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Cliffworms

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Posts posted by Cliffworms

  1. Snow is always pretty, although it started to drop some freezing rain on us farther south and then some rain, I do hope it doesnt effect the snow much.

    Uh-oh.

    Hello icy streets and roads tomorrow! (And news reports with images of people falling on their butts on the sidewalk. XD)

  2. You don't know how much I agree with you on that one! I live on a farm so walks are just wonderful, I actually cant wait until the weekend, take a nice long walk in the snow! :wave:

    I guess I'll be taking a nice walk tonight. There's currently a small snowstorm outside that'll continue until tomorrow morning. I'll take a couple of pictures. :smarty:

    I really prefer evenings and nights because the city lights are reflected by the snow, removing the darkness of the night for the prettyness of the snow. :down:

    ALL of the ppl there would hate going to school here Critter, you need a bloody ice storm topped off with 2' of snow to make us even think about slowing down for a day! :cookie4u:

    We also have to fight bears with our barehands on the way to school!

  3. Oooo snow, we are expecting another foot or so here by Wed, all I have to say is "About damn time!"

    I hear ya!

    They announced heavy snow on Wednesday as well. There's already a bit of snow now, and the very first snow fall was two nights ago. Taking a walk on the first snowfall, during the evening, is always very pleasant. :lmao:

  4. On my trip to Rome I found some new inspiration for the knightly orders and maybe some of the interiors of the chapels/cathedrals as well! As soon as my katana's are ready I'll pick up the design of the armors again and start messing with textures on the cathedral interiors. <img src='http://tesalliance.org/forums/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt=':smile:' />

    Great! I'm eager to see/hear about them. :lmao:

    Here are new screenshots of the priests' outfits, some cathedral shots and the Order of the Hour's Headquarters.

    To see who are the authors behind the many custom resources you see in the screenshots, refer to the Credits section.

    There are a lot of screenies, so have fun browsing through them. :D

    Enjoy!

    Priests' Outfits

    Priest of Stendarr, god of Mercy

    Priest of Stendarr having a chat with a member of The Crusaders.

    Priest of Arkay, god of the Cycle of Birth and Death, having a chat with a member of the Knights of the Circle.

    Undertaker of Arkay, responsible for preparing the bodies of the deceased.

    Priest of Julianos, god of Knowledge

    Another priest of Julianos

    Scholar of Julianos

    Martin, priest of Akatosh

    Cathedrals

    Saint-Alessia's Statue in the Order of Talos

    General Warhaft's Statue, bodyguard and close friend of the late Uriel Septim VII

    Order of the Hour's HQ Exterior

    From the road.

    Closer look

    Side look, with Kvatch in the background.

    Inside the walls.

    Battering rams and a lumber-filled wagon.

    Taking a walk on the keep's roof.

    Order of the Hour's HQ Interior

    The planning room.

    Kitchen

    The higher-ranked knights' barracks.

    The keep's dungeons.

    Sometimes, brute force is required to retrieve information...

    Servants' Quarters

  5. Cliff!!!! :cookie4u: About time you crawled out from that cave and visited us again! :fun: I missed you!! Good to have you back.

    That's an intense smiley! (The woohoo one)

    Yes t'was about time! I was also very busy with jobs here and there. So I'm back! For how long, I do not know. :P

    (I was expecting the Lurker's Lair thread number to be at least 75!)

  6. *Exits a Vault while Bill, Zoey, Louis and Francis wave him goodbye. As Cliffworms passes by a nearby rock, an army of Templars cheer him. He then turns to the door leading to the Forums and open it.

    Hellloo!

    Sorry for not responding in some time, I decided to take the time I invested in modding to put it in actual gaming, an activity I didn't do for a long time. So I played a lot of Left 4 Dead, Medieval Total War and Fallout 3 lately. But, somehow, and with each passing day, Oblivion modding was calling on me. :cry:

    So I wish welcome and greetings to all the new members I missed since my *departure* a month ago.

    I still haven't had the time to try the Oubliette, but will do as soon as possible! I do not know who is the winner, and know nothing of the levels included. I want to keep the surprise!

