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99 comments

  1. YungFattin
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    In regards to using  Elsweyr with this mod, the town of Arenthia is all messed up (huge conflicts everywhere), its near the border with Skingrad in VI. 

    I get it when either playing with just those two mods and the patches provided or the full setup using southern alliance.  

    I also get other land tear issues but im not sure how complete its meant to be in general, but i figured this town should not be this way

    Has anyone else gotten this issue?
    1. mifbgaming
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      A late response but:

      Arenthia is actually the most developed city in Valenwood Improved IF you use the NON-TWMP versions of Elsweyr Anequina and Valenwood Improved together with THIS patch: Elsweyr Anequina - Valenwood Improved Patch - Patches & Fixes - AFK Mods
  2. LordPalpatine2020
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    Hi, I'm using TWMP Valenwood Improved with the Unique Landscapes Merged mod and it seems the 2 UL patches you provided don't work at all with the merged version of Unique Landscapes, which is all Unique Landscapes (except Corbolo River) merged into 1 single .esp file!
    1. starlessmao81ac
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      eh, in 2013 I don't even know if there was a merged UL...besides, any patch for UL who wasn't specifically updated to 2.0+ version, probably (maybe?) won't work
    2. mcoprevog
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      A patch for a plugin will not work if its required mod is merged into a merged plugin. For instance, if you have all the UL plugins merged into UL_merged.esp, a mod calling on UL_Valenwood.esp, which is one of 10 mods merged into UL_merged.esp (hypothetically), will not be able to find its required esp (UL_Valenwood.esp) inside of UL_merged.esp. It essentially does not exist to the patch in question, and it will CTD on launch, due to missing a required plugin.
    3. YungFattin
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      https://www.nexusmods.com/oblivion/mods/52098

      A link to the merged patch by LordPalp. Posting it here so people dont get confused like i did :D
  3. LordPalpatine2020
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    Hey, I'm playing thru TWMP Valenwood Improved and Elsweyr Pellatine both thanks to using TWMP Southern Alliance for patches and noticed the white spriggans in TWMP Valenwood Improved are just too hard to fight and kill! I try fighting just one with my high level (level 55) character with maxed out stats and noticed it takes minutes to kill the spriggan just for the same spriggan to come back to life! I use cheat to kill spriggan via console and noticed it resummons itself over and over and over again infinitely! Is there a way to nerf this particular breed of spriggan in order to make it like the other spriggans, maybe no more difficult than a minotaur lord or ogre in difficulty? I don't like having to use an invisibility spell everytime I approach one of these particular type of spriggan in the TWMP Valenwood Improved landscapes!!!
    1. starlessmao81ac
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      They die after 3 times i think
    2. LordPalpatine2020
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      Not these ones! I think they're infinite!
    3. starlessmao81ac
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      did you try for 3 times picking up taproot or whatever they leave behind? I think I read something about it...
    4. LordPalpatine2020
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      Never tried looting after three times killing the valenwood variety of spriggan!

      Edit/update:
      Looks like after 3 or 4 times killing the Valenwood variety of spriggans, which took minutes and minutes to beat using my best weapons  available on my level 55 maxed-out character, plus casting a health restore spell on myself over and over again as the spriggans kept pounding on me, in the end I looted them and they never came back to life!!!
  4. Loveblanket
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    I'll probably feel really stupid when I read the answer, but what is TWMP?
    1. starlessmao81ac
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      Tamriel World Map Project, I guess...
    2. Loveblanket
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      Ah, okay. Thanks for the response.
  5. LB142
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    Hi everybody,

    I'm a beginner user and I'm trying to change the master file of Elsweyr Anequina - Valenwood Improved patch from Valenwood_Improved.esp to TWMP_Valenwood_Improved.esp in TES4 edit but have no idea to do that ! Could someone explain it to me :/ ? I'm despaired to play this mod !
    Thank you
    1. Haldar1248
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      That patch is included already in this package.
  6. Dimitrisgb
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    If it's completelly incompatible with TWMP Valenwood - Elsweyr, then wha't the TWMP in the mod?
    1. Haldar1248
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      Cell FormIDs conform to those in TWMP by onra.
  7. knightwalker410
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    Thanks for porting everything to TWMP and making this mod!

    Apart from a cleaning issue (see ElderScrollsFan001 post and Slangens's reply below for how to fix with new versions of Tes4edit), no other major issues and works well.

