It seems to me that the Lost coast patch incorporates the almost all of the Chorrol Hinterland patch made by viltuska: http://www.tesnexus.com/downloads/file.php?id=36486
So if one used this patch do they also need to use the Chorrol Hinterland patch?
Your before and after shots indicate you're using an old version of New Roads & Bridges. That land tear in cell 8,10 is caused by the old configuration for that road.
With Imperial Isle and LtPD *ONLY* loaded into the CS, there is no tear, and no sign of any road landscape. http://tinypic.com/r/13zmxkm/7
The other circled area is where the aqueduct meets the rocks. It's partially buried behind trees, but the entrance is there, and it's accessible if you walk up the left side to the road. The map marker is the only thing not positioned right and it isn't worth making a patch just for that.
>The remaining patch isn't necessary either as Imperial Isle and Let the People Drink have been modified to fit together without a patch as long as the correct load order is used. (II after LtPD) Used the correct load order is does not help. There approach to the door blocked by rocks, and when teleporting to a marker map appears inside a stone.
>etails on exactly how to do this are here: http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/ Thanks. Study the manual, and will do according to your advice.
Also on this occasion, I ask you two questions to answer if not difficult 1. After correcting the discontinuity of the landscape, it remains a line: before / after Is there any way to remove this line?
2. In some places, the landscape can not paint. I know, it is connected with the limitation density of textures. Is it possible to circumvent this limitation?
The remaining patch isn't necessary either as Imperial Isle and Let the People Drink have been modified to fit together without a patch as long as the correct load order is used. (II after LtPD)
That said, if you still want to keep the patch around, it needs to be cleaned using TES4Edit as well as run through Wrye Bash's "remove world orphans" function.
Details on exactly how to do this are here: http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/
If it's not fixed, the file will raise errors in Wrye Bash when people go to rebuild their Bashed Patch.
9 comments
So if one used this patch do they also need to use the Chorrol Hinterland patch?
With Imperial Isle and LtPD *ONLY* loaded into the CS, there is no tear, and no sign of any road landscape. http://tinypic.com/r/13zmxkm/7
The other circled area is where the aqueduct meets the rocks. It's partially buried behind trees, but the entrance is there, and it's accessible if you walk up the left side to the road. The map marker is the only thing not positioned right and it isn't worth making a patch just for that.
>The remaining patch isn't necessary either as Imperial Isle and Let the People Drink have been modified to fit together without a patch as long as the correct load order is used. (II after LtPD)
Used the correct load order is does not help. There approach to the door blocked by rocks, and when teleporting to a marker map appears inside a stone.
>etails on exactly how to do this are here: http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/
Thanks. Study the manual, and will do according to your advice.
Also on this occasion, I ask you two questions to answer if not difficult
1. After correcting the discontinuity of the landscape, it remains a line:
before / after
Is there any way to remove this line?
2. In some places, the landscape can not paint. I know, it is connected with the limitation density of textures. Is it possible to circumvent this limitation?
Once again, sorry for my English.
That said, if you still want to keep the patch around, it needs to be cleaned using TES4Edit as well as run through Wrye Bash's "remove world orphans" function.
Details on exactly how to do this are here: http://www.invision.tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/
If it's not fixed, the file will raise errors in Wrye Bash when people go to rebuild their Bashed Patch.
There is some serious conflict between Battlehorn Castle and Wac as well, this might be worth a patch as well.
Conflict with the dark forest can be avoided by changing the load order. Simply put xuldarkforest.esp below WAC.esp.
Enjoy.)
I really hope you release more patches for other UL mods, such as ULark Forest and the Sweetwater Camp.
Keep up the good work!