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NellSpeed

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Everything posted by NellSpeed

  1. This is a deeply, profoundly rockin concept. I can just see my character running around smashing stuff when she ought to be saving the world, though. Close all those Oblivion gates? Are you crazy? I'm smashing fruit on the ground!
  2. Yeah, she did some truly awesome work. Mind you, I don't know what mods she uses, but my unmodded Valtierro still looks pretty good with her remake. Here's a shot of RL4 from the CS:
  3. is converting a CM companion to one scripted from scratch. Dear lord.

  4. Some very interesting commentary-- and thanks for once again pointing out that for a game to be truly immersive, it needs to have more than pretty pictures-- it needs to have a strong narrative. (<- has never finished a Silent Hill game because they give her the creeps.)
  5. I just had to RMA my primary gaming machine-- the one I'm on now runs Oblivion, but not brilliantly, so I lose out on some of the amazing texturing-- I've been downloading & saving files (and for the next 10-14 business days at least will be continuing to do so) to a USB drive for future use. This is definitely on the future install list.
  6. UPDATE! Makeover Madness! - The highly talented Rowan Leeves very kindly contributed her time and effort to give Valtierro not one, but TWO facechanges! If you like her work, let her know-- the more encouragement to modders, the more mods get made. The RL faces have a more sophisticated, streamlined look, and use the high elf ponytail. RLv3 is on the younger side, RLv4 is a bit older. RLv3 RLv4
  7. Now, this is lovely work. I particularly like the banded look on the arms & legs of the stealth armor. It's an interesting texture decision. The dull-metal buckles are another neat design choice-- after all, it's hard to be stealthy if you're shiny!
  8. Welcome to TESA-- a fun site, with fun folks, and lots of information!
  9. UPDATE: Recommending Elys' Universal Silent Voice - This mod is unvoiced, so the dialogue may roll on a bit faster than is readable. Thanks to a computer crisis, there's going to be a 2-3 week lapse before I can manage any corrections. My apologies! (4-16-10)
  10. Download link: Valtierro at TESNexus Location: IC Marketplace, in The Feed Bag Version: V1.0 Date: 4/11/2010 3:06:05 PM Author(s): Nell Speed Description ======== Valtierro is a warrior companion with custom dialogue, located in the Feed Bag (IC Marketplace). He has basic equipment (it's customized, but only for the sake of characterization) and a book with his life story in it (such as it is). He has something to say about almost everything-- the MQ, the guildquests, locations, what items you have, and so on. Future releases will include more content! All conversations are player-initiated; if you don't care what he has to say, don't choose the options. When you ask him about his past, VALTIERRO doesn't have much to say. He was born in the Imperial City, on the Waterfront. His mother died when he was still too young to remember her; his father, heart-broken, never recovered. When he was 12, he woke one morning to find his father had simply walked away, leaving a knife, some food and water, and a very little money. He moved back and forth between other families for a few years, working as an errand runner for local ships' crews. By 16, he was completely on his own. Sometimes, he works as a bouncer in local pubs; sometimes he does light mercenary work; sometimes he just does manual labor. He learned the basics of reading and writing from a priestess of Zenithar, and to this day, he's fond of books-- most especially books about battles and military tactics. He's satisfied, to a point, with his life... but he still wonders, sometimes, if there isn't something beyond the grind of just making ends meet. He's never left the Imperial City. While he's fond of his home city, like most people he's curious about the world outside his home. And yet, every time he's been sure he's going to go and find out, something has interfered. Of course, now that he's met you, everything is changing.... Current development thread can be found here on TES Alliance. Due to present and future adult content, the discussion forum is currently locked. If you're interested in joining, please PM me to request an add. Special thanks to DarkRider and greenwarden for their assistance and patience! Requirements ========== Oblivion Patch 1.2.0.214 (Official 1.2 Patch) CM Partners Mod Basic - http://www.tesnexus.com/downloads/file.php?id=7819 Installation Instructions ================= Place the .esp into your Oblivion/Data folder. That's it! At the moment, Valtierro has no custom content. Uninstallation Instructions =================== Remove the .esp from your Oblivion/Data folder. Incompatability =========== None as yet. Known Issues =========== As of today (4-13-10), no significant bugs have been reported. If you spot anything odd going on, or if you have proofreading corrections, please let me know. Change Log ========= 4-11 - First release. 4-12 - Corrected readme to include location. Oops. Credits ====== Cutthroat Mods - CM Partners Mod Basic link1000196 - Pointed out I hadn't mentioned where Valtierro is! yic17 - Suggested a clarification about the custom dialogue. Licensing ======= I can't imagine why anyone would want to borrow anything from this-- but if you do, please PM or email me. Thanks!
  11. I admit I'm a huge sucker for anything even remotely resembling a dungeon crawl; isn't that essentially what some of the caves, forts, and Ayleid ruins are for? Sometimes, you just wanna run around waving your sword or doing the mage equivalent of the "pew pew" sound. Or, okay, sometimes I do.
