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 Post subject: Re: (DC) Sutch Reborn
PostPosted: Thu Jan 28, 2010 9:14 pm 
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okay, i ran the tes4load gen myself... now my issue is... i dont see how to generate quads... like the where the menus and stuff is for that, i guess i should keep looking :P

thanks for the info mate, i willl look int again the info for the quad...

as for the buildings... couldnt the orginal _far mesh for it be reconsided by the game? or would i have to duplicate it and place it in the same folder as the retextured castle nif...

sorry to sound stupid on this :P but i honetly lack any knoweldge of this area

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 Post subject: Re: (DC) Sutch Reborn
PostPosted: Fri Jan 29, 2010 10:26 am 
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Posts: 175
For the land quad I don't really know how to generate it, sorry. If I was to guess, I'd say "World > Heightmap Editing > Tamriel" then "File > Generate LOD > Full". If I'm right (no clue if I am!) then presumably this would generate new land quads for every quad in the worldspace since there is no option to specify a single quad. This seems unlikely to me, I would expect to be able to specify, so this could be bad info I've just given - there are something like 36 land quads in the Tamriel worldspace, and you only want one of them. Be aware that however this is done, it does take a LONG time, and your PC must NOT be used to do ANYTHING else while it is running, otherwise the process gets corrupted or the CS crashes and you end up with a bad LOD mesh.
BTW these files reside in Meshes\Landscape\LOD\

Ooh, a tutorial: http://cs.elderscrolls.com/constwiki/in ... D_Tutorial

Before going to any effort though, do make sure you truly need to do this - it's a big headache to create land quads, and because they are so big, they cover MANY cells in a worldspace, thus there is a high chance of conflicting with any other mod which requires land quads.



For the _far meshes, you need to duplicate them. _Far meshes work by being the exact same filename as the full LOD version, plus "_far" on the end of the filename. So for e.g. "BigHouse.nif" would need a corresponding file named "BigHouse_far.nif" for it to appear VWD after running TES4LODGen. Of course they also need to be in the same directory too! If you've got a retextured vanilla mesh, then find the vanilla mesh's _far mesh, copy it into the folder where your retextured version is, and rename it to match the name of your retextured version. That's the easy bit. The harder part is optional, and involves also copying the vanilla _far mesh's texture to a new folder, redirecting the renamed _far mesh's texture path, and editing the texture to more closely match the retexture of the "BigHouse.nif" mesh. If you aren't able to edit textures, then just leave it with the vanilla low LOD texture - it will be the right shape at least.


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 Post subject: Re: (DC) Sutch Reborn
PostPosted: Fri Jan 29, 2010 12:04 pm 
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exactly, at least it will be the right shape :P will get on that for this evening wen i get home, and get some time...

as for the quad, i alredy generated a full land quad :) so i can go serach for the quad u specified... and see if that works for me :P thanks for all the help on this mate... if this dosnt work i will be looking depper into the tutuorial that u sent ( i orginaly did the generation like u sugested....) so i will test these new quads tonight

thanks mate

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 Post subject: Re: (DC) Sutch Reborn
PostPosted: Sun Apr 18, 2010 8:11 pm 
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Joined: Fri Jul 03, 2009 10:05 pm
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Location: San Antonio, TX
Bug report: version 9.0

In the Unholy Shrine of Sanguine (where you are near the end of the Son of the Green Owl quest) Looting either the swords or shield from the Elite Black Band Bandits (the Black Band Golden Swords can be looted only from the body, you cannot pick it up from the floor, the shield are Ebony Shields dropped by said Elite Black Band Bandits) can cause 21lbs of encumbrance to be added to you, remaining even after a player.removeallitems. I replicated this several times over. It occurs with about 30% of such items looted.
Michael Sutch's ebony shield is safe.

can fix it either:
go back to a save before you pick one up
or if you have no convenient save, turn off the .esp, then make a new save, then turn on the .esp and start the mod over.
I have tested both of these.


I have not had this occur with swords from the bodies of later Elite Black Band Bandits (who seem to be different also in that they do not drop their shields when killed)

I am running about 150 mods, with Sutch Reborn and the the Verona House/Sutch patch running last.

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 Post subject: Re: (DC) Sutch Reborn
PostPosted: Sun Apr 18, 2010 10:53 pm 
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you wouldnt happen to be related to a certain roman would you? haha

i posted a thought or two on this on the nexus thread... im not sure exactly how you would fix that... other than completly redoing the invantories of those bandits...

best just avoid such things til county sutch is out...

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 Post subject: Re: (DC) Sutch Reborn
PostPosted: Mon Apr 19, 2010 12:30 am 
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Location: San Antonio, TX
Lefty Scaevola (Gaius Mucius Scaevola) is indeed a particular Roman, who won a war against the Etruscans with a one man bluff, and is my most common identity (for my good persona) on the net.

Rather than fixing it, you might just write a version of my warning into the large description. What I find strange is that it is not every time you loot one of those shield or swords, just some random chance for each one. I looted 9 items (one of the shields had fallen through the floor) in that room 4 times, getting result from 42lbs to 84lbs.

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 Post subject: Re: (DC) Sutch Reborn
PostPosted: Mon Apr 19, 2010 12:37 am 
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You get a message something like "You do not want a Black Band weapon in your inventory" when try (and cannot) pick up one of the Black Band Golden Swords from the ground. Maybe they were adapted from Arena version Ebony Long Swords. In the Arena, I do not recall ever having encountered an Arena weapon still in the inventory rather than out, and the combatant body is tagged to not let you loot anyway. Therefore I have not encountered what would happen if you found an arena weapon in the inventory of a non area combatant.

