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> Wolf Mods, Skyrim (and more!) for Oblivion
Lena Wolf
post Nov 23 2021, 11:32 AM
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Yesterday I decided to return to Cyrodiil so that Lena could go explore Valenwood and Elsweyr - the map is filled with markers in both provinces (I want all undiscovered markers visible, thank you. What use is a map without markers?). But before she could turn South, she accidentally ventured North from Oakwood in Skyrim...

Sorry, no pics. She entered the Whiterun Hold of TWMP Skyrim Improved. This area is much better fleshed out than the South! The woods have lots of things in them besides trees, it is so much more fun to explore. I always knew the South needed more small stuff - herbs, mushrooms, low bushes, fallen trees, small rocks. I'll be generating those at some point as well, they make such a difference!

But anyway. Going North, Lena immediately got attacked by a pack of werewolves (8 of them), a black bear, a couple of wargs, some timber wolves (6 or 7), a mountain lion and a leopard - all at once. blink.gif We found a herd of mammoths lying dead on the ground - and we know what killed them! This is all a bit much, don't you think? Those Oblivion gates are messing up everything... And there are so many of them - the sky is nearly perpetually red. sad.gif

Ahem, Snap! I've got the power to fix this sort of thing.

I looked in the CS and found that the levelled lists that generate creatures were set up a bit too generously. Too many creatures get generated - I'm sure it wasn't intended that way (or was it?). For example, a list for a forest creature contains three packs of werewolves - 1, 3 and 5, so yeah, if you are unlucky, you get 9 of them together because those M symbols are all over the place. Also having three packs of werewolves in the list among other creatures means that werewolves are 3 times more likely to spawn than anything else, such as deer which is in the same list. tongue.gif I started reworking those levelled lists to make them nested with a better chance distribution. This is going to be a separate mod (in case someone likes to be slaughtered like a certain Jandaga we know), current working title "TWMP Skyrim Less Scary.esp". smile.gif

And then there are the Oblivion gates. There are 100 gates in all of Skyrim, so that's quite a lot. These are normal gates that follow normal Oblivion gate rules, except that they are here while there are no gates in Cyrodiil - I never delivered the Amulet of Kings, so the main quest has not yet started in my game. I quite like to have Oblivion gates in Skyrim - they are not spewing creatures, but they do colour the skies red which gets annoying after a while. So these gates are going to be transient - they will pop in and out of existence all by themselves, whether you close them or not. Mehrunes Dagon is having fun in Skyrim - whichever Era you are in!

Skyrim in Oblivion is also much bigger than Skyrim in Skyrim, did you know? In proportion to the size of the territory of other provinces. So I don't want to go change the land mass, TWMP has done a very good job on that. I'm using what we have, and instead I rework the map! biggrin.gif

Here are the two maps for comparison. Essentially I cut Skyrim East to West just South of Riften - High Hrothgar - Whiterun and shifted that whole Northern area upwards by a good amount introducing more space in between. It now matches TWMP landscape quite well - up to Whiterun, I haven't checked further North yet.




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macole
post Nov 23 2021, 04:55 PM
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QUOTE(Lena Wolf @ Nov 23 2021, 04:32 AM) *

(in case someone likes to be slaughtered like a certain Jandaga we know),

laugh.gif The benefit is that he does get a substantial amount of TLC after every encounter. hubbahubba.gif

I do like entering Oblivion Gates but my thought is that a hundred of them is a bit much in a province outside of Cyrodiil. It just goes to show that Dagon did not allocate his resources effectively.

Eight werewolves! What were they thinking? The monster spawning does appear to be ultra aggressive even for one who uses a combination of OOO, MOO and MMM.


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Lena Wolf
post Nov 24 2021, 09:27 AM
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QUOTE(macole @ Nov 23 2021, 03:55 PM) *

Eight werewolves! What were they thinking? The monster spawning does appear to be ultra aggressive even for one who uses a combination of OOO, MOO and MMM.

