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  1. 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
  2. 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.
  3. 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!
  4. syscrusher

    Rathunas

    Version 20151024-Beta-UPDATE

    329 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.
  5. 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:
  6. 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. :-)
  7. 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.

  8. 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.

  9. 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
  10. 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.
  11. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    The waterfalls use the beautiful textures from discovery1's Foaming Falls http://www.nexusmods.com/oblivion/mods/44655/ They look much better in motion.
  12. Gramblosh

    New UI

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    DarNified UI with Kyomas tweaks and some personal tweaks plus Kyomas Minimap.
  13. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Those Shivering Isles dresses look great on her (besides the clipping on the shoulder).
  14. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    I like the shape of those mushroom trees in the fog.
  15. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Was searching for a really basic home on the isles for a rather long time and just recently came across this little mod by Aisis http://www.nexusmods...on/mods/45089/? that ads this little hut right behind Sheos palace. Just a bit of storage, a bed and a really great, great location. Here is another screen at daytime
  16. Gramblosh

    Lush & Shivering

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Changed water to Lush & Gaudy Water, Brittainy's stuff fits pretty well here.
  17. Gramblosh

    Sun & Moon

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Using Realistic Dazzling Sun and Improved Moons both by Sefmonsta. And there is still a floating tree....
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