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opal

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Posts posted by opal

  1. (  OpenMorrowind is simply put, just Morrowind running on a newer engine.

    For more info : https://openmw.org/faq/  )

     

    Screenshot_hlaalu_council_house_in_balmo

    Hi just  wanted to shed some light on how to install the current version of OpenMorrowind.

    I have windows8.1 64bit, and this is how I do it.

     

    Go to https://openmw.org/downloads/

    find the link that says "Github OpenMW Download Page" and click it.

     

    On the download page that opens I download the latest OpenMW exe (name may vary) for my OS and the source zip (name may vary) file.

     

    Once on my harddrive, I extract the source zip (name may vary) file, I put the OpenMW exe (name may vary) inside the new extracted folder, and open it, the openMW exe file will then overwrite

    some of the files in the source folder.

     

    After I execute the OpenMW exe (name may vary) file again, it will install OpenMorrowind on my harddrive in a new folder, a folder under ProgramFiles by default. 

     

    Then I go to the newly installed OpenMW folder and execute the openmw-wizard, and then I guide it to my Morrowind installation and chose Morrowind.esm. Bloodmoon.esm and Mournhold.esm.

     

     

     

    Then I let it import the morrowind.ini settings.

     

    When done with the wizard I execute the openmw-launcher.

     

    First time I do this I have to chose datafiles on the launcher menu, and then choose the esms and esps that I want, before I can click Play.

    Then when Morrowind starts up first time it will start in a window, so I have to go to options and chose fullscreen.

    Then from there on everything should be good to go!

     

     

    If you chose to start the current  OpenCS, you will be greeted by the following warning. 

    "OpenCS is in alpha stage. The code for loading and saving is incomplete. This version of the OpenCS is only a preview. DO NOT use it for real editing."

     

    •  
  2. Judging from mod pictures and vids, (Nagasteim related and Time Cairn), 

    you know your way around modding for Oblivion. - Very nice looking mod by the way! :thumbup:  

     

    I don't know the current scale of your mod, the esm was 50 megs+, some time ago? So from that I gather your mod is even bigger these days?

     

    So, to be taken with a seriously large grain of salt :D , here' my general advice:

     

    - if this scene you seek advice on is a big part of your mod.... 

    go bananas and do as much as you can with it. Make it a scene that the player will always remember and want to replay.

     

     

     

    Is this  scenario some sort of episode climax?...

    Then go all the way.

    Have the player sneak in to drug them, surprise the player with an ambush and let him/her experience an epic battle and throw in a few allies into the mix to make the battle easier on the player.

    (Bear in mind though, if it's an interior cell, Oblivion can't handle 20 npcs + player at once.)

     

     

     

    - However, if this is only a small part of your mod....

    then take the easier route with it, and just make sure it plays well and make it a bit simple for now. Save yourself time. Save yourself work.

    Then move on to the bigger parts of your mod and dedicate most of your time and effort on doing those well. 

     

             (It can be quite easy to let yourself be overwhelmed by complicating the little things

              before taking on the bigger more complex things.)  

     

    - Later when those big pieces are in place.... 

    and your whole mod is somewhat playable,

    you can go back and improve and expand upon those smaller parts of your mod,

    and then, you make them become everything they ever could and should be. :salute: 

     

     

    • Upvote 1
  3. Thanks jamochawoke :D
     
    Yupp ambitions thru the roof and beyond around here.
     
    Great to hear from a fellow Thief fan, best sneak'em up series ever. What's your favorite Thief game? Mine is T:TDP and T:Gold. 
     
    Thanks to your post I decided to make a new gameplay video from the thief mission.
    Which was a very good thing in deed, going back and playing it again, I found lots of stuff to fix and improve upon.
     
     
    I started making this mod knowing it could never be easy to recreate the feel of the Thief universe in Oblivion but I hope I pulled it off at least to some degree. :candle:
     
    Cheers jamochawoke
    opal
     
  4. :D It's the first time I'll ever use a dead rat for anything at all in my mod :-) so it's pretty cool it's being used for something this important. Could not have figured this one out by myself, so thanks for sparing me all the headache!

     

     

                                                                                                                                                                                                                             :good:

    Come to think of it I believe the only living rat I've put in the mod thus far is one giant one that poses for a big man sized mouse in one of the homes.

  5. Time for an update.

     

    OK so these past two weeks have been pretty intense. I had this idea that I could somehow pull off blowing up a "Deathstar" in this mod, even though I did not know how. I pictured the following scenario, you're onboard a ship, you fire a missile/rocket/torpedo whatever at the "DeathStar" and it blows up.. Simple and easy?  Well after countless sleepless nights I managed to come up with something, A 15 second long sequence that sort of gets the job done.

    Here's a vid. Nothing fancy as you can see, it shows  just a place to stand and a primitive switch to activate the rocket, pluss a nice view of the "DeathStar" as it blows up. It's really more of a tech video/proof of concept rather than anything else.

