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Posts posted by RedDragonDreamer
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Well perhaps lose the wet fur look and go fur fluffy dry instead then he would be the perfect disney bear.
Take a look at bambi then at your bear face, he's cute as hell. But hey, I like that.
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He's very cute and I like him but to me honestly it looks like he's been caught in the rain or just came out of a lake shook himself and has a little moisture on his fur.
But thats just a minor thing, I really like him lots I would definately download your cute white bear, he's just the cutest ever.
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Does this contain any sort of helmet? If yes, then NPCs in full suit would nicely act as a totally new type of enemy.
I'm afraid it's not possible, at least for NPCs, because footsteps sounds are hardcoded for each type of material. And if you change some of them, then you change them for all NPCs.
I'm still working on more armors, before I start the helm.
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Thanks, Working on a few more varietys, I havn't released these ones yet but I will once I've done with tweaking them
Warning Nightmare Fuel INTENSE GORE GRAPHICAL HORROR
Ok...You were warned!
Fleshy Boobs
Sewn Together wrong
Is patchs of skin with sewn on nipples female only - you'll have to imagine it as it goes against the rules here
Gutted
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Name: Diannes Gore Feast
Version: 2
Date: 7/18/2010
Category: Weapons and Armor
Author:RedDragonDreamer/ Dianne/ Dunmermaiden
Description
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Rumor has it the some Dremora Caitliff Mages have been designing a new kind of armor, armors made of fleshy parts! You the hero must put a end to it and find the armors and take them.
Location
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I have hand placed the armours on several Dremora NPC's, they are all located in Oblivion and in random interiors...You must fight to win them! But....I have also placed a sack with all the armors in a fiddly spot in the Kvatch Oblivion world, you must fight and trigger open a gate to find them.
In the extra .esp you can go to the wayshrine close to Bravil and fight to earn the armors if you've already completed the main quest
The armor is fitted for Roberts Male Body and the UFF Female body mod however since this armor covers the entire body other female body mods are compatable so far as I know
Known Issues
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The Roberts Male body codpiece has tiny peeky boo seams showing, unfortunately I cannot fix that, not a modeler however if anyone wants to fix it to sit correctly be my guest
Install
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1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file(s).
Uninstall
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1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.
Oblivion\Data\Meshes\Armor\Diannes Gore Armor
Oblivion\Data\Textures\Armor\Diannes Gore Armor
Oblivion\Data\Textures\Menus\Icons
Contact
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You can find me on the official Elder Scrolls forums as 'RedDragonDreamer'
You can find me on TESNexus as 'Dunmermaiden'
You can find me on OREForums as 'Dianne'
Credits
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Robert for male model
http://www.tesnexus.com/downloads/file.php?id=8295
Corwyn for Fantasy Figures female model.
http://www.tesnexus.com/downloads/file.php?id=13356
skeleton K. for Nightshade Armor model.
http://www.tesnexus.com/downloads/file.php?id=14999
Thanks to Kardiyak for Dwarven Nano suit v 1.1
http://www.tesnexus.com/downloads/file.php?id=18780
Thanks to Eyren for the skirt
Thanks to Exem for the skirt
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Tools Used
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7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
GIMP - http://www.tesnexus.com/downloads/file.php?id=14920
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Paint.NET - http://www.tesnexus.com/downloads/file.php?id=11909
TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Licensing/Legal
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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.
Teaser Screenies:
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Adding the companion to a faction would be fairly simple. You'd just need to create a new quest that has a quest script which governs the sequence. This script will check for the player's faction rank and adjust the companion's faction rank to match. You can start each block of the quest script to run on GetStageDone pointing to the faction quest stages to tell it when to look for the player's rank and adjust the companion's rank.
Dialogue is trickier. NPCs deliver quest dialogue directly to the player, which goes into the dialogue zoom in screen. It doesn't leave the character open to have words for you and your companion. You could add additional lines like "Thank you, both of you" conditioned to run if you have a companion, but this poses issues:
1) If another mod alters the same quest you alter, whoever changed the quest last wins creating conflicts.
2) Any lines you add will not have the vanilla character's voice, or any voice unless you add it. This can be a real immersion breaker, and unless the dialogue is directed to the player, you can't squeak by with voiceless dialogue between two NPCs; the player just won't hear the convo.
3) Lines directed to the player often alter quest details like stage progression, adding an additional convo between your quest giver and companion may interrupt the quest unfavorably.
What I would recommend is creating a crop of custom NPCs who use a custom dialogue quest and not vanilla chat at all. You'll need at least a male and a female voice actor to do these generic lines for you, but you would only need a few greetings and goodbye and some general rumors and passing lines. Then sprinkle them around Cyrodiil in taverns, towns and guild halls. You can make your NPCs say anything you want to the duo giving you that immersive feel you want; even give them custom convos to have with your companion when they meet in passing. It sounds like a lot but really wouldn't require much work, so might be something to consider.
Taking your advice Will be doing it. The last thing I want is to cause conflicts with other mods. Thank you very much
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Yes Thanks DarkRider
What I am trying to do is to make a companion that does quests alongside the player ( vanilla quests ) but have the quest givers aknowledge and assign my companion to do the vanilla quests with the player and to up the rank in the fractions for the companion as it does to the player.
I guess what I am trying to create is a companion that some of the vanilla npc's *know* and stop him from being 'static and not aknowledged or assigned' despite helping the player complete the quests. Mainly the editing part will be getting the guild quest givers to assign my companion and aknowledge that he completed the quest as well
I know I have asked about companion scripting and such help before but I had to stop and learn more about the cs and I want to keep trying because everytime I try I get closer to being able to archeive this.
