It will be released for the first time. *WIP*, but it's probably dressed up to some extent.
I didn't have enough time to test play it! My illness is in a lull, but I hurt myself very carelessly, so I might not be able to reply because I'm taking a rest (sorry), if you find any strange things like floating trees or objects, plz let me know. It won't break your save data, but is somewhat of a test version. I wanted to release it this week :P
Anyway, well, I'd be most happy if you enjoyed it! :D
v0.8 update Downloads, endorsements(+kudos) and reactions, give me motivate, so the number of decorated places increased greatly. Thank you to everyone.
There are so many edits that I am not confident that I have tested them all. I can't remember what I tested or didn't test. I think I check it once after editing one place, plz report any issues.
Late reply but from what I've seen, aside from some awkward placed trees / pillars, there's no actual incompatibility, all of the conduits are accessible.
Hello. From what I can see this screenshot, it includes a combination of mods that do not overlap in their edit areas. Possible reasons for conflicts being reported could be:
-Path grid conflicts (this cannot be avoided) -Landscape edit flags due to ground texture editing -Invisible data remaining because other landscape mods were referenced during editing
Please note that if multiple .esp files in the ASF series contain edits to the same cells, I have designed it so that visible issues in-game are minimized as much as possible. Chances are, even if there is technically an internal data conflict, it may not cause any major issues. Because ASF mainly just adds vanilla objects to the world. And it is probably impossible to completely avoid all conflicts, whether visible or not. Unfortunately, I don't have time to completely check all conflicts with other mods.
BTW, if clearly conflicts arise with other mods, the following are likely to cause noticeable issues:
In that case, lowering the loading priority of ASF .esp in LO, or removing the conflicting elements on the ASF side using Tes4Edit, may improve the situation (For example, ground tears may disappear if you remove the landscape edit).
Awesome addition. The shrines look neat, beautiful even. What's best, you didn't overload them with items or ludicrous stuff, hence the mod doesn't conflict with a heavy load order list. Loving it and the rest of the "Add Some Flavor" series so far.
Up to this point I've only gotten a problem with the Shrine of Julianos in the Imperial City. The blessing gets stuck, it hits the statue of Jules so it never reaches me. Guess the source of the spell should be repositioned. I was thinking of doing it myself but I've never edited a BSA before. However, I'm considering giving it a try so I don't have to wait for a fix.
Thank you for reporting. This is probably a problem caused by magic flying from the center of the "wayshrinealtar01.nif". I think this might happen with other wayshrines too if there is a decoration in the center that includes a collision. It was my mistake that I forgot.
If I try a simple fix way, the compatibility will drop significantly and it will also go away from the purpose of the series, so I have no choice but to reconsider the decoration, maybe. I will try to fix it as much as I can, but Unfortunately, this problem may persist for a long time. sry.
P.S. I've thought about it a lot, but I think I've found a solution! At least it should be possible to get the blessing properly. The next update will probably fix the issue you reported.
That's great! I'm sorry, I kinda forgot to check this :P But I tried the updated version and the issue with blessings is fixed. YOU ROCK!! I had been toggling collisions off and on everytime I found the problem, so I'm really glad you figured it out. Totally worth the wait. Your visual style is still one of the best revamps I've seen of Tamriel's scenery. Simple, clean and stunning. If I notice any other oddity I'll follow up this thread. Blessimgs of Akatosh upon ye!
I found a floating horizontal iron arrow, which looks like it is part of the top of building signage, floating in mid-air above a rock near the Wayshrine of Stendarr (a bit south of the tutorial sewer exit).
If you stand in the middle of the Wayshrine of Stendarr facing the Imperial City, then look to your right over the fallen log that you've added in your mod, you'll see a small rock on a small hill across the water channel, perfectly centered between two columns of the wayshrine (NNW on the compass). There is a larger rock to the right on the same small hill, obscured by one of the wayshrine columns. Run over to the larger rock on top of the hill and look around up in the air. In my game, at least, there is an iron signage looking arrow floating above the rock. It goes away when I disable the mod, and comes back when I reenable it again (everything properly LOOT sorted and Wyre Bashed). Could you check to see if one got accidentally put there by mistake? I don't know enough about editing mods to check myself.
Thanks for the report and the very detailed research!