    This being said, I'm back in black! (For now...)

  7. T'was about time this list gets updated eh?

    Lots of new updates going on in Oblivion listing these last weeks.

    First of all, congrats to con-tu-reh for having his Modders Resources list stickied! :)

    Now, what has changed in the lists in the past two months?

    ADDITIONS

    ArnoldVSTheGooch's Essential Mod List - Last updated November 12th 2009

    ArnoldvsTheGrooch's list contains both his preferred mods and other people's as well.

    Eshenaleros' Non-Sexy Armor List - Last updated November 21st 2009

    UPDATED MOD LISTS

    Push List of Oblivion Mods - Last updated October 29th 2009

    Pushtaku's list contains both the most popular mods and those which are less known.

    Arwen's Oblivion Mods - Last updated November 11th 2009

    Arwen's recommended mods. The mods listed are also the mods she uses.

    Delte’s Thread of Immersion Mods - Last updated November 21st 2009

    Roleplay, Replay, a Randomly Generated Job Mod List by Iansi - Last updated November 19th 2009

    Running4Cover’s List of Stealth Mods - Last updated November 5th 2009

    Underdog Mods [Thread 2], By many people - Last updated November 2nd 2009

    Final Fantasy Mods List by Povuholo - Last updated October 30th 2009

    List of Modder’s Resources by con-tur-eh - Last updated December 4th 2009

    The ultimate list for a modder looking for a specific mesh, texture or object. Contains resources not found in WhoGuru's list.

    List of Modder’s Resources by WhoGuru - Last updated November 27th 2009

    The ultimate list for a modder looking for a specific mesh, texture or object. Contains resources not found in con-tur-eh's list.

    The List of Mod Lists will not be updated weekly anymore, due to time restrictions. Instead, I'll update it every "half-month". (So around the 15th).

    :cry:

  8. Cliff's Personal Guild Storage Chest

    From the readme:

    Name: Cliff's Personal Guild Storage Chest

    Version: 1.0

    Date: 2009-10-13

    Category: Guilds and Factions, Miscellaneous

    Author: Cliffworms

    Source:

    =================

    Requirements:

    =================

    Oblivion 1.2.416

    =================

    Description:

    =================

    Every single containers in the guild halls are not "safe" and if you place your items in them, their content will vanish within a few days.

    This mod adds a chest to each guild halls in which you can store your items without fearing of losing them. In other words, a "safe" chest that will not get its content erased or that NPCs will take items from.

    =================

    Details:

    =================

    Look for an exquisite looking chest labeled "Storage Chest". They are located in the living areas of each guild halls of every guild, except the Thieves Guild since the grandmaster already has his own "safe" storage containers.

    =================

    Installation

    =================

    1. Extract this archive to Oblivion\Data

    folder.

    2. Start Oblivion Launcher, click Data Files, and enable the Cliff_PersonalGuildStorageChest.esp file.

    =================

    Un-Installation:

    =================

    1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).

    2. Delete Cliff_PersonalGuildStorageChest.esp along with the readme file.

    =================

    Incompatibility:

    =================

    None. This mod does not change actual content.

    =================

    Known Issues:

    =================

    None

    =================

    History:

    =================

    2009-10-13-Version 1.0: Initial Release

    =================

    Contact:

    =================

    By PM on the Nexus, TES Alliance or Bethesda's Official Forums.

    =================

    Credits:

    =================

    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.

    =================

    Tools Used:

    =================

    The Elderscrolls Construction Set.

    Insanity's ReadMe Generator.

    =================

    Licensing/Legal:

    =================

    You may use this as you wish but you must credit me for my work.

    Feel free to host it anywhere, as long as my name is there as original author.

    This file may not be used for money purposes, such as being featured in CDs provided by magazines.

    Download @ TES Alliance

    Download @ TES Nexus

    Download @ Planet Elder Scrolls

    Enjoy!

  9. Weekly Update.

    Finally, I've put horse mods. :)

    And two mods have been updated.

