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ThomasKaira

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Everything posted by ThomasKaira

  1. Strange... Try backlogging to BC Trees v0.9, that's a straight-up replacer, so no ESPs to hassle you. As for the Ashlands, I'm using it without issue, so I really don't know what to say about that one.
  2. Indeed, it took me half an hour to learn something that should only take me 30 seconds (and it will once I've practiced a bit). That UI is the most unintuitive and over-complicated thing I've ever seen. And none of the mouse and key commands are what you expect them to be. Really, come on, guys, I want to move things with the LEFT button and select things with the RIGHT button, it's not that hard, but you have the left and right buttons doing BOTH, along with the left button moving that cursor around which never goes where it's supposed to, then you have to remember that undo is RMB rather then CTRL+Z... as well as selecting objects being mapped to RMB, as well. Make up your mind, Blender! How do you want to work?! There's, like, three ways for me to accomplish the same thing, and they are in incredibly intrusive places.
  3. Well, I've finally managed to create a collision box in Blender, so I think I'm pretty much done with the learning phase, here. Thanks for the assistance, guys (and gals).
  4. I already tried reversing direction for the tutorials of jury-rigging a static item out of an already havoked mesh, but that doesn't work. So, would anyone have any ideas as to how I could turn a static mesh into a havoked mesh?
  5. Cluttering a shop takes forever. >_>

    1. Hanaisse

      Hanaisse

      Yup yup, welcome to the joys (and boredom) of modding,lol

  6. Brina Cross Village Download @ TES Alliance Download @ TES Nexus Current Version: 1.0.3 Introduction Welcome to the crossroads township of Brina Cross, where merchants from far and wide travel to sell their goods and make some coin! It started as a quaint farming community, but as time passed and Cyrodiil grew larger and larger (and more powerful), economic growth mushroomed with it. As a major crossroads between two major cities and a very large farm estate further north (and possibly a third city), the village soon became a place where various merchants and peddlers would convene to sell their wares to the many passing travelers. It was a strategic junction to attempt this, as traffic along the gold road tended to convene here. This tactic proved fruitful, and the town grew from a small farming village to a bustling market square, with several new structures needing to be erected in a very short time. The inn, for example, simply did not have the capacity to serve the people who would come and go throughout the crossroads market, so a new dormitory was constructed off the road for use by traveling merchants. The idea was simple; pay the village a fee for the usage of market space in the square, and you would be provided free bedding for the extent of your rental. The tactic was quite successful, and revenue so far has been enough to allow for the beginnings of modernization within the town, including lighting the square and even a new clock tower. Unfortunately, some farmers are not entirely happy with the recent expansions, as it has begun to encroach on their fields. However, the current boom in Brina Cross has not gone unnoticed, and many thieves and plunderers have kept a greedy, watchful eye on the rapidly expanding township, eager for a misstep they might be able to exploit. Details Contained within this mod is a total overhaul of the once quaint inn into a bustling township, complete with brand new NPCs, merchants, and a clock tower! You will find that these NPCs exibit a dynamic and realistic AI schedule. Everyone goes to work, eats, and sleeps at reasonable times. The farmers even take weekends, and will stop tilling their fields and return home if it starts to rain. Several new ingredients are added for roleplayers looking to indulge in a new cuisine, as well as several new books, and a little bit of extra house decor. It's not much, but every little bit helps! Finally, the mod comes with its own unique dialogue tree about the village. Ask around, and see if you might learn a thing or two! In short, this mod is everything you would expect from a high-quality village overhaul. Requirements - OBSE is required. See below. - Requires Elys' Universal Silent Voice OBSE Plugin. - Requires Oblivion Official Patch v1.2.0416 for all versions. - COBL version requires COBL. Installation Manual Install (not recommended): - Unpack the archive with your favorite un-zipper tool. - Place the meshes and textures folders into the Oblivion data folder, overwrite when prompted. - Place BrinaCrossVillage.ESP into the data folder. - If you wish to use the COBL version, install the seperate provided COBL