to put it on the load list. I can't use the features of Enhanced Economy because its placed 12th and below I got COBL tweaks for SI which could conflict with this mod
Not sure what you mean here. Enhanced Economy's load order is almost irrelevant (though before any other mods that add merchant barter dialogue is best). Furthermore, Enhanced Economy is generally compatible with all other mods, and there's absolutely no reason it should be incompatible with this. You should consider upgrading EE though. :)
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Celestine Stardust
 
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Post » Wed Mar 30, 2011 1:06 am

Not sure what you mean here. Enhanced Economy's load order is almost irrelevant (though before any other mods that add merchant barter dialogue is best). Furthermore, Enhanced Economy is generally compatible with all other mods, and there's absolutely no reason it should be incompatible with this. You should consider upgrading EE though. :)

Alright thanks for reminding me! :D
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Celestine Stardust
 
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Post » Wed Mar 30, 2011 5:14 am

The load order for Zu's SI overhaul shouldn't matter much in your case. Not sure about EE as I don't use it, but I can't see why Zu's SI overhaul would interfer with it.

BTW, you can't use either Fran's or TIE with OOO as you are doing. TIE will override much of everything from both Fran's and OOO. And Fran's and OOO aren't compatible either. Basically, you can't use several overhauls at once except via FCOM as they deal with the same settings, so the one loaded last will overwrite the others. Plus you'll get other issues.

Plus, doesn't the latest TIE also overhaul SI? Then you can't use TIE with Zu's overhaul either.

Anyway, I wonder if Dark Seducer and Golden Saint armors are lootable/playable with Zu's? If so, I can skip one esp.


You can use Frans or TIE with OOO. I know what TIE does and its all compatible the way I want it to be. Frans is just merged and nothing else I will find items from Frans, OOO has been overridden by TIE the way I want It to be and to top it off I installed the light version
Just look in the load order

TIE does small tweaks to SI I think it will work fine dude It doesn't matter If it isn't all compatable...
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bimsy
 
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Post » Wed Mar 30, 2011 2:56 am

You can use Frans or TIE with OOO.

You can try if you want but it won't work properly at all. You can use Frans with OOO if you use FCOM, and CorePC (I think) is working on TIE4mods, which is designed to work with other overhauls, but as it stands none of those combinations will works as intended together. I really wouldn't recommend using them together because you won't get the experience that was intended by any overhauls.
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Sxc-Mary
 
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Post » Tue Mar 29, 2011 11:58 pm

You can use Frans or TIE with OOO. I know what TIE does and its all compatible the way I want it to be. Frans is just merged and nothing else I will find items from Frans, OOO has been overridden by TIE the way I want It to be and to top it off I installed the light version
Just look in the load order

TIE does small tweaks to SI I think it will work fine dude It doesn't matter If it isn't all compatable...


It's your game, but, no, they aren't compatible. :shrug:
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Strawberry
 
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Post » Wed Mar 30, 2011 10:23 am

You don't understand at all do you? They might not be compatible but Its you who decides which mod you want to prevail, in my case all mods that I use will work fine with one another and please stop talking about this on this thread if you want to comment my craziness then just pm me ;)
Remember its you who decides if it will work or not? Who are you to say that Frans or TIE wont work with OOO when I am playing all 3 of them together... Try experimenting a bit and you will understand

Now moving on.. yeah trying to kill the Gatekeeper, yeah "this" Gatekeeper definitely earned its title and what do the NPC's talk about. Lets move on shall we? :)
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JERMAINE VIDAURRI
 
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Post » Wed Mar 30, 2011 6:33 am

Anyway, I wonder if Dark Seducer and Golden Saint armors are lootable/playable with Zu's?

Nope, only those received as a reward. The only thing I've changed in this matter is that they can be obtained both now, at two different stages of main quest.

I'm here to say that I failed! Today I attempted to kill the Gatekeeper and I failed the bone arrows are kinda useless, I'm gonna have to try again! :D

Hmm, will have to increase their usefulness. Thanks for info.

I love the difficulty, however one of GK's spells backfired when he casted it on me ... reflection powah! :)

Let me guess, he knocked down himself rather than you, eh? I must have missed that, will fix it soon. Thanks.

Does someone knows how to delete those unproper records mentioned somewhere earlier in the topic? Because I would like to delete them if that would fix some errors, but don't know how.

***

Okay, I think it's time to say something. First, I must say that there are not much things I can do at the moment, and I'm completely not a kind of person who has a vision and can cooperate creating such big project. Therefore, I think that at the moment my mod will stay at 0.1 version. I will release some small update after about month of release, to include fixes for as much potential errors you can find as possible, and to not force people into downloading big files once again after only few days of release. After that, I will assume that I'm done, and my mod awaits someone who can take it and start making professional magic. Someone with vision, abilities and willingness to do so. Personally, I don't have much of vision (more than very general) and abilities, and I've got recently tired of Oblivion, wanting to rest from him for a while. Maybe I'll return to him after some time, with new skills and willingness, but not right now.

