I am going to fix the bugs of this mod, particularly the tail of the Khajiit and Argonians, by replacing their skeleton with beast skeletons and the Textures problems of the weapons and armour. Haven't found a way to do it though. There is a guide, but I can't make it work. I will find a way eventually. Stay tuned.
Hello, thank you for the wonderful mod.I would like to report that in my environment, when using version 3, the FPS drops to below 10 as soon as I enter the town of Rhondal.This problem does not occur with the version 2 update.I don't know what the cause is, but I'll let you know.
I'm having the same problem as well in RHondal Town! Perhaps it could be due to the sheer number of NPCs with various AI packages day and night? Hopefully it gets addressed and fixed in next update!
FYI, After installing version 3 with Wrye Bash, I ran the plugin checker and it reported a deleted base record. I uninstalled it and installed the earlier version from your Elsweyr Cleaned and Updated collection and the error did not appear for that version.
I love the way you have created your world. Looking forward to try it out. I have some trouble with Elsweyr. Need to take a look into that. Nothing to do with your mod then. I will stay tuned as you say :) Seems there are several masters needed for your mod. It is a pity but my PC is full. I need all the space for my own projects :(
Is nobody going to mention the messed up Khajit tails?
Half of the Khajit population have been assigned to skeleton.nif as opposed to skeletonbeast.nif. The first town I enter is a complete mess as a result. Console reports only Rhondall Guards missing tails, CS reveals so much more!
This has been a problem since the last version, it only looks to have been made worse. I tried fixing it myself, but I have issues with mod de-isolation and the game won't run if I do.
Shame as from what I can tell from behind the dancing lines and triangles, the town and the surroundings seem very nice, with lots of effort behind it. As it is now, it's unplayable because of this.
To clarify. Sorry about the harsh tone, but I feel trolled by this. I've waited almost a year for you to fix this, and was hyped to see you update it because LenaWolf's fixes didn't quite get everyone. But looks like you haven't touched the elephant in the room, like, at all.
Do you have actual issues not knowing how to do this? In the NPC window, press the 'skeleton' button and choose /Data/Meshes/characters/Imperial/Male/skeletonbeast.nif. Or wherever you have it. The "skeleton used" column in the Object window MUST point to skeletonbeast for every character that uses a tail, or it messes up 4 surrounding cells by grabbing nonexistent tail data from the ether. It's easy to spot in the editor, and even easier to notice when playtesting. Do you perchance use a custom universal skeleton in your game?
It took me 20 minutes to edit ALL of the Khajit that had their setup wrong, but then the game wouldn't run. Neither Tes4Gecko not Tes4Edit work for me or I'd have de-isolated the mod and then would be able to save - what sort of frustrates me is that you seem to have no issues updating it, you just didn't edit the skeletons..?
Or do they break the game if you edit them in any case? In that case I'd suggest moving them to an inacessible cell with a script and just replacing whoever is giving you trouble or something. Please fix this, though, I really liked your content the last time; I was able to click on the offending Khajit and disable them, but now there is so many of them it's impossible to target anything once I hit the town.
Hi there. I have fixed this issue. I am about to upload the mod, I just need to make some screenshots and prepare some other files, 'cause there will also be more voice lines. Sorry for keeping you waiting.
In regards to 'Rhondal Town and more Elsweyr dungeons'.... do you have plans to fix the missing (or not loading) textures for the blue daedric items and Rhondal Guard shields at any stage?
In regards to load order, my existing mods have the following load order:
Now I understand that this mod and ALL your other mods listed in the 1st spoiler all need to load after Elsweyr Pelletine.esp. But with-in that 1st list of mods.... which order should they load in after Elsweyr Pelletine?
Considering the Rhondal bug, I 'll get to it tommorow. Just got a new pc. As for the load order, you can choose what load order you want. My mods don't need each other.
That's great news ! I'm looking forward to the next update :)
PS.... Do you think your Elsweyr mods I listed in my 1st spoiler would be compatible with : Elsweyr_Leyawiin_Topal Bay Walkabout It "junglizes" the Elsweyr area... I suspect patches would probably be needed....
