Mod author's note: -In the newest 0.2.0 update I hope I included all missing meshes reported for 0.1.9 -Also I moved a lot of bug report comments to bug reports and closed those issues I have fixed. -As for testing I have made sure that the game won't get soft-locked (easily) but any reports are welcome if something is unbalanced, weird etc. -If after updating the game is missing weapons, locations or npc etc. in an save file created with the older version of the mod then to fix it rename the new esp to Aro2204BU.esp as in older versions I did not change the developer name of the esp to the public name
Let's move on...Nonungalo: FlexCHBigRockArch.nif - no mesh; FlexCHstonewallwgrass.nif - no mesh. Daddy minotaur kills his calf. The rock outcropping above the ruins had to be adjusted in the CS.
I walked through the exteriors of all the ruins in the mod, somewhere I transplanted a tree, somewhere I lowered a stone to the ground, these are all little things... I hope you understand that I worry about your mod and wish it excellent reputation.
https://www.nexusmods.com/oblivion/mods/46163?tab=files. This mod's resources include goats. They should suit you, I think.
Thanks, I appreciate public bug testing, as my load order has different trees to others and so forth, I am currently trying some texturing work for more unique armours and better elven weapons for example, bu also another smaller project is in my mind... but that goat model and being from Guinefort is super cool, he is one of my favorites, but ninendava is a bit too cool for such short furred goats, as in the lore they have rough long fur, sorta like skyrim goats but white.
One more question, if I may. Is it possible to find some of the famous artifacts of Tamriel in the mod? I came across a book with a reference to the Scourge of Daedra. I ask so as not to run into duplication of artifacts in my assembly of mods.
Sorry what? I only added dawnbreaker and auriel's bow. One uses a placeholder model as of now, both have good world implementation only that one needs to be remodeled later on. Otherwise I added ESO unique itmes that are not in older mods and new uniques.
Hi, is there any way you could remove the dependencies on the DLCs? Most players won't have access to them. Steam doesn't allow you to buy them if you have the GOTY edition. It's completely ridiculous. Therefore a lot of players (myself included) won't be able to play your amazing mod. I tried removing them myself, but none of the tools allow you to remove masters with references which they don't know.
Oh yeah, cus spelltomes isn't in the standard GOTY pack... I'll try and do it but curently I'm overwhelmed IRL, and in my currently unreleased latest ruin I have a bug that prevents the puzzle trap from functioning, something's gone bad in the script...
Just go wild and crazy and get the DRM free Game of the Year Edition Deluxe on GOG for $20 or even less if you catch a sale. I got it for $4.99. Well worth it for one of the Best Games Ever.
Is not the larger issue that once you add the DLC and their respective UOPs you add 14 plugins to your load order, i mean, how many other mods from 2006 are you running in your load order, let alone taking 14 slots?
Forgive the ignorance but is it still simply a copyright issue? Could you not merge things and create dummy masters? (why is there not some merged DLC plugin, or a resource only file with a dummy plugin, or etc etc etc). Again forgive the ignorance, i know very little about modding, but ive always wondered about this.
I would say the uop whilst being disliked by some is worth having, it has been constantly updated since 2006... but I never saw any Bethesda game get this merged dlc mod, and in my opinion this whole thing is out of the scope and level of my mod to discuss here, the thing I am going to do is remove most dependencies of the mod for small dlcs.
Hello. I started testing the new version, looked into Vilverin, one bandit (nameless) has duplicate inventory: two pairs of boots, two pairs of pants, etc. I don’t know how to feel about this. P.S. Chestnut horses in fashion are too light in color. I assigned them a different breed for myself.
I'll check out that nameless bandit, could have had a leveled list placed on him multiple times, or could be from two mods (mine and another one) giving him some gear, as for the horses near the ruins you just dislike their coloration ?
