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  1. Gramblosh

    Mysterious

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Looks best on a screen that is not too bright.
  2. Gramblosh

    Just because

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    I liked it. Dawn somewhere close to Anvil.
  3. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Don't remember what is from which mod (QTP2, Khettienna's Anvil Textures, the ones from kalikut & pekka and maybe others) but I liked the outcome.
  4. Gramblosh

    Weather

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Finally Oblivion has some real weather with DOWNPOUR and the Imperial Firmament.
  5. Gramblosh

    A Lot Of LOD

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    WOW, so after four evenings of work I came to this result: REAVWD with custom textures to match the replacers I use and custom LOD meshes to reflect my load order. LOD Textures and Normals were taken from the Vibrant mod, LOD Noise is the Koldorn's Medium. Trees are from Enhanced Vegetation. REAVWD, TES4LL and TES4LODGen plus hours of work, in MGE just one click and time to get a cup of coffee and the result is still somehow better Please note the beautiful clouds from the Imperial Firmament mod! Highly recommended.
  6. Greetings, all! I need some expert-level help on splitting a rather large ESP into an ESM/ESP pair, and so far neither Google nor tool documentation nor direct searching on TESA has found me a way to do this. I know that TES4Gecko can "split a mod", but it puts way more stuff into the ESM than what I want there, and it doesn't seem to allow me any manual control over that. Background (sorry, this is long, but the information matters): My ESP file defines a couple thousand new base objects, seven interlocking quests, hundreds of custom scripts, and over 3,000 lines of voiced and lip synced dialog. Among those base objects, some use vanilla meshes and textures (e.g., a vanilla door but with a custom script added requiring a base object just to add the script, but no external assets). Other base objects use custom meshes, textures, sound files, music files, or some combination of these. All told, the added meshes and textures total about 250 meg, and the voice files are about 150 meg. I deploy the mod to my alpha test team (several people) as an ESP plus three BSA files (one each for meshes, textures, and sounds which includes voices and lip syncs). Development has reached the point where the meshes and textures are quite seldom changing, but I'm still editing recorded voices and inserting them into the mod. That means that of 400 meg download, about 250 meg of it is the same for the testers every time. Looking ahead, we're just a few weeks away from a public beta release, and hopefully a lot more people downloading. There is no way the voice editing will be 100% done before the beta, so I need to make that part easy to update for testers. Furthermore, the ESM/ESP split is the right thing to do *long term* as well. The reason for this is that the music handling logic for the mod is smart enough to detect Sound Commands, Enhanced Sound and Music, or Better Music System, selecting the best available option, and falls back to vanilla StreamMusic() calls if none of those are installed. The initialization logic builds arrays of the mod's internal cells and which music files should apply to which cells (merchants, taverns, dungeon....etc.). All of that logic is something I don't want to duplicate in the (required by BMS design) separate ESP file that supports BMS. So my code builds the arrays in one place and then shares them with the optional ESP that supports BMS -- and this requires the optional ESP to have my main ESP as a master. I know how to do that, but it's an ugly hack that I'd like to avoid. If I create an ESM, all that shared logic for music handling can go into the ESM. There are other optional ESPs planned, such as one explicitly supporting CM Partners. So getting some of the global logic into an ESM has lots of benefits that have nothing to do with download size. Now, given the above, here's what I need to do: The ESM should contain only one quest, and not one of the existing ones. This quest will contain the music data arrays and initialization logic, so that MyMod-BetterMusicSystem.esp can depend on my ESM and not my ESP. The ESM quest will also have a few declared variables that are shared by the other quests, but other than that it won't have much code. The ESM should define most or all of the unscripted base objects (or base objects that use only vanilla scripts) that use custom meshes, textures, and sound FX files, but *not* voice and music files. For scripted objects such as custom activators, I'll add a dummy unscripted version that has the model attached but no script, just so the models get pulled into the BSA for the ESM file. The ESP will contain all quests except the one mentioned above, all dialog, all interior and exterior cell edits, and almost all of my custom scripts. In short, the ESM should mostly define base objects, and the ESP should have references to those base objects. That last bit is the problem. Here is what I've found so far with the tooling I have, which includes Wrye Bash, Construction Set Extended (very latest version), TES4Edit, TES4Gecko, and TES4Files, among others: TES4Gecko does a perfect job of splitting the mod, but it's way too aggressive in what goes into the ESM. With Gecko, all new records go into the ESM because they can safely load early, and override records stay in the ESP so they can load after the things they override. That is sensible enough for some situations, but not what I want to do here because all those voice files end up in the ESM. I have tried copying my ESP to a different name, using Wrye Bash to "esmify" one of them, then using either TES4Edit or CSE to delete or mark unmodified the records in each file that I want to use from the other. This basically results in vast numbers of missing records. I tried making the ESP as a clone of the ESM such that there are intentionally (and temporarily) huge numbers of ITM (identical to master) records in the ESP, the idea being then to delete out of the ESM those that should be in the ESP and vice-versa. The problem here is that when I do this, even though I created the ESM by physically copying the ESP file and esmifying it in place (that is, never opened in the CSE), neither Wrye Bash nor TES4Edit considers the duplication to be ITM records! This completely surprised me. I have tested with changing just a few objects in the ESP manually (in TES4Edit or the CSE) so that the references point to mod index 00 (implying "load this from whichever master has it defined"), and this works -- but with thousands of base objects, it doesn't scale to my situation. Using TES4Gecko's display-and-copy functionality doesn't work, either, because the export gets new formIDs for the base objects. Creating an empty (or nearly so) ESM in the CSE, then making it a master of the ESP, then using TES4Gecko's "merge to master" function doesn't help, because it uses the same decision logic as the "split plugin" feature and puts everything into the ESM that it possibly can. Looking at the references in the ESP after doing any of the above, it appears what is happening is that the ESP's references are hardwired to itself rather than pointing back to the base object that now exists in an ESM. I think Coda (the programming language embedded in CSE) could do what I want, but try as I might I can't find any documentation for Coda's callable functions. There is documentation for the language syntax but nothing I can find for available functions to do things like change the base object ID of all references of a specific type. I'm sure someone has done this before, but I spent almost an entire day trying to figure out how, and I'm stumped. I don't need (or want) the tooling to pick which objects go where -- that's got to be a manual decision. All I need is something that updates the references in the ESP correctly and lets me do a group of manually-identified base objects in a batch. Ideally, what I want is a tool where I can start with an almost-empty ESM, master it over the ESP, then use a feature like TES4Gecko's "merge to master" but *only on base objects I select* in the UI. Second choice would be more extensive documentation on Coda so I can create my own custom logic to do exactly what I need. I am an IT pro professionally, so writing code doesn't scare me -- but I need API docs and not just syntax docs. I'm sure someone has solved this before. If that person is you, please help a guy out here! As an incentive for replies, I will offer that whoever provides the solution that ultimately works for me, can be listed in the mod's credits as a technical contributor. :-) Many thanks for reading this long post, and for any advice you can offer. --Syscrusher
  7. Gramblosh