I didn't put anything in the area of the mod you are talking about. I also can't seem to find where the problem with the armour is. Meaning that I can't find the reason why it's not visible. Still working on that, though.
I still haven't installed this mod (was waiting on fix 1st), but based on the description from the other users below, I am guessing you need to use NifSkope to change the texture paths for the blue daedric items and Rhondal Guard shields meshes to go to the correct file location of where the corresponding textures are........
I did use Nifskope to create it at the first place. Anyway, I remade the armour and weapons. I downloaded it and it works for me. Could you download it as well and tell me if it worked?
There are two places to find the Blue Daedric armour: on is on a Ayleid ruin called Mandos, which is in the southern side of Mount Alabaster (eastern Elsweyr). Close to Leyawiin. The other is in a cave, south of Rhondal town. Mandos is closer to you.
Sorry it didn't work.... still have the same purple color :( (See Pictures HERE)
Apart from that, the Dungeon looked and felt great!!
Edit : Had a quick look in NifSkope... loaded up some of the blue daedric NIF meshes. Each mesh is pointing to the wrong location for the texture DDS... so looking white. They are ALL looking for textures here --->
c:\mr dj\the elder scrolls iv oblivion\data\textures\armor\blue daedric\....\TEXTURE.dds
I assume you are Mr. DJ ;) I fixed it for myself by manually changing the texture path for each mesh to where the textures are actually located in the archived file structure.
Yep Animal Print Fur Armor And More has the exact same problem. Opening up the meshes in NifSkope shows that the meshes are looking for the textures here ---> c:\mr dj\the elder scrolls iv oblivion\data\textures\armor\animal print\....\texture.dds
I endorsed it anyway because I managed to fix it for myself by pointing the meshes to look for the textures in my install-path... and the armors look great!
The problem with both mods is they are looking for an 'absolute path' to the textures and not a 'relative path.' I was able to fix both for myself by pointing to the absolute path in my own Oblivion install. But my fixes will be useless to you and other people who doesn't have the exact same install path as I do. I tested it by changing my primary install directory name after I fixed it, and the mesh couldn't find the textures again, unless I renamed it to be exactly what the search path is.....
I had a look here : How to Fix Hard-coded Texture Paths in NIF Files which said to make relative, need to change the beginning of the path to --> ..\textures\armor\animal print\....\texture.dds .....but it didn't work!
If the root of problem is not identified then that will only work for people with their game installed in that location: C:\Games\Oblivion\Data\Textures\.....
..... you might have to reach out to more experienced modders to find out how to make the path to the textures for each mesh 'relative' and not 'absolute'. Maybe ask on Oblivion Technical Support or Oblivion Construction Set and Modders....I'm sure it's some little trick that we have overlooked.
starlessmao81ac> I managed to PM you a link, but it appears Nexus has recently done something to their PM security to make it too sensitive. I kept on getting blocked when trying to send the link + instructions in one message. I managed to send it when separating the link and instructions into 2 messages ?!?!
LordPalpatine2020> Just looking at your load order, I am curious (because I am thinking about using Arthmoor's Sutch Village myself) why you loaded the 'Sutch Village.esp' AFTER 'Unique Landscapes.esp'. I thought 'Unique Landscapes.esp' should load AFTER all conflicting mods, for example :
So far on my playthru of this mod everything is playing well! Here's my pros and my cons of the mod so far!
Pros: 1.) 8 or 9 unique dungeon and hideout locations with mobs in them located in both Pelatine and Anequina mod lands! 2.) An entire town to roam thru. 3.) Lots of NPCs. 4.) Questlines (even though I haven't come upon it yet).
Cons: 1.) Only thing I can find is the texture bug affecting blue daedric items and Rhondal Guard shields rendering them looking pink or purple in color. Could be on my end due to using WInRAR instead of 7-zip to extract mod, who knows! Other than that, nothing else!
This is an excellent quest and dungeon mod for both Elsweyr Anequina and Elsweyr Pelatine mods!