Obmeis required for unique item enchants and idk how it would effect the game if you try and run the mod witouth it, probably not too good idea. Fighters stronghold can beTes xEdited out from the requirements list and the the game world won'tbe buggy too much *maybe floating rocks and mismateched land seams*
Thanks to answer I installed the OBME plugin but the game doesn't start without Stronghold. The message from tes4LODgen says :
[00:06] Background Loader: Fatal: <Exception: "AyleidRuinsOverhaul.esp" requires master "DLCBattlehornCastle.esp" to be loaded before it.>
Of course, this DLC is not installed. In the past, I already installed this DLC but it brings too much bugs. My game is ok now, I cannot add more stuff to it, I reinstalled it too much times. Maybe you have an idea to solve this ...🙄
Firstly, if your game in unstable try and "peel back" mod by mod which mods cause issues. My mod is still in developement, I would not reccomend it to an extensively modded oblivion (anything above 120 esps). As for the stronghold dlc it is a parent because I edited the landscape with it loaded, so if you use either TES4 Edit or the Construction set (not Lodgen) youcan remove the dependency on that dlc. If the you encounter bugs from DLC always check out the unofficial DLC patches on the nexus they fix most issues.
I have 240 esp and esm installed. I cannot rid of them. So, I will install your old version. It's nice too... Ayleid Improvement Project Maybe you will update it one day... Thank you for the explainations, it was useful to know.
Ooookay... to stay professional 240 is a very heavy load order (just 15 shy of the hardcoded max with the .esp limit expanding mod). At that point unless you know exactly what and how each mod does you can run into many bugs and bad performance etc. For that reason I strongly reccomend not using my AIP either, as it could cause more harm to your game experience, but since I stopped work on that project and is only archival I declare again that if you encounter bugs from that project I can't provide any support.
Thank you for taking the time to answer me. I admit that my game could be much stable, too much esp. But I haven't done quests for many years, I concentrate on my personal decorations and on screenshots. With my new configuration, I no longer have lags or texture conflicts. I can therefore afford a few CTDs from time to time. 😎I installed your old mod and I have not more problems than before installing it. It gives more life to the ruins, so I will keep it. And congratulation for your ARO, If you decide to make other mods, I will track them because your work and ideas are too good.
This is a great mod, but I found a bug where whenever my character is arrested, the King of Miscarcand shows up and attacks me. I tried the console command recommend for the original bug player.scaonplayer but it's not working. This is only happening since I added this mod
Damn I not onky resurrected the bug I made it worse XD, I'll have to froward the changes from UOP to fix this... I hope the old goober dorsn't bother you too much in the meantime.
Also the console command you mentioned is: player.scaonactor
I’m really liking the looks of this one. I always liked the feel of the Ayleid ruins and was disappointed that they were missing in Skyrim. I like the idea here that surely these ruins would have more in and around them showing use or intrusion by later generations than the relatively thin vanilla versions. I hope you keep on with the updates. I’m in the middle of a complex load order play through right now I don’t want to mess with, but will add this on my next go with a fresh game start. Many thanks to you and other mods for helping me make Oblivion into exactly the game I want in 2024. Every b&@*$ anyone ever had about Oblivion, like leveling for instance, I’ve fixed with the appropriate mod. Massive graphical upgrade from vanilla, etc. All thanks to mods offering hours of hard work for free. You guys and gals are awesome.
Haha thanks but i feel oblivion is soon to be an archival version for grand mods and such with the coming of skyblivion, I hope for skyblivion my mod will be unnesecary tho XD, but honestly once I get a new pc porting it all over there would be fun too XD.
The update 0.2 is really good . I was put back by the issues of Vilverin in 0.19 (Specially the buggy golden saint) and now the part of the dungeon was flawless ! You really did oustanding work ! Also I wanted to know two things : -The small statue you can pick up in Vilverin . Are they supposed to be full purple ? Just wanted to be sure it wasn't a missing texture -I use the mod Star rest as a home (The place belonging to a man fascinated by exploration of Ayleid dungeons makes it a perfect fit for your mod) but the quest send me to find a corpse in Ninendava which due to your editing make the corpse stuck in A-pose . Nothing game breaking but did anyone proposed you a compatibility fix for this ? (Still a really minor issues you can still interact with it normally) .
The vilverin statues are purple ayleid crystals, I use purple as a colour of corrupt magicka, maybe i'll make the colours and textures more obvioulsy intentional later on.
As for the ninendava corpse I don't know much about that issue but a few wonky physics interactions are expectable from oblivion, crying out loud the liches for example never work in ragdols... yet their bodies look so cool...
