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  1. kamikazegrunt2

    Arboretum

    From the album: Oblivion Pictures

  2. kamikazegrunt2

    Woman

    From the album: Oblivion Pictures

  3. I am unable to save my edit to SupremeMagicka.esp: zzSMConjurationControlScript in either The Construction Set or CSE. Could someone help me with this? The edit I am trying to make is from the MOO Manual for Supreme Magicka compatibility. Find: if bisconj && GetSpellType rplayerspell != 2 && (NumSummons > 1 || SustainableSummons || VariableSummons || ConsistentSummons || ConjSummons > 1) && Player.GetAV Silence == 0 Replace with: if bisconj && GetSpellType rplayerspell != 2 && (NumSummons > 1 || SustainableSummons || VariableSummons || ConsistentSummons || ConjSummons > 1) && Player.GetAV Silence == 0 && Player.IsCasting == 0 The CSE reports the following and will not compile and save the script: Line: Message 21: Variable redeclaration. Previous declaration was at line 10 226: Variable declared inside a script block. 227: Variable declared inside a script block. 236: Variable declared inside a script block. 236: Variable redeclaration. Previous declaration was at line 96 TES Construction Set prompts: Warning: "Script 'zzSMConjurationControlScript', line 105: Script command 'SetNumericGameSetting' not found. Continue Playing?" I select Yes to all but the Script will not save.
  4. Hello, all! It's been a long time coming, but Rathunas just finally went out of beta last week. I have found a minor issue that I want to clean up, though, just to be a good citizen with respect to exterior cells. I have a few cells where I edited in my own area, but either just barely touched the terrain in an adjacent cell, or modified the pathgrid in *my* cell but thereby affected a link to the adjacent cell's otherwise-unmodified pathgrid. What I'd like to do is to back off the edits within my own cell so they are a ways back from the boundary, then use TES4Edit to zap all edits of pathgrid and landscape in the adjacent cell, thereby making it untouched by my mod. If I use TES4Edit to zap the adjacent cell edits first, then this leaves a tear in the landscape (as one would expect). The problem is that I don't have a way to match my cell's edge up to the other cell's edge, because in doing so I would once again touch the other cell just slightly and thereby contaminate it. For pathgrid, I can zap the pathgrid record in the other cell using TES4Edit, but that leaves orphan node links in the pathgrid record for my own cell, and my initial testing (with a copy, not my original ESP) suggests that this leads to a lot of CTDs. I've got to believe someone else has solved this. Any ideas? Is there a tool out there to selectively remove modifications by area? I can deal with a tear *within* my cell, because then I could just smooth it out in the CSE. Ideas, anyone? Thanks!
  5. Adam Adamowicz was the concept artist behind Fallout 3 and 4, Oblivion and Skyrim. We owe much to this artist, I wonder who has replaced him, although nobody can actually replace such a talented artist. Bethesda released the images of his work on Oblivion, Skyrim and Fallout. The images can be seen, and downloaded, here: Oblivion Concept Art Album Skyrim Concept Art Album Fallout 3 Concept Art Album
  6. 71 downloads

    Miscarcand Inn is an inn situated near the Ayleid ruins of Miscarcand, on the Gold Road. -----oOo----- Permissions: No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification. -----oOo----- The garden: A place for the player's horse: The cellar: The inn belongs to Ojah and Ajah, two Argonian siblings. It's well frequented and offers a large and luxurious room for the player to rent: The price is quite expensive (40 Septims) but all the food and wine that are stored in the room are also available for the player to take. Ojah also sells food and drinks. Installation: Whatever your choice, loose files or BSA (only one of them must be installed), after downloading the archive, extract its content into the Data directory that you'll find in the main Oblivion folder. If you are using the Steam version of the game, it would be "C:\Steam\steamapps\common\Oblivion\Data". Launch the game and make sure the plugin is enabled, by clicking on "Data Files" and selecting the plugin in the list: Deinstallation: The archive contents: an esp (Elder Scrolls plugin), named lotmMiscarcandInn.esp, a sound directory containing the necessary sound and lip files Ojah will need to say her lines. If you want to remove this mod, if you chose the loose files, remove both the lotmMiscarcandInn.esp and the sound folder. (Make sure you do not destroy other content present in this sound folder that could belong to other mods!), if you chose the BSA, remove both the lotmMiscarcandInn.esp and the lotmMiscarcandInn.bsa files. Thanks: To Bethesda Game Studio for their marvellous games!
  7. Hi. First time Creation Set user. I've been trying to add a lesser power I've created in Creation Set to the game, but I can't figure out how. Found tutorials on how to add custom spells to a vendor's spell list, but since I can't get it to work I figure that lesser powers cannot be bought. Any suggestions?
  8. Hello! I'm relatively new to these forums. I've read (every single one) the modding tutorials because quite frankly I'm tired of making mods that nobody actually needs- i.e; a mod that adds a weapon that looks like cringe. Nevertheless, I've been working on a mod that allows the player to travel to Coldharbour the realm of Molag Bal. I need help, basically. I can't script if Molag Bal's life depended on it, and modeling? HA! I take meshes from the base game, and texture them to look blue or purple. The recurring theme in textures is soul. So everything is supposed to look ethereal. I have taken some thousand meshes and textured them with fitting textures that look purple or blue. I have created a few landscapes, but I'm considering scrapping them to create a mega worldspace similar to that of the Shivering Isles. I can't make meshes. I can't script. Quest are too hard to make. Dialogue never works. What I can do? Write quest- not like that matters, texture, make terrain, and design levels. I want two or three people that I can Skype call, or email back and forth to work on this mega-mod. And by people, I want modders with genuine experience. So if you're interested in this, comment below. I'll post my Skype in the comments if anyone replies. Have a great day, happy modding!
  9. Create your own lore! I had to read Snorre again (only excerpts) to find some reasons to -whys, -wheres and -whens around our saga - the story of mankind:-) The most interesting aspect is the similarity between cultures. -We have developed in different directions. We seem to have a common affection to a tree - different species but a tree. We believed in the same inhabitants, caretakers, in or around the tree, only symbolized with different creatures. If one living creature didn't suffice a new one was created to match the beliefs. I urge you to do the same - or our phantasy stops here - stuck in someone's lore. This is not a hate message to offend anyone's lore but to clarify the richness around a new lore, a new consciousness, a new tribe, a new world, a new car....
  10. Version 0.2.b