Hello, dropping in to give a review of the content herein. I've been around Rhondal, and was able to peek into many of the dungeons. However, the test PC I use to test drive mods is low level, and either a lot of the dungeons are unleveled, have a high scaling floor, or MOO is scaling the enemies super high. So I couldn't safely and fully look around those. Or find the daedric armor to see if has the same issue with an unloaded texture as the Rhondal guards' shields (see below).
PROS:
First off, thank you for adding so much to Elsweyr Pelletine (and Anequina too, it would seem). Rhondal, in particular, is a welcome sight on the lonely road to Senchal. I think it's positioned quite well, serving as a counterpart to the small town near Torval in Elsweyr Pelletine. --- Clutter in Rhondal's buildings is good; the spaces look lived in. I personally find much of main Pelletine to be a bit lacking in these small details, and am hoping that changes by the finalized release. Kudos for taking the time to detail out these spaces. --- The hidden temple's exterior is quite visually striking. Is it based on an existing dungeon elsewhere in Anequina or Pelletine? I haven't covered 100% of the ground in either yet. If it's fully unique, very well done. If not, I still like its presence. Nice callback to Arena. --- Some of the little things are amusing or cool. I like that the local mage's guild has the flex to build a teleporter just for getting to the rooftop view.
CONS AND SUGGESTIONS
Something I really appreciated in Elsweyr Anequina was the "Background" and "<City Name>" dialogues many NPCs had. These dialogs were quick ways to add information and verisimilitude about the gameworld and its people. Just a few lines per character, but added a lot to the texture of the world and rewarded talking to everyone. Elsweyr Pelletine is currently saving that sort of thing for later, but it was also badly missed in this mod.
From context clues (mismatched architecture, multiple religious sites, a pilgrim) it would seem like Rhondal is a patchwork town built around a holy site important to several faiths. It may also be a "suburb" for those who want to be near Senchal, but don't want to live in the city (e.g., don't want to live in the slums, too poor to live in the better parts of town). It's possible some of those fleeing the destroyed guilds in Senchal stayed here instead of moving to Tenmar or Chasewood. I suspected that the House of Learning also served as a local school, besides just being a mage's guild, based on the name and the interior layout. However, this is only confirmed by the description of the mod on this website, not in game!
What's the story behind the destroyed houses, or at least how do the residents feel about them and the dangers within? What about the ruined fort nearby? How do Rhondal residents feel or know about their town, about Senchal, about their lives or those of their neighbors? Is there no real inn in town because the Tenmar Inn is nearby? Without NPC dialogue, unique notes, or other such things it's hard to know for sure. The mod would really benefit from giving the town's residents things to talk about.
This is a critique/suggestion I would extend to most of your mods, especially the settlement based ones. --- I question where some of the NPCs in Rhondal sleep, if at all, but didn't stick around long enough to watch them. There just don't seem to be all that many beds in town? E.g., for the residents of the Imperial Cult chapel, the Moon Temple, and the bar/restaurant (it's not an inn, after all, no beds). --- The texture for the Rhondal town guards' shields won't load for me. Probably an issue on my end? Didn't find the blue daedric armor, so I can't say if that has the same issue. --- Regular Rhondal guards can't arrest me. They'll come running if I commit a crime, but will then just enter normal conversation. The imperial legionnaires in the town CAN arrest me, and properly send me to Senchal if I pay the fine or go to jail.
OVERALL
Thank you very much for adding to and supporting Elsweyr Anequina and Pelletine! Mod endorsed.
I'm having the same issue with the Rhondal Town Guard shields, too, as well as the blue daedric item's textures, all showing up as pink-purple texture color for me! Otherwise this mod is good so far!
Is this in Iliana's Elsweyr - Anequinna world space or another? Your description says that it is south of Elswyr, the southern most Iliana Elswyrian city is Corinthe or the village of Ducari Walk on the southern coast. How about a world map screenshot to help clarify the ambiguity.
