Oblivion

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  1. mhahn123
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    For those who haven't seen the description page notice:

    This mod, along with all of my other works, has been moved to AFK Mods. I simply could not make peace with the recent changes. It was a very difficult choice, which I took a little too long making. Now I cannot remove my belongings from this site. Not a nice position to be in as a mod author, which is precisely why so many are leaving. So I am taking the only course left to me. Move elsewhere and continue developing my projects.

    That said, this project is still in development. With an update right around the corner. Updates won't be forthcoming to this site. All updates for my ongoing projects and all new projects will take place at AFK. Thank you to everyone who has visited this and all of my other mod pages. Your encouragement, support, and yes even critiques have helped me along the way. Hope to see you again. 
  2. laulajatar
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    Hello Mhahn, I think I found a bug:

    Over the course of 2 years I had the same bug on two different machines, with different setups and different OS even. When traveling to Wickmere farm, the water bugged out and would stay bugged out until I restart the game, even when walking/porting away to areas 100% not touched by SoC. It would turn black/dark and would not reflect anymore, sometimes all over the place, sometimes only a few cells. This happened without OBSE, with no reliable other mod for conflicts (no water mods, fully different lists) and last night I decided to track it down.
    Example

    The SOCFarmhousetoilet.nif (and I guess all other retextured toilets) has a duplicate BSXFlags node in one of the NiNodes. Removing it seems to fix the bug (well in my small sample size of two game restarts before going to sleep).
    The offender

    Perhaps I am already too late and those meshes have been changed for the update, but I thought I'd mention it anyway :D
    1. mhahn123
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      Hi laulajatar,

      As with many things that Outhouse toilet is a borrowed resource. I made a few retexes..and added poo in them lol. Or maybe that's just the updated models? Can't remember for sure. In any case never thought to check for extra BSX flags.

      I wonder though how that can have an impact on water. Water reflections are controlled by LOD if I remember correctly. Running LODGen should sort any water reflection issues. Removing the unnecessary extra BSX is easy and I will go through to check everything moving forward. Thanks for the report!  
    2. laulajatar
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      I have no idea how this is even possible. Next to the yellow rocks at panther's mouth, this must have been the strangest thing I've seen in this game.
      And I don't mean it didn't reflect objects anymore. It literally became black and dull, didn't even reflect the sky anymore. I don't think object LOD can bring back the sky .. :D Our best guess was that something in the render engine choked on the two conflicting BSX flags.
  3. Lolinilandecadon
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    No-collision trees???

    Hi guy(s),

    I just had a look at this excellent collection and tested randomly a few trees. The Apple trees have NO collision!! Nothing shows in the CS (F4 key) and I can walk through them in-game.

    I dug SpeedTree 4.2 off the Web, and it does show collision shapes for these trees. Trying a new export gave the same no-collision result.
    Any idea how I could fix this?

    Thank you!
    1. mhahn123
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      Hey there Loli,
      Singular (guy). It's only me on this project. So the fruit trees are a mixed bag. Some are vanilla trees that had the branch textures edited in the CS. Others were borrowed from existing resource packs.

      TBH I can't remember off the top where the apple spt came from. Although I did the branch textures. Perhaps the spt for that one is faulty? Would have to load this up and do some testing. Thought I'd done that but seem to have missed that one.

      In any case this 1.3 version is nearing obsolescence. The resources have all been extensively reworked and I'm very close to the point of rebuilding the esm. Have noted this issue for investigation.


       
    2. Lolinilandecadon
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      Hi mhahn123,
      Thank you for the reply!!
      Googling around I found a workaround… though don't ask me HOW it can even work: it needs a NIF with a collision mesh to be given the same name as the .spt, and dropped into Meshes/trees/!!!
      If you find how to fix it properly, I'll certainly be interested to know how :)
  4. AllisterHenderson
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    Do any of the settlements here conflict with UL or HESU mods....
    1. mhahn123
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      Yes some of both. But there are compatibility patches available in those cases. For UL conflicts the most up to date patches are probably found in the UL patch compilation. The most up to date HESU compatibility patches for these settlements can be found on the HESU mod page.

