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Found 248 results

  1. Adam Adamowicz was the concept artist behind Fallout 3 and 4, Oblivion and Skyrim. We owe much to this artist, I wonder who has replaced him, although nobody can actually replace such a talented artist. Bethesda released the images of his work on Oblivion, Skyrim and Fallout. The images can be seen, and downloaded, here: Oblivion Concept Art Album Skyrim Concept Art Album Fallout 3 Concept Art Album
  2. Pale Pass, the secluded Outpost Pale Pass, the Secluded Outpost, is intended to add the Pale Pass we first met in Oblivion, to Skyrim. (If you didn't play Oblivion, obviously you don't know what I'm talking about but you don't need to either. ) Important: Pale Pass, the Secluded Outpost will be an addition to both Skyrim Original Edition and the Special Editon. Pale Pass, the Secluded Outpost will not be compatible with the project "Beyond Skyrim" because the team has probably already made their own Pale Pass; if they haven't yet, they most probably will. Content: - although the Pale Pass has been closed due to avalanches, a bored Cyrodiilic adventurer decided to set up on a trip to discover it, two hundred years after it had been located first. Unfortunately for her, and fortunately for the player, she died before attaining it. The player will find her body near the entrance of a cave that will end up being an underground forgotten Nordic tomb,, The Adventurer's Sorrow; this dungeon leading to a breach into the Serpent's Trail, - the Serpent's Trail leads inside the Pale Pass world, - there lie the ruins of Fort Pale Pass that contains five zones: Mouth of the Serpent Eyes of the Serpent Fangs of the Serpent Venom of the Serpent Scales of the Serpent - creatures, monsters, ghosts, and so on... Note: quests won't have quest markers or journal entries, not because I don't know how to make them but because I think getting back to old ways of playing won't harm. Date of release: Uhh...
  3. Progression: the access to The Adventurer's Sorrow in Cyrodiil, not started (will be made the last, as making the lod for the Pale Pass world will break the modifications made to the landscape of Skyrim; that's how I lost all the work I had done on this access, countless hours of effort...) The Adventurer's Sorrow: almost finished (will probably stay in an almost finished state, since there will always remain things to do, to refine, to improve, etc. ), the Serpent's Trail, started, the Pale Pass world, started, about 25 % finished, the Mouth of the Serpent, not started, the Eyes of the Serpent, not started, the Fangs of the Serpent, not started, the Venom of the Serpent, not started, the Scales of the Serpent, not started, main non player characters, all of them dead, done, quests, not started.
  4. Version

    1 download

    Miscarcand Inn by ladyonthemoon Description: Miscarcand Inn is an inn situated near the Ayleid ruins of Miscarcand, on the Gold Road: The garden: A place for the player's horse: The cellar: The inn belongs to Ojah and Ajah, two Argonian siblings. It's well frequented and offers a large and luxurious room for the player to rent: The price is quite expensive (40 Septims) but all the food and wine that are stored in the room are also available for the player to take. Ojah also sells food and drinks. Installation: Whatever your choice, loose files or BSA (only one of them must be installed), after downloading the archive, extract its content into the Data directory that you'll find in the main Oblivion folder. If you are using the Steam version of the game, it would be "C:\Steam\steamapps\common\Oblivion\Data". Launch the game and make sure the plugin is enabled, by clicking on "Data Files" and selecting the plugin in the list: Deinstallation: The archive contents: an esp (Elder Scrolls plugin), named lotmMiscarcandInn.esp, a sound directory containing the necessary sound and lip files Ojah will need to say her lines. If you want to remove this mod, if you chose the loose files, remove both the lotmMiscarcandInn.esp and the sound folder. (Make sure you do not destroy other content present in this sound folder that could belong to other mods!), if you chose the BSA, remove both the lotmMiscarcandInn.esp and the lotmMiscarcandInn.bsa files. Thanks: To Bethesda Game Studio for their marvellous games!
  5. Version 1.5

