Oblivion

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  1. angkor
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    Hya

    For those interested ...
    Vids of my work can be found @ https://www.youtube.com/user/AngkorBonsaiberg
    Some Oblivion Pics @ https://angkor.imgur.com/

    From V2 upwards I'm using what looks like a "Buddha" statue, I don't like "real world" politics or religion in Oblivion so this "Buddha"
    statue is a "BhaRhaTah" statue which is a reference to the main character in Terry Pratchett's Disc World novel "small gods" , made some
    vids about it in my BhaRhaTah playlist, as an example see my vid @ https://www.youtube.com/watch?v=Q70MUNybxWA
  2. angkor
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    hya

    Just uploaded ELT Walkabout V2.4 with AKE V13.2.
    This update has its focus on a better integration between ELT and AKE's junglised Topal Bay.
    A problem with ELT here is that there is a steep slope forcing the minotaurs off hill into AKE's Topal Bay landscape modification and to prevent this I've "horizontalised" this slope with big rocks in a junglised landscape ...
    Also updated the Halfway Inn and its basement to a more junglised version and I've relocated the Leyawiin boat to a new harbor on the other side of the Topal Bay ...
  3. VR61
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    Two points:
    - some of the ruins look even more ancient than the rest of Cyrodiil, and some seem to not be ruins at all;
    - I can’t find 2 textures (smoke from a tavern chimney and some kind of bush).

    P.S. I think I understand the textures, they are in an additional resource.
  4. songlife
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    Not usable with the mods Topal's Rest Village, or Settlements of Cyrodiil - Legion Outposts, or Roving Renrijra Krin. Topal's Rest puts a ship & dock in the same spot Walkabout has its own (S of the Forsaken Mine, on Topal Bay) which results in a disaster area. SOC Legion Outposts has a similar problem with that same ship & dock; it places its own rowboats & dock right there, leading to ugly collisions. As for Roving Krin, when using the Legion Outposts compatible version, it moves a Krin camp to a spot that conflicts with Walkabout, as well as Oblivion Uncut.

    After spending a few hours on these issues, I can tell you for sure you can't use those mods with Walkabout. I recommend running either Walkabout by itself, because it affects so much of that area, or use the other mods without Walkabout, because there aren't any patches currently that successfully make it work with them.
    1. angkor
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      I think you are right with this though I wonder about the compatibility between the mods you mentioned "by themselves"
      On the other hand I made it compatible with Betty's "Ha Long Bay" and Muggrug's "Sub tropical south" - no longer available though - and no one has reported problems with "Better Cities - Leyawiin" AND there's an integration with AKE's Shipping Line ...

      Fly Safe
    2. angkor
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      Thinking it over though, if the only problem is the location of the boat near Leyawiin, it would be no problem to move it to the other side of the river, same being true for the AKE ship here ...
      Anyway, before I forget, many thanks for you taking the time warning me for these issues
    3. AllisterHenderson
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      It's a long shot but have you tried changing the load order? Sounds like a lot of the conflict issues could be solved by going into CSE and just deleting the entire ship and dock.... which cell are we talking about here?
    4. angkor
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      well, at the moment very busy with other things but I use Bettys Ha Long Bay - @ https://www.nexusmods.com/oblivion/mods/46286/? - and could displace both AKE as ELT ship south of Leyawiin to the other side of the bay so they both will be "out of harms way", will have a look at it ASAP
    5. kallekukhuve
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      Roving renrijra krin is probably just a tent and some bedrolls. Easy to move.
      Legion Outposts is something Mhahn most probably would be happy to make a patch for.

      Topal's Rest Village....is a well done mod, but it is not very immersive compared to the others
    6. songlife
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      I'll try this again now that my mods & load order have changed significantly. Mhahn already created a Legion Outposts/Walkabout patch, I informed him over a year ago that it wasn't working right, nothing was done, then he ghosted. Not too far north of there was a Krin camp that was a mess, stuff floating in the air, probably a badly placed Uncut cave doing that. Topal's Rest was a total wreck, caused by severe conflicts with both AKE & Legion Outposts. It was a bad spot to put a village.

      UPDATE: The dock area of SOC Legion Outposts at Fort Nova Varos remains a disaster area, even with Mhahn's Walkabout patch; I don't know why he'd bother to make a patch for Walkabout but ignore the most obvious conflict. The problem is partially caused by a Legion Outposts patch for BC that adds rowboats right where Walkabout puts a dock, ship, statue, & other stuff. The rowboat is directly in the dock walkway, the Walkabout ship is clipped by several objects, and landscaping conflicts. The 2 mods can coexist for the most part, but don't go anywhere near Nova Varos' dock area.