    ADDITIONS

    GAMEPLAY

    MD Saddlebags V3 (OBSE Required!)

    by Maboroshi Daikon

    Purchase saddlebags from various general stores to put on your horse. You can now store items in these saddlebags when you are out adventuring.

    MISC

    Sell Horses

    by PixelDragon

    When you upgrade your horse, you should be able to sell your previous one. And this mod does exactly this.

    UPDATES

    Better Cities has been updated to version 4.3.7a on October 12th

    Reneer's Guard Overhaul has been updated to version 1.96d on October 8th

  10. Time for the weekly update. :)

    One new list this week, and a couple of updated lists.

    ADDITIONS

    Let's Talk Horses by Blade of Mercy - Last updated October 13th 2009

    UPDATED MOD LISTS

    Daggerfallesque Mod List by Cliffworms - Last updated October 13th 2009

    Delte’s Thread of Immersion Mods - Last updated October 11th 2009

    The Demonic List of Leveled List mods by demonsshade - Last updated October 7th 2009

    Environment Mod List by wrinklyninja - Last updated October 6th 2009

    See you next week and keep on modding your game!

  11. This time on the update, one new section of mods that was mostly needed! And one new mod in the Music section.

    Without further ado...

    ADDITIONS

    MUSIC

    Better Music System (OBSE Required!)

    by Side777

    Customize your game's soundtracks by adding songs to specific locations, events and weather. Highly recommended to use with Daggerfall's soundtrack.

    Requires Enhanced Music & Control and SoundCommands 4.0 to work.

    SPELLS & MAGIC (NEW!)

    New spells, new mechanics and new powers await your magical experience.

    Note: It is recommended to read bg2408's Magic overhaul Comparison for more information about LAME, Supreme Magicka and the other magic overhauls.

    Note 2: LAME and Supreme Magicka are fully compatible together, but make sure to read their manuals to know how to make them work better together.

    Less Annoying Magic Experience (LAME)

    by bg2408

    Easier spell identification, previously useless spell now more powerful, around 100 new spells, advantages for being a master of a school of magic (Such as the possibility to conjure an Oblivion Gate and much, much more.

    Supreme Magicka (OBSE Required!)

    by flyfightflea and Strategy Master

    New effects, new spells (Including Levitation), additional spell mechanics (Frost magic can freeze opponents) and game settings changed/added for a better magical experience.

    Midas Magic : Spells of Aurum

    by Xilver

    Adds more than 290 new and unique spells, such as summoning your own magic carpet, transforming bodies in gold, casting rings of fire to protect yourself and more. Extends the magic system of Oblivion without disturbing the current spell system.

    Keep on putting more Daggerfall in your world and see you next week! :goodjob:

  12. I would question why you could not have more then one shrine per god, are they not gods? If you were a god, would you not want many shrines to have many worshipers come to you Manni (although thats a bit scary to think about) ?

    If you really think about it, each city would likely have several churches, much like in D&D, where 3 or 4 gods would have chaples, churches, etc in one city and then have several throughout other cities and the land. Its the limits of what is already in place that prevent that in Oblivion, you would have to completely change the cities and possibly enlarge them to encompass such a feel.

    On this mod, it would make things interesting if you dropped in (if possible) small chaples here or there for followers to goto between cities.

    Indeed, because of the small size of Cyrodiil, they were forced not to have chapels everywhere as it was in the original lore. In the world of Tamriel, Sutch most likely exists as a city, Dibella has her dozen cults and the other gods also have more than one chapel in the wilds. (And, yes, each city has a temple dedicated to more than one god I'm certain)

    As for the idea of building small priories around shrine, I thought about it. I will most likely do it once I'm done with the rest of the project though. :book:

    Sorry about the lack of updates on the night armors, but I've been busy doing a completely new install and mod setup and thought it was time do actually play the game instead of just making mods for it! But I'll get back on them ASAP!

    Oh really, no problem at all! I've been enjoying the game itself for the last few days as well. I didn't play the game in a year. It was good to re-discover it a bit. (But I feel the urge of modding coming to me again! :D)

    Take your time. I'm not even finished with the chapels and the knightly orders' headquarters.