    237 downloads

    Description Adds a museum east of Falkreath near the Skyrim-Cyrodiil border gate dedicated to the Daedra. Inside, you'll find a safe place to store and display your accumulated Daedric artifacts. There are also other Daedric-related displays and Daedric items to purchase. NOTE - NPCs are unvoiced. All subtitles will need to be enabled. Museum Rooms Lobby Serves as a gateway to the rest of the museum Museum of Artifacts Display/storage area for all unique Daedric artifacts Daedric shrines that can be activated to give you unique blessings NPC that gives you hints as to where Daedric quests may be started Museum of Lords Mannequin displays of the live Daedric Lords featured throughout the game Museum of Daedra Mannequin displays of the live Daedra featured throughout the game Atronach Forge with already available Sigil Stone. NPC trainer/vendor that specializes in Conjuration and sells Daedria conjuration spell tomes, scrolls, and staves. Also sells special Atronach Forge Recipe book containing all 34 recipes in the game. Museum of Relics Preset displays of miscellaneous Daedric items seen and acquired throughout the game NPC vendor that sells Daedric clothing NPC smith trainer/vendor that sells Daedric weapons & armor Crafting & enchanting center Library Contains all of Skyrim's Daedra-related books Book shelves are safe for storage and an ideal place for players to place their own books in an organized manner Mirrors AFK Mods Assimilation Lab Dark Creations Mod DB Nexus Mods Steam Versions for Other The Elder Scrolls Games The Elder Scrolls IV: Oblivion
  6. Hi. First time Creation Set user. I've been trying to add a lesser power I've created in Creation Set to the game, but I can't figure out how. Found tutorials on how to add custom spells to a vendor's spell list, but since I can't get it to work I figure that lesser powers cannot be bought. Any suggestions?
  7. Oblivion Modding Interviews Confirmed Interviews: Zaldiir, Project Lead on Kvatch Rebuilt, Author of Creature Diversity, Viking Village, and Populated Prisons - Episode Online ShadeMe, Author of Blockhead, Put it in its Place - Enhanced Grabbing, and Construction Set Extender - Episode Online AndalayBay of the Assimilation Lab and Team Lead behind Dark Brotherhood Chronicles and many other Assimilation projects - Episode Not Yet Scheduled Emma, Author of Companion Vilja, Red Rose Manor, and Children of Cyrodiil - Episode Pending (Airs after August 10th, pending Modder Availability) Possibly DarkRider of TES Alliance and Reclaiming Sancre Tor at some point in the future - Episode Not Yet Scheduled Alenet, Author of Oblivion Reloaded - OBGE v4 and Enhanced Grass - Episode Online Saebel, Author of SDR - Sneaking Detection Recalibrated - Episode Not Yet Scheduled Description: No doubt many of you are already familiar with the interviews that Gstaff has been doing on the Bethesda blog with modders for the past few years, and this is basically a continuation of that, only these interviews are spoken and not written, and each interview is aired on the Morrowind Modding Showcases YouTube channel with a montage of video-footage of each author's mods in the background. Think of it like a podcast with a visual element. We originally started this interview series back in November with Morrowind Modding Interviews, and to date, we've done some 17 interviews with Morrowind modders (and have many more scheduled for the future). However, I thought it was time to start branching out our series to cover more modders from the rest of the Elder Scrolls modding community, starting with Oblivion. Now technically, we have interviewed Oblivion modders in the past, but we focused more on their Morrowind mods rather than their works for Oblivion, so this series will be primarily focused on Oblivion modders and their Oblivion mods. The format will basically be identical to our Morrowind Modding Interviews series, where you, the community, can recommend modders to interview and submit questions you'd like modders to answer. Each time we announce a new interview, you'll have about one or two weeks to submit questions for each modder to be asked, and so long as those questions are appropriate, they'll be included in the final spoken interview. Our first confirmed interview for Oblivion Modding Interviews is with one of the staff at Nexus Mods, Zaldiir. He's also the author behind such mods as Creature Diversity, Populated Prisons, Viking Village, Gold Horse Carrier, and the Project Lead on Kvatch Rebuilt. We've already submitted the interview questions for Zaldiir, and with any luck, that episode will air on July 31st! We're also taking questions for AndalayBay of the Assimilation Lab and ShadeMe, the author behind Blockhead, who have both agreed to do an interview for Oblivion Modding Interviews as well! If you have any questions for AndalayBay or ShadeMe please post them below! Once enough questions have been submitted, we'll send a complete list to each interviewee to review and set a schedule for the actual interview recording. Keep in mind that, due to the nature of these interviews, they can sometimes take a while, occasionally up to a month or more, to schedule, but we'll update this thread once an interview goes live! Also, please post suggestions for modders you'd like to be interviewed in the future! My hope is that Oblivion Modding Interviews can become a regular show on par with Morrowind Modding Interviews in due time. Thanks for reading, and if you have any suggestions at all for the interview series, feel free to post them below!
  8. Hello! I'm relatively new to these forums. I've read (every single one) the modding tutorials because quite frankly I'm tired of making mods that nobody actually needs- i.e; a mod that adds a weapon that looks like cringe. Nevertheless, I've been working on a mod that allows the player to travel to Coldharbour the realm of Molag Bal. I need help, basically. I can't script if Molag Bal's life depended on it, and modeling? HA! I take meshes from the base game, and texture them to look blue or purple. The recurring theme in textures is soul. So everything is supposed to look ethereal. I have taken some thousand meshes and textured them with fitting textures that look purple or blue. I have created a few landscapes, but I'm considering scrapping them to create a mega worldspace similar to that of the Shivering Isles. I can't make meshes. I can't script. Quest are too hard to make. Dialogue never works. What I can do? Write quest- not like that matters, texture, make terrain, and design levels. I want two or three people that I can Skype call, or email back and forth to work on this mega-mod. And by people, I want modders with genuine experience. So if you're interested in this, comment below. I'll post my Skype in the comments if anyone replies. Have a great day, happy modding!
  9. Create your own lore! I had to read Snorre again (only excerpts) to find some reasons to -whys, -wheres and -whens around our saga - the story of mankind:-) The most interesting aspect is the similarity between cultures. -We have developed in different directions. We seem to have a common affection to a tree - different species but a tree. We believed in the same inhabitants, caretakers, in or around the tree, only symbolized with different creatures. If one living creature didn't suffice a new one was created to match the beliefs. I urge you to do the same - or our phantasy stops here - stuck in someone's lore. This is not a hate message to offend anyone's lore but to clarify the richness around a new lore, a new consciousness, a new tribe, a new world, a new car....
  10. Version 0.2.b