Yes, especially considering that it takes 3 daedroth summons to kill 1 werewolf. They are level 22 and have 900 health. For comparison Lena is level 30 and has 256 health! A werewolf knocks her out cold in one swipe. Geralt does better but even he cannot always best more than one before getting knocked out. So a pack of them becomes very problematic.


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Lena Wolf
post Nov 25 2021, 07:19 PM
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QUOTE(macole @ Nov 1 2021, 04:18 PM) *

QUOTE

I had a mod in my game called The Crystal Chasm (marked as an Ayleid ruin), and it added a beautifully laid out road from just past the shrine, connecting to that disjointed piece of vanilla road that you see on the map. It looks amazing too, but we haven't gone inside yet, but pressed on to Falkreath.

I considered this house and probably would have used it for that empty area had I not read that it conflicts with OOO's Skiyrim Bandits' major encampment.

Macole - never mind please - I found I cannot merge those plugins anyway. sad.gif Not without moving everything manually which is a bit too involved for my liking. could I ask you please to check this for me? Since you already have OOO and whatnot installed? Could you please load the Chasm mod and post some screenshots of the conflicts. The reason being is that I want to integrate the Chasm mod into Skyrim Alive (it's free to use) but I also want to minimise conflicts with other popular things like OOO. I can't avoid it altogether, I just want to know how bad it is, and OOO is a huge thing to install, and I would rather not have it on my system.

There is no great rush with that, obviously! Thanks in advance! biggrin.gif (Clever, eh? wink.gif )

This post has been edited by Lena Wolf: Nov 25 2021, 08:56 PM


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macole
post Nov 26 2021, 09:36 AM
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QUOTE(Lena Wolf @ Nov 25 2021, 12:19 PM) *

Macole - never mind please - I found I cannot merge those plugins anyway. sad.gif Not without moving everything manually which is a bit too involved for my liking.
There is no great rush with that, obviously! Thanks in advance! biggrin.gif (Clever, eh? wink.gif )

Bummer verysad.gif. It's shame the OOO Skyrim Bandit major encampment is in the same location as The Crystal Chasm. winksad.gif I thought it would be really neat to have the bandits camped outside the Crystal Chasm.

Yes that was clever bigsmile.gif . I was getting ready to install The Crystal Chasm. Say lobby, cause I don't know how to say c'est la vie (old joke).

This post has been edited by macole: Nov 26 2021, 09:40 AM


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Lena Wolf
post Nov 26 2021, 10:07 AM
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QUOTE(macole @ Nov 26 2021, 08:36 AM) *

QUOTE(Lena Wolf @ Nov 25 2021, 12:19 PM) *

Macole - never mind please - I found I cannot merge those plugins anyway. sad.gif Not without moving everything manually which is a bit too involved for my liking.
There is no great rush with that, obviously! Thanks in advance! biggrin.gif (Clever, eh? wink.gif )

Bummer verysad.gif. It's shame the OOO Skyrim Bandit major encampment is in the same location as The Crystal Chasm. winksad.gif I thought it would be really neat to have the bandits camped outside the Crystal Chasm.

I'd like to make a U-turn on that "never mind" please. bigsmile.gif I figured out a way to import things yesterday. I cannot merge plugins, I have to import records individually, but it can be done.

The problem is that I've been editing the landscape in that area to connect the road from Helgen to that little stretch of vanilla road that goes on to Hammerfell and extend it to the shrine of Mora, and of course we have Elinhir in TWMP. Makes sense. But this road drawing means that those cells are getting overwritten by Skyrim Alive, and if I wanted to keep the Chasm and the Red Hall and Falkreath, I had to do something clever. I started by importing the landscape from Falkreath, so now the Falkreath mod can be used without patching or not used at all - but Falkreath mod had only small changes to landscape, namely roads, so it was easy. I did the same for the Red Hall, so you can have the road with or without the mead hall. The Chasm is a completely different kettle of fish though - it modifies the landscape heavily and there is no way to reconcile it with Skyrim Alive short of importing one into the other.

