Haerter's Gap Int's for you modders |
Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Haerter's Gap Int's for you modders |
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Here, as I promised, are a few (7 to be exact) int's for you to work
on. The esm in the rar contains the ext's and their respective int
shells with teleporting doors.
Be SURE to read BOTH readme's before you begin.
Haerter's Gap file (Haerters_Gap_a05.rar) and info
Map to Haerter's Gap
The 7 int's are (with their relative degree of difficulty):
1) Clyde's Hides near the bottom of the gap (medium).
2) An Imperial Barracks (easy).
3) A Nord barracks (easy).
4) A Dunmer barracks (easy).
5) Weapons repair shop (medium).
6) A provisions shop (medium).
7 A public house (harder).
There will be 3 more buildings, the excise offices, but they need new meshes first.
I'd like these to be learning experiences also, so stretch what you
know. If you've never modded before, try a barracks. If you mod, add
the NPC's. If you've done NPC's, try the quests as well. If you've done
all of the above, get Blender and make some hides on stretching racks
for Clyde's Hides.
I expect that Siegfried will put all this properly into the claims
section, but I don't have that authority, so I'll just say this is
first-come, first served. Just, please, consider your abilities and
select your project accordingly. This post has been edited 2 time(s), it was last edited by Psychotic: 17.09.2006 21:30.
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10.07.2006 02:56 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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RE: Haerter's Gap Int's for you modders |
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Moved to the settlement claims section. Please claim up here people,
I'd like to see this all done before September 1st, as Haerter Gap is
our planned teaser for this mod project. |
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10.07.2006 03:51 |
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I think I will claim the weapons repair shop.
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10.07.2006 08:17 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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10.07.2006 14:10 |
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I'm really new here but if you just want interiors filled and you have the meshes for me already ill give it a go.
ill take the imperial barracks, it sounds easy lol.
we are just using the default oblivion items right, there aren't unique files I need to download before I start?
[edit] didn't see you needs the npcs and quests done too, that may take
me longer, but ill still give it a go, expect a few posts asking about
RAI though, I still dont really unbderstand it[/edit]
[edit 2] ehhhhh, this is odd, has anyone tried out this esm? Its
deleted the ground! all of it. There is no exterior land in the game,
it shows through to the rough texture underneath. I thought it was just
arround cheydenhall but its all over. ahve some hightmaps been deleted
by accident or something? As I said I'm new so if I'm missing something
blindingly obvious feel free to poke me with a stick and laugh
__________________ my oblivion mods:
Leveled Item Fix
arcane university revamped
This post has been edited 3 time(s), it was last edited by watchinthewheels: 10.07.2006 15:03.
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10.07.2006 14:27 |
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ghostruler
Viscount
Registration Date: 05.07.2006
Posts: 251
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hey if you dont mind i'll do the provisions shop, and i'll help you with the hides.
__________________ Kraken, its whats for diner.
Those are good words, I like to wave at them as they pass by.
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10.07.2006 17:46 |
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ahhh right ok then, lol I told you I was new. I have modded for ages
but never worked on a large scale team project, just mods for myself
really.
ill get to work on it anyway, am I just supposed to load your esm in the cs or should I load oblivion.esm too?
__________________ my oblivion mods:
Leveled Item Fix
arcane university revamped
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10.07.2006 17:51 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Thanks, Siegfried. I should've explained that in my initial post
Anyway, Wheels, you've got the imp barracks. Just consider what 2 guys
would need in a remote area with a general store nearby. And, yeah,
we'll use OB items as much as possible. I'm still a newb with the RAI,
but essentially it's just a scheduling program. And the quests will
have to be quite limited, since we can't send people to Morrowind or
Skyrim.
Load both the Oblivion and the Gap esm's. I'm not positive that it's
necessary to check both since the Gap is a child of OB, but that's what
I've always done.
Sure, Ghostie, you've got the provisions shop. Go heavy on the
cold-weather gear, and maybe even use a manikin. - AND NO BIKINI'S!