This mod requires EnveyDevelooer's Elsweyr - Pelletine mod, which adds the rest of the Elsweyr Province (new settlements, dungeons, locations, missions, etc). Than means you will need to install all that is required to play Elsweyr - Pelletine (Tamriel Heightmaps, Valenwood - Elsweyr, etc). Chech EnvyDeveloper's mod.
Aurielius wrote: Is this in Iliana's Elsweyr - Anequinna world space or another? Your description says that it is south of Elswyr, the southern most Iliana Elswyrian city is Corinthe or the village of Ducari Walk on the southern coast. How about a world map screenshot to help clarify the ambiguity.
Dimitrisgb wrote: This mod requires EnveyDevelooer's Elsweyr - Pelletine mod, which adds the rest of the Elsweyr Province (new settlements, dungeons, locations, missions, etc). Than means you will need to install all that is required to play Elsweyr - Pelletine (Tamriel Heightmaps, Valenwood - Elsweyr, etc). Chech EnvyDeveloper's mod.
Dimitrisgb wrote: But I guess you should be able to reach dungeons, such as Helcarn Clan, Mandos, Greenhall Mine, Alabaster Cave, etc, that are in Iluana's mod space.
Aurielius wrote: In that case you might want to post the precondition of the necessary mods to use your mod in the download dependency statement.
Dimitrisgb wrote: It is mentioned in the requirements in the Description tab. Plus, I think that if you try to download the mod, you will get a notification.
Still no preconditions in the download advisory. BTW I think the mod idea is fine but you are limiting your downloads / endorsements by not being clear.
50 comments
Stay tuned.
FYI, After installing version 3 with Wrye Bash, I ran the plugin checker and it reported a deleted base record. I uninstalled it and installed the earlier version from your Elsweyr Cleaned and Updated collection and the error did not appear for that version.
Thanks for all the work on your mods!
Looking forward to try it out. I have some trouble with Elsweyr. Need to take a look into that. Nothing to do with your mod then.
I will stay tuned as you say :)
Seems there are several masters needed for your mod. It is a pity but my PC is full. I need all the space for my own projects :(
!::! Fred is back
(thanx for the kind words)
!::! Fred is back
Elsweyr runs like a charm no.
!::! Fred
Half of the Khajit population have been assigned to skeleton.nif as opposed to skeletonbeast.nif. The first town I enter is a complete mess as a result. Console reports only Rhondall Guards missing tails, CS reveals so much more!
This has been a problem since the last version, it only looks to have been made worse. I tried fixing it myself, but I have issues with mod de-isolation and the game won't run if I do.
Shame as from what I can tell from behind the dancing lines and triangles, the town and the surroundings seem very nice, with lots of effort behind it. As it is now, it's unplayable because of this.
Do you have actual issues not knowing how to do this? In the NPC window, press the 'skeleton' button and choose /Data/Meshes/characters/Imperial/Male/skeletonbeast.nif. Or wherever you have it. The "skeleton used" column in the Object window MUST point to skeletonbeast for every character that uses a tail, or it messes up 4 surrounding cells by grabbing nonexistent tail data from the ether. It's easy to spot in the editor, and even easier to notice when playtesting. Do you perchance use a custom universal skeleton in your game?
It took me 20 minutes to edit ALL of the Khajit that had their setup wrong, but then the game wouldn't run. Neither Tes4Gecko not Tes4Edit work for me or I'd have de-isolated the mod and then would be able to save - what sort of frustrates me is that you seem to have no issues updating it, you just didn't edit the skeletons..?
Or do they break the game if you edit them in any case? In that case I'd suggest moving them to an inacessible cell with a script and just replacing whoever is giving you trouble or something. Please fix this, though, I really liked your content the last time; I was able to click on the offending Khajit and disable them, but now there is so many of them it's impossible to target anything once I hit the town.