    11 downloads

    Oblivion Prime/Mainland Create your own lore! I had to read Snorre again (only excerpts) to find some reasons to -whys, -wheres and -whens around our saga - the story of mankind:-) The most interesting aspect is the similarity between cultures. -We have developed in different directions. We seem to have had a common affection to a tree - different species but a tree. We believed in the same inhabitants, caretakers, in or around the tree, only symbolized with different creatures. If one living creature didn't suffice a new one was created to match the beliefs. I urge you to do the same - or our phantasy stops here - stuck in someone's lore. This is not a hate message to offend anyone's lore but to clarify the richness around a new lore, a new consciousness, a new tribe, a new world, a new car.... The Story: Mainland is known for a long time through sagas, stories around campfires, tribal shamans - actually as long as man have had self-consciousness. The inhabitors of Mainland (in this mod) have inherited a knowledge about what was and what is awaiting them. Not specifically but it has been a part of the aforenamed Stories. 4 towers seem to have worked their way from somewhere below and up through the surface of Mainland. Placed north, east, south and west of the city. On top of each a birdlike sculpture - made from an uknown material but still vibrant. There are several mine entrances that none has been able to enter. On each there is a burning candlelight standing in an opening in a metal door also made from a strange material. Nobody is tending the light but it has been burning as long as the stories are told. Mainland has always been spoken of as 'The world to be'. How can something become to be when it already is?
  11. Version

