50 comments

  1. Dimitrisgb
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    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.
  2. nekokichi3
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    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.
    1. Dimitrisgb
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      Maybe that's because the newer version has so many more things.
    2. LordPalpatine2020
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      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!
  3. ranger56
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    Looking forward to trying your mods in game. 

    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!
    1. Dimitrisgb
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      I did not know that. The mod is working just fine for me.
  4. Fredlaus
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    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 :(

    !::! Fred is back
    1. Dimitrisgb
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      What kind of problems? Maybe I can help.
      (thanx for the kind words)
    2. Fredlaus
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      It maybe a cleanup only but I will keep you posted and Thanks!

      !::! Fred is back
    3. Dimitrisgb
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      What tool do you use for the clean up?
    4. Fredlaus
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      Usually TES4Edit. Removing unneeded filesobjects/places I have visited or copied.
      Elsweyr runs like a charm no.

       !::! Fred
  5. geocalyx
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    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.
    1. geocalyx
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      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.
    2. Dimitrisgb
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      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.
    3. Dimitrisgb
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      A new update has been uploaded.
  6. AllisterHenderson
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    Hi Dimitrisgb>
    Just want to say I appreciate all these additional content mods that you have made for the area of Elsweyr:

    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?
    1. Dimitrisgb
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      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.
    2. AllisterHenderson
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      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....
    3. Dimitrisgb
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      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.
    4. AllisterHenderson
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      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........
    5. Dimitrisgb
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      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?
    6. AllisterHenderson
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      Okay.... which cell should I teleport to in-game to quickly get there?
    7. Dimitrisgb
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      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.
    8. AllisterHenderson
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      Went to Mandos cell (11, -35).

      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.
    9. Dimitrisgb
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      Can you download my other mod, called Animal Print Fur Armor? I read some complaints about its armors as well.
    10. AllisterHenderson
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      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!
    11. Dimitrisgb
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      What if I change the path to C:/Games/Oblivion?
    12. AllisterHenderson
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      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.
    13. starlessmao81ac
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      @AllisterHenderson do you still have TWMP_Valenwood Regrown?? It went lost with The Assimilation Lab website!!! :)
    14. AllisterHenderson
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      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 ?!?!
    15. starlessmao81ac
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      weird Nexus stuff....but thanks a lot!!
    16. Dimitrisgb
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      Hey there. Took me a lot of time, but I managed to find a way to fix the armor and weapons bug. Would you like to see for yourself and tell me?
  7. LordPalpatine2020
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    Need to know where to put your mod at in this load order? 

    Note, this is just a partial load order!

    Active Mod Files:
    Spoiler:  
    Show
    [xml]3B  Tamriel.esp3C  ElsweyrAnequina.esp3D  ElsweyrCityExtension.esp3E  Reaper's Esmeralda's Desert Manor.esp3F  Reaper's Esmeralda's Desert Manor Quickfix.esp40  TWMP_Summerset.esp41  TWMP_Valenwood_Elsweyr.esp42  TWMP_Hammerfell.esp  [Version 1.2.1]43  TWMP_BlackMarsh.esp44  TWMP_HighRock.esp45  TWMP_MapMarkers_HighRock.esp46  TWMP_SkyrimImproved.esp47  TWMP_Locations.esp  [Version 1.0.6]48  ElsweyrPelletine.esp  [Version 1.42]49  Roads of Cyrodiil.esp  [Version 1.0]4A  Unique Landscapes.esp  [Version 2.1.0]4B  Sutch Village.esp  [Version 1.0.4][/xml]
    1. Dimitrisgb
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      I put the mod after Elsweyr - Pelletine. Not specifically right after, just bellow in the mod list.
    2. AllisterHenderson
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      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 :

      Sutch Village.esp
      Unique Landscapes.esp
      'ULM SutchVillage-LostCoast patch.esp'
  8. LordPalpatine2020
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    Anyone know where I need to go to to get the quests this mod has?
    1. Dimitrisgb
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      Gonto the Fighters Guild in Rimmen and speak with Dahlabi.
  9. LordPalpatine2020
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    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!
    1. Dimitrisgb
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      I will look into it.
  10. RifleAvenger
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    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.
    1. LordPalpatine2020
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      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!
    2. Dimitrisgb
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      Thanx for your kind words. I 'll see that thebug with the armor will be fixed. I had this problem in other mods, as well.
  11. Aurielius
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    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.
    1. Dimitrisgb
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      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.
    2. Dimitrisgb
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      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.
    3. Aurielius
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      In that case you might want to post the precondition of the necessary mods to use your mod in the download dependency statement.
    4. Dimitrisgb
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      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.
    5. Aurielius
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      In response to post #94098293. #94151433, #94151508, #94155623, #94174763 are all replies on the same post.


      Spoiler:  
      Show

      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.
       
      eFxI3Is.png?1
    6. Dimitrisgb
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      I will try to edit the mod in order to be sure.