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Game3nder

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Game3nder last won the day on March 13 2011

Game3nder had the most liked content!

About Game3nder

  • Birthday 09/22/1988

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  • Gender
    Male
  • Interests
    Gaming, chemistry, and rock climbing

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  1. Happy birthday, stranger.

  2. Here is everything for class #2 Class: Wander Package Eat Package Sleep Package Arlowe Sleeping Eating - Apparently ale is a meal for him . Is there a way to favor food at a table over random apples/bottles/etc. elsewhere? Homework: Travel Package - Needed him to run to get there in time Travelling At the Merchant's Inn AI Package List
  3. Alrighty. I don't know if we were supposed to be able to load the Khajiit in game yet or not, and mine kept crashing when I loaded Bravil because of something about missing animations. So, I just dropped in an already-made Khajiit and edited the base. Is that alright, or can that cause problems later? Arlowe S'radima's info collage S'radima in game
  4. Beta release! I'd love to hear any feedback if you go and poke around :D

    1. EruditeDragon

      EruditeDragon

      Looks great, Game! Other than some floating rocks and plants on the hillside (probably easy to ground; and I took a screenshot if you need one) It looks perfect to me. Hope to see more from ya!

  5. I just forgot to ignore the cell's children as well as the cell Diego Volleri's Holiday Estate BETA
  6. Version Beta v.06

    46 downloads

    This mod will add a locked, supposedly unoccupied house off the road west of Aleswell. There is a small workshop accessible from the backyard that has remained unlocked, however, and is available to squatters or the thrifty adventurer. This is the beta release. I plan to add quest content and allow player ownership of the estate in the future, so check back for updates. Installation: Note: There are no additional resources required to run this mod. Therefore, there is no distinction at this point between the latest version and a patch, so only one file is available for download. 1) Download the VelloriEstateBETA.7z archive. 2) Extract to the Oblivion/Data folder 3) Check off VelloriEstate.esp in the "Data Files" section of the oblivion launcher, or in your mod manager. Compatability: No known issues Thanks for downloading. Please PM Game3nder @ TES Alliance with any comments. Credits: Thanks to Bethesda for making Oblivion DarkRider for running TESA and the CS Basics class The TESA community for all their help thus far
  7. Alrighty, I've added a livable workshop that the player can occupy for the time being, and locked the doors to the estate. I made a couple of exterior improvements as well. However, I am having a major issue with Gecko cleanup. I am ignoring only the cells which are not my claimed ones (on a second try I even left a couple extra buffer cells un-ignored just in case), but either the landscaping reverts to the original in my claimed cells (leaving a subterranean house), or the entire cell just disappears. When I load it in the cs I get an all pink or grey screen, and can't find/center on any object with 'c'. I also get innumerable warnings about invalid pathgrids and duplicate land and other such ominous-sounding things. So there's some fatal error I'm making with Gecko... Aside from the Gecko issue, it's all set to release as a beta Pathgrids (forgot last time): Exterior front Exterior 2 Exterior 3 Main Interior Basement Workshop Revised Exterior: Cellar door to workshop Garden Statue Workshop 1 Workshop 2 Taking in the view (landscape improvements)
  8. Game3nder

    Minotaur Lords

    Whaaaat that's awesome. Very imposing and grand.
  9. Alrighty, all done! I went with a separate house and location from the earlier lessons, but it's an NPC house (and I don't know much about NPCs) so I won't be releasing it. At least, not in its current form. I hope that's OK This is the holiday estate of Diego Volleri, a rich banker who (I decided after hitting ctrl+D on an ale bottle six times) loves the booze. It's located just next to Aleswell, so all provisional needs are met, but it still has a secluded atmosphere and a sweet view. I've got quest ideas in mind, but for now here's my final: Land before the mod After the mod Backyard: Stable/sheep pen and garden Bench overlooking the IC Servants' entrance and well Interior: Servants' room Food storage and servant dining Guest space (pretty bare on purpose) Dinner for one Alchemy and draaanks Bedroom and banking stuff Cozy by the fire Basement: ALE! Simple storage Sorry if that was too many... I'm just super proud of it
  10. I still get sound from all 6 of the speakers on the 2.1 setting. It may have something to do with the sound card as well, though. I was using the "Realtek HD Audio Device" on the motherboard, but just did a little upgrade to a Creative Soundblaster Audigy. I got the speakers after the card, but if Andalay is using the same card that I was, then I guess the 5.1 setting isn't always an issue. It takes 10 seconds though, worth a shot
  11. I meant that shock face in the best possible way stone They look amazing. And Who this is a great idea. I'm stoked to play it! EDIT: They look like a magic item that wasn't meant to be found just got dug up and is releasing some seriously potent magic. Kinda how oblivion gates change the sky.
  12. Omg I can help! I had this exact same issue about a week ago, and it came down to my speaker settings. I had just gotten a new 5.1 set, and naturally set the sound card to 5.1. I saw mention on a forum somewhere else (no idea where, I just googled for a while) that the sound card can't be set to anything but 2.1. Only the direct conversations are affected, all the other ambient voice and sound effects play just fine. Basically, once I set the sound card back to 2.1, the spoken dialogue returns! You said nothing has changed on the PC, but this seems like too specific a problem to have very many possible causes.
  13. Will do, I'll let you know how it goes. Thanks a million for all your help so far
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