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Leodoidao

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Everything posted by Leodoidao

  1. Greetings. I am trying to clutter a dark, demonic-themed castle and I just cannot get no satisfaction with anything I do. I created some stuff like paintings in the wall and banners, they really look good, but well--- after years making dungeons and ruins, this is my first castle and I just figured out I am not good in this kind of thing. At least the dungeon is ready and looks good...but what about dining hall, basement, living quarters... what would fit in well in a castle haunted by evil spirits and dwelled by demon-worshippers? Could you guys and girls suggest any resource like furniture, static armors (are there static armor resources available?) or other stuff like these? They should be related to a haunted castle.
  2. Modding is not addiction, it is therapy

  3. It is going to be hard time for diabetics...
  4. Leodoidao

    Dagon Fel

    "Better shots"? Then post them, I just loved this one!
  5. Version 3.0

    131 downloads

    This mod adds a sewer network to New sheoth (Shivering Isles). There´s an entrance in Bliss and another in Crucible. The sewers are chaotic, connected to caves and root tunnels, and with some strange stuff, in order to fit the weird patterns of the Shivering isles (well, THERE, I think it would make some sense houses without bathrooms in a city with a complex network of sewers). In the sewers` depths, two gangs struggle to dominate the felldew and greenmote smuggling business. These bandits are dissident Dark seducers and golden saints who have chosen to live in the sewers, to keep away from Sheogorath´s wrath. Some of them have become addicted to the narcotics,and now they look really weird. With some luck, you may witness clashes between the two gangs (but watch out, they are fierce and mercyless!). There are also some aquatic creatures from the SI and some rats. There are 6 levels of sewers, linked by teleport pads, plus a bonus Grummite encampment. Now, in version 3.0, two new outdoor places were added: slums (Dementia favela and Mania favela), with 5 available shacks to be trespassed in each one. One of the shacks in Mania Favela has a trap door that leads to a new ruin, which the dissident golden saints have turned into a lab to refine Felldew and Greenmote, in order to smuggle them into Dementia through the sewers.You will also find some nasty felldew addictees there too. *************************************************** Installation *************************************************** Extract SIsewers.esp to your "Data" (c:/BethesdaSoftworks/Oblivion/data) folder. Add a check to SIsewers.esp in your game start screen to activate the mod-and play!! *************************************************** Known Bugs/issues *************************************************** There was a report of sewer dwellers attacking the player during the battles of Cylarne and in the Ordered Fringe (Shivering Isles´ main quest), and it was not supposed to happen. This looks like a single incident (probably a conflict with other mod), since I have received no more complaints about that. Moreover, I played the main quest with this mod activated and that hasn´t happenned. Anyway,if this bug is confirmed, I will make all I can to fix it. YOU SHOULD REPORT THIS OR ANY OTHER BUG/GLITCH YOU EVENTUALLY FIND.
  6. I have always wondered why so few people make tropical landscapes for Oblivion...Well, this is like a dream come true. I will be looking forward to it!!!
  7. Congratulations for this great work!!! I have tested 3 creatures so far in different conditions, they are 100% functional and stable!!!
  8. You should do it according to your own taste. Remember that even small mods require a fair amount of work, so you should start with something that pleases you. If you are going to do a new landscape, you should try to build an island or a small realm and test different kinds of weather/climate until you find something that you think it is nice. You can make SEVERAL tests changing weather/climates in the CS, it is funny. I see that you are not very fond of hellish landscapes, so why don´t you mess with the Shivering Isles´ sky?? Trying to mess with landscape editor is also nice, you might create something different from the vanilla game. Just keep in mind that if you want to create a landscape with many trees, flowers and rocks, you will have to spend lots of time working in something that will not be very big.
  9. Yes, I like them!!!

  10. It is a hell of a start, keep it up!!!
  11. Wow... so many... --- A criminal guild in the Shivering Isles (something like thieves guild or Dark Brotherhood)... I was planning to make a quest in which the player would choose to join a gang of dissident golden saints or dark seducers that smuggles felldew and greenmote from Mania to dementia. There would be assassination, theft and felldew/greenmote smuggling quest stages. I have even created a dungeon My link But I have given up the idea after a while. If someone feels interested in doing something with what I have accomplished, just feel free to do so. There is also Araenya Episode 2 It was kind of... hummm... 95% accomplished, then all of a sudden I´ve got a chance for a new job and... well... you all understand what that means:I have retired from modding for a while!!!
  12. I have an issue with prepositions. Sometimes, it is hard for me to remember when I should use "in", "at" and "on", since I have studied English a long time ago. How should I use them in a phrase like "the dungeon is located at the Colovian Mountains, in the lands of Cyrodill, at Tamriel"... without making it look so ugly?
  13. So, did you upload the version with the missing meshes/crash problems solved? I tried to play your mod, but the problems made it impossible...
  14. There were picturesof the Piltdown man skull as well, and that was a forgery. The authors attached the jawbone of an ape to a human skull with some modifications and bathed it with acid in order to corrode its surface and make it look like thousands years old. It fooled scholars for many years, until the fraud was shown (please read the article). Yes, there may be horns in old humans, but the ones in the skull were just too symetrical, looks like a fraud, just like the Piltdown man skull. Anyway, I will not discuss this anymore, as I am rather skeptic to most of the so-called "mystic misteries". I accept that there are mysteries, but we should think twice when we are shown stuff like these.
  15. What about crushing some skulls?
  16. " The bones were sent to the American Investigating Museum in Philadelphia, where like so many finds that question anthropology, they were stolen and never seen again." I am sure this is a hoax. Hoaxes in anthropology and paleontology, just like the "piltdown man" were common in the 19th and early 20th century. Anyway, this would be a nice addon for the game. We have orc skulls, argonian skulls, ogre skulls... a dremora skull would be nice.
  17. My PC has had some problems, some things based on JAVA have not been working (Gecko included), and I cannot afford to re-install Windows and all its programs for a while. Anyway, thanks for the feedback!
  18. Some questions--- I am in need for similar stuff: 1- Is there any other way to add silent MP3 files other than with Gecko? 2- Any tutorials in this site about dialogue-time delaying and silent-MP3 adding?
  19. Thank you very much Khet and Crit. Now just ONE LAST question: I want to make the bad guy really tough, but during my quest someone will craft me a new weapon to waste him. How can I make him vulnerable to this particular weapon/
  20. Greetings. I´m in need for help again... need advice about how to do the following: 1- Player talks to a NPC and when the talk is done he just attacks player furiously, with no room for the "surrender/yelding weapon" option (get permanently hostile) . What is the script? How can it be done? 2- A very simple spell that teleports player to a given interior cell (player home that will be added at the end of the quest)--- but this spell WILL ONLY WORK when casted in outdoors. Anyone could help me?
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