was a patch ever released for oaab grazelands x red vos compatibility? i have both, newest versions. 2 buildings flicker, and one of the gate-posts (rv_vivec_w_e_01). also a bunch of other oaab_grazelands assets in vos (such as the mill, smithy, storehouse, and surrounding stone areas) are not red
Is there a mod which uses these textures for Velothi-style architecture? Would it be a simple matter to duplicate the textures and rename them to match the vanilla texture names (to act as a replacer)? I suppose I know the latter already, lol, but I'm hoping somebody already did that and uploaded the result on the Nexus. :-p
I have been using this mod since it's release and just wanted to say that this such a lovely "simple" yet sophisticated texture replacer. I love the red colour. reminds me of real life loam wall paint or powdered red standstone based paint.
Just wondering: wouldn't it be possible to replace the meshes in all cells starting with "Vos" on the fly with LUA? This would make Red Vos (and White Suran) incredibly compatible with virtually everything...
We’ve talked about it. Yes it’s possible, though I think there was some concern about ability to uninstall the mods. Or maybe it was something else too.
Thank you for OAAB Grazelands compatible Red Vos! :)
Just tried last version of it together with Grazelands in new game and still noticed 2 small issues: 1) one post still flickers between original (ex_vivec_w_e_01) and red version (rv_vivec_w_e_01) https://i.imgur.com/rt4HyD4.jpg
2) well works fine (for Ashfall) with original Grazelands version, but is not useable (no prompt) in Red Vos version.
Upon loading the OAAB version with OAAB Grazelands in the CS, I was greeted by several "object reference missing in master file" errors (which went away after re-saving) and what looks like flickering textures on several buildings not covered in the original Red Vos. Not sure if it's just something goofy on my end or if it's something that'll happen for everyone.
Dang. These sorts of patches are tricky. I Duplicated your issue with it - and have uploaded a (hopefully) fixed version. Thanks for the report. Let me know if this one is still broken.
Still happening with the fixed version, but only seems to be happening in the CS. I took a quick test run to Vos, no flickering textures to be found in-game.
So the way the patch is made is by making it dependent on the OAAB_Grazelands.esp - like it was an ESM. The CS doesn't understand this, but the game does. Plugins can't delete references from each other, unless they think one of them is a master. So yeah, you have to convert the grazelands esp to an esm if you want to make edits in the CS.
And that would be why past patches I've made for stuff haven't worked. Good to know.
So the flickering isn't an issue, but it turns out that the missing object references are. Took me way too long to figure this out, but I tracked the obliteration of Thilse Aralas' farmhouse in-game straight to this. Funny it doesn't happen in the CS. Re-saving the .esp fortunately does fix that, though it also results in the building not being recolored.
Alright, tried remaking the patch again and works in my game now (some weird reference gibberish going on with that house getting deleted, but I got it to appear in my game). Check version 1.3c.
Yeah, there's still weird missing reference bits when it's loaded in the CS, but I can confirm the building now appears in-game and matches the others. I'm calling it a win and leaving the .esp alone.
Whilst this won't break anything if a user needs the Grazelands Patch as the user would have already installed the requisite meshes misplaced in 00 Core, it's still a faulty, albeit a minor fault, repackage.
We still love you mate. Keep up the good work!
Edit : I also see that the .esp for the Grazelands Patch has changed. What if any changes were made? I have not installed it, I just did a hash compare on the latest and the previous.
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Just tried last version of it together with Grazelands in new game and still noticed 2 small issues:
1) one post still flickers between original (ex_vivec_w_e_01) and red version (rv_vivec_w_e_01)
https://i.imgur.com/rt4HyD4.jpg
2) well works fine (for Ashfall) with original Grazelands version, but is not useable (no prompt) in Red Vos version.
So the flickering isn't an issue, but it turns out that the missing object references are. Took me way too long to figure this out, but I tracked the obliteration of Thilse Aralas' farmhouse in-game straight to this. Funny it doesn't happen in the CS. Re-saving the .esp fortunately does fix that, though it also results in the building not being recolored.
Edit: also missing is rv_forge_01.nif, rv_in_velothi_room_01.nif and rv_tower_02b.nif.
Also Missing textures in 1.30c
00 Core\Textures\rv_floor.dds
00 Core\Textures\rv_foundation.dds
edit: try version 1.3d
The following 13 meshes that should be in "02 OAAB Grazelands Patch\Meshes\rvos"
are now mistakenly in "00 Core\Meshes\rvos"
00 Core\Meshes\rvos\rv_BlockPost.nif
00 Core\Meshes\rvos\rv_BricksCurved.nif
00 Core\Meshes\rvos\rv_BricksCurvedEdge.nif
00 Core\Meshes\rvos\rv_FoundHouseTall01.nif
00 Core\Meshes\rvos\rv_FoundHouseTall02.nif
00 Core\Meshes\rvos\rv_house_ent.nif
00 Core\Meshes\rvos\rv_in_vivec_h_01.nif
00 Core\Meshes\rvos\rv_overhang_01.nif
00 Core\Meshes\rvos\rv_rubble_01.nif
00 Core\Meshes\rvos\rv_stairs_01.nif
00 Core\Meshes\rvos\rv_stairs_02.nif
00 Core\Meshes\rvos\rv_stairs_03.nif
00 Core\Meshes\rvos\rv_WellFountain.nif
Whilst this won't break anything if a user needs the Grazelands Patch as the user would have already installed the requisite meshes misplaced in 00 Core, it's still a faulty, albeit a minor fault, repackage.
We still love you mate.
Edit : I also see that the .esp for the Grazelands Patch has changed. What if any changes were made?
I have not installed it, I just did a hash compare on the latest and the previous.
I hadn't replaced the forge in the esp before this one. So that's been added to the patch.