Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

astr0wiz

Allies
  • Posts

    55
  • Joined

  • Last visited

Everything posted by astr0wiz

  1. Version 1.0

    45 downloads

    Name: Stanwyck Heights Version: 1.0 Date: 2/10/2011 Category: Houses Author: astr0wiz ================= Requirements: ================= Oblivion 1.2.416 Shivering Isles ================= Description: ================= Stanwyck Heights is my project for CS Basics Final Exam, a cozy mountain retreat. The atmosphere is very comfortable, with two bedrooms upstairs, and a study, den, and dining area downstairs. There is a small basement where one may store a few items in a couple of chests or practice swordplay with a dummy. A large front porch area terminates at the end of a sheer drop, affording a splendid view of the valley below. On a clear day, you can see the whole of Cheydinhal. There is a stable behind the resort, along with a small garden and a workshop. The workshop is multi-functional, housing both a smithy and a kitchen. It also contains a smoke room that holds a generous portion of venison and mutton, all hickory-smoked to perfection. Meals are prepared here and then delivered to the guests in the resort. The guests have sometimes complained of cold meals, so there may be a bit of work in the future to dig a tunnel between the buildings. The road to Stanwyck Heights has long since disappeared, due to landslides, neglect, and mother nature. What is left is a cobblestone entryway from the east into the main grounds. This entryway is illuminated with several hanging lanterns, which normally scare away the local fauna. There should be no shortage, however, of wild game in these hills. The resort is always open for the PC. It is meant to be a comfortable resting place for those who like to scour the frozen mountains in search of adventure. Just travel north of Cheydinhal to Fanacas. Then, head east up the mountains. You may not be able to take the direct route. If so, you may reach Stanwyck Heights by taking a roundabout route from the north or south. ================= Installation ================= 1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder. 2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s). ================= Un-Installation: ================= 1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s). 2. Delete the files/folders associated with the mod. ================= Incompatibility: ================= None known ================= Known Issues: ================= None known ================= History: ================= 2/10/2011 - Feb 10, 2011 - Initial Release ================= Contact: ================= ================= Credits: ================= Thanks to Bethesda for creating Oblivion. Thanks to InsanitySorrow for his ReadMe Generator this file is based on. Many thanks also to DarkRider for his excellent introductory tutorials. Thanks also to the many fine folks at TESAlliance who have helped me and guided me when I was stuck. ================= Tools Used: ================= Insanity's ReadMe Generator Elderscrolls Construction Set TES4Gecko ================= Licensing/Legal: ================= You can do whatever you want with this mod but all I ask in return is that you give me credit if you distribute any part of this mod. I would also like to know what mods are including my work.
  2. Edit: Reinstalling OOO worked. I also took the time to drop all unused esp files, and then reinstall a couple of other things that had updates. Thanks for the tip StarX.
  3. That horse problem sure was weird. I've had abomb issues myself -- after going through the same kind of detective work. However, my current problem is different. I'm sure this has been seen before, but I cannot find anything in the forums with the search feature. My sacks rotate into the air after I look into them. Pics follow: Sacks on the floor before looking into them... Sacks floating in the air after looking into them: I have no idea what is happening. Any help would be greatly appreciated. Mod load order:
  4. To heck with FTP. Dropbox is da bomb.

    1. astr0wiz

      astr0wiz

      I so totally recommend it.

  5. Awesome. Thanks to the both of you very much.
  6. I've looked and I cannot find the item Ayleid Coin in the CS. I've searched the text for Ayleid and Coin and AyleidCoin, but I get zilch. I must be having a senior moment, because it cannot be this difficult...right? Help would be much appreciated.
  7. Working on FTP script to upload/download files safely

    1. astr0wiz

      astr0wiz

      Well, in the event that someone reads this, I'm really working on the Windows Cscript to do the real saving etc and then kick off the FTP process when the actual upload/download is needed.

  8. Hi Hanna. Thanks for replying. I basically changed 90% of the tags in the mods, so I don't think I can get back to the way it was without reloading the lot. What I think I will do -- since it is playable -- is look at the tags for the mods that do spell things like LAME and MIDAS and see what I can glean from them. EDIT: Right, well I couldn't discern which tags caused the issue, so I reloaded the ESPs from my backup. It works ok now. If I find the time, it would be well spent learning what the tags actually do in the Wrye utility.
  9. Here is the situation: My game has been running ok, but there were a few odd CTDs. So I decided to run BOSS and then retag the mods for Wrye Bash per BOSS's recommendations. After I built the bashed.patch, I start up the game and it all seems ok...until... I tried the stock Telekinesis spell, and I received the message "you're too far away", even though I was standing next to the item I wanted to grab. Then, I noticed that when I had the generic low-level healing spell activated, and while I was approaching a ladder in Arkved's Tower, I could see the teleport name. Now, this should only happen when you are very close to a door, but this was half way down a hall. So, does anyone have an idea what may be the cause? I don't want to post my active modules unless someone requests them.
  10. OMG Do I have a spell problem!