This is a cool mod concept, and pretty well executed so far. Still seems to be missing some meshes in various places (the mesh FlexArPitWallTransTallRightInlay01nif [STAT:86023246] for example in Rielle seems to be missing, I can't find it in the files anywhere). Some textures seem to be missing as well. Hopefully the author returns and gives us those missing meshes! Endorsed nonetheless.
Edit: if you'd like to play this mod and not have the various static pottery objects within the ruins be textureless black pits, download Momos Vase Resource (for the textures) and use xEdit to remove the "FLEX" prior to each mesh in the esp (for example: "Momo\Ceramic\FLEXMomoVase03aBroken.nif" becomes "Momo\Ceramic\MomoVase03aBroken.nif"). This will give you the original ceramic textures provided by Momo, though I am unsure if the mod author meant to provide new Ayleid themed textures to the original meshes. Perhaps we'll find out in the future :)
Editx2: Also, if you're missing some of the textures for some of the Ayleid objects, download Meos Ayleid Clutter - Resources for the textures (I was missing the metal textures for the Ayleid reliquaries). Additionally, replacing the "FlexArPitWallTransTallRightInlay01nif" mesh with vanilla "ArPitWallTransTallRight01nif" in xEdit seems to have patched up the missing area in Rielle (do the same for the left side of the map to patch up the missing area as well: "FlexArPitWallTransTallLeftInlay01nif" becomes "ArPitWallTransTallLeft01nif").
Editx3: When entering Lipsand Tarn Lorsel from Buroseli at door with refid xx008b14, you spawn on the wrong side of the door (facing a grey void instead of the Lorsel cell itself). Additionally, there is a missing brazier mesh in Sercen (meshes\dungeons\FlexArNewDungeons\FlexArMetalBrazier02.nif, reference xx01ef61); I just replaced it with a vanilla brazier mesh in xEdit, raised it on the Z axis slightly, and set scale to .5 and it works fine.
I have found more missing textures, so I'm going to compile links for all of the meshes/textures that I downloaded in this reply (I would download both the meshes and textures for each mod, although for some instances it might not be necessary to download meshes since only textures are missing; I'll leave the decision to you, dear reader, to decide which to install for each mod):
Thanks for compiling this, as for the last mesh fix I'd recomend it highly, as I personaly decorate with it in mind, as for the missing assets I had a hard uni semester and just started to work again. (and a ruin took too much time and had to be cut back unfortunately... scripting is not my mastery ngl.)
No worries man! College sucks, I get it. Just compiling all of this so people can play your mod; I really think it's great! I've been looking for a mod that breaks up the monotony of all those Ayleid ruins and your mod does so beautifully :) if I wasn't trash at modding myself then I would update it but unfortunately I know next to nothing about modding. And honestly, the few bugs I've come across (like the door to Lipsand Tarn Lorsel) are nowhere near game breaking.
Well, most issues are because I use a single pc for dev and testing and since my oblivion data is the place I put my dev resources straight from nifscope sometimes I mess up the packaging... But it's weird how I forgot the off the shelf resources too 😅 Either wqy thanks for the testing. And I hope by easter I can provide something stable and neat...
Also, I just reviewed lipsand tarn, and I think I probably used a mod that made wooden joints longer,as for me they were well in the ground... probably either some unofficial patch or better dungeon mod altered them.
That makes sense. I do have Better Dungeons installed so that could be the culprit. I just edited them in xEdit and dropped them down on the Z axis. No big deal :)
I fixed them by incasing their scale, thus having the same vertical clearence but also making interestinf chokepoints along the way... Either way in the next version they will be done and dusted, the door bug was also looked into and it was a misplaced marker indeed. Now to wrap up Anutwyll and then package it and do some glamour shots
Ah that's awesome! I can't wait! Also I just completed Trumbe and it was one of my favorites so far of this mod; the Ayleid Wisp Mothers and various cursed Tsaesci soldiers were so cool! And the armor set looks wicked :)
Edit: I found a missing texture at Miscarcand exterior; the mesh is called xxGoblinLeatherRack.nif, but I can't seem to find any mod with a goblin leather rack. Is that a mesh unique to your mod?
Edit: Okay I found the mod, it's SnusDungeons. I'll add it to the compiled list :)
239 comments
-In the newest 0.2.0 update I hope I included all missing meshes reported for 0.1.9
-Also I moved a lot of bug report comments to bug reports and closed those issues I have fixed.