    :shrug:

  13. Update, once again. :unsure:

    ADDITIONS

    MISC

    Oblivifall - Races and Classes Descriptions

    by Cliffworms

    Part of the Oblivifall project

    Replaces Oblivion's races and classes' descriptions to fit those found in Daggerfall, which were more oriented toward roleplaying. Also adds two new classes: the Burglar and the Ranger.

    Oblivifall - Closing Time!

    by Cliffworms

    Part of the Oblivifall project

    Replaces the shopkeeper's schedules with the ones found in Daggerfall. Now, each merchant type has his/her own schedule. For example, General Stores are opened from 6am to 11pm while clothing stores open at 10am and close at 18pm.

    Oblivifall - Something's Not Right...

    by Cliffworms

    Part of the Oblivifall project

    Adds Daggerfall's informative messages that show up when getting close to a dungeon. These messages inform you about how your character feels, what he hears or what he notices around the dungeon's entrance.

    Oblivifall - Let's Talk!

    by Cliffworms

    Part of the Oblivifall project

    Adds many features found in Daggerfall's dialog system. Ask citizens for city directions, regional information and ask them what they know of Cyrodiil's various factions. You can also pay a scout to know the locations of cities, settlements and landmarks.

    LYCANTHROPY/VAMPIRISM

    LG's Vampire Bloodlines

    by Lord_Gallant

    Makes Vampirism work like how it was in Daggerfall by adding vampire clans with their special abilities and other tweaks such as being weaker when you do not feed (Instead of gaining strength in default Oblivion)

    Utilities

    BOSS - Better Oblivion Sorting Software

    by Arthmoor, Random007, Wrinkly Ninja, Pacific Morrowind, Vacuity and ZiggyX

    A simple and must-havce "one-click" program for users to quickly optimise and avoid detrimental conflicts in their Oblivion mod load-order. Supports over 8000 mods and counting.

    Requires Microsoft Visual C++ Runtime Library 2008

    Modder's Resources

    Creatures

    Argonian Skeleton and Khajiit Skeleton

    By Dominick Cryomonde

    Add variety to the skeletons encountered.

    Furnishing

    Khajiit Skull and Argonian Skull

    By Dominick Cryomonde

    Add a bit of variety in the skulls that fill your Daggerfallesque dungeons.

    Vampire Skull

    By JDFan and Pacific Morrowind

    Fill your vampiric crypts with their own skulls.

    Hel Borne's Lumber Pile

    By Hel Borne

    Lumber pile can be useful for furnishing the roads of woodland villages.

    Armory Clutter

    By Omegacron

    Useful if used as a container and placed in Weapon Smiths/Armor Smiths' shops.

    UPDATES

    Open Cities has been updated to version 3.3 on September 15th (Compatiblity Patches for Lost Spire has been updated, and One Magic Stop Shop has been added)

    Kragrenir's Death Quest has been updated to version 1.06 on September 24th

    Common Oblivion (COBL) has been updated to version 1.72 on September 26th

    Race Balancing Project has been updated to version 10.52 on September 13th

    Reneer's Guard Overhaul has been updated to version 1.96c on September 15th

  14. Update time. This week, three new lists!

    ADDITIONS

    Arwen's Oblivion Mods - Last updated July 9th 2009

    Arwen's recommended mods. The mods listed are also the mods she uses.

    Useful Modding Tools by InsanitySorrow - Last updated September 14th 2009

    Contains many tools for the various modding avenues you might want to undertake. Each tool is categorized by difficulty of learning/using.

    TLM Useful Links - Last updated September 14th 2009

    Links to various websites, forums resources and mod lists.

    Clean/No Clean List by businessman332211 and the community - Last updated September 11th 2009

    A group collective list to know which mods have been cleaned and which haven't. Do your part and give them a hand!

    UPDATED MOD LISTS

    Daggerfallesque Mod List by Cliffworms - Last updated September 29th 2009

    Environment Mod List by wrinklyninja - Last updated September 25th 2009

    List of non-English mods by XtremeRampage - Last updated September 19th 2009

    List of Modder’s Resources by WhoGuru - Last updated September 19th 2009

    The ultimate list for a modder looking for a specific mesh, texture or object. Contains resources not found in con-tur-eh's list.