      Just in case you are wondering none of these conflict with any of Arthmoor's village mods.
    2. AllisterHenderson
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      Thanks mhahn123,
      Your Settlements Of Cyrodiil series are excellent...
  5. mhahn123
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    Time is fleeting as the song says. And quite a lot of it fleeted past since last I posted on this page. Very little of it wasted though. My little hands have been busy learning the modeling trade. Some of you may have seen the long line of screen shots I've posted here on Nexus in past months. Nearly every item in this package has been fixed/improved/upgraded.

    I've created a number of completely new models based off of the vanilla farm houses and lower class houses. Scoured the internet for quality farm related resources and incorporated them. Everything from crops, to clutter items, to houses, barns, bridges, water and windmills. Putting together a comprehensive resource collection with many unique models which can't be found anywhere else for Oblivion.. Once it's complete and uploaded the possibilities for new villages will virtually be endless.

    Which begs the question. What is the current status? Answer: Nearly final stages. There is a lot more in here than was there previously. And I've had to comb through it all fixing bugs, filling gaps, fixing bad uv maps, etc. The windmills in particular nearly drove me mad. I wanted (for all of them) an integrated design like Mr Siikas. Fan and mill body as one unit so no fumbling in the CS to assemble them. Rotating parts had to have collision that rotated with it. And possibly rotation without need of a script. Being a complete novice at animation and modeling in general it was an excrutiating trial and error session. But I have a working test model finally. Although, I have to say converting all the rest may be simpler if I go the scripted activator route.

    Long story short, I am blinded by the light at the end of this long tunnel. There are some things I haven't done yet. VWD meshes for one. Those may end up being a later addon. Mostly because I have really grown to appreciate the work being done by folks like elpattos, laulajatar, maczo, and qwerty. I feel that if I am going to put the effort into visible when distant models, clearly the direction to go is following their lead.

    Bad news is that just a few days ago my nearly 7 year old pc crashed out. Everything is saved on external HD, but I can't say for sure how long this will delay me until the repair shop gets back in touch. But it won't be overly long. I can't really survive at home hiding from covid without a pc to entertain me. So if I have to go spend for a new one I will bite the bullet and do it.

    Anyway, that is enough for now. Happy gaming and stay safe out there.
  6. AlexZander40
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    Wow! Looking forward to installing your settlements mods. Recently did a fresh install of Morrowind, modded up nice and heavy. It is playing great.
    Now I am slowly working on a fresh install of a heavily modded Oblivion. Came across your mods from the Better Cities page. Kudos to you for all the work you have done.
    1. mhahn123
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      Apologies for the very late reply and thank you for the kind remarks.
  7. sylar0712
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    Hi, I really like the changes you added to the world. As another user put it, they do blend in Cyrodiil. You also put some neat resources together! My favorite town is White Rose farm.

    I'd like to report something (regardless of the fact this was done is 2016), I've just discovered that the publican Willet at All-Saints Inn looses his voice when you rent a bed. When I removed the mods, he came back to normal. I'm not sure if it's the resource packs or one of the towns, but I decided to leave a note here. Thanks for an amazing work!
    1. mhahn123
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      Hey there,
      Thanks for the kind remarks and apologies for the very late reply. I will need to look into the possible bug report once I'm able to resume work on these. To the best of my knowledge none of the plugins edit any vanilla NPCs, but...they were kind of other people's mods before I got them. So there is a possibility.
  8. User_72093543
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    Madly in love with this series. I love how when you enter a new area, you NEVER go "Ah, now entering someone's mod". So freaking seamless! And nothing crazy over-the-top. TES4 needed more people and places beyond the cities walls. After Skyrim, vanilla Cyrodiil looks like a bare bones speedtree demo.

    Thank you for making these.
    1. mhahn123
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      Thank you for the kind words. It's nice to hear that I managed to blend things into the game world. They could use some proper dialogue, and perhaps even a small fetch quest here or there. But learning curve aside, I think they turned out ok.

      And you may be happy to know there is more coming soon. I've spent the past two months working hard at improving the resources. Mostly modeling now that I have a grasp of that concept. Almost at the end of my to do list for resources, so testing and then building more mods very soon.
    2. User_72093543
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      .
  9. Kauna2
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    A couple minor issues/nitpicks to do with normal maps:
    - NBWallWood0390_n.dds which is used on Leyawiin farmhouses looks a lot better with its alpha channel removed, as otherwise specular mapping will become visible and 'pop in' up close making the wood look shiny.
    - doorlowLeyawiin_n.dds is an almost entirely black texture. making SOCDoorLowerLeyawiin look noticeably strange in-game.
    1. mhahn123
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      Thanks for the feedback. I'll take a look to see if those are still needing correction. In case I haven't made it clear in previous posts, v1.3 is already old news. Most of the content has already been entirely revamped for the upcoming v1.4 package.