    I found the best way to get it working (for me at least) with Elsweyr Anequina (2010), Tales from Elsweyr (http://www.nexusmods.com/oblivion/mods/27302/? ), The Elder Council(http://www.nexusmods.com/oblivion/mods/22595/? ), Elsweyr Plantations&co (http://www.nexusmods.com/oblivion/mods/34931/? ), Under the sign of the dragon - Guards of Cyrodiil Redux (it adds a travel dock and dungeon in Valenwood http://www.nexusmods.com/oblivion/mods/28586/? ), Roads and Bridges (http://www.nexusmods.com/oblivion/mods/20218/? ) is this load order (after tes4edit cleaning all the mods):

    tamriel.esp (as per Boss)
    tamres.esp (as per Boss)
    .
    (other Boss ordered mods here)
    .
    TheElderCouncil.esp
    .
    (other Boss ordered mods here)
    .
    GuardsofCyrodiilRedux.esp
    ElsweyrAnequina.esp
    Unofficial Elsweyr Anequina Patch.esp
    Tales of Elsweyr.esp
    Elsweyr Plantations&co.esp
    TWMP_valenwoodImproved.esp
    TWMP_valenwoodImproved-Elsweyr Patch.esp
    Roads+Bridges.esp
    .
    Then run the Land Magic utility.

    Works fine with Abbotsford (clothing store in valenwood - unsure where the english version went but german is here http://www.nexusmods.com/oblivion/mods/38878/? )

    Tiny issues with Kragenirs Death Quest (http://www.nexusmods.com/oblivion/mods/26219/?) where the Ship building Camp on the island between Cyrodiil and Valenwood is slightly buried in the ground. Really, really, really minor though. Takes a few seconds in the Oblivion CS to raise the camp slightly to match if it really bothers you. Moving Kragenirs Death Quest lower than TWMP would probably fix it, but I went by Boss's load order recommendations.

    Not compatible with New Valen (http://www.nexusmods.com/oblivion/mods/36550/? ) unless you load up Oblivion CS and lower/raise each object, building and tree in New Valen, to match the TWMP Valenwood improved- ElsweyrAnequina landscape (it's probably compatible if you just run TWMP Valenwood improved by itself without the Elsweyr mods and patches).

    It's not compatible with Beyond Cyrodiil Camps as the Inn located in Valenwood is miles into the sky - but if you load up both TWMP_valenwoodImproved.esp and Beyond Cyrodiil Camps in Oblivion CS, then remove Beyond Cyrodiil camps' landscape edits and lower the whole Valenwood Inn and surrounding objects a mile, to match the TWMP Valenwood's heightmap, it works fine. I saw there was a patch for Beyond Cyrodiil Camps and TWMP's heightmap (but not for TWMP Valenwood though?) but I didn't test it.

    If you are using The Elder Council Mod, you may want to rename Arenthia's map marker (in either mod) to something else (you can do this in tes4edit) or you will have 2x towns in different areas with the same name (multiple towns with the same name brings back memories of playing ES2: Daggerfall... ).
    1. Mr7digit
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      Im simply trying to get Elsweyr 2014(there is a 2015 patch for Elsweyr-Valenwood Improved btw) to work with the original Valenwood Improved and Giskards Elder council mod. does renaming the map markers in tes4edit solve most of the compatibility issues? Or will I have crazy things in my game like two Arenthias ontop of one another?
    2. OnionFingers
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      This is a later aneq
      uina map http://www.theassimilationlab.com/forums/files/file/1070-elsweyr-anequina/
  8. phase.verocity
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    Okay i've installed this and a few other mods including the summerset isles from under the sign of the dragon. When valenwood improved is installed with summerset isles it conflicts with its meshes and LOD's .. Anyway I found the two that seemed to be making the land disapear or appear where is shouldn't and so I'll list them here.

    60.-64.-96.32.NIF

    From "Under the sign's of the dragon -Tamriel Landscapes- Summerset Isles LOD BSA

    60.-96.-64.32.NIF

    From Valenwood Improved .. I"m not sure if its in a bsa as mod organizer uncompressed it if it was.

    Anyway, now i'm all set to sail around the area without seeing land popup cuttoff's or gaping sides cut out of mountains

    I should mention there both in data\meshes\landscape\lod

    Just delete them from the mods before you install them. Or if you use mod organiser like me, just delete them from the mods folder.

    I've just installed the unnoficial oblivion patch and it seems to have the same problem. So does tamriel heightfields.
    1. Haldar1248
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      As i said, LOD quad meshes should be regenerated after installing this mod. Use tes4ll for it.
    2. phase.verocity
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      I have used tes4ll and half of summerset island dissapeared. I used oscape and i got too much land. I used tes4lodgen and it crashes with out of memory. By deleting the two meshes above i've solved the land problem but I still can't get distant trees to show. If it were 64bit stuff I prolly wouldn't have that problem because tes4lodgen wouldn't run out of memory. I think tes4ll runs out of memory too and thats why it didn't create the land properly.
    3. Haldar1248
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      Hmm.

