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shadeMe

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Everything posted by shadeMe

  1. Complete ReadMe Vector 0.2 Feature Shortlist Disease ProgressionTransfer Vectors :-Rummaging through long dead corpsesSleeping on diseased bedsClose contact between PCs and NPCs ( in and out of dialog )Infecting an arrow or knife with some of your own infected bloodVisiting certain cell types ( like sewers )Wind[*]Support :- New diseasesNPCs selling diseasesVisuals/Immersion :-Indication of a successful transfer through a ...MessageSoundVisual effect[*]Diseased actors ... Drink cure disease potionsDevelop a resistance to diseasesShowing off odd colors and move slowlyHallucinate (attacking non existent enemies and such)Reactions ...Well NPCs keep away from the diseased onesIf highly diseased, guards euthanise Stuff that's Done Rewritten from scratch:Unified infection systemReplaces vanilla disease infection systemSupports multiple diseases on actorsSurpasses the Carnot engine in efficiencyImproved compatibility across mods [*]Additions/Changes : Universal Disease Progression for both the player and actorsIndications on successful disease transfersDiseased actors ...Drink cure disease potions
  2. Vector Bringing the Ecosystem of the Dark Ages to Tamriel version 0.1 Requires Oblivion Script Extender Download : TESNexus | PES | ModDB Description A great poet once said 'Bring it out, Sir, or in my passion, I shall kill everyone by giving them Syphilis'. While we cannot be sure as to what happened in the 30 minutes that followed, we can deduce one striking fact - He had never played Oblivion. If he had, he would have made a threat far worse for this is what he would have found - In Oblivion, the player is a selfish prat who doesn't transmit diseases but only receives them and tracks the number caught. With the dawn of a new age, Vector goes forth into uncharted territories and aims to provide a reasonably easy way to carry out poor Byron's obscene threat. Vector lets you - the player - infect the denizens of Tamriel with the diseases you carry around so proudly. Let the heavens and romance mod makers tremble, for Vector opens new horizons in PC-NPC-Creature interaction. Fine Print Vector is more of an infection engine than anything else. It allows seamless disease transfer between the player, NPCs and creatures that blends in with the vanilla disease transfer system. For instance; you infect a NPC with Helljoint, the NPC comes in close contact with another and infects [the other], you cure yourself of Helljoint, you buy food from the second infected NPC and infect yourself again. Transfer types are mainly of 3 types: PC to ActorActor to ActorActor to PC Each type has a number of methods: PC to ActorInfection from melee attacksInfection from selling contaminated goods (goods sold when you are infected)Contaminable goods only include potions and ingredients[*]Infection from a failed pickpocket attempt Only while pick pocketing sharp objects like weapons and ammoInfection by feeding as a vampire[*]Actor to Actor Infection from melee attacksInfection from close contactActor to PC ( only for Vector-transferred diseases )Infection from melee attacksInfection from buying contaminated goods All methods follow a single formula – The same as the vanilla disease transfer formula. Base chance is calculated using the former and a modifier is applied. The modifier depends upon the transfer method. For instance, melee attack infections depend upon the weapon used and its appropriate skill level. Feeding depends upon your level of vampirism. Infected actors progress through 3 stages of infection. These are the only ways of detecting if the actor is diseased. Time that must pass before each stage's completion can be configured in the INI file. Stage 1 – The actor will occasionally clutch his tummy and make sickly noises ( like coughing and sniffing )Stage 2 – Same as above, only its more pronounced and symptoms show oftenStage 3 – Same as the above. The actor, at times, swoons under the strain and loses consciousness for awhile. His weakness will show Stages 1 and 2 don't apply for creatures. But they do faint once they each stage three. Note that these stages are mostly cosmetic at the moment and the disease doesn't really progress in magnitude. Infected actors eventually get well over time or if they cure themselves of their disease ( using a cure disease potion, visiting the chapel ). PS: Support for 'companion' mods is yet to be implemented … Compatibility This mod is, and should be, compatible with all other mods except those that add the ability to transfer diseases like Vector does ( to my knowledge, there isn't any ). Minor incompatibilities with: Mods that remove the barter confirmation message boxMods like QZ Easy Menus and Menu Escape that fake mouse button pressesThese incompatibilities only affect the Barter (Sell/Buy) infection method. Disabling that particular method will remove them. Credits Special thanks to : Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of ImmortalityLHammonds – For his Readme generatortejon – For his help with the formula and ideasgreenwarden – For being such an asset to the mod's development and testingThe Entire Community around the TES Construction Set Wiki – For making such an exhaustive resource catering to ES Modding. The Folks at the Construction Set Forums – For all their help, rum and fish. The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use. Bethesda – For providing a great game, with enough flaws to keep us busy. Change Log Lastly, I'm looking for ideas to improve the mod. Any help from that quarter would be much appreciated .
  3. Why is the underwater handling code gone ? It doesn't seem to use the depthframe. Still no difference.
  4. I tried it out. Couldn't see a difference. Also, depthframe doesn't seem to be define by OBGE. So interior depth bloom just results in a black screen.
  5. Could I get a copy of the FX file ? I'd like to see if I can do the port myself.
  6. I guess I'll take a look at MGE's source then What sort of conversions does the effect file require ?
  7. Well, OBGE allows manipulation of an effect file's local variables/globals (built-in types, including vector and texture), applying full screen shaders and loading textures on the fly. [ Complete Function List ]. I believe TimeSlip wasn't able to decode the renderer beyond that. What's the verdict ? Would I be able to write a port ?
  8. What obstacles would one face while trying to port the shader to Oblivion (considering it's possible with what OBGE offers) ? It looks bloody brilliant by the way Are the volumetric light rays implemented as a part of trueBloom ?
  9. Poke me, will you ?