      The "NB" textures were mostly removed IIRC, as those were all test subjects being developed for Niben Barnyards when v1.3 package was released.
  10. kiwifruitxx
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    Hi, these villages are great. Thank you.

    I am, however, having a bit of an issue using this resource pack with Enhanced Waters. When used together my rivers / lakes have the black blocky issue (basically there is no water showing in blocky sections). If I uninstall Enhanced Waters then the water sources return to vanilla normal and there are no missing sections. Is there a work around for this issue?

    Thank you
    1. mhahn123
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      Thanks!

      In response the missing water is a common mod conflict with any mods which edit water level in the same cells. However, this would only happen in cells that these villages actually edit. One would either need a compatibility patch for Enhanced Waters or use Wrye Bash to create a bashed patch. The villages would need the C.water bash tag to make that work. Can't remember if I added bash tags to these or not. If not, it's easy enough for anyone to do at home.
    2. kiwifruitxx
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      Correct C.water is not one of the tags (at least not on the Legion Outposts). I added that back in but I was having an even stranger issue. Once I loaded this resource pack and rebuild my Bash Patch it was giving me a python error pop up page. Once I remove the pack the error goes away.

      So I hunted down the error which was RSWD related and discovered that the INGREDIENT: Marble Cheese Wheel uses this (RSWD) magic effect and comes up in TES4 as an error - unresolvable.

      By deleting the line item error under effects - my Bash Patch rebuilds perfectly with no errors.

      Perhaps when you come back to revisit this resource pack an update to the Marble Cheese Wheel ingredient effects line might be lovely.

      Thank you again! :)
    3. mhahn123
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      Yeah that's an odd issue on the Ingredient Effect. Never ran into any reports like this previously. Noted for future investigation.

      Regards Legion Outposts not having a bash tag. That particular plugin wouldn't have or need the C.water tag because it doesn't edit water level. Those outposts sit on the coastline and edit landscape. But not the water itself.
    4. kiwifruitxx
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      Weird, then it is definitely something in Enhanced Water not playing nice with this .esm. Once I remove Enhanced Water all the black water masses disappear and the slaughter fish not longer shows up on the farm in Silverfish Falls. Yes, I had a rouge slaughter fish flopping about just in front of the pig pen..it was hysterical! :)

      So I presume it's safe to say there is an incompatibility with Enhanced Water.

      Last question please, there is a compatibility patch in Oranstad for MTC villages. I popped it open and TES4Edit and it looks like Dialog branch items only. I'd love to save an .esp slot. Is there a way to Use Wrye Bash to address this dialog issue without the need of an additional .esp? Sorry, for the detailed request, I've only been using Wrye for about 3 months and still learning its nuances.

      Thank you again, you are most helpful. :)
    5. mhahn123
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      Based on your last post it's safe to say you are allowing Enhanced Water to load way too far down in the load order. Those slaughterfish are disabled by Silverfish Falls and it adds some new freshwater varieties into the waterfall pond. Which tells me that you have EW sitting below Silverfish Falls. Water altering mods typically load very high up the list, so that other mods which edit water level by design can override them. Enhanced Water for example in BOSS is on line 1420. Silverfish Falls is way down in the 15000 range.

      Another thing to keep in mind is that water appearance is also associated with LOD. So if you are using something like Tes4LODGen to generate distant view objects, it needs to be run every time you make any changes to your load order. And to be clear, my villages (and .esm) don't edit water settings at all, only the water level in a few cells. So there isn't anything about these village mods that would change the appearance of the water itself.

