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bg2408

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Everything posted by bg2408

  1. Do you want your NPCs to do something not already available in Oblivion, like using the Shivering Isles smithing animations? Or just dance around in an inn at night? There are several ways to do this. Most of them are highly problematic, though one is very easy, and very safe. To save time and space I'm only describing the easy and safe one, not the "use at your own risk" methods . 1. Create a new Misc Item with a value of 0. Call it e.g. "MyIdleTriggerer". This is extremely important. Seriously. Do not forget! 2. Creating a new idle: In the CS go to Gameplay -> Idle Animations. There you'll see trees. Each "subrecord" shares the same conditions as their master records. Considering that they're usually very specific, do not put your new idle into one of the existing categories. Instead click on one at the top list, under "IdleAnims" and choose "Insert Sibling". 3. Add this as condition to your idle: GetIsUsedItem MyIdleTriggerer 4. Add your idle animation's .kf file to the idle anim. Idle anims must be located at meshes\Characters\_male\IdlEanim, however you can use as many subfolders there as you like. Also check "must return a file" and "Special Idle". 5. Another hint: Add the animation's kf file with tes4edit. For two reasons. On the one hand tes4edit removes some dirt that is always created when you create a new idle anim. The TesCS will complain the next time you start it, but this can be ignored. On the other hand you don't need to unpack bsa files, in case you want to use a kf file that's packed in one (like e.g. the Shivering Isles Idle Anims). 6. If (and only if!) your idle animation contains any kind of displayed items (like e.g. quill and book for the writing animatioN) go at the object window to "Misc. -> AnimObject" . There either duplicate existing items (like e.g. if you make the Shivering Isles writing animation useable) or create a new one. Now in the new object's list assign the mesh if it is still missing, and then select from the list of Idle Anims your new Idle. Note that an idle can have more than one anim objects, e.g. writing uses two (quill and book are separate items). 7. Now the only thing left to make your idle work is to give your NPC the item in question, then give him an AI package "Use Item At" with whatever time and place you wish, and select as used item "MyIdleTriggerer". Yes, there are other possibilities, which may look easier at first - but they're incredibly wonky and often require a huge amount of conditions to work somewhat right. This method is, in effect, a lot easier. PS: I've put together a premade package for NPCs for some standard idle anims using this method - may be worth a look.
  2. bg2408

    9/11

    It was a very strange day for me. I know that I was at home earlier that day (near the place where I was back then a bomb was found, an old WW2 dud - not that uncommon in Europe), and watched TV. As the first tower was hit pretty soon all networks reported it. I was shocked, for multiple reasons, though one reason is something I'm often despised for. I had hoped to be wrong, that (as was speculated back then) it was an accident. Though that sounded so wrong, so unbelieveable, and then the next plane crashed in. On the one hand I was shocked about the tragedy. This man-made catastrophe. On the other hand I feared the consequences it would have if it wouldn't have been an accident (which the second hit sadly proved). It was like seeing two trains running towards each other, an idea of things to come that wouldn't be pretty. As the second plane crashed in, I was expecting wars to come. And civil rights to go. For me, if someone asks me to differentiate between the 20. and 21. century, the turning point wasn't a new years eve, but 9/11. It changed the world into a much darker place, and as I saw those reports I kind of already knew it. And that's another thing that shocked me back then. Not only the catastrophe itself, but also the consequences to arise from it.
  3. This is the only thing official known about them and their meaning.
  4. Thanks! I'm back. Was a... stressing journey (work related, no holiday...). It's always interesting to hear people with very heavy accents. "Sehng ju vor drehwehlinng wiw Deutsche Bahn!" (At least I only had to visit Berlin (capital of Germany*). A coworker had to travel to some place in Sibiria. Still on his way home. I've heard it was warmer than he had expected, though the English even worse). * = does this looks like a capital city? Just asking. Oh and while I'm at it, three more pictures: Speaking about adult entertainment... (never saw anything like this in any hotel I've been before), they put "GOD HELP" on the door of a university... poor students..., at least the station was impressive. If the mods are popular, and they want to see it in game, it's no wonder they do it. There's also positive reinforcement at work here: Many modder doing mods considered to be a "more positive way" get a lot less reinforcement. People just aren't as interested in their mods. Take Integration as a prime example how lack of positive reinforment can cut short the development due to total desinterest of the community - at the point where I went over the 100h playing time mark I had around four people playing the mod. Release something of questionable content and you easily have a thousand time more people playing your mod. And, sorry for ranting, as written in similar discussions before, quest mods are made to be played by others. Playing your own quest mods ist kind of boring, because you KNOW everything. I do not think the problem lies with nudity or mature or adult content by itself, but with the "immaturity" it is delivered very often. Take for example the "The Witcher" sex cards vs. the "special map" buyable in Gothic 1. One was fitting, the other one? Ugh. Something the game itself (outside of a marketing view) really didn't need, and was just a visible cry for attention to get more buyers otherwise uninterested in the game.