I'm very sorry for disappointing everyone, but that's it. I'm a bad person for big projects, and 0.1 version was already the biggest one I ever created and was able to finish (sort of). As I said, I will fix those errors you've found, but there are not much things I can (or will) do.

Thanks for your interest, and hope you'll enjoy 0.1 version, with all his fixes and add-ons. And sorry once again.
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Doniesha World
 
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Post » Wed Mar 30, 2011 2:35 am

Does someone knows how to delete those unproper records mentioned somewhere earlier in the topic? Because I would like to delete them if that would fix some errors, but don't know how.


http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide. You need http://www.tesnexus.com/downloads/file.php?id=11536, obviously.

Okay, I think it's time to say something. First, I must say that there are not much things I can do at the moment, and I'm completely not a kind of person who has a vision and can cooperate creating such big project. Therefore, I think that at the moment my mod will stay at 0.1 version. I will release some small update after about month of release, to include fixes for as much potential errors you can find as possible, and to not force people into downloading big files once again after only few days of release. After that, I will assume that I'm done, and my mod awaits someone who can take it and start making professional magic. Someone with vision, abilities and willingness to do so. Personally, I don't have much of vision (more than very general) and abilities, and I've got recently tired of Oblivion, wanting to rest from him for a while. Maybe I'll return to him after some time, with new skills and willingness, but not right now.

I'm very sorry for disappointing everyone, but that's it. I'm a bad person for big projects, and 0.1 version was already the biggest one I ever created and was able to finish (sort of). As I said, I will fix those errors you've found, but there are not much things I can (or will) do.

Thanks for your interest, and hope you'll enjoy 0.1 version, with all his fixes and add-ons. And sorry once again.


No need to be sorry - 0.1 seems very well-made and also seems to address my concerns with SI. It also seems to work very well with MMM SI. I get the new creatures and behavior from MMM SI - and still everything from this overhaul. So many thanks for the amount of work you have put into it already. :foodndrink:
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Liv Staff
 
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Post » Wed Mar 30, 2011 4:10 am

Nope, only those received as a reward. The only thing I've changed in this matter is that they can be obtained both now, at two different stages of main quest.


Hmm, will have to increase their usefulness. Thanks for info.


Let me guess, he knocked down himself rather than you, eh? I must have missed that, will fix it soon. Thanks.

Does someone knows how to delete those unproper records mentioned somewhere earlier in the topic? Because I would like to delete them if that would fix some errors, but don't know how.

***

Okay, I think it's time to say something. First, I must say that there are not much things I can do at the moment, and I'm completely not a kind of person who has a vision and can cooperate creating such big project. Therefore, I think that at the moment my mod will stay at 0.1 version. I will release some small update after about month of release, to include fixes for as much potential errors you can find as possible, and to not force people into downloading big files once again after only few days of release. After that, I will assume that I'm done, and my mod awaits someone who can take it and start making professional magic. Someone with vision, abilities and willingness to do so. Personally, I don't have much of vision (more than very general) and abilities, and I've got recently tired of Oblivion, wanting to rest from him for a while. Maybe I'll return to him after some time, with new skills and willingness, but not right now.

I'm very sorry for disappointing everyone, but that's it. I'm a bad person for big projects, and 0.1 version was already the biggest one I ever created and was able to finish (sort of). As I said, I will fix those errors you've found, but there are not much things I can (or will) do.

Thanks for your interest, and hope you'll enjoy 0.1 version, with all his fixes and add-ons. And sorry once again.


Adjusting damage from bone arrows would be a waste to me because I use duke patricks combat archery, they appear to do damage but I don't know how much health does the GK have? Maybe he is also resistant to regular attacks, increasing the arrows GK penetration a little would be ok. According to my fail the GK has over 1k of health. Jared Ice-Veins didn't use his strong healing potions for some reason :shrug:
Who gave Jared bone crafting and bonemold items?
I was thinking of adding merchants to SI as well in my upcoming mod, would that reduce the difficulty if I added him to The Fringe?
The GK casted a spell to knock me down I guess and my character backfired it at him because of my 40% reflection I don't find that to be a bug or anything
The GK is strong however I am level 4 but my gear isn't bad so reducing his power would be bad
Gonna attempt going in after a few more levels... ( probably at level 8-10 )
Well take your time the version is well done so far, come back to us soon and I will look into the matter you asked me, stay in touch im gonna send pm's to you so from time to time pop in to see whats new, before I do anything I'm gonna upload the files somewhere for you to download and test the stuff I made

Regards DH and have fun :D
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claire ley
 
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Post » Wed Mar 30, 2011 8:42 am

Adjusting damage from bone arrows would be a waste to me because I use duke patricks combat archery, they appear to do damage but I don't know how much health does the GK have? Maybe he is also resistant to regular attacks, increasing the arrows GK penetration a little would be ok.