    96 downloads

    Artwork Map Author: Victoria K. aka Victoria VII (VKVII) Release Date: 8-2-2014 Game: TesIV Oblivion Description I've created this artwork for myself some time ago, it can be used in game as map. I'm releasing after request. Notes Geographically there is rough approximation being the terrain designed for aesthetic purpose. Roads and borders are accurate but still pen tool handmade so there could be some differences. The Collector's Edition map has been used as reference. The Counties borders are almost invisible and certainly arbitrary due to the lack (as far as I know) of any official reference. This thing has sentimental value for me, I made it feeling nostalgic of Oblivion and it was not intended as game map, so it's not perfect overall. The written text could also contain grammar mistakes, if you find any, please notify me and I will edit as soon as I can. Requirements Dynamic Map is needed, otherwise there will be distortion. Install Extract - Copy - Past in your Data folder. Dynamic Map must be previously installed. Legal This is a personal digital artwork portraying the Cyrodiil region of TesIV Oblivion and it has been made publicly available to be used as map in the TesIV Oblivion game and solely for this purpose. This artwork is not a public domain release and even as derivative work is protected as "fixed form". This artwork has been created for artistic and sentimental purpose and has no commercial purpose. Permission I've not created this content as gaming asset. This content is released for personal use only as in-game map since it's suitable for this purpose and it has been requested. DO NOT MODIFY FOR RELEASE IN ANY FORM, DO NOT REUPLOAD/REDISTRBUTE. Thanks to Ole Boe aka theNiceOne for Dynamic Map. Thanks to all who love this great game.
  12. Greetings, all! I need some expert-level help on splitting a rather large ESP into an ESM/ESP pair, and so far neither Google nor tool documentation nor direct searching on TESA has found me a way to do this. I know that TES4Gecko can "split a mod", but it puts way more stuff into the ESM than what I want there, and it doesn't seem to allow me any manual control over that. Background (sorry, this is long, but the information matters): My ESP file defines a couple thousand new base objects, seven interlocking quests, hundreds of custom scripts, and over 3,000 lines of voiced and lip synced dialog. Among those base objects, some use vanilla meshes and textures (e.g., a vanilla door but with a custom script added requiring a base object just to add the script, but no external assets). Other base objects use custom meshes, textures, sound files, music files, or some combination of these. All told, the added meshes and textures total about 250 meg, and the voice files are about 150 meg. I deploy the mod to my alpha test team (several people) as an ESP plus three BSA files (one each for meshes, textures, and sounds which includes voices and lip syncs). Development has reached the point where the meshes and textures are quite seldom changing, but I'm still editing recorded voices and inserting them into the mod. That means that of 400 meg download, about 250 meg of it is the same for the testers every time. Looking ahead, we're just a few weeks away from a public beta release, and hopefully a lot more people downloading. There is no way the voice editing will be 100% done before the beta, so I need to make that part easy to update for testers. Furthermore, the ESM/ESP split is the right thing to do *long term* as well. The reason for this is that the music handling logic for the mod is smart enough to detect Sound Commands, Enhanced Sound and Music, or Better Music System, selecting the best available option, and falls back to vanilla StreamMusic() calls if none of those are installed. The initialization logic builds arrays of the mod's internal cells and which music files should apply to which cells (merchants, taverns, dungeon....etc.). All of that logic is something I don't want to duplicate in the (required by BMS design) separate ESP file that supports BMS. So my code builds the arrays in one place and then shares them with the optional ESP that supports BMS -- and this requires the optional ESP to have my main ESP as a master. I know how to do that, but it's an ugly hack that I'd like to avoid. If I create an ESM, all that shared logic for music handling can go into the ESM. There are other optional ESPs planned, such as one explicitly supporting CM Partners. So getting some of the global logic into an ESM has lots of benefits that have nothing to do with download size. Now, given the above, here's what I need to do: The ESM should contain only one quest, and not one of the existing ones. This quest will contain the music data arrays and initialization logic, so that MyMod-BetterMusicSystem.esp can depend on my ESM and not my ESP. The ESM quest will also have a few declared variables that are shared by the other quests, but other than that it won't have much code. The ESM should define most or all of the unscripted base objects (or base objects that use only vanilla scripts) that use custom meshes, textures, and sound FX files, but *not* voice and music files. For scripted objects such as custom activators, I'll add a dummy unscripted version that has the model