Jump to content
  • Announcements

    • 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

Project Member
  • Content count

    326
  • Joined

  • Last visited

  • Days Won

    23

Everything posted by puddles

  1. [RELz] TWMP Valenwood Regrown BETA

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

    TWMP Valenwood Regrown BETA View File Requirements: Tamriel Heightmaps Tamriel Landscapes - Valenwood_Elsweyr Valenwood Improved Elsweyr Anequina Valenwood Islands OBSE -Elys- Universal Silent Voice --- Installation: Install Tamriel Heightmaps, including Tamriel.esp Install Tamriel Landscapes - Valenwood_Elsweyr, including TWMP_Valenwood_Elsweyr.esp Install Valenwood Improved, disincluding ValenwoodImproved.esp Install Elsweyr Anequina, including ElsweyrAnequina.esp Install Valenwood Islands, and either include Valenwood Islands.esp or disinclude Valenwood Islands.esp but unpack its .bsa file into loose files in your Data folder Install TWMP_ValenwoodRegrown, and overwrite any files you're prompted about: I corrected the UV Map on several models --- Load Order: I suggest having them somewhere in the upper-middle of your Load Order, or wherever BOSS positions them, but in this sequence: Tamriel.esp ElsweyrAnequina.esp TWMP_Valenwood_Elsweyr.esp TWMP_ValenwoodRegrown.esp Valenwood Islands.esp's position doesn't matter to my knowledge, and ElsweyrPelletine.esp can go before or after TWMP_ValenwoodRegrown. I haven't found any land tears between the two mods, yet. --- Change Log: Corrected some terrain, added streets and pathgridding to Falinesti Harbor Added a basic quest to Falinesti Harbor: check the northmost warehouse, but not while there's a guard around! Added a Hydra to the mod, but currently it isn't implemented into the game Submitter puddles Submitted 08/10/2018 Category Overhauls and New Lands  
  3. [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!
  4. [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.
  5. [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.
  6. [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.
  7. [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!
  8. [RELz] TWMP Valenwood Regrown BETA

    Released, @1Mac
  9. [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.
  10. [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.
  11. [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.
  12. [RELz] TWMP Valenwood Regrown BETA

    Haha, I wish.
  13. [RELz] TWMP Valenwood Regrown BETA

    Uploaded a small update. My Thunderbug attempt turned out downnright hideous so I gave up for the moment. I'll probably be trying to rig and paint this bugger for the Thunderbug, at some point. There's a lot of other modeling projects higher on my to-do list like BM's Seekrat. https://sketchfab.com/models/0a36d12725f4498a81ce5dc8196218a5
  14. [RELz] TWMP Valenwood Regrown BETA

    Noted, I’ll get it moved. Working on creating a Thunderbug and Hoarvar model tonight, I hope.
  15. [RELz] TWMP Valenwood Regrown BETA

    Only one of the Ayleid Ruins in the mod are important to a quest, so just about anything can take precedence over them. If you gimme the name I can find a new place for it, especially since part of the map has almost no dungeons.
  16. [RELz] TWMP Valenwood Regrown BETA

    Yeah, there are still a lot of floating objects. I thought I got all of the ones above Southpoint, but I guess not. Thanks for the report!
  17. [RELz] TWMP Valenwood Regrown BETA

    Hrm...I'm thinking that some of the DistantLOD .nifs and Landscape textures seem for the Tamriel worldspace seem like they'd been deleted in the last week, SOMEHOW. I'm regenerating all of it, hopefully that was the cause. Edit: Nope.jpg Yeah, might have to go the route of a fresh re-install. I'll definitely try using that mTES4 program.
  18. [RELz] TWMP Valenwood Regrown BETA

    Tried the Meshes folder rename: didn't fix it. I'm thinking it must be an OBSE plugin. I think I just updated to the newest EngineBugFixes last week...
  19. [RELz] TWMP Valenwood Regrown BETA

    Yes, but I don't think it's related to another .esp at this point. I must have overwritten something important. Only happens in 1st Person when I swivel the camera...so weird.
  20. [RELz] TWMP Valenwood Regrown BETA

