Morrowind_ob.esm Help Requested

361 replies [Last post]
damius
damius's picture
Offline
Newbie
Joined: 06/06/2011
Posts: 1
Hello

I've been playing oblivion for a few years, and morrowind for several months but have only just decided to finally give morroblivion a try. I'm basically proficient at using morrowinds Cs, but im useless using Oblivion Cs in almost every way. One problem i've noticed is the NPC faces, they are all really identical, worse so than default oblivion and after using TNR it bugs me on a deep level how much so. I'm willing to take a stab at making some of them a bit more unique, it's about the only thing i'm good at doing with oblivion. One thought occurs to me though, if i do try this do i try to follow vanilla morrowinds looks for them, or 'better heads' and 'THE morrowind npc makeover' (which i've used from day 1 in morrowind) looks as a lot of people playing it now know, or do i take some creative license with it? And what resources can I use? I'm using cobl's hairs, 'djangos tattoos' and 'better looking dark elves' tattoos in my game?

And while i'm here I might as well say hello, and apologise for the slab of slightly rambling text above.

Ddmlink
Ddmlink's picture
Offline
Contributor
Joined: 12/14/2010
Posts: 17
Chests, cobwebs, and debugging

I could start locking and "trapping" chests. I'm not sure if I can fully simulate Morrowind's trapping system, but I can at least set a random chance that a chest is trapped. Since I will be going through each cell and locking chests, I might as well add more cobwebs to tombs and caves.

And of course I will continue to do what I can to fix bugs that arise in the "Active bugs and issues" forum.

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Traps Need a Plan

You cannot really trap chests without some kind of plan. How do you intend to do it?

I conceeded one of the two Morrowind cobwebs to be replaced with an Oblivion "equivalent" but did not agree with the other, so there is still one Morrowind cobweb. However, I was really intending the tombs and caves to get more Oblivion cobwebs; the one from Morrowind needs very specific corner placements.

Ddmlink
Ddmlink's picture
Offline
Contributor
Joined: 12/14/2010
Posts: 17
Traps and Cobwebs

I took a look at OOO's trap script, and I see your point about needing a plan; I could try it, but it is probably best that it is left to someone else with more experience in scripting (although I did notice that their script is based off of this one: http://www.tesnexus.com/downloads/file.php?id=2152 ). Unless someone else volunteers, it would be the last thing that I would add. However, I can at least start locking the chests.

As for the cobwebs, the description you gave sounded like you wanted Oblivion cobwebs added so that was what I was planning to do. If you don't mind, I would also like to add another topic (once I reach that point) where I can get the community's opinion on whether or not if I add too many cobwebs, or too few, etc.

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Too Many Cobwebs?

Ever watch an old vampire movie? There are cobwebs EVERYWHERE!

I'm not sure it is possible to put too many cobwebs in a tomb.

For now, just concentrate on locking the chests/doors that should be locked... and just forget about traps until, as you say, there is nothing else left to do.

Ddmlink
Ddmlink's picture
Offline
Contributor
Joined: 12/14/2010
Posts: 17
Sounds Good

OK, will do.

popo14081976
popo14081976's picture
Offline
Contributor
Joined: 05/29/2011
Posts: 44
Chairs, benches and stools

I've been posting my work on morroblivion furnitures (WORK IN PROGRESS ALMOST FINISHED)in the MODS section whence i also sent an help request regarding needed work on 0furnUdeUrUchairU03, 0furnUcomUrUchairU01, and 0furnUdeUpUchairU02 meshes. I'm not so good in shaping meshes, and i'm not able to restore meshes' properties after working on them with Blender, so if anyone can do it, like i widely explain in the "[WIP] Sitting in Morroblivion" thread please help me, so i can finish my work. In particular 0furnUdeUrUchairU03 and 0furnUcomUrUchairU01 need one of the two arms to be ELIMINATED, because, i think, it's the only way i can make them adequate to sit on. In fact, while in Oblivion ALL chairs have no arms (except some thrones; but you could sit on them only from ahead, they where not put at tables) because they were designed to be accessible to sit on, these particular armchairs were used like chairs at the tables in Morrowind, where nor the player nor the NPCs were entitled to sit on them. 0furnUdeUpUchairU02 only needs to be trimmed like i show in the image in that thread.

I'm also asking you if this could be the right way to circumnavigate this issue, because i could instead put all those chairs whit a side parallel to the table edge, so that you can sit on them from ahead without transfixing the arms, but it would be innatural and anti-aesthetic too.