I'm going to change the way of how GK gets damaged by them, not their general damage. ;)

Who gave Jared bone crafting and bonemold items?

That's me, is that wrong for some reason?

The GK casted a spell to knock me down I guess and my character backfired it at him because of my 40% reflection I don't find that to be a bug or anything

Well, personally, I consider it as a bug - it's kinda stupid when he knocks down himself. If you think it would be better to keep reflecting thing, I can make him immune to being knocked down by his own spell, rather than making his spell impossible to reflect.

According to my fail the GK has over 1k of health.

To specify, 5000. And 8 pts of regeneration (8 was in vanilla, seriously!).

TES4Edit Cleaning Guide. You need TES4Edit, obviously.

Thank you very much! :thumbsup:

No need to be sorry - 0.1 seems very well-made and also seems to address my concerns with SI. It also seems to work very well with MMM SI. I get the new creatures and behavior from MMM SI - and still everything from this overhaul. So many thanks for the amount of work you have put into it already. :foodndrink:

Well take your time the version is well done so far

Thank you guys, I'm glad you like what I've made so far. :) And thank you, DH, for willing to help, I very appreciate that. :)
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Emma Copeland
 
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Post » Wed Mar 30, 2011 5:17 am

Just fought Syl and she was quite a challenge - took me two reloads to put her down. I also like the changes you've made to Nerveshatter. Makes me a bit nervous thinking about how difficult Jyggalag in all probability will be. :mohawk:
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Lew.p
 
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Post » Wed Mar 30, 2011 7:56 am

Makes me a bit nervous thinking about how difficult Jyggalag in all probability will be. :mohawk:

I suggest to invest in a bit of shield and fortify health potions, as well as huge amount of healing potions. :P
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Mrs shelly Sugarplum
 
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Post » Wed Mar 30, 2011 5:45 am

To specify, 5000. And 8 pts of regeneration (8 was in vanilla, seriously!)

:ahhh: So I actually managed to take down over half of his health.. :eek:
Thats so hardcoe!!! :drool:
Who gave Jared bone crafting and bonemold items?

Nothing's wrong with that too bad he dies quickly if I'm weak... I couldn't protect him :cry:
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Melung Chan
 
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Post » Wed Mar 30, 2011 12:46 pm

Seems odd that ZuTheSkunk's Shivering Isles Overhaul should cause it, but somewhere after starting the http://www.uesp.net/wiki/Shivering:Ritual_of_Dementia quest I've lost all map markers in Shivering Isles. They are there when I load a save just after getting the first journal update of it. But in the next save just at the entrance of Xirethard they are all gone, so this is after stage 28. Weird.

EDIT: Thinking about it I've recently added nONatees Colored SI map. But that's just two replaced textures - can't see why that should cause it either. So still weird. Haven't removed, added or changed anything else.
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Jay Baby
 
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Post » Wed Mar 30, 2011 1:24 am

I think I must add it to known issues - if you'll enter Xirethard from the garden of Dementia (which is a must during the ritual), then there are no map markers in such case. Try to leave Xirethard and enter general SI worldspace and it should solve the problem.

Same thing occurs in the ordered Fringe.
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Chloe :)
 
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Post » Wed Mar 30, 2011 2:22 am

I think I must add it to known issues - if you'll enter Xirethard from the garden of Dementia (which is a must during the ritual), then there are no map markers in such case. Try to leave Xirethard and enter general SI worldspace and it should solve the problem.

Same thing occurs in the ordered Fringe.


That must be it - I exited via a teleport spell. Thanks!

EDIT: Yes, simply exiting to the Palace Ground fixed it. Phew. :)
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ijohnnny
 
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Post » Wed Mar 30, 2011 4:44 am

OK, there's still an issue with the map markers, namely that they get removed again when my char enters Syl's Private Gardens - and then they're gone until she enters the SI worldspace once more. Not that serious of course as you'll get them back - but I thought I'd mention it.
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Georgia Fullalove
 
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Post » Wed Mar 30, 2011 5:54 am

OK, there's still an issue with the map markers, namely that they get removed again when my char enters Syl's Private Gardens - and then they're gone until she enters the SI worldspace once more.

Because it's issue caused by the small worldspace of private gardens, not being a "child worldspace" to the general SI one. Perhaps I should take a closer look at that, but parenting can be tricky sometimes and I really prefer not to mess up everything, as I already had problems with it in Vitharn.

By the way, does it happen also in Mania's gardens (Halcyon Conservatory)?
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Amysaurusrex
 
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