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Wolf Mods, Skyrim (and more!) for Oblivion |
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macole |
Mar 10 2022, 05:33 AM
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Mouth

Joined: 10-January 20

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If there one place in Oblivion mod world, Elden Root is the one I’d like to see populated. I had thoughts of working on Elden Root myself when I first saw it. There’s a three-story corner house on what I called Elden Root Main Street, it is furnished only with a usable double bed on the second floor. I thought of making it a player home or a chapter house Order of the Virtuous Blood or the Archeology Guild. Dreamer that I am, I never got around to learning how.
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Vampire Hunter, Endure and through enduring grow strong.
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Lena Wolf |
Mar 10 2022, 09:53 AM
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Master

Joined: 18-May 21
From: Bravil

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QUOTE(macole @ Mar 10 2022, 04:33 AM)  If there one place in Oblivion mod world, Elden Root is the one I’d like to see populated. I had thoughts of working on Elden Root myself when I first saw it. There’s a three-story corner house on what I called Elden Root Main Street, it is furnished only with a usable double bed on the second floor. I thought of making it a player home or a chapter house Order of the Virtuous Blood or the Archeology Guild. Dreamer that I am, I never got around to learning how. That is quite a striking building, the way it is positioned. I haven't decided yet what goes there, I tend to start with middle and lower class houses - that's where the real people live... But of course Elden Root will need to have upper class too, as well as the guilds. And a house for sale! Haven't thought of that - thanks for reminding me. Creating all these characters with their houses is a whole new layer of playing Oblivion for me. They all have stories... so many stories to tell! If you look carefully at the vanilla characters and their houses, you'll notice that they are all different, they too all have stories. Almost makes me regret never entering most of them in-game because that would be breaking in, and I rather detest that. It is, after all, first a foremost a role-playing game.  Did you know by the way that the people of Skingrad all have garlic hanging by their fireplaces? No reason... Well, I suppose then once you load TWMP into your game, the Jandaga and his ladies will have a lot of adventuring to do to recover the black soul gems and free the people of Elden Root. Oh, I did check on Noutar Emero, without going too far into it, it does seem to work properly, I don't see anything out of place. Don't tell me what that does! I want to discover it for myself! 
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"What is life's greatest illusion?" "Innocence, my brother."
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Lena Wolf |
Mar 12 2022, 07:29 PM
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Master

Joined: 18-May 21
From: Bravil

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Thanks, Macole!  I am certainly having a lot of fun making the mod, but it's a lot of work too - over 30 interiors to make, and many of them have to be done from scratch because I can't find a suitable existing interior to copy and modify... But it will be done eventually, every single house. That's the point for me - the city must be complete. It will probably require some 20 guards too to make up the shifts for the patrols, and then of course there's the Mayor and his staff. I just discovered today that one of the houses in Skingrad is haunted...  And not by vampires. Never knew it because I don't break into houses! Do you know which one it is? As for garlic and vampires... Garlic actually does absolutely nothing to vampires in Cyrodiil, it's an urban myth, is all. The only vampire affected by garlic is Vicente Valteri, and that's just because he's allergic to it, has always been, since before he got vampirism. Now, silver weapons, that's a different tale entirely! This post has been edited by Lena Wolf: Mar 12 2022, 07:30 PM
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"What is life's greatest illusion?" "Innocence, my brother."
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Lena Wolf |
Mar 14 2022, 12:56 AM
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Master

Joined: 18-May 21
From: Bravil

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Nerastarel's House is the one!  Elden Root is getting several houses for sale. At the moment, there's an apartment in an upper class house as a private sale, plus two houses with the real estate agent. Unfortunately, the real estate agent was taken by the necromancers, so you'll have to free him first to be able to access the properties. But here's a preview (marketing materials alert!). ~~~~~~~~~~~~~~~ The Sextant House The Sextant House is one of the most prestigious properties in Elden Root.
With its prominent location in the Upper District and its distinctive towers and impressive size, it is not just an upper class house, it is a unique upper class house! Don't miss this rare opportunity to become its proprietor.
The house features ample accommodation and storage on its three floors. The ground floor has the lounge and dining area, the middle floor is laid out for discerning entertainment, and the upper floor offers a spacious bedroom with two most comfortable double beds covering all of your needs!
Please see Sillas at The House and Garden Agency about this property.
~~~~~~~~~~~~~~~ The Hunter's Rest The Hunter's Rest is a well-appointed house on a budget.
Located in the Lower District, the Hunter's Rest might not catch your eye at first. It is a wooden one-storey house, and thus does not offer the same amount of space as our other properties. But don't discount it just yet.
This open-plan house is laid out for two people - it has two single beds, a dining area, a study, a cozy lounge area by the fire and even a pantry by the side entrance. There is ample storage, and it is connected to our inn services which replenish food barrels on a regular basis. Yet safety of the rest of your storage is guaranteed!
The house has good furnishings, rather better than you would expect to see in a dwelling of this stature. It is a comfortable abode, easily affordable for most people!
Please see Sillas at The House and Garden Agency about this property.
~~~~~~~~~~~~~~~ I intend to add at least one more property, may be two. I'm making it up as I go...
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"What is life's greatest illusion?" "Innocence, my brother."
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Lena Wolf |
Mar 17 2022, 11:12 AM
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Master