Edit 2006.07.11 00:32:
So that you can better see what you're working on, here's the esp for
Haerter's Gap
At least this way, you can get a feel for the village. But be sure to mod with the esm, not the esp.
The only alternative that I've found that actually works is to merge a
mod with the Oblivion esm. The problem with that is that every time I
need to add a change, I have to regenerate the Oblivion file. (And, of
course, I can't "unplug" the plugin
)
This post has been edited 2 time(s), it was last edited by Greybeard: 10.07.2006 18:00.
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10.07.2006 17:53 |
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Here is the repair shop int. I have left some space on the shelves for
new weapons and armour. It includes Aaberg, he has no dialouge or AI.
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23.07.2006 07:35 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Thanks, Bard. I merged it and tried it out in-game. Looks good!
I did the Nord barracks today, and plan on getting at the Dunmer one
tomorrow. Ghostruler is working on the provisions shop, and then will
help with Clyde's Hides. I haven't been able to get hold of
WatchingtheWheels - the first email I sent didn't go through, and I
couldn't send to him today. Something's not working internet-wise.
That only leaves a couple more int's to go. I'll have to check with
Corwyn on the Nord tileset, and have a couple of modelling chores to do
myself.
SO! The plan is that when I get Ghostruler's shop, I'll put out another
updated esm/esp, and then if someone could start working on the NPC
RAI's and quests, that'd be great!
Oh yeah, I'll be needing the "promotional" books as soon as possible. -
some about Silgrad and Morrowind for the Dunmer barracks, some about
Skyrim for the Nord barracks, and some about the other provinces that
I'll put in the Imperial barracks.
And now it's time for bed - I still have overtime during the week. Catch y'all tomorrow.
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24.07.2006 03:36 |
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quote: |
Originally posted by Greybeard
Thanks, Bard. I merged it and tried it out in-game. Looks good!
I did the Nord barracks today, and plan on getting at the Dunmer one
tomorrow. Ghostruler is working on the provisions shop, and then will
help with Clyde's Hides. I haven't been able to get hold of
WatchingtheWheels - the first email I sent didn't go through, and I
couldn't send to him today. Something's not working internet-wise.
[...]
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Here's some Skyrim books to include.
Book-His falling from grace-
The Nord Rune Chant
Skyrim - The Sins of Youth by Theobald
Also for the Dumner Barracks I suggest utilising this mod(http://www.elderscrolls.com/forums/index...howtopic=516221)
for their armour. Also the dumner barracks would probably be Redoran,
and it would probably have a small shrine to the Tribunal.
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24.07.2006 06:11 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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Hmm...when I try saving an .esp with Oblivion.esm and Haerter's Gap.esm checked I get a an error saying:
"Assert at C:\Project\tes4\TES Shared\TESObjectCell.cpp, 1545"
and when I press "Retry" twice it says:
"Failed to CreateGroupData for CELL form'Wilderness' (000044C8)"
Anyone else got the same problem?
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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24.07.2006 07:52 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Strange - Smokindan, that's the same error that WatchintheWheels was
getting. Wish I had a clue what that was. So far, I have no solution,
but I'll put up a new esm tonight and see if that's any better.
Edit 2006.07.25 03:22:
Here's the new version (Haerters_Gap_a06).
Again, coe 32,38 should put you in town in the game. I've added stone
walls, but there's no collision yet, so you can walk through them (be
sure to put the mesh and texture files in their places.) Hopefully,
there'll be no more crashing files. |
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24.07.2006 12:08 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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The same error is coming up Greybeard
It now says:
"Assert at C:\Project\tes4\TES Shared\TESObjectCell.cpp, 1545" and:
"Assert at C:\Project\tes4\TES Shared\TESObjectCell.cpp, 1725"
I can work around this if you wish. If no-one else is experiencing it then maybe it's just me
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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25.07.2006 09:40 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Yeah, the wall pieces still need a lot of work - normal map, collision,
better textures, etc. Just wanted to put 'em in to see the overall
impression. And thanks for the fixes. I'll download them tonight.
