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Section_31

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Everything posted by Section_31

  1. Greetings, I hope someone here can assist me with these problems. 1. Is there any method to stop sound started with PlaySound3D on an NPC? I've tried simple blank message method as mentioned in CS discussion page message " " message " " but to no avail, as the sound continue to play. The goal is to stop the sound whenever that particular NPC engaged in combat. I've also tried code like this: Begin OnStartCombat PlaySound3D "NPCHumanGaspMale" message " " message " " But it is also fruitless. Any thoughts? 2. What is the purpose of "Create Local Maps" function? As I understand it create .dds file of certain worldspace cell within the Data/Textures folder. But what are their real use?
  2. Thanks InsanitySorrow, I never figured out the function of vertex paint before. Do you think it is a good idea to paint "pre-set" shadow on a mesh, or is it better not to paint them and instead let in-game Oblivion lights to shine and "cast" shadow?
  3. Greetings, I currently attempt to combine two Bruma interior meshes with Blender, namely BrumaHouseMiddle01Int.nif and BrumaHouseLowerInnInt.nif into one new interior building, but stumble upon obstacles; mainly creating an efficient and optimized faces with correct UV on the new interior. I already have the .blend file with roughly 75% overall object layout completed, however it has no correct collision and unmatched UV and textures. If you're interested, would you like to perform the completion of the model? Here is the current state of the model: Section 31
  4. Greetings, I've been wondering about this texture "behavior" for a while. I've tried to edit some of Oblivion's existing meshes and discovered that some of the textures already have shadow cast on them. However, when I tried to add new face to an object and apply the same texture, the new face didn't have 'shadow'. This made me curious, why even though the texture source is exactly the same (and has no pre-made darkened area or shadow on the texture file) the results are different? How do we achieve the same result with shadow cast on the texture? Is it possible to do it while editing in Blender? Here's a picture of a mesh taken from an Oblivion object (in this case Bruma's house roof) and you can see the original mesh are already darkened ('cast' shadow) but a new face which I created on the middle doesn't have any shadow.
  5. Hmmm...hardly, here's another picture, front and back view from a closer look. As you can see, all the other objects appear normal but the large banners do not. Also, there are about nine other similar banners and only this one "misbehave".
  6. I used Oblivion Symphonic Variations Music Pack. Tashin composed a nice selection of music there. The battle music ones in particular are simply class.
  7. In case I forgot something which slows you down... Otherwise, have a "nice experience"
  8. I've tried it and it looks like it could get a bit more improvement. Is it possible for you to enlarge the generated name window on the top so that we could see at least 10 names instead of the current 5. Or perhaps make it sizable so that it can be dragged down like normal window? Else, it's an insane tool: 48,874,430,485,409,259,613,497 (48 sextillion)... even Oblivion will struggle with using just 0,0000000001% of those as new NPC names.
  9. Greetings, does anyone know why this object's texture appears...odd?
  10. I was joking about OBSE Although I really can still use your "assistance" with scripting. Maybe something simple (that I haven't done yet), like a script that do these: - Turn on fire at night between 7 pm to 5 am. - Turn off fire outside the mentioned time period. - Only turn on and turn off fire whenever the player is not too close to the actual fire's source (like less than 300 meters) to give the impression that local guards or nearby settlers turn them on and off whenever the player is not present. - The script also do this for over one hundred new fire's sources added and scattered throughout "Tamriel". - Cause very little to no lag to the user, perhaps something like not running every second because it only "fires up" at very certain time. If possible, I sincerely hope it won't involve any OBSE scripting, just pure CS scripting will be excellent since I tried to maintain greater compatibility. What do you think, script-master?
  11. I definitely would like to make a request for something that I've stopped trying, or should I say got me frustrating and leave, if you don't mind, and it involved pure Oblivion objects nonetheless. But I'm a bit confused, do we need to discuss it by PM, or should I just post my request here in details?
  12. of the modification has been uploaded to YouTube. Along with it, here are some images for "sightseeing": Welcome to the Imperial province, traveler. Major overhaul of Skyrim-Imperial province pass Shadowgate Pass, connecting Morrowind and the Imperial province New location of Fort Farragut, with a new road below The view from the "new" Fort Farragut. Enjoy!
  13. Do you have any sketches or images of the walls that you'd like to see in the game? Something like photos of real exotic walls on Earth could be great help, and I might make something in Blender as I am also searching for new custom meshes of fort architecture (including walls) as well.
  14. Hmm...sounds I could put your "service" to good use. Anyway, does your "service" include the CS quest/object script with OBSE?
  15. Those are some really mystical sounds, Cliffworms! Tell me, did you actually go to a cemetery and record the ambiences?
  16. I never realized the file I uploaded into Improved Imperial Infrastructure download was actually an outdated VOILA! Anyway, I'd like to apologize for 61 unlucky fellows who have downloaded it. The correct files have been uploaded to TESA download.
  17. Thanks for the upgrades! It's more convenient to upload multiple files now.
  18. Wow, that's a nice looking vilage, house, and exotic inn. I have silently seen the thread, but this is the first time I actually post in here. By the way, looking at the location, this village has inspired me to create a new road near the village between Kvatch and Chorrol. Perhaps I'll create some travelers to go there as well, after all, the inn is more lively with some visits from outsiders, right? And lastly, I have a question that I know makes many people unease...what's the release date?
  19. New version is released! Version 0.7 features: Squad (company) system for both existing and new Imperial Legion soldiers: + Battlemage, heal injured squad members + Captain, all squads are led by a "captain" or squad leader; squad with over three members replace its captain whenever the captain dies + Rest break, squads do not patrol the roads at all hours; at certain hours squads visited nearby taverns. Revamped A.I routines for all original Imperial Legion riders, with some riders incorporated into existing patrol squads while others formed entirely new squad exclusively composed of riders (cavalry) Over a dozen new Imperial Legion soldiers of various races patrolling the streets of Cyrodiil province Several new Imperial Legion foresters with dogs companion Viera Lerus (Bravil Guard Captain) now becomes a proper guard and can apprehend law-breakers Curious about the new features? In case you missed a little story about a group of Imperial Legion Foresters, here it is: Somewhere on the western part of Imperial province, a group of Imperial Legion Foresters were collecting ingredients. The Bosmer on the front was going to take a meat from a deer recently struck by an arrow, while his Imperial counterpart behind was collecting flowers. The Bosmer was also accompanied by a dog and another Bosmer. Not too long after, they noticed something in the vicinity...it's a Spriggan! And the cursed beast was summoning a bear! Immediately, without any hesitation they engaged the hostile creatures. Imagine the Bosmer shout "Take care of the Spriggan, pals! I'll lure the bear!"
  20. Section_31

    Section 31's Screenshots

    A collection of unclassified in-game modification shots.
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