Joined: 18-May 21
From: Bravil

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I had a few days off and I spent them building Elden Root...  It is getting along nicely! I decided that not everyone will need to be rescued, some people ran away and hid in their houses, so they survived the attack. But they are scared! They are not coming out until the City Guard is restored. At the moment, 17 people need rescuing, which is plenty, I think, considering that each gem is hidden in a different ruin... This will have you running around the entire Cyrodiil and Valenwood! And once you rescue them, some people will have further fetch quests for you before they can fully restore their business.  Here I'm reusing existing unfinished fetch quests - there are some 20 fetch quests in the Valenwood Improved mod, of which two in Elden Root, both unfinished. This gave me the idea.  Finish them off, and reap the benefit of improved service from those people. Another thing I've been doing is adding background stories to some people, so they have a little bit more to say than just the rumours about the Emperor being assassinated. They might get quests at a later date, but I want this mod finished and out the door with version 1 for now. Personal quests can be added later. The status now is that I have done 28 houses already, with their inhabitants and stories, plus market stall traders and a few others. I have only 4 houses left to do, plus beggars, plus the City Guard, plus the City Council schedules (the Mayor is hiding in his apartment for now). So a lot more NPCs to come, and not quite so much real estate.
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"What is life's greatest illusion?" "Innocence, my brother."
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Acadian |
Mar 17 2022, 12:36 PM
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Paladin

Joined: 14-March 10
From: Las Vegas

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This is great fun reading about what you're doing with Elden Root. Back in the Second Era, Buffy makes her home there. In her time, the city is mostly within a massive graht oak. In this screenshot, Buffy is in the foreground. Right behind her to the left is her little 'Snugpod' home that the tree so nicely grew for her. Close behind her on the right, the tarp and tusk structure is the city stable. And in the distance is the Elden Root itself, featuring its cavernous 50 foot high arched doorway. Inside are numerous shrines and shoppes on the ground floor. One floor up is where the artisan crafting centers, banks and more merchants are. One floor above that is the FG, MG, and chambers of the current king of the Camoran Dynasty. Above that (in our head canon) are the real owners of the tree - the Elden Root tribe of the Cloud Dancer clan (to which Buffy belongs). Cloud Dancers are smaller, lighter and well suited for life in the tall trees. Rather than embrace Yffre's Green Pact to free themselves of the Wild Hunt, they long ago embraced the Nirn Mother (Mara) and Sky Goddess (Kynareth) to free themselves. Superb stewards of the forest, they have no problem using wood or the forest's other bounties; they simply do not waste. The Elden Root tribe is quite cosmopolitan about visitors in the lower levels but protective/private about the upper levels of their tree. Though the tree is ancient, it grows atop and encroaches throughout an even older Aylied Ruin that is now mostly underground.
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Lena Wolf |
Mar 17 2022, 01:32 PM
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Master

