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Greybeard
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Haerter's Gap Int's for you modders Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

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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Siegfried
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RE: Haerter's Gap Int's for you modders Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

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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The Old Ye Bard
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I think I will claim the weapons repair shop.
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Greybeard
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You've got it, Bard!
10.07.2006 14:10 Greybeard is offline Send an Email to Greybeard Homepage of Greybeard Search for Posts by Greybeard Add Greybeard to your Buddy List Add Greybeard to your Contact List
watchinthewheels
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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 Wink

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This post has been edited 3 time(s), it was last edited by watchinthewheels: 10.07.2006 15:03.

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Siegfried
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Its because its a master file, and is only meant for modding. If a master file alters another master file it will cause massive ingame conflicts like what you are having. The reason it is a master is because you cannot mod off an esp, so we mod off the esm, then convert to an esp for playing.

BTW welcome to Skyrim for Oblivion! Jump

Make sure to pick up a Modder's Abreviations

This post has been edited 2 time(s), it was last edited by Siegfried: 10.07.2006 17:29.

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ghostruler
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hey if you dont mind i'll do the provisions shop, and i'll help you with the hides.

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watchinthewheels
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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?

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Greybeard
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Thanks, Siegfried. I should've explained that in my initial post Blush

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! :lmao:

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 Eek 1 )

This post has been edited 2 time(s), it was last edited by Greybeard: 10.07.2006 18:00.

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The Old Ye Bard
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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.

Attachment:
7z1SKxxTBxAabergRepair.esp

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Thanks, Bard. I merged it and tried it out in-game. Looks good! Yes 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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Smokindan
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So, the public house is the only one that's left? If it's still available I'll claim it.

Umm....so what is a public house anyway? An inn?

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This post has been edited 1 time(s), it was last edited by Smokindan: 24.07.2006 05:20.

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quote:
Originally posted by Greybeard
Thanks, Bard. I merged it and tried it out in-game. Looks good! Yes 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.
[...]


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.
24.07.2006 06:11 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Smokindan
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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?

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Greybeard
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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.
24.07.2006 12:08 Greybeard is offline Send an Email to Greybeard Homepage of Greybeard Search for Posts by Greybeard Add Greybeard to your Buddy List Add Greybeard to your Contact List
The Old Ye Bard
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I just cheecked out the new .esm, very nice work.

However what I noticed is that the top of the wall pieces with the snow on them, have to many nasty corners and sharp edges, I suggest smoothing those bits out, also I suggest alpha mapping in icicles over the slight overhang on the wall, I also recomend that you get a better wall texture as the moss on it looks out of place. I also noticed a lot of clipping, this can be fixed by making the joining wall pieces larger. Anyway it's looking really good.

Edit: Here is an .esp with fixs, it includes some changes to the Skingrad style building(remade roof as there was too much clipping and repostioned the door. It also includes various changes to Ints(lighting changes, and fixed a lot of bleeding and floating).

Attachment:
7z1SKxx_Haerters_Gap_TOYBsFix.esp

This post has been edited 1 time(s), it was last edited by The Old Ye Bard: 25.07.2006 07:54.

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Smokindan
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The same error is coming up Greybeard Frown

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 Confused

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Greybeard
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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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The Old Ye Bard
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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.

Attachment:
7z1SKxx_Haerters_Gap_TOYBsFix.esp

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Greybeard
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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 Eek 1 )

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. Cool
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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 :)

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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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Curiouser and curiouser. Confused 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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.esp? oops Eek 1 Dunce it seems that I used the .esm....
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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 Mad )
27.07.2006 01:32 Greybeard is offline Send an Email to Greybeard Homepage of Greybeard Search for Posts by Greybeard Add Greybeard to your Buddy List Add Greybeard to your Contact List
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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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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.

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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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Grrrrr....I set the the .Ini to
[MAIN]
bEnableBorderRegion=0
and I still can't go pass the border!!!!!!!!!!!!!!!!!!!!!!! Bash Bitch Mad Bash
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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!!!!!!!!!!!!!!!!!!!!!!! Bash Bitch Mad Bash

Did you save your Ini when you quit?
27.07.2006 22:18 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Greybeard
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quote:
Originally posted by Siegfried
Did you save your Ini when you quit?
:lmao:

A more common error: the Oblivion.ini file that you want to edit is located in the
My Documents\My Games\Oblivion folder

DON"T edit the one in the Program Files\Bethesda Softworks\Oblivion folder.

edit: well, I'm tired of trying to make sense of the "now it works, now it doesn't" esm/esp problem. TOYB, I'm going to take a couple of days and play with your requests. Yes

This post has been edited 1 time(s), it was last edited by Greybeard: 27.07.2006 23:11.