plugin. You will need COBL installed to use this option. - If you have installed ImpeREAL Empire - Unique Forts, install the provided compatibility patch and adjust your load order so BrinaCrossVillage.ESP is loading after Unique Forts. - Use your favorite mod manager to adjust the load order, or use BOSS to place it automatically. - Start game, and enjoy your new village. BAIN Install: - Mod is pre-packaged for BAIN. Simply select the Sub-packages and ESPs you wish to install in BAIN, and let BAIN take care of the rest. OMOD support is not planned at this time. Uninstallation If you're using BAIN, just select uninstall, and you're home free. No hassle. If you are manual, things get a bit more difficult (actually, a lot more difficult). The easy way is to uncheck the ESP and reload the game without the mod in place, but that leaves the provided resources scattered around, as well. I really can't be bothered to tell you where everything is being put in here, so if you do want to manually uninstall, please refer to the original archive to find everything. Really, though, just switch to BAIN, it will make your life a lot easier. Conflicts with Resolutions ImpeREAL Empire - Unique Forts: Landscape clipping through dummy interior. --- Resolution: Load Brina Cross after Unique Forts and install the provided patch plugin. FF Real Thirst: Gigantic well in the middle of the square. --- Resolution: Disable the well with the console. Incompatibilities JDNT_Brina Cross - Competing mod, no patch possible. mr_siika's Farm Animals/MMM Farm Animals - Out of place, not recommended. Any mod that significantly modifies the Brina Cross area in one of these ways: - Major landscaping - New structures Known Issues You might notice that some of the books added contain only end quotes. This is due to a bug in the game engine regarding the book formatting. Formatted quotes interfere with the HTML code used to format the books and cause anomalies to appear, usually in the form of no formatting taking place and a bunch of < symbols all over the place. Because of this, I am forced to use neutral quotes, which there is no model for in the Kingthings Petrock font the game uses. Because of this, it just defaults to end quotes. There is nothing that can be done about this, so please don't bug me about that. Is your dialogue scrolling through insanely fast? You probably don't have Elys' Universal Silent Voice installed. Please install it, because I cannot be bothered to link all of the new dialogue to blank voice MP3s. That is simply a waste of time. Version History 05/01/2010: V1.0 -- Initial Release Contact I can be reached via PM either at the Bethesda Oblivion Forums, TES Nexus, or TES Alliance. All issues should be reported in the thread. Please use either the BGS or TESA threads, as those are the ones I tend to watch. Credits Meo: Static Dishes Metallicow: Clock Resources: mr_siika: Market Resources http://tesnexus.com/downloads/file.php?id=30404 TheMagician: Farm Resources http://www.tesnexus.com/downloads/file.php?id=29014 SilentResident: Sutch banners from ImpeREAL Sutch http://www.tesnexus.com/downloads/file.php?id=37867 Stroti: Hand Pump Resources http://www.tesnexus.com/downloads/file.php?id=35417 Stroti: Ram on a Stick Resources http://www.tesnexus.com/downloads/file.php?id=34723 Stroti: Rustic Farm Pieces http://www.tesnexus.com/downloads/file.php?id=35346 Stroti: Ship in a Bottle http://www.tesnexus.com/downloads/file.php?id=35318 Washington: Haystack Resources http://tesnexus.com/downloads/file.php?id=34652 WillieSea: Clock textures from Clocks of Cyrodiil http://www.tesnexus.com/downloads/file.php?id=11778 Permissions You are free to use all resources from this mod EXCEPT SilentResident's banners, as they do not come from a free-to-use resource package. You must contact Silentresident if you wish to use those resources. Please credit the authors whenever possible (which is always). You are allowed to alter, overhaul, or destroy this mod in any way you see fit. Please do contact me and give credit if you wish to distribute your efforts, though. If I do not respond to your requests within one month, you may consider the mod abandoned, at which point ownership of the mod passes to the community. Planned for future versions - New short questline involving the clock tower - New questline involving the aftermath of the Anvil Recommendation quest - Complex dialogue following the various questlines and demonstrating their impact on the village. - Large-scale COBL support (vendor tweaks, new stalls, etc.) Note that the mod will not debut with the above, and when it first arrives will be nothing more than an atmosphere/graphics enhancement for the Brina Cross area. Once I have the village out and about, I will begin work on the quests and other optional extras. If anyone has any suggestions, or would like to see something added, please let me know.