  10. Why don't I see ResSort anywhere in this page ?
  11. Please excuse me while I try to kill meself.
  12. Well, if you choose to go against your better judgment, try the link in the OP
  13. What could I do ? I needed lab mice Can't resolve those issues you/vorians had on my own as I just can't reproduce them on my end, however hard I try. That's why I got it in the open.
  14. Oblivion Resource File Sorter Automated File Sorting build 360 Requires .NET Framework 2.0 or Greater Download : Link Description The Oblivion Resource File Sorter is a tool that sorts data files (Textures, Meshes, etc) into 2 groups : Files that replace vanilla assets; andFiles that don'tI believe it's useful to mod makers who wish to bundle assets with their mods. It accepts the following command line arguments :Source Directory. All files inside this directory will be sortedLookup lists. Specifies which lists to lookup when comparing the filenames. Take the same name as the list filenames. Lists are found in the bundled Lists folder and each pertain to the appropriate vanilla BSA (e.g : obmisc - Contains the filenames of the files in Oblivion-Misc.bsa)Optional switches :-verbose - Enables verbose mode-log - Logs procedures to a text file. Implies verbose-help - Prints usage details to the screen-skip <ext1;ext2;...extN;> - Skips files of specific extensions Usage - ObResSort -source <Source Directory Path> -lookup <Lookup List> [options] Replacers are moved to a folder called ObResSort - Replacers in the source directory. Installation Just extract the contents of the archive to a folder and run the app from the command prompt. It is recommended that users try the -help switch first. It has the [beta] tag as a few testers have reported issues with it. I haven't been able to reproduce them in any of my debugging environments. Any feed back provided will be much appreciated. Please post the contents of the generated log file when you do. Credits Special thanks to : display name is already in use - For the idea and file listsQazaaq - For request thread's revival Change Log
  15. You made up those many names ? I'll paraphrase meself : You're superhuman :ahhh: Wiki.
  16. What's your current source ? For the names. I'd really like an implementation that uses the Mersenne Twister algorithm Generating lore friendly names from seeds - woot !
  17. How are you mix matching the names ? I must know before 2012 !
  18. Should you ever forget your BIOS password(s), just open up the laptop and remove the conspicuously placed lithium battery (the penny sized one).
  19. Oho ... this one is. How do you plan to go about implementing it ?
  20. It's mostly meant to get rid of the version checker's message box while loading v1.2 plugins in CS 1.1 for lip syncing. Nothing more. No idea what would happen if the loaded plugin was saved. Personally, I would rather have 2 shortcuts pointing to the different versions of the CS than a tool that lets me choose - Way less effort required on my part
  21. Ah ... the Wow6432Node key. Well, you can't blame M$ - I take that it helps with random access
  22. My brilliant intuitive sense of programming tells me that this has nothing to do with the 64-bit issue(what I was actually talking about) and I'd, like a buffoon, failed to notice it before posting my previous reply. PS : I've told OBMM to keep it's paws of my plugin list
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