     

    So, I'm very happy to put this ordeal behind me now so I can focus on other parts of  mission 4  for a while.

     

    cheers!

    opal

     

    • Upvote 1
  6. progress report

    small update on developement.

    Mission 4 is "almost" finished, still have lot's more work to do but still.... there is an end in sight. :noway:

     

    here's a picture of some new characters.    :poke:

    -  Introducing a new enemy soldier:  the "dark trooper".

     

    ygTkksT.jpg

     

    cheers

     

  7. Ok status report.

     

    so one of my least favorite things to do is to add collision to stuff in Blender.

    That's where I'm at right now, as usual it's taking me forever and as always slows developement.

     

    So I expect really another two weeks atleast just doing this awful but important task. 

     

     

     

     

     

    But hey I uploaded a vid just for fun. It's footage from mission 3. 

     

     

     

    Mission 3 was inspired by the first Thief game and one of the missions in that game was this old Cathedral haunted by dead Hammerites... Loved that, so I knew I had to put such a cathedral in my mod but I didn't want to make it exactly like the original, so I just went ahead and designed my own version. 

     

     

     

    So that's whats showing in the video. :candle: 

     

     

     

     

     

     

     

    Small note!

    I wanted to set the mood by using some totally unrelated music, so the song playing in the video will not be part of the mod. The undead sections of mission 3 are what I concider the more scarier parts of the mod... so I figured some metal music would be apropriate.

     

     

     

    ( It's an old backing track of an OZZY song that I use occasionally when I practise my guitar skills. I thought it might go well with the tone of the video. It's not a lorefriendly mod so ...

     

    So yupp, for better or worse, that's me playing the lead guitar right there :good:)

     

     

     

    Oh, and here's the ehm... video   :sleep:

    • Upvote 1
  8. Been working on the moon city and it ended up looking seriosly scifi I think. don't think anyone will mistake it for somehere in Tamriel. :D

    It's not pretty or anything, but it looks alien with it's unusual coloring.

     

     

    Decided to post a video of the moon city of mission 4. It just shows what you might call the lay of the land, architeture and some locals "burnin' rubber".

    Essentially I'm just cruising the city on my bike in this vid' looking for some trouble...

     

     

     

     

     

     

     

     

     

     

     

    Edit! Posted some videos in a previous post but they got deleted and lost unfortunately.

     

    Well I found them and uploaded them again, so here are those old vids making a comeback:

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Figured just posting  a new video wasn't enough, so here are some pics from the other missions, just for fun.  :salute:

     

    Mission 2

    dayofdoom2.jpg

     

     

     

    Mission 3

     

     

     

    watch2ay8.jpg

     

    prison4.jpg

     

    prison3n.jpg

     

    mines2ya0.jpg

     

    mines3df4.jpg

     

    mines1jk3.jpg

     

    mines3.jpg

     

     

     

    baffy3.jpg

     

    baffy1.jpg

     

    baffy2.jpg

     

    gardenqe7.jpg

     

     

    streetview13.jpg

     

    streetview17.jpg

     

    newwork2.jpg

     

     

    thief23423.jpg

     

     

     

    and to round up the picture fest,

    a pic from mission 5:

     

    statuesul8.jpg

     

     

    Tada for now then.. :good:

     

     

     

     

     

     

    • Upvote 1
  9. Thanks Windmill Tilter, :)

    it's really interesting to see how things progress around VR and Oculus. New programs and opportunities presenting themselves every other week, some of them are gamechanging and some of them are groundbreaking, and the scene has progressed a lot only in the last few months. When the higher resolution consumer version hits the shelves, this is so going to be a must have product.

     

     I've successfully used the previously described procedure for playing games in VR on the Rift using Deskope+ Tridef,  to play Grand Theft Auto IV as well. Being 3rd person, it was very exciting to see how it would turn out. Worked really well, a joy to play. Didn't quite put me inside the game, felt more like watching a stereoscopic 3D movie, but I loved it. Only adjustments I had to make was disabling Deskope's mouse emulation and disabling shadows in GTA's graphic's settings, set resolution to 1280*800, and it worked. 

     

    Now I also play ThiefGold using the Deskope/Tridef combo. It is so scary and cool!

     

    Here's a potential gamechanger,

    Months ago the Oculus company advanced the Tridef company for Rift support, but were met with a cold shoulder because Tridef are really putting most effort into ATI /  Amd  support.

    Well, 2 days ago after months of ignoring the Rift's existence, Tridef decided to enter the VR scene.

