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    • AndalayBay

      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

puddles

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puddles last won the day on October 2

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About puddles

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  • Birthday 01/23/1991

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  1. I saw a weird announcement on Dark Creations that they're shutting down on the 1st of 2019, but there's no mention of why or acknowledgment of it anywhere else on the site. Am I missing something? >_>
  2. [RELz] TWMP Valenwood Regrown BETA

    One of these days when I merge a few more esps I’ll have to test OXP.
  3. [RELz] TWMP Valenwood Regrown BETA

    ...And a couple weeks later I still haven’t gotten it uploaded. Still working on this gradually, but between the busy season at work, getting the More Races Alpha off the ground, and doing seekrat Black Marsh stuff I keep getting distracted. I need more hours in the day that aren’t sleeping or work...or to win the lottery so I can become a full time NEET. >.> I’ve added Kallopi, the famous rodents of Falinesti to the game. Faeries have been added. Hydras can spawn as an rare enemy at higher levels. Also added the stage framework for a quest in Emperors Run, just need to add the stuff to the map and link it to the quest results.
  4. Happy Birthday Amadaun!

    Happy birthday!
  5. [RELz] TWMP Valenwood Regrown BETA

    Okay, so the journal-less "quest" in Elrinda functions fine-ish. Falinesti Harbor's quest works fine-ish. The journal-less quest in Falinesti Harbor I left intact and only slightly polished from Valenwood Improved is working fine-ish. More dialogue added, fixed roads...there's some sneak peak dialogue for quests I hope to implement at some point. A couple quests are available in Woodhearth. Hopefully I can package up a new release today.
  6. [RELz] TWMP Valenwood Regrown BETA

    Finished the Khajiit Den with 6 fully AI'd NPCs, and am...maybe 50% with Woodhearth Castle's NPCs.
  7. [RELz] TWMP Valenwood Regrown BETA

    Okay, so I have completely repositioned Woodhearth to match where it should be on the map, am...honestly 200% happier with it, so that’s good. I’ve added some Graht-Oak trees and other vegetation, too. Once I finish adding a few more NPCs so there aren’t 30+ houses from Valenwood Improved and only 6 NPCs to the city’s name, I’ll be releasing the next version. Glowplug on the Nexus forum is also graciously making an Altmer-style guild hall for the mod, but it probably won’t be ready for this release. It looks awesome though, so look forward to it!
  8. [RELz] TWMP Valenwood Regrown BETA

    And then I realized I mis-placed Woodhearth and need to manually re-position it section by section across the continent. I knew it was weird that I needed to try so hard for to squeeze it into the spot I put it before... -.- The Tamriel Heighmap has usually had the landscape fairly flat in the areas where Valenwood's major cities should be, but...not where I put Woodhearth. THAT WOULD BE WHY AGH.
  9. [RELz] TWMP Valenwood Regrown BETA

    Big thanks to @1Mac for sending me some bug reports. I've mostly fixed the path gridding in Haven, did some work on Falinesti, fixed the accessibility on a few inns so you can't trespass, fixed the terrain around Castle Silvenar (although it isn't accessible yet) and removed another slew of floating objects. Will probably release another update later today. Maybe.
  10. [RELz] TWMP Valenwood Regrown BETA

    Okay, that sounds good. I think I already replaced a couple weird gravity-defying...ladder platform tents along the border region with the tree houses, too. Last night I also retextured the houses’ interiors and exteriors with a giant mushroom sort of theme to put inside of the Graht-Oak trees. Almost done with a proof of concept for Falinesti’s tree. Eventually, most of the Bosmer will live inside or on the tree, while the other houses for other races with an Altmer and Ayleid style. Getting the tree’s interior to work has been an ordeal, because sometimes its collision stops registering with the engine due to the size. Currently the interior is split into 3 sections (top bottom middle), but I might have to go further and separate each of them into quarters.
  11. [RELz] TWMP Valenwood Regrown BETA

    Hopefully the big overhaul I did of Falinesti Harbor last night fixed the path grid issues you mentioned. I was able to do a walk about of the harbor to test the quest I added and the guards were moving fine, except for one spot were the path grid looked fine with TPG but they kept trying to walk into a building. Haven...Haven being a mess wouldn’t surprise me. There’s huge hollow beneath the streets. There might be issues with the subspaces the guards are supposed to use. I’m not quite sure how Eldarie intended for it all to work. And, you’re correct in saying that the southern cities are pretty sparse. I think Eldarie was working fine from North to South, because Falinesti Harbor, Falinesti, Arenthia, and Ebon Ro are pretty fleshed out but Woodhearth and Greenheart are feel a bit lifeless. I’ll probably be working from the opposite direction. The Crimson Droplet should indeed be public. It’s kind of funny that you can still walk into a lot of people’s houses and take their things, but places that should be public will make guards come after you. I haven’t checked them myself, but I’m 95% sure that the main cities’ castles were just there as placeholders/proofs of concept without any interiors, when Eldarie stopped updating the Valenwood Improved. It should be possible to enter Falinesti, though...just go to the east or west gate and it should spit you into the Falinesti worldspace like a vanilla city, unless the doors are broken. The border ranch is weird, unless @Envy123 can think of a way to blend it into Pelletine I’ll probably be making it smaller. If you have FormIDFinder, etc. and could list me the IDs of the most obvious floating objects / one of a large cluster, that would be great. Please keep reporting those bugs, @1Mac!
  12. [RELz] TWMP Valenwood Regrown BETA

    Released, @1Mac
  13. [RELz] TWMP Valenwood Regrown BETA

    Noticeably floating objects, NPCs walking into walls (broken/missing pathgrids), holes in the terrain, really obvious texture ines between cells not matching, NPCs being dead because enemies spawned too close to cities... Next version will also have compatibility with Akavir Kojima Extended's Falinesti Port exit.
  14. [RELz] TWMP Valenwood Regrown BETA

    I'll be uploading a new version sometime this weekend with some fixed terrain. Falinesti's harbor somehow escaped my notice.
  15. [RELz] TWMP Valenwood Regrown BETA

    Finished a temporary Hydra model for a rare/quest boss enemy, since they're mentioned as a primordial race from before the Aldmer arrived in Valenwood. The heads all use the same head route animations, so they're almost completely in-sync...which I don't really like, but atm it would take too much time to change.
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