    See you next week!

  15. I'm sorry, but I don't find the shrine of Kynareth so very fitting Cliffworm...

    Remember, she's the goddess of nature. This means she wouldn't want buildings anywhere near her place of worship... Buildings destroys nature.

    I think that's why Bethesda made her place of worship so small. But what I would like in an overhaul of her place, would have been a tranquil place. Flowers, nice looking fog around, light, tree's surrounding the while place, making it sort of hidden. And of course, the tame animals walking around the wole tranquil place. :unsure:

    Well, that's just my opinion. (Yay, 100 posts! XD )

    Thanks for the feedback, Zaldir! (And congrats for your 100 posts :P)

    I added a lot more trees to make it feel like a sanctuary, a place where you can feel safe from harm. But I do agree that it needs more "natural beauty". I'll add more bushes and landscape items.

    As for buildings, the chapel is used by the priests and followers when it's raining outside. (No one would like to stand in the rain for four hours, listening to the priests. :)

    The Kynaran Order's headquarters is somewhat far from the Shrine (And is hidden by the trees), so it doesn't conflict too much with the landscape.

    As for the farm houses, they are used by the priests when they do their research, eat or sleep.

    Thanks to your feedback, I'll actually add more foliage and beauty to the Shrine itself, so it's more unique.

    (Oh and tame animals are around by the way. Deer, bears and wolves walk around. If you attack them, not only do they turn on you, but so do the priests and the Kynaran Order. ;))

    By the way, important information!

    Losing My Religion will not be compatible with some of Unique Landscapes modules, because I do some landscape changes for the knightly order headquarters and the Shrine of Kynareth.

  16. I just thought,

    in the chapel of Julianos, what furniture was removed?, because the northern pew closest to the altar is used by the Shadowcrest Vineyard for a note, [ http://www.tesnexus.com/downloads/file.php?id=22810 ], and so there might be a slight conflict with that, so we just need a minor patch to move the note to a different spot, hiding it in among books on the bookshelves would be ideal, if you want I can make the patch. :question:

    No worries, the pews have not been touched. The only furniture I've removed are the various altars dedicated to the gods that stand near the glass-stained windows. :unsure:

  17. I am glad you like them :), You can send me as many screenshots as you like and I will turn them into loading screens for you :D

    Anyway, think I'm gonna start DL'ing this mod:D

    Excellent! Noted. :)

    Let me know if you find any evil bugs in the modules. ;)

    No no no, the dead priests dont "resurrect", a completely new NPC appears to replace them, dont get that wrong. ;)

    hehehe, some free armor from the knights at those two chapels then. :wub:

    oh and btw, the priests who die in the Mara/Dibella chapels are replaced as well. :)

    :drool:

    Why did I type resurrect? I meant "replace". :lmao:

    For the dead knights, I'm thinking of making their armor unusable (Such as naming them "Broken Gauntlets, Broken Cuirass, etc". Because it would be too easy to get excellent stuff right from the start of the game. Every suit of armor from the knightly orders are as good as Dwemer.

  18. I was doing sound editing yesterday and I've created all the music and sound ambiances for the Better Inns module.

    Here are three samples, (There are six in total) Notice the changes in the sound ambiances from one class to the next.

    Low Class Tavern (There's an easter egg here. Can you notice it?)