    They released Beta drivers that will allow games to play directly on the Rift though Tridef without having to go through Deskope.

    info http://www.tridef.com/forum/viewtopic.php?f=24&t=3907

     

    These are the first games supported: 

     

    - BioShock 2
    - Crysis
    - Fallout 3
    - Half-Life 2
    - Elder Scrolls V: Skyrim
    - Borderlands 2
    - Metro: Last Light

     

    This puts the pressure on the makers of VorpX and Vireio to do better.

    Tridef has the potential of supporting  790 DirectX 9/10/11 pc games,  but they do not yet support OpenGl only games like Rage, Quake4, DOOM3. So Vorpx and Vireio might have en edge there, if they play their cards right.

    Everything  is changing fast so a year from now, who knows? Maybe everything I've mentioned so far, will be utterly obsolete. :icecream:

  10. Thanks donnato! :)

    I really hope that the Consumer version will be announced soon and hopefully at a reasonable price. 300 $ for a low resolution devkit is not exactly cheap.

     

     

     

    Here's an update on how to play games on the Oculus Rift.

     

    Things are changing fast nowadays as people are exploring the possibilities of the new device. The introductions I posted here with info

    on how to play various games in Rift, will probably be outdated within a month or two so it's hard to keep up with the changes. 

     

    One of the things I really wanted to do was play Oblivion in VR. And now that I know how to do that I'm ecstatic.

     

    Here's the how to use Deskope and Tridef together to play games on Oculus rift.

     

    Tridef is a program that enables games and videos to play in 3d and is not Oculus Rift compatible. Plain 3d is not the same as VR, but with help from a brilliant program called Deskope, The power of the Tridef can now be harnessed and used for playing a huge number of games on the Oculus Rift.

     

    Here is one way to play both Fallout3 and Oblivion in stereoscopic 3d VR style, right away.

     

    You need an Oculus Rift.

     

    You need Tridef. This is tested on the 14 days trial version. info found here http://www.tridef.com/

     

    You need the game.

     

    You need Deskope. This is tested on Deskope 1.1   info found here  https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=1505

     

    OK here's how to do Oblivion.

     

    Install the game.

    Open OblivionLauncher.exe, make sure game is running in you desktop resolution in windowed mode. My resolution is 1920*1200 btw.

     

    If that works fine, quit game and start Deskope.

    I used these settings:

     

    5cxl.jpg

     

     

    Put on the Rift HMD (head mounted display) and while you explore your desktop through the Descope program using the Rift. start Oblivion.exe (not the launcher).

     

    What you will see now is a 2d monitor hovering before your eyes, and you will be able to play Oblivion on this virtual monitor exactly like you would on you actual monitor.

    This is just to test that everything is working so far.

     

    Exit the game, do not exit Deskope however and start the Tridef program.

    When you start the Tridef program you'll see this screen where you click on the gamepad.

    m4zo.jpg

     

    This then leads you to this menu, showing you compatible games on your computer. The Tridef will have a shortcut to OblivionLauncher.exe so you will have to change it so the shortcut points to the Oblivion.exe instead.

     

    4dpm.jpg

     

     

    Start Oblivion though Tridef.

     

     

    Tridef does not like starting windowed games in Side By Side 3d mode so once you're in the game, playing, you want to change that by entering the Tridef ingame menu.

    Press 0 to do so. Use the number keys on numpad to move around the menu. 8 =up 2 =down and 4, 6, will take you sideways. 5 = enter.

     

    Chose Left/Right for your 3d output.

     

    And in the 3d options you can adjust the field of view so that things looks right for you.

     

    When you're done, exit menu. Use alt + tab, to return to the Deskope settings. Hold your head straight, and press recenter screen.

     

    Afterwards, without moving your head out of position, alt + tab back into oblivion. Continue holding your head still, and press shift + alt + arrow up.

     

    This will lock your head position in the game and now that you've done this, you are able to turn you head around inside oblivion and look at the game from a VR perspective.

     

    And now you can play Oblivion in VR. :P

     

     

    I use the same procedure for Fallout New Vegas. :angel:

  11. When I started using the devkit, I spend a lot of time searching for info on how to use it for games and such from various places on the internet.

    It was a problem to me that all the info was scattered around the world wide web, and not in one place.

     

    So for those of you who are getting the devkit, or those who might be thinking of getting their hands on the devkit and are wanting to know a little more about what to expect, here is what little I've learned from the Oculus experience so far, all gathered in one post.  

     

     

     

     

    First of all, the usb cable, and the hdmi cable included, are both a bit short. I used some of my own instead.

     

    The devkit also comes with 3 different pair of lenses A B C. Trying out each pair to find just the right match for your eyes is essential.

     

    Like any monitor, turn it off when it's not in use, and keep it away from direct sunlight. When you change lenses try to keep dust from falling inside the Rift.

     

    The usb cable is for tracking. If it's not connected nothing will happen if you tilt your head wearing the Rift. The Rift is already notorious for having problems with some logitech driver/software. Big collision there.

