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Section_31

Allies
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Everything posted by Section_31

  1. Greetings ma'am, sir, lord, lady, allies. My apology for a little late in introduction But I guess better late than never? Anyway I like Lord of the Rings trilogy (Peter Jackson!). Also, this username...derived from something a decade old
  2. Oooopppsss...I forgot to add [WiP][RelZ] to the topic title. Can a moderator edit it, please? Also, I might as well mention there is some kind of easter egg. It is related with Gray Fox and Faregyl's inn...
  3. V.O.I.L.A (Voices Of Imperial Legion Amalgamated) Version : 0.7 By Section 31 Exclusive first release on TES Alliance! ============================ "Tremble now, criminals of Cyrodiil!" Have you ever wondered why the Imperial Legion soldiers you met on the roads, taverns, and wilderness consisted of endless wave of Cyrodiils?Are you amused by the fact that you can still talk casually to Captain Burd while the whole Burma guards are going after you?Or perhaps why those burly Nord captains never apprehend you for committing crime right under their noses?Have you ever noticed the heavy-handed Breton Cheydinhal captain would not arrest you for pickpocketing his money right in front of him?Are you bothered by the fact that non-Imperial guards added to the game would rush to you after you stole something, only to ask "How can I help you?" ? Regardless of your answer, VOILA aimed to give solutions to the aforementioned problems. No longer will Captain Burd or those Altmer members of Imperial Legion added by some-other-modification let criminals get away with bounty on their head. Tremble now, criminals of Cyrodiil! What is it all about? The main purpose of this plugin is simple, it enables non-Imperial and non-beast races guards -particularly the Legion members- to truly behave like their Cyrodiilic counterparts. Imperial Legion soldiers are the main emphasis, but ordinary town guards are not set aside. Breton, Elf, Nord, and Redguard have their own unique responses. In addition, they have new greetings, rumors (after the Oblivion crisis ended), and guard-to-guard conversations. On top of those, the new dialogues have voices. The voices came from the original game and have been modified and amalgamated to create "natural speeches", these are possible thanks to a wonderful tool called ODDC. The result is conversations that blend seamlessly into the game. Since version 0.7, VOILA is featuring a brand new squad system. No longer the Imperial Legion mounted (riders) and foot-soldiers patrol the roads of Imperial Province alone and endlessly at short distances. They will now patrol the roads in at least a group of three, and will take a rest break at certain hours. Some squads have battlemage with ability to heal injured squad members. Where can I download it? Exclusive first release on TES Alliance. Download it here! VOILA was created particularly as a complement to Improved Imperial Infrastructure (III) plugin which I created, which includes border guards. At first, I considered making III with its own additional voices and guard behaviours. But then I decided it would be best to separate these for compatibility reason. For more variety of Imperial Legion soldiers, you might also want to try "ImpeREAL Empire - Unique Forts" plugin by SilentResident. Special thanks section Fawzib Rojas - creator of Oblivion Dynamic Dialog Creation. HawkFest - creator of CS-OBSE Syntax Highlighter plugin for Notepad++ Creator(s) of Construction Set dialog creation movie. Notepad++ creators and contributors. Audacity creators and contributors.
  4. These looks fantastic. Are you going to change the layout of interior too? I asked this to know whether new NPCs added by another plugin and placed inside tavern remain exist or it will result in their...'disappearance'?
  5. Indeed, these are simple yet substantial mods plugins, plugins which should have existed within the very original game. Thanks!