  11. Thank you very much for the honest compliment. I do plan on creating a release...a mountain retreat as a matter of fact.
  12. Thinking about a home in the mountains.

  13. Here are my pics for the homework and extra credit: Pathing outside Pathing around the house Gecko output after cleaning Better lighting in the Basement Water Farm Water farm fence detail where I fixed a shimmering texture Oh, those wily shimmering textures... There was only one spot where overlapping fence posts caused a shimmer when in game. So, I got rid of it by restructuring the corner of the fence, and making it look like the Cyprus knees grew around the fence, causing it to malform a bit. I, too, like the more natural look to things in the game.
  14. Redux of Tut 4 looks better than the 1st try

  15. Thanks Hana. I gave it a shot but I quickly realized that I had far too many edits that needed to be reversed. So, I started from the previous lesson again. No matter, though. I keep enough notes to know what I did and I believe I made some better changes to the lighting with the new edit. I took the path of the noob.
  16. Stop me if you've heard this before... A guy walks into his office, sits down to his computer and continues modding with CS. THen, he gets this great idea that he should really have a new file with a different filename because he has moved onto a new lesson and all. Just a copy. So, he clicks File, then Save As. The CS asks ESM or ESP? The guy answers ESP, because he just wants a new ESP file for the new class. Well, he goes on for hours modding deep into the night. Finally, he saves his work and runs Gecko to look for dirty cells and all. When he clicks on ESP #2, Gecko says "Dependent ESP added". The guy's face goes blank and he looks at the ESP list. Lo and behold, ESP #1 is also checked. He has a dependency, but he doesn't want one. So, this guy gets real smart don't ya know, and he sees the "Merge" button on Gecko. Yay! He figures he can just merge ESP #1 and ESP #2 into one mod called ESP #12. Gecko goes along with it all and creates the merge file. Well, the guy soon finds out that even the merge file has a dependency on ESP #1. Oh, what will he do? What should he do? *NB: When Gecko did the merge, it claimed that there was an interior entry named the same in both ESP files and the guy chose to create new entries (basically with the name idSOMETHINGX which is the copy of idSOMETHING). In the object list, both entries appear, each the same. The guy...er I mean I think that just dropping the original named entries in the merge file will work. I also think that I would have been better choosing NOT to make copies of the entries. I also note that it didn't create new containers from the custom ones I created.
  17. New problem. Must ask around for help.

  18. Aha, that was it. Actually, there were several other issues. The MMM.bsa file was missing (huh?), several other textures, and a couple meshes. What a mess. I thought I followed the instructions, but I guess not. Oddly, I have been playing with this mod setup for a few months now, and only recently realized that something was wrong. Thanks for the advice.
  19. Well, that crossed my mind, but I wasn't sure how to do that. You suppose I compare what's in the MMM archive and see if I can match it up?
  20. SO, whilst investigating a weird problem in a game where my bats were completely invisible (w/out detect life spells of course), I thought I would check the bat models in CS. I loaded the plugin -- in this case it is MMM -- and found the leveled list in the cave...then the reference to the bat...then the Creature entry for the bat. Now, when I select the Model List tab, I get this error, and there are no models in the list selected. What should my next step be to fix the invisible bats? Anyone run into this before? The error says: "Files have been removed from this model list. Please save and check in."
  21. astr0wiz

    Generic Picture Uploads

    The place where pics for showing errors, lists, etc can be kept.
  22. From the album: Generic Picture Uploads

    From a screenshot, I cropped the area where you click a button to upload a pic. On the top half of the image, you can see this section of the screen. On the bottom half, I inverted the colors. Now, you can more easily see the words "No file chosen". Apparently, my browser chooses to display this text in a very dark color, which makes it difficult to know what's going on during an upload.
  23. From the album: Generic Picture Uploads

    Looking for invisible bat problem. Clicked on the bat entry (mrSiikasBat) in Creatures, clicked on the Model List tab, and got this. I have no idea what this means.
×
×
  • Create New...