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Showing results for tags 'Oblivion'.
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From the album: Gram's screens from Morrowind, Oblivion and Fallout 3
Thought Syl looked more like a beggar than a duchess, so I started working on her dress a bit. The base texture was taken from Brittainy's Lush & Gaudy, changed the color of the upper part to a bloody red but kept the Lush & Gaudy parts. Next I tweaked the normal maps based on the one Jarod did to make her jewelry a bit more shiny and the teeth and eyes of the fish on her arms more prominent. Next I will teach her to keep her eyes open. -
From the album: Gram's screens from Morrowind, Oblivion and Fallout 3
After having some computer difficulties (started with a new GPU and ended with a completely new entry level rig) I am back to Isles, feels like coming home. -
I'm going to put my cards on the table. Every time I think about Mystmod, I realize how very little skill or knowledge of modding I have. So I'm asking for help with every aspect of this project. Just to name a few, I'll need at least one voice actor, modelers and texturers, scripters, and maybe most important, people who have played Myst. (At some point I'd like to know which of the puzzles are doable in Oblivion.) By the way, thanks go to Lanceor for the trap books and Hana for the "steel wall" texture. Rest assured that I will be taking the Enclave class, so this will end up being a team effort.
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Version 2.0
164 downloads
Oblivion Gates in Skyrim - Modders Resource by Hanaisse v2.0 - 11/14/12 - All meshes now have proper collision - Added 5 new textures - Improved all textures from 1024x1024 to 2048x2048 Meshes and textures only, 100% made by me, by request. Use as you will, I only ask you give me credit. Includes; - 6 gate models: Full, Full but broken, 3/4 full, Half, 1/4, and a stub. - 4 rock clusters: To fill around the base. - 1 spike. Ten textures to choose from for the gates and rocks - mix or match. Two textures for the spike. ** Don't forget to repath the textures in Nifskope first ** Enjoy! -
I'm looking for feedback on extending the 38-character player response dialog length in the CS to allow more nuanced responses from the player. With the 38-character "clunky console limit", it seems like your responses are limited to "Yes", "No", "Grunt", and "Ugh". There is an article on the CS wiki documenting how to increase the 38-character limit, and indicating that the *game* will accept longer text without INI file changes (something that I consider a sine-qua-non requirement of our mod...we don't want to add that extra complexity to the installation). What I'd like to know is, do other modders think this is okay to do, or is it a horrible idea? I'm thinking of going to either 50 or 60 characters. I really doubt anyone is running the PC version of the game on resolutions so low that these lengths would be a problem. Comments?
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Last night I was talking to Lilith about a problem I had with Robert's Male mod. She mentioned archive invalidation, but I'm not sure what that is or what it does. Could someone please show me the ropes? Thanks in advance.
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From the album: Gram's screens from Morrowind, Oblivion and Fallout 3
love this scene -
From the album: Gram's screens from Morrowind, Oblivion and Fallout 3
Like the light in this place, makes me forget about cold, dark and wet weathers. Just finished sweeties leisure wear, a black rob with matching shoes and sandals (just vanilla models with colors adjusted... removed). -
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From the album: Gram's screens from Morrowind, Oblivion and Fallout 3
Ran a bit out of time, just found a few moments and did this rather crappy but cozy shot. Greetings from the dwarf -
From the album: max things
lemure new, goblin ears not included http://oblivion.nexu....com/mods/43296© m. kaufman
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