Joined: 18-May 21
From: Bravil

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Look how things have changed! Elden Root of the Fourth Era doesn't have a giant tree, but you can see where it once would have stood - there's a giant hole in the ground, of sorts. And yes, it is built on top of an Ayleid ruin. After all, Valenwood Improved is over ten years old. Some people say it isn't lore-friendly, that the forests and cities are all wrong because they use some elements also seen in the Shivering Isles. But to me, Valenwood Improved is exactly what I imagined the land of the Bosmer to be like, based on the Bosmer characters from Oblivion and Skyrim, the same as Elsweyr Anequina rang true for the Khajiit. I would rather argue that if there are any similarities between Valenwood and the Shivering Isles, that's entirely due to the Bosmer taking their culture from Valenwood to the Shivering Isles, and not the other way around. I feel that both Anequina and Valenwood Improved have truly enriched my game, and I should be coming back to those places again and again. There's still so much to explore there! And I only started on Pelletine, not even gone to any of the cities yet (tail-less Khajiit in Torval crash my game, and the FPS in Pelletine is hovering around 6 which is abysmal, while I get a steady 25-30 elsewhere). With that said, and with the weather in the "real world" turning warmer, the snow of Skyrim is calling to me again...
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"What is life's greatest illusion?" "Innocence, my brother."
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Lena Wolf |
Mar 23 2022, 10:44 PM
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Master

Joined: 18-May 21
From: Bravil

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The last few days I've been working on a few side quests for Elden Root. Some of the shop keepers will ask you favours after you rescue them - they will need extra supplies. Once delivered, they broaden the range of goods that they offer. Some shop keepers already start out with special goods, and some only get them once everyone has been rescued. It all started with a small fetch quest that I found in the original Valenwood Improved mod - fetch 15 bags of flour for an aspiring baker... and get a bit of gold in return. Boring, and unsurprisingly unfinished. Well, there's still a quest to fetch 15 bags of flour for that aspiring baker... But now she'll start baking rather special pies - Cornish pasties, mushroom pies, shepherd's pies, vegetable pies, etc. Well worth the bother of collecting 15 sacks of flour, although the pies won't be free. All in all, I now have 7 re-supply quests and a total of 144 unique items to be sold in shops...  How did this happen? Did I may be get carried away just a bit?  And these are just basic items, you can make your own enchantments where applicable (although I would not recommend enchanting food, it's best eat it as is). Things are getting along nicely! The only major task still left to do is to recruit the City Guard.
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"What is life's greatest illusion?" "Innocence, my brother."
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Lena Wolf |
Mar 27 2022, 10:53 PM
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Master

Joined: 18-May 21
From: Bravil

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(Re)-construction of Elden Root is complete!  All that is left is to test it... Ehhh... Not today.  But it's the sort of project that needed to be all finished before I could do any meaningful testing. Or so I told myself. Without going into spoilers, besides the ones that I already revealed, here are some statistics. The Elden Root chapter fills in 34 interiors and adds 54 NPCs, plus 14 guards. Once all the shops are fully refurbished and business restored, you will find some 150 new items offered in shops. All of these new items are only offered in shops in Elden Root, they are not found as loot and not offered in shops elsewhere. Elden Root is unique! If you want these special items, you'll just have to come back... You will see some of the new apparel worn by Elden Root citizens and some of the other items displayed, but there isn't a giant chest with everything in it anywhere. The merchants' stock will vary, so it could be a long time before you've seen everything that is on offer. You'll need to buy a house and start building a collection, if you want to get it all... Elden Root has 2 inns and 4 taverns, the Mages Guild, the Fighters Guild, the Thieves Guild, the Order of Virtuous Blood, some Dark Brotherhood presence but no Sanctuary as yet, market with 3 stalls, 11 shops, 2 independent traders, a real estate agent and a total of 3 properties for sale. There is also the City Council and the Office of Imperial Commerce, the City Guard Offices, barracks and dungeon with a working jail, and the City Crypt with suitable provisions. You can also sleep outdoors, unless the beggars beat you to it. And finally, there's a chapel. Much of it is however inaccessible from the start, so it is up to you to restore the city! The guilds, the Dark Brotherhood and the Order of Virtuous Blood currently have no jobs associated with them, but this could be added in the future. There are other possibilities for expansion as well. I can tell you all these things because you can see the buildings when you visit the city. There are hardly any shop signs - you need to rescue the shopkeepers first - but public buildings like the Guilds are there for you to see. There are also quite a few more people around right from the start, besides those three that were wandering the streets before. And yet you have 18 people to rescue. I think that's plenty, as some of those locations will be quite hard to find. Others will be easy. Forget uniformity.  Once citizens start returning, other citizens' schedules will become more complex, yet others will come out of hiding. A lot seems to be riding on the restoration of the City Guard, although some citizens would rather have their favourite bar reopen first, and the Guard can well stay away, for all they care. I wonder why, what a strange attitude... I made a few small changes to the city layout as well, namely I connected the cemetery with the Lower District with a bridge (for those of you who know the city). This makes it all more connected and helps to create patrol routes for the City Guard. I also installed street lights. Screenshots will follow next week as I start testing!
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"What is life's greatest illusion?" "Innocence, my brother."
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Zelazko |
Mar 28 2022, 02:14 PM
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Retainer
Joined: 27-March 22

