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Lanceor

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Everything posted by Lanceor

  1. I was actually thinking of putting in rope ladders and making a player home out of it just for laughs.
  2. Version 0.99

    30 downloads

    Click here for Discussion page. This resource forms part of my WIP Knights of the Nine: Revelation mod. Since it could be useful to other modders, I've released it as a separate resource. It will be exclusive to TESA until KOTN:R is released. Name: Empty Imperial City Version: 0.99 Beta (should work fine, but only 5 hours of testing done at time of this writing) Date: 26/01/2011 Category: Modder's Resource Requirements: Oblivion Patch 1.2.0.416, Oblivion Script Extender (OBSE) Author: Lanceor Empty Imperial City - a modder's resource ========================================= Ever wanted to completely trash the Imperial City? Any competent modder knows that deleting stuff throughout the IC will probably cause CTD's and corrupt savegames beyond repair. With this resource, you can now do it safely! What is it? ========== The entire Imperial City has been duplicated as nine new worldspaces, one for each district. You can alter ANYTHING in these new worldspaces without overwriting any vanilla references. Fill it with ninjas and stage a giant battle, replace all the buildings with gingerbread houses, turn the Imperial Palace into a football stadium - anything you want. What's different in the Empty Imperial City? ============================================ - All doors were replaced with identical looking activators. (By default, they message "You can't open this door." when clicked though you can change it to anything you can script.) - You can't fast travel into it (markers will be disabled on the player's map). - All NPC's and Xmarkers were removed. - All containers, clutter and pathgrids were left untouched. - The script detects if the main quest has been completed and updates the Empty Temple District accordingly. How do you activate the Empty Imperial City? ============================================ A sample script has been provided. You can use it as-is, modify it or copy/paste chunks of it into your other scripts, quest updates and dialogues. aaaEICActivationScript is the main script and is currently a quest script. All you have to do is change one variable and the Imperial City updates automatically the next time the script runs: Set aaaEICActivation.EICActivated to 1 if you want to ACTIVATE EIC Set aaaEICActivation.EICActivated to 0 if you want to DEACTIVATE EIC Once the Empty Imperial City is activated: - Five new doors will be enabled in the Tamriel worldspace, covering up the original IC doors. - The three (more accurately four) IC sewer entrances are disabled, replaced with activators. - All IC Fast Travel Markers are disabled from the player's map. A quest update can be used to explain why they player cannot fast travel to the IC e.g. "The city is under attack and I can't fast travel inside!" Upon deactivating the Empty Imperial City, the above changes are reversed. A testing spell is automatically added to your spell list so you can switch between the real and Empty imperial cities just by casting a spell. (Make sure you delete this before releasing your mod.) Can I leave the Arcane University or Imperial Prison vanilla? ============================================================= Yes, just delete the parts of the script that affect the University and Prison. You should also use a tool like TES4Edit to delete any changes to those two map markers. To reduce esp size, you should delete the alternative doors and the related wordspaces. Can I leave other districts vanilla? ==================================== It can be done, but because the seven core districts are interconnected, more work will be required. You'll need to modify the doors between the districts and add more scripted replacement doors. Install/Uninstall ================= This resource consists of one esp that you can merge with your own esp. Using it as a dependency is not recommended. Conflict data for modders ========================= Edited vanilla references - The map markers for each district (total 9) were given names and their child statuses were removed. Two of the sewer entrances were given names so that they can be called via script. Disabled vanilla references - None initially. The Nine map markers and four sewer entrances are disabled upon activating EIC. Deleted vanilla references - None Known Issues or Bugs ==================== None known Contact ======= You can find me at TES Alliance, TESNexus and the Bethesda forums as "Lanceor". Tools Used ========== Oblivion Script Extender (OBSE) - http://obse.silverlock.org/ TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536 TES Construction Set 1.2 - http://cs.elderscrolls.com/constwiki/index.php/The_Elder_Scrolls_Construction_Set Licensing/Legal =============== Feel free to use this resource in your mod any way you see fit - there's no need to ask for permission. Mentioning me in the credits will get you lots of good karma. What I ask that you don't do: - Repackage it and label it as your own. - Upload it to another server - I wish to be able to keep it updated and I can't keep track of it if it's uploaded to other places. - Try to make money from it. Coming Soon (hopefully) ======================= Empty Tamriel! (if I can get all the bugs out)
  3. Lanceor

    Hello!