      Well, i think i can provide LOD quads for TWMP VI. A bit later tho.

      And i use win7x64 - so memory is not a problem here.
    4. phase.verocity
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      Okay I ran tes4ll again to see what happened, right at the bottom of the data I get

      TES4QLOD: A Quick Texture and/or VWD Generator
      for Oblivion/Fallout/Skyrim Landscape LODs
      Version: 4.10
      Date: 11 Nov. 2012
      ################################################################################

      93 [Fatal] Catched exception in [GenerateHeightmap]
      Please close this window

      Do you know what i'm doing wrong or why i'm getting that message and could that be why i don't have trees?
    5. phase.verocity
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      I've taken some screen shots so you can see what I'm talking about. Only thing that gets rid if the cut off mountain in the pics is deleting the cell.
    6. phase.verocity
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      And now there is something that needs an esp patch. I'm posting up some pictures of some islands that appear with tamriel heightmaps enabled and valenwood improved which relies on tamriel heightmaps.In the same area that I deleted the LOD cell there are 4 small islands when there should only be two. tamriel.esp was built on a larger scale which is why the edges dont match up and we get two extra islands. At least I think thats why because there not on the map. I could probably make up an esp patch myself but I thought it might be more up your ally seeing as how you are working on fixing valenwood improved.
    7. phase.verocity
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      I did post some pictures up. I'm not sure why I can't see them yet
    8. phase.verocity
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      I Did some more reading and I read that disabling summerset while I ran tes4lodgen would stop the out of memory problem and it worked. I'm not sure why summerset has problems with tes4lodgen. Its probably got problems with tes4ll too. i haven't tried to rerun that yet.
    9. phase.verocity
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      And now i've fixed summerset by loading into the construction set and then saving it. I just ran tes4lodgen on the whole lot and it worked, i'll try tes4ll next
    10. Haldar1248
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      >>Okay I ran tes4ll again to see what happened, right at the bottom of the data I get

      Never seen that error. Maybe you should contact tool's author, bcoz i really dont know what to do with it?

      >> I did post some pictures up. I'm not sure why I can't see them yet

      Mod is set thatall images must be moderated by me first.

      >> I just ran tes4lodgen on the whole lot and it worked, i'll try tes4ll next

      Tes4lodgen is needed to make all those faraway trees and ruins visible. And while i know how to generate lod quads in CS, i cant say the same about lod objects themselves. tes4lodgen always worked wonders for me.
    11. phase.verocity
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      Well, i'm not worried about tes4lodgen now, i've got it to work, I've also solved why oscape would make trouble with the cut of islands. It was the valenwood elswyer patch. I noticed when I was creating the preview for oscape that there was in fact stuff where the cut of hills where being made. I"m running it now without the patch to see if it will remade the second islands seen from far away because then I wouldn't need to edit the esp to get rid of them. Big question.. what happens if I don't use the elswyer patch?
    12. Haldar1248
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      it's a bad idea. The patch removes unneeded land left from heightmaps, and also it provides land and encounters in the region of southern valenwood-elsweyr border.
    13. phase.verocity
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      OK, well I tried oscape without your patch and it still had too much noise in the area so i got lots of big half cut mountains. I think I've read somewhere that you are better off making the map it goes off with tesannwin so I might give that a go next as a last resort. its just so time consuming. Oh also i must have not read the part of the description about the patch. I get it now that you just re-enable it after you have done you're editing stuff.
    14. phase.verocity
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      well it turns out that there are a lot of remnants that are still able to get through from the old tamriel land. I'm not sure why tes4ll recreates it at the places that have already been modified but it is showing all the extra half cuts that still remain in the water down below valenwood and to the side towards summerset but mostly down the bottom. I"d say they weren't ever cut out but no one really noticed becasuse they didn't have distance LOD. Its not a big deal if you can't see them but it does make dangerous waters for the ships. Do you know how to tell which cells are which from the co-ordinates you get with sdt 0 and tdt in the console. I know each nif has 4 variables i just don't know what each means.
    15. Haldar1248
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      Look at central 2 ones. 1st is an lower X coord, 2nd is a lower Y coord. And square's sizes are 32 cells each.
    16. phase.verocity
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      Ok i gave up trying to get rid of those rocks. tes4ll showed them so i just deleted all the tes4ll lod stuff except them and now they at least can be seen. I ended up getting the co-ordinate stuff ok. The rocks were between -72 -- 0 across the map and below -96 down. I tried deleting just the meshes in the water but its the esp that holds the data so if there not showing you just run in to them unsuspecting it. I thought i'd try the heightmap in the construction program but it didn't show the whole map for some reason, only the central area. If I could find a way to just zap all the cells below and to the right of the area I could wipe them all out.
    17. phase.verocity
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      Have you heard of the pearl island mod.. lol that's what those rocks became with Onra's valanewood but you can't enable them now because you need Onra's valenwood-elsyw mod as a master. I figured out the height map editor but it didn't save for some reason. I think its something to do with mod organizer but i'm not sure. Gave me a message about not being able to change data. do you know of any way to still use pearl islands with this valenwood improved mod.
    18. Haldar1248
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      I thought about mergin' pearl islands to next version, as it is being offered as modders resource.
    19. phase.verocity
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      That would be good if you did merge them in. I'm not sure why I can't edit out the extra stuff in the construction kit yet and I'm still playing around with oscape and tes4ll. I can't get either of them to work either. I just did a map with tesannwyn in grescale but it didn't work so i'm trying it this time without the -r option to limit the scaling. Takes forever.
    20. phase.verocity
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      Okay i doubt i'll ever get onra's tamriel to work with oscape or tes4ll without some serious editing with the heightmap tool. I got a good look at the map being put out by the tools and it looks like valenwood has actually been cut and pasted or moved or something. In any case the reason the tools are making the walls around the edges of the beaches is because there are white lines around them in the images. I"m think i'm lucky to have gotten as far as I have after looking at the onra map.. lol. Now that I know it i'm going to go and search out some of the sheer cliffs that must be in the game.
    21. ElderScrollsFan001
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      I notice i started to have some of the same problem in the south Valenwood as mention above after putting in TWMP Hammerfell. I can fix ether or but when I fix vallenwood it messes with the area near Rihad and if i fix Hammerfell then the south area of Valenwood ,Southpoint to Haven, are messed up. I'll get screenshots when I can
    22. ElderScrollsFan001
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      just sent you a batch of picw showing what going one in elswyar to valenwood
    23. Haldar1248
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      Plz post your load order. And did you regenerate quads with tes4ll?