    Going to work

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Thought it was time for a new shot of Amarie. She is right in the middle of the Oblivion crisis with gates poping up everywhere she goes. She made to expert level in Destruction (close to master level), Conjuration and Mysticism and is fairly good at all the other magical skills. She is wearing the conjurer robe (L.A.M.E. version) with a matching hood and a pair of sandals (it's late spring, so sandals should be fine).
  8. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Yes, my character is in there... that little thingy by the door.
  9. From the album: max things

    isn't he adorable? Lovely ears and nose.

    © m. kaufman

  10. demonange

    Flan Art Gallery

    From the album: max things

    A bedroom in Flan's art gallery. The Art gallery itself can be seen in my blog. This is a private mod, a present I made for Dustin in winter 2013/14. His digital artworks are exposed in the gallery. Go and take a look.

    © m. kaufman

  11. demonange

    beautiful eyes

    From the album: max things

    That's the eyes from the new eye set by Flan. prolly gonna be included in the update of our Naturals race. these new eyesets by Flan are truly the most beautiful to me.

    © m. kaufman

  12. 176 downloads

    V Lower Class Outfits Author: Victoria VII Date: 8-13-2014 Game: TesIV Oblivion Description Lower class versions of 3 Nailflan's outfits. Since my character is poor but I really like these excellent Nailflan's outfits, I've slightly modified the meshes for a poorer look and created new textures accordingly. The outfits look now old and lower class. You can find the outfits along with a note at "The All-Saints Inn" in the Temple District of the Imperial City. Notes My character begins the game as very poor so the upper class look is unfitting, since I've adapted the outfits to my needs, I thought to share for others' characters too. Remade all diffuse and normal maps. There is a fourth outfit that is a mix of two. Reworked the UVs for some pieces. Created all the icons accordingly and the paper note, there is also a general gnd fitting the content. Requirements HGEC Body Link Coronerras' Maximum Compatibility Skeletons Link Install Extract - Copy - Past in your Oblivion folder. Activate the esp. Permission Strictly NON COMMERCIAL. If you want to use or modify any part of this content for include it in your release: your release must be NON COMMERCIAL (no money involved or any form of payment). you must clearly state that you are sharing strictly for NON COMMERCIAL USE (no money involved or any form of payment). Do not re-upload. Also: I've modified Nailflan's meshes, concerning the meshes alone, you must follow first of all Nailflan's permission rules: "ONLY for TESIV:OBLIVION. You may not convert my mods for TESV:SKYRIM, and others. They include not only tweaked Vanilla meshes of TESIV but also mods exclusive to TESIV." Nailflan's policy and awesome works: link 1 link 2 Thanks to Nailflan for the excellent meshes. Nailflan's personal website. Thanks to RAIAR for HGEC Body. Thanks to Coronerras for Maximum Compatibility Skeletons Thanks to all who love and play Oblivion.
  13. Gramblosh

    Back to Business

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    The Oblivions Planes with GOSH is really great.
  14. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    and a shadow (been playing with Enhanced Camera and Trifle). And these fleshy things she saw while getting up in the morning... Oh, the getting out off bed or into bed animation (See you Sleep) in first person view is really great, feels like a free roller coaster ride.
  15. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Just by chance this is Evening Star (December) 25 in Kvatch The fires, the snow, I felt like singing "Jingle Bells".... I did not use the console for anything but tfc and tm, so this is a real screenshot, nothing faked.
  16. Gramblosh

    Action

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    This is looking more like a mage. She is at level 6 at the moment, doing some mages guild quests.
  17. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    This is a new Oblivion character I started lately. She is Breton (obviously) and her name is Amarie Elbert. Some of you might know her older sister. She has a job on Vvardenfell.
  18. From the album: max things

    My character Sheridan, I use the custom human race made in collaboration with my wonderful friend Dustin Flan. The hair is included in the race. http://tesalliance.org/forums/index.php?/files/file/1778-naturals-by-flan-and-max/

    © m. kaufman

  19. From the album: max things

    New posing 2 Sheridan - Naturals race: http://tesalliance.org/forums/index.php?/files/file/1778-naturals-by-flan-and-max/ Gill - the upcoming GGC partner. Needs some testing and I need to pick a hair for his release. Got too many hairs looking good on him, just can not choose.

    © m. kaufman

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