So I have to ask you again to please install the Chasm and see whether the bandit camp falls through it. I cannot move the landscape changes - they have to be imported exactly in the same spot, so let's hope the bandits are not camping over it, otherwise I'll have to redo the landscaping elsewhere. But I can easily move the Ayleid structure if that's the problem. If it gets really bad, I'll see about installing OOO in parts just so I could load it into the CS to work around the conflicts, but I will never be able to see it all without installing it fully and it is such a big mod... (nearly 900MB in resources? wow... thank goodness they are in a BSA and not in thousands upon thousands of individual files which is what I was fearing... but mostly I don't want to get beaten up by the Skyrim bandits in-game wink.gif )

You do realise of course that it will get you inserted into the credits section, don't you? Be warned... winkgrin.gif And thank you again! biggrin.gif


This post has been edited by Lena Wolf: Nov 26 2021, 10:56 AM


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Lena Wolf
post Nov 26 2021, 11:27 PM
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Patch Announcement

I made a small patch for Oscuros Oblivion Overhaul to allow it to work with Crystal Chasm. I simply moved the bandit camp slightly so that it no longer collides with the chasm. The reason for it is that the Chasm will be integrated into the next release of TWMP Skyrim Alive, and I didn't want to throw those bandits into the abyss. biggrin.gif


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macole
post Nov 27 2021, 11:32 PM
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I'll have something for you soon.

This post has been edited by macole: Nov 28 2021, 06:50 AM


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macole
post Nov 28 2021, 07:15 AM
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Lena, I hope this helps. In my set-up I have major overhauls running; OOO v1.40, MOO, and Unique Landscapes. Ghastley’s Falkreath is also in the general area to the north. The Crystal Chasm does have major issues with OOO as you have discovered. MOO does its own thing while Unique Landscapes and Falkreath have no negative effect as far as I can tell.

Oblivion20190124 22.41.23 OOO SkyrimBandits IceDragonClan camp Marek’s tent is the tall one with the pointed top.

Oblivion20211127 00.36.55 OOO before installing The Crystal Chasm. Brrrrr, it’s cold.

Oblivion20211127 00.50.04 OOO + The Crystal Chasm Prior to patch there is no sign of the Ice Dragon Clan camp

Oblivion20211127 00.53.38 OOO + The Crystal Chasm – Ice Dragon Clan camp colliding with the chasm. Yes this is before applying your patch.

Oblivion20211127 01.05.36 OOO + The Crystal Chasm + patch + MOO dynamically added Outpost Tower. Nice place for an abandoned tower. I don’t know how MOO determines the placement. It might not be there the next time you start a new game.

Oblivion20211127 01.15.01 OOO + The Crystal Chasm + patch – anti-gravity rock FYI cell (-14,41) position (-52248,170136,32218) easily disabled vis console. actually theere are two rocks floating next each other.

Oblivion20211127 01.22.50 OOO + The Crystal Chasm + patch - Bandit Camp moved Looks good. Should be 5 tents with clutter; I see five tents and some clutter.

Oblivion20211127 01.30.32 OOO + The Crystal Chasm + patch - OOO Ice Dragon Clan Skyrim Bandits pathing and spawning. The Skyrim bandits attack the player on sight. There are four bandits plus Marlek their captain. This should be a very difficult fight. Two of the bandits got caught south of the chasm and were unable to cross. (found out there is a barrier that prevents you from falling or otherwise descending into the chasm). One bandit attacking from the south and another from the east had no problem. Marlek the captain was nowhere to be seen.
On one test one bandit spawned inside the chasm underneath the stairs surrounded by storage chests and boxes.

Oblivion20211127 01.43.37 OOO + The Crystal Chasm + patch - OOO Marlek. Taking the ladder down into the chasm I was unexpectedly attacked by Marlek. Even though I like the idea of Marlek investigating the Crystal Chasm he really should be up near his tent in the camp.

