That's right guys, more specifically the Telvanni Isles. The first 2 screenshots were from Port Telvannis (new entry gate and a shop).
This originally started as I was figuring out a way to fix the terrible lag in Port Telvannis in OpenMW.
I simply want our players to have a better experience in that area because as of now it's really disappointing and I truly believe that improving the existing content there is the best option.
Yes! You very, very awesome! Keep doing it! As a guy who crying for like two years about Improving old areas, I can’t wait to see what you do with that! Things like that + new quest pack that was disscused before will be more than enough for next relise!
Also question – you will add some elements in landscape like Gnomey (I guess) before like add nes small islands and divide big islands to small… or something?
And another question – you will add new textures and meshes (exept that already in data, like those I can see on your new screenshots) to do thins region more uniqle? I ask because you good 3d modeller, if I remember it correctly
Also question – you will add some elements in landscape like Gnomey (I guess) before like add nes small islands and divide big islands to small… or something?
And another question – you will add new textures and meshes (exept that already in data, like those I can see on your new screenshots) to do thins region more uniqle?
Right now there are just very boring almost empty beach sections (like you see in the screenshot) around the whole island of Port Telvannis.. I’ll definitely add some very small islands and cliff sections to it.
Yes, there are a few new meshes and textures like you’ve noticed already like the Shroom Tables made by Asylum
Be sure to document what you're doing: if the project at large likes this, I could see this getting the integration treatment.
I’m documenting the major and potentially controversial changes (don’t worry; I try to keep those to a bare minimum ).
I’ll also upload a WIP file to the asset browser once I’m a bit further in development. Right now I’m focussing on Port Telvannis and its close surroundings.
Biboran I’m very happy that you enjoy my project that much
Here are two new ones (now as GIFs so you can see the differences easier).
The first one is simply showing a random patch of land near Port Telvannis.
In the second one you can see the updated weaponsmith Sendal Tithres, he now offers a better range of weapons as one would expect from a weaponsmith and is also more balanced (he had 1775 gold before, I reduced that to 700). I also made the chest to the left unique and put a few throwing weapons, bows, arrows and bolts inside, so that ranged chars can also make some purchases here.
Does: concepts, textures, youtube vids, admin stuff e.g. PR, handbook, assets, small website things. Activity level: wildly unpredictable. Still active. Find me on Discord.
How’s it progressing? I like what you’re doing here.
The new TR release fucks it up really bad and I don't know why. It basically causes duplicate instances for all objects that were moved or modified by me
I think you need to use Wrye Mash to ‘repair refs’ and also update the mod properly. Improperly updating mods caused all references created by that mod to be doubled, one that your save has interacted with and the original reference. Nothing to do with the plugin your using to edit the telvanni isles, just how the game works. If you’ve never heard of Wrye Mash then this is probably the case.
I think if you boot up the mod with a brand new character and COC over there there would be no doubling. If this happens then all of the above should be true as well. If it isn’t then something screwed up.
I think you need to use Wrye Mash to ‘repair refs’ and also update the mod properly.
Yes up to this, but afterwards I think you’re confusing updating mods and updating save files, not the same thing – a save can require fixing when updating plugins to avoid doubling among other things, but plugins also requires fixing when updating the master files (ESM) they depend on. In this case TR_Mainland.esm is the master that changes.
Apparently wryeMash isn’t 100% reliable for this when references have been moved or deleted (or at least it didn’t work for the TR_Travels plugin and its edits on Bal Oyra)
How’s it progressing? I like what you’re doing here.
The new TR release fucks it up really bad and I don't know why. It basically causes duplicate instances for all objects that were moved or modified by me
Internal reference mixup. If Wrye Mash can’t solve it, you’re SOL. Sorry, but this will happen every time we update TR_Mainland and add stuff to its cells. That’s why we in general should keep edits at the necessary minimum, just 1609/1612 were at the necessary minimum.
