FYI.....I've updated the compatibility patches on the files tab. The patches were updated to be current with v2.0 of Unique Landscapes Ancient Redwoods, Unique Landscapes Skingrad Outskirts and/or the Unique Landscapes Compilation. The Ancient Redwoods patches are the same patches already available in the UL Patch Compilation. The Skingrad Outskirts patch was missed for some reason, so for now it is only available from here.
Wonderful village addition - just a quick question again:
TES4Edit shows the following error:
[00:00] Checking for Errors in [30] Oranstad.esp [00:01] HorseOranstadOrlumbaGive [PACK:30019038] [00:01] PACK \ Conditions \ CTDA - Condition \ Parameter #2 -> <Warning: Variable Index not found in "HorseQuestScript [SCPT:00085497]"> [00:01] All Done!
There's nothing to fix at this point. I was going to setup a buyable horse and then didn't. It's basically there as window dressing for now. The error message can safely be ignored as it won't impact anything.
Yeah it's a known issue with the collision on that basement door. Most of the time altering placement of the door allows it to work better. Whomever originally made that separated vanilla hatch door didn't adjust collision properly. I always meant to re-work it but never found time. noted for future updating.
Beefing up the guard weapons is all that's needed as the Hircines that by day are attractive, naked, Eyecandy, women whom I set essential and can be taken down with a little effort. I put the kenetic hammer enchantment from Telekinetic Mastery on the silver weapons. Now there is great plumes of white explosions in the village and on on my crowded roads as my Maiq the Liar or Mai-chel the Murderer got a sex change and is now a frenzied, naked, sexy Eyecandy, savage with 5x power/speed/silver weapons. "She" also made short work of the village.
Just wanted to report that there is a land tear when using this mod and UL Skingard Outskirts in -11,4. It seems to be fixed by moving Oranstad below UL Skingard in load order, along with Ancient Redwoods and the MTC/UL patch for Oranstad after.
Is it possible for you to check if that's ok? Or, could a patch be created?
Changing load order isn't an option. There are other things which depend on Oranstad being where it is. I'll look at the conflict today and see what can be done. It's always possible it can be fixed via internal edits without the need for a patch.
As suspected changing load order only moved the location of the land tear. Unable to fix the problem via internal edits. A new patch file has been uploaded. This can be used in conjunction with the pre-existing patches for MTC and Ancient Redwoods. Already added to the most recent BOSS Masterlist update.
Hi there, mhahn123! First, thanks for your excellent work. I use Oranstad along with UL Ancient Redwoods. I noticed that if I place files in the order you indicate in the Readme of the patches (Oranstad, UL esp, patch) there're multiple problems with hanging objects, big stones trapped into the houses of the mod etc. I tried to place UL-AR esp first, before Oranstad esp - and these problems vanished (only the beginning of the road to Oranstad has a long, but not that noticeable hole in it).
Not sure what you have going on there, but the patches work just as they are supposed to with the load order I've laid out. Something else you have installed which makes edits in that area???
You can use Land Magic to smooth out minor land tears, without even needing to figure out what is conflicting with what. I will not, however, blend ground textures at the cell boundaries.
Is this mod compatible with "Reclaiming Sancre Tor" mod? I know it adds multiple location all over the province. Asking, cuz your mod looks very promissing, i would like to DL it, but RST comes with priority, as it adds massive quest to the game.
Sorry my bad. Just run through first part of "comaptibility" :/ Downloading. With Shezrie's work and extra fort (REAL Empire) nearby this area wont be empty. Sweet
I'm sure someone has asked this question before, how is the compatibility with Arthmoor's villages? Is there any I shouldn't use together? I'm working on a world based around village improvements, so I'm glad you are developing this; every release looks great.
Arthmoor and his villages were a great source of inspiration for me. I use every single one of them myself and have purposely avoided any areas that would cause conflicts. You will be just fine running the entire SOC series together with those villages.
This looks amazing, I'm glad you're bringing so much life to the countryside, fixing one of the many problems I originally had with Oblivion's version of Cyrodiil.
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TES4Edit shows the following error:
[00:00] Checking for Errors in [30] Oranstad.esp
[00:01] HorseOranstadOrlumbaGive [PACK:30019038]
[00:01] PACK \ Conditions \ CTDA - Condition \ Parameter #2 -> <Warning: Variable Index not found in "HorseQuestScript [SCPT:00085497]">
[00:01] All Done!
How do I fix this?
Thanks :)
A small correction for the trio patch
an ancient redwood bear spawns in horse encloser.
smallcorrection in an petty update.
Just wanted to report that there is a land tear when using this mod and UL Skingard Outskirts in -11,4. It seems to be fixed by moving Oranstad below UL Skingard in load order, along with Ancient Redwoods and the MTC/UL patch for Oranstad after.
Is it possible for you to check if that's ok? Or, could a patch be created?