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vaultguy

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  1. Well, I finished the mod and put it on the Nexus. I've attempted to release it on TESA as well but I see we're still having upload problems for large files. http://www.nexusmods.com/oblivion/mods/45214/
  2. Finally managed to get regional sound overhauls to work properly. I'm adding this via a separate .esp for the sake of compatibility (I am pretty sure that Natural Environments will conflict and need some extensive patching work) Blackwood before and after (don't mind the sudden fog. Oblivion just likes to randomize weather each time you reload the game apparently) Here's how it's going to work: Vanilla Oblivion just uses short generic wind loops universally across all regions (with some separate intermittent sounds that are region specific mostly) which is baked into the weather. What I've done here is create duplicate weather conditions that are specific to Blackwood and assigned them to all Blackwood subregions. So these Blackwood weathers use their own 1 minute long soundscapes. One for daytime, one for nighttime. I think what I'll do next is alter the default weather sounds and make that suited for the several temperate, open regions like the area surrounding the Imperial City, the Colovian Highlands, The West Weald and Nibenay Basin. Then I'll replace more specialized areas like the Jerall Mountains with their own soundscape. I've also implemented a unique soundscape for the Deadlands. It sounds quite... hellish
  3. Here's the deal... I want to add new, seamlessly looping ambient sounds to various regions throughout the worldspace which will always play when you are in that region. To start off, I made a sound for use in The Gold Coast. So I created the sound, made it loop, made sure it plays at every time of the day... Then I went into the Region editor, added the sound to the sound list for every Gold Coast subregion, gave it a 100% chance to play and made sure all weather conditions are checked. But when I wander around the coast ingame, I can't hear the sound at all. What gives?
  4. Hello there. You may know me from such smash hits as Immersive Sounds for Skyrim and, well, nothing else really. Anyway, I've decided to focus my efforts on Oblivion now and create a comprehensive reimagining of the sound experience. I'm doing weapons, magic, monsters, footsteps, ambiance, doors, etc etc. https://www.youtube.com/watch?v=sn5uFFulzYI https://www.youtube.com/watch?v=baCynszAy74 I'm putting an extra focus on creature sound this time. I thought they were mostly fine in Skyrim so I didn't really touch them, but for Oblivion there are several I'm not really happy with, and I think there could be a lot more life to them. The skeleton sounds in the second video are meant to be an optional choice (the original skeleton sounds are still being spruced up a bit, with better footsteps and audible bone sounds when you damage and kill them) modeled after the Daggerfall skeletons. I've also redone wraith, ghost and zombie sounds which aren't shown in the videos. One of the issues I discovered is that the aggro/aware sounds don't really seem to play when monsters discover you and engage in combat (I think this is especially important to get that trademark shriek from the Daggerfall style skeletons). I was actually hoping I could get some help from seasoned Oblivion modders on that front, since I'm still very new to serious Oblivion modding and have no knowledge of scripting. I think these sounds could possibly triggered via rudimentary scripting somehow? There are some other sounds I would like to trigger as well like death sounds for wraiths and ghosts, which don't seem to actually play. I suspect these things shouldn't be too hard to accomplish. I managed to get someone to handwalk me through making a script in Skyrim that played unique swing sounds for power attacks, so I imagine this shouldn't be significantly different (nevermind the fact that Oblivion doesn't use Papyrus).
  5. Are you going to do this stuff without touching the perk trees? That might be a good idea for the sake of compatibility. Some of them already have some of the first ideas you've pointed out like making damage and magic efficiency scale with your skill.
  6. In Sound Descriptors there's a setting called Alternate, which assigns a substitute sound to be pre-loaded into memory before it loads up the actual sounds for the situation. This is why you sometimes hear the generic looting sound for potions instead of always hearing the potion looting sounds, for example. The odd thing about this setting is that you don't simply choose an alternate from a list in the sound descriptor you want affected by this... it's vice versa. You go to the substitute sound, and then assign it as an alternate from there to the other sound. Now we get to the problem here when I want to simply get rid of the alternate for some sounds, but I can't find any way to do it. Right now I'm using a very convoluted workaround where I just create a new Sound Descriptor with the same sound, and assign it as an alternate to its twin. This is actually preferable in some situations where a Descriptor uses multiple sound variants, and you can just use one of them for the alternate to save up some memory. But I don't feel the need to do this for absolutely everything.
  7. Vicn has released some great, usable static/clutter resources. Including generic statues! http://skyrim.nexusmods.com/mods/45636/?
  8. There is a snap to piece. Shift + Q, click the desired static and the snap offset will be set relative to its placement. I use it quite a bit for statics I have to adjust with the snap off initially. I see what you mean with the graph paper. Couldn't I essentially make virtual graph paper with a grid floor texture spread out over the entire area? I'd just place it a teeny bit above the floor level to avoid Z fighting. The texture would need to be transparent too, of course... I made an alpha layer for my grid texture, but I don't know of any flat statics in Skyrim with transparency enabled. Is there maybe a way to enable it in NifSkope? This is what it looks like currently The grid/graph paper alignment may not work well for my current project though due to the nature of the statics I'm using... Relying mainly on the arched ceilings from Solitude, which appear to be slightly bigger than 512 and they also rely on thin "TraCon" pieces to close the gaps between them. I think 4 of these grid pieces make up a 512 area as shown below Sure would have loved to use alternative statics that are easier to work with, but there's really not many options out there for arched ceilings...
  9. A big, big thank you for covering the part about Chunk Merge. I have no ambitions to start modeling myself, but this was still a tremendous help for solving an annoying problem I had... Wanted to refurbish Skyrim's icicles into stalacites for regular caves, and have them also placed upside down on the ground instead of just hanging from ceilings. A big problem was that the collision was all weird and you can simply walk through half of the mesh radius. After letting the project collect dust for months, today I finally looked at the mesh with collision visibility on in the Creation Kit and saw that it was essentially just a rectangle covering half the radius acting as a collision model. So I took a crapshot, deleted the CollisionObject part in NifSkope, then applied the .nif on itself in Chunk Merge. To my surprise it worked flawlessly! So once again, thanks.
  10. Well good news for those who wanted isolated windows statics (without invisible collisions, that is ). I managed to separate a lot of window models just by deleting the surrounding groups in NifSkope. It was in fact quite easy and straightforward to do. Not all of them could be salvaged though, like the Riften windows. Nonetheless, 19 meshes is nothing to scoff at. http://tesalliance.org/forums/index.php?/files/file/1577-skyrim-windows-resource-pack/
  11. Version 1.0