Any idea? any help? Sorry for bumping on this, but i'm almost done with this work and i can't finish without some help.

Thank you

Bye!

TripleH31
TripleH31's picture
Offline
Member
Joined: 02/13/2011
Posts: 10
This project needs recruits

David,

I noticed that a while back in May that you mentioned that:

"I have no idea what I'm going to do with Essential characters. I had made most of the important players Essential in the quests that I have done, which are the Main Quest and three House Quests. But, the Queen of the Ashlands did all the rest, and she did not make anybody essential. Debugging and adding Quest Markers and AI is not the same as doing the quest, and I am running out of energy for this project."

Perhaps we can recruit a bunch devoted fans (like myself) to pitch in some work. Most of us average, able-minded modders could pitch in a little bit of work at a time. The objective would be to collect work from a lot of fans and you can sort out what is best and just add it to your master plugin. Perhaps by posting a readme file that has step-by-step instructions we all could go by would be good start.

I know modding can be a lot harder than it sounds because most of us noobs can't fathom the idea of how much tedious and technical work is involved, but I thought I would present this idea because this project has come a long way and I feel bad that only a handful of modders are doing all the work. Besides, since this project is essentially a community project it would be fitting that a lot more morrowind fans can present thier work and ideas for further improvement.

I don't mind being the first volunteer! 

Does anybody feel the same as I do?

~Trip

 

 

Vivec
Vivec's picture
Offline
Frequent Poster
Joined: 06/30/2011
Posts: 154
I can help

I can help but I don't have much experience with the CS. I only make mods for myself but I do know my way around the CS and I can do most things. I can't do probably the two most important things though which are moddeling and pathgriding.

thermador
thermador's picture
Offline
Web Wizard
Joined: 12/16/2010
Posts: 1113
Pathgridding is SUPER easy,

Pathgridding is SUPER easy, just time consuming.

Pathgridding for dummies

http://www.tamriel-rebuilt.org/?p=modding_data/tutorials&section=202276

Path Grid details:

http://cs.elderscrolls.com/constwiki/index.php/Category:Path_Grids

 

Kehle
Kehle's picture
Offline
Newbie
Joined: 08/07/2011
Posts: 1
Lawn Service

I'd like to help with grass trimming and path grids, just tell me what areas need doing or have been done if that's the shorter list. 

I kinda already started in Seyda Neen, so please tell me if someone else is already working on that. I will trim the grass that sticks through places it shouldn't as well as trim it in other places to make it look more like a village and less like an abandoned farm house. Then I will set perfered paths for the town NPCs and the roads leading toward Balmora in both directions, cleaning up grass as I find it along the way.

If someone is already working on Seyda Neen, just let me know and give me a different town to start in. I'll still work down the roads at first just to get those out of the way before headinging into the deeper wilderness.

If I can help in any other way as well let me know, though I can't really script or anything too useful. I can just paint landscapes, tell NPCs not to endlessly run into wall (path grids,) and interior design.

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Thank You!

I have been trying to get somebody to work on this for Months!

Nobody else is working on this, so do whatever you want. I have cleaned up Caldera and part of Balmora, but couldn't finish the back portion by Caius' house for some reason.

brutal7
brutal7's picture
Offline
Contributor
Joined: 11/11/2010
Posts: 425
Mod

Might be making 100% plant harvest rate mod

Ice
Ice's picture
Offline
Moderator
Joined: 06/13/2011
Posts: 1014
David, when you get a chance,

David, when you get a chance, could you add Sot's Voiced Dialogue mod to the list!? Then more people could see it and help out.

brutal7
brutal7's picture
Offline
Contributor
Joined: 11/11/2010
Posts: 425
So i have started with the harvest rate mod

Just to let you know David, i have started with the 100% plant harvest rate mod that i had mentioned before. Progress will be halted for a few days though.

Badgerlegs
Badgerlegs's picture
Offline
Member
Joined: 08/22/2011
Posts: 29
Is anyone doing container

Is anyone doing container sounds - matching the sound to what the container's made of? (Barring bugs my end, they are all matched to the wooden barrel sound as a default, right?)  I could do that.