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 Post subject: Re: (DC) Sutch Reborn
PostPosted: Mon Apr 19, 2010 12:50 am 
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Ok, I found a way to get a text list of my mods out of the OBMM

Easy_Companion_Share.esm
CM Partners.esm
Windfall.esm
_Ren_BeautyPack_full.esm
Cobl Main.esm
Unofficial Oblivion Patch.esp
Unofficial Shivering Isles Patch.esp
UOP Vampire Aging & Face Fix.esp
Banes_Artifacts_for_Adventurers.esp
Banes_Artifacts_for_Adventurers_2.esp
KDDwemerSpectacles.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
300_Combat Sounds.esp
ExnemRuneskulls.esp
ExnemEC_Warrior01.esp
Elegant Vests.esp
Update My Statue.esp
ImperialCityHouse.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
N's Balanced Weaponry - Archery.esp
Villages1.1.esp
N's Balanced Weaponry - Katanas.esp
N's Balanced Weaponry - Melee.esp
White Tower v0.8.esp
300_KillTheDB.esp
Knights.esp
Knights - Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
DLCThievesDen - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
FightersGuildContracts.esp
ktx_FlameAtronachArmor.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
HeartOftheDead.esp
_Ren_BeautyPack_onlyhairs.esp
_Ren_BeautyPack_full.esp
Improved Water.esp
ExnemEyeCandy.esp
Anoicaar.esp
WhiteRoseRiverFarm.esp
DLCShiveringIsles.esp
To Feed an Empire - Wickmere Farm.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
ArianaTrudeaux.esp
300_White Stallion 4.esp
Origin of the Mages Guild.esp
KvatchAftermath.esp
bartholm.esp
TheElderCouncil.esp
TheElderCouncil_TempleOfTheOne.esp
Princess Sheogorath Palace.esp
The Lost Spires.esp
TelValus1pt1c.esp
Valley_View_Estate.esp
Castle_Highrock.esp
EALeyla.esp
DASakura.esp
DAIsrithr.esp
CompanionshipRing.esp
DibellaTempleWillowLakeVillagev1.esp
Border-Region-disabled.esp
Castle_Knightstone.esp
Sonia.esp
OldCrowInn.esp
shiveringislesdoorusable.esp
Shezrie's Villages.esp
SLPD_Ponytail.esp
Is It Safe.esp
Fall Hair Wig - DV.esp
Fall Hair Wig - EV.esp
Expanded Hotkeys and Spell Delete v1.0.esp
Expanded Hotkeys Brief Equip Message.esp
AncientTowers.esp
CM Partners.esp
CM Partners Extra NPCs.esp
CM Partners Marker NPCs.esp
CM Partners More NPCs.esp
CM Partners NPC.esp
CM Partners Special NPCs.esp
AsharasCMPartners.esp
DAXendersAngels.esp
DACog-Rein.esp
Ithilwhen.esp
GG_Valeria_Revived.esp
CM_Dragonchixx.esp
StockClothingArmor-forExnems.esp
DADark Seducers.esp
DAGolden Saint.esp
CREmma.esp
Companion Neeshka.esp
Saerileth.esp
RhiannaII.esp
DAMeridiaKatrina.esp
Tamara.esp
Castle_Almgard-V2.esp
Castle_Seaview.esp
BuyUmbacanoManor.esp
Cobl Glue.esp
Cobl Races.esp
Cobl Tweaks.esp
Cobl Si.esp
Shadowcrest_Vineyard_COBL.esp
Shadowcrest_Vineyard_GuardCOBL.esp
Universal_Armor_Stands.esp
Salmo the Baker, Cobl.esp
Reznod_Mannequin.esp
TOTW.esp
TOTWfurn.esp
TOTWcamp.esp
Short Grass V3.esp
Windfall.esp
Lake Canulus Village.esp
Vergayun.esp
Castle_Domrose_V1.2.esp
Faregyl.esp
CM Solace.esp
Reaper's Coldstone Town.esp
Valhalla Asgardia.esp
Adaman Fortress.esp
CM Tiff.esp
CMRevvan.esp
CMTorelah.esp
CMTyll.esp
CMTirah.esp
CMGea.esp
CM Lorn.esp
CM Partners 20 Pack.esp
SonjaCMRen.esp
runestone.esp
HoarfrostCastle.esp
MountainTower.esp
Feldscar.esp
Region Revive - Lake Rumare.esp
VHBloodlines 1.2.esp
AFK_Weye.esp
Rumare-AFK_Weye Patch.esp
GlenvarCastle.esp
LetThePeopleDrink.esp
RR - LTPDPatch.esp
(DC) Sutch Reborn.esp
VeronaHouse-SutchReborn patch.esp

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 Post subject: Re: (DC) Sutch Reborn
PostPosted: Mon Apr 19, 2010 10:46 am 
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intersting point mate, now that u bring up the note... i belive you might be right...

i think i did use a version of the arena armor/weapons to prevent the player from takeing them...

now why they would give you continuous weight... and weireder... its random at that... i would have no clue on...

as for the fix... i think you are right... just put up a warning and be done with it is our best option...

thanks for pointing this out mate :)

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 Post subject: Re: (DC) Sutch Reborn
PostPosted: Mon Apr 19, 2010 2:27 pm 
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Joined: Fri Jul 03, 2009 10:05 pm
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Location: San Antonio, TX
Possible bug:
Stages 90 and 120 of sutchbiuld6 (The Curse of a Soul's Bane) would not trigger for me, but that may be because I had used a teleport/mark/recall to dump off loot and return to Kato, which I suspect can sometimes mess up triggers.

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