attached but no script, just so the models get pulled into the BSA for the ESM file. The ESP will contain all quests except the one mentioned above, all dialog, all interior and exterior cell edits, and almost all of my custom scripts. In short, the ESM should mostly define base objects, and the ESP should have references to those base objects. That last bit is the problem. Here is what I've found so far with the tooling I have, which includes Wrye Bash, Construction Set Extended (very latest version), TES4Edit, TES4Gecko, and TES4Files, among others: TES4Gecko does a perfect job of splitting the mod, but it's way too aggressive in what goes into the ESM. With Gecko, all new records go into the ESM because they can safely load early, and override records stay in the ESP so they can load after the things they override. That is sensible enough for some situations, but not what I want to do here because all those voice files end up in the ESM. I have tried copying my ESP to a different name, using Wrye Bash to "esmify" one of them, then using either TES4Edit or CSE to delete or mark unmodified the records in each file that I want to use from the other. This basically results in vast numbers of missing records. I tried making the ESP as a clone of the ESM such that there are intentionally (and temporarily) huge numbers of ITM (identical to master) records in the ESP, the idea being then to delete out of the ESM those that should be in the ESP and vice-versa. The problem here is that when I do this, even though I created the ESM by physically copying the ESP file and esmifying it in place (that is, never opened in the CSE), neither Wrye Bash nor TES4Edit considers the duplication to be ITM records! This completely surprised me. I have tested with changing just a few objects in the ESP manually (in TES4Edit or the CSE) so that the references point to mod index 00 (implying "load this from whichever master has it defined"), and this works -- but with thousands of base objects, it doesn't scale to my situation. Using TES4Gecko's display-and-copy functionality doesn't work, either, because the export gets new formIDs for the base objects. Creating an empty (or nearly so) ESM in the CSE, then making it a master of the ESP, then using TES4Gecko's "merge to master" function doesn't help, because it uses the same decision logic as the "split plugin" feature and puts everything into the ESM that it possibly can. Looking at the references in the ESP after doing any of the above, it appears what is happening is that the ESP's references are hardwired to itself rather than pointing back to the base object that now exists in an ESM. I think Coda (the programming language embedded in CSE) could do what I want, but try as I might I can't find any documentation for Coda's callable functions. There is documentation for the language syntax but nothing I can find for available functions to do things like change the base object ID of all references of a specific type. I'm sure someone has done this before, but I spent almost an entire day trying to figure out how, and I'm stumped. I don't need (or want) the tooling to pick which objects go where -- that's got to be a manual decision. All I need is something that updates the references in the ESP correctly and lets me do a group of manually-identified base objects in a batch. Ideally, what I want is a tool where I can start with an almost-empty ESM, master it over the ESP, then use a feature like TES4Gecko's "merge to master" but *only on base objects I select* in the UI. Second choice would be more extensive documentation on Coda so I can create my own custom logic to do exactly what I need. I am an IT pro professionally, so writing code doesn't scare me -- but I need API docs and not just syntax docs. I'm sure someone has solved this before. If that person is you, please help a guy out here! As an incentive for replies, I will offer that whoever provides the solution that ultimately works for me, can be listed in the mod's credits as a technical contributor. :-) Many thanks for reading this long post, and for any advice you can offer. --Syscrusher
  13. Does anyone happen to know anything about the Enchantment Mastery mod located on Nexus Mods Oblivion? http://www.nexusmods.com/oblivion/mods/24915/? I installed it with NMM, but am unable to get it to function correctly. According to the post: Also, according to the readme file: What I am wondering is, why I have not seen the "EM: Ready to enchant" message; as well as what does the levels refer to? Is this mastery in specific schools of magic or what? Any advice is much appreciated, I would love to get this working properly, and not have to either remove it, or replace it with something similar.
  14. I've recently started the CS Basics tutorial series here in TES Alliance. By now I've reached lesson #4 in which I'm supposed to clean a mod with the TES4Gecko tool, however, I've heard of another tool called TES4Edit which serves the same or a similar purpose. I went to the TES4Gecko Nexus page and noticed the file hasn't been updated since 2008 while the TES4Edit file was updated just recently(last month). So, I'm wondering if anyone knows of any reason why I shouldn't use the TES4Edit tool to clean my mod instead? Thanks!
  15. Version 20151024-Beta-UPDATE