  7. Photo 1, the exterior pathgrid. The remainder of the shots were taken ingame. Photo 2, ingame shot of the house and path. Notice the grass has been mowed. Photo 3, tweaked interior lighting. I've dimmed the lights at the dining table to relax the mood and added a floor candlestick in the doorway so it wouldn't be in constant shadow. Photo 4, basement ingame. I'm quite pleased with how the lighting turned out in here. Photo 5, the garden. I prefer to do my cleaning in TES4Edit, as it is a much more powerful tool for that purpose then Gecko, and it is capable of removing specific dirty edits automatically. EDIT: TES4Edit got all the dirt. Just ITMs and UDRs. No wild edits from what I can see. I appear to have forsaken the photos, though, so I will upload what I do when I clean a mod ASAP. So, first thing we do is apply the cleanup filter: Pic From there, we uncheck everything except for the "Conflict Status Inherited by Parent" box and the background and text color boxes: Pic This is what we get: The yellow background with green text denotes the mod is overriding records without any conflicts (as expected, as it is the only mod we have loaded right now) Pic From there, we ask Edit to Remove Identical To Master records... Pic And so it does. The red box denotes that Edit has told us that Identical to Master edits have been removed, and what records they were. Pic Next step is to Undelete and Disable references: Pic Now, although Edit did not find any this time... Pic I will demonstrate that it did find some last time. The final step for me is to expand the record trees to search out and remove wild edits, and by doing so we come across these: Pic The red boxes highlight some characteristics TES4Edit leaves behind when it undeletes a reference. Those two flags get added, and if you scroll further down, you will discover that the reference has been set to a Z coordinate of -30000. This is what TES4Edit does when it undeletes and disables a reference. Now, there were not any wild edits in the plugin either time I checked (and in fact most of the dirt had come from when I was practicing with AI packages, as the mod had already been cleaned in the same way before then).
  8. Photo 1, demonstrating the deck layout. Photo 2, clutter corner. Unmodified containers. These containers respawn, as it is a bad idea to store goodies in unsecured spots, especially outside. Photo 3, the garden pathway leading to the house. Photo 4, basement center. These containers are safe for storage (except for the sacks, there don't seem to be any non-respawning sacks in the CS). Photo 5, a second bed for the manservant. Photo 6, the wine rack. Photo 7, basement overview. Photo 8, basement lighting. Photo 9, trapdoor location in house interior. Photo 10, basement pathgrid.
  9. Revised layout: Photo 1 Photo 2 Photo 3 Photo 4 I had already gone into lesson 3, so the door is linked now, but I've mirrored all my interior changes with my exterior ones, as well.
  10. Onwards and upwards. Photo 1, the table is set for dinner, old bread is drying out for next week, and beverages are out on display. Photo 2, the small library, containing the requested books and apparatuses, as well as the chest housing the sword. The original large bookshelf from before has been removed to save space and reduce clutter. Photo 3, Clothing has been set out for the next day, and the door to the outside world is in place. Photo 4, demonstrating the lighting. Brighter on the dining side, dimmer on the living side. A slightly lower ambient light level than recommended in lesson 1 was selected to more properly simulate light pollution. Photo 5, the pathgrid.
  11. Shot 1 Shot 2 I guess this means I'm signing up. Back to school with me! Standard + EC. (That lower class drawer in the corner of shot 1 got replaced with the middle class drawer in shot 2, I decided at the last moment it stuck out too much.)
