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      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!
Envy123

[Relz, WIP] Elsweyr Pelletine

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Alright, here's my plan of action.

  • Darvulk Haven is staying put. It offers a home for some exiled Bosmer who don't want to be in Torval for various reasons. The name is really similar to Haven just over the border, so I figured it should be Bosmer too.
  • Markgran Brook will have a bath house and an upper class restaurant that Senchal's upper district sorely lacked.
  • Torval's roads will be smoothed, but the best plan of action going forward is to also have an underground cave network to make the transition between districts more seamless.
  • I can't seem to replicate the missing texture from my end. The minaret and towers share the same textures as the walls and buildings, so if one texture was indeed missing, it would be apparent everywhere.

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The fourth release is out now.

Bug fixes:
 
-Fixed Torval's minarets having a missing texture.
-Fixed the tropical water being incredibly dark and murky.
-Not a bug per se, but the roads to and from Torval have been smoothed slightly.
-Added the topic to buy a house in Torval and fixed the new name being a Tenmar house instead of a Torval one.
 
New content:

-An upper class restaurant and a bath house in Markgran Brook.
-A new underground system for Torval which allows you and NPCs to move between districts, with ease.
-Expanded the Senchal player home's garden, added a patch of growing plants and a building with lots of new storage.

Download

TAL download coming tomorrow.
 

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I'm intending to complete almost all of Elsweyr in the next update - this will include Fort Spinxmoth, Portneu View and Heimthor Mount (the village, not the small mountain as that was done by Iliana). Most of the exteriors have been done already and then I'll proceed with the usual interiors and path-grids.

Tenmar Forest will be more dangerous than the Quin'rawl Peninsula, as there's a lot more creatures lurking about. There are some sugarcane plantations and a few Bosmer tribal villages close to the border of Valenwood.

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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!

Edited by puddles

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13 hours ago, puddles said:

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!

Unfortunately, Valenwood Improved is incompatible with Elsweyr Pelletine. I tried to make the two mods compatible with each other, but the locations of the cities are wrong in terms of lore. Haven, lore-wise, is supposed to be next door neighbours with Torval, but Valenwood Improved has it closer to Dune.

And thank you :)

Edited by Envy123

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On 2018-03-26 at 9:01 PM, Envy123 said:

TAL download coming tomorrow.

When?  Unless I missed the download link.

Recently, I realized that I haven't played Oblivion for a long time and wanted to install Oblivion with the mods I wanted to use.

I always install Illiana's Elsweyr Desert of Aneqina mod, but haven't tried this mod before.  So.  Why not add this mod too.

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2 hours ago, Leonardo said:

When?  Unless I missed the download link.

Recently, I realized that I haven't played Oblivion for a long time and wanted to install Oblivion with the mods I wanted to use.

I always install Illiana's Elsweyr Desert of Aneqina mod, but haven't tried this mod before.  So.  Why not add this mod too.

It's in the OP - version 1.3 is the latest version, both on Nexus and TAL. :)

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Thanks, got all of them. :)

I couldn't help, but notice that a few things needs to be changed in the OP e.g forums there you're a member of (Bethesda.net, I assume), TESNexus needs to be changed to Nexus Oblivion Mods or similar.  It would also be convenient if you could mention what install order the required mods needs to have in the OP.

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Posted (edited)

Alright, I decided to release Version 1.4 today. I had hoped that I would've been able to do two more dungeons but I'd figured that the wait was long enough for a new update. Change log:

Bug fixes:
 
-Fixed Torval's furniture in having no name.
 
New content:

-The full road between Torval and Dune.
-The villages of Portneu View, Heimthor Mount and two new Bosmer villages.
-All of the remaining dungeons, except Closed Mine, Fort Spinxmoth and the Halls of Colossus.

The next release will have the last three dungeons done, as well as the Mane's Palace. And there will also be an optional add-on to add more RPG elements to Iliana's quests. As she is unreachable, I am not making this a part of the main mod. If she comes back and says that she doesn't like my additions, I'll remove that add-on without affecting the rest of the mod.

It's available on the Nexus and TAL now from the links in the OP.

Edited by Envy123

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Hello. This mod looks great. Just what I need to complete Elsweyr. However the requirements scare the crap out of me! I am running a heavily modded game that includes "Elsweyr deserts of Anequina" and my recently released "Tales from Elsweyr Anequina-Rev's Redo". Also "Unique Lanscapes", and I was planning on a Valenwood mod install. 

I suppose I am looking for some compatibility info regarding these things.

Any words for this one? 

