Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

RedBag

Allies
  • Posts

    11
  • Joined

  • Last visited

  • Days Won

    1

RedBag last won the day on August 24 2011

RedBag had the most liked content!

RedBag's Achievements

Novice

Novice (2/11)

2

Reputation

  1. @HeyYou, everything works now. Thank you.
  2. Hello, Two months ago, my C partition crashed, wiping out everything on it, the operating system (XP) and most programs. Oblivion was also cast into oblivion. So i got a new operating system, Windows 7 Home Premium 64 bit. I installed Oblivion on C drive (outside of program files), but encountered a lot of problems. Not only did the game crash often, there were weird graphical issues. I first noticed my interface textures going completely white (instead of the old papirus texture). Also, there were no menu sound nor atmospheric music. I decided to reinstall Oblivion on another drive and installed a lot of texture mods. Now i have Qarl's Texture Pack 3 Redimized + a ton of other texture replacers, and a bunch of Oblivion Graphics Extender mods. My load order looks like this: ScreenEffects.esm Oblivion.esm Unofficial Oblivion Patch.esp ScreenControls.esp RealisticHealth.esp OBGE - Liquid Water.esp OBGEv3 Controller.esp RedBag - Fog AV1.esp Problems: When i first load a savegame, everything is great, then after time, random textures start to disappear. Usually the interface textures, and the loading screens, then some world textures (like certain ground texture goes pitch black, or the entire sky). The menu and the atmospheric music doesn't work. Help appreciated.
  3. Thanks for the advice! I am really having problems finding help for my mod. The two help threads that i posted on Beth forums were left behind, containing only my two bumps per each thread. The people who do appear (that doesn't happen often) just vaporise after a few promises. There was only one guy who gave a few good ideas and actually made two interiors for me, but i haven't heard from him for a while now. Anyway, i tried making it your way, and it's really helpful. I made a unique room in like a couple of minutes, thanks again!
  4. Hi, i thought i'd make (another) thread for modding recruitment. I am making a quite large overhaul mod, Imperial City Pack. How can you help? Interior modders needed! Someone who could help me with a large number of interiors. You can also help with commenting and posting, or whatever you wish. I would especially need people with lots of ideas and constructive criticism, so i can improve. Contact If you are interested, send me an email (mat579Red@gmail.com), a PM, or post on the thread.
  5. New beta, hurray! It's 0.95 now.
  6. Lore friendlyness is indeed important. Unfortunately i did search around the Imperial Library, but found nothing. And i also checked the city guides. They provide some information about the town, but mostly stuff everyone can figure out by just visiting the cities. @Cliffworms, i'm quite proud to say that IC Pack has some of the professions. It also has a small forum, and a gallow.
  7. I am overhauling all the cities in Cyrodiil, and i was wondering where to find lore about the cities. The Imperial City Pack is well on it's way to be completed, and Chorrol Pack is open too. I was looking around for some lore documantation about those cities, but only found what there already know. I want to see how were those cities (and other cities) described in elder Elder Scrolls, or books that say things about their history, about things that are not obvious to anybody who pay them a visit in Oblivion. Buildings that should be there in Oblivion but are absent? History? Families?
  8. I need some scripting help. Let me explain what is it about. I am the author of the Imperial City Pack mod. Among the other things, i also have a lot of open market vendors. Their stuff is on their tables, boxes and rugs all day, and when they go home, their merchandise remains there. Instead of extra guards, i've been thinking of having merchants to tidy their stuff up when the leave their stands. I was wondering if that could be done with a script. When merchants go to their stands in the morning, their AI package for selling merchandise activates. When they leave their stands in the evening, it deactivates. The idea is simple: when their AI package activates, their merchandise is activated, when it deactivates, the items deactivate also. I am wondering if that kind of script can be done, and how.