Oblivion20211127 02.11.52 OOO + The Crystal Chasm + patch - OOO Marlek's items found in chasm. Using a save from 2019-01-23 Marlek’s items; Marlek’s Bedroll, elegant chest, exquisite jewelry box, and Vyka’s Change of Plans note should be in Marlek’s tent. There are 3 barrels, 3 bottles of mead, and one book here that should be placed in or around Marlek’s tent. To get to these items and Marlek if he is there you have to use TCL as there is a barrier that prevents you from climbing or jumping into this portion of the chasm. Marlek’s tent in the camp only contains two sacks. One inside the tent and one outside, both are nearly completely buried in the snow.

Now that’s another thing I found strange. not every time but on a couple of tests the bandits attacking on the snow covered slope between the camp and the chasm would sink completely into the snow when they died.

Please let me know if there are any qquestions or concerns.

This post has been edited by macole: Nov 28 2021, 07:18 AM


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Lena Wolf
post Nov 28 2021, 10:04 AM
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OOH that was some serious testing - thanks Macole!! goodjob.gif

So I think we can conclude that MOO or UL does not clash and moving the bandit camp is the right approach. Have you checked the road all the way to the shrine of Hermaeus Mora? But I think it should be conflict-free.

I got a couple of comments on Nexus and it appears that there are differences between the versions of OOO. I didn't see all those versions at first because I had disabled adult content (too many boob mods on the front page) but now I see that we have three major versions of OOO about: 1.3.6.1 (a.k.a 1.36.1 "LITE"), 1.4 (known as "FULL") and 1.5.5+ (latest is 1.5.12 known as "Updated"). I used 1.3.5a (the last version not marked as adult content) but you are running 1.4 and there's also 1.5.5+. You cannot switch between 1.4 and 1.5.5 - you need a new game (all FormIDs have changed, I've been told). It's a bit of a mess, but I can handle three versions.

Regarding the issues that you found.

Some items still stuck in the chasm - could be because I used version 1.35 and it didn't have these items. I thought I moved everything. Will make a patch specifically for 1.4.

Floating rock - must have been moved accidentally. Or someone forgot to pay their gravity bill. Tszst - tszst - user error. wink.gif If you click on that rock, does its ID start with 00 (vanilla) or with something else (mod)? If you then click on an obelisk, the fist two digits in its ID identify the mod, so all the items from that mod start with that. Click on a bandit tent, and you have the ID for OOO in your load order. These are dynamic IDs that change every time you change your mod list, but they do help to tell what comes from where.

Don't worry about that rock though - I'll be making a new patch anyway.

Marek materialising inside the chasm - he must have gone there, it's a different cell, he could not be spawned in it. May be he was spawned just next to the entrance though.

Some bandits getting stuck on the other side of the chasm - I should move the camp a bit further away, this should fix it. The bandits are probably trying to cross the chasm as this is the most direct path, then they get stuck. Could you check whether there are any path nodes inside the chasm? Use TPG console command please.

Dead bandits getting stuck in the snow - incorrect path grid is the most likely cause.

I'll make a new patch for 1.4 and make sure to include pathing around the chasm.

I have now integrated the chasm into TWMP, so I shall be making those patches for OOO. I'm still building Helgen though, so release is a stretch away anyhow. It will be a few days before another attempt at OOO patching - Elsweyr calls! There's a silent bet going on here that Lena won't get to Elsweyr before Christmas, well, I need to see that she does! biggrin.gif

Thanks again for the great testing, Macole! You thought you retired, but may be not... ohmy.gif

This post has been edited by Lena Wolf: Nov 28 2021, 10:48 AM


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macole
post Nov 29 2021, 09:28 AM
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Lena,

I didn't realize how much I miss that job. Difference is that back then I had an office with a libary full of reference manuals. Plus, I knew the multiple systems I was working with.

The rocks formIDs begin with 00.