  5. While I don't have any talent in creating custom resources, some were done for Integration (like rugs, beds, etc). If you're interested, I can put some screenshots online. Though for usage Bleral would have to be asked, they're his creation .
  6. Random writing ahead. - Each can do with his game what he or she wants. We shouldn't forget that. While I'm not interested in the mod mentioned in the OP, I'm also not interested in other kinds of mods, too. It's the beauty of choice that everyone of us has. - However what sometimes put me off are things asked of me to do in my mods. Or other people are asked to do in their mods. Though I tend to go Jackass Genie style with these kind of requests. Ever found the "In Memoria" quest in Integration? Yeah, exactly... - Take it with humor. Everything. Otherwise you'd lose your sanity even faster than usual. Not that you can stop using your sanity. It's the secret messages hidden in Oblivion. Turns every brain into goo after some time. Humor offers at least some protection. Got to travel over the continent tomorrow... will be gone for a couple of days... not that anyone would notice my absence, just saying.
  7. Through a funny misconception you've already have a very important point in your post - "the two realms". The liminal barrier (which is to say the thing that keeps Daedra out of Mundus) was made specifically to keep Dagon out. He's and Akatosh are not really best friends . From a purely lore perspective there isn't anything indicating that the barrier between other realms and Mundus became weaker or stronger during the whole game. And why did the barrier became weaker, after White Gold had fallen? Because Dagon began to merge with Mundus, and this merging was undone, and White Gold stood again. Through the use of the gates Dagon had begun to merge with Mundus (that's why the barriers became weaker regarding him, because he spread parts of him into Mundus). This was undone, and his avatar was cast into the Void. The thing to keep in mind with the Daedric Princes is that you're only dealing with the avatar of them. The real prince is their realm and their sphere. When you enter the gate at Kvatch and walk through the hellish landscape, then this is Mehrunes Dagon. Well, a little part of him, either way. On the one hand, there's a lot of gameplay decisions involved here. On the other hand, see the book "Liminal Bridges". Those gates are anchored in pocket dimensions, in which their stone spread creatia ("central point of creatia"). You take the stone, and the whole pocket dimension collapses. When this happens everything in there is transported to their aligned AE (Love letter, Vhek's teachings), which is Nirn for the player, but Dagon's main realm for Dagon's servants. You can also see this for the Shivering Isles and Mankar Camoran: As for the Isles, their central point of creatia is never gone. Paradise however cease to exist once their central point (the stone of the tower) is gone, which was Mankar. Mortals can summon other mortals (-> Doors of Oblivion), mortals can be summoned by Daedra (mentioned several times during Shivering Isles). Though there is a difference: The Daedra you call are usually in the Void, and will do everything to escape the Void. Mortals however are never in the Void, and therefore often choose to ignore the call (-> Doors of Oblivion). Oblivion is more than just Dagon's Deadlands, of which you only see unstable pocket dimensions during the game. Oblivion is a plane of existence - the Void sparkled with the realms of Oblivion, of which the Deadlands are just one among many. If you enter a stable Oblivion realm, you're there to stay. Yes, Morrowind is full of them. A Daedra has the same options of entering Mundus as a mortal has to enter Oblivion: Summoning (temporary), pact, stable portals or (unstable) liminal bridges. Only thing trapping a Daedroth is a soultrap and a big enough gem. You destroy a Daedroth, and it's spirit is cast into the void, from which it will emerge back sooner or later. As for some left behind, sure. Lots of them. Gameplay: The world was switched, you enter different cells, and in the "non endgame" cells (neither pre nor past) there simply aren't any Daedra present nor ever spawned. Lore wise you can explain this by something of Akatosh's doing, though I wouldn't buy this - that's really simply a gameplay thingy. PS: This is forgotten very often, but every single "Oth" gate in game is opened by Mythic Dawn agents. And they crumble by themselves after a couple of minutes as soon as White Gold stands again.
