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syscrusher

Elders
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Files posted by syscrusher

  1. Rathunas

    Rathunas is a lovely, and fairly large, town along the extreme western edge of Cyrodiil, well north of Anvil, northwest of Skingrad, and almost due west of Kvatch. It lies just on the boundary of the large area modified by the Unique Landscapes: Brena River Ravine mod, and in fact that mod is a prerequisite for Rathunas. As you can see from the screenshot, Rathunas has as many homes and businesses as some of the walled cities in the vanilla game, but it is an open-layout town with no walls or gates.

    Rathunas is a mining town, founded by adventurers (now retired) who cleaned the bandits out of Infested Mine and returned it to productivity. It's a peaceful and prosperous community, with charming shops and a nearby priory devoted to Kynareth, plus sheep farms, gardens, a carpentry shop, taverns, and an inn.

    The quiet of Rathunas is suddenly disturbed one day, and therein lies a quest that will lead the heroic player character to a major, multilevel dungeon on an adventure to restore peace and safety to the town. The story is lore-friendly and detailed, and there are multiple ways to complete many of the quest objectives. To ensure your character is sufficiently powerful, the Rathunas quest line is triggered by the player reaching a certain point in the Oblivion main quest (or by a special NPC dialog option if you are not doing the main quest), but the Rathunas mod does not modify any vanilla quest in any way.

    Want to see more? Watch the Teaser Trailer and Cinematic Trailer on YouTube, but know this: There is a lot more to the dungeon than what we will show you in the videos! After all these years, our team wants to give you some brand-new surprises in Cyrodiil, so we're not going to spoil that by giving away the best dungeon features in the trailer videos!

    https://www.youtube.com/watch?v=4tj52qR-rcM

    https://www.youtube.com/watch?v=j2cHMsYihlU

    We've worked hard to make the town, and the quest, lore-friendly and immersive. The dungeon is huge, but every single room has a purpose and a back-story, if the player cares to investigate dialog and in-game clues. You can play this as hack-and-slash, because a great deal of the NPC dialogs are optional, but this is really meant for the roleplay enthusiast who wants to think and strategize and interact with NPCs. There is a reason why this dungeon was built, why its denizens are doing what they are doing, and all of this ties into the back-story lore of the vanilla quest that triggers it.

    The dungeon contains hundreds of custom resources from modders' libraries, plus over one hundred custom tiles and set-pieces of my own creation. There are scripted traps, portals, gateways, puzzles, enchantments, potions, and animated objects, and some of the dungeon levels are full-custom meshes (that is, they are not tiled at all). You won't survive this dungeon by assuming it is just like the vanilla dungeons you've already explored! When you complete the quest line (yes, it's several interlocking quests), you earn the eternal gratitude of the town and a reward commensurate with the scope of the adventure.

    Four years in development, the Rathunas mod features over 100 voice-acted NPCs with a total of more than 3300 total lines of dialog, performed by 35 voice actors.

    Rathunas is being cinematically scored by a collaborative team of professional composers (you can hear samples of their work in the video trailers!). The current BETA release has temporary music in the interior spaces of the town, for testing purposes, but as of this release the final music scores are not yet completed. Two levels of the dungeon have a portion of their final music tracks included in this release.

    PREREQUISITES SUMMARY:

    (More details are in the README.txt file)
    Latest official patched version of Oblivion
    OBSE version 21 or later
    COBL
    Unique Landscapes - Brena River Ravine

    Strongly recommended but not required:
    Sound Commands
    Enhanced Music and Controls

    Wrye Bash is strongly recommended for installing the beta version. We plan to offer OMOD support later, but it is not available in this early release.

    BETA NOTES:

    This BETA release is fully playable. We are seeking player feedback on game balance and difficulty level. If you download, please track this file so you will be notified of updates (especially the music, which will be added as tracks are completed by the composers).

    The README.txt file is extensive and detailed. Before you install, please save yourself a lot of grief by taking a few minutes to read it. :-)

    This mod has been extensively tested by members of our team, but please do be aware that this is still a BETA release, not production status. It has a number of known bugs and a few incomplete features, and the main purpose of the beta release cycle is to find and fix other bugs.

    The two documentation files Rathunas-BUGLIST.txt and Rathunas-ISSUES.txt provide a list (unfortunately, with a few minor spoilers) of known problems. "Bugs" are problems that we expect to fix before production release. "Issues" are things we would like to fix, but in some cases they may be game-engine limitations that we are not sure we can overcome.