This is my misplacement, sorry. My PC's mouse sometimes malfunctions while I'm using CS, so I often drop unnecessary things in strange places, so I delete them, but sometimes I lose track of them... and this is one of them! (I remember feeling like I wasn't able to delete wrong thing everything here) But you found it.
*Temporary fix (v0.9b) If you are bothered by strange iron bars floating in the air, remove this item (pink arrow) in TES4Edit and the misplaced object should disappear.
Great! Thanks, that was fast! Even better, I get to learn a little more about using TES4Edit :-) Before I recently bought a replacement mouse, my left mouse button had started going flaky due to overuse as well, and was leading to quite a few similar issues (just in different software) where drag-and-drop would drop things in unexpected locations, so I totally understand, it happens.
I've installed all of your flavor mods to date, and quite like what I've seen of them so far. I like that they add a little extra flavor to areas that were fairly boring before. These, along with Lush and Gaudy revisited, and Far Cry inspired Grass - Expanded (along with Short Grass V3 so that you can see better over the tall grass), really help to flesh out the game world a bit more.
I adore these mods! They add so much life to the areas of Cyrodiil. Have you ever considered doing something similar for the Daedric Shrines (or the Shrine of Kynareth from Knights of the Nine)?
Thanks. As for the Shrine of Kynareth, I had forgotten about it since I don't play much KotN. I won't know until check it out. I have already started work on the Daedric Temple, but the progress is currently stalled. Here is a screenshot I posted earlier.
I want to merge all your flavor mods but they conflict with path grids. Also one of them changes the Y coordinate of Tamriel to 78 from 60. Is this intentional? The Bridges one does that.
I don't have much knowledge as a modder, so this is just my current answer.
Path grid conflicts are probably unavoidable completely. At least with my skills. When creating, I try to avoid any fatal incompatibilities. For example, an actor may stop walking on a certain path, but not run over certain objects. And I think that problems (such as actors getting stuck) are less likely to occur if you lower the load order of mods that add a lot of objects.
Regarding the Y coordinate, does it mean the landscape height? If you checked it with TES4Edit, do you know the exact cell location? Incidentally, I'm sure I try not to change the landscape height, so it's possible that I made a mistake while editing.
I'm not very good at English, so I'm sorry if my explanation is wrong. If I make a mistake, please ask again.
The following link will show a screenshot of XEdit I made:
https://ibb.co/9r6yy5c
I loaded all your flavor mods and as you can see, the Bridges one is the only one changing the worldspace Y value for Tamriel to 78 from 60. Is this intentional or can we change it back to 60?
Thanks for providing the screenshot. Honestly, I don't even know what to do to change that number, so I don't know why it's there. After a quick look, it seems like it's related to collision detection, but I don't understand why it's being changed. I may have clicked something wrong.
I tried deleting the numerical changes but it didn't seem like anything had changed, so if you're concerned, please use Tes4Edit to fix it.
Its probably nothing serious, just noticed it while checking your files (which are great btw, love them). Thanks for responding in such a timely manner.
28 comments
I didn't have enough time to test play it! My illness is in a lull, but I hurt myself very carelessly, so I might not be able to reply because I'm taking a rest (sorry), if you find any strange things like floating trees or objects, plz let me know. It won't break your save data, but is somewhat of a test version. I wanted to release it this week :P
Anyway, well, I'd be most happy if you enjoyed it! :D
v0.8 update
Downloads, endorsements(+kudos) and reactions, give me motivate, so the number of decorated places increased greatly. Thank you to everyone.
There are so many edits that I am not confident that I have tested them all. I can't remember what I tested or didn't test. I think I check it once after editing one place, plz report any issues.
-Path grid conflicts (this cannot be avoided)
-Landscape edit flags due to ground texture editing
-Invisible data remaining because other landscape mods were referenced during editing
Please note that if multiple .esp files in the ASF series contain edits to the same cells, I have designed it so that visible issues in-game are minimized as much as possible. Chances are, even if there is technically an internal data conflict, it may not cause any major issues. Because ASF mainly just adds vanilla objects to the world. And it is probably impossible to completely avoid all conflicts, whether visible or not. Unfortunately, I don't have time to completely check all conflicts with other mods.