     

    The hdmi cable connects to your graphicscard. The Rift will be your second monitor.

     

    To play games and video on the Rift you need to enter the screen resolution options menu and chose to duplicate screens. Some games can be played directly in 3D and some games require Vireio to work with the Rift.

     

    I use a desktop resolution of 1920*1200 and if you also chose this high resolution for your games and Riftdemos, the Rift will downscale the image automaticly to it's native resolution. This can actually make your game/demo look a litle bit better in the Rift but at the expence of latency.

     

    If you want to use the Rift to do work on your desktop, surfing the net or writing documents in Word or such trivial things, you need to set screens to extended. To view your desktop in Rift, you also need a program to make the desktop usable in stereoscopic 3D. That would be a program such as Deskope or Ibex.

     

    The Rift has a low resolution. 1280*800, giving you 640*800 on each eye. That's not much to be honest. The consumer version will be better resolution, and will also feature positional tracking.

     

    So what's it like playing games with this thing strapped on to your forehead, just a few mm in front of your eyes.

     

    Close up to an object, the low resolution is barely noticeable.

     

    Walk up to a npc in HL2 and stare into his/her eyes and in my experience, you won't notice the low resolution as much. Do the same in skyrim, walk up to a friendly willage dog and get real close to it and look deep into those eyes, and chances are you'll forget the low resolution for a moment.

     

    Then look away at those Skyrim mountains and the low resolution becomes slightly more intrusive. To sum up, if you look at something at a distance, you'll be aware of the low resolution, if you look at somthing close to you, you are more likely to not notice the low resolution or forget all about it.

     

     

    To start off, getting the Rift ready first time, it's a good idea to start chosing the correct lenses for your eyes. I suggest looking at one of the many usermade demos out there for the rift. Or use the configuration program that comes with the Oculus SDK which you should download from Oculusvr.com. Just try the different lenses til you find the ones that are most suited to your eyes. 

    vvme.jpg

     

    There are lot's of free demos out there for the Rift, and for the time being, more seems to be popping up every other day.

     

    Right now I would recommend Titans of Space (an educational trip through our solarsystem) and Riftcoaster (a rollercoaster ride using the unreal engine, that's pretty cool, chances are, you will experience motion sickness first time though).

     

    War Thunder has a free mode that supports the Rift. It's the best flying experience you can have with the Rift at the moment, though a more peaceful alternative would be Outerra (lets you fly across the entire planet).

    For War Thunder, the cockpit view works best in my opinion, tried both third person and virtual cockpit view but they were IMO not so immersive.

     

    HalfLife2 is cool in Rift mode. The Rift works pretty well with the HL2 episodes as well. You have to right click the game and add «-vr» in your steam list of games, and then you're all set.

    7ey9.jpg

     

    Same goes for Team Fortess2. You can do some Rift calibrations in Team Fortress2 and add those to HL2.

     

    DOOM3 BFG edition. Carmac did a great job getting Rift support to the game, but But for reasons only known to id/Bethesda, it's not turned on by default. So luckily a mod exists that turns it back on. Just download the mod and throw it into the game directory and use the new exe to start DOOM3 BFG and you're good to go. Unlike HalfLife2 you aim with your Rift, so just look at your enemy's head and pull the trigger. Very cool. Virtually everything is up close in this game, which helps making you forget about any concerns you might have had about the low resolution, almost from the getgo.

     

    Also the old Quake1 is fun to play in VR ( http://phoboslab.org/log/2013/07/quake-for-oculus-rift ), start the game and enter R_oculusrift 1 into the console and it works like a charm. And Quake1 is at it's core, very low resolution, so it looks rather good when viewed through the Rift.

    k08p.jpg

     

    Time to talk about Skyrim and Oculus Rift.

    To get Skyrim to work in 3d you need Vireio.

     

    Start Skyrim Launcher and go to options advanced, and change shadow detail to low.

    Reflections in the water might also get a litle weird sometimes so if you want you can uncheck those as well.

    Chose 1280*800 as resolution.

     

    So far so good. Time to deal with those pesky shadows.

     

    You have to open SkyrimPrefs.ini and change

     

    fInteriorShadowDistance=3000.0000 into

    fInteriorShadowDistance=0.0000

     

    fShadowDistance=2500.0000 into

    fShadowDistance=0.0000

     

    fShadowLODStartFade=200.0000 into

    fShadowLODStartFade=0.0000

     

    If you want to stand a chance at using the inventory you have to open Skyrim.ini and add

     

    [interface]

    fSafeZoneX=300.0000

    fSafeZoneY=150.0000

    fSafeZoneXWide=300.0000

    fSafeZoneYWide=150.0000

     

    That last bit puts your inventory center screen so you can see it in Rift.

    Looks like this

    ype5.jpg
     

     

    This, in my experience, won't go down well with UI mods. So unmodded UI seems to be the way to go for using Rift with Skyrim.