    265 downloads

    Rathunas is a lovely, and fairly large, town along the extreme western edge of Cyrodiil, well north of Anvil, northwest of Skingrad, and almost due west of Kvatch. It lies just on the boundary of the large area modified by the Unique Landscapes: Brena River Ravine mod, and in fact that mod is a prerequisite for Rathunas. As you can see from the screenshot, Rathunas has as many homes and businesses as some of the walled cities in the vanilla game, but it is an open-layout town with no walls or gates. Rathunas is a mining town, founded by adventurers (now retired) who cleaned the bandits out of Infested Mine and returned it to productivity. It's a peaceful and prosperous community, with charming shops and a nearby priory devoted to Kynareth, plus sheep farms, gardens, a carpentry shop, taverns, and an inn. The quiet of Rathunas is suddenly disturbed one day, and therein lies a quest that will lead the heroic player character to a major, multilevel dungeon on an adventure to restore peace and safety to the town. The story is lore-friendly and detailed, and there are multiple ways to complete many of the quest objectives. To ensure your character is sufficiently powerful, the Rathunas quest line is triggered by the player reaching a certain point in the Oblivion main quest (or by a special NPC dialog option if you are not doing the main quest), but the Rathunas mod does not modify any vanilla quest in any way. Want to see more? Watch the Teaser Trailer and Cinematic Trailer on YouTube, but know this: There is a lot more to the dungeon than what we will show you in the videos! After all these years, our team wants to give you some brand-new surprises in Cyrodiil, so we're not going to spoil that by giving away the best dungeon features in the trailer videos! https://www.youtube.com/watch?v=4tj52qR-rcM https://www.youtube.com/watch?v=j2cHMsYihlU We've worked hard to make the town, and the quest, lore-friendly and immersive. The dungeon is huge, but every single room has a purpose and a back-story, if the player cares to investigate dialog and in-game clues. You can play this as hack-and-slash, because a great deal of the NPC dialogs are optional, but this is really meant for the roleplay enthusiast who wants to think and strategize and interact with NPCs. There is a reason why this dungeon was built, why its denizens are doing what they are doing, and all of this ties into the back-story lore of the vanilla quest that triggers it. The dungeon contains hundreds of custom resources from modders' libraries, plus over one hundred custom tiles and set-pieces of my own creation. There are scripted traps, portals, gateways, puzzles, enchantments, potions, and animated objects, and some of the dungeon levels are full-custom meshes (that is, they are not tiled at all). You won't survive this dungeon by assuming it is just like the vanilla dungeons you've already explored! When you complete the quest line (yes, it's several interlocking quests), you earn the eternal gratitude of the town and a reward commensurate with the scope of the adventure. Four years in development, the Rathunas mod features over 100 voice-acted NPCs with a total of more than 3300 total lines of dialog, performed by 35 voice actors. Rathunas is being cinematically scored by a collaborative team of professional composers (you can hear samples of their work in the video trailers!). The current BETA release has temporary music in the interior spaces of the town, for testing purposes, but as of this release the final music scores are not yet completed. Two levels of the dungeon have a portion of their final music tracks included in this release. PREREQUISITES SUMMARY: (More details are in the README.txt file) Latest official patched version of Oblivion OBSE version 21 or later COBL Unique Landscapes - Brena River Ravine Strongly recommended but not required: Sound Commands Enhanced Music and Controls Wrye Bash is strongly recommended for installing the beta version. We plan to offer OMOD support later, but it is not available in this early release. BETA NOTES: This BETA release is fully playable. We are seeking player feedback on game balance and difficulty level. If you download, please track this file so you will be notified of updates (especially the music, which will be added as tracks are completed by the composers). The README.txt file is extensive and detailed. Before you install, please save yourself a lot of grief by taking a few minutes to read it. :-) This mod has been extensively tested by members of our team, but please do be aware that this is still a BETA release, not production status. It has a number of known bugs and a few incomplete features, and the main purpose of the beta release cycle is to find and fix other bugs. The two documentation files Rathunas-BUGLIST.txt and Rathunas-ISSUES.txt provide a list (unfortunately, with a few minor spoilers) of known problems. "Bugs" are problems that we expect to fix before production release. "Issues" are things we would like to fix, but in some cases they may be game-engine limitations that we are not sure we can overcome. We are still fine-tuning the game balance of battles. If you have constructive feedback on the battle difficulty, please comment (avoid spoilers if you can!). Tell us what general type of character you are playing (magic, stealth, or combat), your character's level, and where you have the difficulty slider for the game set. It is particularly useful if you can compare the difficulty of a Rathunas battle to those of other dungeons your character has explored at his or her current level. Just saying "The battle with ___ is too hard/too easy" doesn't help much, because we need a framework for comparison. If you find a bug that stalls one of the Rathunas quests, don't give up hope! Contact me (Syscrusher) by private message on TES Nexus or TES Alliance. I can provide console workarounds for almost any situation. PERMISSIONS: Please see the "Perms" link above for permissions and credits. Do NOT upload this mod to other sites without permission.
  16. Hey, I am using this thread to post my TES audio books. I try to voice act soewhat well, and give the carachters in the books somewhat creative voices. Listen, and enjoy... A Tragedy in black:
  17. Greetings, all! I am using an excellent tutorial from the CS wiki to create my first from-scratch creature for Oblivion. I've got a mesh (with temporary textures), skeleton, and rigging and skinning done. Everything works just fine in Blender, in pose mode. If I move the bones of my skeleton around, the mesh follows as intended. I also created the skeleton collision for ragdoll behavior, skeleton constraints, and the BSBounds object for weapon and spell impact detection. The creature isn't yet animated. I know how to do that part, mostly, and I wanted to test the mesh and skeleton in the game engine before expending the vast effort to animate it. This is where things have gone a bit wonky, and I'm hoping someone out there can help me out. I don't want to post my mesh online, because it would be a total spoiler for my new quest (an addition to Rathunas). The custom creature is intended to be my "boss" for the dungeon. What's working: The mesh and textures look fine in the TestingHall. Pose mode in Blender works perfectly, suggesting that animation will also work when I attempt it. Cursor on the creature shows its human-visible name, and you can activate it as you would a vanilla creature. The creature is selectable with the mouse in console mode. With "motion guides" displayed via console command, you can see the collision mesh, and it looks correct. What's not working: Collision with the player -- I can walk right through my creature. Placement on a console disable/enable cycle -- it mysteriously translates and rotates on the z axis when you do this. Ragdoll -- if I kill the creature, via console or attack, I crash to desktop. I think my ragdoll problems may be because my constraints, which are all of the "ball joint" type, are not all correctly aimed along the axis of the bones. I know how to do that in NifSkope, but it's really tedious and would have to be repeated every time I re-export the skeleton. Hopefully that won't be too often, but during development it will happen a few times. One of the areas where I'd like to get some help is to understand how to set those constraints within Blender so they export correctly. I also have a small number of bones that are not connected to parent bones; they just have an origin in space because for my animations they didn't *need* to be connected. But maybe Oblivion requires all bones to be connected? The biggest problem, obviously, is the CTD when I try to ragdoll this beastie. That is, ummm, kind of a show-stopper. :-) So, are there any creature animators out there who might be willing to take a look at my mesh (which I'll supply by private communication) and help me figure out where I'm being stupid? Thanks for any help that someone might care to offer. :-)
  18. From the album Word and the Void

