Oblivion

19 comments

  1. ddmodNXS
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    Thanks for the update! It looks lovely. The houses look very "real" and "lived-in". I like the cookie jars. I spent a good while testing things. The NPCs seem normal. I fast traveled to and from the town and the wayshrine, rode around it, generally tried to force errors and for the most part things looked good! I did experience one crash going along the east road near the signpost. But that was probably just Oblivion being Oblivion. I did not clean with xEdit because Wrye Bash and LOOT didn't say it needed it.

    The Gryphon Hood with its cape looks great! I like that it doesn't clip with Argonian tails much when just standing.

    I wandered around part of the mine and fought the Uruk hai. Everything there looks good (but see notes on the gear below).

    I found 2 major-ish bugs, 1 minor one, and one observation that I think was a deliberate decision on your part (which I think was a good idea)

    Major 1: In my game the water in the lake and the length of river leading up to the waterfall did not load. It's just a dry basin with exposed river clam shells. I've never encountered this before and I don't have anything else editing this area or making edits to water objects. I tried forcing the cell to reset but no luck. This may just be incompatibility with my mods. I'd be surprised if that were the case though.

    Major(ish) 2: Item xx0160D2 appears to be invisible in inventory. I tried adding it with the console and I can see "Thornebriar Shield Added" message and my encumbrance increasing but the shield never appears and cannot be selected. Likewise, when I use the removeitem command I get a message and see my encumbrance decreasing so the item is definitely there but invisible. I also put it on an NPC and they wear the shield but checking their inventory with Muffinshare also shows no shield in the list. So that's weird. The other Thornebriar shield doesn't have this problem. Is xx0160D2 just a dummy entry or something? If so, ignore this.

    Minor bug: The menu icons for the Uruk-hai helmets do not appear. I haven't extracted the bsa to see if the files are just missing yet or anything. But at least I can see the items in inventory and select them unlike the Thornebriar shield above. Btw, you can't control this, but the Uruk-hai helmets clip into beast faces. That's no big deal though and is not something that needs to be "fixed". In fact, even though it cuts into his face, the helmet still looks good on my Argonian.

    BTW: I use the Lighter Gear mod and created a Wrye Bash-mergeable patch to adjust the weights of the new armor and weapons to match its parameters (I did not alter the clothes or anything else). Would you like me to upload it so you can review and share it if you like? I did not employ this patch during all my testing so the problems listed above were not related to it.

    P.S. trivial idea: make Tam essential. They're the most important member of the town :) I'm kidding really, but I'll probably do that in a personal patch anyway.
    1. ElderScrollsFan001
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      Major 1:
      I have ecounter the water hight issue too it seems to depend on the load order of mods
      Legends of Zefaro and Skyrim for Oblivion Crafting are two one such mod I've encounted this with.
      I think I fixed in the with Skyrim for Oblivion Crafting in the Patch for Skyrim Crafting White Rock patch.

      Major(ish) 2:

      Daniel's Thornbriar Shield is not playable and won't show up.
      I got enchantment on that keep him a live while walk to Chorrol, but might be to
      powerful for the player.

      Minor bug: I look into that it possible I left them out, but it could be your texture settings
      is your texture settings under option set to high?


      I have no problem if you want to upload your lighter armor patch. I'll make sure to link it in the page too.

      I think I set tam to respawn I did think about making him essential, but I wanted keep in line
      with other npc's in the base game.
    2. ElderScrollsFan001
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      Yep I left the icons for the Uruk-hai helmets :\ i just upload a hit fix.
    3. ElderScrollsFan001
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      Thank for the kind words I really tried to get the "real" and "lived-in" feel. 
    4. ddmodNXS
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      I suspected the shield issue was something like that! Good to know

      I figured out the problem! It was caused by the Water FPS Boost mod. With that imported the water would not show, even with White Rock moved all the way to the spot right before the bashed patch (it worked with White Rock moved *after* the bashed patch, unsurprisingly). It's a mod of questionably effectiveness for modern machines and I've been thinking of no longer using it anyway, so I just deleted it. Perfect.

      The icon hotfix was perfect too. So that's good.

      Thanks! I'm looking forward to stumbling back onto the town organically.

      EDIT: It's possible the water would show up even with Water FPS Boost if both mods had the right bash tags. Making that work is all mysterious to me though.
    5. ElderScrollsFan001
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      Ok that good to know now that i thin about it might conflict with Skyrimized waters in that way as well

      Forgot to mention the beast races and Uruk-hai helm there isn't much I can do about that.

      I hope you enjoy the mod
    6. ddmodNXS
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      Thank you.

      Yeah the helmet isn't anything to worry about anyway. Like I said, even though it's technically incorrect it still manages to look good on my long-faced Argonian anyway.

      Btw, I found out with the Bash Tag "C.Water" the water in White Rock shows up just fine, even with the Water FPS Boost mod applied (presumably the same would be true of Skyrimized Waters, if it has the correct tags in the LOOT masterlist and/or wherever else Wrye Bash pulls sorting info from. I assume it does given its popularity). If your other landscape mods have any new water and the same behavior it may fix possible issues users of them may have been experiencing.

      Eventually I'll submit an entry to the LOOT maintainers to add C.Water to White Rock's entry on the masterlist. It's already on there, just not with any tags.
    7. ddmodNXS
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      Oh! I had one more minor issue but it might be intentional.

      The Uruk-Hai scimitar is spell "simitar". I thought this might be deliberate. I don't know if that's the spelling used in the film lore, for example.

      Also I noticed that largely the stuff in the houses is not set as owned. Which is fine by me. They all have strong locks anyway. This is another thing I assumed was intentional. The way Vanilla handles stolen item flagging is a bit silly anyway.
    8. ElderScrollsFan001
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      np I'm just i'm not very good at spelling I'll be correcting that.

      as to the own status I never thought about that as I thought that was automatic. I'll looking into that.

      I add the Bash Tag "C.Water" that good to know that thanks for posting that.
  2. Mercer Meka
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    Thanks for the update!
    1. ElderScrollsFan001
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      No problem and thank you for your suport
  3. ElderScrollsFan001
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    Added a patch to add farm animals from 1_4 Mr_Siikas farm animals by mr_siika and CorePcWhiteRock Farm & Animals to White Rock
    1. ElderScrollsFan001
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      Version: 1.1 adds better models for Uruk-hai helmet from Saruman's Tower by V-Pacceus also found in Uruk-Hai helmet by mandarinn (Skyrim mod).
      Also it add a road sign for White Rock near the main entrance for the Settlement. AI also improved for Kyol Gryphon.
  4. valhalex86
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    Needs COBL to work ? I had to uninstall my Oblivion some months ago, and now I can't remember if this mod needs COBL. Ty and sorry 4 the weird question
    1. ElderScrollsFan001
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      Nope COBL isn't required..always good to ask a question if you not sure.
    2. valhalex86
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      ty so much ! The Mod I knew that needed COBL is Rathunas one.. Ty so much !
    3. ElderScrollsFan001
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      NP and enjoy
  5. mhahn123
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    Yay! Glad to see a release version. Downloading now.
    1. ElderScrollsFan001
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      Np at all and thank you