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  1. kamikazegrunt2

    Arboretum

    From the album: Oblivion Pictures

  2. kamikazegrunt2

    Woman

    From the album: Oblivion Pictures

  3. I am unable to save my edit to SupremeMagicka.esp: zzSMConjurationControlScript in either The Construction Set or CSE. Could someone help me with this? The edit I am trying to make is from the MOO Manual for Supreme Magicka compatibility. Find: if bisconj && GetSpellType rplayerspell != 2 && (NumSummons > 1 || SustainableSummons || VariableSummons || ConsistentSummons || ConjSummons > 1) && Player.GetAV Silence == 0 Replace with: if bisconj && GetSpellType rplayerspell != 2 && (NumSummons > 1 || SustainableSummons || VariableSummons || ConsistentSummons || ConjSummons > 1) && Player.GetAV Silence == 0 && Player.IsCasting == 0 The CSE reports the following and will not compile and save the script: Line: Message 21: Variable redeclaration. Previous declaration was at line 10 226: Variable declared inside a script block. 227: Variable declared inside a script block. 236: Variable declared inside a script block. 236: Variable redeclaration. Previous declaration was at line 96 TES Construction Set prompts: Warning: "Script 'zzSMConjurationControlScript', line 105: Script command 'SetNumericGameSetting' not found. Continue Playing?" I select Yes to all but the Script will not save.
  4. Hello, all! It's been a long time coming, but Rathunas just finally went out of beta last week. I have found a minor issue that I want to clean up, though, just to be a good citizen with respect to exterior cells. I have a few cells where I edited in my own area, but either just barely touched the terrain in an adjacent cell, or modified the pathgrid in *my* cell but thereby affected a link to the adjacent cell's otherwise-unmodified pathgrid. What I'd like to do is to back off the edits within my own cell so they are a ways back from the boundary, then use TES4Edit to zap all edits of pathgrid and landscape in the adjacent cell, thereby making it untouched by my mod. If I use TES4Edit to zap the adjacent cell edits first, then this leaves a tear in the landscape (as one would expect). The problem is that I don't have a way to match my cell's edge up to the other cell's edge, because in doing so I would once again touch the other cell just slightly and thereby contaminate it. For pathgrid, I can zap the pathgrid record in the other cell using TES4Edit, but that leaves orphan node links in the pathgrid record for my own cell, and my initial testing (with a copy, not my original ESP) suggests that this leads to a lot of CTDs. I've got to believe someone else has solved this. Any ideas? Is there a tool out there to selectively remove modifications by area? I can deal with a tear *within* my cell, because then I could just smooth it out in the CSE. Ideas, anyone? Thanks!
  5. 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?
  6. 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!
  7. 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!
  8. 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....
  9. Version 0.2.b

    41 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?
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