  8. I barely dare to ask, but did you, dear potential player reading this, discovered any loose ends in Integration you wish to see resolved? I'm currently working on this, which also caused three new quests soon ("when it's done") to appear in Integration. I'm still collecting, so now would be the time to make suggestions. In two weeks it will be too late. Oh and for the fun of it I just checked how much silent dialog currently is in Integration: 22 hours, 13 minutes, 24 seconds .
  9. CS Wiki tutorial exactly about this kind of things .
  10. The game can lose "track" of summoned creatures, which then separates them from the spell. Especially easy reproduceable with NPC summons: If they summon a creature, leave the cell, safe, shut down Oblivion, restart, load, go into the cell - a good chance that the creature now is no more associated with the spell and stays forever (or until slain). I once had one of LAME's secret merchants summon Ancestor Guardians (which are in LAME flying balls of fire), after a while the whole cell was full of them! Needless to say I changed what kind of spell the merchant trains...
  11. Hm. The forum move seemed to have killed some formatting. And my avatar, too. Hrmn. I don't really want to look at the articles I've written earlier. Gladly this thread will soon fade into obscurity, but the other ones are stickyed .
  12. I usually write "keep the console open" for the very reason of "unable to save". You can only save when the console is open. Usually you can also open the console again when you're finished and want to save, but in my experience this doesn't always work.
  13. I was asked to elaborate what I've written in a thread that has since then disappeared, to give a short explanation about how today's races evolved. Alright, I'm going to explain. Three words of warning: 1. I'm not going to delve into the time before the dawn. On the one hand it's of no consequence, on the other hand that's where the real metaphysical questions lie. 2. TES-lore is full of contradictions. What I present here is the most up to date knowledge. This does contradict some in game sources, while validates others. Usually metaphysical texts like the "Nu-Mantia Intercept" should be valued higher than propaganda ("1st edition pocket guide"). 3. Fan speculations are not taken into account. Really, I've just read an article on an Oblivion wiki about Daedra that just got about everything wrong, including some of the very basics. So fan speculations. The Et'Ada "Et'Ada" refers to all original spirits existing before the creation of the world. Some of them took part in the creation of the world and became the Aedra, some of them fled creation and became the Magna-ge, some refused to take part and became the Daedra. The Ehlnofey The first inhabitants of the newly created world "Nirn" were the Ehlnofey and the Hist. I'm going to talk about the Hist later, so let's just focus on the Ehlnofey. At the beginning of the Dawn the Ehlnofey couldn't keep their form, they switched between man, animal and plant. They were stabilized by the self-sacrifice of some aedric Et'Ada, called the Earthbones. (That's why Aedra got their name "Our Ancestors".) Now the Ehlnofey split into several lines: 1. Some Ehlnofey accepted the world, and began to assimilate into it. They're the Wandering Ehlnofey, ancestors of men. 2. Other Ehlnofey rejected the world, tried to regain the divinity that they had before the dawn (Aldmeris - a false illusion that never existed). They're the Old Ehlnofey, ancestors of mer. Now something happened: All mortal life started on Tamriel, but the Wandering Ehlnofey went on and travelled to other continents. They became the Nords and Redguards in time. Some of them stayed in Tamriel, the nedic people. The Old Ehlnofey tried to keep their divinity, which they percieved as fading. They began to build towers to spread creation into the world. Through building of towers resembling the first one, Adamandatide Tower, that used to play a role in creation. However they had different ideas how this was to do, and so they split. Altmer, Ayleid, Falmer, Dwemer and the "forest folk" were those original elvish races. At first they appeared very similar, because they weren't so much genetically different races, but different cultures. They just went into different parts of the world, and had a different culture. One part of the Old Ehlnofey however were not fully stabilized, the "forest folk". They were split - some of them were bound to the moons (and through this stabilized in constant change) by Azura, they became the Khajiit. The others had their instability surpressed by an Earthbone called Jephre, the Bosmer. Unlike other mer they're also not entirely stable (wild hunt). A group of Altmer changed their believes, from Aedra to Daedra worship. They, the Chimer, left Sumurset and went to Resdayn (Morrowind). Another group of Altmer tried to stop then, followers of the aedric being Trinimac. Unfortunately for them Trinimac was tricked and eaten by Boethia, converted to and excreted as Malacath, and his