    24. ElderScrollsFan001
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      ye i did regenerate quads with tes4ll..I was able to fix it after reinstalling TWMP and rerunning, but I still have of land textures of the coast line but nothing on land. Also i did discover Land magic mesh the the water next to south point I'll send pics showing you later as well aslo I'll pm you my load order later too
    25. Sifonseal
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      Was a solution ever found to these phantom land masses south of Valenwood? I know using the original provided LODs can fix this, but obviously this would cause issues with the Elsweyr border, I suppose Ill have to work out which of the provided lods can be applied without effecting the border, if someone has already worked this out I would very much appreciate a list of which original lod files I should install over the tes4ll generated ones.
    26. jackofblaze420
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      I'm interested in if a solution was ever found for the phantom land masses south of Valenwood as well. I'm trying to get this to work, and I got the Elsweyr border to be seemingly fine, but the only thing I can't fix is those southern lod's.
  9. davtg490
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    Does the Elsweyr patch work for the newest version of the mod, or does the patch included in the Elsweyr mod itself for the regular Valenwood Improved work with this, or is it completely incompatible with the 2014 version?
  10. ElderScrollsFan001
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    Hi i just discovered that the TWMP_ValenwoodImproved-Elsweyr Patch.esp has many UDI's but when i try to save the patch after cleaning i get the error Record [LAND:00000000] must have a FormID. Any chance do you know what this means?


    [Undeleting and Disabling References done] Processed Records: 27099, Undeleted Records: 128, Elapsed Time: 00:00
    [Removing "Identical to Master" records done] Processed Records: 27099, Removed Records: 0, Elapsed Time: 00:00
    1. Haldar1248
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      No clue.

      UDRs are mostly removed unseen blocks that prevent moving from Elsweyr to Valenwood.
    2. ElderScrollsFan001
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      well if i can figuer what error Record [LAND:00000000] is I can fix the UDR's when the error come up it will not let me save to the esp and there for keeps the UDR's in place :/
    3. Slangens
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      You could open the file up in Tes4Edit, and apply the script "List NULL FormIDs".
      That will list the LAND record with the NULL formID. It may be one from ElsweyrAnequina.
      When you found it, the "technical" fix would be to change the FormId to something...suiting.
      Just try some 6-digit Hexcodes after the load order part.
      Something like xxC76AB3.

      Buuut... I believe there's a bug in the file, most probably empty landscape.Not sure though.
    4. knightwalker410
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      Thanks Slangens - I was also having the same issue with cleaning via tes4edit. Using the latest "experimental" tes4edit and doing the script List NULL FormIDs search worked great!