    The Knight of the Word comes to their journey's end, the hidden hellish chamber of Mormo, Lord Dread of the Void. A final conflict between Good and Evil will soon determine the fate of Cyrodiil! Please blog and discuss your ideas about the most exciting and stunning opic adventure in the TESIV:Oblivion series! http://www.kwits.net/WaVBlog/ http://www.kwits.net/WaVTalk/

    © KWITS, LLC.

  19. From the album Word and the Void

    The Player comes to the very end of their epic journey with the legendary Staff of the Word raised approaching a throne room as a fearless Knight of the Word. Traveling through dimension after dimension unto the depths of the Void, even the very bowels of Hell, Mormo the arch nemesis of the Knight of the Word awaits for the Player's next step. Please blog and discuss your ideas and feedback about one of the most exciting and thrilling adventures for the TESIV:Oblivion game world, the Word and Void! http://www.kwits.net/WaVBlog/ http://www.kwits.net/WaVTalk/

    © KWITS, LLC.

  20. Good Day, I have a strange technical glitch in Oblivion that I encounter once every 6 months or so while modding. The problem is this observed during game play. All marker references are disabled throughout the game world. The only fix for this was to acquire an earlier version of my main mod script and then copy / paste it into the problematic script. Has anyone ever observed this technical issue? I would like what call I am making in my script that CSE is not catching that ultimately leads to this failure. Cheers, KWITS Developer of "Word and Void" Mod for TESIV:Oblivion
  21. After four years of development, we are pleased to announce the first public beta of Rathunas, a town and quest mod for Oblivion. Rathunas features over 100 NPCs, with 3300+ lines of dialog voiced by over 30 actors. Details, and a link to a 3 minute teaser trailer, are on the Rathunas download page.
  22. From the album Gram's screens from Morrowind, Oblivion and Fallout 3

    I love those reflections.