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15 comments
What a travel this has become in your hands
This is very inspiring too of course.
I did some major changes at the Chase River last night. I am curious and scared sh--less at the same time.
The positioning of Stroti was on point too
I am speechless.(I seldom am.)
Of course, stroti came to mind because he's all over the place. <3
Interesting places - what might their story be? Great vistas - the Colovian highlands from the backside are Wow! And it's always enthralling to see such a huge project develop over time.
Now I have to fix my map. Mine ends at the Goldmore border tower. Trying your setup from the mod page.
I also need the Midas's magic carpet...
Thank you again!
Thank you again.
Now the real fun starts. I have some leveled something waiting for me to test the landscape how it works.
I believe I deserve that no?
Agreed, Tesa?
One Q: I usually use the Merge Plugins v. 1.9.
Are you familiar with that script or do you have something else in your sleeves?
Love you for your contributions too
"Merge Plugins" script? No, this is the first time I'm hearing of it. I use Wrye Bash, and for permanently merging ESP/ESM I rely on Tes4Gecko. Again a tool where I don't need to know what I'm doing -- it just works. Those guys are marvellous!
Testing? Great, give me the coordinates! Or point in the general direction.
If I come across a landscape tearing, or a hut where the walls are missing -- should I report such things (like, making a photo of the spot with the debug text enabled), or is it still too early?
On steep slopes, the tree trunks are sometimes floating in the air on the side of the valley, such that you can look into the trunk from below.
This happens, when we just press the 'F' button in the Construction Set Render window in order to 'floor' stuff.
I could come up with a Coda script for CSE that automatically floors trees, and pushes them just a little bit deeper into the ground.
"Merge Plugins" script? No, this is the first time I'm hearing of it. I use
Wrye Bash, and for permanently merging ESP/ESM I rely on Tes4Gecko.
Again a tool where I don't need to know what I'm doing -- it just
works. Those guys are marvellous!
Testing? Great, give me the coordinates! Or point in the general direction.
If I come across a landscape tearing, or a hut where the walls are missing
-- should I report such things (like, making a photo of the spot with
the debug text enabled), or is it still too early?
On steep slopes, the tree trunks are sometimes floating in the air on the side of
the valley, such that you can look into the trunk from below.
This happens, when we just press the 'F' button in the Construction Set Render window in order to 'floor' stuff.
I could come up with a Coda script for CSE that automatically floors
trees, and pushes them just a little bit deeper into the ground.
---------------------------------------------------------------
EDIT: SECOND THOUGHT
I think it is a good idea to test my mod now.
- There is a bad message from the Merge script after the Master merge. It bugs me a lot not to know the reason for the message. Can you take a look at that?
- Should I upload both the Master and the Edit file. I guess the new .ESPs will not do alone?
- Should I start a new .ESP after your walkthrough?
- This can also become an opportunity to focus on the work I have allready done. There are many details I would like to improve before I dive deeper into the landscape? Just a question more than anything.
Any suggestions are welcome. I guess you already understand that.
Thank you, TesaPlus. All of this is fabulous.
It is some years since I used TES4Gecko. I need a deliverypoint.
Should I merge them separately the "Master" and the Edit file.
There are newer versions every day now. When should I stop for you to step in?
Testing is only for me rigth now :) Running around like the maniac I really am and shoot down whatever moves.
Should I leave the beasts for you as well?
It is also too early for a serious search for landscape tearings and all. The stones you "forced to float" in the air are there as long as I have the Sutch mod disabled. I wil remove them if they are still there.
I am all in for a Coda Script for the trees. They pop up each time I take a step back or not even that.
That happened also now when I fixed the LOD. Maybe it has got to do with the Merge Plugin Script?
I sincerely thank you for your cooperative mind and I am pleased to continue my work again.
On the forum, you are bound to meet veterans who actually know their stuff, not just a by-stander like myself; you could always add links from forum to image share, and vice versa.
### Merging.
I don't know about this "merging script" you are talking about. Where do I look? Which tool do you use?
### Without knowing what I'm talking about,
- I would assume that it is a good idea to save (and upload) incremental changes as ESP, and only merge them when a developement stage is complete.
- Backup like mad. Storage is cheap these days.
- Document major changes, so you know when you did it, and where you stored it. If you take a break for four weeks from working on this mod, you will have forgotten everything, when you are ready to get at it again!
- Split up the work in different ESPs, like, one ESP per town, or so.
- But, coming from me, that's all theory. I don't know sh*t.
### Ok. About testing.
Can you make me a checklist of what you would like me to lookout for, and what not?
- landscape tears: NO
- floating rocks: NO
- beds and lamps on the lawn without a hut around: YES
- ...
- :D
### "There are newer versions every day now. When should I stop for you to step in?"
Your choice. You could add an Optional or Misc file to your mod page, like "FL Hammerfell Experimental.esp", and update it whenever you feel like it. Attach a warning, like, "This is for testing purposes only. It will break things. Don't use with your main savegame." Since I am tracking your mod, I will get a notice about changes. More skilled people, too.
Or send me a DropBoy link, or use www.file.io, ...
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PS: Feel free to PM.
- - -
See you! (I am working night shift, so there will be many hours when I can't find sleep at day ...)
In our case, Tes4Edit makes LODs for stuff in Oblivion.esm which is overwritten (and expanded) by MASTER which is in turn overwritten by EDIT.
I hope I am making sense! Remember to back up your work before experimenting ...
- - -
Hey, I'm glad you've cooled down enough to have fun playing the Construction Set again.
Modding is a hobby, and when it's no longer fun, take a break!