Oldwolf58
Oldwolf58's picture
Offline
Contributor
Joined: 08/28/2011
Posts: 54
AI work

I'm doing some work on AI's is anyone else actively doing AI work? I don't want to start duplicating. I currently have a fix for the head shaking and puppy follow that occurs with the vendors/merchants in game. I'm in the process of going through ALL the npc's and correcting that problem now. Starting with all the guild halls first. If someone else is doing/has done any of this already please let me know who/where you've already put fixes / expanded AI's  so we won't be reworking areas that are done.

When I need a break I'm also in the process of converting the morroblivion clothing. I have all the female clothing done (except to correct some minor upperbody clipping issues) and am prepairing to do the male clothing.

Darth South
Darth South's picture
Offline
Contributor
Joined: 01/14/2011
Posts: 371
Henshu was doing AI but I

Henshu was doing AI but I haven't seen a post of her in any close time.

Ice
Ice's picture
Offline
Moderator
Joined: 06/13/2011
Posts: 1014
Is there someone adding

Is there someone adding questmarkers to bloodmoon? I may* be interested in starting that if no one else is already doing it.

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Containers & Things

As far as I know, nobody has noticed or said anything about container sounds--until you mentioned it--now I'm sure everybody will notice it. So yes, if you would like to set them properly then please do so!

Henshu works full time and goes to school full time. I am afraid we won't be seeing her again for quite a while. She added AI in Ebonheart, Caldera, Balmora, Ald-Ruhn, and Sadrith Mora. She was about to start on Vivec, but never got to it.

Quest markers are a pistol. I had tried to walk a line with them, and not add them when the quest was supposed to be a treasure hunt. But, ANY quest markers at all are a diversion from original Morrowind content, and people have reported the "lack" of quest makers that I didn't add on purpose, as "bugs."

So, if I ever go through the quests again, I will add markers for every stage except for a very select few that are obvious to everybody that they shouldn't be there.

I suggest that if you are going to add them, you add them for every stage of every quest.

As I said in the readme, I have tucked a Nirnroot under the dock at Seyda Neen. People that don't want Quest Markers at all can pick it up, make it their active Quest, and bingo, no more Quest Markers...

Just so you know, adding Quest Markers is a Royal Pain, and you *MUST* test every stage of every quest to which you add them so that you can make sure you got them right.

It is VERY easy to make mistakes when working with Quest Markers.

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Pathgridding

I can Finally remove Pathgridding from the list! This was one of the first things I had listed almost a year ago.

Two people had said they were going to do this. Both just disappeared.

If you say you are going to do something then please do. If you are Not going to complete something, then let us know so somebody else can!

Ice
Ice's picture
Offline
Moderator
Joined: 06/13/2011
Posts: 1014
Okay, I'm about to start

Okay, I'm about to start school, so I don't want to commit to the markers yet, but we'll see in a week or two.

I did a quest and used quest markers so I feel more or less comfortable, but I never did do the bloodmoon series, so that may prove a challange.

As far as when to put and when not to, I totally side with you. I think quest markers fall under the 'oblivion engine' and people can always turn them off with your ninroot idea. If I find a section of a quest that I'm positive you arn't supposed to know where to go, then I guess I'll ask your advice on it before not putting a marker, or make a list and then ask you what markers you want to delete.

I remember having quest stages without markers in the morrowind line, and I never felt like it was a bug. I knew when there wasn't a marker it was because you wanted me to go look myself, and it was appropriate there. So I could see how people would think it was a bug, but I think you did it right, and they never felt like a bug.

Archangel221
Archangel221's picture
Offline
Contributor
Joined: 09/18/2011
Posts: 3
Training

I have begun work on balancing out the trainers and what skills are trained in what cities. My plans are to make sure that every skill has a relatively similar number of trainers and make training as area-specific as possible, as well as add in people to train in skills that are mostly left out, such as Heavy Armor. I don't plan on adding any new NPCs but I will revise as I go along and see what is need. Areas specific means that Redoran cities have people that train in warrior skills, Telvanni area trainers train in magic, etc etc.

Ice
Ice's picture
Offline
Moderator
Joined: 06/13/2011
Posts: 1014
I've started work on the

I've started work on the bloodmoon quest markers. I'll make a thread and/or pm you once more progress has been made.

 

Thread here.

speedyg869
speedyg869's picture
Offline
Contributor
Joined: 09/17/2011
Posts: 37
Landscaping

What's the progress on Landscaping? I could help with this but I not sure if two people can work on this at once. Would I be modifing the "Morrowind_ob.esm" in the CS? If so, would we be able to create a diff and merge the changes?