    MIddle Class Tavern

    Upper Class Tavern

    Credits for the songs:

    Low Class Tavern

    Mark Morgan, Copper Coronet Tavern, from the Baldur's Gate 2 soundtrack

    Cuthroat Mods, CM Partners mod for Morrowind

    Middle Class Tavern

    Mark Morgan, Tavern 1, from the Baldur's Gate 2 soundtrack

    Eric Heberling, Folk 2, from the Daggerfall Soundtrack

    Upper Class Tavern

    Mark Morgan, Harp, from the Baldur's Gate 2 soundtrack

    Mark Morgan, Harp2, from the Baldur's Gate 2 soundtrack

    Mark Morgan, Harp3, from the Baldur's Gate 2 soundtrack

    Created a total of 15 loading screens so far, so I am gonna post a couple of shots to show them :pints:, All images used were already show by cliffworms :lmao:

    gallery_378_5_48935.jpg

    gallery_378_5_38891.jpg

    Spoiler tags were used to help with page loading :dizzy:

    I just checked them all in the pack you sent me. I love them! Thank you very much IS! I believe I'll a screenshot of every god statue in their chapels and will send them to you. They'll be perfect when entering chapels. :dizzy:

    Ok, spoiler for what happenes:

    The chapel of Dibella is ruined, with all its priests dead, after the KOTN questline it is restored, the Mara chapel gets destroyed by the aurorans after one of the KOTN relic quests, once again all the priests are dead, and once again the chapel is restored after the KOTN questline, by restored it is fully repaired and new priests are hired to take on the job, also the Arkay and Zenithar chapels are attacked, and you get the chance to save the priests of those chapels, if a priest dies that priest will be replaced, so you can either make your Arkar/Zenithar priests essential to stop the chance of their death, or can make them like the other priests, where if they die they are replaced, note they are replaced after the KOTN questline.

    :pints:

    Ok, now another thing, the Order of the Lily and Maran knights would have protected the priests in their respective chapels, so they need some reason why they could not protect them, we have two choices there:

    1, they were out crusading or something away from the chapel at the time.

    2, they were defeated by the aurorans and fled.

    hope I helped. :cookie:

    Thanks a lot for this information! Most useful indeed. I didn't remember the chapel of Mara was seriously damaged.

    The priests will not be essential then. Like in KOTN, if they die, they'll resurrect.

    As for your points:

    The chapel of Dibella is the first to be attacked, and they were attacked by surprise. So the Order of the Lily could not intervene in time. So every NPCs I've added will also be killed in the chapel, including the two knights of the Lily who guard the chapel.

    For Mara, you'll find their corpses as well. :P

  19. I've succesfully applied the SETakeNotes animation to an NPC and he uses it correctly, thanks to a token that activates the animation.

    But, strangely, the quill and book won't show up and he ends up doing "air writing". :lmao:

    Then I searched which Shivering Isles NPC has the animation and saw in-game that the book and quill does show up on that NPC, but not on mine.

    The SI NPC has a quill in his inventory and so does my NPC.

    Here's what I've done for the animation and AI Package related to it:

    Idle Animation Conditions:

    GetIsUsedItem: OblivifallLMRIdleAnimTakeNotesToken == 1

    AI Package:

    Package Type: Use Item At

    Flags: Skip Fallout Behavior

    Location: Near XMarkerHeading "OblivifallLMRArkayUndertakerTakeNotesMarker

    Target: Any Object "OblivifallLMRIdleAnimTakeNotesToken"

    I'm facing a wall here. The NPC correctly take notes at the right position, but no object show up. And he has a quill & paper in his inventory, in case that would be the problem.

    Yet, Haelion, a Shivering Isles NPC who uses this animation, has a book and a quill to write with.

  20. Lovely, I will get on it :thumbup:

    Hurray! :lmao:

    Thanks!

    Ok, I really want this now!, btw, what has become of the old "nine divines" faction?, and KOTN

    ruins the chapel of Dibella and Mara

    , so we need some sort of patch for that dont we?.

    The old Nine Divines faction is gone. I did it remove it from the game to avoid incompatibilities with mods that use it though. It's still present in the database, but is not used by its members anymore.

    With a script, I removed the Nine Divines faction members and replaced their affiliation with the god they worship.

    For KOTN, there will be compatibility patch for those who use it. The House of Dibella will be even more destroyed, with the additional decorations and NPCs.

    One thing I wonder, though. I haven't played KOTN since its release. Does the Chapel of Dibella ever get "restored"? Or does it say ruined and desecrated like Kvatch?

    And you said something abour Mara? I don't remember seeing it desecrated. :P

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