     

    When playing, use the «fov 110» command to change your field of view to something more comfortable for use with the Rift.

     

    If done right, Skyrim and Oculus Rift go well together, well apart from kill cam and special kill moves that throws you into 3rd person perspective without warning, dull vanilla colors that look just as dull through the Rift, grand vistas that looks not quite so grand in low resolution.

     

    Is it playable? Yes, it is.

    Is it amazing in 3d? Yes it is.

    When things are up close, then it's really breathtaking.

    Looking at the ingame vanilla map through the rift is very interresting because of the 3D effect, as the added feeling of real depth to the map is great.

     

     

     

    Dear Esther is another game that gan be enjoyed through the Rift using Vireio.

    Start the game, go to keyboard/mouse options and activate Allow Developer Console.

    When playing the game enter sv_cheats 1 into the console. And then enter fov_desired 110.

    Play away.... it's a very very beautiful game to behold in the Rift but rather creepy and sinister.

     

    Mirrors Edge. Works through Vireio. You want to add under the [Engine.PlayerInput] in the TdInput.ini file, the following

     

    Bindings=(Name="NumPadZero",Command="FOV 0",Control=False,Shift=False,Alt=False)

    Bindings=(Name="NumPadOne",Command="FOV 32",Control=False,Shift=False,Alt=False)

    Bindings=(Name="NumPadTwo",Command="FOV 75",Control=False,Shift=False,Alt=False)

    Bindings=(Name="NumPadThree",Command="FOV 80",Control=False,Shift=False,Alt=False)

    Bindings=(Name="NumPadFour",Command="FOV 85",Control=False,Shift=False,Alt=False)

    Bindings=(Name="NumPadFive",Command="FOV 90",Control=False,Shift=False,Alt=False)

    Bindings=(Name="NumPadSix",Command="FOV 95",Control=False,Shift=False,Alt=False)

    Bindings=(Name="NumPadSeven",Command="FOV 100",Control=False,Shift=False,Alt=False)

    Bindings=(Name="NumPadEight",Command="FOV 105",Control=False,Shift=False,Alt=False)

    Bindings=(Name="NumPadNine",Command="FOV 110",Control=False,Shift=False,Alt=False))

    and then press 9 on your numpad when you're playing to get fov 110.

    That's about it.

     

    Dishonored. Needs Vireio to work.

    Find DishonoredInput.ini

    and add this under m_PCBindings=(Name="Zero",Command="GBA_Shortcut_9")

     

    m_PCBindings=(Name="NumPadZero",Command="FOV 0")

    m_PCBindings=(Name="NumPadOne", Command="FOV 32")

    m_PCBindings=(Name="NumPadTwo", Command="FOV 75")

    m_PCBindings=(Name="NumPadThree", Command="FOV 80")

    m_PCBindings=(Name="NumPadFour", Command="FOV 85")

    m_PCBindings=(Name="NumPadFive", Command="FOV 90")

    m_PCBindings=(Name="NumPadSix", Command="FOV 95")

    m_PCBindings=(Name="NumPadSeven", Command="FOV 100")

    m_PCBindings=(Name="NumPadEight", Command="FOV 105")

    m_PCBindings=(Name="NumPadNine", Command="FOV 110")

     

    That's it.

     

     

     

    So let's talk Vireio.

    Right now there is an old version named PerceptionD3Dproxy to be found here: http://vire.io/

    That version is the one I'm using.

     

    hc9c.jpg
     

     

    There is a newer version here: http://www.vireio.com/ named Vireio Perception 1.1.0

    What's the difference?

    They are rewriting the program, so I suggest using the old one for Skyrim at least, until the new one is matured a little more.

     

    When you use the Vireio to play a game, you start the software and then the game, and then you see if it works or not.

     

    If it doesn't work at all, copy the .dll files from the Vireio folder and paste them at the apropriate place in the game directory.

     

    When you run a game in Rift using Vireio, press ctrl + i This will start the calibration part. You'll see two red lines on screen, one is visible for each eye. Move the red lines using o p and k l until you get a result that does not hurt your eyes.

     

    Other useful vireio keys :

    F1 : Save Screenshot.

    F2 / F3 : Adjust Separation.

    SHIFT + F2 / F3 : Adjust Camera Offset.

    F4 / F5 : Adjust Convergence.

    F6 : Swap Eyes.

    SHIFT + F6 : Reset Settings

    F8 / F9 : Adjust Tracking Yaw.

    SHIFT + F8 / F9 : Adjust Tracking Pitch.

    CONTROL + F8 / F9 : Adjust Tracking Roll.

    NumPad 0 : enable/disable stereo mode

     

     

    If you don't get the calibration right, playing can be a bit of a pain.