Today I loaded a save from 2019-01-22 previously I used a file from 2019-01-24. Walking west up the mountain past Hermaeus Mora’s shrine I found the junction going north to the Crystal Chasm. It is well marked with many banners. The road itself is clear and no issues encountered while traveling on it.

Now for the fun part.

Something is missing in Marlek's big tent.

Marlek’s big tent and items in and around; the bedroll, elegant chest, exquisite jewelry box, Vyka’s Change of Plans note are in the big tent buried in the snow. Their formIDs begin with 04. Other clutter; 3 barrels, 2 sacks, 3 bottles of mead, a 1 book, and platinum nugget are in and around the big tent also buried in the snow.

I am unable to enter the big tent. Don’t remember if I was able to enter the big tent or if I was able to reach the chest and jewelry box from the entrance. I will have to uninstall the Crystal Chasm to determine that.

The logs for the fire outside the big tent are buried in the snow.

Found two of the ice Dragon Clan bandits running around below the surface. See the TPG.

TPG: Is this what you need? Looks like the path grid goes under the surface.

How far away from the Crystal Chasm can you place the OOO Ice Dragon Clan camp? Would further to west of on the other side of the road be too far away? To me this looks like a good spot: Location (0000003c), Cell (-17,40), Position (-62908, 165446, 32233). Cell (-16, 40) also looks good. But then I don’t know what I’m doing.

Marlek is again trapped in the chasm. The items in the chasm that I pointed to in last test are not there. I don’t know what to say I load a different save and things end up in different places. Would the fact that I'm not usiing the TWMP height map make a difference?

Map marker: Loading my current game and using fast travel to Ice Dragon Clan camp I arrived at original map marker located under the northern snow bank surface.

I'm fairly certain that the OOO versions 1.34 to1.40 are consistant with this camp location. The Skyrim Bandits has been very stable for 12 years I've been playing with it.

Well anyway best of luck with this project and let me know if there is anything else I can help with. Who knows, I just might learn something.


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Lena Wolf
post Nov 29 2021, 10:13 AM
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Macole - thanks again for the testing! biggrin.gif

Yes, the path grid going into the chasm is the reason why the bandits get trapped there. It appears that OOO spawns them near the camp but not exactly on the markers, so some end up in the chasm. The solution must be to move the camp further away. You don't need TWMP to test this because TWMP does not alter the landscape in this area (yet). I am adding roads to Falkreath in my mod, so here comes the change, and then I'll really really need a patch for OOO.

What about your load order though? The Chasm mod itself has correct pathing around the chasm, but you must have something else loaded after it because your path grid goes right through. With landscape and pathing, it's the last loaded mod that edits anywhere in that cell overwrites the entire cell. But again, don't fret too much - I shall be making a new patch anyway.

Another fun command is TPL. Click an actor, then issue TPL and exit console. You will briefly see a pink line from that actor to wherever he/she is going. This is the path the AI intends to take. Sometimes they are awfully crazy. biggrin.gif Nothing you can do about that, it's just for fun. It can be useful in debugging path grids, but since NPC AI is free to ignore path grids, it isn't much of an indicator. The AI learns over time however, and I observed many times that just as you introduce new obstacles, the NPCs at first try walking into them, but then they remember most of it, and after some time their AI becomes a lot more sensible in that area. There must be a cache somewhere, something being stored in the save file, it can't be all down to luck. Of course then they go to an inn, get drunk and forget everything they've learned... *sigh*

Regarding the new location for the bandit camp - I think it definitely needs to be in a different cell, a good stretch away, so indeed either one cell North or one cell West. But didn't you have a MOO random watch tower in the West?

Missing items: some items are persistent across saves whereas others come exclusively from the mod. Typically any items that can be picked up, will not be moved by a mod - their locations are stored in the save the first time you enter the cell they are in. Because this patch relocates the items rather than respawns them, such items won't be moved (the same ID). But if indeed some items go missing because of that, the solution might be to change their IDs so that they do get respawned in the new location. Let me make another patch first, then check for those items again.