    311 downloads

    Have you ever wanted to use some of the game's windows in your Skyrim mod, but ended up feeling very frustrated over the fact that most of them are embedded into other models you may not want like walls? This package contains 19 different windows that have been separated to the best of my abilities using NifSkope, which should give you much more freedom and flexibility in how you want to use them. This pack only provides the raw .nif files without a .esp library, so to use them you need to create new statics in the Creation Kit, and refer it to the desired model contained in data/meshes/window NOTE: The windows shown in the screenshots use the textures from Visible Windows. Nope, couldn't be arsed to disable it!
  12. I am asking because I so often run into issues and stupid mistakes that may be so bad it may require me to scrap hours of work because of some misjudgement I made much earlier... Trying to create interiors right now using a hodgepodge of different styles of statics, from Solitude, Whiterun, Castle Dawnguard, etc etc. These statics are typically much more divided into smaller pieces than what you usually find among dungeon statics and the likes, they require much more precision in placement and I have to set my snap-to-grid to 16, or sometimes even at 8. Usually I end up with stupid errors down the line because I'm awful at measuring distances properly and may be off by just a few grids, then subsequent statics will be placed according to that inappropriate placement which can really ruin the symmetry. As silly as it sounds, I actually made a pink 128x128 grid texture which I applied to a standard floor mesh for measuring. At least it's helping somewhat. You'd think they would have put a visualized grid feature in the CK, but if there actually is one I have never heard of it. Hopefully there are some veteran house modders active here that can share some tips and techniques to avoid these headaches.
  13. I didn't do any manual ID edits, if that's what you're asking. I got duplicate issues the first time since I had forgotten to remove some statics, but that doesn't seem related as the ones without duplicates still refused to recognize the new identical ones. Someone told me I should ask the Beyond Skyrim people at Dark Creations about this, since they work with common resource libraries shared by several people. So maybe I'll register over there and do that.
  14. I would like to recommend the website GameTextures.com. It has a pack of free textures provided in the link. What's really cool about this site is how all textures are provided in a ready-to-use package, seamlessly tiled with diffuse, normal, height, specular and glow maps. For someone like me with only the most rudimentary texturing skills, this saves me a lot of time and I only have to worry about some minor edits and recolorings to make them fit for my mods. I only came for the free textures at first but their subscription fee was so low I decided to pay. This site is such a relief for a hobbyist such as myself. This post almost makes me sound like a spambot or something, lol...
  15. Version 1.0

    60 downloads

    http://www.youtube.com/watch?v=ETyBCfH1nE4 ABOUT If I could describe Skyrim's magic sounds in one word, it would be this: thin. How are you supposed to feel like a badass sorcerer when it sounds like you're in the kitchen cooking dinner? This mod overhauls the casting sounds for several of the spell schools. Alteration, Illusion, Restoration and Conjuration have been focused on so far. I feel that the destruction sounds aren't in as dire need of attention, but they may be looked on in the future if I feel I can improve them substantially. All of the new sounds are high fidelity. This really shouldn't be a bullet point, but far too often I find that mods containing custom sounds have sample rates as low as 11khz or even worse, high noise floors, plenty of clipping, very audible aliasing artifacts, etc. These are all clean sounding in 44khz 16-bit stereo! MANUAL INSTALL Extract into Skyrim/Data, overwrite when prompted, enable Immersive Sounds - Magic.esp MANUAL UNINSTALL Disable/remove .esp, then remove the relevant sub-folders within Data/sound/fx/mag/ (if you're unsure, just refer to the .zip you extracted them from) COMPATIBILITY This mod overrides vanilla sound files and alters some Sound Descriptors to enable stereo playback. It is best to assume it will conflict with any mods that add similar changes. These aspects are mostly only changed by sound mods and should pose no problems at all with gameplay mods. If you have some other specific preferences for sounds, it is best to install them after this one, and any .esp should be loaded after Immersive Sounds in the Load Order. FUTURE PLANS This mod is the first part of a planned series, hence "Immersive Sounds". Melee combat, archery, and world interactions (doors, item looting, etc) are on the way. I also plan to update the Magic module with more changes, for example adding unique sounds to the cornerstone Illusion spells such as Fury or Fear (currently using the Firebolt sounds in vanilla). This requires more in-depth editing to spells though which may conflict with popular magic/gameplay mods such as SkyRe, so compatibility solutions must be taken into account. There are no gameplay mod conflicts in the current version!
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