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mhahn123

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  1. Like
    mhahn123 got a reaction from Uncus in Verona House: Bloodlines - SI Version + Fixes   
    Is this updated from the fixed version that you had on Nexus? I ask because I've created a number of VHB patches for various mods. Which were built off of the Nexus fixed version.  Need to know if I should be double checking them all.
  2. Thanks
    mhahn123 got a reaction from dumbledurf in AFK Weye - MTC - Region Revive Patches   
    You should always clean mods with xEdit. Any patch I create will have been done with cleaned mods. So yes, do that. 
  3. Thanks
    mhahn123 got a reaction from dumbledurf in AFK Weye - MTC - Region Revive Patches   
    Apologies for somehow missing this question. Probably too late for the OP, but I'll answer for anyone else who may have the same question. I always clean mods before creating patches for them. So yes, you can (should) clean the mods before using them.
  4. Thanks
    mhahn123 got a reaction from dumbledurf in AFK Weye - MTC - Region Revive Patches   
    Thank you very much! It's nice of you to share that. When I finally finished the last Hesu update and actually counted the patches, my jaw dropped lol. Didn't realize there were so many. One day I hope to be able to write a read-me file which is crystal clear. I'm getting better at it, but not quite there yet. I'll try to word this in a way that makes sense.
    For the 3 main patches in this package, you should only ever choose one. Installing more than one will cause duplicate objects in-game. The meshes and textures are the same for each, so won't matter which package you choose.  "AFKWeye-MTC-RRLRumare Patch" is the most basic. Patching the 3 conflicting mods together. The next two are built off of this as a template, but add in compatibility for other things as well. "AFKWeye-MTC-RRLRumare-HOH Patch" for example adds in compatibility for House of Healing.  "WeyeOverhaulMods Patch" does everything the previous patches do, plus adds compatibility for Oblivion Farmers Market.
    All three of the above have built in compatibility for Akaviri Imports mod (requires the replacer esp in optional files), Ruined Tale's Tail (requires the RTT relocation patch from Arthmoor), and Clocks of Cyrodiil. There is also an optional patch file for Colouwheels Sexy Oblivion Overhaul, this file can only be used alongside the basic 3 way patch (afk-mtc-rr). The person who originally created it designed it that way.
    Hopefully this clears things up for you. And thanks for reaching out.
  5. Thanks
    mhahn123 got a reaction from LeavingUndad in AFK Weye - MTC - Region Revive Patches   
    You should always clean mods with xEdit. Any patch I create will have been done with cleaned mods. So yes, do that. 
  6. Like
    mhahn123 got a reaction from Allister in Trails Of Cyrodiil Complete   
    Hi maczo,
    Thought for a moment I maybe made a mistake. Downloaded the patches from here to double check. There are indeed Rathunas patches included. In the TOCC patches folder, look for the "Rathunas" folder. Inside there are "UL Merged" and "UL Separate" folders. Each will contain a "TrailsOfCyrodiilComplete-BrenaRiver-Rathunas Patch". One prefixed ULS for UL separate modules, the other prefixed ULM for UL merged compilation.
    Rathunas actually requires UL Brena River Ravine as a master so the patches had to be made with the UL included in the mix. No way to get around it.
  7. Like
    mhahn123 got a reaction from Allister in BOSS Masterlist for Oblivion   
    Hey Allister,
    I'll have to look at specifics for that RTT combination. That was all set up way before my time methinks and it all seems to work. Just depends on what the plugins actually edit in many cases.
    Regards the UL patch that is packaged with AFK Weye, I need to look at that when I have time. The patch name tells me it's an older one that isn't updated for v2.0+ UL plugins. As those all begin with ULE, ULM, or ULS. This is why it sits where it does. All of the v2.0 patches were placed lower down in a new category at the time updates were first happening. Vorians probably updated it for v2.0 UL plugins, and in some cases he slightly renamed patches to jibe with his UL patch naming convention. So it may exist in the patch compilation already. But idk for sure. Let me check into it.
  8. Like
    mhahn123 got a reaction from Allister in The Hesu Mod Collection   
    Yes things are just fine as is since we are looking at completely different locations. My Weye patches touch only Weye and nothing else. Neither Hesu nor UL do anything in Weye. So there is no overlap to be concerned with. 
    As for 3rd party patches such as Arthmoor's for AFK (or any others), you need to look at what location they touch. AFK adds locations to areas near Anvil, Chorrol, and Cheydinhal, in addition to Weye. My patches take care of everything in Weye, any other locations would need to be addressed by other patches. I didn't bother with that because at the time there were already existing patches which took care of the other locations.
