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      SSL Installed   05/29/2018

      Second IP obtained. The issues with IPv6 have also been fixed, but we can't switch to HTTPS until we switch forum software. We can't switch to HTTPS without a current license with IPS.

puddles

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Everything posted by puddles

  1. Ponyrider0 on the Tesrenewal forum created a Tes4edit script that can resynchronize disconnected LAND and PTGD records, so that quickened things exceptionally. The .esp is “done”, in that all the major cities are accessible and most of the dungeons & settlements are accessible. The new path grid set isn’t done though, so NPCs will probably wander against walls and stuff. I’ll release a Very Beta Beta sometime this week, I hope. Also almost done adding collision to Eressea’s Bosmer Tree City kit that I converted for @Sifonseal last year sometime
  2. 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!
  3. Okay, I know what's wrong, just not precisely how to fix it. It's also probably the source of a non-harmlful bug that pops up when building a Bashed Patch when ElsweyrAnequina is in the LO. Some of the LAND entries for EA's exterior cells have erroneus FormIDs. The game seems to process them fine, but when I was using TES4Edit to copy landscape stuff to the newer stuff, the LAND entries didn't get saved at all. Very odd, I guess I can reverse-parent a copy of EA to it and then copy the stuff back in... Edit: ...Actually, just replacing EA with a fresh copy fixed it. The FormIDs are still bugged, but so long as I don't modify them by accident again it shouldn't matter.
  4. Yeah...she's passed. This might be an issue I've run into before and I'm just too foggy to remember at the moment, but while assessing the final product loaded into CSE, I'm finding these weird...square-shaped holes in the landscape where the heightmap is absent (it's alllllll the way down, and totally flat...?) along the border of Elsewyr and Valenwood despite objects being there. I assume it's some conflict with Tamriel.esp and ElsweyrAnequina.esp, because they both add cells to the Tamriel Worldspace. I can't figure out how to fix them. Manually "raising" the landscape to match its neighbors is extremely tedious, and...there's quite a few of them along the border.
  5. In the latest episode of this damned roller coaster of a life, my grandma collapsed on July 4th in the evening and has been bedridden ever since. The hospice nurse indicated she has a few hours left. Obviously, I haven’t got much done since the 4th. The final city that’s still really screwed up is Silvenar, but odds are we I’m just going to leave it in its semi-complete state, try to work on the path gridding, release the beta files. There’s no way to fit all of VI’s Silvenar on the Tamriel.esp map in an approximately correct position without massive alteration to the landscape, as in flattening half of a mountain range...which would be counterproductive to working with Pelletine. I’ll work on a substitute Silvenar using Eressea’s Bosmer City Tree Kit to release...whenever I get it done. The path grid will need to be regenerated for the new city again, but I don’t think that’ll cause crashing or anything. Just have to preserve all the original door RefIDs by substituting their base object.
  6. Ebon Ro is done, Silvenar is getting there. The main issue now is that I have no idea how to regenerate the path grid for so many cells without crashing the CSE...
  7. Haven and the biggest Ayleid Ruins in the mod (it has 4 entrances) is done, although I might come back to change the ruins later. The only large cities left are Ebon Ro and Silvenar, I think.
  8. Southpoint is done. Working on Haven next, I guess. Some of the Ayleid ruins are giving me issues due to their sprawling nature different altitude entrances, but having some partially buried won't ruin the game or anythinng. Worst comes to worst I'll borrow the Ayleid Steps idea and just have them entered via teleportation.
  9. You aren’t kidding. No, I’m just focusing on re-alignment at the moment. Working on Southpoint today.
  10. Just finished re-aligning Greenheart to TWMP's map. Oh god that was a nightmare. Still need to finish the castle...although the city itself will eventually need an overhaul because it's just your everyday Imperial city.
  11. Yes, I have been trying to realign the cities to the best of my ability. The issue is that VI’s mod team design the province using Arena’s Valenwood map as its basis. So while VI’s placement is technically “lore friendly”, it isn’t compatible with the the Cyrodiil Provinces map that was released later that corrected all the positions. It’s pretty difficult to fit some of the bigger coastal cities into TWMP’s confines. A couple of them aren’t blocked together and actually run along the coast some distance. Regenerating the path grid will be a nightmare once I finish, ugh. Elden Wood is done (and I added a big Graht tree at its center to fit the lore), for the most part. I believe Envy said Arenthia and one other city is more-or-less in the right spot, so with those it’s just a matter of landscape adjustment. I’m still trying to figure out how to make the sharp cliffs I’ve seen in the mod. I will take a look at the Camp mod too.
  12. “Copying” Landscape Vertex Color?