  9. @WhoGuru, you would? Well, it's an honor, since Imperial Isle is quite a mod. Thanks fot the post @Cliffworms, thank you. I gave it a thought, but decided to leave that for now. Concerning the Tower, i am planning to have more counselors in the Elder Council Chambers in the final realease. I am almost 100% finished with landscaping. That means i can focus on the interiors for those 90 new houses, making NPCs for them, and connect the whole IC social system together.
  10. You are able to go there in the current release. The portal is in the Council Chambers. Just break in, go directly ahead of the doors, on the other side of the chamber hall. Enjoy the view.
  11. ------------------------------------------------------------------------------------------------------------------- Imperial City Pack Beta 0.95 Screenshots: Waterfront, Top of the Tower, Propylaea, Talos Plaza, Temple, Prison, Market, Towers, Elven Gardens, Forum, Arena Crowd, Gladiators, Arcane Lights, Arboretum Statues ... Shortly: The point of this mod is to make Imperial City more alive, more glorious, and more interesting. This mod differs from other similiar mods in style and purpose. It overhauls Imperial City into what it should be like, not what i would personally like it to be. The vanilla charm of the city is preserved, so the player would experience IC like in vanilla, only better. In the complete release, the mod will overhaul every district in IC, add a lot of new houses, and also overhaul the Waterfront and Imperial Isle. Features: -Lore-friendly -Every district pimped -Only vanilla resources used -71 new NPCs -Around 50 new houses in Waterfront + others Of that 70 NPCs, there will be -32 new market vendors -20 new gladiators -19 new prisoners (6 new cells in IC prison) ------------------------------------------------------------------------------------------------------------------- Log Spring 2008 - Started modding 20 October 2008 - Bethesda post 21 February 2009 - Beta released 26 April 2009 - Second beta released 29 May 2009 - Third beta released Author, Credits Author: Red.Bag (originally without that dot), Thanks to: contributors to CS Wiki and spligitMoose for his inspiring Street Vendors. If you wish to do anything with my mod (upload to a site, sell, kill kittens ...) you must first consult with me via mat579Red@gmail.com email. Resources used: More Bodily Functions by Phaedra, Ambient Town Sounds by Lendrik, RavenWear by InoZenosis, Gallow Modders Resource by Phitt. Thanks to everyone for making those resources and letting me use them. FAQ -Q: Is this mod going to be modular? A: No. The district are connected with NPCs. The connection, which makes life of every NPC far more dynamic, for a cost of making it impossible to modularize. -Q: Is this mod compatible with Better Cities, ImpeREAL City ...? A: No. And there is not going to be compatibility patch, because these mods are completely different. -Q: Are there going to be compatibility patches (UL - Imperial Isle)? A: No, i'll overhaul Imperial Isle myself. There will be no compatibility patces or different versions of my mod before the final release. -Q: Is there a FPS hit? A: Yes. The biggest fps hit is in the Market District and Waterfront. I think it isn't bigger than 15 FPS in the worst scenario. Depends on a system, really. -Q: When it is going to be finished / next beta release? A: I hope i'll finish it in summer 09. Next beta release is coming in a week or so. NOTE! -The screenshots also include some other mods, sutch as QTP3R, Real Size Rats, Subtle Sunhine, Natural Enviroments, Enhanced Water, and maybe some others also. -Recommended mods are Extended Imperial City, many NPCs from screenshots are from that mod. It is essential if you want to experience all the features of my mod. Also, get Ambient Town Sounds (Edited), for actually hearing the crowd. -The screenshot are always outdated, as this mod is changing fast. Look for the last posts for the most current screenshots. -You'll need my Items Repriced, or some of the vendors won't sell anything. To experience the full lighning enhancement, set your fLightLOD1 to a highetr value in your ini file. -Features market with "*" are not included in the current release, but will be included in the future releases. -Do not rate this mod badly because of the bugs! This mod is beta, under construction, so i know there are bugs. Do not send me bug reports! Also, it is not the same of a mod that adds 1 interior have a floating object, and if a giant mod like mine has a floating object. -Please download, comment, post, and share your ideas about this mod! Would you like to help? If you are skilled with interiors and you would like to see this mod finished, just PM or mail me. I'll tell you what do i need, you'll make a specific interior, and i'll merge it into my mod. DOWNLOAD: TES Nexus or PES
×
×
  • Create New...