Thanks for the quick fix. I am sorry for bothering you again, but there are two torches next to the Ramoran Manor entrance in which the guards often get stuck in. It's nothing major and if there are any future updates, you could probably move them a bit closer to the entrance.
If you find any issues please report it. My mod was actually focusing on the exterior, didn't think the interior might be in need of fixes too:) Thanks for the report! I'm not much of a Redoran player so even after using Epic Ald'Ruhn for so long I might have missed some of the issues with it!
Ok, after a pretty hectic week, I finally sat today to try to check your mod my friend ... sadly, my first hurdle was your file is ... Patch for Purists dependent.
See, I am one of the decadent few that uses "other" alternate bug fixes with certain changes more suited to my playstyle.
And though PfP is a must for some newer plays in 2020 for some people, not for me, so I have decided to remove the master dependency and see if the mod can work without it on wrye.
Yep found several inconsistencies , some ported over clashes with older mods as usual, but overall good, will need to go to sleep right now, but I believe mod could be tweaked much more, will post screenshots tomorrow :)
Don't worry the patch for purists dependency can be easily removed and it's just for a single object placed in Ald'Ruhn that both my mod and PfP touches. I'd like to hear your suggestions on what can be improved and if you have mod you want me to patch for this I can do that as it's usually a simple fix with this sort of mods:)
Ok I found this error on the quite good addon you created at the back of the temple:
https://i.imgur.com/zlkYr1b.jpg
https://i.imgur.com/yCTaeIw.jpg
Where is that particular texture/nif from?
------------------------------------------
There is also the now more simple quarantined house in your mod which could use the same layover of the epic version: https://i.imgur.com/LG3IrFk.jpg
As you placed it is more ... quaint, not bad, but just another house with a note on the door. original was much more interesting.
On the issue of old mods MCA has an awesome blacksmith here using vanilla anvil position: https://i.imgur.com/eYGa9Fh.jpg
This issue is from Original Epic Ald-Ruhn as well, as they moved vanilla anvil , but MCA keeps using vanilla location. It would be easier to just mod MCA but just to let you know! :)
Also, I was wondering, I really really and honestly do not like the new temple, it is small and has no grand steps BUT I love the guar pen behind ... can there be a compromise? is there a way to keep the old temple? hmmm
This is the temple entrance in your redux: https://i.imgur.com/VNLWNLw.jpg
And this is the temple entrance I like in Original Epic: https://i.imgur.com/bqkroPn.jpg ... :/
Overall I will keep checking on it on the weekend. But as you saw already endorsed and loving it.
So the mesh you're missing is from ald-ruhn temple expansion. I forgot to add that you still need resource files from that mod! Sorry. I'll see if I can package them here for an easier install.
Apart from the anvil position (which can be fixed super easy), the other differencies are all related to the new temple
1. The quarantined house I do agree that it was really scenic, but there was no way to place all those walls there with the new temple being so much bigger. There must be something that can be done though. I'll look into this a bit more. 2. The temple has some less scenic details, I agree, but overall I think it's a great improvement because there are some funcional buildings with really nice interiors and becauce it's based on concept art. Not that concept art is better per se, but it was something I was striving for. The temple was also placed in its vanilla position for compatibility with mods like Julan and Bigger Temple by Tiddy.
I actually started to work on ald-ruhn because I wanted the new temple, and then it turned into a revamp of the mod itself (cleaning it, remove some weird ground edits, fix the pathgrid so npcs would stop to walk into buildings ecc). So the temple is really the highlight of the mod. If you don't like it there isn't much I can do unfortunately as everything I fixed is in a way or another joined with the new temple area (ground edits would have to be remade, pathgrid would have to be remade ecc.).
Yep I understand completely! Hmmm Is there a way to add the wonderful guar stables and cooking area as a small add on?
Really really love that particular spot! so cozy!
If not no problem! Really looking to compromise here haha!