Ice
Ice's picture
Offline
Moderator
Joined: 06/13/2011
Posts: 1014
I've finished all the

I've finished all the Bloodmoon quest Markers! (Check out progress / help me test here)

I'm going to work on testing them. Once I feel comfortable with it I'll submit it to you, David. (The most updated file is also available at the above thread...)

On that note, I don't know why, but I really enjoyed doing test markers. Have they been done for Tribunal / is someone working on them? If not I'd like to volunteer to do them too.

Cheers!

speedyg869
speedyg869's picture
Offline
Contributor
Joined: 09/17/2011
Posts: 37
Kehle - Lawn service - Last seen: 5 weeks 4 days ago

Kehle Last seen: 5 weeks 4 days ago
Joined: 08/07/2011
Posts: 1

Based on these stats, I would say Kehle is gone.

So I would need to load:

Oblivion.esm

Morrowind_ob.esm

MorrowOblivion Eloth Landscape & Grass for v033.esp

into the CS. Right? Anything else?

Then start looking for grass out of place.

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Thank You

I had removed Kehe from the list weeks ago. I don't understand and cannot respect when people say they are going to do something, but then never do.

So we DEFINITELY need landscaping done! Thank You!
I have been trying to encourage somebody to do this for Months!

Yes, it is exactly as you described; load up the mods you indicated and then go around looking for problems. I have done Caldera and part of Balmora. The most obvious culprits are cave and tomb entrances in the West Gash and Bitter Coast; most of these need attention.

Make sure you select an existing texture from nearby, avoid adding new textures. Pick up an existing texture that does not include grass, then spread that under and around the doors, sidewalks, etc.

Gnisis is also badly in need of landscaping.


Training was, as I have mentioned before, the very first thing I saw that needed attention when I was going through the NPC's top to bottom that first time to fix merchants so they would trade properly.

Thank You!!!

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
NPC Trainers Completed!

Thank You to Archangel 221 for finishing this project that I have had on the list for a Year!

Training was one of the first things I had identified as I was going through Morrowind NPC's the first time.

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Locked Chests Completed

Eloth has just sent me a mod that locks all the chests like they are supposed to be. Thank You!

Eloth is now moving to locking doors that are supposed to be locked...

Iceburg has started working on Bloodmoon Creatures.

We now have addressed almost everything I had identified that needed addressing!

There are several very large projects in the works. If somebody wants to help, then communicate with the person that has reserved the topic to see where they are.

Or...

Maybe help me come up with a new list.

I'm the Outlander that has never played Morrowind, so why am I the only one that added things to the list? The modern version of Morroblivion has been out long enough now that people should have some experience playing in it.

So, what have you seen that still needs addressing?

Darth South
Darth South's picture
Offline
Contributor
Joined: 01/14/2011
Posts: 371
I wasn't very sure to write

I wasn't very sure to write this down here, but I've noticed while working with the clothes, all of the skirts and some of the other clothes do not have their open meshes. Their adress is different at a different folder than rest of the Morroblivion clothes. At first I used another shirt's icon ona few shirts acted like this. But now that I have seen all the skirts act the same, I'll figure something else, possibly using Oblivion skirt's as icon picutres. And if I am not mistaken, in the game  skirts act kinda random. I remember wearing a skirt that turned out to be like a pant...

Ice
Ice's picture
Offline
Moderator
Joined: 06/13/2011
Posts: 1014
Things on my wishlist for

Things on my wishlist for Morroblivion:

Finish East Ebony Trading Empire Company Confusing Quest etc. (I may be open to looking into possibly doing something about this... once I get some other projects off of my plate. So in the meanwhile its unclaimded!)

Tribunal quests! My morrowind character always died in mournhold because he was too weak. I want to try this line with my level 55ish oblivion character!

Is ice armor implimented, if not I hope it will be!

The cells between solsthiem and Varrdenfell, and those immediatly surrounding both islands are in many cases deviod of water.

Better Levitation!

Man, that's seriously all I can think of.

elderago
elderago's picture
Offline
Frequent Poster
Joined: 07/14/2011
Posts: 106
I've been updating the

I've been updating the normals and replacing other textures, alot of the weapons and misc items use blank normal maps which are very flat and rather ugly looking, and some of the trxtures  are still vanilla ( they were ugly and blurry in 2003 when I first started playing the game let alone in 2011)

I realize these arent important just thought I could help in some way or another, I knpw morrowind very well and can can do texturing but I am not proficent with oblivions construction set.