    We are still fine-tuning the game balance of battles. If you have constructive feedback on the battle difficulty, please comment (avoid spoilers if you can!). Tell us what general type of character you are playing (magic, stealth, or combat), your character's level, and where you have the difficulty slider for the game set. It is particularly useful if you can compare the difficulty of a Rathunas battle to those of other dungeons your character has explored at his or her current level. Just saying "The battle with ___ is too hard/too easy" doesn't help much, because we need a framework for comparison.

    If you find a bug that stalls one of the Rathunas quests, don't give up hope! Contact me (Syscrusher) by private message on TES Nexus or TES Alliance. I can provide console workarounds for almost any situation.

    PERMISSIONS: Please see the "Perms" link above for permissions and credits. Do NOT upload this mod to other sites without permission.

    333 downloads

       (0 reviews)

    5 comments

    Updated

  2. Syscrusher's Chorrol House Resource

    This is a modders' resource (no playable content) with building meshes in the Chorrol architectural theme. The meshes are NOT original -- they are adapted from Bethesda assets to fix bugs and add new features for modders.

    Most of these meshes are adaptations of Bethesda geometry to add new variants and features to the Chorrol buildings. I needed these objects for a large town/quest mod that is currently under development, and given that these are not spoilers for the quest, I decided to go ahead and release them as a standalone resource for other modders.

    These meshes all use 100% vanilla textures, so you do not need to insert folders into your textures directory.

    SEE THE INCLUDED README FILE FOR DETAILED MESH DESCRIPTIONS AND USAGE HINTS.

    This file can also be downloaded from TES Nexus, mod #43622.

    39 downloads

    1 comment

    Updated

  3. Syscrusher's Ayleid Resources

    This modders' resource offers spiral staircases, ramps, and other new toys in a modular tileset with over two dozen pieces. I love Bethesda's Ayleid tiles, but wanted to extend the set by supplying some useful additions.

    The new tiles include:




    Spiral stairs: These mate up directly with Bethesda's "narrow hall" interface. One premade staircase is functionally equivalent to Bethesda's "arnhallstairs01.nif" object, but you can build your own multi-level stairs with the modular versions.
    Ramps: Modular ramps mate with both "wide" and "narrow" halls. Premade full-height versions provide the standard 320 unit vertical rise, but a half-height version of each is offered to allow you to place a landing of your choice midway.
    Spiral ramps: Spiral ramps allow vertical movement in a small horizontal footprint. NOTE: The tiles themselves work fine, but because of vanilla tile constraints, these can be tricky to deploy. See the detailed notes below for hints.
    New room tiles: There is an inside corner tile for room balconies, and you can now exit a narrow corridor *under* a balcony rather than just *on* it, and there is a no-rail balcony tile and some stairs to go with it. More options may follow later.



    Note: Although these tiles are my own work in Blender, they are of course closely based on Bethesda's vanilla tiles. I take credit for my additions, but not for the original artistic work.

    Shameless plug: This is a *partial* set; the full tiles will be released in a few months after my quest mod is released, so as not to spoil the surprises.

    Location
    ========

    This is a modder's resource only, consisting of NIF models. There is no ESP file, and so installing these models will not cause anything to appear in your game.

    Notes
    =====

    All textures are Bethesda-supplied, and this resource does not overwrite any Bethesda models. These are additional tiles, not replacements.

    A brief historical note: In the Middle Ages, castle staircases were built to curve to the right as you went up, or left as you came down, as a boon to defenders. Since most people are right-handed, a staircase curving this way gives the person above lots of room to swing a weapon, while for the one attacking from below, the central column is in the way. In my models, the "R" versions are built to favor a right-handed fighter defending from above.

    If time permits, I may add a "zero horizontal offset" version (a standalone adaptation of the "middle" section) in a future release. If I do, it will simply add files to the archive, so it's safe to go ahead and use this release.

    Please see the included README for more information.

    Credits
    =======

    Thanks to Bethesda for the wonderful game of Oblivion, and for making it an open modding platform.

    Thanks to TES Alliance and TES Nexus for supportive communities and extensive resources.

    Thanks to Windmill Tilter (on TES Alliance) for helping debug a frustrating texture problem with the meshes.

    Thanks to my lovely wife for her patience while I spent a whole weekend building these!

    78 downloads

    1 comment

    Updated

  4. Syscrusher-InkleLooms

    This is an Oblivion modders' resource that provides meshes and textures for a medieval inkle loom, with seven different variants of work-in-progress. An inkle loom is type of narrow weaving stand used for producing trim, belts, and similar long, narrow objects.

    The design of this inkle loom is based on one that I have built several times, for my wife and for friends, as part of a medieval recreation organization. There are many variants in use since the Middle Ages, including some that are smaller and some that are large enough to be floor-standing.

    67 downloads

    1 comment

    Updated

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