      The only solution would be to just remove Walkabout's stuff from that specific area in a future update (too much of a mess to disable in-game with the console), because the SOC mod won't be updated or patched ever again probably. As for the Krin site, it's okay now. I think that conflict was caused by Oblivion Uncut putting a cave encroaching the camp. I got rid of Uncut recently due to issues just like this; it puts way too much into world.
    7. songlife
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      Thanks for the update. The removal of the boat helps in that area; however, there's a big clump of grassy land covering SOC's rowboat, and several things floating high in the air above where the boat was - a few plants, and a desk-like object called 'Frankly's Welcome.' It's probably not worth your time to fix, since these misplaced objects are easily disabled in-game.
    8. LenaWolfBravil
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      I think the conflict is not serious. Take a look.
    9. songlife
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      The issue isn't Topal's Rest Village & Walkabout; you're referring to my original post from a year ago, not our updated posts since then. It's Walkabout & SOC - Legion Outposts that's the problem. (Topal's Rest becomes completely unusable when SOC is in the mix with the other 2, but I deleted Topal's Rest long ago due to its conflicts with SOC. It's probably ok to use with just Walkabout.) The SOC mod is what was messing up that area with either TR or Walkabout in use (MHahn made a patch for SOC to use with Walkabout, but it's outdated. He disappeared before making a patch for Topal's Rest Village, so it can't be used with SOC.) With the latest update of Walkabout, the conflicts with SOC are now mostly fixed. For some reason there are a few remaining items from Walkabout's now-removed boat that remain & float in the air, but they're easily disabled.
    10. LenaWolfBravil
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      I see. I got confused with what is what because I don't use SOC. Have you tried contacting MHahn about it? He is active on AFK Mods.
    11. songlife
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      Mhahn is gone, he hasn't logged in to AFK since 2022. SOC - Legion Outposts is not an essential mod, but it's very good - 2 large outposts/villages in areas where there are otherwise no Legion. I don't want to get rid of it to lose the conflicts with Walkabout, because I spent many hours upgrading all those guards to be much more formidable to be able to handle the Roving Rijira Krin nearby, as well as the crocs, goblins & such that are put in that area by monster mods. Without doing that, like most guards & npcs in mods that the authors didn't bother to make any better than vanilla, they die in seconds.

      Note to Angkor: I discovered the SOC Legion Outposts / Walkabout patch made by MHahn is what's still causing the problems. It places a dock/rowboat on the beach where the Walkabout boat was prior to your latest update, and does some bad landscaping based on an old version of Walkabout. It's what's placing objects up in the air and messing things up with your latest update. No one should use that patch anymore. Without it, the extra rowboat is gone, objects are no longer floating, and the area looks pretty much as it should, except for a large mass of grassy ground on the dock - but that's easy to disable in-game. Your latest update fixes things enough that Legion Outposts is usable without the patch. Since MHahn is no longer modding, I appreciate that you made an effort to update your mod to make that area playable with SOC.
    12. angkor
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      well, I did not know about Topal's Rest village or any problems with ELT so I'm very happy seeing the pic @ https://www.nexusmods.com/oblivion/images/180294 showing an acceptable integration between both, I made the ELT upgrade to avoid the problems with SOC and - following songlife - this worked so now I'm waiting the new problems between AKE/ELT's Leyawiin Outskirts and any mod around here
  5. vetewe7144
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    Like Sutch Vilage, the Walkabout should be placed under Locations - New.
  6. angkor
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    hya

    Just uploaded ELT V2.3
    Warned by Oblivionaddicted - - that AKE has an unintended abnormally high water level in some exterior world space cells he also showed me how to fix this with TES4Edit and - yes! - ELT suffered from this too so from V2.3 upwards this problem should be fixed ...
    Also fixed ELT's Nakh Nor by removing some floor meshes that were "in the way" and in the Tsu Ghu changed the "Attribute Enhancing" obelisks into BhaRhaTah statues and upgraded the secret wall near the Rim Gate connecting the dungeon with the Tsu Ghu player house ...
    And for those interested, a spoiler vid showing how to open the gate from the Nakh Nor to the Nakh Loria can be found @ https://www.youtube.com/watch?v=IflXtPkKOUM
  7. angkor
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    hya
    Had noticed ctd's while opening the global dynamic map near the Nakh Nor entrance but - being focused on its interior - forget to correct this in my recent upload so I uploaded a new walkabout.esp which gives the Nakh Nor map marker here its proper name ...
    1. AllisterHenderson
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      Just watched your video... very beautiful!
      Can I ask which auto-saving mod you was using? Any problems with corrupt saves etc....
    2. angkor
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      Using the streamsave option - only - of streamline @ https://www.nexusmods.com/oblivion/mods/10400/?
      I can make these streamsaves when I want but after combat ends there's always an auto streamsave and I really appreciate this
      And no problems with corrupt saves in all the years I'm using it
    3. AllisterHenderson
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      Thanks angkor.
      I forgot about Streamline.... I used it years ago, and left the INI at the default purger & Frame-rate manager but never used the stream-save. I might try the stream-save option only, since you have had no problems with it :)
  8. AllisterHenderson
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    Hi angkor,