 

soo what could I help with ?

speedyg869
speedyg869's picture
Offline
Contributor
Joined: 09/17/2011
Posts: 37
Landscaping

Once I make changes to an area, should I send you the Morrowind_ob.esm or make an ESP with the differences?

Darth South
Darth South's picture
Offline
Contributor
Joined: 01/14/2011
Posts: 371
Definetely the esp. If you

Definetely the esp. If you unite it youself, then it may have a lot of diffuculties for David.

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Cannot change an ESM File

You cannot edit a Master File in the Construction Set.

It would not work anyway.

When you load the files you indicated, do not set any of them as "Active." As soon as you make any change you can Save the mod. The CS will ask you to name your new mod.

From that point until you send it to me, open your mod with the others, and set it as "Active."

As soon as you send me a Mod, you NEED to stop working on that one and start a new one.

speedyg869
speedyg869's picture
Offline
Contributor
Joined: 09/17/2011
Posts: 37
Understood, Thanks for all the details.

Understood, Thanks for all the details.

I'm having a procedure done today. Will hopefully start tomorrow.

Ice
Ice's picture
Offline
Moderator
Joined: 06/13/2011
Posts: 1014
Hey Elderago, I'm working on

Hey Elderago, I'm working on the bloodmoon creatures here. I spent half my morrowind time in Solsthiem, but it was mostly just random running around, so I'd love any advice / tips you have on those creatures. I'm currently using the cs and morrowind cs to match the creatures stats. However, I havn't matched spells / ability yet so I could use advice there etc..

coolio!

speedyg869
speedyg869's picture
Offline
Contributor
Joined: 09/17/2011
Posts: 37
Eliminating grass

Ok, I must be doing something wrong.
I opened the CS+OBSE. Then I selected the following plgins:
    Oblivion.esm
    Morrowind_ob.esm
    MorrowOblivion Eloth Landscape & Grass for v033.esp
under the Data selection menu. Then I select Ok and of course get a message "No mods are active...".
After everything loads, I choose an exterior cell "SeydaSNeen01". Then go to the render window and zoom in on an area I know needs work. But I can't find any ground textures that make sense. I look at the cell window and there are ones that have grass in the name, but they are plants. When I open the Landscape Editing screen, none of the textures are used.
I'm aware the the CS will not display grass, but there should be some way to select a texture to see information about it.
From the render window, if I press 'i' it displays a quad textures window. There is one named "0TxUgrassPtga", but it doesn't appear in the list of Landscape textures. I want to use an existing texture, not a new one.
Am I missing something?

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Landscape Editing

Landscape textures generally indicate whether they have grass or not in their name. It's not 100% but is a good rule of thumb. Finding appropriate textures to use is part of the reason why this project will require constant back-and-forth between the Game and CS, and since it takes me over 3 1/2 minutes to load the game, is out of the question for me.

Morrowind ID's start with a "0" so they cannot reliably be tracked by things like "Usage." Everything appears as zero usage because the CS isn't smart enough to understand that they are, indeed, used.

Wilderness Cell -2, -17 contains the entrance to Addamasartus, and is one of the places that I know definitely needs attention. The weeds grow right up through the door stones.

You can Control-I here when Landscape Editing is selected to see the list of textures. This also shows the ones that have grass.

However, you'll find that you really don't need to do this very much. The easiest way to pick up a texture is to Control-Right Click. Right-Clicking spreads a texture, Control-Right Click picks up the texture.

Pick up something nearby that you know does not have grass, and that looks appropriate, then spread it under the doors, etc.

When you pick up a texture, the name will typically indicate that it has grass:
0TxUBCUgrassPtga = has grass
0TxUBCUrock03Ptga = no grass

And, you can see this under the "Grass" colum when you Control-I.

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Cobwebs in Tombs!

Darth South has undertaking putting cobwebs in tombs, etc. Thank You!!!

In response to some other questions:
Water Cells without water is not specific to Morrobivion; there are topic about it on Nexus. While I have not gone looking for them, I did swim out to Solstheim and had no problem with water.

Ice Armor does exist in the game, but has not been placed anywhere.

I have never put Quests and/or Debuggin on this thread. That seems beyond the scope of this.


So, I will make another call for others to help find things that need addressing.

