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.
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.
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.
17 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 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.
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.
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