LordPalpatine2020 Posted November 22, 2012 Share Posted November 22, 2012 I'm not that good at making such a large patch that takes up so many cells and requires moving so many objects (such as buildings, plants, trees, NPCs, water-planes, waterfalls, rocks, etc.) to make it fit smoothly and perfectly into another mod, thus getting rid of floating or buried conflicts! So is anyone out there able to make such a large patch that will make all the objects from the Black Marsh mod BETA (found at http://oblivion.nexusmods.com/mods/42515 on TesNexus) fit in perfectly and become fully compatable with the Under The Sign of the Dragon: Tamriel Landscapes Black Marsh providence (mod found at http://oblivion.nexusmods.com/mods/38792 on TesNexus)? Link to comment Share on other sites More sharing options...
mhahn123 Posted November 22, 2012 Share Posted November 22, 2012 How extensive are the conflicts? As in how many game cells are affected? Link to comment Share on other sites More sharing options...
LordPalpatine2020 Posted November 22, 2012 Author Share Posted November 22, 2012 How extensive are the conflicts? As in how many game cells are affected?I didn't count all the cells affected, but I could give you the area in the game map (I'm using Dynamic Maps TWMP map, btw!) where the conflicts occurs! So far, I'm estimating hundreds of cells (not exactly sure how many) where objects from the Black Marsh Beta mod are floating in midair or buried under the ground, where water planes seem to be messed up (floating in air or buried?) and where the roads are missing as a result of using Onra's Tamriel Landscapes Black Marsh mod. Again, I'll have to draw up the affected area in the game map and upload it somewhere and provide the link to pic showing the affected area! Link to comment Share on other sites More sharing options...
LordPalpatine2020 Posted November 22, 2012 Author Share Posted November 22, 2012 How extensive are the conflicts? As in how many game cells are affected?Okay, here's a map showing where exactly (to the best of my knowledge) where the conflicts occur that needs patching! I used a grid-map and drew dots using Windows Paint onto each cell affected or that may be affected due to the 2 overlapping mods! I know it's a lot of cells and all, but here's the map showing the conflicts! Link to map showing conflicts (based on drawn in dots on the cells) Link to comment Share on other sites More sharing options...
mhahn123 Posted November 22, 2012 Share Posted November 22, 2012 (edited) Well yes...that's a lot of territory to cover. In truth if you know how to do a mod patch, this isn't much different, just more area to cover. On that scale there is just a huge amount to look over. Would require a good deal of time just to sift through and sort out issues. Honestly not sure I have that kind of time to invest right now. Maybe once I clear out a few personal projects. If you have some experience doing this....I would suggest just diving right in. Just do... say... two game cells at a time. It may take a few days with something this big, but it's manageable. Edited November 23, 2012 by mhahn123 Link to comment Share on other sites More sharing options...
Recommended Posts