     

    There is a program in the making that promises to be the salvation for anyone who wants to play older games with the Rift such as Oblivion and Morrowind and Fallout3. The program is called Vorpx. Here's a preview http://www.roadtovr.com/2013/05/31/unlock-the-vr-in-your-game-library-with-vorpx-and-the-oculus-rift-5874

     

    Watching movies using Rift is fully possible,

    Programs like VR Player, Oculus Video, RiftMax_Theater, VR_Cinema3D, sView, are intended for such use. However the low resolution of the devkit is not ideal for showing movies. That doesn't mean we can't have a little fun though, so with a little help from a converter program like the IQmango 3D Converter you can turn most 2d movies into 3d, and play them in Oculus Rift.

     

    I do a bit of modding for Oblivion so I wondered if using the TESConstructionSet was possible together with the Rift. And through using a program called Deskope which let you see the desktop in Rift, this is possible. Using deskope you can do whatever you normally can do on your desktop. Surf the internet, see a movie in your mmedia player, make a mod for Oblivion, it's all doable. You can even play Skyrim in windowed mode in deskope without using Vireio, although then it's kinda like playing on a virtual 2d screen rather than real VR. This trick should work with most games that you can play in windowed mode. Morrowind anyone?

     

    Here's an oddity:

    On the internet there is something called Oculus Google Street Viewer fot those interested in that sort of thing. http://oculusstreetview.eu.pn/

     

    Time to address the issue of motion sickness. When I first started using the Rift, the dreaded motion sickness got to me right away. Could only play for few minutes at the time, at first. But using the Rift regularly, and then slowly increasing the time of each session allowed me to get over it, little by little.

     

    Now I no longer get motion sick and it's great.. can play for hours.

     

    Most people can enjoy stuff likeTitans of Space without discomfort, and Quake1 and Doom3 BFG also are rather easy on the head, so they are excellent to play just to get used to VR. As for HL2 and the rest of the games, well they take some more time to get used to (if you're prone to getting motion sickness that is).

     

    Here's a nice tip from Wikipedia.org :

    Tests conducted on the television shows Mythbusters and Food Detectives support the theory that ginger is an effective treatment for the nausea caused by motion sickness.

     

    So there...

     

    Here are some useful links for Oculus Rift owners

     

    http://www.vorpx.com/ future program that will VR enable lots of older games

     

    https://developer.oculusvr.com/forums/ forums where a ton of links to Oculus Rift demos and games can be found.

     

    http://www.roadtovr.com/ a news site where you can keep an eye on all of the cool stuff that is happening in the VR world.

     

     

    Not a lot of content out there yet that combines the Rift and the Hydra, but there are some.

    BuckExperimental, heli-island-oculus-hydra, and SixenseTuscany. There are a few more, Zombies on the Holodeck (which is really interesting), some cinema programs etc. I've played around with my Hydra controller in the SixenseTuscany demo and it's very intuitive and fun. If only games were like that. Hopefully when the consumer version of the Oculus and the new wireless Hydra comes out, there will be tons of games incorporating support for both devices.

     

     

    Well that concludes this short introduction to the Oculus Rift devkit.

     

     

     

     

    • Upvote 2
  12. Recently I flushed my integrity down the drains and opened up a youtube account. 

    Uploaded something today to test it. Quality is not too bad when being watched at 720.

    The video is just glimpses of flying to the moon and entering the enemy base, shooting stuff.

    "Oh no!! It's OBLIVION WITH GUNS!!!"

    :unsure:

    
    
    
    
    [media]http://youtu.be/dO3_DzQYT4E[/media]

     

    I'm not good at aiming so the shooting kinda sucks. :coffee:

     

  13. time for update.

    still working on the scifi inspired shooter part of the mod.

    Have taken the time to decide on player uniform. I got some inspiration from the scificowboygenre for the outfit, so it ended up

    looking like a futuristic sheriff outfit. I'm happy with how weird it is, it is a weird mod afterall.

     

    here is a few shots.

     

    first the female uniform.

    femalecostume1.jpg

     

    femalecostume2.jpg

     

    and here's the male counterpart

    malecostume2.jpg

     

    malecostume1.jpg

     

    not much difference between the two, but the male version comes with glasses.

     

     

    and while I was lining up for the photoshoot, I figured I should take a picture of some of the hostiles which the player

    will encounter in this part of the mod.

     

    here's a few of them

    impsi.jpg

     

     

    this concludes the update :)

     

  14. Time for an update,

    been working on mission 4 steadily since last post, and it's progressing nicely.

    The mission is more structured now as pieces are again finally falling into place.

    I've talked about a planet and a moon before, but nowadays, I'm only using the moon.

    There is an imperial base on the moon, it's in a remote part of the moon where there's ice and snow. And there is now a big city on the moon located in the dry sandy dessert near the equator.

    I thought earlier that the imperial base was finished, but the story of the mission has forced me to expand the base quite a bit.