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QUOTE(Lena Wolf @ Nov 14 2021, 01:32 PM)  Thanks Acadian, Macole - those trees look great, don't they?  With all the TWMP mods (including Hammerfell) I installed all the main files (latest version only), all the resource files and all the LOD files, that is everything except the patches because I don't need them. The LOD files are really tricky because they are not in a BSA but just files on disk, and you have to install them in the right order because they overwrite what you've got already. But then - people say - you generate new LOD with TES4Edit and everything is fixed! Yeah, right... this has not been my experience. The files in distantLOD folder are overwritten when you generate LOD, and they contain data for trees, objects and some of the water (some? yeah, clear). Then there's texture LOD - some files in Textures/landscapeLOD, and I have not been able to regenerate those successfully with anything. I just get a lot of purple everywhere when I try. But all of those TWMP mods come with land LOD textures, and my mod doesn't change landscapes, so fortunately I don't need to update them. It does make it very important to load the mods in the correct order to get those things overwritten correctly. Phew... if you are not confused yet, why not? So, for the record I decided to write up exactly which mods from the TWMP suite I installed and in which order, that's the long list that follows. It is my intention to get Valenwood and Elsweyr working as well, they are not all TWMP, but they were made to work with TWMP, or so I hear. Bear in mind that I haven't explored those areas yet, so I might have to adjust the list later. This is based on this thread on Reddit. My installation does not start from an empty Oblivion - I already have various mods, some with the dreaded LOD that gets overwritten. Besides, I started with TWMP for Skyrim and installed Elsweyr and Valenwood afterwards - which is the opposite of what they advise on Reddit. I also had my LOD messed up several times while developing my mod, fixed it, messed it up again... So then I decided to reinstall all those TWMP mods again, overwriting everything, but now I've done it in the right order according to Reddit. I have only checked Skyrim and Hammerfell so far, and they are fixed, and Cyrodiil seems to be in order also. So I think this might be a way to go. EDIT 18 December 2021: I have updated these instructions now that my mod got a new release. Here is the up-to-date page.Download and InstallationIMPORTANT: download the mods and save them in a safe place because you'll be reusing them a few times! I suggest Data/Downloads. Put each mod in its own folder so you know what's what. It gets confusing very quickly. I download everything first, then go about installing it - this helps to keep track of where you are at. Installation needs to happen in the order listed below because files get overwritten in the process. Some of the mods also give installation instructions, I tried to take them all into account, but be sure to check them for notes regarding other popular mods that you might have in your game. Note: I don't use Unique Landscapes, so I didn't download any of those resources. If you do use UL, you will need those files too! Top up your common sense reserves, they will be tested! Oblivion Script Extender - OBSE - xOBSE  Go to their website and download and install the latest version. TWMP claims to need v21 on its latest mods, but v19 is probably already sufficient. Under the sign of the dragon - Tamriel Heightmaps - Tamriel LOD resources - Tamriel Heightmap v 3.3 - Tr Stirk LOD resources Under the sign of the dragon - Tamriel Landscape Pack - BSA - ESM Under the sign of the dragon - Tamriel Resource Pack - ESM ESP - Full resource pack The other files here are just the individual parts already contained in the full resource pack, in case you have to re-download (so save it first!). Elsweyr the Deserts of Anequina - Main file Valenwood Improved - 1020 Full German - 1020 English translation (replacement ESP with English text) With TWMP we don't need the ESPs from this mod, only the resources. So why did I download the ESPs as well? No reason. Just for my collection. TWMP Valenwood Improved - Main file (the ESP) - Patch for Elsweyr We will use this ESP with the resources from the other Valenwood mod. I also downloaded the patch for Elsweyr because I use Elsweyr. Download other patches as needed. Valenwood Islands - Valenwood Islands main file - Valenwood Islands patch - LOD fix These are the three main files for this mod, I did not use any of the optional patches. Under the sign of the dragon - Tamriel Landscapes - Black Marsh ESP - Summerset Isles ESP - Summerset Isles meshes BSA - Summerset Isles textures BSA Note that I did not use any of the LOD resource archives from this mod, and also not the Valenwood-Elsweyr module. These are outdated (according to Reddit). TWMP Summerset Isles Extension - TWMP SI version 0.1.1 TWMP Castle Dunkerlore - Main file TWMP Hammerfell - Main file - Distant LOD - Resource pack - _far meshes - LOD terrain meshes and textures I don't have Sutch village, so I didn't use the patch. Apply your common sense here.  