  12. New link: Valtierro Beta V2.1. Includes: guild commentary, background commentary, and, as you play through the MQ, a gradually shifting attitude towards guards. I think I pulled all the testing text, but if a topic with "Testing" appears, that's all it is.
  13. If you wait another 12 hours or so, I'll have an improved version ready-- comments for guildquests, extra quests, some streamlining, and a makeover. It also occurred to me that a quest might be fun and fairly basic, if I keep it small-- and if I'm going to do THAT, I may as well go on and do a romance sub-plot. Time for a WIP thread, perhaps. And isn't it kind of a downer that you only have enough time, sometimes, to either mod or play? And sorry to hear your "pet" decided to bite the hand that mods it!
  14. This is a deeply, deeply awesome mod. Just downloaded & tested-- the first time I used it, I actually got sniped by a guy I didn't see, because I was laughing so hard at the guy I sniped.
  15. Thanks! Although it's probably borked badly enough already. However, I'm pretty sure that none of Val's topics or responses end up attached to any other CMs.
  16. Valtierro Beta - PG13 for language-- nothing you wouldn't hear on regular TV. He comes with some standard equipment, and has also a book that tells his background. All dialogue is player-initiated; if you don't want to listen to his thoughts, don't click on the convo topics and he won't butt in. At this point, some of his comments are one-shots, and will trigger ONLY while a quest is in process; others will trigger after a quest is complete, and I've tried to avoid anything that suggests he either was or was not present (I'm glad that such and such happened to so and so, instead of I'm glad we did such and such to so and so, etc.) You can click through all the options right away, or string them out over time. At the moment, there are almost no non-MQ quest comments. The option to turn on flirts may appear right away, or may not show up for a few days, depending on when you acquire him. I haven't figured out the timer script yet, although I DID suddenly realize that you don't attach scripts to dialogue-- you CALL them! I'm still working on the details, though. Finally-- and this may be a deal-breaker-- Valtierro is a CM companion. I'm desperately hoping I haven't broken any CM scripting, but I made sure to condition any changes, so it should be okay.
  17. If you're thinking it's the one you aided & abetted on, you'd be right! I downloaded Dante on a whim, tweaked his appearance a bit-- then couldn't get along without him! It doesn't make a bit of sense; IRL, he'd get kneecapped for the constant chauvinistic comments. In FO3, he's just incredibly goofy. I'm actually making some fairly big changes in this companion-- a beta tester pointed out that tonally, Dante's attitude doesn't quite work. I've re-written him to be lore-friendly, and for now, I've removed all the explicit dialogue until I figure out how to handle it. I've got most of the MQ polished, and the Guild quests are written and waiting to be put in. If you (or anyone) would like to beta him, just to see how well or badly he works, I can post the link to what is now a PG-13 version. I'm downloading both Vilja & Baddy as I speak-- you're right about learning from others. Thanks!
  18. So I've finally got some spare time to game again-- which means that I'm burning it all up playing with the Construction Set! I'm working on a CM companion with lots of custom player-initiated dialogue, much of it relating to what's going on in-game (quest-based, player-specific comments, location-based, etc). I've got much of the MQ commentary done, and a small slice of the city-based quests. I think I've got a handle on how to check for quest status (took me half a day to sort out GetStage and GetStageDone, and I still have a feeling I'm missing something), but I'm having a bit of a struggle handling fine-tuning the timing. Early on in the relationship, the lines are fairly generic. To keep the player from "hearing" the same 2-6 lines over and over and OVER again, I'd like to set some of them to only repeat once or twice a day. Secondly, I'd like to make sure the PC has traveled with the NPC for a while before the NPC makes a pass at him/her. I've played with GetSecondsPassed, GameDaysPassed, and GetPCMiscStat-- using the Conditions dropdown-- but can't get the right combination of factors. It isn't totally necessary, since GetDayofWeek is a decent workaround; but I probably ought to learn how to attach scripts to individual lines of dialogue. Unless... well, it can't be done? (The NPC, for the record, started out as a sort of Fallout 3 import NPC, and has morphed into a much more lore-friendly, if no less lecherous, companion. First incarnation image here.) Thanks for reading!
  19. The skin texture is especially interesting. It gives the impression of almost-but-not-quite scales-- I think it makes for a good other-worldly effect.
  20. NellSpeed

    Ruins

    From the album: A Noun Is

    Ayleid ruins at sunset.
  21. NellSpeed

    Mid-morning

    From the album: A Noun Is

    Taken, I believe, on the way to Cheydinhal.
  22. Locksley: Hellü back at yü! And I am!
  23. re: Orrery & Lectures - I love the Orrery because, frankly, it's beautiful when it's fully running. Maybe it can be used as a lecture room of some kind-- "Practical Applications of the Analysis of Birthsigns," "Harnessing the Power of the Heavens" (Destruction), etc. That being said, giving some life to the student body would go a LONG way to making the AU more interesting. Of course, that's true of the Oblivionverse in general....
  24. Thanks to everyone for their input-- sounds like I'll have plenty to do! I've been downloading mods like crazy (as usual) and just generally poking around a little bit in the gameworld. I may end up COCing myself to locations, to save travel time... although then I'd be missing out on the gorgeous scenery. Hmmm....
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