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After reading the segment in the post about complex dialogue, For my quest I am wanting to add to the vanilla quest dialogue, but I understand now that causes bugs and incompatablity problems. What I am wanting to know is if there is a workaround to this problem?
Thanks in advance for any help
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One of them leads directly to the parent worldspace, with obviously second one in this parent worldspace that leads directly to my worldspace, so...
Please, read carefully my previous posts. It's Shivering Isles worldspace. Rather big one, with many land to explore...
Please don't get snappy, I was only trying to help and I meant what your worldspace was as if it was a balcony or garden then doors would make more sense.
Sorry for trying to help. I leave you to find your own solutions
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I have a strange problem in the CS. I can no longer create or edit scripts. The script editor pop-up box seems... broken. Either that or I'm doing something really dumb and missing the obvious.
Following Class 1 I created a new script, saved it by clicking on the disk icon thingy (I've even tried Script - Save) and all seems fine. When I go to close the script box, either clicking on the X in the corner or by using Exit, I get the message in this pic.
It simply won't close unless I say No, which of course, doesn't save the script.
Any thoughts?
Yep, I know that box of doomz very well, it always does that when my script code is fail.
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Those doors, perhaps linking them to the parent worldspace might be errr a workaround. Thanks for the linky for my question in my thread, I'll be gving it a good go. May I ask what the parented worldspace is? if it's a garden type area or a balcony doors would work better
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I would suggest putting a door to go in and out of the worldspace. I've never parented a worldspace before but I know that without the parent worldspace a door ( or spell to teleport ) works to go to and from.
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Hooray finally she's saying the lines, thanks DarkRider
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Do you have a greeting for her that uses the default GREETING topic? No matter what you name a new topic, the greeting is hardcoded so you need to use GREETING. From that default you can chain to custom topics but she has to have an actual GREETING or the convo can't begin. Let me know if you have one or not.
[EDIT] If your dialogue is set properly you shouldn't need those scripts to add the topic.
Well I did but she wasn't using it ether, but I could make a new one and try, what should I give the conditions for it?
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You can't use that condition for an unplayable race. Remove that condition and use instead GetIsRace YourCustomRace == 1 see if that helps
sorry but no, it doesn't. Made a typo at my first post, already using that condition, it's the only condition for the quest.
The topic conditions are, GetIsRace CustomRace == 1 getis sex==female==1 and GetIsID(her id)==1
It should work but won't.
The Quest script is:
SCN aaXXDarkfangQuest Short DoOnce Short DanceNow Begin GameMode if DoOnce == 0 AddTopic aaXXDarkFangGreets set DoOnce to 1 endif end
and her script is:scn aaXXJahizaScript Begin GameMode AddTopic aaXXDarkFangGreets End
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I have a custom unplayable race I want to add a greeting type topic to, I have a script in the quest script that adds it, I have the quest condition to be 'playable race ( then her race ) and == 1 In the CS it comes up in the filtered topics for her but ingame she has the whole nasty ' I have no greeting ' of doom.
Anyone know how to make her say her line?
Thanks in advance
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It would be a nice addon. As for it being a hoax I am still unsure, as there are other facts to consider such as the folklore of Black Annis and Yaga Baba and the legends of Joe Magerac and others whose descriptions in the folklore seem to match that of atronachs and xivilai which leads to question, who built the pyramids? I just don't think that with even hundreds of slaves building them it would take decades to make and considering lifetimes the work would be going on decades after the king etc passed on... I think they had help, besides the pyramids show a level of skill in artitecture that we just don't have today. Why did the egyptians make helms that did not fit the human head comfortably? With armour if it not fitted perfectably to the persons shape in battle and use the armour would graze and make abrasions to the wearers skin which would be rather painful. Just my 2 cents...
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"I think it is real mostly because how on earth can horns be fitted onto human skulls?"
http://www.metro.co.uk/weird/69680-95-year-old-woman-gets-the-horn
http://news.ninemsn.com.au/world/1025048/woman-grows-6cm-horn-on-forehead
Like this?
Both look photoshopped to me
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I like wondering about these things too. Who does the skull resemble in the game? It's been a while since I faced down any of Oblivion's creatures.
The Dremora race, the horns look identical to the hair/ horn hairstyle with the ponytail that Beth made. Place look at the bone structure, just like how Beth made them with the anglar faces.
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Very cool, RedD!
But I had to see if the Investigative Museum existed, and I don't think it did. Google led me here.
I wanted it to be mysterious and real, but oh well...I don't think so.
I still think it is real, probly wound up being placed in area 54 after all, 'it's a threat to national security'.
I think it is real mostly because how on earth can horns be fitted onto human skulls. I doubt it beens photoshoped, finding these and also taking into account folklore of yesteryear, such as Black Annis and Yaga Baba. It's something worth pondering about none the less.
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I was looking for skull textures when I stumbled accross a link to a extrodinary website picture and such. Do take a look and if you look carefully at the bone structure and shape of it and then look ingame at a certain race...well I won't spoil it for you but it's a amazing find.
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Thanks for the advice however even using subspace, pathgrids hasn't fixed it, he still falls through.
But, having a xmarker and a travel package worked a treat!
Thanks so much!
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Yes the cage is above ground, I never knew that the cages required path nodes. Thanks so much for your help. Going to try it out soon.
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Hi All,
I am trying to place a NPC into a Oblivion Torture Cage, all's fine and well in the CS....However when I go ingame to see them instead of being inside the Oblivion Torture Cage, they are on the floor instead! What am I doing wrongly? Please I really am befuddled as to why they are not where I placed them, even have no wander package....
Thanks in advance for you guys help.
[WIPz] Better Bears
in Skyrim Mods
Posted
Please do, since this is a old version I'd love to see the up to date versions.