-As for testing I have made sure that the game won't get soft-locked (easily) but any reports are welcome if something is unbalanced, weird etc.
-If after updating the game is missing weapons, locations or npc etc. in an save file created with the older version of the mod then to fix it rename the new esp to Aro2204BU.esp as in older versions I did not change the developer name of the esp to the public name
The rock outcropping above the ruins had to be adjusted in the CS.
https://www.nexusmods.com/oblivion/mods/46163?tab=files. This mod's resources include goats. They should suit you, I think.
P.S. I've come across goat models somewhere, if anything...
Forgive the ignorance but is it still simply a copyright issue? Could you not merge things and create dummy masters? (why is there not some merged DLC plugin, or a resource only file with a dummy plugin, or etc etc etc).
Again forgive the ignorance, i know very little about modding, but ive always wondered about this.
P.S. Chestnut horses in fashion are too light in color. I assigned them a different breed for myself.
This mod is very interesting.
But I don't have OBME and Fighters stronghold installed.
Will my game can work without them?
I installed the OBME plugin but the game doesn't start without Stronghold.
The message from tes4LODgen says :
[00:06] Background Loader: Fatal: <Exception: "AyleidRuinsOverhaul.esp" requires master "DLCBattlehornCastle.esp" to be loaded before it.>
Of course, this DLC is not installed. In the past, I already installed this DLC but it brings too much bugs. My game is ok now, I cannot add more stuff to it, I reinstalled it too much times. Maybe you have an idea to solve this ...🙄
So, I will install your old version. It's nice too... Ayleid Improvement Project
Maybe you will update it one day...
Thank you for the explainations, it was useful to know.
Also the console command you mentioned is: player.scaonactor
Also I wanted to know two things :
-The small statue you can pick up in Vilverin . Are they supposed to be full purple ? Just wanted to be sure it wasn't a missing texture
-I use the mod Star rest as a home (The place belonging to a man fascinated by exploration of Ayleid dungeons makes it a perfect fit for your mod) but the quest send me to find a corpse in Ninendava which due to your editing make the corpse stuck in A-pose . Nothing game breaking but did anyone proposed you a compatibility fix for this ? (Still a really minor issues you can still interact with it normally) .
As for the ninendava corpse I don't know much about that issue but a few wonky physics interactions are expectable from oblivion, crying out loud the liches for example never work in ragdols... yet their bodies look so cool...
Edit: if you'd like to play this mod and not have the various static pottery objects within the ruins be textureless black pits, download Momos Vase Resource (for the textures) and use xEdit to remove the "FLEX" prior to each mesh in the esp (for example: "Momo\Ceramic\FLEXMomoVase03aBroken.nif" becomes "Momo\Ceramic\MomoVase03aBroken.nif"). This will give you the original ceramic textures provided by Momo, though I am unsure if the mod author meant to provide new Ayleid themed textures to the original meshes. Perhaps we'll find out in the future :)
Editx2: Also, if you're missing some of the textures for some of the Ayleid objects, download Meos Ayleid Clutter - Resources for the textures (I was missing the metal textures for the Ayleid reliquaries). Additionally, replacing the "FlexArPitWallTransTallRightInlay01nif" mesh with vanilla "ArPitWallTransTallRight01nif" in xEdit seems to have patched up the missing area in Rielle (do the same for the left side of the map to patch up the missing area as well: "FlexArPitWallTransTallLeftInlay01nif" becomes "ArPitWallTransTallLeft01nif").
Editx3: When entering Lipsand Tarn Lorsel from Buroseli at door with refid xx008b14, you spawn on the wrong side of the door (facing a grey void instead of the Lorsel cell itself). Additionally, there is a missing brazier mesh in Sercen (meshes\dungeons\FlexArNewDungeons\FlexArMetalBrazier02.nif, reference xx01ef61); I just replaced it with a vanilla brazier mesh in xEdit, raised it on the Z axis slightly, and set scale to .5 and it works fine.
Edit: I found a missing texture at Miscarcand exterior; the mesh is called xxGoblinLeatherRack.nif, but I can't seem to find any mod with a goblin leather rack. Is that a mesh unique to your mod?
Edit: Okay I found the mod, it's SnusDungeons. I'll add it to the compiled list :)