Smokindan & TOYB, this is most troublesome! I simply don't
understand how some can use the files, and others crash. As far as I
know, that file location doesn't even exist! I'll try googling it to
see if others are having the same problem with other plugins. One
thought: Have both of you updated OB?
And Smokindan, you get the public house, but could you post your
workaround? I know that watchinthewheels has the same problem. Thanks.
Toyb, are these in book (esp) form?:
Book-His falling from grace-
The Nord Rune Chant
Skyrim - The Sins of Youth by Theobald
Oops - back to work!!!
This post has been edited 1 time(s), it was last edited by Greybeard: 25.07.2006 17:57.
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25.07.2006 17:47 |
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I'm not having any trouble like that Greybeard, where did you get the impression that I was?
Those bools aren't in .esp form, and I don't know how the coding in
books work so don't expect me to have any advice on the matter, however
riggidman(sp) might know how.
Also here is a better .esp of fixs. It changes the beds in the nord
barracks to ship ones(is way better now and doesn't clip as much), it
also changes light sources in the NB. also there is some changes to the
ex cells of Haerter's Gap.
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25.07.2006 20:35 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Sorry, TOYB, I was unclear. I meant that both of you have downloaded
the identical files, yet they work for one but not the other. - And we MUST figure it out before we can release to the public (I can just imagine 376 WTF responses to our release otherwise
)
I made some books in TES III for TR, so I should be able to figure it out. But maybe riggidman(sp) would be willing to do them.
Smokindan: The public house is an all-purpose gathering place. It's a
bar/cafe/hotel - and in the Gap's case, brothel (that's in the notes in
the rar). If we could put a public bath in, that'd be cute, too, but I
don't know about scripting soldiers to bathe.
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25.07.2006 23:10 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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When the error comes up I press "Retry" twice then "Yes to All",
ignoring all errors, then everytime I save I have to press "Retry"
about six times.
Thanks for the info on the public house
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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26.07.2006 01:22 |
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I tried Haerter's Gap out in-game and I ran into a MAJOR error, all of the lanscape is gone.
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26.07.2006 09:34 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Curiouser and curiouser.
TOYB, you're sure you used the esp
ingame? I'm not saying you don't know your stuff, just trying to cover
all the bases. Smokindan, at least you can get it running;
watchingthewheels only crashed. I'll put the game up on another comp I
have for a test. Since things are having problems at various times, I'm
starting to wonder if the files are getting corrupted downloading from
the server (don't even know if that's possible.) |
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26.07.2006 17:12 |
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.esp? oops
it seems that I used the .esm....
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26.07.2006 20:14 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Well, I've been testing everything I can think of, and have had no luck.
Maybe check this in the ini:
[MAIN]
bEnableBorderRegion=0
Haerter's Gap is right on the border, so if you coe too far out, the
game might crash. So it might work to disable Beth's border limitation.
(I suppose everyone's done that, but just in case . . .)
And as I noted before, I've used Beth's update. The little version
number in the lower left-hand corner of the load screen with the moving
map is 1.1.511 on my game. It might be that the un-updated version had
a bug that's showing up here.
I tried googling the offending filepath, and couldn't find anything, so
I guess we've got to figure it out ourselves. (and here's another
evening shot
)
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27.07.2006 01:32 |
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I just checked out the .esp and it doesn't have both of the towers and
it also doesn't have the update which I had made for it.
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27.07.2006 08:49 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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Greybeard: You do realise my error is in the CS, not in-game?
I'm about 1/3 done with Public House atm but I hesitate to finish it or
do any more work until this .esm problem is fixed (just in case I need
to start over.) If no-one else is having that problem it's probably the
patch I haven't installed or my CS that's the problem.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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27.07.2006 09:47 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Thanks for the info, both of you. I'm not sure about the towers, but I
only added your int, not the update before I packaged the files, TOYB.
And thanks, Smokindan for the info. atm, I'm focusing on that patch.
Could you both let me know if you've disabled the border region
limitation? I'd like to be sure that variable is not the cause. |
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27.07.2006 13:12 |
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Grrrrr....I set the the .Ini to
[MAIN]
bEnableBorderRegion=0
and I still can't go pass the border!!!!!!!!!!!!!!!!!!!!!!!