followers changed with him, into the Orsimer / Orcs. Now the Chimer arrived in Resdayn. They had some trouble with the Dwemer, who annihilated themselves while trying to build a god using Lorkhan's heart. Instead three of them used the heart to make themselves living gods. This caused the entire race to change in appearance, becoming the Dunmer (if this was the curse of Azura, or a side effect by using the heart of Lorkhan, is still open to debate). The Ayleid got themselves overthrown. Part of them assimilated into other elvish communities, others went to live in the wilderness, becoming the Wild Elves of today. The Falmer went extinct thanks to the Nords. Then there are the Maormer. It's not really known when they split from the other races, (some sources indicate before, others after the split of the Chimer), be it as it may they have settled in the southern continent of Pyandonea. Alright, these were the elvish races: Altmer, Ayleid, Falmer (extinct), Dwemer (extinct), Chimer (extinct), Dunmer, Bosmer, Khajiit and Maormer. Now to the humans: The Wandering Ehlnofey that wandered into the north (to the continent of Atmora) became the Nords, and after Atmora became uninhabitable they came back. Those wandered into west settled on the continent of Yokudan, but nuked it, and came back. They're named after their first wave of warriors, the "Ra Gada" - Redguard. Some of the nedic people interbred with their Altmer masters, after many generations the result were today's Bretons. The other nedic people were splintered into numerous tribes, which forged themselves into a race after they had overthrown the Ayleids. There were men elsewhere, but they left recorded history. There's not much known about the Akaviri, but scholars currently agree that they're also of Ehlnofey origin, likely Wandering Ehlofey. The Hist The Hist are a race of sentient trees. They share a deep connection to the Argonians, which used to be small animals who - for some still speculated reason - mutated into the race they're today. Probably Hist ingestion. Speculation ahead: Animals used to be also Ehlnofey, which just got stabilized as such and not as Old or Wandering Ehlnofey, so there is also a connection between the Ehlnofey and Argonians.
  14. 1. Create a quest, e.g. MYQUEST. 2. Create a script, put this into it: scn MYSCRIPT Begin GameMode *SetRaceAliasThingy* Stopquest MYQUEST End 3. Put script to quest. I don't know exactly how the RaceAliasthingy works (syntax, which race comes first), best check the CS wiki . DarkRider: Well, it's true, isn't it¿
  15. Another option, which I would have used if it had been available back then: OBSE has a "setracealias" function - something along the lines of "setracealias CustomOrc Orc", which then makes the CustomOrc appear to the game everywhere as Orc. Very, very, very nifty, and a lot easier to use than RBP's approach from the dark OBSEless ages .
  16. Quote I'm a simple gal. Complex mod additions scare me. Do you have OBMM? If so, TheNiceOne made some nice OMOD-Scripts for it, making the installation a lot easier . (Though I think RBP gets a worse reputation than it deserves. The main files are quite easy to set up, only if you delve into the optional stuff it gets slightly more complicated - but only due to the sheer amount of stuff available. It's nothing compared to, say, FCOM.) Quote LOL I don't even have WryeBash or BOSS for the same reasons.I will knuckle down and do it one of these days. I promise. To be honest I also don't have BOSS, but that's for different reasons. My load order works, and it's been nearly a year since I made any significant addition to it. Modding sometimes does this. No playing, only modding...
  17. Quote Awwww bg. You're gonna make me figure out RBP one of these days very soon so I can play this. Wheee! (Oh well, for the record I already was called once the "Darth Vader" of modding. One day everyone will use my mods, everyone! *manical laughing, turning into mechanic coughing* Uhm, something's wrong with this logic, but oh well... ) Quote It wont be pretty but I want Integration in my game.Some consider what RBP offers to be pretty .
  18. Many thanks! Tiber Septim achieved godhood in two ways at once*. On the one hand he achieved CHIM, on the other hand he mantled together with Arctus Zurin Shezzarine / Lorkhan. (Mantling: There's no difference between being something and merely acting like it in the Elder Scrolls universe: "Walk like them until they must walk like you." The same happened in Morrowind. As the wise woman put it: "No, you're not the Nerevarine. But you can become it.") * = interestingly the only other known case who achieved CHIM also gained godhood through a second mean - Vivec. Morrowind. You can meet him there. Though only on a very specific time - when you're on your way to fight Dagoth Ur, and pay a visit to the Ghostgate. Though unlike the Daedra Princes the Divines try to keep their appearances at a minimum, and if they appear at all, then mostly only as apparitions to a few, or only a single person (like Tiber Septim / Talos in Morrowind).