    @1Mac
  13. I’m working on a laborious compatibly patch between TWMP_ElsweyrValenwood & Valenwood Improved (for use with Elsewyr Pelletine), and — in addition to just being tedious and frustrating — I’m really exasperated with the Landscape Vertex Painting in the TWMP .esp. it uses a custom green/brown mixture to get the loamy “jungle color” for the terrain, and I spent over an hour trying to get even a close match to it so I could start blending the border to remove the readily apparent color divide to no avail. Is there a way to copy (or just determine the color code #s) of a preexisting landscape color? I had a thought that the #s could be found via TES4Edit, but I don’t know where I would look. Any ideas?
  14. “Copying” Landscape Vertex Color?

    Thanks for the insight, @AndalayBay & @Vorians Now, my next issue...I can't for the life of me get TES4Edit to filter-in just Visble When Distant TREE records, since I need to wipe them out of this Valenwood Improved derivative since TWMP_Valenwood_Elsweyr already has more than enough trees....or if one of the Scripts can prune out all the trees by editorID. Edit: nvm, think I figured it out. "Remove a percentage amount of references of specific object" set to 100% does it.
  15. “Copying” Landscape Vertex Color?

    Unfortunately the ctrl+right thing doesn't seem to copy the vertex paint color, just the terrain texture itself. I'll need to check that Landscaper's Little Helper mod.
  16. [Relz, WIP] Elsweyr Pelletine

    Hrm... @Envy123 which Valenwood mod is compatible with TWMP_ElseweyrValenwood? I'm using the AnequinaValenwoodImproved patch, but the TWMP mod needed for Pellatine mod makes a lot changes that do all sorts of weird things to the landscape. Not sure if I'm missing a file or if just no compatibility patch was ever made. Looking forward to your next release!
  17. Arkshtrumz EV

    Version 1.0.0

    6 downloads

    This is a translation of the brilliant Dwemer Ruins of Arkshtrumz mod created by a Russian modding team. Ramza at TESALL provided quite a bit of support getting the scripts translated right, in addition to granting me permission to release my translation. This .esp obviously won't work without downloading the original mod from: http://tesall.ru/files/file/3880-dvemerskie-ruiny-arkshtrumc/ The mod is difficult to describe, so if you're interested you might checkout the video trailers in that link's Screenshot section to decide if you'll like it. The "Ruins" are absolutely immense, perhaps one of the few mods where I literally felt as if I was getting lost during my explorations. My translation has been in-progress for...well over a year, now: such is the vastness of the mod. It probably took me a good 16-20 hours of play to complete the "questliine" of the mod, and even then I may have missed some secret areas. However...this mod is confusing, so if you have questions, please post them. I'll try to compile a FAQ to address questions or concerns.
  18. [RELz] Arkshtrumz EV

    Arkshtrumz EV View File This is a translation of the brilliant Dwemer Ruins of Arkshtrumz mod created by a Russian modding team. Ramza at TESALL provided quite a bit of support getting the scripts translated right, in addition to granting me permission to release my translation. This .esp obviously won't work without downloading the original mod from: http://tesall.ru/files/file/3880-dvemerskie-ruiny-arkshtrumc/ The mod is difficult to describe, so if you're interested you might checkout the video trailers in that link's Screenshot section to decide if you'll like it. The "Ruins" are absolutely immense, perhaps one of the few mods where I literally felt as if I was getting lost during my explorations. My translation has been in-progress for...well over a year, now: such is the vastness of the mod. It probably took me a good 16-20 hours of play to complete the "questliine" of the mod, and even then I may have missed some secret areas. However...this mod is confusing, so if you have questions, please post them. I'll try to compile a FAQ to address questions or concerns. Submitter puddles Submitted 06/10/2018 Category Quests  
  19. [RELz] Arkshtrumz EV

