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[RELz] Happy Holidays and Seasons Greetings


WhoGuru
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Happy Holidays and Seasons Greetings!

Name: Happy Holidays & Seasons Greetings

Version: 1.0

Date: 04/12/2009

Category: Quests

Author(s): WhoGuru & InsanitySorrow

Source: TES Alliance

=================

Requirements:

=================

Oblivion 1.2.416

=================

Description:

=================

Happy Holidays & Seasons Greetings is a Christmas themed mod that comes in two flavours:

The first one being Happy Holidays places gift wrapped Xmas presents around Bruma, each present can be picked up and moved around, these are meant for display

purposes. These gift wrapped presents are actual presents themselves, after picking up a present you can click on it in your inventory, ignore the cannot equip message,

You will be given a choice to either open it or leave it. If you pick the first option you will be given a present, it is up to you to find these presents and see what is inside.

The other part of the mod is called Seasons Greetings and this part aims to add some Xmas Cheer to the City of Bruma, you will find some nice new decorations spread around the city, you

may even notice an Xmas tree or two.

The reason for two mods is to allow you to choose which one you want installed or you can use both, while they work perfect together they are not dependent on each other,

so there is no need to keep an Xmas Bruma throughout the year but you get to keep your presents.

=================

Installation

=================

1. Extract this archive to any folder and then copy the contents to Oblivion's Data

folder.

2. Start Oblivion Launcher, click Data Files, and enable the Happy Holidays.esp file and/or Seasons Greetings.esp

=================

Un-Installation:

=================

1. Start Oblivion Launcher, click Data Files, uncheck the Happy Holidays.esp file and/or Seasons Greetings.esp

2. Delete the BSA files that came with the mod

=================

Incompatibility:

=================

This will be incompatible with any mods that alter Bruma, though if this is loaded before them it should not cause

any issues.

Better Cities in particular, as it adds quite a bit of content to the city. The Xmas tree may not look quite right and a few of the outdoor presents may not be exactly where they are listed in the spoiler doc.

=================

History:

=================

04/12/2009 - Initial Release

=================

Contact:

=================

InsanitySorrow @ TES alliance

WhoGuru @ TES alliance

=================

Credits:

=================

Thanks to Bethesda for creating Oblivion.

Thanks to the following for all their help and hard work:

Nicoroshi - Present and Tree Decoration Meshes/Texture Maps

DarkRider - Christmas Tale Book, Xmas Lights

Meo - Open book resource

PrincessStomper - Teddy Bears and Wooden sword from Children of Oblivion: Arcane Academy resource

MystykStar - Mr Frosty The Snowman

DaMage - For his help with a few minor issues we had with some meshes.

Pendraia - Pendraia's Lights on a Rope

=================

Tools Used:

=================

The Elderscrolls Construction Set.

Photoshop CS4

=================

Licensing/Legal:

=================

You may use this as you wish but you must credit us for our work and the authors of any resources we used.

Please do not re-host this file without our explicit permission.

Download:

Exclusively at TESA - http://tesalliance.org/forums/index.php?app=downloads&showfile=215

Screenshots:

Xmas03.jpg

Xmas01.jpg

Xmas02.jpg

Updates:

Patch #1

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Name: Seasons Greetings - Loading Screens Add-On

Version: 1.0

Date: 04/12/2009

Category: Quests

Author(s): WhoGuru & InsanitySorrow

Source: TES Alliance

=================

Requirements:

=================

Oblivion 1.2.416

=================

Description:

=================

Adds 4 new Xmas themed loading screens to the Seasons Greetings part of the mod, the loading screens will only show in Bruma.

=================

Installation

=================

1. Extract this archive to any folder and then copy the contents to Oblivion's Data

folder.

2. Start Oblivion Launcher, click Data Files, and enable the Seasons Greetings - Loading Screens Add-On.esp

=================

Un-Installation:

=================

1. Start Oblivion Launcher, click Data Files, uncheck the Seasons Greetings - Loading Screens Add-On.esp

2. Delete the files that came with the mod

=================

History:

=================

04/12/2009 - Initial Release

=================

Contact:

=================

InsanitySorrow @ TES alliance

WhoGuru @ TES alliance

=================

Credits:

=================

Thanks to Bethesda for creating Oblivion.

=================

Tools Used:

=================

The Elderscrolls Construction Set.

Photoshop CS4

=================

Licensing/Legal:

=================

You may use this as you wish but you must credit us for our work and the authors of any resources we used.

Please do not re-host this file without our explicit permission.

Download: 4Shared

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Hmmmm, Three copies you say?

Interesting.

when i looked at it, you had the collsion, then two ninodes, both of which also had a collsion data and the same nitristirps in them.

To fix it i childed one lot of the nitristrips to the root node, and deleted anything extra. The collision was still acting up, so i imported to blender, because it was just a stretched cube, I recreated it using blender's havok script for a box. mesh -> hull -> box

exported as a clutter item and it worked.

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when i looked at it, you had the collsion, then two ninodes, both of which also had a collsion data and the same nitristirps in them.

To fix it i childed one lot of the nitristrips to the root node, and deleted anything extra. The collision was still acting up, so i imported to blender, because it was just a stretched cube, I recreated it using blender's havok script for a box. mesh -> hull -> box

exported as a clutter item and it worked.

That is the way the exporter exported it from Max. My guess is that since the three items were still separate in max it decided to make 3 NiNodes out of them, and decided that each needed the same collision data. Strange but that's what it did. I will have to remember to attach all pieces together before trying to export (this was my first time using the exporter actually. I am used to working in .obj format, and hacking the model into an existing .nif then modifying the existing collision to fit the new item).

That collision mesh was created in Max, and exported according to a tutorial I found on how to do it.

Still not sure how that went wrong.

Thanks for the update on how it was repaired Mage. Gives me something to go on.

Something I noticed that you might wish to add to your incompatibility section of the readme:

This mod does not play nice with Better Cities.

Some of the ornaments, and lights, white banner thingies are floating (without trees...or buildings moved). I have tried it with both loaded before, and loaded after Better cities. Works better loaded before but still has issues with the things I mentioned above.

I did however see something that made me happy>>>>>>>

hhfs.jpg

:cookie4u: Good job guys, and gals.

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