Note that this is not the same as ticking "Persistent" flag on an object placed in a cell. For example, markers and doors are always persistent, but they do get moved by the mod. Your map marker should have moved too, my only thinking is that it didn't move far enough. You don't get teleported exactly on the spot of the marker but only near it - the more reason to move the camp further away, I think it will work much better when the new reference is in a different cell.

Interesting about not being able to enter the tent. There should be no difference, it's the same tent, and it didn't have a door in the original, at least not in the version I was using. I think it will be better to start with version 1.4 so that we could eliminate this sort of inconsistency. The camp may look the same in the game, but it could well be different under the hood.

I've been doing portable camping equipment this weekend. Yes, Lena still didn't get to the Imperial City even, instead she's gone back to Skyrim to test the new mountain pass from Riverwood to the Rift... "What did I tell you?" was sitting next to me all day! laugh.gif But hey, we need camping equipment! mad.gif Borba is raving about it! rollinglaugh.gif


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Lena Wolf
post Nov 30 2021, 02:01 AM
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Macole - you cannot enter those tents, that's correct. It is how the models are made. But you can reach some items right near the entrance. To enter the tent, you need a door leading you to an interior cell just like in any house.

I discovered this when I added a large tent to my camping gear and Lena got trapped inside it. There is no way out! panic.gif


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macole
post Nov 30 2021, 05:27 AM
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I'm using Wrye Bash to install and have placed the Crystal Chasm esp followed by the patch beneath all other OOO patches. That's way down in my load order. I'm going to move the patch very near the bottom just to see if that would make a difference. Probably not.



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Lena Wolf
post Nov 30 2021, 11:58 AM
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Black Horse Courier

Portable Campsite


"Whatever will they think of next!" - was the reaction we got from most customers leaving The Three Brothers Trade Goods in the Imperial City. "They sell tents and bedrolls now! And fire logs! Fire logs!! Who is going to be stupid enough to spend their money on that?!"

We went to see for ourselves.

"Yes, of course there are many campsites in Cyrodiil already set up and complete with all the camping gear" - the Verus brothers tell us. "But what if you want to camp in a different spot? By that beautiful lake you came across? Or what if you simply don't want to be bothered with fighting the bandits first?"

That is a good point, we have to agree. Most existing campsites are overrun by bandits. So, what do the Verus brothers have on offer for an independent camper?

"You'll need bedrolls first and foremost" - the brothers are nodding knowingly. "If you want to get any sleep that is. You'll also need those portable stools if you don't like to sit on the ground - most people don't. You'll want a tent to put your bedroll into if you want to stay dry in the rain, and finally you definitely want some fire logs."

Yes, about that... Couldn't you just gather some sticks for free?

"Sticks? We don't sell sticks! Have you ever tried to actually make a campfire? Have you?"

Oh dear, we might have offended them. We never tried to make a campfire, we have to admit. Campfires are not allowed in the Imperial City.

Apparently, you can't just make a campfire with random sticks found in the wilderness. It's got to be proper fire logs and most of all - you need a fire starter.

"The fire starter is what we are charging for, you get the logs for free" - the brothers smile at us. "And it's reusable - just pack it up when you are ready to leave and reuse it in another spot!"

This does seem to be the height of modern technology, who needs magic with this? Is it Dwemer, we wonder?

"Not Dwemer, just good old Imperial ingenuity." Of course.

"Imperial? Imperial?!" - Borba gra-Uzgash from the General Goods store in Cheydinhal cannot believe what she hears. "It is Orcish, I'll have you know!" Oh dear. "I've been using it for years! I'm an old adventurer myself, and I know what's wanted!"

We would be fools to argue with Borba - on any subject. But it is true that she has a rather more impressive selection of camping gear than the Verus brothers.

"My tents are much sturdier than theirs, and my bedrolls are more comfortable, and of course my campfires light up a lot quicker and last longer" - she patiently explains to us. As city dwellers, we see no difference what so ever, but we would be fools to argue with Borba.

