The new version 1.5 has fixed most of the missing meshes/textures for the guards. The archers on the top still have issues with stuff missing though. In the screenshots, there are pictures of Lady Auron and a Female guard. They are not present in the game nor the esp, at least not for version 1.5. The quest for the missing Lord Kaiden went smoothly. I will uninstall this mod for now and hope it gets back to whatever was originally intended in the future.
The female armours and guard are just the player character, there are no actual female characters in the mod on it's own. If you want to see some I can put some in later on?
So far I have no issues with this mod very well made castle. You might want to level the ground in the court yard some I a bit uneven but this is only a sugestion and not a issue. I did find some floating rock and tree around the back side of the castle.
One thing of note is that you may want to run the mod though TESedit. There are a lot of deleted items that need to be undeleted and disable and there some identical to master items too.
Some compatibility conflicts with Lake Canulus Village, but that's just for starters. The meshes are a mess and textures are missing in all the uploaded files. I tried making sure my files have both auroncuriass and auroncuirass, and alternative folder passes inside "Armor" folder and without it, whatever have I tried, I was only able to fix the icons. Purple helmets and invisible cuirasses, I think, plain lack textures in the versions released. Or, there is just some path issue that I haven't figured out, like what happened in New Haven City with the ruined Cathedral.
Hi, I just found you have mis-spelt folder name. you have "auroncuriass" as folder but it should be "auroncuirass" this is the reason texture not working, i think.
hello.first of all i love the mod , but for some reason i can't see the armors , the guards are half pink half invisible anything i can do to help that change ?
Okay, so I did a bit of research on the topic and chances are the texture path may have gone wrong, so if your textures aren't in Oblivion/Data/textures/armour/auroncuirass (or whatever armour piece) then that's the problem
I was having the same issue with the nonexistent textures. On a hunch, I looked at the meshes in Nifskope and found that they were looking for the textures in the "program files" folder when my Oblivion install is in the "steam" folder. I went through the process of applying the textures manually and when I loaded the plugin that time, it worked and everything appeared the way it should. Hope that helps!
One other comment: I finished the quest and got the castle and follower and as I was exploring, I went into the guard barracks and the sheer number of them in there all walking and talking at once made the game crash to desktop. You may or may not need to fix that. Otherwise, great mod!
If you didn't already know, running the meshes folder through PyFFI will strip out the unnecessary file paths so anyone can use them regardless of where they've installed Oblivion.
Yes, running them through pyffi should fix them. In the future, when you are setting the file path for the texture in the mesh, don't include the portion of the path before the Textures folder. For example, instead of "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Textures\Clutter\Apple.dds", you just put "Textures\Clutter\Apple.dds". The game will then find the textures, no matter where the user has installed the game. Hope this helps.
Did you make the textures for the guards' tabards? Those are really well done! I also like the fact that your castle is more layered vertically, rather than being a giant open space with a wall around it.
Ok I donwloaded it and looked in tes4edit: A suggestion: Remove the dirty npc records (editors id follow) OrmelliusGoldwine MQ11AnvilSoldier01 ImperialLegionSoldierOBGATE (expecially this, depending on the load order may affect every mod that modify the kvatch attack) ImperialLegionSoldier
aaaDefaultStayAtEditorLocation aaaDefaultHomeOwnerArmor (you did changes to this two AI packages, but it shouldn't better to create two new packages to attach to this mod?)
RFWHallDoorLoad01 (again better to create your own record)
Didn't looked at DIALOGUE, CELL and WORLDSPACE records.
Man you were really thorough, yeah sure I'll look at the things although I only used most of those things as references to make my own stuff, I don't actually remember changing them so maybe they were just marked on tes4edit because I went on them but yeah thanks for pointing them out I'll have a look at them right now.
Yeah dude I didn't change most of those things at all apart from the Imperial Legion Soldier in which I gave him the helmet with the mohawk because that just looks cooler in my opinion.
Huh, you might've installed it wrong or something. I'm looking into it now and I can't really tell what the problem would be. If I find a solution I'll update it asap.
32 comments
One thing of note is that you may want to run the mod though TESedit. There are a lot of deleted items that need to be undeleted and disable and there some identical to master items too.
you have "auroncuriass" as folder but it should be "auroncuirass"
this is the reason texture not working, i think.
In case, it may be partially incompatible with Kvatch Rebuilt. Which are the permissions for compatibility patches?
Second, how the castle react to Unique Landscapes?
Also I have no idea how it reacts to Unique Landscapes, that'd be something for me or anyone else to find out.
A suggestion:
Remove the dirty npc records (editors id follow)
OrmelliusGoldwine
MQ11AnvilSoldier01
ImperialLegionSoldierOBGATE (expecially this, depending on the load order may affect every mod that modify the kvatch attack)
ImperialLegionSoldier
aaaDefaultStayAtEditorLocation
aaaDefaultHomeOwnerArmor (you did changes to this two AI packages, but it shouldn't better to create two new packages to attach to this mod?)
RFWHallDoorLoad01 (again better to create your own record)
Didn't looked at DIALOGUE, CELL and WORLDSPACE records.