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

Post » Wed Mar 30, 2011 11:35 am

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


Haven't checked. Will do.
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victoria gillis
 
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Post » Wed Mar 30, 2011 2:31 am

I posted this in the tesnexus comments thread before I found this one (should have come here first...) Here's the short version, as some of the notes have already been addressed here:

I see a few edits that revert changes from the Unofficial Shivering Isles Patch.esp:
- the records under cell/Block 6/Sub-Block 0/00010366 (Vitharn's Mausoleum) revert the position fixes that the unofficial patch adds in.
- Faction/0006A7FC reverts the faction insignia that the unofficial patch adds
- Some scripts (like 00012D09) do not incorporate fixes from the unofficial patch
- under Worldspace, "floating" rocks fixed by the unofficial patch revert to floating

Also, I see this mod will overwrite the factions added to SI creatures by Mart's Monster Mod. Perhaps a patch could be created to add the factions back in?

Otherwise, this mod looks fantastic, and I'm really looking forward to playing it : )
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Lisha Boo
 
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Post » Wed Mar 30, 2011 1:07 am

This mod looks just what SI needed - a large overhaul.
After cleaning it with TES4EDIT, running BOSS and rebuilding the Bashed Patch I checked it in TES4EDIT for incompabilities and this is what I found:

1.
Ammunition (Arrows): Since ZAMO loads after all the FCOM files and is tagged with Stats, the Damage stats from Fran, OMOBS and FCOM_Archery don't carry through, and it's ZAMO's vanilla stats (but also new grahics) that ends up in the Bashed Patch. Surely for a FCOM set-up either the OMOBS or the FCOM_Archery stats should be used?

Weapons (bows). Again conflicts with Fran, OMOBS and FCOM_Archery. With Arrows it was only the Damage stat that conflicted, but with the bows, there's also the Weight and Health stats.

Since FCOM_Archery increases damage for most Arrows and Bows and ZAMO decreases damage for most SI Bows the result is that will be a discrepency bewteen SI and Cyrodiil in how effective archery is.
Solution: Move FCOM_Archery down on the BOSS Masterlist so that it loads after ZAMO. I'll recommend this in the BOSS thread, unless I've overlooked something?

2.Creatures:
Some of the creatures from MMM are assigned to the MMM zMMMMania faction, but it doesn't carry through to the Bashed Patch even though both MMM.esm and MMM-SI are tagged with Factions. Will this be a problem, Corepc?
Death Items assigned by ZAMO to Elder Gnarls and Replete Shambles don't carry to the Bashed Patch. Only affects some of the creatures, though. Using the Actors.DeathItem tag corrects the problem, so I suggest adding that tag.

3. Dialogue:
Some conflicts with Adash - City of Magic. Both edit vanilla Info 0003C885 and 0003C886. No idea how important it is, but it deals with dialogue if player is equipped with the Cowl of the Grey Fox.
More conflicts with Adash as well as TNR One of the Gang. They all edit Info 000787DA, 000787DB, 000787DA and 000AF05A which deals with dialogue when the player has become Champion of Cyrodiil.
Same conflicts with M.O.E - Lycanthropy and Lichcraft if the player is a vampire.


Also, I suggest using TES4EDIT to clean the mod and to compare it to the USIP and incorporate more of the USIP's corrections, especially under Dialogue and Quests.
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Rachel Hall
 
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Post » Wed Mar 30, 2011 4:45 am

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.


OK. I think Vitharn is next on my char's list - it's my favorite quest in SI for some reason but just because of that also the one I've been annoyed most with because of the hum drum boss fight, so I'm looking forward to check it out. Famous last words, perhaps.

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


Yes, it happens in Halcyon Conservatory as well.
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Ellie English
 
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Post » Wed Mar 30, 2011 2:29 am

Yes, it happens in Halcyon Conservatory as well.

Well, I've decided to just add some fake map markers (you can't fast travel to them anyway) in area of New Sheoth, so players will not become completely confused when seeing a map without any map markers. It's safer than messing with worldspace parenting - it could cause terrible landscape errors...

About things listed by Petrus, I'm forced to leave it for someone else to fix, since it's far too advanced for me - I've PM-ed Myk002, perhaps he can help me.

