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  1. 3 points
    This is a repost from 17/3/2012 from the Dark Creations forums which have been shut down as discussed in this other topic. -------------------------------------------------------------------- This is a visually enhanced travelogue about starting a character in a deadly environment and hopefully surviving with the application of wit, luck and shenanigans. In essence, it's just me trying something different and snapping pictures of it. I hope you'll find it interesting. First of all, there is a character that I used in Oblivion; a Breton necromancer whom I intended to be my 'evil' character; not the calculated kind of evil, nor cartoon villany. Just generally an asshole. A jerk. His name is Jerkan. Look at those eyeslits, those protruding lips, that arrogant well-kempt hair. In Oblivion, he had a subtle stubble which I can't replicate now, but he also gained those stripes on his forehead. Nice. Obviously, I'm using the Live Another Life mod. I intend to redundantly pick the option which I suggested to Arthmoor myself. While I could've used the old ini tweak + batch script method that I used to try it out to begin with, it's nice to feel validated sometimes. And away I go! This is Sinderion's Field Laboratory, if it weren't obvious. It's the only safe place in Blackreach, which is full of enemies I have no business fighting at my level, especially since I play on Master difficulty. Fortunately, there are some helpful items laying around. First of all though, I choose my starting spells, which is a feature included in Skyrim Improved Magic System. Alteration: Interestingly, you can pick the Feather spell, but I go for Oakflesh instead. Destruction: I figure Frostbite is my best bet for winning chases. Conjuration: Raise Zombie is tempting, but that will never work in this place, so I choose Conjure Skeleton instead. Restoration: Necromancers always seem to love wards, but I pick Healing because I just couldn't live without it. Illusion: I've decided that I'm not gonna profess in Illusion, but it can't hurt to have Clairvoyance around, especially since I play without a compass or floating quest markers. Now let's have a look around... I raid Sinderion's ingredient stash and his (sadly empty) soul gems, and proceed to gobble one of each ingredient in one go. Amazingly, I only lost half of my health. How convenient. You can't be a necromancer and not have a dagger. In addition, I get to have an authentic dwemer artifact and not one of those tourist souvenirs from Markarth. I don't know wether this is something Arthmoor added or if it's always been there, but it may be essential in a place where you're at the bottom of the food chain. Well don't this beat all? I get Raise Zombie, Lesser Ward and Conjure Familiar. Now I can have my sweetroll and eat it too. I also find a pair of boots with a carry capacity enchantment, and an enchanted sword with fire damage in the footlocker. Apparantly, Sinderion expected to harvest many many samples of nirnroot. Finally, I discover a staff of magelight already in my inventory. Sub bro. How's that 'secret location' working out for you? I pocket his journal to formally begin the nirnroot quest. If I'm going to faff about in Blackreach, I might as well pick up noisy plants along the way. And here is Sinderion's attunement sphere. My only way out of Blackreach right now is the great lifts, and those have a tendency to close, so it helps to have one of these in case I want to get back without having to start another quest, even if it means having to clear a dungeon. I use the arcane enchanter to disenchant some of the crap I found, read the alchemy skill book, and make a poison of damage health, almost reaching level 2. Then I take a nap in the stone bed to wash away the negative effects caused by my ingredient binge and save the game.
  2. 3 points
    Logically it's a male!
  3. 3 points
    And here's my cat
  4. 2 points
    Here's my Pippin.
  5. 2 points
    A short story of mine, Gaia's Breath, is due to be published towards the end of May by Midnight Street Press in an anthology called Strange Days. Trevor, the editor, has set up a Facebook page where he's posting videos from those who are in the book.Each video introduces the author, tells of the inspiration behind the story and includes a story excerpt read by the author. Here's mine:To find the Facebook page, type this in the search bar:Strange Days - Midnight Street Anthology 4A number of the writers in this anthology are well known and well published. I feel very fortunate to be included. Trevor also put my name in the middle of them all on the back cover. I can't tell you how chuffed I was when I spotted this Gaia's Breath is the third story of mine Midnight Street Press has published. The others can be found in the following anthologies:The Little Lighter Girl - Night Light (Midnight Street Anthology 3)Taking Flight - Hellfire Crossroads Volume 7 - IntroducingMidnight Street Press can be found here:https://www.midnightstreetpress.comI hope you enjoy the video.