Stirk is integrated in this mod, so remove any stand-alone versions. TWMP (only High Rock is needed, not Skyrim) - High Rock ESP - TWMP LOD resources Note that you don't need Skyrim ESP but you do need Skyrim LOD resources included in the LOD pack. TWMP Skyrim Improved - Main ESP - Resources - LOD textures and meshes Jerall Pass is integrated into this mod, so remove the stand-alone version. TWMP Locations - ESP and BSA Skyrim Nord Tombs is integrated into this mod, so again remove the stand-alone version. TWMP Skyrim Guard Armors and Shields - Main file TWMP Skyrim Alive  - Core - Optional: Silent dialogue. I don't use Ely's Silent Voice, so I generated this for the whole of Skyrim. Skyrim Alive is integrated into this mod, so remove the stand-alone version. Load order is the same as the installation order. If you have any mods that edit the same areas, put them before this lot, or you'll have land tears and/or roads will be lost. Download what patches you need (e.g., for Unique Landscapes) and read descriptions of the corresponding mods for ideas where they go in the load order. I don't use them, so can't test it. The mapI tried different options and found Dynamic Map to work best, it requires MenuQue. MenuQue - OBSE Plugin - Main file version 16b Note that Dynamic Map states that MenuQue v17 is required, but the highest version we have here is 16b. I use it, it works fine. Dynamic MapThe main archive contains several options for installation. Choose TWMP Heightmaps - the only option that shows all of Tamriel. Map pack that is available separately, is not needed. High Detail Dynamic Map TWMP - Main file - Patch Install the main file first, choose the version with Valenwood and Elsweyr. Then the patch because it overwrites the INI file. This is a replacement for the TWMP Heightmaps module of the Dynamic Map. TWMP Skyrim Alive - Map archive This is my overlay for Skyrim - for the High Detail Dynamic Map from above. Again, it overwrites the INI file, so installation order is important. Once you've got your Dynamic Map installed, have a look at its two configuration files in Data/Ini folder. The core file regulates things like keys used to zoom in and out, while the other file determins what is being displayed. I changed the zoom keys in the core file, for example. This is the map I shall be maintaining as I explore more of Tamriel. So if I find problems in Elsweyr and Valenwood related to the map, I'll be fixing them for the High Detail version. Unfortunately it is not compatible with "standard" versions because the map is not simply scaled, it is also cropped, so you can't simply resize your old modules - they don't fit properly, you have to redo them in GIMP or something. Recommended additionsThese are the mods I use in my game and they work well with TWMP, at least the Skyrim part which I have so far explored. I understand that some don't work very well with OOO or perhaps something else - check what you are using. For Unique Landscapes there are patches and patches, I've seen them everywhere, so you should be able to fix it. Load these mods before the TWMP lot, or anyhow before TWMP Skyrim Alive, or you will lose the roads in the Jeralls. Skyrim Observatory - North-East from the Dive Rock. HESU Mod Collection - Skyrim Temple - West from the shrine of Azura. Jerall Home Remastered - puts a house just North of the Dragonclaw Rock. The Ancient Dwemer Ruins - right on the road West of the Temple of Ancestor Moths. Ancient Dwemer Ruin Vornhuzduc - in Cyrodiil West of Bruma. Pinevale - in the Jeralls West of Bruma. There is a pass from below. Nordinkarst- Nordic Meadhall - in the Jeralls West of Pinevale. Easy access from Falkreath! Use this patch with TWMP. Load the main mod before TWMP mods, and load the patch after the TWMP mods. The Crystal Chasm - North-West from the shrine of Mora, on the vanilla road to Hammerfell (vanilla road to Hammerfell? Oh yes!!). This puts a road from the shrine connecting to the vanilla road. I hear this conflicts with bandits from the OOO, so you might have to choose. Red Mead Hall - just West of the shrine of Hermaeus Mora. Quite something. Conflicts with the road from the Crystal Chasm which goes under the building, unfortunately - you have to choose or use my patch for it. This does not depend on TWMP, so can be used without it. Load Chasm first, then Red Mead Hall, then the patch. This block of three can be loaded before all the TWMP mods. Falkreath - Ghastley's mod, no longer on Nexus. Fits beautifully! Start playing!This is the important bit... get out there! Start exploring!!  Oh, and people say you can also safely install Morroblivion on top of all of this. I plan to do it too, at some point. How many plugins does it take to make?  I am wondering about fitting this in my mod setup. I already have 170 esp/esm plugins.
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Lena Wolf |
Mar 28 2022, 02:56 PM
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Master