So then, where can one get these wonders of modern technology? Everyone will want it now, surely?

"The camping gear is being distributed throughout Tamriel" - Vinicia Melissaeia at the Office of Imperial Commerce tells us. "You will find it at every general store in every city, and even in some smaller settlements. The selection will vary, however, so if you see an item you want, best get it then and there or be prepared to go without." Very sound advice, applicable to all items, not just camping gear.

And there you have it! Be an independent camper! Go forth and explore!

But what's that noise outside the offices of the Black Horse Courier? Oh, it's the inn keepers - the square is filled with them, and the Imperial Guard has a hard time keeping them from throwing stones into our windows...

"It's bad enough already that the traders sell the stuff, but why do you have to advertise it?!" - an angry inn keeper shouts at us. "Who will stay at an inn now and pay for it when they can camp anywhere for free?!"

Oh dear. This is an unexpected turn of events for the Black Horse Courier. But this is news happening right here and right now - and we are here to bring it to you! Don't miss your chance to get a copy of the Black Horse Courier!

~ * ~ * ~

ADDENDUM


After the first batch of this edition was printed, we received a most gracious visit from Borba gra-Uzgash. It appears that her camping gear is indeed different from that offered by the Verus brothers. Where the Imperial camping gear is limited to strictly one set per party of adventurers, Borba's Orcish gear is completely individual, so that you can - and indeed are encouraged to - carry as many bedrolls, stools or tents as you wish, all in one pack! Why, you could even set up a dozen campfires next to each other for a truly warming experience!

Borba also mentioned that she was currently sold out of the Orcish camping equipment due to an unusually high demand by Orc adventurers. However, she expects a new shipment from Skyrim in near future.

This post has been edited by Lena Wolf: Dec 1 2021, 12:15 AM


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macole
post Dec 4 2021, 09:49 AM
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TR_Stirk; from what I see the map alignment is good. A marker is displayed indicating that I’ve been there. Using map marker to fast travel to Stirk puts me in the middle of town as it should.

Sutch Village: As with TR_Stirk, the map marker alignment looks good. Fast travel to that marker puts me in the middle of town as it should. I don’t see a need to do more with it.

Cybiades: the small island of Cybiades in the Iliac Bay just off the coast NE of Sentinel (arrow) is missing. The significance of the island Cybiades has diminished since the Daggerfall game. Nice to have but probably not worth the bother.

Southern portion of the map:

Atmora should be in the northern sea.

Valenwood Islands: The three islands are on the map as they should be. Map markers for the village on the big island are not displayed to indicate having been there. I’m not sure where to look for the .dds file overlays. I’ve been searching through the folders but haven’t found .dds files for the Valenwood Island mod or its village. This is one of those nice to have features that probably won’t be missed if not there. Wouldn’t worry too much about it

This is nice! The more I work with this map the more I like it.
The kid does get around.


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Lena Wolf
post Dec 4 2021, 02:52 PM
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Macole - thanks for the brilliant testing! biggrin.gif Let me know of any mistakes in the future, such as Daggerfall being spelled as Daggerfell and Vvardenfell as Vaardenfall as on the map I started out with. laugh.gif A brilliant map but some of the labels had to be redone... Which meant all of the labels because I could not match the original font. Oh, and yes, Atmora being relocated South... This is all easy to fix when you have the source files, as I do.

A word on how the map works. There are two independent things: the background image and the map markers. The images live in Data\Textures\menus\DynamicMap. The image is what I've changed, the markers however come from the mods you are using (respectively, vanilla markers come from Oblivion.esm). A marker has its coordinates in a particular cell, and the idea is that the background image provides the correct picture for that cell. So the map does not do anything at all to the markers - if they existed on your previous map, they will exist also on the new one. (I have all map markers revealed, whether I discovered them or not. Useful for testing the map. And generally a cheat. biggrin.gif Or is it? When I buy a map in a shop, it normally has towns and villages marked on it already.)