  6. 2 points
    17/3/2012 ----------------------------- I step out of the door, bask in the eerie azure glow and chug some fresh air. And here comes the first challenge of this particular game start. Yes, the first thing you encounter is a dwemer sphere guardian that can kill you in one hit. There is no way to avoid being detected, and it will always return to this spot when it's not trying to kill you. How did I get into this mess anyway? Did my mum ground me and program this thing to keep me inside? Either way, if I'm going to use Sinderion's lab as my home, it would be wise to dispose of this thing somehow, but that's a concern for later. I take my invisibility potion, which doesn't actually help me, since I was already detected. I sprint away, narrowly avoiding the guardian's first strike, and run up the stairs leading to Alftand while it fires its lethal crossbow at me. In the pitch black darkness, I somehow fall down into a recess between the platform with the entrance to Alftand and a staircase. That's when my potion wears off. The sphere guardian stalks toward me, but I decide that my position is dark and hidden enough that making more noise would be a greater risk. And then it comes peeking over the edge. Shortly after, though, it turns tail and heads back to its post, none the wiser. At this point, I creep back up and activate the crossbow that is aimed at the doorway, but the dwemer sphere is too far back to be hit. Alas. I decide to head left, jump off the platform, and whip out my staff of magelight because I cannot see anything ahead of me. With great confidence, I fire the light...into a nearby falmer. I suppose it was the noise of the staff that drew his attention, but the arcane ball of light sure didn't help. I panick and ran back up the platform, hoping it would give me an advantage if there is a fight. Fortunately, the falmer gets sidetracked. They clash for a little while on the porch of my house, until the falmer is slain. A shame, as I was hoping to have my front door to myself for once. Regardless, I notice that the guardian has been damaged by half of its health, and I get an idea. Tiptoeing into the lit area, I let the machine catch a glimpse of me. Then I sneak down this path, the sphere guardian wheeling steadily behind, and hope that I'm being quiet enough for the nearby falmer to notice my pursuer first. Amazingly, the construct becomes ensnared in a cluster of fungal jellyfish tentacles, which is noticed by a nearby lookout. I take cover behind a rock and watch as a chaurus and another falmer join the fray, the former creeping uncomfortably close past me. I also find myself right next to one of these. Suddenly, I have the urge to be a mischievous little dipshit and solve several tiny problems with one huge problem. Is there any other reason for these things to be here? It's like dropping a matchstick in a chinese fireworks stand. I pull the lever and skulk behind a group of rocks just in time to remain undetected, and start hearing the calamity. The battle does not take very long. After the pained shrieks die down, only the heavy chugging of the centurion is left. (There seems to have been an image here that I can't find anymore???) I can't conceive of a way to actually get rid of this golem, but they are a lot easier to outrun than falmer, and don't have any projectile attacks. Blackreach would be a lot more hospitable with them running amok and killing all of its other denizens. Still, I'd rather not wake one up unless I needed to. Whatever the case, the falmer dispatched the sphere guardian as intended, and I have successfully colonised the immediate area around my house. First them, then all of Blackreach!
  7. 2 points
    Integration: TSL Walkthrough View File Integration: The Stranded Light is a hugely complex - and, at times, frustratingly arcane - mod, so I thought it would be helpful to provide a more detailed spoiler file/walkthrough for the quests. This is an HTML file - all spoiler info is blanked out (highlight to read it), so don't worry about accidentally seeing something you shouldn't. I incorporated the tables from the original spoiler doc, expanded on that, and added actual walkthroughs. Note that most of it is from the CS only - I've only done a handful of the quests, but I'll update periodically as I complete them. Submitter WalkerInShadows Submitted 04/05/2020 Category Quests  
  8. 2 points
    I'm the official Maintainer of Morroblivion under TESR
  9. 2 points
    Ibsen’s Ghost just finished writing the final quest for Black Marsh. It is 25 pages long...
  10. 2 points
    I found the thread via the Wayback Machine. http://web.archive.org/web/20161101110946/http://www.darkcreations.org/forums/topic/1424-occupy-blackreach/ If I were you I would definitely repost the thread here or on AFK Mods or on both sites since it has to do with your LAL mod. Perhaps add that to Nexus Wiki as well, just what LHammonds did with Wrye's "BUG in Oblivion.exe" thread.
  11. 2 points
    You know, having them dance would be a thing!
  12. 2 points
    WAT? Are you sure you meant to say that? That's a really bad idea, don't do it.
  13. 2 points
    There's definitely GOG support for OBSE. You just have to download its own particular "latest" loader. It works great. Oblivion from GOG has no DRM, no overlays, it's already LAA so you don't have to use the 4gb patcher, it includes all DLC, and you can get it for $10 if it's on sale. It's a no-brainer for people who don't own Oblivion yet, and even for people that do I still suggest it highly.
  14. 2 points
    Older Brits are like that. They just love the attention and will purr away. One time when I took one of my old Brits, Britannia, to the vet, she was purring while the vet was trying to listen to her heart. The vet had to put a dab of alcohol on her nose to make her stop purring. Just a minute ago, I heard the fans in my computer really ramp up and I was wondering what was making them run so hard. One of the kittens was sleeping on the radiator!!!
