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AjaxSt

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Everything posted by AjaxSt

  1. Anyone have any idea? May give up on it if I can't figure it out.
  2. The only other mod that I have installed that does anything to the weapon or shield values is the Unofficial Oblivion Patch, and my mod is loaded last in the load order. And most of the items that fail to show the new values are even touched by the UOP, so it's not a mod conflict, because there are no mods to conflict with.
  3. i could really use some help with this, I just noticed that the changes I made to the shield defense stats didn't change properly, either. D:
  4. I tried with a level 15 character will over 50 in blade skill with no change, tried with a tutorial dungeon character with no change, and I tried with a tutorial dungeon char with blade skill maxed at 100 with no change.
  5. Without the mod they show the exact same numbers. There is no change in the numbers with or without my mod, which is what is bugging me. I'm not sure if my changes are taking place or not, because it feels like they are, but it doesn't LOOK like they are, which is weird. And even when I increase the skills of my characters, the damages don't change to where they should with my mod.
  6. I did start a new game, and none of the changes showed. Might try some more extensive testing, but afaik, the changes did not take place in the new game. EDIT: After I started a brand-new character, changes did not take place. The Rusty Iron Bow, which should be showing a damage of 18 was only showing the UOP damage of 6, and mine is loaded well after the UOP. Same with other weapons. The Rusty Iron Dagger, which should be showing a damage of 15 was only showing 3. The Akaviri Katana, which should show 29 was only showing 7. What do I need to edit to make them show properly?
  7. Alright, I'm getting close to a release candidate for an early version of my mod, but I ran into another snag... I modified the damage output of every vanilla weapon in the game, but the changes won't show in-game. So while I have the Iron Shortsword set to deal 10 damage, it only shows the basegame amount of damage. It feels like the damage has increased, but it doesn't show up in my game, so I don't know for sure. Is this a known issue, or is it something that is fixable, or what? I'd like to be able to see this change. D:
  8. Well, changing that game setting didn't work. Or if it did, the changes aren't showing up. D: Any other ideas short of changing the magicka cost? EDIT: I think I got it figured out...the enchantments themselves have the "No Auto-Calc" option. Going to see if setting them all to not auto calc on the enchantments themselves would work.
  9. Aha...or could I find the script that controls the formula and change that so that the cost lowers?
  10. I'll check, but afaik, there was no "No-Auto-Calc" option for them, so I dunno if I can change it.
  11. I would like to modify how much scrolls cost in Oblivion, but there is no cost specified in their specific files. Do enchantments have their own price value, or does it draw on the prices of the spells they use? I just need to figure that out so I can continue working on my overhaul mod.
  12. UPDATE: Expect a simple(er) .esp edit version of the mod to come to the internet within the next few weeks. This version will not add anything to the game, or take anything out, yet. What this version will do is this: 1. Change the carry capacity for the player, so he/she can carry far less than basegame. 2. Change the items recieved in the opening dungeon to provide less jewels and other expensive items. 3. Change weights and costs of almost every item in the game. 4. Change costs of magic spells. 5. Mark all crates in the Imperial City as owned. 6. Increase effectiveness for shields and weapons. 7. Pave the way for future changes to be made. 8. Provide a taste of the direction the mod is going. 9. Offer the chance to provide early-development feedback on prices and weights. Once this offering is up, I will be looking for feedback and working on Stage 2 of this proof-of-concept edition of the mod, which will modify containers and NPCs. Once again, modeling positions are open for clothing, weapons, and armor. PM me if you want to help, I'll need it.
  13. I do not want to have to completely redesign everything. I'm mainly worried about keeping a consistant look and feel for the game. I don't want a table and chair set that looks brand-new and untarnished sitting next to a loom that looks like it's seen 60 years of use. I suppose retexturing that would do wonders, but still. Some things are part of the mesh, rather than the texture.
  14. Thank you very much, Syscrusher. I've taken a look at a couple of the packs on Nexus, haven't downloaded any yet, but I do like the work. I'll check out the "Sitting Everywhere" resource when I get a chance, still working on balancing the proof-of-concept, so I can build the mod off that. Eventually, though, I will be working with it and the other Modder's Resources to start changing layouts and expanding the world.