Just want to say I appreciate all these additional content mods that you have made for the area of Elsweyr:
More Senchal Stuff - Elsweyr
South Heimthor Mount Camp - Elsweyr
Mountain Savannah Tribe - Elsweyr
SouthMark Settlement - Elsweyr
The Alchemist of Dune (Elsweyr) and the Necromancers
Vampires and friendly Necromancers in Orcrest - Elsweyr
More Valenwood Soldiers in Elsweyr
Rhondal Town and more Elsweyr dungeons
In regards to 'Rhondal Town and more Elsweyr dungeons'.... do you have plans to fix the missing (or not loading) textures for the blue daedric items and Rhondal Guard shields at any stage?
In regards to load order, my existing mods have the following load order:
Tamriel.esp
ElsweyrAnequina.esp
ElsweyrCityExtension.esp
ElsweyrAnequinaPatch.esp
ElsweyrCityExtensionPatch.esp
Elsweyr plantations & co..esp
Reaper's Esmeralda's Desert Manor.esp
Reaper's Esmeralda's Desert Manor Quickfix.esp
Talesfrom Elsweyr Anequina.esp
TWMP_Valenwood_Elsweyr.esp
TWMP_Valenwood Regrown.esp
Valenwood Islands.esp
Elsweyr Pelletine.esp
Now I understand that this mod and ALL your other mods listed in the 1st spoiler all need to load after Elsweyr Pelletine.esp.
But with-in that 1st list of mods.... which order should they load in after Elsweyr Pelletine?
As for the load order, you can choose what load order you want. My mods don't need each other.
I'm looking forward to the next update :)
PS.... Do you think your Elsweyr mods I listed in my 1st spoiler would be compatible with :
Elsweyr_Leyawiin_Topal Bay Walkabout
It "junglizes" the Elsweyr area...
I suspect patches would probably be needed....
I also can't seem to find where the problem with the armour is. Meaning that I can't find the reason why it's not visible. Still working on that, though.
Anyway, I remade the armour and weapons. I downloaded it and it works for me.
Could you download it as well and tell me if it worked?
The other is in a cave, south of Rhondal town.
Mandos is closer to you.
Sorry it didn't work.... still have the same purple color :(
(See Pictures HERE)
Apart from that, the Dungeon looked and felt great!!
Edit : Had a quick look in NifSkope... loaded up some of the blue daedric NIF meshes. Each mesh is pointing to the wrong location for the texture DDS... so looking white. They are ALL looking for textures here --->
c:\mr dj\the elder scrolls iv oblivion\data\textures\armor\blue daedric\....\TEXTURE.dds
I assume you are Mr. DJ ;)
I fixed it for myself by manually changing the texture path for each mesh to where the textures are actually located in the archived file structure.
c:\mr dj\the elder scrolls iv oblivion\data\textures\armor\animal print\....\texture.dds
I endorsed it anyway because I managed to fix it for myself by pointing the meshes to look for the textures in my install-path... and the armors look great!
The problem with both mods is they are looking for an 'absolute path' to the textures and not a 'relative path.' I was able to fix both for myself by pointing to the absolute path in my own Oblivion install. But my fixes will be useless to you and other people who doesn't have the exact same install path as I do. I tested it by changing my primary install directory name after I fixed it, and the mesh couldn't find the textures again, unless I renamed it to be exactly what the search path is.....
I had a look here : How to Fix Hard-coded Texture Paths in NIF Files which said to make relative, need to change the beginning of the path to --> ..\textures\armor\animal print\....\texture.dds
.....but it didn't work!
C:\Games\Oblivion\Data\Textures\.....
..... you might have to reach out to more experienced modders to find out how to make the path to the textures for each mesh 'relative' and not 'absolute'. Maybe ask on Oblivion Technical Support or Oblivion Construction Set and Modders....I'm sure it's some little trick that we have overlooked.
I managed to PM you a link, but it appears Nexus has recently done something to their PM security to make it too sensitive. I kept on getting blocked when trying to send the link + instructions in one message. I managed to send it when separating the link and instructions into 2 messages ?!?!
Note, this is just a partial load order!