      Regards the Oranstad-MTC patch. Did you read the text file that came with the patch? It fixes landscape issues caused by the trail I added from Oranstad to Gottlesfont Priory. MTC Expanded Villages also edits cells around Gottlesfont Priory, which is why a patch is needed. Tes4edit clearly shows landscape, path grid edits and moved objects in 7+ game cells. The dialog topics are an unwanted carryover from using the vanilla CS. I'll prune those out next time I update but they won't hurt anything for now.
    6. kiwifruitxx
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      Thank you so much for your help, I opted to completely remove Enhanced water since it was giving me purplish water in Cheydinhal with UL loaded. I did have enhanced water loaded right after Alive waters in Wrye following the Bevilex build guide. I stupidly added Enhanced Water (although Bevi does not suggest it) because in the past I had used it and it functioned just fine, but then I wasn't using Alive Water or any of the UL.

      I am an avid BOSS user so wherever BOSS sorted it is where it sat, I'm not sure where that was in the list, but I always depend on BOSS.

      I asked over at Bevi's site and the guys suggested water problems might be associated with Lost Spires not being cleaned in TES4 , so I scrubbed that mod through TES4 and many wonderful things came about. :)

      Sorry, the one .txt I forgot to read. I think I was suffering from water anxiety - my bad. Thanks for pointing that out. :)

      I'm not yet finished with Bevi's build guide, so I haven't come to the point of LODGen, so this is not an open issue for me - I don't think. :)

      Now that I have all mods cleaned and Enhanced Water removed, I am going to reinstall SOC and see how I do.

      Thanks again!

    7. mhahn123
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      I wish you all the best of luck in creating a good load order! It's sometimes frustrating trying to get everything working in harmony. But worth the effort in the end. If you run into any other issues with the settlements please do let me know. I haven't been working on them for a while now. But am slowly making my way through a list of mod updates, with SOC being a prime target for updates. Any known problems will eventually be corrected.
    8. kiwifruitxx
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      Eagerly awaiting SOC updates!! :)

      Thank you so much for your time and encouragement. As it turns out after removing Enhanced Waters - doing an anneal all - every one of your beautiful Settlements are loading properly and all weird water issues have disappeared.

      WOOHOO so excited..Happy Thanksgiving! :)
  11. Rafnagud
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    Fantastic job man, thanx a lot. Is this entire project fully compatible(with or without patches) with Unique Landscapes,
    Better Cities, Open Cities Reborn and HESU?
    1. mhahn123
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      Thank you very much. And yes to all of the above, with some patches required. You will find information about compatibility on the description page for each settlement. Any conflict that has been reported has been resolved.
    2. Rafnagud
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      Thanks a lot, i really like what you are doing for Oblivion. My next playthrough will be with this pack and HESU.
    3. marob307
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      you should also add arthmoor'svillages and Vilonia bloodline fixed.
    4. mhahn123
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      Yes, Arthmoor's Villages are a must for me as well. I hope to some day get this series polished to that degree.

      I only ever used the original version of Verona House, ages ago, and it had a number of glitches in the quest line. My understanding is that Arthmoor fixed most of those bugs. If that is the case it is well worth having a play through also.
    5. marob307
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      Yes, he fixed all bugs. But I never play the quests..

      Verona house seem also compatible with ul without patches.


      Mhahn, I think you just need to add quests to the settlements and giv them a personality.

      `
      But I am very happy to enjoy a more realistic and immersive countryside.


      But I have an issue. (little) There is a land tear close to relleis castle ( land revelation). I use your white rose farm patch.

      I think I can fix it with land magic, but this plugin don't work....
    6. mhahn123
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      The patch for Knights of The Nine Revelations works fine. I've ben checking it quite a bit lately as I'm working on Fairmere Village and White Rose River There are no land tears with the patch if you only have KOTNR and White Rose Farm. There has to be something else loading in that area to cause a land tear.

      HESU Fairmere and it's patch for KOTNR would be a good example. Trails of Cyrodiil also runs through there and creates a conflict. HESU White Rose River also overlaps with KOTNR...so if you happen to have the original "Green Road" version loaded. Verona House Bloodlines overlaps with KOTNR and has a patch for that...which probably overlaps with the White Rose Farm patch. There are probably many other mods I am not even aware of that might be causing the problem.

      Send me your load order so I can help you figure it out.
    7. marob307
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      possible unique landscape? I will investigate on that on better time.

      Do you speak french ? ( your mods are on a french site)

      It is my native language .
    8. mhahn123
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      No I don't. Sita translated them and uploaded on Confreri with my permission.