BTW, if clearly conflicts arise with other mods, the following are likely to cause noticeable issues:
-Overlapping objects
-Landscape tears
-Water height discrepancies
In that case, lowering the loading priority of ASF .esp in LO, or removing the conflicting elements on the ASF side using Tes4Edit, may improve the situation (For example, ground tears may disappear if you remove the landscape edit).
Up to this point I've only gotten a problem with the Shrine of Julianos in the Imperial City. The blessing gets stuck, it hits the statue of Jules so it never reaches me. Guess the source of the spell should be repositioned. I was thinking of doing it myself but I've never edited a BSA before. However, I'm considering giving it a try so I don't have to wait for a fix.
Quicksave in front of the IC's Wayshrine of Julianos, it's Wayshrine (00176027).
Well, thanks a lot for another lightweight and appealing improvement of Cyrodiil.
This is probably a problem caused by magic flying from the center of the "wayshrinealtar01.nif". I think this might happen with other wayshrines too if there is a decoration in the center that includes a collision. It was my mistake that I forgot.
If I try a simple fix way, the compatibility will drop significantly and it will also go away from the purpose of the series, so I have no choice but to reconsider the decoration, maybe. I will try to fix it as much as I can, but Unfortunately, this problem may persist for a long time. sry.
I had been toggling collisions off and on everytime I found the problem, so I'm really glad you figured it out. Totally worth the wait. Your visual style is still one of the best revamps I've seen of Tamriel's scenery. Simple, clean and stunning. If I notice any other oddity I'll follow up this thread.
Blessimgs of Akatosh upon ye!
If you stand in the middle of the Wayshrine of Stendarr facing the Imperial City, then look to your right over the fallen log that you've added in your mod, you'll see a small rock on a small hill across the water channel, perfectly centered between two columns of the wayshrine (NNW on the compass). There is a larger rock to the right on the same small hill, obscured by one of the wayshrine columns. Run over to the larger rock on top of the hill and look around up in the air. In my game, at least, there is an iron signage looking arrow floating above the rock. It goes away when I disable the mod, and comes back when I reenable it again (everything properly LOOT sorted and Wyre Bashed). Could you check to see if one got accidentally put there by mistake? I don't know enough about editing mods to check myself.
This is my misplacement, sorry. My PC's mouse sometimes malfunctions while I'm using CS, so I often drop unnecessary things in strange places, so I delete them, but sometimes I lose track of them... and this is one of them! (I remember feeling like I wasn't able to delete wrong thing everything here) But you found it.
I'm planning to fix it in the next version.
If you are bothered by strange iron bars floating in the air, remove this item (pink arrow) in TES4Edit and the misplaced object should disappear.
I've installed all of your flavor mods to date, and quite like what I've seen of them so far. I like that they add a little extra flavor to areas that were fairly boring before. These, along with Lush and Gaudy revisited, and Far Cry inspired Grass - Expanded (along with Short Grass V3 so that you can see better over the tall grass), really help to flesh out the game world a bit more.
Path grid conflicts are probably unavoidable completely. At least with my skills. When creating, I try to avoid any fatal incompatibilities. For example, an actor may stop walking on a certain path, but not run over certain objects.
And I think that problems (such as actors getting stuck) are less likely to occur if you lower the load order of mods that add a lot of objects.
Regarding the Y coordinate, does it mean the landscape height? If you checked it with TES4Edit, do you know the exact cell location? Incidentally, I'm sure I try not to change the landscape height, so it's possible that I made a mistake while editing.
I'm not very good at English, so I'm sorry if my explanation is wrong. If I make a mistake, please ask again.
https://ibb.co/9r6yy5c
I loaded all your flavor mods and as you can see, the Bridges one is the only one changing the worldspace Y value for Tamriel to 78 from 60.
Is this intentional or can we change it back to 60?
Honestly, I don't even know what to do to change that number, so I don't know why it's there. After a quick look, it seems like it's related to collision detection, but I don't understand why it's being changed. I may have clicked something wrong.
I tried deleting the numerical changes but it didn't seem like anything had changed, so if you're concerned, please use Tes4Edit to fix it.
Thanks for responding in such a timely manner.
A few suggestions though. Enhanced Wayshrines has a few key features that I'd like to see here: map markers and occasional pilgrims at the shrines.
!::! Fred