    Right now I'm doing interior cells for the expanded base and for the first part of the city. The first part of the city right now is basically 44 buildings ( it's a big city) which are all in need of interior cells. Some buildings require more than one interior cell, so it's timeconsuming work, and I'm reusing a lot of interior cells with minor variations to save time & energy.

    As for pictures this time, I thought I'd show off some characters.

    Here's a picture of characters from mission 3.

    characters2q.jpg

    and here's another one pretty much the same, but showing some thieves also.

    charactersj.jpg

    And here is a snowtrooper from mission 4. He's part of the new expanded imperial base.

    snowtroop.jpg

  15. Thanks Tigersong, :) who knows :)

    'made some progress.

    I finished the part where you fly to the planet, I decided to make it easy on myself by not making this spaceship pilotable.

    A big part of the mod's first mission, is piloting a spaceship through space along side a moving fleet,

    So to keep things fresh, I didn't want to just repeat that sequence in mission 4.

    Instead, you just relax on the stealthy spaceship as it moves on autopilot through space, passed the enemy armada who fail to detect you, (because your two brave escortfighters draws everyones attention away from you), and finally into the planet atmosphere where the flight ends.

    You can look around you during this flight, move your head freely, but can't move your body. It's an elegant solution, kinda like watching a movie :)

    Perhaps later in mission 4 there will be another pilotable spacehip and maybe I'll add the ability to shoot also. Not sure what will happen at the moment.

    Here's a picture taken through the side window of your cockpit as you approach the planet, where you can see one of the escort fighters flying besides you.

    cockpitview5.jpg

    a small part of the planet you're flying towards is visible in the background of the image.

    And here for some obscure reason is a picture of a storage area on the rebelbase . :)

    storagerrom.jpg

    I'm starting work on the planet part of the mission now, must include a city I guess. no pictures of that now of course, but here's image of a possible transport for this part of the mission

    speedybike.jpg

    ....

  16. the Odd Mod is a good suggestion and maybe I'll go for it, too early to say. Thanks for the suggestion. :)

    The textures for the space related missions are not very oblivion like, I know, but that's actually the look I'm going for.

    mission 4 so far only accounts for 78 megs of textures so far.

    Well, my textures are really bad compared to what many here at tesalliance can conjure up, so I am humble enough to realize that most people can do a better job at this than me.

    Btw I haven't mentioned it much before, but there is a training mission in this mod also.

    It's 100% complete, and what it is is it's mainly a training facility located in a old castle, in an unspecified modern city somewhere.

    There are instructors there guiding you through your training, where you'll acquire the necessary skills to complete the first 3 missions.

    Certain things are perhaps not so easy to learn on your own.

    Things like how to safely enter and exit a spaceship, how to solve certain puzzles whilst under attack, how to discover secret passages etc...

    Therefor I took the time to make this training mission to make it easier to learn this kind of stuff in a safe environment,

    it's also a lot of fun to play through I think.

    Of course this will be optional, so those that wants to figure out everything on their own, can go right ahead and try to do so.

    Mission 5 will be very oblivion'esque and I think it will be the only mission that draws its inspiration from TES games.

    But first I have to finish mission 4.

    Status 13.01.13:

    So far finished an imperialbase on a moon somewhere and a rebelbase in space, currently working out a flight path between the rebelbase and a planet.

    Once I get that bit up and running, I'll begin working on the part of the mission taking place on the planet.

  17. well Tigersong, I have been scratching my head for ages trying to come up a fitting name for this mod.

    bizarromod is kinda pointless.

    Should the mod be named after one of it's component's? Maybe.

    And maybe not?

    A little bit like naming a rainbow after one of its many colors, like orange or red.

    Think of a box of chocolate, each chocolate tasting differently. This mod is more like that really.

    The different parts of this mod are inspired by different games I've played in the past.

    Games like Alien trilogy, Quake, doom, and Thief.

    For mission 4 it was either doing a SW themed mission, or doing a replica of the Liberty Island mission from DeusEx.

    Allthough the Liberty Island replica would be easy to make, I decided to do a SW themed shooter,

    I used to love playing Dark forces and Jedi Knight.

    You see, the entire mod is not a SW mod as such, it's more a mod about a person living in a small village on an island

    somewhere, and this person (you) wants to go to Tamriel.

    And in order to get there

    he/she will have to survive going through quite a few dangerous scenarios, or missions if you will.

    One of those missions, the one I'm currently working on, just so happens to take place

    in a galaxy quite some distance away. And all the other missions will take place in totally different universes and have

    nothing to do with SW or each other whatsoever. It's an unusual approach to a mod, I guess.