    This mod looks great for making the area near Elsweyr look beautiful and I see that Elsweyr Anequina is an actual requirement. Do you think that Elsweyr_Leyawiin_Topal Bay Walkabout (ELT) will be compatible with other mods in this area?... For example:
    1. angkor
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      well, I don't know ..
      At the moment I'm very busy checking ELT's involvement on the City Isle, but older versions of ELT worked fine with Elsweyr City Extension,  Elsweyr Plantations, Tales From Elsweyr Anequina co and Reapers_Anequina_Manor V_4 - which is near AKE's Elsweyr player house ...
      I do not know the other mods but don't think they're a problem
    2. AllisterHenderson
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      Thanks for getting back.....
      Well if the older versions was confirmed to work with those mods, then hopefully the latest version will too, thanks :)
    3. angkor
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      thinking about it, ELT borders Iliana's Elsweyr at the South East so anything there might conflict
    4. AllisterHenderson
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      Well I might risk it anyway LOL...
      So in that mod list I gave above in the Spoiler.... what position to you think I should place:
      akavirikojima.esp &
      Walkabout.esp...in that load order?
      On the description page of akavirikojima.esp, it said to load anywhere after Valenwood Improved.esp.
      Since TWMP_ValenwoodRegrown.esp is a compatibility version of 'Valenwood Improved', I was thinking of just loading both (in above same order) after ElsweyrPelletine.esp.
    5. angkor
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      In my BOSS mod list I have:

      akavirikojima.esp
         .
         .
      ElsweyrAnequina.esp
      elsweyrcityextension.esp
      Reaper's Esmeralda's Desert Manor.esp
      Reaper's Esmeralda's Desert Manor Quickfix.esp
      elsweyr plantations & co..esp
      Tales from Elsweyr Anequina.esp
      walkabout.esp
         .
         .
      ImpIsle Walkabout Jungle.esp
      Unique Landscapes.esp
         .
         .
      so my suggestion would be akavirikojima above anything Elsweyr related and walkabout below
    6. AllisterHenderson
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      Thanks angkor :)
      Ok, I will do the same load order as you then.....
  9. MercerMeka
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    Thanks for the update. The video is cool.
    1. angkor
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      thx :wink:
  10. angkor
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    hya
    Just uploaded ELT V2_2 which has its focus on the Nakh Nor tempel in the NW of the City Ilse ...
    I've made it using Betty's jungle and David Brasher's Daedric resources which I will also use in rebuilding the G'Kar's Deep ayleid so the structures here are giving me a first taste of what may be
    A vid showing some of it can be found @ https://www.nexusmods.com/oblivion/videos/1746
  11. vetewe7144
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    I found a hatch to nowhere in Raskiri's house and a locked well?
    1. angkor
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      don't think these are part of ELT, where did you find these ?
  12. angkor
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    hya

    Just uploaded ELT V2.1 which has its focus on the Rim region where the "player house" Tsu Ghu had its asian conversion, the "magical portals" had their name changed into "Rim Gates" and there were some asiafications of the other rim rooms too ...
    Some vids showing the new Rim can be found:
    Atatar Loria AKE ELT Entanglement @ https://www.nexusmods.com/oblivion/videos/1679
    Tsu Ghu Travel @ https://www.nexusmods.com/oblivion/videos/1687
    Tsu Ghu player house @ https://www.nexusmods.com/oblivion/videos/1686
    Celebrating oblivion's 15th anniversary there's now also an entanglement between ELT and IWJ via a structure in the default Ayleid "Atatar Loria" that connects ELT's Nakh Nor tempel with IWJ's House Of The Emerging BhaRhaTah, see my vid @ https://www.nexusmods.com/oblivion/videos/1693
    As a side note, for me the Tempel is a "benchmark" in the sense that it IS possible to do combat and make screenshots but the FPS is too low to be comfortable so my new pc - one day, I'm sure - will make it all run smooth here ...
    However, since I still don't know how to connect esp's with their .bsa I must upload the full resources AND because I don't know how to connect trees with their barks IWJ, AKE and ELT - using the same tropical trees made by betty - will overwrite each other ...
    When asked just say yes and all will be fine