  19. Many thanks both of you . Quote and the mere fact that you're shady as to the particulars is the big draw for me.Well, it would be kind of spoil the surprises to reveal everything .
  20. Integration: The Stranded Light Oh well, I try again with release threads outside of the bethsoftforums... . Obligatory warnings: 1. This mod has no voice overs, text only. 2. The requirements are set in stone, I will not argue about them in any way. See the FAQ for more informations. Introduction Years before Uriel Septim's death Talos appeared before the Nerevarine, foretold that the Empire is about to end. More so, that it is time for a change - but without knowing, which form the change may take. "Young folks should try some new ideas. Could be messy. But change is never pretty." In the wake of Uriel Septim's death, Cyrodiil is in turmoil. A city annihilated, guilds in open and secret wars with rivals and old enemies. Everyone knows, or thinks they do. Rumors run wild. The Black Horse Courier is always after the latest 'news'. Yet there is more here still, a light rising, intertwined with shadows. A wind of change blows through Cyrodiil. New powers rising. Old ones returning. Some fading away into obscurity. Old rules still apply, hiding what (or who) should not be visible to the public. Yet some rules are ignored, simply because they're bad for business. And other rules are gone, swept away -- Mehrunes Dagon is not the only Daedra interested in Mundus, though intentions and actions differ. Details Integration: The Stranded Light includes more than 60 quests with a strong emphasis on thinking, character interaction, choices, consequences, and lore. It delivers a seamless integration of Cyrodiil and Shivering Isles along with other lore races. A new, joinable guild plays an important role in many of the quests, which are unlike any in Vanilla Oblivion: A bit thinking, often multiple solutions, quite heavy on social skills. It also reaches beyond the typical mold of quest mods, seeking to enrich the existing game world as whole. The quests in Integration: The Stranded Light don't all follow a single storyline. It's more like a collection of somewhat intertwined short stories than an epic novel. Here's a small sampling of the variety you can expect. There are questions so obvious none ever asked. * Decades ago, during the Imperial Simulacrum, different breeds of Elsweyr's people could be found in Cyrodiil. Now all save one disappeared, making the Suthay-raht a synonym for Khajiit. Why did this happen? And can it be reversed? * Most elven races were assimilated into the Empire, but not all. What happened to the others? Centuries ago a war was fought between the Altmer and the fourth elven race known to exist til today. Only a freak storm caused by the Psijics pushed the invaders out of Tamrielic seas. Are they really gone?. * A millennia ago, Sheogorath tried to stop another Daedric Prince by filling a hole with clowns. He failed. And as the other Daedric Prince approaches again, the domain of Sheogorath changes - an event that has always affected Mundus, too. Now that another Daedric Prince is rising again, what consequences may arise for Mundus? * At the beginning of the second era, it's twelfth year, Tjurhane Fyrre died - last known Ayleid in Cyrodiil. Was he really the last one? * Since time immemorial, Skooma seeps out of Elsweyr like sweet poison into the rest of the Empire. In the waning years of the third era, will the Renrija Krin succeed in spreading it even further? Requirements and Download Due to its broad scope, Integration: The Stranded Light has more requirements than most standalone quest mods. It requires: - Oblivion version 1.2.0416 (latest official patch). - Race Balancing Project 10.5 or later - Less Annoying Magic Experience 1.7 or later - Official Expansion: Shivering Isles Download Integration: The Stranded Light Media Trailer II: http://www.youtube.com/watch?v=lP3XCgMg6DQ, 6 (Spoiler Warning!) Picture I | Picture II | Picture III | Picture IV Picture V | Picture VI | Picture VII | Picture VIII Picture IX | Picture X | Picture XI | Picture XII Picture XIII FAQ Known issues and incompatibilities: - for some extremely strange reason I never was able to replicate for an absolute minority of players the game crash when "In Memoria" is started. Usually rebuilding your Bashed Patch (if present) or take off enchanted clothing /armor prevents this crash. - if you're updating from an older version to the current version, and you've already seen Kanaane in game, use the console command once: StartQuest IntegrationUpdate - an open cities compatibility patch is available at Open Cities' download location. - there are no conflicts with Better Cities anymore. - there are NO known conflicts with FCOM or Unique Landscapes. - if you don't fulfil the above mentioned requirements, your game will crash. - some dialog responses from the player seems like a bit too shortened. Unfortunately they are; player responses can only be about 38 characters long, so no way for the