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Small landscape mod for boring vanillia roads


Ynguatep

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Hi folks,

 

Thanks to Unique Landscapes I'm completely done with vanillia Oblivion landscape. Especially some sections of road annoy me terribly; most of all the Yellow road, which is besides boring in the southern parts also much too wide compared to all other roads in the game. A complete region redone like the UL mods is beyond both my experience with the CS and the time I can spare. I only aim at adding some small interesting spots in parts of the landscape that are still vanillia (without OOO, I never tried that due to compatibility issues).

 

So I gave it a try when I needed a break from work, cursed a lot about the TESCS, and ended up with some small edited areas, preferrably outside the UL cells. I also try to stay clear of village mods and Better Cities.

 

So far:

- The gorge southwest of Weye is now a gorge (works with KotN Revelation)

- Two cells near the mouth of White Rose River (works with the relocated White Rose Farm and Lost Spires)

- Two 3-5 cell spots on the southmost part of the Yellow road

- A spot east of Fort Nomore

- A section of road north of Water's Edge / west of Fort Redman

- A section of the Gold Road between Greenmead Cave and Grayrock Cave (works with UL Ancient Redwoods)

- A small section of the Gold Road where it drops around the curve down towards Anvil

 

SI and COBL are required for some, patches for completely vanillia Oblivion would be possible though.

I'm sorry that I can't provide screenshots, as I need to find out why Oblivion hates me and doesn't let me take any (I know about the ini, yet I wonder if the game does).

 

This is not exactly an announcement - I'm not even sure that I will finish this beyond personal use - but in case I might do so, I'm curious if there is already something alike, or if there are interested players out there at all.

If there are, I'll probably kill more precious time cursing about the CS. :smile:

Edited by Ynguatep
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The only two mods I know of that do anything with roads in the game are Roads of Cyrodiil and Improved Imperial Infrastructure. It's a large task you've set for yourself...and one filled with potential conflicts. There are any number of mods that edit areas of roadway in the game. I'm sure some people would be very interested in seeing what you've done though...myself included.

 

One suggestion for the screenshot issue. If you have anti-aliasing turned on the screenshot function will not work. Either turn off AA or use a separate program like fraps to take screenshots. Good luck with your project!

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Thanks for encouragement :smile:

 

The workload is not really heavy. None of the edits took me longer than 5 hrs to build despite it being the CS tutorial for me. The degree of detail is mainly way lower than of UL mods. In most cases that's intended as I don't want the eye candy to stand out from the vanillia area around it.

 

Conflicts shouldn't be major in terms of objects and landscape editing, but I see a lot pf path grid patches necessary.

Edit: ok, this conflicts with Improved Infrastructure for sure. I think I won't take care about this as I like my Cyrodiil dirty and gritty as it can get, and even make some roads worse than they were. So the intention doesn't match at all.

 

 

Scraps:

http://www.nexusmods.com/oblivion/Images/149681/?

http://www.nexusmods.com/oblivion/images/149680/?

http://www.nexusmods.com/oblivion/Images/149683/?

http://www.nexusmods.com/oblivion/Images/149682/?

http://www.nexusmods.com/oblivion/Images/149679/?

 

Mr. wannabe archeologist starts a quest, treasure hunt only thanks to my nonexistent scripting skills.

Edited by Ynguatep
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Now I'm a bit stuck ...

I used one of the Camoran Paradise trees as gallow's tree, and then found out that it's possible to walk through. Unfortunately it looks like the perfect climbing tree for people who care about the acrobatics skill.

Is there a way to fix the collision problem?

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I'll finish it, pinky swear. :)

The only question is at what level. So far I aim at landscape modding only (more WIP pics in my profile), without NPCs but a couple of sheep, and a small quest told by books, paper scraps and objects found.

 

Anyways, if someone would like to pick this up where I leave it, I could provide a real quest instead of the treasure hunt, including dialogues, perhaps a fight or two, and questbook stages completely documented and ready for implementation.

I'm too much of a concept person to do that myself. I won't even try. I suck at scripting so much that a team mate at my last mod project almost died from shameless laughter about my scripting attempts.

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Please tell me you're not giving up on it? All the pics you've posted look so promising.

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Never ever, unless a T-Rex eats me or something. :)

I'm through at least half of the landscape changes, likely more, and just now digging through lore on UESP Wiki and the Imperial Library for quest reserach. It'll remain a treasure hunt only 'cause I can read a script and more or less tell what it does, but if I try to mess around with it, things happen.

 

A bunch of small issues like visible seams or the tree without collision still remain to be solved. And I'm curious what kind of workload might come crashing down when it's time for patches.

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Never ever, unless a T-Rex eats me or something. :smile:

I'm through at least half of the landscape changes, likely more, and just now digging through lore on UESP Wiki and the Imperial Library for quest reserach. It'll remain a treasure hunt only 'cause I can read a script and more or less tell what it does, but if I try to mess around with it, things happen.

 

A bunch of small issues like visible seams or the tree without collision still remain to be solved. And I'm curious what kind of workload might come crashing down when it's time for patches.

That's good news. What kind of seams are we talking about? The tree issue sounds strange, when I get a chance I'll look at it and see what kind of solution can be found. As for patches...when you get that far along I can offer plenty of help in that arena.

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Thanks in advance!

 

The tree is TreeCamoranParadise02, scaled to approx. 1,4x its original size.

 

The seams happened when I built a small fort ruin. As I used only a few of the possible pieces - stairs left out, there are none - that might be the reason for the seams even if the walkway and wall pieces should have snapped into the correct position. But as I moved the whole construction afterwards halfway into a hill, then put stuff into it, I might have clicked it and moved it, though it's a riddle for me how I should move something accidentially by less than the one default unit. So far I've been simply too lazy to fix this.

At least there's noone running in circles around my desk while yelling "deadline!"

Edited by Ynguatep
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