  15. 2 points

    Version 1.42

    553 downloads

    Description =========== Elsweyr Pelletine is a project which aims to complete the province of Elsweyr, as depicted by Iliana in her Anequina mod, one piece at a time. Location ======== The easiest way to experience the content is to fast travel to Corinthe or somewhere further south and walk along the road which goes towards Senchal. Alternatively, you can swim all the way from southern Cyrodiil to Senchal if you're athletic enough. If you already discovered Senchal, you can fast-travel there and use the road towards Torval. Details ======= The current version includes: -The city of Senchal. -The city of Torval, except the Mane's Palace and the Halls of Colossus outside. -The full road between Corinthe and Senchal. -The full road between Corinthe/Senchal and Torval. -The full road between Torval and Dune. -A couple of settlements and several interesting locations on the roads. Install ======= 1. Copy files to (install folder)\Oblivion\Data\ 2. Start Oblivion Launcher, click 'Data Files', place a checkmark beside ElsweyrPelletine.esp Uninstall ========= 1. Start Oblivion Launcher, click Data Files, uncheck ElsweyrPelletine.esp 2. Delete ElsweyrPelletine.esp and ElsweyrPelletine.bsa Requirements =============== Elsweyr Anequina - https://www.afkmods.com/index.php?/files/file/2170-elsweyr-anequina/ TWMP - http://www.nexusmods.com/oblivion/mods/27235/? TWMP Valenwood Elsweyr (esp, lod resources and resouces - make sure you download all 3!) - http://www.nexusmods.com/oblivion/mods/38792/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmodfiles%2F%3Fid%3D38792&pUp=1 Incompatibility =============== Not compatible with TWMP Valenwood Improved, due to the requirement of TWMP Valenwood Elsweyr. Known Issues or Bugs ==================== Some of the hostile skooma addicts can become unresponsive for some reason, while running away. History ======= 1.0, 22/12/2016 - Initial release. 1.1, 29/05/2017 - Content and bug update. Bug fixes: -Every Khajiit which is not an Ohmes-related race, has a beast skeleton. -Removed some floating rocks from the Senchal cliffs. -One of the Senchal slaves had the wrong aggression settings. -Fixed a bleeding Senchal city wall and removed a duplicate tower. -Fixed you not being able to buy the Senchal house. -The NPCs in the Upper District should now be able to go home. New content: -Dune's previously abandoned Mages Guild is now accessible and some detail was added to the interior, for a future possible quest to recruit new members for that guild. -Senchal's upper palace and its two towers are finished. -The village of Chasegrove, which has Torval architecture. Includes a new player house. -A few smaller places for you to explore. -Made one of the Senchal merchants a fence. -A new book detailing the Pelletine settlements, in a similar way to how Iliana does for Elsweyr Anequina. 1.2, 25/03/2018 - Content and bug update. Bug fixes: -Fixed you not being able to open the Senchal upper district gates after purchasing the property there. -Fixed a slightly floating building in the Senchal slums. New content: -The city of Torval, excluding the Mane's Palace. -The village of Darvulk Haven. -The full road between Corinthe/Senchal and Torval. -Three new player homes - one in Torval, another in Darvulk Haven and the other one in Senchal (a starter home). -The entire peninsula itself is fully populated by locations - except that the Halls of the Colossus have no interiors yet. -The merchants in Senchal should lock up now. -The Senchal Palace has a harem now, but at the moment, it's mainly for show. -A newly expanded coral reef west of Senchal which transitions into Torval's sea. -Tropical water for a good chunk of the peninsula. Contact ======= You can find me on the official Elder Scrolls forums as 'Envy123' You can find me on TESNexus as 'EnvyDeveloper' Credits ======= Thanks to Bethesda for creating Oblivion. Thanks to Iliana for creating the Elsweyr Anequina mod. Thanks to Onra for the heightmap and landscape generation. Thanks to thekarithian for the cliffs. Thanks to Barabus for the cooking range. Thanks to Mr Siika for the ships. Thanks to AlAnonim for the lower class Senchal architecture as well as the stable. Thanks to Stroti for the rest of the Senchal assets, new furniture, as well as the retextured shipwreck. Thanks to Aisis for the upper blue bed and pillows in Torval's upper houses. Thanks to the Valenwood Islands team for the Bosmer houses and clutter in Torval. Thanks to Betty for the butterflies and the Ha Long Bay rocks. Thanks to TESNexus.com for the a one-stop-shop resource for authors and players. Thanks to LHammonds for the Readme Generator this file was based on. Thanks to God for creating us all. Licensing/Legal =============== You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod.