  9. Like
    mhahn123 got a reaction from Allister in The Hesu Mod Collection   
    Yes precisely. The 3 way patch (or 4 way) would take the place of any smaller patches for the same mods. More compatibility, less load order slots.
  10. Like
    mhahn123 got a reaction from Allister in The Hesu Mod Collection   
    Ok so I took a look at Selene's mod and the two patches you mentioned (Glenvar & WRR respectively). Several things to bear in mind, and I'm not trying to slight anyone's work. Fall Hair Wig Shop places that building ever so slightly across a cell border. Main edits in cell 6,1, minor edits in cell 5,1. It also, for no apparent reason, makes landscape edits in cells 5,2 and 6,2. Effectively doubling the conflict area. Also there are no path grid edits in the mod, the pathing runs right through the building. So any creatures or NPCs will try to walk through the building.
    Looking at both of those patches reveals kind of the same theme. Same cells edited, no path grid adjustments. When compared to my own patch for Glenvar-WRR, the Wig Shop sits right on top of the downhill stream in the Glenvar-WRR patch. Needless to say that there is very different landscape between the mods in that area. And indeed between her patches and my own. Which explains why it botches things so badly.
    The fix is as simple as moving the Wig Shop slightly in a new patch and adjusting things around it. I can create a 3-way for it alongside Glenvar and WRR rather easily as it's a simple tweak to my existing patch. In fact I could do a 4 way with Faregyl Village also. Give me a few days as I'm already digging into another project and trying to wrap my head around that one.
  11. Like
    mhahn123 got a reaction from Allister in The Hesu Mod Collection   
    FHWS - Just goes to show you never know who is still lurking in the background. I'll get a link to the mod page posted today.
    Regards the other patches. They all work as intended for their respective fixes. I think the problem is you are trying to use multiple patches at once, and that can be troublesome when some edit the same spaces. Glenvar patches in particular edit a large number of cells, because they have to. They border or overlap areas touched by other patches in the series. I don't even know about other 3rd party patches out there for some of the mods in this area. (ROC, MTC, Faregyl patches) But any of them could also be having a bad influence. 
    There will most likely need to be more dedicated combination patches created for specific combinations of mods touching this area. Unfortunately I need a break from this series for a while. So that will have to wait a bit.
  12. Like
    mhahn123 got a reaction from Allister in The Hesu Mod Collection   
    Understood. I'll try to clarify that read-me a bit more. Regards patches being used together, it's hit or miss. Mostly miss in that Faregyl area. To be honest you need a dedicated combo patch for mods a, b, c, d, etc. if you want to use more than one mod with White Rose River. Things are packed too tightly in some places.
    Example: Faregyl Inn area (roughly)           3, 1    4,1    5,1                     N
                                                                        3,0     4,0    5,0                 W     E
                                                                        3,-1    4,-1   5,-1                    S
    Faregyl Village uses all of the 0 cells and all of the -1 cells, plus a few more. White Rose River uses all of the 0 cells and all of the positive 1 cells, plus more North and East. Roads of Cyrodiil runs East to West through the area in 6,0, 5,0, 4,0, 3,0, 2,0 and beyond. Elsweyr Anequina also adds a road into Faregyl which comes in from the SW corner and hits 2,-2, 2,-1, 3,-1, 4,-1, 5,-1, 5,0. MTC Expanded Villages edits Faregyl in 4,0, 5,0...maybe more but for sure those two. And lastly Glenvar Castle uses a portion of 5,1.
    Now keep in mind that when you patch any two of these mods, some things may need to be shifted to make them work together. MTC places a house which had to be moved to another cell. Also there are typically land height differences between mods at cell borders, and path grid misalignment at cell borders. Getting any of the one-on-one patches to work together is virtually impossible in this small area. And that's where the combo patches come in if you want the ability to use more than two mods at once. Hopefully this helps illustrate why patches don't always play nice with one another.  
    About 3rd party patches. Yes I can see how that can get confusing as well. It would take a good bit of research to identify and log what is what. Maybe one day when I have more time I'll do that. At least so far as 3rd party patches may relate to my own projects.                                                 
  13. Like
    mhahn123 got a reaction from Allister in Settlements Of Cyrodiil - Wickmere Farm   
    Ho Ho,
    After all this time, a conflict report. I vaguely remember that castle mod, maybe, can't be sure though because I've tried so many castle mods. Will look it up and add it to the conflict list. I'm back working on this series now, so when I get far enough along a compatibility patch might be possible.
  14. Like
    mhahn123 got a reaction from Allister in BOSS Masterlist for Oblivion   
    This is the only place to get it right now since I'm the only one who has worked at this for a number of years running. The online repository (Github) is not up to date at the moment. My old PC died quite a while back, and all this sat for a long time while I saved up money to replace it.
