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Cydonian_Knight

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Everything posted by Cydonian_Knight

  1. Welcome to the Alliance CaptainElm! It's always great to see new voice actors join us. Hope you enjoy it here!
  2. is dying looking at all the incredible German quest mods not translated into English...

    1. DarkRider

      DarkRider

      Don't die, download Lady Li's EggTranslator and enjoy those mods!

  3. Wow awesome job on those Mysterious Mr. Bear! I could see any of them fitting well in a mod. Great work
  4. Woohoo! Congrats on the release Red, I can't wait to check this one out on my next playthrough.
  5. Did you make a post in the Beta Testing Guild forum? They're very good at this sort of thing.
  6. I find that Texture Replacer, which IS linked to, is faster at mass changing texture paths than Nifskope. It has a really simple interface and quickly shows you all the different textures a Nif uses.
  7. I don't like it when companies decide to favor one kind of platform over another. It's the game that should be supported and enhanced, not something else. That said, this will probably follow the same patterns that all DLCs have gone through i.e. = huge uproar about PC/PS3 users not getting it -> Beth ends up releasing it to PC/PS3 in a couple months -> huge uproar about it's poor quality, lack of depth, short playtime, etc... -> most agree it wasn't worth the money anyways.
  8. Welcome to TESAlliance MrsTilter! Oblivion has a tendency to do that. But it really is a great game. As DarkRider pointed out, there are some great classes here too to get you started modding, and that's when the real fun starts.
  9. Taking a break from games/forums/modding for a while, need to focus on other things.

  10. Tents might work, but I'm not sure if it's better than homes carved out of the rock. I'm liking how those are turning out. But thanks for the suggestion.
  11. Welcome to TESAlliance Valkyr81! Hope you like it here.
  12. Also, when a model has multiple textures, I use Jog's Texture Replaces to quickly see all of them just to make sure I don't leave any out by mistake. It's a very handy tool for quickly replacing a lot of textures quickly too.
  13. I've been slowly working away at this over the past several months and recently started picking things up a bit. So I thought I'd share and update on some of the progress and ideas I have at this point. I scrapped the retextured Cyrodiilic buildings, as I just couldn't see Dremora living in anything resembling something Tamrielic, even if it's retextured to match the Oblivion towers. Unfortunately, we really haven't been given a picture of what the "normal" Deadlands are like and what Dremora do when they're not standing around waiting to invade. The Oblivion we see in the vanilla game is more of a staging grounds for the invasion and I don't think all of the Deadlands would be the same. If anyone has any ideas on how to make a Dremora village or what that would even look like I would love to hear them. I forget if I mentioned it before, but this "village" will be the place where the Dremora study Daedric Magic and the Morpholiphs and prepare them to be inscribed by the Dremora Lord. They will then be supplied to Dagon's other forces for use in the Oblivion Invasion. But anyways, I'm also very limited by way of resources, so creating this setting using vanilla or the very few Daedric modder's resources out there is proving a bit of a challenge. Once again, any ideas on what Dremora society on a normal day to day basis would look like would be most appreciated. Instead of the retextured buildings, I found an outdoor cave resource by Stroti that I've decided to use unless anything better comes along. You can see an example of this here. Unless something pops up that would better create a Dremora village, I'll be using these pieces for that purpose. I also finally have most of the landscape in place. I extended the island in Oblivion somewhat and created a new area. The basic layout is that there's a small island, about 6x6 cells that will be home to the Dremora village. Then there is a bridge to a larger mountain, which will house the mines where the Morpholiphs are formed. In this picture you can see the mountain and the pathway leading to the mines. I don't like how the fog makes everything so green, but the Deadlands have a lot of fog so I'll just need to figure out how to make that work. Keep in mind everything in those pictures is very much uncluttered, more of a skeleton version of the world. I'm making the base and then I'll start putting more detail into the locations. After that I'll start implementing the dialogue and quest. So yeah, I'm enjoying this project but it's turning out to be a lot of work.
  14. Haha that's what I figured, but just wanted to see what you guys were wanting. And yes, in one of the categories I'm a little split between 2 levels so I think I'll take advantage of that.
  15. Are we supposed to vote only either here or on the official forums? Or should we vote in both places?
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