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27.07.2006 21:59 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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quote: |
Originally posted by The Old Ye Bard
Grrrrr....I set the the .Ini to
[MAIN]
bEnableBorderRegion=0
and I still can't go pass the border!!!!!!!!!!!!!!!!!!!!!!!
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Did you save your Ini when you quit?
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27.07.2006 22:18 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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According to addiktive from the Unique Landscapes team, there is a bug
with the CS that causes countless errors when editing terrain in
Cyrodiil. This could be the problem with Haerter Gap, it might be
worthwhile to pm him about a brief over view of what the bug does. This
could end up bumping our release date back... |
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30.07.2006 06:35 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Thanks for the idea, Siegfried - I'll get in touch with him as soon as I can.
In other news, I just spent most of the day moving rocks - several
hundred of them - all of those rocks that didn't move when I adjusted
the terrain.
Well, at least that job's done. I also found several doors that were
doubled and fixed that. I checked everything I could to find something
that would cause our random error, but unless I fixed something by
accident, I expect the error's still there.
I wish I had a cleaner like we had for TES3.
Anyway, here's the latest version with TOYB's fixes, rock placement, and a new book (in the Nord barracks):
Haerter's Gap alpha 07
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31.07.2006 00:43 |
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I have edited all of the Oblivion.Ini I could find on my comp but the
barrier is still enabled, I searched for .Inis found all of them and
each one has the edit but the barrier is still enabled. plse help
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31.07.2006 01:08 |
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addiktive
Apprentice
Registration Date: 14.06.2006
Posts: 5
Location: New Zealand
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31.07.2006 01:09 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Thanks for the prompt response, addiktive. I read your suggestion - all five pages. And now to answer your questions:
A. I just moved the verts in the CS.
B. The changed area is 30,31 - 32,40 with some minor height changes around that.
C. That's the rub! I've never had a CTD either ingame or in the CS, nor has TOYB to the best of my knowledge.
Watchinthewheels and Smokindan got this in the CS:
Hmm...when I try saving an .esp with Oblivion.esm and Haerter's
Gap.esm checked I get a an error saying: "Assert at C:\Project\tes4\TES
Shared\TESObjectCell.cpp, 1545"
and when I press "Retry" twice it says:
"Failed to CreateGroupData for CELL form'Wilderness' (000044C8)"
Watchinthewheels also ctd'd ingame and couldn't save in the CS, but
he's deleted his posts, so I can't give you the error messages.
Smokindan found a workaround that "may" work.
D. I did none of the items. Just checked the pathgrid now, and it's a
mess. I'd say that if pathgrids could crash the game, these'd do it.
Thanks for your concern, info and advice - grey
This post has been edited 1 time(s), it was last edited by Greybeard: 31.07.2006 03:13.
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31.07.2006 03:10 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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quote: |
Originally posted by Smokindan
Thanks for the info, addiktive and GB.
EDIT: Interestingly, if I load the .esp below with the 07 .esm checked
(which also then checks the 06 .esm, as I modded with that dependency)
duplicates of the interior cells in HG are created but I can save
normally. |
Now, that's just silly.
Thanks for the info. I'll try a merge tonight and see what we get.
I'd like everyone trying this mod to post whether you've installed the upgrade.
There was enough discussion on addiktive's ES thread to indicate that
Beth knows about the problem and tried a fix in that, but was only
partially successful.
TOYB, I'll email you my .ini tonight. I don't know how it'll work with your rig, but you'll be able to explore the wastelands.
At least, we know for sure that having the border limitations on is NOT the cause of the mod problems.
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31.07.2006 17:49 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I have the patch installed on my comp and everything is fine in the CS.
I haven't played it ingame since version 4 or something, but everything
was fine back there. |
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31.07.2006 18:21 |
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"Assert at C:\Project\tes4\TES Shared\TESObjectCell.cpp, 1545"
I found that same error when I was making a test .esp, it happened after I used the HM editor.
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31.07.2006 21:36 |
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