There is apparently some missing dialog concerning Divayth Fyr's daughters, and I did have it on the list for months, but gave up and removed it when I realized that nobody was ever going to do it.

speedyg869
speedyg869's picture
Offline
Contributor
Joined: 09/17/2011
Posts: 37
What does the Quad (1-4) refer to?

Thanks for your clarification David. I see how to select an existing texture now.

I went to Wilderness Cell -2, -17 and I see the area you are refering to. I brought up the Landscape editing window and then went to the Render window and selected a texture. In the Landscape editing window, I saw the corresponding texture highlighted in the list. This is what I was missing before!

I found the textures with grass in the door (0TxUBCUrockscrubPtga). Now I just need to replace them with a texture that doesn't contain grass.

In the render window, I did a cntrl-i (pressing the 'i' key does the same thing) and I see a window with four sections (Quad 1-4). Do you know what these Quads refer to?

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Organizational Device

Each Exterior cell is subdivided into 4 quadrants. There is a limit of 8 or 9 textures in any quadrant. This is to speed things up so that the game doesn't become overwhelmed with ground textures. That is why everybody always says to pick up existing textures whenever possible.

I have experienced attempting to texture roads and then running into quadrants that already had their maximum number of textures. My road texture simply wouldn't paint. It is a pain.

As far as I know, the only use for these "Quadrants" is to keep track of these limitations.

speedyg869
speedyg869's picture
Offline
Contributor
Joined: 09/17/2011
Posts: 37
Orientation of the quadrants

I wonder if the orientation of the quadrants is the same as the orientation in the display window?

The reason I'm asking is because from the window, I can replace all occurances of a texture with another texture. Although, that may not work to my advantage.

I will take a screenshot before and after and compare the results to see what was effected.

Ok, I'm making progress now. Cell [-2,-17] is fixed. Working on other cells near Seyda Neen.

Ice
Ice's picture
Offline
Moderator
Joined: 06/13/2011
Posts: 1014
Hey, I'm working on placing

Hey, I'm working on placing the bloodmoon creatures in game.

I've run across werewolf creatures and was wondering where the werewolf meshes are in our data hiearchy / what their file path was. I want to confirm it, so I don't assign werewolf meshes from a different mod and then it not work for anyone.

Untill then I'm just using a normal wolf as a placeholder.

Thanks!

Oldwolf58
Oldwolf58's picture
Offline
Contributor
Joined: 08/28/2011
Posts: 54
The meshes are

The meshes are here:

Meshes\Armor\Lycanthropy V.2

I don't however see the textures for it that the mesh file is pointing to

Ice
Ice's picture
Offline
Moderator
Joined: 06/13/2011
Posts: 1014
Okay, thanks Oldwolf.I'll

Okay, thanks Oldwolf.

I'll check it out.

Ya, the texture seems to be missing. I'll wait till its there to change the placeholder.

speedyg869
speedyg869's picture
Offline
Contributor
Joined: 09/17/2011
Posts: 37
Landscaping preferences

I have cleaned the grass from in front of doors of houses in the following cells:

RG [-2,-17].esp [Done]
RG [-3,-17].esp [Done]
RG [-3,-18].esp [Done]
RG [-4,-18].esp [Done]
RG [-12,-10].esp [Done]

In Balmora, I'm finding grass growing over coblestone. It could grow in between the stones, but it doesn't look right.

Is the general concensus to remove it?

Same with Caldera?

Oldwolf58
Oldwolf58's picture
Offline
Contributor
Joined: 08/28/2011
Posts: 54
Speedy, not really my place

Speedy, not really my place to say but if it's growing over cobblestone I'd say remove it. I know in Balmora the whole walk area around the blades agents house is overgrown with grass and I'd not expect to see grass growing over cobblestones inside a town. Maybe along a rarely used path outside of town but not inside or at a town. Just my thought on the matter though.

Dave B
Dave B's picture
Offline
Project Lead
Joined: 09/04/2010
Posts: 1692
Grass

Thank you for trimming the grass!

I had attempted to clean up Balmora, and did so for most of the northern section, but for some reason was unable to do so in the southern half. It acted exactly like it would if there were too many textures in a quadrant, but none of them are even close to their max, so I have no idea, and didn't relly pursue it farther than that.

I have also cleaned up Caldera. The grass I left was around the edges, but if you think it should be gone then by all means do whatever you think looks best.

Caldera really shouldn't be a backwater in any way; it is an important imperial mining town, but when I first got there, it looked unkept just like Balmora.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Syndicate content