  16. 1 point
    Well, it's Hue and Cry all over the U.S. at this time, and as the elections are approaching take heed from a rather prophetic scene from an old movie:
  17. 1 point
    If Civ 5 is installed in a location different to Steam's default, then you need to tell the new install of Steam the Steam install directory location (not Civ 5 specifically). It should then find the game (plus any others in there) and update to show Civ 5 is installed. If Civ 5 is in the default location, then you should simply need to tell Steam to install Civ 5 - Steam will find the existing files, verify them, and only download any which are missing or edited to be different from the installation files. Civ 5 will then detect the mods already installed too. If Panda Dome creates some kind of virtual environment to run programs in, then it may be interfering with Steam's ability to find the game files. In that case, turn that feature off in Panda Dome, or see if there is a way to exclude Steam so that it runs normally. For Morrowind Launcher, it may be that Panda Dome is blocking the launcher's access to the registry, preventing the launcher from detecting the game installation. That's just a guess.
  18. 1 point
    Strange Days is now available on Amazon. Here are the links: UK https://www.amazon.co.uk/dp/B0892792XP/ref=tmm_pap_title_0?_encoding=UTF8&qid=1590152584&sr=1-1 Everywhere else! https://www.amazon.com/dp/B0892792XP/ref=sr_1_1?keywords=strange+days+midnight+street+anthology+4&qid=1590158731&sr=8-1 If you fancy a taster of some of the stories included in this epic anthology, here's a link to the videos of authors reading excerpts: https://www.midnightstreetpress.com/strange-days-videos#home There's a mixture of genres, so hopefully something to suit everyone. I'm thrilled to be amongst so many accomplished writers. Trevor Denyer is an excellent editor and Midnight Street Press deserves support. MIDNIGHTSTREETPRESS.COM STRANGE DAYS VIDEOS STRANGE DAYS VIDEOS
  19. 1 point
    Hello! I made game music compilation with rubber band but actually it's not just about oblivion but one of the part is oblivion's theme music so I'd like to share it with you too https://youtu.be/Jf7IC60Dl7I
  20. 1 point
    I got my machine back! I have no idea how the drive went from RAW to NTFS, but once it showed up as NTFS again, Windows was able to run chkdsk and it has recovered. It’s much quieter than it was before, so maybe the old cooler was failing. I could do an AMD build again. My video cards are Radeon. They’re old now, but still kick a good punch for the stuff I play. I won’t be able to build a new machine for a while yet, but I’ll definitely check out Ryzen.
  21. 1 point
    Leo, dude, you need to chill out.
  22. 1 point
    If push comes to shove I can look into a merged patch. And, guys, lay off of Andy. She's under enough stress dealing with her broken computer and her husband's illness, which is thankfully in remission. And, Leo, your many comments about how you used to lead this project or be a member are unnecessary and quite irritating. Nobody cares, so stop mentioning it. Thanks.
  23. 1 point
    I wasn’t attacking anyone and if my comment was interpreted that way, my apologies. I was referring to the change reviews. We had to go through all the changes made by Thepal and Quorn and decide if they were valid changes or not. It took a LONG LONG time and Leonardo never participated in that process. Leonardo has repeatedly reported this project as dead or suggested that it be moved to another forum and I am very tired of his comments. We could release it in its current state and that would already be a step ahead. If I could get my machine working and import all of Amenophis’ fixes, that would be a BIG step ahead and probably worthy of an initial release.
  24. 1 point
    Welcome Tomius37! Sorry for the late response. Now that we have the storyline fully written up, I've sat back a little. Hopefully, we'll be in a position to move forward again shortly.
  25. 1 point
  26. 1 point
    Happy Birthday! Have a super fun day with lots of cake.
