Valenwood Alpha V4.0 |
FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Hi everyone,
I was hoping to have the beta out today, but instead we must settle for
an Alpha, it's mostly for modders but for people that want a sneak peak
at the land mass and Arenthia, do the following:
Make sure to active the ESP, NOT the ESM! Open up the console and type
'coc Arenthia' no quotes. I have finished a seamless collision for all
of our models (textured ones).
Enjoy: http://files.filefront.com/Valenwood_Alpha_V40/;6116155;;/fileinfo.html
Credits go to everyone that helped me get this out, Grey Wizard for the
landmass, Brillo and Deathbliss for their wonderful resources. Also,
any bugs you notice in Arenthia, yes I am aware of them
This post has been edited 3 time(s), it was last edited by FLESH: 01.11.2006 22:17.
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01.11.2006 22:15 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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So what is it missing to be counted as BETA?
__________________ The Forgotten Ones have returned.
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01.11.2006 22:17 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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LOD, LOD textures, and a better version of Arenthia. I had to sacrifice
those for collision, but if you explore Arenthia you will see why
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01.11.2006 22:18 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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Cool. I might install OB again for it.
btw. nice way out of that bug thing.
__________________ The Forgotten Ones have returned.
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01.11.2006 22:20 |
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Chrissloe
Seigneur
Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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I'll check it out
...when I come home from school
__________________ "Focus on the solution, not the problem"
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02.11.2006 10:35 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Someone test Arenthia and give me their opinions of the city so far please
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02.11.2006 11:59 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Flying? How do you mean? I tested it myself and there was no flying
(unless you are talking about the forest, if so, it's been fixed). And
I never added any grass to it
The stairs are now fixed (I pressume you meant the sides weren't there,
I knew that, as I mentioned I was amare of most of the bugs). a lot of
stuff has been added and changed since that Alpha.
I'm most confused by the grass though
By the way, not wanting to spoil for other people, but what did you think of that place in the trees?
EDIT: Yes I get that too, and it's nothing, I'm pretty sure it's from
one of my test enviroment where I was testing architecture so it's
nothing to worry about. I will get it fixed.
This post has been edited 1 time(s), it was last edited by FLESH: 02.11.2006 16:17.
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02.11.2006 16:16 |
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kingevil
Inactive ST modder
Registration Date: 20.07.2006
Posts: 794
Location: belgium
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annoying to get there . I kept falling of the spiral stair just before I reached the top ...
__________________ ''ceci n'est pas une fiction''-RTBF
''On a scale of importance from one to ten I think it's fair to say
that breathing rates about a 9.7 or 9.8. Maybe even a little higher.
It's up there with "having a beating heart" and "not being on fire.''-SA
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02.11.2006 16:18 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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quote: |
Originally posted by kingevil
annoying to get there . I kept falling of the spiral stair just before I reached the top ... |
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02.11.2006 16:21 |
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kingevil
Inactive ST modder
Registration Date: 20.07.2006
Posts: 794
Location: belgium
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Here are some bug screens. I also see my waterfall advice helped.
__________________ ''ceci n'est pas une fiction''-RTBF
''On a scale of importance from one to ten I think it's fair to say
that breathing rates about a 9.7 or 9.8. Maybe even a little higher.
It's up there with "having a beating heart" and "not being on fire.''-SA
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03.11.2006 08:53 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Ah I see, so somehow people got a version with grass, very perplexing.
I've fixed the first and last problems a while ago.I can't do much
about the wall since the height of the city is different in places, I
hate that look too but I have no idea what to do with it., I will see
about fixing problem number 3 but there's a lot of wall in Arenthia,
mind telling me where you saw that?
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03.11.2006 10:46 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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To use flatten I would need to go around the whole city, and then lower
everything in it. And about the wall, the mesh was made pretty slopily,
at certain angles you can see through areas in the wall. I will try to
fix those problems you spotted.
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03.11.2006 10:56 |
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kingevil
Inactive ST modder
Registration Date: 20.07.2006
Posts: 794
Location: belgium
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another bug : all the flora is placed in the static folder instead of in the flora folder .
__________________ ''ceci n'est pas une fiction''-RTBF
''On a scale of importance from one to ten I think it's fair to say
that breathing rates about a 9.7 or 9.8. Maybe even a little higher.
