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LeftyScaevola

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Everything posted by LeftyScaevola

  1. Anybody know anything on whether any of the hosted projects like Black Marshes or Hammerfell have moved to another site?
  2. so they have closed the site? have they moved any of the hosted material or functions elsewhere?
  3. Is it gone or just moved to a new location?
  4. There is at least one spider boss that is required for the questline. There may be more that have scripts that are needed for that part of the questline (The Island of Half Light), as well as a spider horded being needed for that part to make sense.
  5. A huge and exhausting dungeon. Really love some of the special effect, like the flying skull and the elastic walls. 5 Stars Note that in the fire trap in the Terror cell, the only mechanism in the CMTTrigzoneScript to progress from the trap, having the PC's health lowered to below 9 by the fire damage effect can easily be avoided indefinitely by by a PC with just moderate restoration or alchemy skill, or one wearing the Fire Ring or various other combinations of effects. Without going into the CS and figuring out that he has to let his health drop, he will be stuck there.
  6. I cannot help , having mo modding skill beyond playtesting, butI will look forward to playing this mod. Here is my opening post for a mod request thread at the Nexus 3 years ago titled "I want to kick the hell out of Molag Bal".
  7. One of the useless things your stupid boss tells you to do.
  8. ? 4.1 was the last version #, on the Sept 14, 2014 release.
  9. The Reclaiming Sancre Tor forum was moved to be under Darkrider's Redoubt. Where did the KoTN Revelation project forum (or its threads) wind up?
  10. You could try to use Land Magic to fix the land tear.
  11. A source for Adult Only Oblivion Mods is The Lovers lab <link removed>
  12. When I had a box built specifically for Oblivion around 4 years ago, the RealTek sound on the motherboard was incompatible with Win XP Pro (32bit) (I had two of the retail box version stashed away). We had to force it to install the WinXP (it would normally interrupt the installation when it found the incompatible driver) and the sound was a little messed up to varying degrees for a few games (like mass effect) and the overall sound quality seemed a bit off. So I disabled the onboard sound and installed a soundblaster card.
  13. The common RealTek sound driver for onboard sound are incompatible with Win XP, but you can put a sound card in.
  14. Version 1.0.5 If you visit Cloud Ruler Armory anytime after the mod is loaded, including before stage 1 of the Cloud Ruler Shop quest, you trigger stage 5 which stops the quest (and you do not notice because there is no journal entry). I think it is the 2nd part of the of the aaRCCloudRulerShopScript (If visited ...) which does this. Work around: If you find that the quest apparently does not progress to stage 1 two weeks after your trials then check getstage aaRCSQ11 If it returns 5, the quest has prematurely ended. then to get the shop open do: Prid xx005754 disable if you also want the completed quest to show up in your journal then do: Setstage aaRCSQ11 1 If you want t0 read the note announcing that it has opened then do player.additemitem xx00ADFA 1
  15. Version 1.0.5 The Wiki says that most of the hostile bear guards are supposed to be replaced with docile humans after the Ragnor boss fight, which does not happen. I could not find any script or result script to do the change. The enable parent is aaRCBearMorphParent refID xx0052e9 In game work around To disable most of the armored bears and replace with humans using the console, do: PRID xx0052e9 disable
  16. Those are the Skyrim respawn times. Most cells in Oblivion have a 72 game hour timer. Arthmoor has some posts around about fixing corrupted spawn points I believe you can use TES4Edit to find all the mods that have edited a cell, then you can test them one at a time to see if they are the source of the crash/corruption.
  17. My procedure for uninstalling a large mod includes first: running any restore disabled references and other stuff provided with the mod Removing all mod items including quest items from inventory. Removing all mod spells from the player (including abilities, which, even with spell delete mods, require looking the base ID in the CS) Clearing any mod locations out of mark and recall type data, and making sure that my current world map is not showing a mod world using the console complete quest command on any still running mod quests going to a location with no mod objects (the easiest way to make sure is an interior cell from another mod)
  18. Maybe a corrupted (in the saves line) spawn point from this mod?
  19. Found FraNewItmes.bsa here oblivion.nexusmods.com/mods/40190/? the second download fiie named 'Optimized Items pack'
  20. I have seen posts about FraNewItems.bsa being installed but now 'loading' with the game, and this being fixed by renaiming it to FCOM_Convergence_FraNewItems.bsa, like in this thread: http://forums.nexusmods.com/index.php?/topic/995004-franewitemsbsa-not-loading/ bur nothing about a missing .bsa
  21. I thought there was a low limit on the number of BSAs you could use because of short index?
  22. New link to the cleaning guide, you get a empty page with the old link. http://cs.elderscrolls.com/index.php/TES4Edit_Cleaning_Guide
  23. Has anybody seen a mod about restoring peace of mind to the Border Watch Kajiits after completing the Sheogorath Daedric Quest?
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