  27. 1 point
  28. 1 point
    A thread of Uniformity Mods for Morrowind Gameplay vs. Text Over the years of playing Morrowind, I've noticed how many things which you read in books or are said through dialogue are inconsistent with what actually appears in gameplay. There have been many mods made which address a lot of these inconsistencies, either taking the form of bug fixes or lore-friendly additions to the game world. The goal of this thread is to make a list of all of these incongruities and list mods which address those issues. Modders can consider this thread a source for ideas, while players can consider this thread a place to share inconsistencies you have discovered with others and find potential mods to add to their playlist. For example, Savants will tell you this about Ald Redaynia: We know from gameplay that the only thing at Ald Redaynia is the ruined Wizard Tower. However, there are two mods which aim to address this inconsistency between dialogue and gameplay: Ald Redaynia Extended and Redaynia Village (my personal choice of the two) Please note, that I'm not stating that the way the gameplay turned out is automatically wrong if it disagrees with text, but it is oftentimes less interesting. With that introduction out of the way, let me get the thread started with my list of findings. The thread will be divided into several different categories: Inconsistencies: Explicitly variant material; those things which are said to exist in dialogue or books but which do not appear or are not recognized in the game. Ineffectuals: Implicitly variant material; those things which aren't explicitly absent from the game but which are severely underdeveloped. Inferences: Conclusions drawn from underdeveloped or hinted at material. These are much more subjective. Take it or leave it. Information: Items of somewhat obscure information hidden in the game's text. Change log List of Inconsistencies Explicitly variant material List of Ineffectuals Implicitly variant material List of Inferences Conclusions drawn from underdeveloped or hinted at material List of Information Obscure information >>> Please share your own experience with inconsistencies here in this thread! <<< >>> Please follow the format I have used when posting: quotation, issue, solution (if applicable) <<< >>> Feel free to use this thread for discussion of the lists in this post or lists posted by other members. <<< >>> If you know of or make any mods which address these items (or items which are not listed), please share here! <<<
  29. 1 point
    Your argument boils down to guilty until proven innocent. There are actual real-world examples of why this doesn't work, especially in cases like this. Presumption of innocence is fundamental to all modern English Common Law legal systems, which (the US and Canada are in the broadest sense these are still English Common Law systems) are founded on this principle. A principle largely established in the then-colony of New York. Clearly you don't understand what the ad hominem attack is. It means attacking the person's argument by attacking the person's character. It doesn't matter is Arthmoor is, shall we say, not the most diplomatic of people - all that matters is if he's right or not. If you are an intelligent person then it shouldn't matter how he expresses his argument so long as it's coherent. In this case pretty much his only contribution has been to protest against your damning Jeremy Soule as guilty based on one woman's testimony - because only one woman has actually accused him of an actual crime.
  30. 1 point
    So following due process of law and the Constitution is just a filthy right wing talking point now? Please do us all a favor and never run for office at any level. I'm not sure what it is they've taught people in school these days but this kind of thinking on your part is dangerous to us all. We fought an entire revolution against Great Britain over issues like this. We might not even exist as an independent nation today if they hadn't perpetrated exactly the kind of trial you're suggesting Soule be subject to. People lie. All the time. These women should not be assumed to be 100% truthful about any of this because they could very easily be lying about the whole thing. It happens far more than most lefties are willing to admit. This exact sort of thing is why I do not believe we should even be allowed to discuss someone being accused, arrested, jailed, or in any way deprived of their rights without it having gone to trial and a conviction handed down by the jury.
  31. 1 point
    The court of public opinion is at best a fickle thing. If the author of this post were ever bestowed such a role of libelant (so help me Talos) I would have abnegated all claims on dear Jeremy if he had ever made stuff like this. As it is, all such claims are hurtful and cruel, and it should be in the statutes that such claims should never be publicised until they have been dealt with in court.
  32. 1 point
    Sorry guys, RL sucks right now. Jimi is getting better, although the last chemo treatment has really hammered his ass. He just got out of hospital. Thanks for the poke and please poke me again if I don’t get back to this next week.
  33. 1 point
    *attempts to crawl back to life* I have been very sick, I have been very tired, my home was literally hit by lightning, BUT:
  34. 1 point
    I do not have the time to do soundproofing but I bought a portable vocal booth and the great part is you can bring it almost anywhere. I personally have LyxPro VRI-20 Microphone Shield. https://homestudiomaven.com/acoustic-treatment/best-portable-vocal-booth
  35. 1 point
    Except most of the mods you're talking about aren't listed as requirements. They are listed as "Mods requiring this file." For example, you said upthread that Under the Sign of the Dragon - Tamriel Landscapes requires UL. But it's not listed as a requirement at all. What I think you read was an entry for a patch between Tamriel Landscapes and UL. That patch is listed under "Mods requiring this file," because of course a Tamriel Landscapes patch requires Tamriel Landscapes. The upshot is that Tamriel Landscapes doesn't require UL; the UL patch requires Tamriel Landscapes.
  36. 1 point
    To be fair, mod development is still going on. I release it in a piecemeal manner, copying what Iliana has done for her mod. Regardless, I will provide all Elsweyr mod support in the forum while there is still development going on, and once it's done, I'll ask for the support thread to be moved to this forum and I will provide my support as long as I'm still in the modding scene. Like Iliana said, I know everything that is to do with Elsweyr after working with it for so long. I'd be the best person to come to, for all Elsweyr support.