    Yeah, those movies are invaluable. I don't think I could've finished the game without referencing them a few times near the end.
  20. WIP Oblivion Mod Translations

    @bevilex I've uploaded the translation.
  21. WIP Oblivion Mod Translations

    Just making this ahead of my next release(s), so I have somewhere to put them all. Upcoming: An English translation for http://tesall.ru/files/file/7074-chernoknijnik/ that I'm working on with the mod's author. The 4.4 English translation for http://tesall.ru/files/file/3880-dvemerskie-ruiny-arkshtrumc/ My Very Alpha English translation of http://tesall.ru/files/file/6786-dvemerskoe-iskusstvo-pustynya-alik-39-r/ The immense amount of dialogue in this mod means that the initial release will have alot of...uh, Engrish that I still need to go through with a fine-tooth come; there's still roughly 500~ lines that are in Engrish, and maybe 100 of those are scarcely understandable. This has been an extremely tedious project I've been working on myself for almost a year, but the mod looks so amazing I've managed to keep trudging on.
  22. [RELz] Dwemer Art: Desert Alik'r

    DesertAlikR "Alik'r" [WRLD:00D910D1] is the main worldspace. You should be able to delete everything safely, I can't think of how it would affect anything. 1. Yeah, there are some weird "blurry clipping spots" in the distance with the mountains that I can't find the source of. It's weird, but I just pass it off as a heat haze/mirage in the distance. 2. At some point I might try to make low-poly _far.nif files for the largest architecture, etc. that can be seen from a distance. You're right that some of the mod's meshes are high-poly and can slow FPS. Especially when they get used as LOD... 3. There's 1 more bug I need to iron out of Arkshtrumz before I can upload it. I just keep getting distracted by other projects, haha...Akavir Legends is my next project, I think.
  23. [RELz] Dwemer Art: Desert Alik'r

    Dwemer Art: Desert Alik'r View File This is a translation of the brilliant Dwemer Art: Desert Alik'r mod by Usher7r and his team, which brings to Oblivion the Alik'r Desert of Hammerfell in all its glory. Due to Usher7r's abrupt disappearance (from which I hope he'll return soon!), there's a few unaddressed glitches (such as scorpion/snake venom causing messages to stop appearing on the top left if you or any Actors in the cell have it), which I attempted to rectify by adding a dialogue to give poisoned actors an antidote if you have it in your inventory. With that indirectly remedied, I can personally say -- as I played through both of its main quests and visited almost every dungeon -- that the mod is quite stable, although expect a bit of lag in Alik'ra due to its sprawling size. This .esp obviously won't work without downloading the original mod from: http://tesall.ru/files/file/6786-dvemerskoe-iskusstvo-pustynya-alik-39-r/ Accessing the mod's contents currently requires being Arch-Mage of Cyrodiil to initiate the series of events that will lead you there, but it's possible to access the worldspace via cow on the console, and you'll be able to play everything but the quests that directly reference you as Arch-Mage...probably. There's bound to be some incomplete/crude translations of dialogue left that I missed, so please report such instances to me and I'll try to fix them in my next update. Certain books -- specifically ones from Skyrim -- are intentionally untranslated because I either lack the books, or it's a foreign "fan fiction" that's too in-depth for my to translate. I have an HGEC/RM patch for the mod's clothing and armor available, as well as an OCO2 patch for its races, if people are interested in it. If someone requests either I'll upload them, but it's a bit more complicated than just uploading an .esp. I claim no credit for this mod beyond the 100+ man hours put into translating it to English. Please refer to the link above for full credits. Submitter puddles Submitted 05/01/2018 Category Overhauls and New Lands  
  24. WIP Oblivion Mod Translations

    @bevilex I have! I just finished a full playthrough of it a couple days ago to confirm it was completeable / wouldn't break the game. I'll try to upload it this weekend.
  25. [RELz] Dwemer Art: Desert Alik'r

    Yeah, that's what I've had to do. Paste the script into a text-only editor and find the text that gets Cyrillic-garbled so I can fix it, then paste it back into the script window.
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