player to give elaborate answers. Game limitation. Background and features What can you expect when playing Integration: The Stranded Light? The most important goal of this mod is to bring in new (although some would say "missing") kinds of quests into The Elder Scrolls IV: Oblivion. Quests with multiple solutions, using skills and accomplishments in dialogs, riddles and other possibilities to think. Which I'm unwilling to spoil. Although, if you really must know... - a new joinable guild, which you can help growing. With visible impact on their headquarter. - a few other smaller guilds. - remember Morrowind's "Guild Guide" travel system? Now you can institute one in Cyrodiil too! - memorable challenges and rewards, thanks to using LAME's resources and scripts. - believeable unique NPCs. Your actions can even change some of their lifes! - a lot of dialog, often taking into account your deeds, skills or other characteristics. - similar to the "Guild Guide" other features are there to enrich the world, e.g. the new guild's HQ can also be used as a new home. - and, of course, even more. A lot more. Enough spoilers for now! Acknowledges - thanks to Bleral for all the new resources: Paintings, furniture, book arts, faction and quest icons, all are his work! Many thanks! - JonSatriani, Plangkye and kalikut for the Telvanni Tileset Modders Resource - Speckledguar, MEO, Razorwing for the updated Telvanni Tileset Modders Resource - Phitt for the fishtanks - kalikut for the cauldrons. - Xiamara and Dkhoster for the Teddy Bears. - thanks to phoenix1213, Old Book, kyoma, Rubinchen, Bleral, YX33A, and Lingwei for testing - dev_akm, lilith and daemondarque for helping to formulate a better introduction text - Steve Carrow for making tes4gecko run with my mods (creating silent dialog files and all that) - Mortazo for his "treatise on daedra of the lesser variety" ____________________ As an additional gift there's also an Unique Clothes AddOn for EC available. Make sure to read the readme. There's now another module: If you're unhappy with my faces, LazyMonk contributed an alternative to them. Use Wrye Bash's "Import NPC Face" feature for it. (Now if you're unhappy with both my faces and LazyMonks alternative faces, then I fear you'll have to edit the NPCs yourself .)
  21. The answer is complex. On the one hand Aedra vs. Daedra depends on if the spirit in question took part in creation (Aedra) or not (Daedra). The individual mortal wasn't present back then, so in theory they would be "neither". But mortals are watered down et'ada that died while taking part of creation, therefore aedric in nature. So in theory they would be. Now it gets complicated: Talos ascended by mantling a padomaic entity, that was not aedric (and neither daedric). This again points to "neither". Additionally he achieved CHIM. With other ones who achieved CHIM (which is to say Vivec) aren't countered as Aedra, neither. His place on the wheel was described as being at the center, while the Aedra are the spokes, and the Daedra the voids. So while he is technically counted as part of the Nine Divine and likely considered as an Aedra by most, I wouldn't count him as Aedra.
  22. Small problem is only that this view is upside down. How to explain? Imagine a fractured mind, that splintered into concepts. These concepts crystallized and gained self-awareness, and are the greater and lesser et'ada. (et'ada meaning "original spirit".) Later the et'ada split - some sacrificed parts of themselves, or their complete self, creating a world outside of their control. Some of them became so weak that they died (the earthbones), turned into today mortals - which are somewhat of watered down et'ada. (More bits of useless info: When they die, their soul go to a place called dreamsleeve [remember, fractured mind], in which memory and personality is stripped from them, then they return to Mundus. Becoming a god, i.e. achieving "CHIM" is to become aware of the overlying fractured mind while keeping your individuality. Those becoming aware of it and not keeping their individuality go "poof", a process known as zero-sum.) What this means is that there's first the fractured mind, then universal concepts, and lastly the watered down mortals. The concepts are like forces of nature. Only like mythic forces. Putting the mortals as defining force above the concepts can lead to dangerous assumptions. Example given the Aedra of time (Alduin / Akatosh / Alkosh / *insert various other names*): If there's one thing many lore sources have in common, it's that he will succeed where Dagon always fails: Destroying the world when he becomes active again. That his sphere also governs the areas which create the passing of time is just a side effect of this.
  23. There's also my animation resource for NPCs. It's a mixed bag - some new animations (made by umpa), some Shivering Isles stuff made a lot easier to use... I want to see finally smiths in mods do some smiting! Or visitors of taverns dance .
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