Joined: 18-May 21
From: Bravil

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QUOTE How many plugins does it take to make?  I am wondering about fitting this in my mod setup. I already have 170 esp/esm plugins. You still have room, not to worry. These instructions are a little out of date though, and I have since figured out how to do LOD, and why I was having issues before. Best check that up to date page which I am indeed keeping up to date as I learn new things and explore more of Tamriel. EDIT: I see that I haven't updated that page yet! I thought I did... Never mind. There are some small changes to load order, and of course there's now TWMP Southern Alliance which reconciles Valenwood Improved and Elsweyr Pelletine, so there is no longer a need to make a choice. This post has been edited by Lena Wolf: Mar 28 2022, 03:00 PM
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"What is life's greatest illusion?" "Innocence, my brother."
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Lena Wolf |
Mar 28 2022, 05:29 PM
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Master

Joined: 18-May 21
From: Bravil

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QUOTE(Lena Wolf @ Mar 28 2022, 02:56 PM)  QUOTE How many plugins does it take to make?  I am wondering about fitting this in my mod setup. I already have 170 esp/esm plugins. You still have room, not to worry. These instructions are a little out of date though, and I have since figured out how to do LOD, and why I was having issues before. Best check that up to date page which I am indeed keeping up to date as I learn new things and explore more of Tamriel. Page updated. See also: Building your own LOD.
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"What is life's greatest illusion?" "Innocence, my brother."
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Zelazko |
Mar 29 2022, 01:23 AM
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Retainer
Joined: 27-March 22

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QUOTE Elsweyr the Deserts of Anequina from AFK Mods, not Nexus – Main files – Patches as needed – Do not install any LOD https://www.afkmods.com/index.php?/files/fi...sweyr-anequina/I should grab and use the 01_ElsweyrAnequina_Official_Patch? The fix Includes: QUOTE 1. Fix to the Rimmen buy-a-house quest, ending the quest after purchase of all upgrades. 2. Fixes to the rent-a-room topic, recognizing if the player does not have enough gold. 3. Patch to the village of Alabaster's Ayleid walls to account for the changes to those meshes in the Unofficial Oblivion Patch. 4. Access to the Corinthe Temple District and the friendly Khajiit tribal village of Chasemoor in a hidden valley between Rimmen and Orcrest. 5. Fix to the Rimmen Guard who left the city and travelled toward Chorrol. Also TWMP_Valenwood_Elsweyr.esp is required by ElsweyrPelletine.esp. The guide says that https://www.nexusmods.com/oblivion/mods/38792?tab=filesQUOTE Under the sign of the dragon – Tamriel Landscapes – Valenwood_Elsweyr – BSA only – Do not install the ESP or the LOD For removal of Valenwood Islands LOD. I need to remove Valenwood Islands\textures\landscapelod\generated Valenwood Islands\meshes\landscape\lod That's what I at least removed for ElsweyrPelletine but I am not sure how to deal with Valenwood Islands' distantlod folder. This post has been edited by Zelazko: Mar 29 2022, 01:57 AM
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Lena Wolf |
Mar 29 2022, 02:13 AM
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Master