Active Mod Files:
Just looking at your load order, I am curious (because I am thinking about using Arthmoor's Sutch Village myself) why you loaded the 'Sutch Village.esp' AFTER 'Unique Landscapes.esp'. I thought 'Unique Landscapes.esp' should load AFTER all conflicting mods, for example :
Sutch Village.esp
Unique Landscapes.esp
'ULM SutchVillage-LostCoast patch.esp'
Pros:
1.) 8 or 9 unique dungeon and hideout locations with mobs in them located in both Pelatine and Anequina mod lands!
2.) An entire town to roam thru.
3.) Lots of NPCs.
4.) Questlines (even though I haven't come upon it yet).
Cons:
1.) Only thing I can find is the texture bug affecting blue daedric items and Rhondal Guard shields rendering them looking pink or purple in color. Could be on my end due to using WInRAR instead of 7-zip to extract mod, who knows! Other than that, nothing else!
This is an excellent quest and dungeon mod for both Elsweyr Anequina and Elsweyr Pelatine mods!
PROS:
First off, thank you for adding so much to Elsweyr Pelletine (and Anequina too, it would seem). Rhondal, in particular, is a welcome sight on the lonely road to Senchal. I think it's positioned quite well, serving as a counterpart to the small town near Torval in Elsweyr Pelletine.
---
Clutter in Rhondal's buildings is good; the spaces look lived in. I personally find much of main Pelletine to be a bit lacking in these small details, and am hoping that changes by the finalized release. Kudos for taking the time to detail out these spaces.
---
The hidden temple's exterior is quite visually striking. Is it based on an existing dungeon elsewhere in Anequina or Pelletine? I haven't covered 100% of the ground in either yet. If it's fully unique, very well done. If not, I still like its presence. Nice callback to Arena.
---
Some of the little things are amusing or cool. I like that the local mage's guild has the flex to build a teleporter just for getting to the rooftop view.
CONS AND SUGGESTIONS
Something I really appreciated in Elsweyr Anequina was the "Background" and "<City Name>" dialogues many NPCs had. These dialogs were quick ways to add information and verisimilitude about the gameworld and its people. Just a few lines per character, but added a lot to the texture of the world and rewarded talking to everyone. Elsweyr Pelletine is currently saving that sort of thing for later, but it was also badly missed in this mod.
From context clues (mismatched architecture, multiple religious sites, a pilgrim) it would seem like Rhondal is a patchwork town built around a holy site important to several faiths. It may also be a "suburb" for those who want to be near Senchal, but don't want to live in the city (e.g., don't want to live in the slums, too poor to live in the better parts of town). It's possible some of those fleeing the destroyed guilds in Senchal stayed here instead of moving to Tenmar or Chasewood. I suspected that the House of Learning also served as a local school, besides just being a mage's guild, based on the name and the interior layout. However, this is only confirmed by the description of the mod on this website, not in game!
What's the story behind the destroyed houses, or at least how do the residents feel about them and the dangers within? What about the ruined fort nearby? How do Rhondal residents feel or know about their town, about Senchal, about their lives or those of their neighbors? Is there no real inn in town because the Tenmar Inn is nearby? Without NPC dialogue, unique notes, or other such things it's hard to know for sure. The mod would really benefit from giving the town's residents things to talk about.
This is a critique/suggestion I would extend to most of your mods, especially the settlement based ones.
---
I question where some of the NPCs in Rhondal sleep, if at all, but didn't stick around long enough to watch them. There just don't seem to be all that many beds in town? E.g., for the residents of the Imperial Cult chapel, the Moon Temple, and the bar/restaurant (it's not an inn, after all, no beds).
---
The texture for the Rhondal town guards' shields won't load for me. Probably an issue on my end? Didn't find the blue daedric armor, so I can't say if that has the same issue.
---
Regular Rhondal guards can't arrest me. They'll come running if I commit a crime, but will then just enter normal conversation. The imperial legionnaires in the town CAN arrest me, and properly send me to Senchal if I pay the fine or go to jail.
OVERALL
Thank you very much for adding to and supporting Elsweyr Anequina and Pelletine! Mod endorsed.
How about a world map screenshot to help clarify the ambiguity.
Still no preconditions in the download advisory. BTW I think the mod idea is fine but you are limiting your downloads / endorsements by not being clear.