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Silgrad Tower from the Ashes
Latest esm and esp updates - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Archived (closed boards) former hosted projects for Oblivion. (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-former-hosted-projects-for-Oblivion)
+--- Forum: TESIV: Black Marsh (https://www.silgradmodding.net/forum/Forum-TESIV-Black-Marsh)
+---- Forum: The Sticky Guar (https://www.silgradmodding.net/forum/Forum-The-Sticky-Guar)
+---- Thread: Latest esm and esp updates (/Thread-Latest-esm-and-esp-updates)



- Ibsen's Ghost - 08-06-2009

Aoikani's Creature Statues should come in useful for such things as Sorkvid's Terrible Terrarium in Stormhold. They include Daedroth statues and contain a script which should enable statue-making of other creatures....it needs to be checked as to whether it interferes with vanilla OB though...


- sandor - 08-07-2009

I'll post a new version of the esm by Sunday.

Do you have other esp's that are ready for merging?

TIA. Smile


- Ibsen's Ghost - 08-07-2009

Thanks, sandor. You're a star! I'll have another esp to you soon so if you can hang around for a bit then it should really help to make the next one quite definitive, particularly as I should be about ready to get the Parchlands region generated. There are just a few details to finish up on that score but I should have everything ready for you shortly, if that's okay with you... =)


- sandor - 08-07-2009

NP. Smile


- Ibsen's Ghost - 08-12-2009

Here's my latest esp: http://dl.getdropbox.com/u/1267925/BMIGEverglades%26Parchlandsv1.5.rar

Please take note that the two esps above can also be merged. However, I'm not sure what the 'creature statues' esp will do but please take care because if it affects the vanilla WS and makes things go screwy then it can easily be discarded.

I'm presently trying to use my new Virgin VStuff site to upload the archive but the facility is bloody useless.... X(. It always seems to be 'temporarily unavailable'.....

I have also attached the cell grid maps for generating the Parchlands region. The Tamriel Preset Cells: -42 to -40,3 and -42 to -40,2 have been selected for the presets. However, it looked like this might be crossing two regions so, as an alternative, this preset can be used: -40 to -38,1 and -40 to -38,2. I have included the basic details for the region gen here in the Parchlands section: The Parchlands and Darkmoor . I will issue object replacement details once preset information is established.


- sandor - 08-12-2009

Quote:Originally posted by Ibsen's Ghost
However, I'm not sure what the 'creature statues' esp will do but please take care because if it affects the vanilla WS and makes things go screwy then it can easily be discarded.
Don't worry, I know what I am doing. Wink


green[/HR]

DL version 2.15 of the BM esm -=here=-.

Merged:

-M42 BMIG - CreatureStatues
-M43 BMDZT - Nuspir_house
-M44 BMIG - Everglades&Parchlands

I'll send you a PM regarding the region. Smile


- Ibsen's Ghost - 08-12-2009

Hold on! You'll need the new archive in order to merge those files properly. They refer to things you don't have in the archive yet. I just got the link here: Black Marsh Resources: Latest bsa

Can you re-merge them again to the v2.14 esm, please?


- sandor - 08-12-2009

Quote:Originally posted by Ibsen's Ghost
Hold on! You'll need the new archive in order to merge those files properly. They refer to things you don't have in the archive yet. I just got the link here: Black Marsh Resources: Latest bsa

Can you re-merge them again to the v2.14 esm, please?
For merging I don't need any assets, no re-merging required. :check:

I use the assets to check problems mainly for the regions.


- Ibsen's Ghost - 08-12-2009

Okay, thanks. Phew!

Can you check that archive link above? It has information about the Parchland region generation. Thanks! :goodjob:

Before you generate, it might help to know that I created another child WS called 'Scorpion Pass'. I will transfer the rock models cell-by-cell from this WS into the normal one. The child WS will be used as the location for a set-piece that is supposed to be the same location. It's probably best to leave it ungenerated for now and then I can amend the child WS by hand. Do you think that's the best way to go or do you think the child WS should undergo region gen as well? Bear in mind that I will confine the player within the rock canyon.


- sandor - 08-13-2009

Quote:Originally posted by Ibsen's Ghost
Can you check that archive link above? It has information about the Parchland region generation. Thanks! :goodjob:
I get the attached opening screen, I am not a customer so it will be difficult to access the assets.


Quote:Originally posted by Ibsen's Ghost
Before you generate, it might help to know that I created another child WS called 'Scorpion Pass'. I will transfer the rock models cell-by-cell from this WS into the normal one. The child WS will be used as the location for a set-piece that is supposed to be the same location. It's probably best to leave it ungenerated for now and then I can amend the child WS by hand. Do you think that's the best way to go or do you think the child WS should undergo region gen as well? Bear in mind that I will confine the player within the rock canyon.
Normally you generate the area and add the child, the advantage you'll have the textures as well. Then you can paste the content you want to use, into place (from the main WS). I'll have a look at this and let you know how to proceed.