  6. Thanks all for the feedback! In case you're wondering, the reason why I put password in the archive is actually to ensure people (particularly newcomers to Oblivion modding) to read the so-called "Readme" (I prefer it to call it "Guide" though because it sounds more...official ) which contains the password to unlock it. From what I've observed, many modders often get complaint from mod users, complaint which can be solved if the users read the Guide/Readme. Thus, by locking it with a password, I hoped users will read the Guide on which they can find the password, and at the same time understand what this plugin (again, I prefer to call it "plugin" rather than mod ) is all about. And in the end, prevent barrage of messages asking me questions which can be solved in the Guide (or should I call it "Manual" instead...). Anyway, I've released another plugin to complement III called VOILA (which I already uploaded here on TESA), it isn't locked with password. I wonder how that will turns out? Also, yes, not that I moan but Bethesda seemed not to finish Oblivion properly. When you look at structure and placement of roads, settlements, taverns, and some buildings, they often appeared odd and illogical. As daemondarque pointed, Bleaker's Way is one of those oddness. How the people living there get food when they don't even have farm or access to outside world? Heck, in the whole of Cyrodiil there is no meat source (apart from countless sheep). One major illogical is the placement of Imperial City and roads leading to it. I expected that the first time I play the game, when I exit Imperial City, I will see at least proper roads around the city, after all Imperial City is the very capital of the Empire. But no, instead I saw a very steep road right in front of the city gate! Road which can injured players, and cause horses to die from falling... Anyway, enough rambling (was that considered moan? ). As for the Wayfarer's plugin, it's okay to keep it. In fact, (if it mostly contains only the improved road to Malada) I might create a new one, and/or focus on the major roads with extensions leading to the border. By the way, Arthmoor do you happen to have map of new roads added by New Roads and Bridges with their cell location (something like Cyrodiil Cell Grid Map modders resource)? Also, is there any advise on removing grasses? Those grasses seemed to be...rebellious
  7. Improved Imperial Infrastructure Current version : Beta 0.3 by Section 31 ================================ "Before Tiber Septim, Cyrodiil's roads varied greatly in quality, and were often impassable in bad weather and winter season." - Arcane University scholar i.Preface Over 300 years after the reign of Tiber Septim, it seems the roads of Cyrodiil have not received any major improvements. As the center of Tamriel Empire, the shape of roads as presented in Elder Scrolls IV: Oblivion barely represent the condition of a cosmopolitan province. Sections of major roads appear more like cross-country track not to mention the lack of any supporting infrastructures. Moreover, without roads or other infrastructure connecting Cyrodiil with the other provinces, it seems rather odd that the Empire could hold on and kept the provinces from seceding for a very long time. Improved Imperial Infrastructure aims to transform Cyrodiil from backwater countryside into the craddle of civilization. This modification was inspired by the unfinished work of The Wayfarer. Its planned features include: - New and extended roads to the border - New border forts and settlements - Enhanced major roads (e.g: less roller-coaster ride) - Custom meshes for many new Cyrodiilic infrastructure - Voiced NPCs ii.Description I highly recommend you to use VOILA along with Improved Imperial Infrastructure to adjust the crime-handling behaviour of the non-Cyrodiil border guards. With the development of Elder Scrolls community, new modifications featuring the western provinces of Tamriel have been created along with roads connecting Cyrodiil with those provinces. The focus then, at least in the beginning, will be the improvement of major Imperial roads and some "untouched" border region. Thus far, the modification consisted of the following: Improved Green Road (the road which stretches from northwest of Leyawiin to crossroads next to Pell's Gate), it is roughly 85% complete Improved Silver Road (the road which stretches from east of Bruma to crossroads next to Sercen ruin), it is roughly 90% complete Extended road from Dragonclaw Rock further north onto Skyrim border and beyond A new fortified Imperial-Skyrim border crossing located on the road north of Dragonclaw Rock New small road or cobblestones connecting Bleaker's Way with Silver Road and Border Watch with Green Road I have created compatibility patches for certain modifications, which are: - Knights of the White Stallion - Mountain Shack - New Road and Bridges - Open Cities with Leyawiin Reborn - UL : Bravil Barrowfields I might build patches for another modifications (or alternatively, you might politely ask the chief architect of another modification to create compatibility patch if you notice any peculiarity) Lastly, if you want to extract the modification from the compressed archive, type "s31" (without quotations) as the keyword. This "barrier" shall be removed in the next release. iii.Gallery Border crossing to Skyrim Fort and Border Guard barracks Road access to and from Bleaker's Way Bandit's hideout should not be exposed clearly with a dirt road leading directly to it from a major road, it should be hidden, with the old dirt road transformed to cobblestone and rerouted to Border Watch settlement. Non-sensical road layout, a U-turn with stairs on a major road? Why didn't the designers make the road straight? It must be assumed that wagons and horses can somehow move via stairs... Features on the work: A custom tower with a circular stair The upper floor of the custom tower A custom tavern on the border complex Inside the tavern A musician to entertain visitors East of Cheydinhal, Blue Road is extended Another view of the extended Blue Road, completely compatible and complements greatly with UL: Cheydinhal Falls Somewhere in Cyrodiil... ...with new view. Latest images (23/7/2010): 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. iv.Transference First Location (TES Alliance) Second Location Third Location v.Acknowledgments Arthmoor, daemondarque, PacificMorrowind, Phant0m32, and other folks at TESAlliance for their help and guidance. Fawzib Rojas, creator of Oblivion Dynamic Dialog Creation. The Wayfarer, from whom the idea emerged and convinced me to make certain it is not forgotten.
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