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Game3nder

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Everything posted by Game3nder

  1. Here is everything for class #2 Class: Wander Package Eat Package Sleep Package Arlowe Sleeping Eating - Apparently ale is a meal for him . Is there a way to favor food at a table over random apples/bottles/etc. elsewhere? Homework: Travel Package - Needed him to run to get there in time Travelling At the Merchant's Inn AI Package List
  2. Alrighty. I don't know if we were supposed to be able to load the Khajiit in game yet or not, and mine kept crashing when I loaded Bravil because of something about missing animations. So, I just dropped in an already-made Khajiit and edited the base. Is that alright, or can that cause problems later? Arlowe S'radima's info collage S'radima in game
  3. Beta release! I'd love to hear any feedback if you go and poke around :D

    1. EruditeDragon

      EruditeDragon

      Looks great, Game! Other than some floating rocks and plants on the hillside (probably easy to ground; and I took a screenshot if you need one) It looks perfect to me. Hope to see more from ya!

  4. I just forgot to ignore the cell's children as well as the cell Diego Volleri's Holiday Estate BETA
  5. Version Beta v.06

    46 downloads

    This mod will add a locked, supposedly unoccupied house off the road west of Aleswell. There is a small workshop accessible from the backyard that has remained unlocked, however, and is available to squatters or the thrifty adventurer. This is the beta release. I plan to add quest content and allow player ownership of the estate in the future, so check back for updates. Installation: Note: There are no additional resources required to run this mod. Therefore, there is no distinction at this point between the latest version and a patch, so only one file is available for download. 1) Download the VelloriEstateBETA.7z archive. 2) Extract to the Oblivion/Data folder 3) Check off VelloriEstate.esp in the "Data Files" section of the oblivion launcher, or in your mod manager. Compatability: No known issues Thanks for downloading. Please PM Game3nder @ TES Alliance with any comments. Credits: Thanks to Bethesda for making Oblivion DarkRider for running TESA and the CS Basics class The TESA community for all their help thus far
  6. Alrighty, I've added a livable workshop that the player can occupy for the time being, and locked the doors to the estate. I made a couple of exterior improvements as well. However, I am having a major issue with Gecko cleanup. I am ignoring only the cells which are not my claimed ones (on a second try I even left a couple extra buffer cells un-ignored just in case), but either the landscaping reverts to the original in my claimed cells (leaving a subterranean house), or the entire cell just disappears. When I load it in the cs I get an all pink or grey screen, and can't find/center on any object with 'c'. I also get innumerable warnings about invalid pathgrids and duplicate land and other such ominous-sounding things. So there's some fatal error I'm making with Gecko... Aside from the Gecko issue, it's all set to release as a beta Pathgrids (forgot last time): Exterior front Exterior 2 Exterior 3 Main Interior Basement Workshop Revised Exterior: Cellar door to workshop Garden Statue Workshop 1 Workshop 2 Taking in the view (landscape improvements)
  7. Game3nder