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9 hours ago, Rev Felix said:

Hello. This mod looks great. Just what I need to complete Elsweyr. However the requirements scare the crap out of me! I am running a heavily modded game that includes "Elsweyr deserts of Anequina" and my recently released "Tales from Elsweyr Anequina-Rev's Redo". Also "Unique Lanscapes", and I was planning on a Valenwood mod install. 

I suppose I am looking for some compatibility info regarding these things.

Any words for this one? 

Should be compatible with Tales from Elsweyr Anequina and with its UL patches, you should be fine.

Regarding Valenwood, there is Valenwood Regrown which fits Valenwood Improved to the new heightmap but there are a few locations which got brought over to the Elsweyr side, so I'd need to work on a patch for that.

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15 hours ago, Envy123 said:

Should be compatible with Tales from Elsweyr Anequina and with its UL patches, you should be fine.

Regarding Valenwood, there is Valenwood Regrown which fits Valenwood Improved to the new heightmap but there are a few locations which got brought over to the Elsweyr side, so I'd need to work on a patch for that.

Ok, well that sounds encouraging. I read the conversation regarding Valenwood regrown and your work on Elsweyr. Am I correct in surmising the two of you are ironing out the discrepancies? If so,  how goes the progress on that? Could I use both mods now or what would you advise? 

BTW I don't mean to be a bother,  but I am running 268 mods using wrye bash. And it has taken months to get it all about 90% bug free.  Just being cautious here. 

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18 hours ago, Rev Felix said:

Ok, well that sounds encouraging. I read the conversation regarding Valenwood regrown and your work on Elsweyr. Am I correct in surmising the two of you are ironing out the discrepancies? If so,  how goes the progress on that? Could I use both mods now or what would you advise? 

BTW I don't mean to be a bother,  but I am running 268 mods using wrye bash. And it has taken months to get it all about 90% bug free.  Just being cautious here. 

Things don't get baked in the save in Oblivion, as much as later games, so you should be fine playing both now.

The incompatibilities between the two mods are near the road between Torval and Dune only. I should be able to fix that this week.

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Posted (edited)
On 5/19/2019 at 11:51 PM, Envy123 said:

Don't know how to stop quoting... :(

Alright. I'm gonna do it! I am currently testing my 'Tales From Elsweyr-Revs Redo' with a mod testing character of mine, so I guess no biggie if that save gets borked. If everything works out, well that will be just great for my other characters! Thanks for your responses. 

Edited by Rev Felix
Stupid quoting

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After speaking to Iliana, the plan of Elsweyr Pelletine will be as follows:

  • The Anequina quests will be left intact. You can play them now and won't need to worry about updates touching them.
  • My edits to the Corinthe player home will be removed.
  • The next release will have bug fixes and the last 3 locations for the entirety of Elsweyr to be finally completed.

I haven't yet spoken to Deeza about permissions to use the 2 questlines documents and use them in this mod but I will do so.

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Another update. I haven't spoken to Deeza yet, but I have spoken further with Iliana.

The new update will at the very least, also restore 2 planned Merchant Guild quests. These guild quests will this time, take you to the places in Pelletine and is the first step in having pan-Elsweyr quests.

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18 hours ago, Rev Felix said:

Hey Envy,

I had a serious problem with elsweyr pelletine when using tes4edit. (ElsweyrPelletineTES4EditReport.txt )(TES5Edit_bugreport.txt) This is actually a tes4edit report for me.

These are just UDRs. Comes with the package of removing lots of landscape data from TWMP Valenwood Elsweyr. It would be trivial for me to fix in the next version.

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Ok, but don't miss that persistent one at the end of the error report. That stopped tes4edit in it's tracks. I just wanted to be sure you knew about it. Can barely wait to play the rest of Elsweyr, but I'm gonna wait for the update... 

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Posted (edited)
20 hours ago, Rev Felix said:

Ok, but don't miss that persistent one at the end of the error report. That stopped tes4edit in it's tracks. I just wanted to be sure you knew about it. Can barely wait to play the rest of Elsweyr, but I'm gonna wait for the update... 

Thanks, I removed both cells from my .esp file and there isn't an issue in cleaning anymore.

I'd also suggest to wait for the next update, as there will be at least 3 new Merchants Guild quests set both in Anequina and Pelletine. Currently testing them now.

Edited by Envy123

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Posted (edited)

Released the new version.

Bug fixes:
 
-Removed the floating rocks near Heimthor Mount.
-Removed the stray changes to the existing Anequina quests.
-Cleaned the .esp file of UDRs.
 
New content:

-The last 4 Merchants Guild quests, set both in Anequina and Pelletine.

No new interiors yet, sadly.

Edited by Envy123

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