Silgrad Tower from the Ashes

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Video update: :banana:

http://www.youtube.com/watch?v=GH94lX9gWOg

just me running across some rooftops.
Very nice, I'm sure it will look better as the city is more expansive.
Nice Smile
I just noticed something peculiar.

I was making some NPCs to add to Orcrest, to add to the atmosphere. i placed them in the CS in easy to find places. but i went to visit them in-game and they had vanished. this happens with all the NPCs (from Argonians to Altmer), except creatures, as i managed to locate the Senche i placed easily (man they kick ass).
Anyhow has anyone else encountered this? is this just a quirk of my Orcrest mod like my inablility to place working doors.

take this for an example. this esp is not dependent on Orcrest.esp, but is dependent on ElsweyrValenwood.esm and Oblivion.esm i placed a mages guild portal the bridge to anvil castle, and linked it to an identical one at the other end in TESAnnwyn cell 52, 92 where i am going to begin work on a rocky outcrop for the Cat that Walks trailer. i waltz on up to the door and it doesn't take me anywhere. it flashes at me but makes not sound or take me anywhere. now because this is a separate plugin from ORcrest, I can safely assume that it is not a quirk of of Orcrest.esp. I do have a single door that can get me into Elsweyr, which is in DA's plugin with the three houses by a lake and some rocks though i am unsure if this is one i placed or DA placed. so if anyone can go though that portal by Anvil Castle then please let me know, as this is really annoying me, almost as much as not being able to find my NPCs
If two plugins edit the same cell, then doesn't one override? Does the issue persist if you merge the plugins with one another?
If you made the NPC's by modifying pre-existing bethesda ones, but didn't change the AI, they may well be wandering around in cyrodiil. Big Grin

Or it could just be a plugin conflict issue, but since you got the Senche working...
doortestjkj is dependent on the merged ElsweyrValenwood.esm sorry. that could be hfo.html[/URLalf the issue. the file can be found here:
http://files.filefront.com/BrokenElsweyr...einfo.html
but keep a backup of the original ElsweyrValenwood.esm

I'm pretty sure that its not a mod conflict issue.

EDIT: corrected the URL
I did duplicate an NPC in a shivering isles mod once, without chaning AI.

He ended up standing next to the gate on the cyrodiil side of the SI gate.

He was a low intelligence creature.

HE SHOULDN'T BE ABLE TO OPEN DOORS.

I think that may very well be the issue.
yeah i created a new npc from the stock races and set the AI to always wander. anyhow i ran back to the only door i have to cyrodiil and she wasn't on the other side. anyhow i came a across a few issues that need to be sorted on my run, but i don't know how to fix 'em.

these three are right outside ORcrest, the bit which hills of sand modifies. the land in hills of sand is a lot higher than the landscape Orcrest is built on. had to turn off collisions to get up there.
looking from orcrest:
http://i207.photobucket.com/albums/bb249...htdiff.jpg
looking back to orcrest:
http://i207.photobucket.com/albums/bb249...tdiff2.jpg
a big ugly seam about a cell in from the Orcrest/Hills of Sand border:
http://i207.photobucket.com/albums/bb249...s/seam.jpg

and the last one is by DA's Desert Decoration plugin. just before the lake comes int view:
http://i207.photobucket.com/albums/bb249.../seam2.jpg

so yeah basically i have no idea how to solve these sorts of issues.

EDIT: does that little settlement have a name, as "its a long run to..."
Try using the Recalc Land Normals option under World > World Testing to fix the seam. Just use the smooth tool to smooth out the height difference, or you could use the HM editor (but that would probably be overkill).

Edit: Is the first seam an actual height difference, or just a line of oddly shaded terrain? If it's a height difference don't use the Recalc normals option.
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