    Minotaur Lords

    Whaaaat that's awesome. Very imposing and grand.
  8. Alrighty, all done! I went with a separate house and location from the earlier lessons, but it's an NPC house (and I don't know much about NPCs) so I won't be releasing it. At least, not in its current form. I hope that's OK This is the holiday estate of Diego Volleri, a rich banker who (I decided after hitting ctrl+D on an ale bottle six times) loves the booze. It's located just next to Aleswell, so all provisional needs are met, but it still has a secluded atmosphere and a sweet view. I've got quest ideas in mind, but for now here's my final: Land before the mod After the mod Backyard: Stable/sheep pen and garden Bench overlooking the IC Servants' entrance and well Interior: Servants' room Food storage and servant dining Guest space (pretty bare on purpose) Dinner for one Alchemy and draaanks Bedroom and banking stuff Cozy by the fire Basement: ALE! Simple storage Sorry if that was too many... I'm just super proud of it
  9. I still get sound from all 6 of the speakers on the 2.1 setting. It may have something to do with the sound card as well, though. I was using the "Realtek HD Audio Device" on the motherboard, but just did a little upgrade to a Creative Soundblaster Audigy. I got the speakers after the card, but if Andalay is using the same card that I was, then I guess the 5.1 setting isn't always an issue. It takes 10 seconds though, worth a shot
  10. I meant that shock face in the best possible way stone They look amazing. And Who this is a great idea. I'm stoked to play it! EDIT: They look like a magic item that wasn't meant to be found just got dug up and is releasing some seriously potent magic. Kinda how oblivion gates change the sky.
  11. Omg I can help! I had this exact same issue about a week ago, and it came down to my speaker settings. I had just gotten a new 5.1 set, and naturally set the sound card to 5.1. I saw mention on a forum somewhere else (no idea where, I just googled for a while) that the sound card can't be set to anything but 2.1. Only the direct conversations are affected, all the other ambient voice and sound effects play just fine. Basically, once I set the sound card back to 2.1, the spoken dialogue returns! You said nothing has changed on the PC, but this seems like too specific a problem to have very many possible causes.
  12. Will do, I'll let you know how it goes. Thanks a million for all your help so far
  13. OK this is weird. I reinstalled Oblivion last night because all of my .esp saves and screenshots were getting redirected by Windows to some obsure folder (I had installed to Program Files (x86)). Following advice of others I installed it to C:/Games/. This then created C:/Games/Bethesda Softworks/Oblivion/(stuff). Somehow, I also ended up with C:/Games/(stuff) directly. So there are two locations from which I can launch Oblivion. Now, if I use the launcher in either location, I get no mods (not even the ones from earlier lessons). Same deal if I launch oblivion directly (no launcher) from C:/Games/(stuff). But if I launch directly from C:/Games/Bethesda Softworks/Oblivion/(stuff), the mod shows up! So, is the patch only applied to this location? If so, why does the launcher still let me down? I can control the mods through OBMM, or use the launcher to choose mods then launch directly. So I guess this isn't much of a problem after all, but man is it ever strange.
  14. I'm working on my final exam home, and want to go in game to check and see if the basic landscaping adjustments and house furniture layout look good. Trouble is, when I load the mod, nothing actually shows up in the game. I also can't coc myself to the interior cell, so it seems like the whole thing is just not there. I haven't done anything differently from the classes thus far (saving, naming, claiming, linking, etc.), any ideas on what I've done wrong?
  15. When you say "Sorry but I need to go leve- erm, I mean go to sleep."
  16. Thanks everyone Follow-up questions: What is a BSA? And can I use BOSS with OBMM, or does it have to be with Bash?
  17. Tried fixing the grass anyway. The grass won. Garden 1 Garden 2 Just read the last post about the mana blooms... I'm planning a separate estate for the final, so I'll leave them. I mean, Nirnrooot were supposed to be extinct too. Exterior Pathgrid - In the future should I disconnect the red footpath nodes from the auto-nodes completely? Since the red takes priority, I figure a plan B shouldn't hurt unless something goes wrong. Is that correct? or will the NPC's just wander off? Finally, Clean Gecko
  18. So it seems that there are a number of methods to acquire new mods and manage them. From what I can tell, there is manual (which I can see getting very complicated with tens or hundreds of mods), Wrye Bash, Bain, and OBMM. From what I understand, OBMM is useless except for .OMOD files, in which case it's very convenient. That leaves Wrye Bash and Bain. I tried to find out about these, but I'm afraid I got lost very quickly. However, I gather that these tools are extremely useful and worth getting comfortable with. Sooo, I would be much obliged if you all could shed some light on what exactly the fundamental purpose of these tools is and how to utilize them? Or, if you have another superior system of organizing your mods, I'd love to know that too. I realize this is probably a huge question, but I'm fresh off the 360 boat and don't know enough at this point to be more specific. Thanks!
  19. Thanks for the welcome and the noms everyone . Now I have the newbiest of questions... How do I actually install the archived mods I download? There are a number of articles I have seen online, but they all seem to redirect to another guide, which links to another, then another. For example, apparently I need Bain, which is a part of Wrye Bash, which has a download description telling me I will fail to do it right if I try to install it. Others seem simple enough but glaze over important parts. It feels like I'm at the DMV. So, is it really that complicated to install these things? If no, does anyone know of a solid guide? EDIT: I found that I can just drag and drop from the 7zip folder to the Data folder, but if I try to extract to the Data folder it fails. Does that matter? Also, this seems easy enough, but how do I keep better track of what mods are attached to what files as my collection grows?
  20. All done, except for this blasted grass! I have gone over it with the same "NoGrass" version of the texture at 100% opacity many a time now, but the buggers are still there in full force in this one section. I must be missing something, but I have no idea what. Everything else is set: Basement Pathgrid MapMarker Stables, barrels, lights, and a unicorn! Trapdoor to Basement Basement Studio Basement Storage Basement Microbrew Animated Door Back to House And the underwater landscaping
  21. Sorry in advance if this is supposed to go in a different topic , but What/where is QTP3? Also, how does one choose between new and original textures? Finally, is there a separate mod that removes the HUD for screenshots? I've just been browsing your screenshots stoney...
  22. Pathgrid - I'm worried it's too crowded, but didn't want to make it overly minimalistic and have stuck NPCs Front Door Clothing, book, and wine Custom Desk Alchemy table, bookcase, flowers, and dinner
  23. CS View Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4
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