    41 downloads

    Oblivion Prime/Mainland Create your own lore! I had to read Snorre again (only excerpts) to find some reasons to -whys, -wheres and -whens around our saga - the story of mankind:-) The most interesting aspect is the similarity between cultures. -We have developed in different directions. We seem to have had a common affection to a tree - different species but a tree. We believed in the same inhabitants, caretakers, in or around the tree, only symbolized with different creatures. If one living creature didn't suffice a new one was created to match the beliefs. I urge you to do the same - or our phantasy stops here - stuck in someone's lore. This is not a hate message to offend anyone's lore but to clarify the richness around a new lore, a new consciousness, a new tribe, a new world, a new car.... The Story: Mainland is known for a long time through sagas, stories around campfires, tribal shamans - actually as long as man have had self-consciousness. The inhabitors of Mainland (in this mod) have inherited a knowledge about what was and what is awaiting them. Not specifically but it has been a part of the aforenamed Stories. 4 towers seem to have worked their way from somewhere below and up through the surface of Mainland. Placed north, east, south and west of the city. On top of each a birdlike sculpture - made from an uknown material but still vibrant. There are several mine entrances that none has been able to enter. On each there is a burning candlelight standing in an opening in a metal door also made from a strange material. Nobody is tending the light but it has been burning as long as the stories are told. Mainland has always been spoken of as 'The world to be'. How can something become to be when it already is?
  11. Does anyone happen to know anything about the Enchantment Mastery mod located on Nexus Mods Oblivion? http://www.nexusmods.com/oblivion/mods/24915/? I installed it with NMM, but am unable to get it to function correctly. According to the post: Also, according to the readme file: What I am wondering is, why I have not seen the "EM: Ready to enchant" message; as well as what does the levels refer to? Is this mastery in specific schools of magic or what? Any advice is much appreciated, I would love to get this working properly, and not have to either remove it, or replace it with something similar.
  12. I've recently started the CS Basics tutorial series here in TES Alliance. By now I've reached lesson #4 in which I'm supposed to clean a mod with the TES4Gecko tool, however, I've heard of another tool called TES4Edit which serves the same or a similar purpose. I went to the TES4Gecko Nexus page and noticed the file hasn't been updated since 2008 while the TES4Edit file was updated just recently(last month). So, I'm wondering if anyone knows of any reason why I shouldn't use the TES4Edit tool to clean my mod instead? Thanks!
  13. Oblivion Modding Interviews Confirmed Interviews: Zaldiir, Project Lead on Kvatch Rebuilt, Author of Creature Diversity, Viking Village, and Populated Prisons - Episode Online ShadeMe, Author of Blockhead, Put it in its Place - Enhanced Grabbing, and Construction Set Extender - Episode Online AndalayBay of the Assimilation Lab and Team Lead behind Dark Brotherhood Chronicles and many other Assimilation projects - Episode Not Yet Scheduled Emma, Author of Companion Vilja, Red Rose Manor, and Children of Cyrodiil - Episode Pending (Airs after August 10th, pending Modder Availability) Possibly DarkRider of TES Alliance and Reclaiming Sancre Tor at some point in the future - Episode Not Yet Scheduled Alenet, Author of Oblivion Reloaded - OBGE v4 and Enhanced Grass - Episode Online Saebel, Author of SDR - Sneaking Detection Recalibrated - Episode Not Yet Scheduled Description: No doubt many of you are already familiar with the interviews that Gstaff has been doing on the Bethesda blog with modders for the past few years, and this is basically a continuation of that, only these interviews are spoken and not written, and each interview is aired on the Morrowind Modding Showcases YouTube channel with a montage of video-footage of each author's mods in the background. Think of it like a podcast with a visual element. We originally started this interview series back in November with Morrowind Modding Interviews, and to date, we've done some 17 interviews with Morrowind modders (and have many more scheduled for the future). However, I thought it was time to start branching out our series to cover more modders from the rest of the Elder Scrolls modding community, starting with Oblivion. Now technically, we have interviewed Oblivion modders in the past, but we focused more on their Morrowind mods rather than their works for Oblivion, so this series will be primarily