That's quite surprising that most problems are caused by incompatibilities with other mods...
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Mrs Pooh
 
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Post » Wed Mar 30, 2011 8:24 am

Well, I've decided to just add some fake map markers (you can't fast travel to them anyway) in area of New Sheoth, so players will not become completely confused when seeing a map without any map markers. It's safer than messing with worldspace parenting - it could cause terrible landscape errors...

About things listed by Petrus, I'm forced to leave it for someone else to fix, since it's far too advanced for me - I've PM-ed Myk002, perhaps he can help me.

That's quite surprising that most problems are caused by incompatibilities with other mods...

It just needs to be put in the load order correctly the posts above I don't understand why are they making a fuss when they just need to place SI Overhaul somewhere where they think it wouldn't cause problems do you understand?
MMM-SI don't use it until you get a patch release or just place the SI Overhaul above it..
The FCOM archery and Bow damage it conflicts because you didn't put the SI Overhaul in the load order correctly..If you think that the damage and speed doesn't match then use Duke Patrick's Combat Archery, you can even disable most of the features
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sam westover
 
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Post » Wed Mar 30, 2011 11:33 am

About things listed by Petrus, I'm forced to leave it for someone else to fix, since it's far too advanced for me - I've PM-ed Myk002, perhaps he can help me.

That's quite surprising that most problems are caused by incompatibilities with other mods...


It's not necessarily problems. I just though I mention the conflicts I found that could potentially cause problems. I should have made that clearer.
The conflict with FCOM_Archery can easily be solved by moving FCOM_Archery after ZAMO in the load order.
And the MMM factions stuff I'm not how much of a problem that is. Corepc would have to answer that.

So most of the things I listed are not problems with your mod per se, but I'd still recommend you to:
1.Use TES4EDIT to clean the mod and to compare ZAMO with the USIP so that you can incorporate more of the USIPfixes. TES4EDIT is a very useful and powerful tool so I recommend all serious modders and players to learn how to use it.
2. Add the Actors.DeathItem tag
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Jeffrey Lawson
 
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Post » Wed Mar 30, 2011 9:20 am

The conflict with FCOM_Archery can easily be solved by moving FCOM_Archery after ZAMO in the load order.


I wonder if it would be possible to place ZAMO above FCOM_Archery in the BOSS masterlist? I suspect those using FCOM_Archery generally would want its changes. Perhaps rather a question for the BOSS thread.
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Bigze Stacks
 
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Post » Wed Mar 30, 2011 7:28 am

I wonder if it would be possible to place ZAMO above FCOM_Archery in the BOSS masterlist? I suspect those using FCOM_Archery generally would want its changes. Perhaps rather a question for the BOSS thread.

Why not just use OBMM or Wrye and place it up yourselves??
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Anna Kyselova
 
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Post » Wed Mar 30, 2011 3:21 am

Why not just use OBMM or Wrye and place it up yourselves??


Why not use BOSS for what it is intended to?

Arkngt, I've posted a message about this in the BOSS thread.
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james kite
 
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Post » Wed Mar 30, 2011 2:43 am

just FYI for this thread, ZUTheSkunk and I have been working on the mod a bit. It is now cleaned, updated, and has compatibility patches for MMM, Map Marker Overhaul, and SM Plugin Refurbish SI
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N3T4
 
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Post » Wed Mar 30, 2011 2:58 am

Yes, due to myk's great help, the new version should be much more compatible with other plugins and more bug-free. Great thanks for him! :)

Just to note two things:

- The mentioned errors with map markers in gardens should be fixed now, showing all normal map markers (for some reason, USIP's fix didn't worked; once again thanks for myk here).
- Unfortunately, I'm unable to make proper "ghost state" spell that works as intended; the version from mod suggested by Dark Hound was just spell that makes ghost-like effect on NPC and uses "setghost 1" command.

And one question, was anyone able to face our beloved
Spoiler
Jyggalag
and survive?
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Gavin boyce
 
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Post » Wed Mar 30, 2011 9:50 am

Okay, I've uploaded new version with some little fixes and compatibility patches for some mods (those patches and some of the fixes are made by myk002, of course). Enjoy.
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Marilú
 
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Post » Wed Mar 30, 2011 4:02 am

Installing the new version and ran BOSS and noticed that BOSS recommends these tags to the main esp:
Factions
C.RecordFlags

But not sure if the BOSS list is for the old one and these flags are still needed.