    Good suggestions for a proper name for the mod, are always welcome though. :thumbup:

    Not much new giant leaps of progress to report though, Things are progressing but not at hyperspeed :popcorn:

    here are a few, sort of cool pics, of various things & stuff.

    chase1h.jpg

    chase2.jpg

    flybyp.jpg

    officetd.jpg

    ..

    edit desember29.2012

    Since there has been many SW themed pics lately, I decided to post a couple of pics from mission 1.This mission has more to do with the BSG universe than SW.

    here's a cockpit view one:

    viperui.jpg

    and here's a scenic shot

    raidern.jpg

    ...

  18. thanks Tigersong, hope you'll enjoy playing it

    and yes before oblvion it is :)

    Working on mission 4 now, finished part of it and it plays ok.

    Here's some pics I shot this evening.

    sw2z.jpg

    sw1m.jpg

    sw3v.jpg

    Mission 4 takes a lot of time to create because it is overall so different from Oblivion

    and coming up with design ideas is such a big timeconsuming part of the process. :)

    Luckily It's al lot of fun still:)

    edit desember 6 2012:

    figured I'd post a video of the shooter gameplay of mission 4, since I already did so for mission 1 and 3.

    *obsolete link*

    :fun:

    Edit desember7 2012.

    The video host site started deleting my mod videos for whatever reason, so all 3 videos are down for now. I have no idea why.

    edit desember 8 2012.

    because the vids are down for the moment, I felt like posting something, well anything at all really.. So I figured I'd just get my character to pose in one of the npc uniforms and have my picture taken.

    It's like one of those, "look what I did on my holiday mum" kind of pics.

    well here it is.

    vaderk.jpg

    edit desember 11 2012

    progress has been slow due to a lot of texturing lately.

    I do cut corners whenever's possible, so textures are not good in any way but I don't have enough time to make them detailed and pretty.

    I don't have enough new stuff to show to warrant a new post yet so I'll just update this one for today.

    Here's a pic.

    robotsk.jpg

    and here are some weird examples of recent texture works :wine:

    tex1j.jpg

    .

  19. :down:

    I thought I'd just post a video showing some stealth gameplay from mission 3.

    Sneaking around in the dark in this mission is key to survival. Some people are more into hack & slash than stealth so, might as well show in some small way what it's all about.

    Some tools can be of use for stealthy characters

    .

    shown in this video are:

    waterarrows

    firearrows

    the invisible blackjack : short range, makes npc pass out 40 secs

    scroll of tranquility. : long range, makes npc pass out 40 secs

    video contains:

    Firstly in the video, fire and water arrows are demonstrated.

    Then it's shown how to stick to the shadows when moving around.

    Then it's demonstrated how to enter and exit an apartment unseen.

    Next it's showing how to approach a npc guard unnoticed and whacking him over the head with the "invisible blackjack" without him entering combat mode.

    Then it's demonstrated what will happen if you approach a guard in a well lit area.

    After making him pass out using the scroll (he's still in combat mode though because he saw me before I hit him), it's shown how some banners actually covers hidden passages that can be usefull for a quick getaway.

    And video ends........

    *obsolete link*

    And that's all there is, this time. :baa:

    oh and here's a video of mission 1, it's a few months old now so most may have seen it already.

    *obsolete link*

  20. Mod in making. Been working on this for some time now. Up until now, every time I think it's ready for release, I get a new idea that I just have to put in there somewhere. Sigh.

    But now I'm determined to finish the remaining parts of it and stop adding to the already finished parts. I have lost count of how many times in the past I've said to myself that

    mission 3 was finished only to add even more content.

    ok

    What is it about?

    there is some stealth gameplay (mission 3),

    some run and jump for your life gameplay (mission 2),

    some first person shooting (mission 4),

    some space exploration (mission 1)

    and some good old fantasy adventuring (mission 5).

    Everything here happens before the main game begins. So you go through character creation and the mod starts immediately after.

    story :

    you want to go to tamriel. There is a way to get there. If you go to your friend's house and drink a magical potion, you will embark on several missions.

    Successfully completing all these missions will allow you to travel to Tamriel, where you can begin playing Oblivion.

    I got some old pictures to show, haven't made any new ones because modding this badboy takes up all my sparetime.

    No pictures from mission 1 and 4 yet. Which is unfortunate i guess. Maybe somebody's reaction when playing mission 1 for the first time will be:

    What the.. this isn't anything like whats shown in those pictures, why am I flying a spaceship through space!!!

    :icecream:

    Here's a lonely picture of mission 2 (Racing Death)

    dayofdoom.jpg

    And here are some scenic pictures from mission 3 ( Through the Lookingglass)

    newstuff.jpg

    streetview14.jpg

    baffy5.jpg

    deadhammers1.jpg

    newwork.jpg

    BTW Here's a pic from mission 5

    mawpic2ai6.jpg

    So mission 1,2,3 is finished.. If I can just learn to keep my hands off them. :noway:

    Mission 4 is 50% done,

    mission 5 is 80 % done.

    :yes:

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