  12. Downloads Description These packages are designed to work around a limitation in the game engine. Proper usage allows you to experience semi-dynamically changing Distant LOD visuals at the touch of a button. General Details The idea was born with a small fixer set of plugins designed to defeat a bug in Kvatch Rebuilt. Once that had been released, I started thinking "maybe some other mods might benefit from such a treatment?" Thus, I have now started a full-blown project: LOD Togglers for Mods. How do these plugins work? They move a few things around for the mods they cover so to only display specific portions of the available Distant LOD based on your progress in the mod. Essentially, they are faking dynamically changing distant visuals. This circumnavigates an engine limitation and allows for the users to alter their Distant LOD for specific mods quickly and easily. Just load up the plugins into TES4LODGen and let it re-process your D-LOD. The idea was also born from the need to work around a bug in the game's DistantLOD system: modifying the individual .LOD files after TES4LODGEn was run can cause problems, namely the game failing to load the DistantLOD for the cells the player is currently occupying. Using these eliminates that bug as the idea behind this mod is not to re-distribute pre-generated LOD files (thus risking the previous bug from occurring) but allowing TES4LODGen to do all the work. Why, you might ask? Because the .LOD files TES4LODGen spits out are load order dependant. It is not a good idea alter those files once they have been generated for that very reason. Allowing TES4LODGen to generate the needed LOD data from an ESP (instead of dropping in pre-generated .LOD files) preserves the integrity of the DistantLOD folder, and thus minimizes bugs. Usage -Place precisely ONE plugin from each LOD toggler you wish to use into your mod list and adjust the load order so they load DEAD LAST. -Run TES4LODGen -Remove the plugin from your load order when TES4LODGen finishes. DO NOT LOAD THEM INTO YOUR GAME!!! These ESPs are not intended to ever be used within the game and WILL break things if you do. I repeat, REMOVE these plugins from your load order before starting the game. Frostcrag Reborn Details -Toggles between the basic spire with only the original DLC Frostcrag visuals and the new hanging village, and the full spire with all the extensions and the dragon statue. -This includes the spire visuals for the closed city cells. Using this plugin will give you proper DistantLOD for Frostcrag Spire in Bruma, Cheydinhal, and the IC Market, Elven Gardens, and Prison districts. -A couple of the struts beneath the mountain that were not previously VWD have been made so, this way it looks more like the wooden structure beneath the tower is properly attached to the cliff face. Kvatch Rebuilt Details -Allows you to toggle the walls so that they are either burnt or restored. This will also affect what buildings you see in the city if using that particular portion of RAEVWD. -These plugins will fix both the walls in the Tamriel worldspace AND the walls in every Kvatch closed city worldspace. I assure you, there will be no more flickering wall LOD at all if you use these plugins correctly! -RECOMMENDATION: The burnt walls are replaced with the restored walls at stage 3 of the KR questline. I would suggest updating the DistantLOD for the walls then to prevent jarring transitions from occurring. Unfortunately, this has to be done manually due to engine limitations, but that's what these plugins were designed for Incompatibility None whatsoever, seeing as you are never supposed to load these plugins into the game anyway. Known Issues or Bugs The restored version of Kvatch's walls will look like they are floating from certain angles. This is due to flaws inherent in the way this game handles the DistantLOD visuals. This cannot, and will not, be fixed, so don't waste time asking about it. History 2011/11/04 - Frostcrag Reborn Toggler Version 1.0 - Initial release. 2011/26/03 - Kvatch Rebuilt Toggler Version 1.1 - Removed a couple pieces of restored wall that I missed in the burnt version plugin. - Buildings removed in the burnt version for RAEVWD City Architecture and/or Wilderness Architecture users as it doesn't make sense for them to exist at that time. 2011/22/03 - Kvatch Rebuilt Toggler Version 1.0 - Initial release. Contact You can contact my via PM either on the Nexus or on the Official Oblivion forums. I am more likely to respond to the latter. Credits Thanks to Bethesda for creating Oblivion. Thanks to DarkOne for providing TESNexus so swiftly after TESSource/TESDB went down, and continuing to improve on it. Thanks to LHammonds for the Readme Generator this file was based on. Thanks to the Kvatch Rebuilt Team for restoring Kvatch to its former glory. Thanks to indefiance for his incredible overhaul of Frostcrag Spire. Tools Used TES Construction Set - http://www.theelderscrolls.com/downloads/updates_utilities.htm Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp Wrye Bash - http://wrye.ufrealms.net/ TES4LODGen - http://www.tesnexus.com/downloads/file.php?id=15781 Links to Required MODs Kvatch Rebuilt: http://www.tesnexus.com/downloads/file.php?id=15412 Frostcrag Reborn: http://www.tesnexus.com/downloads/file.php?id=9769 Licensing/Legal No resources or mod components are redistributed with these plugins, and they require their respective mods be downloaded and installed in order to function properly. If you don't have or don't want to use a particular mod, you can't use the respective toggle plugins, period. You will also need TES4LODGen, too.
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