It also recommended the Factions flag for the MMM SI patch - still appropriate?

thanks
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priscillaaa
 
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Post » Wed Mar 30, 2011 7:57 am

Okay, I've uploaded new version with some little fixes and compatibility patches for some mods (those patches and some of the fixes are made by myk002, of course). Enjoy.


Hmm...after installing the new version of ZUZIO Wrye Bash crashes when trying to rebuild Bashed Patch :

Spoiler
Traceback (most recent call last):
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4947, in Execute
raise
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4903, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14946, in initData
patcher.initData(SubProgress(progress,index))
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16461, in initData
srcFile.load(True)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4990, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load
self.loadData(ins, ins.tell()+self.size-20)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4862, in loadData
worldBlock = MobWorld(header,selfLoadFactory,world,ins,True)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4654, in __init__
MobCells.__init__(self,header,loadFactory,ins,unpack)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4478, in __init__
MobBase.__init__(self,header,loadFactory,ins,unpack)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4001, in __init__
if ins: self.load(ins,unpack)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load
self.loadData(ins, ins.tell()+self.size-20)
File "I:\Programfiler\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.



So I opened it up in TES4EDIT and clicked on Check For Errors that generated this report:

Spoiler
Parameter #2 ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :SE02JayredEscortPlayerToGardens [PACK:000120CC]
Parameter #2 ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :SE02JayredEscortPlayerToGardensDoor [PACK:01095BD3]
Parameter #2 ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :ZUSE01SfaraStayAway [PACK:01093138]
Above errors were found in :GRUP Top "PACK"
Parameter #2 ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :[INFO:01095BDA]
Above errors were found in :GRUP Topic Children of ZUSEJayredForgeArrow "25 Arrows [1 bone]" [DIAL:01095BD7]
Parameter #2 ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :[INFO:01095BDB]
Above errors were found in :GRUP Topic Children of ZUSEJayredForgeBow "Bow [2 bones]" [DIAL:01095BD6]
Parameter #2 ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :[INFO:01095BD9]
Above errors were found in :GRUP Topic Children of ZUSEJayredForgeArmor "Armor [15 bones]" [DIAL:01095BD5]
Parameter #2 ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :[INFO:01095BDE]
Parameter #2 ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :[INFO:01095BDD]
Above errors were found in :GRUP Topic Children of ZUSEJayredForgeMain "Create Bonemold Items" [DIAL:01095BD4]
Parameter #2 ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :[INFO:0108E469]
Parameter #2 ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :[INFO:00089619]
Above errors were found in :GRUP Topic Children of SE05Conspiracy "Conspiracy" [DIAL:00013628]
Above errors were found in :GRUP Top "DIAL"
Above errors were found in :[01] ZUAmberMadnessOverhaul.esp



What Wrye Bash is chocking on is http://bildr.no/view/719210
As you can see TES4EDIT shows two different entries with the same Form ID from the same ESP. No idea how that could have happened. :wacko:
EDIT: It is possible that it happenede when I ran TES4EDIT's Undelete And Disable Reference.
I remember an earlier version of StarX' Revised Vampires had the same problem.

So I deleted the entry from ZUZIO, saved and closed TES4EDIT, started it again and now only one entry shows and Wrye Bash no longer crashes when rebuilding Bashed Patch.
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Victor Oropeza
 
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Post » Wed Mar 30, 2011 2:21 am

Installing the new version and ran BOSS and noticed that BOSS recommends these tags to the main esp:
Factions
C.RecordFlags

But not sure if the BOSS list is for the old one and these flags are still needed.

It also recommended the Factions flag for the MMM SI patch - still appropriate?

thanks


Both ESPs need the Factions flag.
What does C.RecordsFlags do?
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Amy Smith
 
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Post » Wed Mar 30, 2011 9:36 am

Wait - do you have two copies of that esp active? That is what it looks like.