  37. 1 point

    Version 1.0.0

    31 downloads

    Game getting stale? Need a change to challenge and intrigue you? Maybe it's time for something new... Well check this out. How about 20 new creatures and 4 new NPC's. All worked into leveled lists where I thought appropriate. Not to mention... a new race! Caution this pack has some mean stuff. Designed for a heavily modded game, vanilla warriors beware! All of this is pulled from resources provided by Puddles I found on "The Assimilation Labs" website. Found here; http://www.theassimilationlab.com/forums/files/file/1389-more-creatures-dragon-break-edition/ If you have seen this resource before, expect that many things have changed. There are 2 versions of this mod. One with a CM Partner added for those who use CM Partners, and one without it added. I took heavy creative license, and a lot of time, to get everything as perfect and pretty as I could. I made 2 new ingredients and a customized vanilla mace. I also re-did the testing version for everything. If you want a peak, type coc testinghall in the console and find the door "TestRevComp" to see everything added by this mod. All of the inhabitants through the door are passive, unless attacked. Also, a table with the new items is in there too. A lot of other adjustment blah blah. I have done extensive testing and everything checks out. This mod isn't exactly lore friendly... Let us run down the list; Axolotl; Passive. 3 different colors. There are just cute. They are in the water. Nixad; Aggressive. 2 colors. Nice To look at. Find them amongst imps. Narwhal; Passive. Find this cool guy in the water. Aetheric Kite; Aggressive. Found in the water. Orca; Aggressive. Sorry about the texturing, couldn't solve it. Still is a good addition. "Whale Meat" ingredient added be me. Found in the water. Corrupted Shade; Very aggressive. Defender style fighter plus cold spells. "Defiled Bonemeal" ingredient added by me. Found with Skeleton Guardians. Mistman; Very aggressive. Archer style fighter plus cold spells. "Defiled Bonemeal" ingredient added by me. Found with Skeleton Guardians. Wrathman; Very aggressive. Defender style fighter plus cold spells. "Defiled Bonemeal" ingredient added by me. Found with Skeleton Guardians. Death Hound; Deadly. Servants of Sheogorath sent out to hunt and kill unwary adventurers. Primarily found with Skinned Hounds in Dementia. Every pack needs an alpha... Burnt Spriggan; Aggressive. Think of it as a sub-daedra, or a "turned" spriggan, that now fights for oblivion. Found amongst Flame Atronachs. Burnt Spriggan Matron; Very Aggressive. A much stronger version of Burnt Spriggans. Found amongst Flame Atronachs. Abyssal Fish; Deadly. A beautiful killer. Found amongst Slaughter Fish. Daedric Leviathan; Deadly. Sleek and furious. Found amongst Slaughter Fish. Sandrose Mauler; Deadly. If you fear anything, fear this. Massive, fast, and mean as oblivion. They have been known to be seen levitating, and are mostly passive in this state. Beware the water... Gremlin; Aggressive. Small, green, and quick. Kinda like a treasure goblin... that attacks you. Found amongst Goblins. Hammerfell Gremlin; Passive. Just for show, unless using the CM Partner version. In that case, "Pinky" is present as well. Found in the Harborside Warehouse, Anvil Bay. ATTENTION; The new race has not been set up for player use, though it is playable. The following are new NPC's and they require body mods to work properly (included nude versions). The females use HGEC M lower and D Cup Upper, very nice. The males use Robert's male v5.2 musclar athletic upper and lower, also very nice. A one piece male mesh is provided in case of that need. If you already use body replacers or don't want all of your npc bodies changed to nude, don't install these meshes. But I highly recommend it, and again they require HGEC female and Robert's male bodies to look proper. Otherwise the skin textures will be all wonky. Be aware, the head and upper body neck seams are not seamless, so that is normal. Fire Daedra; Male; Aggressive. Strong combat and fire magic users. Special faction, weapon, and looks. Found with Dremora Kynreeve. Female; Passive. Strong Combat and fire magic users. They are a special NPC that has betrayed the will of Mehrunes Dagon. Be warned, these are allies. To attack and kill one constitutes an assalt and murder on your record! Special faction, weapon, and looks. They will re-cast after 5 minutes. Found with Dremora Kynreeve. Frost Daedra; Male; Aggressive. Strong combat and frost magic users. Special faction, weapon, and looks. Found with Dremora Kynreeve. Female; Passive. Strong Combat and frost magic users. They are a special NPC that has betrayed the will of Mehrunes Dagon. Be warned, these are allies. To attack and kill one constitutes an assalt and murder on your record! Special faction, weapon, and looks. They will re-cast after 5 minutes. Found with Dremora Kynreeve. Cleaned with Tes4edit All needed resources included. Requirements; HGEC female body (any or included) and Roberts male (any or included) CM Partners mod and anything it requires if you want to use "Pinky". Shivering Isles for Death Hounds to spawn only. Not an absolute requirement. Permissions; The original mod Read Me (included) states the resources are free to use. Raiar's HGEC female body and Robert's male V5.2 are well known free resources. Credits; Puddles, Nuska, and others mentioned in the original Read Me's (included available Read Me's). Raiar for HGEC female body and Robert for male V5.2 DrakeTheDragon for making the script for the female daedra dancers. Thanks a bunch! If I missed anyone for anything(hopefully not), let me know and you will be gladly added. Your gonna love this!