  15. I voted for Sketched. I like the way that Oblivion's icons are styled, what they look like. If you're going to include a "realistic" option, then, in my opinion, it takes the user out of the visual look. It breaks the fourth wall in-game, and it should not do that. Everything, even a mod, should be as seamless as possible, and that includes icons. However, if there is a realistic icon overhaul, which changes all basegame icons to be of the realistic style, then a realistic mod icon would fit the style, and be fine. But a mod just added to basegame should blend seamlessly into basegame. If I installed a large number of mods and brought in someone who has only seen screenshots, they should not be able to tell that there are any mods installed.
  16. Alright, none of you know me, I'm not very well-known among the modding community. I usually download mods, not create them, though I do edit them to fit my tastes. I am Ajax, and I plan to bring you what will be the biggest Oblivion mod of all time. ... Enough ego-stroking, here's what it actually is. I'm going to be redesigning the game, every aspect of it, as a sort of "realism" mod for a fantasy setting. Unlike other medieval mods that start and fail, I already have the groundwork laid out, at least most of it. Unlike other mods, I am also not removing a core component of Elder Scrolls gameplay: Magic. I've seen other mods try to recreate medieval France, or the Holy Land, and call for the removal of all magic and magical effects. I'm not doing that. I'm crafting a version of Cyrodiil that operation under a modified version of real-world rules, so that it would not be out of place in the High Middle Ages, but it still allows for Argonians and Daedra to exist. My main focus is to bring historical accuracy to bear in this mod by redesigning the models, props, NPC's and social structure. In the final version Cyrodiil will be double the size, have farms dotting the landscapes, have mines actively mining for Iron, Silver, Gold, and other materials (Glass and Ebony are downplayed, and may be removed entirely as a main element...probably be used for decorations, mostly), and increase the named population for about 1000 to closer to 6600. It will include expanded questlines, new questlines, more factions, more towns, and contain both heavy, dark subject matter and light-hearted, goofy material. In order to help facilitate this, I am working on a "Pre-pre-alpha" version that adds nothing, but rebalances the gameplay to allow for development for this mod. While I am working on this, however, I am still looking to get started on the main mod itself. I am starting simply with the items that the player can interact with, wearables, weapons, potions, and other misc items that take up invintory space. The first items to be worked with is clothing, weapons, and armor. Here's where help comes in. I can't model. I've tried, and I do not have the patience for it. I'm looking for people that can help me out with this, as I don't want to just use placeholders indefinately...especially if they're placeholders I don't have yet. The actual number of models needed are small compared to the number of times those models will be seen, but none will be seen if I don't have the tunic models. All I need are the models made, I have references ready for everything, but no one seems to want to help me at TES Nexus, and some have suggested I try here. If anyone wants to try my proof-of-concept .esp, PM me here or on the Nexus, and I'll make sure you get the latest build, but I just need someone willing to model me a shirt, or a pair of pants, or something. Just to get me started. My current plan for clothing is as follows: 35 different upper-body clothes -- 25 mid-thigh tunics, 5 mid-shin tunics, 3 robes, 2 unique shirts (Most shirts translate to dresses for women) 10 different types of pants -- Tights, Leggings, 3 Trousers, 5 Pants (Separated into different names to allow different styles) 12 different types of footwear -- 7 shoes, 5 boots (None are counted as armor) 10 different "vests" -- 2 vests, 2 jerkins, 3 tabbards, 3 surcoats (Vests go on the Amulet slot) 5 different "Coats" -- 2 coats, 3 cloaks (These go on the Tail slot) Several different hats -- Haven't nailed these down yet, but I'll be working on getting to them soon. And each shirt and pair of pants will posses different types: Lower-class 1 or 2 colors. Made of burlap, wool, or linen. Middle Class 2 or 3 colors. Made of wool, linen, or cotton. Upper Class 3 or 4 colors. Made of linen, cotton, or silk. Noble Class 4 or 5 colors. Made of cotton or silk only. This means that a single tunic will have 256,630 different versions, for a total of 8,725,456 different upper body variations per gender (Monks only get wool, nine colors [one per Divine}, and four caste patterns). That's a lot of use from 35 models. I'm not asking for anyone to skin them, I can do that, I just need the models, ready to be used in Oblivion. Weapons also receive an overhaul, as does armor (Heavy armors are now metal armors, and light armors contain only non-metals). These have far fewer variations on the clothing, but and still receiving a heavy redesign. If you wish to learn more about the mod, the other threads I have med discussing it can be found here and here. If anyone wants to help me with this, PM me on any of these forums linked, and I'll send you anything you need. I'm looking forward to having people play this! It's an ambitious project, to be sure, but, I think, a worthy one.
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