Regardless I get pretty much the same error:
Spoiler
Traceback (most recent call last):  File "I:\Games\Oblivion\Mopy\basher.py", line 4947, in Execute    raise  File "I:\Games\Oblivion\Mopy\basher.py", line 4903, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "I:\Games\Oblivion\Mopy\bosh.py", line 14946, in initData    patcher.initData(SubProgress(progress,index))  File "I:\Games\Oblivion\Mopy\bosh.py", line 16461, in initData    srcFile.load(True)  File "I:\Games\Oblivion\Mopy\bosh.py", line 4990, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "I:\Games\Oblivion\Mopy\bosh.py", line 4011, in load    self.loadData(ins, ins.tell()+self.size-20)  File "I:\Games\Oblivion\Mopy\bosh.py", line 4862, in loadData    worldBlock = MobWorld(header,selfLoadFactory,world,ins,True)  File "I:\Games\Oblivion\Mopy\bosh.py", line 4654, in __init__    MobCells.__init__(self,header,loadFactory,ins,unpack)  File "I:\Games\Oblivion\Mopy\bosh.py", line 4478, in __init__    MobBase.__init__(self,header,loadFactory,ins,unpack)  File "I:\Games\Oblivion\Mopy\bosh.py", line 4001, in __init__    if ins: self.load(ins,unpack)  File "I:\Games\Oblivion\Mopy\bosh.py", line 4011, in load    self.loadData(ins, ins.tell()+self.size-20)  File "I:\Games\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. 
Will Check tes4edit too.

Don't know what that tag does.
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Emma Louise Adams
 
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Post » Wed Mar 30, 2011 10:26 am

Wait - do you have two copies of that esp active? That is what it looks like.


No. As you can see from the screenshot both are numbered 01.
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Dan Stevens
 
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Post » Wed Mar 30, 2011 10:35 am

Yeah I see that now - never seen that before. Same thing happened with me. Strange.

Oh well not in SI right now will deactivate mod till fixed.
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^~LIL B0NE5~^
 
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Post » Wed Mar 30, 2011 7:27 am

Hmm...after installing the new version of ZUZIO Wrye Bash crashes when trying to rebuild Bashed Patch :

Spoiler
Traceback (most recent call last):
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4947, in Execute
raise
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4903, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14946, in initData
patcher.initData(SubProgress(progress,index))
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16461, in initData
srcFile.load(True)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4990, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load
self.loadData(ins, ins.tell()+self.size-20)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4862, in loadData
worldBlock = MobWorld(header,selfLoadFactory,world,ins,True)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4654, in __init__
MobCells.__init__(self,header,loadFactory,ins,unpack)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4478, in __init__
MobBase.__init__(self,header,loadFactory,ins,unpack)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4001, in __init__
if ins: self.load(ins,unpack)
File "I:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load
self.loadData(ins, ins.tell()+self.size-20)
File "I:\Programfiler\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.


Hm, haven't checked in TES4Edit, but the Bashed Patch rebuilds just fine with the new ZUAmberMadnessOverhaul.esp for me. Using WB 287.
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Wayland Neace
 
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Post » Wed Mar 30, 2011 6:45 am

That's weird...
I just checked the ESP from the archive again and it does show two instances of the same entry. So it's not something TES4EDIT did. I'm using 287 too.
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Mario Alcantar
 
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Post » Wed Mar 30, 2011 5:54 am

Maybe a bash tag issue?

I too use WB 287.

Isn't that entry a world orphan issue as it is not in a specific section of the world space?
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Eoh
 
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Post » Wed Mar 30, 2011 10:37 am

That's weird...
I just checked the ESP from the archive again and it does show two instances of the same entry. So it's not something TES4EDIT did. I'm using 287 too.


I'd have to say its because you messed with TES4EDIT with the old version however It's possible that other people here used T4E however have they used the newer version of the SI overhaul?
Either way its possible that the newer version doesn't alter the things it altered before and as a result after using T4E its possible that the change is looking for its source in a esp?
Did you try running T4E again? Try comparing it to someone else ( someone else needs to run T4E too )

Good luck
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Kayleigh Mcneil
 
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Post » Wed Mar 30, 2011 1:37 am

I'd have to say its because you messed with TES4EDIT with the old version however It's possible that other people here used T4E however have they used the newer version of the SI overhaul?
Either way its possible that the newer version doesn't alter the things it altered before and as a result after using T4E its possible that the change is looking for its source in a esp?
Did you try running T4E again? Try comparing it to someone else ( someone else needs to run T4E too )

Good luck


Look, I already said I tried again with the version in the archive, OK? So cease the flame baiting.
And besides Psymon experienced the same problem.
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adam holden
 
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Joined: Tue Jun 19, 2007 9:34 pm

Post » Wed Mar 30, 2011 1:19 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.
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Meghan Terry
 
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