Joined: 18-May 21
From: Bravil

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QUOTE(Zelazko @ Mar 29 2022, 01:23 AM)  I installed it. I have so far only visited Corinthe, and there were no issues there - I also use Corinthe City Extension. There was one disembodied door leading to the Temple District, but I fixed it in Mysteries - just a simple repositioning. I would say probably yes, get it, but check in game. It's not a major thing anyway. QUOTE(Zelazko @ Mar 29 2022, 01:23 AM)  TWMP_Valenwood_Elsweyr.esp is required by ElsweyrPelletine.esp. The guide says that https://www.nexusmods.com/oblivion/mods/38792?tab=filesQUOTE Under the sign of the dragon – Tamriel Landscapes – Valenwood_Elsweyr – BSA only – Do not install the ESP or the LOD Keep reading.  That file was redone in TWMP Southern Alliance. It is the key to use the redone version, NOT the original! QUOTE(Zelazko @ Mar 29 2022, 01:23 AM)  For removal of Valenwood Islands LOD. I need to remove Valenwood Islands\textures\landscapelod\generated Valenwood Islands\meshes\landscape\lod That's what I at least removed for ElsweyrPelletine but I am not sure how to deal with Valenwood Islands' distantlod folder.
I need to clarify that, sorry. Do not remove the entire folders but only the LOD that pertains to Tamriel. Look at the files in those folders. Files for Tamriel start with "60." or "Tamriel". Remove those. Don't remove the ones that start with other names - they belong to other worldspaces. Sorry I haven't got the computer before me now. You need to remove files from all three folders, also distantlod. I believe that Pelletine only has LOD for Tamriel, I remember removing everything there. But Valenwood Islands also have LOD for the island worldspaces, you want to keep that.
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"What is life's greatest illusion?" "Innocence, my brother."
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Lena Wolf |
Mar 29 2022, 11:20 AM
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Master

Joined: 18-May 21
From: Bravil

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I have updated the instructions with more info on LOD removal and generation, among other things.
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"What is life's greatest illusion?" "Innocence, my brother."
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Lena Wolf |
Apr 1 2022, 01:28 PM
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Master

Joined: 18-May 21
From: Bravil

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It has been quiet in the land of Wolf mods lately. I still haven't started testing Elden Root, I just needed a break from it. I've been cleaning up some mess I made earlier when I didn't know what I was doing, and cleaning up mess can be more labour-intensive than starting from scratch. But this was around my companion system, and since I already have some of those companions in-game, I didn't want to just throw them away and start again but rather wanted to keep them and catch up. At this point my first fully custom companion - Hauk - is all finished and needs a holiday.  I used him to develop the scripting and AI for the framework, which means it transfers to all other companions connected to it. Of which there are none complete so far.  Oh, there are a number in development, but they all need filling in and testing. The next one is a biggie though - Lucien Lachance. His companion part including all buildings is finished (a separate NPC so as not to mess up the vanilla quests), and some of his custom quests are finished - he comes with a lot of strings attached. He is not going to be ready for release until many more quests are done though, and this is something I want to play through myself. Of course, in terms of Lena's story, those are all events that took place two centuries ago, so she'll be remembering them, writing memoirs or some such. The quests are indeed based on the stories. In terms of the companion mod, you'd need to finish those quests in a particular way to gain favour with Lucien so that eventually he would deem you worthy of his assistance. None of the quests will be a game breaker, but rather he'll count your failures and see that you redeem yourself. I feel this suits his character.
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"What is life's greatest illusion?" "Innocence, my brother."
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Lena Wolf |
Apr 4 2022, 11:45 AM
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Master

Joined: 18-May 21
From: Bravil

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The weekend was spent cleaning up. I tried to start testing my new Valenwood Cities mod, and sure enough, there are a few more people out and about in Elden Root. But then my FPS dropped from 15 to 13 to 8 to... none. And the game crashed.  My 15 year old PC with 4GB RAM could not handle it. I am sure the crash was not due to any bugs but purely because the system got overloaded. I mean, it was slow to begin with, and those few extra people just tipped it over, it seems. I bought a better computer, it's been awaiting attention for a couple of weeks, so it seems I need to transfer everything to it before I can continue with Valenwood. So in the meantime while waiting for it to download and re-install stuff, I've been cleaning up my mods, publishing some small things here and there, and building more Companion modules. The Companion system is actually reaching maturity. In other news, after some communication with the current maintainer of TWMP (Haldar), I have a plan for Skyrim: Whiterun, Morthal and Castle Volkihar. Dawnstar is also missing, but it might have to wait until round 3. So there's my summer sorted.  I shall also fix up Riften with a few enhancements - I've learned a few things since I made it. Such as how to make a working jail so that you don't get taken to Bruma for processing.  Turns out, it's easy. Well, everything is easy once you know how to do it! It's not like there's a Tome of Oblivion Modding out there somewhere, and I mean one which goes beyond "My first NPC". (Yes, I read the one that's out there.)
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"What is life's greatest illusion?" "Innocence, my brother."
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