  38. 1 point
    Thanks, I removed both cells from my .esp file and there isn't an issue in cleaning anymore. I'd also suggest to wait for the next update, as there will be at least 3 new Merchants Guild quests set both in Anequina and Pelletine. Currently testing them now.
  39. 1 point
    Things don't get baked in the save in Oblivion, as much as later games, so you should be fine playing both now. The incompatibilities between the two mods are near the road between Torval and Dune only. I should be able to fix that this week.
  40. 1 point
    I'm just starting to prepare my installation, I'm still missing a lot of things to make the game really enjoyable. I guess Better Cities and Uniques Landscapes will need an update for their compatibility plugin?
  41. 1 point
    The section I told you to read explains it. It’s not a problem. The skill cost goes up as your character attains higher levels of mastery. Novice level skills are the base cost, apprentice level cost 1 point more and so on. It also depends on whether you chose the specialization or “jack of all trades” setting.
  42. 1 point
    Have you ever seen a companion follow the player on a dragon? Maybe not, but now it's possible. In the second part of my mod "EARTH-THE PLANET OF THE GODS" under development, this was realized. The first part of the mod, with a play time of a any hundred hours, can be found here: https://www.nexusmods.com/oblivion/mods/45869/?tab=description
  43. 1 point
  44. 1 point
    Hi @Terrorix, I moved this to a new post since it's not really Oblivion XP related. Since you uninstalled BTMod, you'll have to also uninstall Oblivion XP and anneal your Dark UI BAIN. Then install Oblivion XP again.
  45. 1 point
    An excellent collection of cat stories from "All Creatures Great and Small". A perennial favourite is the story of Moses, raised by a sow!
  46. 1 point
    I'm back working on DBC. I've already squashed a bunch of bugs and have added a new option for completing a certain nasty contract that I think people will really like. The last quest in Awakening needs to be rewritten in preparation for Consequences so you'll need to play through the mod again if you've finished it already. Sorry about that, but with the fixes and the voice acting, hopefully you'll be keen to check it out again. The big fixes in this release involve preventing some changes DBC makes to certain characters from kicking in too soon. If you have Awakening in your load order now, I recommend removing it and waiting for the new release, unless you're partway through the quest line already. If you are, stop playing before you have to turn in the dagger. There was a logic loophole that I missed previously. I've also fixed up our locations so they can either be visited before the mod starts or they are inaccessible, using various methods to hide them. I've also balanced the goodies out a bit more. Some chests were grossly overpowered and I've corrected that, while a big dungeon with a certain vampire didn't have enough goodies. I've also added a bit of "backstory" by making a location available to visit and clear before DBC starts. Then when the associated DBC quest does start, the state of the dungeon makes more sense.
  47. 1 point
  48. 1 point
    I've seen that before. Any lovin' is good lovin'! Most of mine wouldn't tolerate the indignity.
  49. 1 point
    Over a month ago I assembled a new PC. Intel i7-7700k, Nvidia GTX1070, 16gb DDR4-3000 ram and so on. Since then I've been slowly amassing what I call my "experimental Oblivion install," in which I intent to push graphics to the breaking point with hi-res textures, Oblivion Reloaded, an ENB, extra UL modules and so on. (My long established over 2k hour Oblivion seconded play-through remains intact on what is now my secondary computer.) It remains very much a work-in-progress, with a number of visual issues to be resolved or at least minimized. Plus, I've had to back out of a few very desirable new additions due to conflicts with old favorites for which no patch seems to exist. Be that as it may, will showcase a few (?) images representing the best of my progress thus far: A scenic early daylight view of the Imperial Isle near the Prison Sewer Exit. The face seen here and following shots doesn't not necessarily reflect what the OCOv2 version of my decrepit avatar will end up looking like, assuming this build morphs into an honest play-through, which might not happen. Note too that I'm not yet totally satisfied with free-standing grasses. Exploring Vilverin. I use a combo of Cava Obscura, Real Lights, OR and an ENB, which makes interior very dark indeed. So dark a torch (or spell) is mandatory for "dungeon" crawls. I like realistic darkness, while admitting that in one aspect it makes the game unrealistic...carrying a torch in the dark SHOULD announce my avatar's presence to every enemy anywhere reasonably close by. I've used these particular HD interior textures so many years I no longer recall who made them. Imperial City Market District. Imperial City Arena District. A mundane issue...being used to HD textures throughout IC, the blurry stone to the left of the guardsman's immediate left bugs me to no end. A nighttime view of Elven Gardens District. As with interiors, I prefer a dark night sky. The Imperial Sewers. Betty's Sewer Textures, wet variant, possibly my favorite interior textures. At present OR sewer water is all but invisible in-game. I just recently got wind of a way to possibly correct this. Near Fort Uresek. My OCOv2 avatar has recently crossed Lake Rumare via Imperial Isle East Bridge (Roads of Cyrodiil) and, just prior to this capture, killed a wolf. From here he will enter and clear the ruin, gathering decent loot in the process. I intended to observed him continue on to Cheydinhal afterward. Alas, it was not to be. He handled the bandit at the first ambush point alone the Blue with relative ease. The same can not be said for the black bear encountered a bit further east. It wasn't even close! As this build doesn't not yet make saves beyond one just prior to the Imperial Prison Sewer Exit, it was game over with no point in reloading. Exploring Ancient Yews forest. Further forest exploration. I never used this UL module prior to the experimental build, and obviously missed out on some very nice scenery. I'm going to re-evaluate several other UL modules bypassed in the past, plus maybe audition a few Hesu Collection modules provided they conflict with nothing already installed or come with appropriate patches.