Those stables are superb! Really loved what you created there its so good! wish I could live thereeeeeeeee
OTOH your Gnisis mod is ... exactly what I needed 100% no regrets switch over stav minarets, bigger velothi temples and old gnisis remastered, 3 ESPS OFF for the price of one! :D
Might actually try to make you happy and restore the old temple or even merge the scenic entrance with the new one. Might be a bit of a challenge but I mod for fun and I'd happily try to make a good friend happy :)
24 comments
Will upload a fix ASAP but you can simply remove it in Wrye Mash in the meantime!
Could work already as ground edits are not massive but I'm not sure.
Will fix it ASAP
Thanks for the report!
I'm not much of a Redoran player so even after using Epic Ald'Ruhn for so long I might have missed some of the issues with it!
See, I am one of the decadent few that uses "other" alternate bug fixes with certain changes more suited to my playstyle.
And though PfP is a must for some newer plays in 2020 for some people, not for me, so I have decided to remove the master dependency and see if the mod can work without it on wrye.
Will continue to report as I am able :)
I'd like to hear your suggestions on what can be improved and if you have mod you want me to patch for this I can do that as it's usually a simple fix with this sort of mods:)
https://i.imgur.com/zlkYr1b.jpg
https://i.imgur.com/yCTaeIw.jpg
Where is that particular texture/nif from?
------------------------------------------
There is also the now more simple quarantined house in your mod which could use the same layover of the epic version: https://i.imgur.com/LG3IrFk.jpg
As you placed it is more ... quaint, not bad, but just another house with a note on the door. original was much more interesting.
On the issue of old mods MCA has an awesome blacksmith here using vanilla anvil position: https://i.imgur.com/eYGa9Fh.jpg
This issue is from Original Epic Ald-Ruhn as well, as they moved vanilla anvil , but MCA keeps using vanilla location. It would be easier to just mod MCA but just to let you know! :)
Also, I was wondering, I really really and honestly do not like the new temple, it is small and has no grand steps BUT I love the guar pen behind ... can there be a compromise? is there a way to keep the old temple? hmmm
This is the temple entrance in your redux: https://i.imgur.com/VNLWNLw.jpg
And this is the temple entrance I like in Original Epic: https://i.imgur.com/bqkroPn.jpg ... :/
Overall I will keep checking on it on the weekend. But as you saw already endorsed and loving it.
I'll see if I can package them here for an easier install.
Apart from the anvil position (which can be fixed super easy), the other differencies are all related to the new temple
1. The quarantined house I do agree that it was really scenic, but there was no way to place all those walls there with the new temple being so much bigger. There must be something that can be done though. I'll look into this a bit more.
2. The temple has some less scenic details, I agree, but overall I think it's a great improvement because there are some funcional buildings with really nice interiors and becauce it's based on concept art. Not that concept art is better per se, but it was something I was striving for.
The temple was also placed in its vanilla position for compatibility with mods like Julan and Bigger Temple by Tiddy.
I actually started to work on ald-ruhn because I wanted the new temple, and then it turned into a revamp of the mod itself (cleaning it, remove some weird ground edits, fix the pathgrid so npcs would stop to walk into buildings ecc). So the temple is really the highlight of the mod. If you don't like it there isn't much I can do unfortunately as everything I fixed is in a way or another joined with the new temple area (ground edits would have to be remade, pathgrid would have to be remade ecc.).
Really really love that particular spot! so cozy!
If not no problem! Really looking to compromise here haha!
Those stables are superb! Really loved what you created there its so good! wish I could live thereeeeeeeee
OTOH your Gnisis mod is ... exactly what I needed 100% no regrets switch over stav minarets, bigger velothi temples and old gnisis remastered, 3 ESPS OFF for the price of one! :D
Might be a bit of a challenge but I mod for fun and I'd happily try to make a good friend happy :)
Also dont know what sorcery you do on the CK but I GAIN FPS with your mods over old ones, you sir truly make awesome CK mods!
Wish all my older mods on my list were like that!