I’ve messed with Wrye mash for a while. And while there is some weirdness after updating from TR_Data to Tamriel Data, the patcher fixes most of it in old saves. Once you get that out of the way, just update your saves in Wrye Mash like you normally would. You’ll definitely wanna update your save to current load order and then repair the save. This will remove duplicates, as well as other crap that might be floating around saves such as spawned leveled enemies that need to be removed for some odd reason.
offtopic: Also, why the hell don’t any of you come on to the IRC anymore? I miss you guys….. well most of you. lol. (and yes Atrayonis, I know you still get on. I was referring to the others)
Sure, file is attached below. Thanks for caring that much about the project
Thanks!
It may take a few days, but I'm sure I'll get something out of it. If all else fails, I'll apply your changes to 1609 and then reapply the bugfixes that were in 1612.
Sure, file is attached below. Thanks for caring that much about the project
Thanks!
It may take a few days, but I'm sure I'll get something out of it. If all else fails, I'll apply your changes to 1609 and then reapply the bugfixes that were in 1612.
Wow, thank you for going through all the trouble! I really wish I knew how ESM files actually work beforehand so that this could've been avoided.
A quick overview of new and updated content can be found in your dashboard. If you are interested in our ongoing development, check out the claims browser and the asset browser.
2016-03-14 17:47
1 year 3 months ago
A Telvanni expansion of some sort?
2014-03-16 17:45
1 year 11 months ago
Tel Us?
2016-01-17 01:30
1 month 7 hours ago
Gadaves’ Curiosities:
2016-01-17 01:30
1 month 7 hours ago
2014-01-11 16:53
1 month 2 weeks ago
You're improving the Telvannis region?
2016-01-23 11:05
6 years 5 months ago
If so, it will be totally awesome!
2016-01-17 01:30
1 month 7 hours ago
That's right guys, more specifically the Telvanni Isles. The first 2 screenshots were from Port Telvannis (new entry gate and a shop).
This originally started as I was figuring out a way to fix the terrible lag in Port Telvannis in OpenMW.
I simply want our players to have a better experience in that area because as of now it's really disappointing and I truly believe that improving the existing content there is the best option.
2016-01-23 11:05
6 years 5 months ago
Yes! You very, very awesome! Keep doing it! As a guy who crying for like two years about Improving old areas, I can’t wait to see what you do with that! Things like that + new quest pack that was disscused before will be more than enough for next relise!
Also question – you will add some elements in landscape like Gnomey (I guess) before like add nes small islands and divide big islands to small… or something?
And another question – you will add new textures and meshes (exept that already in data, like those I can see on your new screenshots) to do thins region more uniqle? I ask because you good 3d modeller, if I remember it correctly
2016-01-17 01:30
1 month 7 hours ago
Right now there are just very boring almost empty beach sections (like you see in the screenshot) around the whole island of Port Telvannis.. I’ll definitely add some very small islands and cliff sections to it.
Yes, there are a few new meshes and textures like you’ve noticed already like the Shroom Tables made by Asylum
2014-01-11 16:53
1 month 2 weeks ago
Be sure to document what you're doing: if the project at large likes this, I could see this getting the integration treatment.
2016-01-17 01:30
1 month 7 hours ago
I’m documenting the major and potentially controversial changes (don’t worry; I try to keep those to a bare minimum ).
I’ll also upload a WIP file to the asset browser once I’m a bit further in development.
Right now I’m focussing on Port Telvannis and its close surroundings.
2016-01-23 11:05
6 years 5 months ago
Drop some screnshoots sometimes, it really enjoyable to look at your work
2016-01-17 01:30
1 month 7 hours ago
Biboran I’m very happy that you enjoy my project that much
Here are two new ones (now as GIFs so you can see the differences easier).
The first one is simply showing a random patch of land near Port Telvannis.
In the second one you can see the updated weaponsmith Sendal Tithres, he now offers a better range of weapons as one would expect from a weaponsmith and is also more balanced (he had 1775 gold before, I reduced that to 700). I also made the chest to the left unique and put a few throwing weapons, bows, arrows and bolts inside, so that ranged chars can also make some purchases here.