focused on Oblivion modders and their Oblivion mods. The format will basically be identical to our Morrowind Modding Interviews series, where you, the community, can recommend modders to interview and submit questions you'd like modders to answer. Each time we announce a new interview, you'll have about one or two weeks to submit questions for each modder to be asked, and so long as those questions are appropriate, they'll be included in the final spoken interview. Our first confirmed interview for Oblivion Modding Interviews is with one of the staff at Nexus Mods, Zaldiir. He's also the author behind such mods as Creature Diversity, Populated Prisons, Viking Village, Gold Horse Carrier, and the Project Lead on Kvatch Rebuilt. We've already submitted the interview questions for Zaldiir, and with any luck, that episode will air on July 31st! We're also taking questions for AndalayBay of the Assimilation Lab and ShadeMe, the author behind Blockhead, who have both agreed to do an interview for Oblivion Modding Interviews as well! If you have any questions for AndalayBay or ShadeMe please post them below! Once enough questions have been submitted, we'll send a complete list to each interviewee to review and set a schedule for the actual interview recording. Keep in mind that, due to the nature of these interviews, they can sometimes take a while, occasionally up to a month or more, to schedule, but we'll update this thread once an interview goes live! Also, please post suggestions for modders you'd like to be interviewed in the future! My hope is that Oblivion Modding Interviews can become a regular show on par with Morrowind Modding Interviews in due time. Thanks for reading, and if you have any suggestions at all for the interview series, feel free to post them below!
  14. Hey, I am using this thread to post my TES audio books. I try to voice act soewhat well, and give the carachters in the books somewhat creative voices. Listen, and enjoy... A Tragedy in black:
  15. Greetings, all! I am using an excellent tutorial from the CS wiki to create my first from-scratch creature for Oblivion. I've got a mesh (with temporary textures), skeleton, and rigging and skinning done. Everything works just fine in Blender, in pose mode. If I move the bones of my skeleton around, the mesh follows as intended. I also created the skeleton collision for ragdoll behavior, skeleton constraints, and the BSBounds object for weapon and spell impact detection. The creature isn't yet animated. I know how to do that part, mostly, and I wanted to test the mesh and skeleton in the game engine before expending the vast effort to animate it. This is where things have gone a bit wonky, and I'm hoping someone out there can help me out. I don't want to post my mesh online, because it would be a total spoiler for my new quest (an addition to Rathunas). The custom creature is intended to be my "boss" for the dungeon. What's working: The mesh and textures look fine in the TestingHall. Pose mode in Blender works perfectly, suggesting that animation will also work when I attempt it. Cursor on the creature shows its human-visible name, and you can activate it as you would a vanilla creature. The creature is selectable with the mouse in console mode. With "motion guides" displayed via console command, you can see the collision mesh, and it looks correct. What's not working: Collision with the player -- I can walk right through my creature. Placement on a console disable/enable cycle -- it mysteriously translates and rotates on the z axis when you do this. Ragdoll -- if I kill the creature, via console or attack, I crash to desktop. I think my ragdoll problems may be because my constraints, which are all of the "ball joint" type, are not all correctly aimed along the axis of the bones. I know how to do that in NifSkope, but it's really tedious and would have to be repeated every time I re-export the skeleton. Hopefully that won't be too often, but during development it will happen a few times. One of the areas where I'd like to get some help is to understand how to set those constraints within Blender so they export correctly. I also have a small number of bones that are not connected to parent bones; they just have an origin in space because for my animations they didn't *need* to be connected. But maybe Oblivion requires all bones to be connected? The biggest problem, obviously, is the CTD when I try to ragdoll this beastie. That is, ummm, kind of a show-stopper. :-) So, are there any creature animators out there who might be willing to take a look at my mesh (which I'll supply by private communication) and help me figure out where I'm being stupid? Thanks for any help that someone might care to offer. :-)
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