  50. 1 point

    Version 1.38

    731 downloads

    Weather - All Natural All Natural combines a robust custom weather system that allows the use of weather types from all existing weather mods with custom versions of Natural Interiors and Real Lights in order to provide the greatest weather/environment experience possible. The three segments of All Natural will be explained below: 1. Custom Weather System The cornerstone of All Natural is unique weather system that includes a new regional weather script to keep the weather synced on interior/exterior switching and when fast traveling and a variety of optional features to help enhance and customize the user's weather experience. All Natural also allows you to choose from only vanilla weathers or from some or all the weather types from Natural Weather, Atmospheric Weather System, and Enhanced Weather. 2. Natural Interiors Natural Interiors was originally created by Wormheart, and its purpose was to make it so interior locations such as houses and guilds would be affected by the weather outside and time of day, and to make it so interior locations had weather sounds inside very similarly to the original “Weather Inside” mod. To accomplish this, interior windows were made transparent and the sky outside now matched the exterior weather and time of day. The result is you can look out an interior window and see a sunset, stars, etc and also have the interior lighting level change based on it being sunny, cloudy, nighttime, etc, plus you can hear rain/storm sounds from within. Sadly, Natural Interiors was never finished and had some issues. However, All Natural now includes an improved and expanded version that cannot be found outside of All Natural. Also, the Natural Interiors segment of All Natural cannot be separated from All Natural, so you must use All Natural in full to benefit from the Natural Interiors segment. 3. Real Lights Real Lights was an incredibly ambitious project by Josef K. which aimed to replace all the fake lighting (invisible lights with no actual light source) with real lights with real light sources. For example, with Real Lights locations have candles or other light sources that emit light instead of generic white light coming from mid-air. Sadly Real Lights was abandoned long ago and has some issues with save game bloating. However, the mod has now been included in All Natural and has been recently updated to fix all the problems it previously had. The All Natural version of Real Lights is the most updated and safe version of Real Lights and no one should use the older stand-alone version. The Real Lights segment of All Natural is the only segment you can actually use independently, so even if you want to use, say, Enhanced Weather, you can use the Real Lights plugin from All Natural. Instructions on how to do this are included in the installation section of this guide. Patches Support patches for Nascosto Isles, Losing My Religion, and Kvatch Rebuilt are provided in the main package to bring their interiors under the control of All Natural's system. An extensive filter supporting several other mods is also included which attaches climate data to interiors. Additional mods can be added to this, by request, but space is limited due to the number of masters an ESP is allowed to have. This limitation cannot be overcome by any means. So additions to this list will be considered on a case by case basis, and yes, popularity of the requested mod will be a factor in this. Change Log See below (on the file download page) for current change log information. Change log information for previous releases is in the readme. Credits Chong Li was the original creator of the mod and coded the original weather system, Real Lights integration, and Natural Interiors integration, including creating custom meshes. Without him, there would be no mod. WrinklyNinja was a past developer of the weather system and more. Arthmoor was a past developer of the Real Lights plugin and more. Brumbek was a past developer of the Natural Interiors meshes and textures. AndalayBay is the current developer for All Natural. Special Thanks Everyone who supported the mod, whether it be through bug reports, encouragement, or screenshots. Josef K. for the original Real Lights. Wormheart for the original Natural Interiors. Max Tael for the original Natural Environments. HTF, WrinklyNinja, and Halo for Enhanced Weather. LprMan for his weather textures. The OBSE Team for creating OBSE. Superice for synchronizing all of the wind speeds to match the weather types. Wrye and the Wrye Bash Team for creating and developing Wrye Bash. trira (elecgs) for the cloud seam fix Resource Credits This mod contains the textures, sounds and meshes from the following mods: Atmospheric Weather System by HTF Enhanced Weather by HTF Natural Environments by Max Tael Natural Interiors by Wormheart Real Lights by Josef K. VaPER - Vacuity's Particle Effects Resources - Weather boxes Permission was sought for all of the above, and was given where contact with the original author was possible.
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