2016-01-23 11:05
6 years 5 months ago
Interesting! But gif’s too fast
2015-12-12 23:47
3 years 3 months ago
Looks nice!
Does: concepts, textures, youtube vids, admin stuff e.g. PR, handbook, assets, small website things. Activity level: wildly unpredictable. Still active. Find me on Discord.
2016-01-19 19:35
1 month 1 day ago
How’s it progressing? I like what you’re doing here.
2016-01-17 16:36
5 years 7 months ago
I would say this is an important step forward to getting a unified idea of what the telvannis redux would include/entail/consist of! Thanks!
2016-01-17 01:30
1 month 7 hours ago
The new TR release fucks it up really bad and I don't know why. It basically causes duplicate instances for all objects that were moved or modified by me
2016-01-23 11:05
6 years 5 months ago
Maybe you need change plugin date to more new?
2016-10-09 23:10
1 hour 52 min ago
I think you need to use Wrye Mash to ‘repair refs’ and also update the mod properly. Improperly updating mods caused all references created by that mod to be doubled, one that your save has interacted with and the original reference. Nothing to do with the plugin your using to edit the telvanni isles, just how the game works. If you’ve never heard of Wrye Mash then this is probably the case.
I think if you boot up the mod with a brand new character and COC over there there would be no doubling. If this happens then all of the above should be true as well. If it isn’t then something screwed up.
2014-03-16 17:45
1 year 11 months ago
Yes up to this, but afterwards I think you’re confusing updating mods and updating save files, not the same thing – a save can require fixing when updating plugins to avoid doubling among other things, but plugins also requires fixing when updating the master files (ESM) they depend on. In this case TR_Mainland.esm is the master that changes.
Apparently wryeMash isn’t 100% reliable for this when references have been moved or deleted (or at least it didn’t work for the TR_Travels plugin and its edits on Bal Oyra)
2015-09-28 20:13
2 years 7 months ago
Internal reference mixup. If Wrye Mash can’t solve it, you’re SOL.
Sorry, but this will happen every time we update TR_Mainland and add stuff to its cells. That’s why we in general should keep edits at the necessary minimum, just 1609/1612 were at the necessary minimum.
2015-12-29 23:11
3 years 10 months ago
I’ve messed with Wrye mash for a while. And while there is some weirdness after updating from TR_Data to Tamriel Data, the patcher fixes most of it in old saves. Once you get that out of the way, just update your saves in Wrye Mash like you normally would. You’ll definitely wanna update your save to current load order and then repair the save. This will remove duplicates, as well as other crap that might be floating around saves such as spawned leveled enemies that need to be removed for some odd reason.
offtopic: Also, why the hell don’t any of you come on to the IRC anymore? I miss you guys….. well most of you. lol. (and yes Atrayonis, I know you still get on. I was referring to the others)
2016-01-23 11:05
6 years 5 months ago
So… you not working on that now?
2015-09-28 20:13
2 years 7 months ago
Could you upload the version you had with 1609? I'm reasonably sure something could be salvaged.
2016-01-17 01:30
1 month 7 hours ago
Sure, file is attached below.
Thanks for caring that much about the project
2016-01-17 16:36
5 years 7 months ago
I think you should still work on it, just using the older esm! I love what you've done so far man.
2015-09-28 20:13
2 years 7 months ago
Thanks!
It may take a few days, but I'm sure I'll get something out of it.
If all else fails, I'll apply your changes to 1609 and then reapply the bugfixes that were in 1612.
2016-01-17 01:30
1 month 7 hours ago
Wow, thank you for going through all the trouble!
I really wish I knew how ESM files actually work beforehand so that this could've been avoided.
2016-01-23 11:05
6 years 5 months ago
Hey, since you add new islands south to main Telvanni islands, maybe move Telvanni part of Helinm to one of thise?
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