When it comes to mods that add new lands far outside of Cyrodiil, they often do that in a separate worldspace that is not anchored in Tamriel, that is they don't have any coordinates in the Tamriel worldspace. So you don't see any of the Shivering Isles map markers in Tamriel - that would be weird. smile.gif Whether or not a worldspace is anchored in Tamriel is determined by the mod you are using, not by the map.

So with TR Stirk, they have obviously anchored their worldspace in Tamriel and the map provided a drawing of an island in the right spot. So when you travel there, you can zoom into the map and see whether the shape of the island under your feet corresponds to the drawing on the map - or does it appear that you are walking on water. It is probably fine with TR Stirk, but generally this is what we need to check.

With Valenwood Islands there is a confusion - there are two versions of them... I have markers on the Valenwood Islands on my map, and I think they come from Valenwood Improved. Reading through Valenwood Island mod, the author says they are located in a separate worldspace, and I think she means that it isn't anchored in Tamriel. Which means that when you eventually travel all the way South in Valenwood, you will discover another set of Valenwood Islands... blink.gif Clearly, when Martin shattered the Amulet of Kings, it wasn't just Kvatch that got duplicated... I have Valenwood Islands mod loaded, but there are no villages in sight - they should be floating in the ocean to the South, if they had been anchored in Tamriel, but they are not there.

Valenwood Improved + Elsweyr Anequina + Senchal the Sea Side City

Zoomed in Southern part

Alternative lay of the land: Elsweyr Anequina + Elsweyr Pelletine. The arrow shows the location of Valenwood Islands with this land layout, but there are no map markers on them, which means that the mod is not anchored in Tamriel.

I shall change the description on the mod page to reflect these new findings! This means you can load Valenwood Islands either with Valenwood Improved or with Elsweyr Pelletine. goodjob.gif Since they don't show up on the general map anyway. sad.gif Oh well.

There will be a map update after some time - I noticed a few things myself that need changing. But it seems to be useable as it is! biggrin.gif Glad you like it and many thanks again for testing!!

PS. If anyone is wondering, this map is available as a mod on Nexus: Tamriel HD module for Dynamic Map.


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macole
post Dec 4 2021, 05:54 PM
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Wow Lena, look at the activity on your map's nexus site. Oblivion players are hungry for improvements. goodjob.gif

It is really good to see such a well written description page. You addressed a couple of items before I even had a chance to ask.

Thank you for helping me to better understand how the internals of the game works.

Oh and thanks for the acknowledgement. embarrased.gif Much appreciated.


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Lena Wolf
post Dec 4 2021, 10:28 PM
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Thanks, Macole! biggrin.gif There has not been an update for the map in a long time - the last Tamriel map is ten years old, and with so many mods adding new lands, people want new maps! biggrin.gif Just like me. wink.gif

I am uploading an update for the mod - it has a few minor changes to labels, I got rid of Atmora label because there's no room for it at the top of the map, and I added Cybiades, even though the mod does not put a marker on the island. But still. Why not. But most importantly, I changed around some overlays to improve performance, so I recommend upgrading. It's uploading as I am typing this.


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Lena Wolf
post Dec 5 2021, 05:20 PM
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Lena is still in Skyrim... kvleft.gif Well, she's on her way South! She's not far from the Temple of Ancestor Moths and she came across an Ancient Dwemer Ruin right on the road. Walking up the hill, she saw the HESU Skyrim Temple on the other side. How could she not stop and have a look around? smile.gif

HESU Skyrim Temple and the Ancient Dwemer Ruin seen from the East

A closer view

Make sure to load the Dwemer Ruin after the Skyrim Temple to avoid land tears.

Lena found some of the Dwemer technology rather fascinating: a few anti-gravity rocks and invisible walls here and there. Hmmm... Naturally, she had to fiddle with it. Patched it up.

Proceeding to Cheydinhal now to get some of that Orcish Camping Gear from Borba. biggrin.gif


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