    When I started up again, Github was being a PITA when I tried to update the online repository. It wouldn't take my submissions and I didn't feel like wasting the little free time I have fighting with it. So I post updates here, manually, for now. Eventually, when my work life is a little less hectic, I'll get that sorted out.
  15. Like
    mhahn123 got a reaction from songlife in BOSS Masterlist for Oblivion   
    Fresh Masterlist update posted. Added a bunch more mods and patches to the list. Got my Github submissions whittled down to under 50 outstanding now. Almost completely caught up.
  16. Thanks
    mhahn123 got a reaction from Allister in BOSS Masterlist for Oblivion   
    Fresh Masterlist update posted. Added a bunch more mods and patches to the list. Got my Github submissions whittled down to under 50 outstanding now. Almost completely caught up.
  17. Like
    mhahn123 got a reaction from Vrugdush in BOSS Masterlist for Oblivion   
    Fresh Masterlist update posted. Added a bunch more mods and patches to the list. Got my Github submissions whittled down to under 50 outstanding now. Almost completely caught up.
  18. Thanks
    mhahn123 got a reaction from Vrugdush in The One Stop Patch Shop   
    Added a new patch to the Unique Landscapes download file. "Glenmoril Covens-UL Snowdale Patch". This one is created by Vrugdush, who asked to have the file hosted. The contribution is much appreciated Vrugdush. Looking forward to your future endeavors.
  19. Like
    mhahn123 got a reaction from Vrugdush in The Hesu Mod Collection   
    And the update is now available. I most likely won't be able to do any further work here until after the Holidays. But more updates will be coming.
  20. Thanks
    mhahn123 got a reaction from Federica in The Hesu Mod Collection   
    All updates for the main plugins and compatibility patches are now complete. Currently updating all of the read-me files to account for what's been done. Hopefully ready to upload by 11/07.
    Edit: 11/11 - I really should know better than to even try setting a deadline for myself lol. Real Life work has ramped up for the holiday season and is already hampering my efforts. I have two read-me files left to update. And i am too exhausted this evening to focus on it. By this weekend for sure folks. Apologies.
  21. Like
    mhahn123 got a reaction from Allister in The Hesu Mod Collection   
    Well, I got really close to finishing that patch. But there was still more to do than I thought. Have it trimmed down to the bare minimum number of cells needed to do the job at least. All it needs now are the finishing touches. Path grid final adjustments, vertex shading along cell borders, double checking there aren't any floating or buried objects left. Still on track to release soon.
  22. Like
    mhahn123 got a reaction from Allister in The Hesu Mod Collection   
    Progress report: 
    Let me start by saying that as we all know, real life interferes with hobbies. My work schedule is ramping up for the Holiday Season and modding time will be limited beginning this week through the New Year. So I just want to get this update out for people to use. I've been on a multi month expedition performing this update. Every bug report from the old Nexus page has been addressed now. There probably are still things to fix. But we've made miles of progress from the last installment. Lots of bugs squished. Lots of new compatibility patches, giving end users much more freedom to choose what HESU can be used with.
    I spent all of yesterday on the Dive Rock-Arrius Creek patch and am hoping to complete by tonight. Which will be a godsend as it will allow HESU to be completely compatible with the Merged UL Compilation. Users will no longer be limited when using HESU alongside Unique Landscapes.
    The bad news is I'm going to have to skip creating an "Install Wizard" for this update. Simply not going to have enough free time right away. And I don't want to keep this update waiting for further weeks, or possibly months while I fiddle with that amidst a busy holiday work schedule.
    Look for an update to be posted very, very soon.
  23. Thanks
    mhahn123 got a reaction from Allister in The Hesu Mod Collection   
    All updates for the main plugins and compatibility patches are now complete. Currently updating all of the read-me files to account for what's been done. Hopefully ready to upload by 11/07.
    Edit: 11/11 - I really should know better than to even try setting a deadline for myself lol. Real Life work has ramped up for the holiday season and is already hampering my efforts. I have two read-me files left to update. And i am too exhausted this evening to focus on it. By this weekend for sure folks. Apologies.
  24. Like
    mhahn123 got a reaction from Vrugdush in The Hesu Mod Collection   
    All updates for the main plugins and compatibility patches are now complete. Currently updating all of the read-me files to account for what's been done. Hopefully ready to upload by 11/07.
    Edit: 11/11 - I really should know better than to even try setting a deadline for myself lol. Real Life work has ramped up for the holiday season and is already hampering my efforts. I have two read-me files left to update. And i am too exhausted this evening to focus on it. By this weekend for sure folks. Apologies.
  25. Thanks
    mhahn123 reacted to Uller in Knights of the Thorn Armor   
    Love what this adds in terms of small details. Thumbs up!
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