It's up there with "having a beating heart" and "not being on fire.''-SA
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03.11.2006 15:17 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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It's not a bug, it's part of the Ndib set and I wanted to keep them
together, they don't have any sort of ingrediants in them.
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03.11.2006 15:30 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Ok bugs I found in version 9.0
-The sidewalks are, sorry FLESH, way to high, I even found a spot were they reach my shoulders...
-The huge stairs to the upper district are to high, I can't get onto them, I have to jump, some even reach to beltheight.
-The steps to the castle is also to high.
-The same steps aren't attached to the ground at the top
-The Arena is stuck in the ground, either lower the ground a bit or lift the Arena
-The trees in your gardendistrict are a huge FPS killer, FPS dropped
between 5-10... You can take away 20% of the with no lose of wilderness
I think.
Oh and get rid of that damn grass
Further I would say some overall design things. Make a small market at
one of the guardtowers in the lower district, then try to clutter the
houses some more, just a little would be a huge improvement. In the
upperdistrict, add some kind of border around eachhouse, Let it be
visible it's from the richer citizens. Add some more trees inside the
lowerdirstrict as well. And yeah well it's still empty, but nothing
some clutter and NPC's won't fix I think.
This post has been edited 3 time(s), it was last edited by Mormacil: 04.11.2006 14:47.
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04.11.2006 14:42 |
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kingevil
Inactive ST modder
Registration Date: 20.07.2006
Posts: 794
Location: belgium
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Flesh said he already fixed the stairs .
__________________ ''ceci n'est pas une fiction''-RTBF
''On a scale of importance from one to ten I think it's fair to say
that breathing rates about a 9.7 or 9.8. Maybe even a little higher.
It's up there with "having a beating heart" and "not being on fire.''-SA
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04.11.2006 15:17 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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I did indeed, but it seems that aftereards I out the problems right
back in there. The height of that sidewalk is very strange, I never
expected that to happen, and in the CS it was fine, come to think of it
I tested that area and it wasn't that high
I added clutter around the towers, boxes barrels supplies etc. The
towers are supposed to be Imperial barracks, I don't know how well a
market place would fit there.
The height of the stairs has been bugging me also, do you have any
solution? Oh and that deadric statue, if you looked closer you would
see that it's sanguine (sp?)
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04.11.2006 15:32 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Yeah I saw your few barrels
About that market I metn something like you had in Gnisis at the
temple, just a few vendors. Adn then at the other barrack add
exercisegrounds, with targets etc. Unlike Cyrodill Imperial presence is
more needed, just like Morrowind, Morrowind nor Valenwood has either
really surrended to the Emperor.
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04.11.2006 16:51 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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Don't I get a mention!! Nah only kidding, I've been very busy on
AliveWaters so havn't seem this until now, its coming along very nicely.
Good Work,
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06.11.2006 21:54 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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quote: |
Originally posted by windsurfer
Don't I get a mention!! Nah only kidding, I've been very busy on
AliveWaters so havn't seem this until now, its coming along very nicely.
Good Work,
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*hits head* Sorry! Completely forgot
We could use doors by the way
Thanks for the comments Walrus, a lot of things need to change, especially clutter, but I think the overall layout will stay.
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07.11.2006 09:12 |
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Wolvman
First Knight
Registration Date: 01.09.2006
Posts: 109
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I'm still a bit confused about these mods. Is this (and the other
teams' mods) going to add an entire new landmass to freely explore like
Cyrodiil, that lets you go where you want to and visit cities and
dungeons? Also will Valenwood have it's own set of leveled lists and
things to make it an entire new area to explore and will you be able to
easily travel between Cyrodiil and the other lands without being
permanently stuck in one area or the other?
P.S. sorry for the noobish questions.
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08.11.2006 05:30 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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In short, Yep
Don't worry about the Q's.
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08.11.2006 09:06 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Questions aren't noobish, newbish at the most. Well we all make small
mods here that will be merged together till the province of VW. We want
VW to be as complete as Cyrodill, so yes with leveled lists. Inside VW
fasttravel will be disabled. We want the player to explore like in TES3
Morrowind. So we're going to add some ways to fasttravel the player,
like teleport service of the mageguild, boats you can let you
transport(for gold of course). So we try to give you more change to
explore since you can't go everywere quickly. I'm making even plans on
creating a map when the mod is done, a printable one
As far as I know we can't let you walk out a province with ease, you'll
need to be teleported to anotehr province. But we're planning on adding
plenty of those places. You stats will be transfert, so killing in
Cyrodill makes you also a fugitive in Skyrim and in Elsewyr etc.