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Siegfried
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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...
30.07.2006 06:35 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
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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. Mad 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. Confused 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
31.07.2006 00:43 Greybeard is offline Send an Email to Greybeard Homepage of Greybeard Search for Posts by Greybeard Add Greybeard to your Buddy List Add Greybeard to your Contact List
The Old Ye Bard
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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
31.07.2006 01:08 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
addiktive
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Some Interesting Reading. Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Several Relevant Topics:

VinnieMC discussion in regard to UniqueLandscapes:

I totally agree with you about the C.S. Touching the Height Map editor as well as the Region editor has caused me nothing but grief.. My first attempt at modding Oblivion was to do exactly that. Used the region editor to define my region and then the height Map editor to ?raise? the land. Tried it both ways. Height then Region. All I got was CTD?s during fast traveling to new locations from the modded one..

I then scraped over a months worth of work and started over. I built the land up by using the Landscape Editor and went from there.. Everything was great until I happened to ?borrow? a texture from another cell. Then I started to get CTD?s again.. I found the texture and replaced it with another and everything was okay?

I would highly recommend never using the Region Editor (Until Bethesda patches the C.S. or tells us what is up with it!!) Also the Height map editor constantly crashes and produces unpredictable results (at least fro me it does).

Once I stopped using these two sub programs I have modified the Niben Isle area extensively with no problemConfused using Landscape Editor only),I have ?mucked? up the path grids. Removed the path grids and basically did everything ?bad? with the path grids and never had a CTD. So in my case it had nothing to do with path grids?Which leads me to thinking the Height map and Region editor sub programs are generating garbage!!!!

A.. Did the creation of the new Areas involve using the ?Height Map Editor? or did you just go to the area in the C.S. and start manipulating the landscape?

B.. Where exactly is the whole changed area? Is it the whole area shown in the attached map? (Map with the .esp)

C.. What exactly are the problems? Crash to Desktop on; saves, loads, travel ?

D? Did you run any of the following sub-programs?

1.. Generate path grids

2.. Fix or repair pathgrids..

3.. Generate distandlod (on all cells or just your changed ones)

4.. Generate local maps/



CTD Discussion Thread: http://www.elderscrolls.com/forums/index...opic=495607&hl=


Hi Guys. Unfortunately I dont have any definitive answers for you, it remains a gray area. There has been mulitple reports of CTD's and CS errors, and it appears that files are becoming corrupted far too easily.

I've listed above some brief conversations I've had regarding the issue, and a link to the CTD thread that is also affecting modders.

I think it will be neccessary to contact the Admins to ask about the CS terrain editing and any possbile bugs or fixes, or perhaps a patch. We all know the CS is extremely flakey at the best of times, unfortunately more so when editing terrain.

We shall see how this develops.

addikt

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This post has been edited 2 time(s), it was last edited by addiktive: 31.07.2006 01:11.

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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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Smokindan
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Thanks for the info, addiktive and GB.

I've submitted the .esp, which you can see below, to see if any errors come up when you try it in the CS or perhaps merge it (I would probably back up the .esm first.)

I tried the latest .esm and it didn't work Frown The same error. If nothing comes up when you try it or merge it then I'll keep going the way I'm going and complete the Public House.

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.

Attachment:
7z1SKxxSDxTjernagelPublicHouse.esp


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This post has been edited 2 time(s), it was last edited by Smokindan: 31.07.2006 10:44.

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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. Eek 1 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. Yes At least, we know for sure that having the border limitations on is NOT the cause of the mod problems.
31.07.2006 17:49 Greybeard is offline Send an Email to Greybeard Homepage of Greybeard Search for Posts by Greybeard Add Greybeard to your Buddy List Add Greybeard to your Contact List
Siegfried
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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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"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.
31.07.2006 21:36 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Skyrim Claims Section » Skyrim Settlement Claims » Haerter's Gap Int's for you modders

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