    Welcome aboard elParedon! Watch out for the cookie thieves!
  4. Lanceor

    Hi All

    Hi robcando and welcome to TESA! Here's the obligatory cookie for you:
  5. Maybe it will be like this: (There are a few jokes in there that only Aussies will 'get' - especially the voice acting and funny accents.)
  6. From what you're saying, it sounds like problems 1 (LOD) and 3 (crashes) are due to problem 2.... not being able to create an esm. Which makes problem 2 the top priority to fix. Actually. you've just given me an idea so crazy that it might just work. What if I made a copy of Oblivion.esm and delete everything I don't want in TES4Edit? Gonna give that a try...
  7. How about: "Who the hell are you?" -> "Who in Oblivion are you?" Eggs should be fine - the devs were too lazy to make models for chickens, cows etc. that's all "I'll throw it on the cooker" would be understandable worldwide so I don't think it will cause too much concern. I imagine the Brits would say "stove" instead of cooker though. "What in God's name is that?" -> "What in Akatosh's name is that?" or "What in the Nines is that?" In real life, common idioms can't usually be translated literally into another language. For example, a common expression in Chinese is literally "Have you got it wrong?", but it would be more appropriately translated to "What on earth are you doing?" What that means is pick any expressions you think are appropriate.
  8. I figured that the CS was killing my computer and I don't want to upgrade it now since I'm going to get a new rig just before Skyrim is released. There's gotta be a way to duplicate Tamriel successfully. All the landscape LOD nifs exist for Tamriel - is there any way they can be copied and reused? And shouldn't setting the Parent to Tamriel accomplish this? A third problem has appeared - the Tamriel copy is very crash prone. This could be due to the fact that it's an esp and not an esm.
  9. TES4LODGen generated the LOD data for the trees and statics flawlessly, but not the landscape unfortunately. :'(
  10. As some of you have heard, I'm recreating an empty version of Tamriel. I've made a copy of the entire Tamriel Worldsapce, and I've edited about 15% of the cells so far. However, I've encountered two stumbling blocks that makes me hesitant to continue until I can rectify it. Problem 1: No Landscape LOD. The new worldspace looks great, but the player can't see past the immediate cells. What I've tried: Set Tamriel as the parent - no in-game effect, still no distant land. Use Heightmap Editor to Generate LOD - no luck. Crashes the CS after about 5 seconds. It works with smaller worldspaces to it may be a RAM issue. The CS uses about 1.8 GB of RAM when the Tamriel copy is loaded (and I have 2GB of RAM). 2. Converting to ESM problems Saving as ESM using CS Extender strips all references from the worldspace... not good. Using TES4Gecko to convert it does the opposite: it strips the landscape itself, leaving trees and rocks floating in the air. Any and all suggestions are welcome!
  11. What happens when Hip Hop and Bollywood clash? http://www.youtube.com/watch?v=j7HZf7k2gTo
  12. Looks like they're thinking of 2 more Matrix movies... squeezing every dollar they can out of the franchise. Having wrapped it up completely by the end of the third movie, there's only two timespans I can think of that would make any sense: - between the time Neo beats Agent Smith (the first time) and before he flies off at the end of the first movie - between the first and second movies (more Superman)
  13. Very useful, especially the link to Piriform. Literally cleaning the inside is easy - just stick a vacuum cleaner in there. Works for me!
  14. World > Worldspaces > Tamriel > Duplicate... zzzzzzzzzzzzzz

    1. Meo

      Meo

      if you want to kill your pc, thats your prerogative. Murderer.

    2. Lanceor

      Lanceor

      Took about 30 mins. Saving the esp takes about 10 mins. Loading the esp takes about 15 mins. ;)

    3. Lanceor

      Lanceor

      I need more RAM... 2G aint enough. This esp is very crash prone.

  15. Oh good then. My head would explode if the cast and crew if Doctor Who were inextricably interlinked and Steven created one of his time travel paradox stories to explai- *head asplodes*
  16. Haha, that Tardis wardrobe was great! Kudos to the producers for making a candid gag that's funny without being embarrassing or offensive! And is Georgia Moffett related to Steven Moffett?
  17. Lanceor

    Pinkness

    Perfect camouflage if you're hiding in err... a Hello Kitty shop.
  18. Both BSAC and OBMM are good tools for creating BSA's though some people have more luck with one than the other (see the other thread that I started). I'm not 100% sure I understand what you mean when the files aren't showing (in-game? in the CS? in OBMM?). What most people do is create a temp folder with the same directory structure as the Oblvion Data folder, and put all the needed bits and pieces there. (There's also a program called TES4Files that automates this for you.) Then you can just add the entire folder in one go with OBMM. I think it's been confirmed that DistantLOD doesn't work when packed into a BSA. Besides, the player may want to run TES4LODGen so it's probably best to leave the DistantLOD folder "loose". Not sure if I answered your question, but I hope that helps.
  19. Thanks WT - I can breathe a sigh of relief now. It will be a while before the mod can be released so I should have enough time to spot if NPC's are piling up outside the doors or acting stranger than they usually do. Hana - I'm going to trash the Imperial City. What I've done is duplicate the entire IC so that I can destroy it without breaking the game. Those scripted doors will lead to the "fake" IC and during this time, nobody will be able to get into the "real" IC. I'll be releasing these new worldspaces separately as a modder's resource in case anyone has the urge to destroy a city.
  20. A script adds doors that cover up the original entrances so that the player can't get to them. These new doors either lead nowhere, or lead to a different worldspace. In case you're wondering, it's been done in such a way that it won't break anything.
  21. I'm creating a mod that blocks off the external entrances to the Imperial City for a period of time, sewer entrances and all. For how long depends on how fast the player completes the quest, but let's say up to three or four game days. Once blocked off, NPC's can easily get out, but not back in. The question is, will this adversely affect the default NPC's? Will it cause problems like NPC's getting lost never to be seen again? Is it worthwhile making some invisible doors for them to get back inside, and will NPC's find them if they are really tiny (like 1 pixel)?
  22. Lanceor

    Hello

    Hello ibbeebee! Grab a cookie before they all disappear! :cookie4u:
  23. My latest BSA (version 1.31) seems to be working fine - no reports to the contrary in the past 24 hours. :-) But previously... Version 1.20 was created using OBMM on medium compression. There were a two missing textures. Version 1.30 was created using BSA commander on default compression. The BSA could be unpacked without problems, but could not be read by Oblivion for some reason. I've ruled out forward slashes (none found in the meshes, especially the two with missing textures) and archive invalidation (no replacement meshes or textures in the mod). I does sound like a number of you are making uncompressed BSA's with OBMM. Since that is working, that's what I'll keep doing.
  24. I happen to be using Windows XP, so I guess is a case of "try different things and see what works". The file size wasn't a concern after I used 7zip on it - it got reduced from 136 MB to 25MB, which is much smaller than the BSA with medium compression in a using basic Windows zip archiving (45 MB).
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