Mormacil
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08.11.2006 09:11 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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For your arena, It would be cool if you place it into the ground, just
high enough the player can't look into it when he jumps. When you enter
the arena you go to it's interior in another worldspace. Otherwise you
get problems with the floor
It's just an idea, but I like it.
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08.11.2006 20:02 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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The player shouldn't be able to see in when he jumps
Maybe you are talking about that place with no door? The solution is putting a door there
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08.11.2006 20:53 |
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Wolvman
First Knight
Registration Date: 01.09.2006
Posts: 109
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Wow, that's so awsome. I can't wait for you guys to realease the full version.
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08.11.2006 22:55 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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Sure ill do the doors, I will get it too you tommorow,
Keep up the good work.
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15.11.2006 22:05 |
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sandor
High Councilor
Registration Date: 21.03.2006
Posts: 4,898
Location: Belgium/The Netherlands
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The esm has been cleaned (it took me an hour).
I used the esm from this link.
There are a few bad forms during the loading process of the esm.
No big deal.
This can be cleaned by converting the esm to an esp. Load it into the CS and save. Reconvert to an esm.
I would have done that but my comp has only 1 Gb of memory. It will be upgraded soon.
I hope it helps the project.
__________________ Silgrad city, a huge city under construction, it may be visited in the next public release i.e. Silgrad Tower v3.00.
Perfer et obdura; dolor hic tibi proderit olim.
Be patient and tough; some day this pain will be useful to you.
Ovid BC 43-18 AD, Roman Poet
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21.12.2006 16:31 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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I PMed you with a newer version that I think has way more problems. Thanks for doing this by the way
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21.12.2006 17:25 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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I should have a portal set up in Arenthia, perhaps that got removed
during the cleaning, if it's not there just tell me and I'll place a
new one. Also I would love for people to give me their opinions on the
city itself.
Also here is a cleaned V10 of the Alpha: http://files.filefront.com/ValenwoodAlph...;/fileinfo.html
Includes updates to the land and the city and should have full LOD of
the landscape with textures, but not yet the buildings. This is mainly
for modders as it does not contain as ESP. However if players want to
check it out be ware of the land disappearing bug (Cyrodiil land, not
Valenwood).
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22.02.2007 09:25 |
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revolutioN
Protector
Registration Date: 20.02.2007
Posts: 26
Location: Dublin,Ireland
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quote: |
Originally posted by FLESH
I should have a portal set up in Arenthia, perhaps that got removed
during the cleaning, if it's not there just tell me and I'll place a
new one. Also I would love for people to give me their opinions on the
city itself.
Also here is a cleaned V10 of the Alpha: http://files.filefront.com/ValenwoodAlph...;/fileinfo.html
Includes updates to the land and the city and should have full LOD of
the landscape with textures, but not yet the buildings. This is mainly
for modders as it does not contain as ESP. However if players want to
check it out be ware of the land disappearing bug (Cyrodiil land, not
Valenwood).
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Is the forest part supposed to be missing?
Nice work on the stairs!
__________________
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22.02.2007 16:00 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Yes, it's being remade (1/2 way finished, looking more like the
overgrown gardens as it should, and your remark with 'forest' proves it
needed to be remade
). Really? The stairs look good, thats a load off my mind, I was worried wether I got 'em right or not.
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22.02.2007 17:56 |
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Wolvman
First Knight
Registration Date: 01.09.2006
Posts: 109
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I'll have to take a look some more in awhile but I didn't notice one yet. Anyways, I hope that update comes out soon.
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23.02.2007 01:13 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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I'm hoping to have the gardens near completion by today. Then once I
fix up the grasses this can be ready for a public release. Also
Windsurfer when you have time, I could sure use the interior retextured
versions of Arenthia so they match with exteriors
Thanks,
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23.02.2007 11:02 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,281
Location: UK
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I would love to take alook but as I have said to Sandor, I am having
problems with filefront, so is there any chance of a different upload,
maybe on filehosting or something.
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23.02.2007 11:07 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Sure, are you ok with rapidshare? (may take a while though, so far FF has been the fastest for me with uploads)
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23.02.2007 11:08 |
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