    At first I thought it was just BC + ULM and Anvil not getting along, which...happens pretty regularly whenever I start a new game there. But, then I tried a vanilla game through the sewers...left the sewers, BAM...crash. >___> It's even occurring if I turn Distand Lands off, so evidently that isn't the cause. I'm even more baffled.
  21. [RELz] TWMP Valenwood Regrown BETA

    Ummm...the tree replacer should be OK. I'm not sure about the OCO patch. And, you don't want to have ValenwoodImproved in your LO at all. Otherwise everything willl double up. Unless you mean the Meshes/Textures for the 1030 version, which should be fine Man, Oblivion will forever .baffle me. So...I was testing the game PERFECTLY FINE the other night...but last night I rebuilt my Bashed Patch, and now if I look up anywhere that DistantLOD starts to view...CTD. I disabled the Bashed Patch, that didn't help. I disabled Valenwood Regrown, that didn't help...I reset my Oblivion.ini, that didn't help. I seriously have no idea what's going on. -.-
  22. [RELz] TWMP Valenwood Regrown BETA

    This was the pre-release thread:
  23. [RELz] TWMP Valenwood Regrown BETA

    Please post any issues with as much detail as possible so I can try to fix'em.
  24. Version 1.0.6

    24 downloads

    Requirements: Tamriel Heightmaps Tamriel Landscapes - Valenwood_Elsweyr Valenwood Improved Elsweyr Anequina Valenwood Islands OBSE -Elys- Universal Silent Voice --- Installation: Install Tamriel Heightmaps, including Tamriel.esp Install Tamriel Landscapes - Valenwood_Elsweyr, including TWMP_Valenwood_Elsweyr.esp Install Valenwood Improved, disincluding ValenwoodImproved.esp Install Elsweyr Anequina, including ElsweyrAnequina.esp Install Valenwood Islands, and either include Valenwood Islands.esp or disinclude Valenwood Islands.esp but unpack its .bsa file into loose files in your Data folder Install TWMP_ValenwoodRegrown, and overwrite any files you're prompted about: I corrected the UV Map on several models --- Load Order: I suggest having them somewhere in the upper-middle of your Load Order, or wherever BOSS positions them, but in this sequence: Tamriel.esp ElsweyrAnequina.esp TWMP_Valenwood_Elsweyr.esp TWMP_ValenwoodRegrown.esp Valenwood Islands.esp's position doesn't matter to my knowledge, and ElsweyrPelletine.esp can go before or after TWMP_ValenwoodRegrown. I haven't found any land tears between the two mods, yet. --- Change Log: Corrected some terrain, added streets and pathgridding to Falinesti Harbor Added a basic quest to Falinesti Harbor: check the northmost warehouse, but not while there's a guard around! Added a Hydra to the mod, but currently it isn't implemented into the game
  25. A few weeks back I wandered into Tamriel.esp's Valenwood and realized that at some point I'd removed Valenwood Improved from my LO. Went to try to figure out why I did that, realized there were incompatibilities with TWMP and Pelletine. So, I booted up CSE and started poking and prodding...and prodding. And then I realized I had fallen down a bloody rabbit hole! So, here I am, 3 weeks into this...horribly convoluted attempt to make them all play nice. What it's ultimately boiled down to is ripping out 95% of Valenwood Improved's TREE records and a lot of its rocks, then spending hours trying to minimal changes to TWMP Elsweyr_Valenwood's landscape to fit...all of Valenwood Improved into it. Almost all of it, anyway. There's a few landmarks with no interior that, for the sake of my sanity, are being culled. I'm very unhappy about needing to cull the myriad of waterfalls setup by Valenwood Improved because I think they're beautiful, but...there's simply no way I could think of to make most of them compatible with the map. I sporadically merge the overrides from the .esp back into the heavily modified TWMP Valenwood Improved (Haldar's abandonware), so eventually the .esp will be compatible with TWMP ElsweyrValenwood, then there will be the leftover patch to adjust the landscape and disable a lot of trees/rocks. I have no idea when this will get done: it's a total mess at the moment, but since I've been working on it non-stop so I can actually play the game and explore Valenwood in the near future...hopefully not too long!
×