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      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!


Popular Content

Showing most liked content since 05/24/2019 in all areas

  1. 2 points

    Dark Creations is Shutting Down?

    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.
  2. 1 point

    Oblivion Screenshot Thread

    One of those times I'm glad Oblivion doesn't have the capability to animate something: Just a quiet night scene:
  3. 1 point

    [RELz] Elsweyr Anequina

    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.
  4. 1 point

    Version 1.0.0

    1 download

    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!
  5. 1 point

    [Relz, WIP] Elsweyr Pelletine

    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.
  6. 1 point

    [RELz] Elsweyr's City of Rimmen

    Elsweyr's City of Rimmen View File ELSWEYR'S CITY OF RIMMEN by Iliana, Mr Siika & Auryga A playable border city in the Tamriel worldspace. Version May 2019 (Originally included in the March 2014 version of the Elsweyr Anequina mod) =================================================== The city of Rimmen is an Elsweyr border town located in the hills north-west of Leyawiin. I sliced this city out of my larger Elsweyr Anequina mod for those who want a small preview of the Elsweyr mod or just a city to visit and use as a base half way between Bravil and Leyawiin. The town is fully functional with NPCs, building interiors, merchants, trainers, city guards, a prison and a buyable player home. The land around the town is landscaped with a couple of farms, waterfalls, and roads down to the Nibenay Valley and the nearby village of Border Watch. =================================================== 1. Description 2. Requirements 3. Installation 4. Troubleshooting 5. Acknowledgements 6. Permissions =================================================== ================ 1. DESCRIPTION ================ IMPORTANT, PLEASE READ THIS! 1. Do not install this mod with Elsweyr Anequina. The city of Rimmen is already part of the Elsweyr mod and you can't install two copies of the exact same city! If you later wish to install Elsweyr Anequina, then uninstall Rimmen first. 2. You must have your in-game borders disabled or you won't be able to reach the new region. See the installation instructions to learn how. ================ 2. REQUIREMENTS ================ A. The in-game borders must be disabled. See installation instructions below. B. The latest official Oblivion patch is needed to run this mod. ================ 3. INSTALLATION ================ 1. Extract the files to your Oblivion/Data/ folder. There are only two main files - Rimmen.esp and Rimmen.bsa -, so the mod is very simply to install and uninstall! The DistandLOD folder is optional. It won't allow you to see the city at a distant (you need to run TES4LODGen to achieve that), however, it does fix the distant view of the trees in and around the city to match the actual tree placements for aesthetic purposes. The Rimmen - Voices.bsa is also optional. It simply slows down the dialogue screens. The NPCs aren't actually voiced. 2. Check the file Rimmen.esp in your mod lists. 3. The in-game borders MUST be disabled. This can be done either by-- A. By switching the "bBorderRegionsEnabled=1" to "0" in your Oblivion game ini file. You can find this ini in your folder My Documents/My Games/Oblivion. The setting can be found near the top of the ini file under the heading [General]. B. Or by installing a border removal mod, e.g. "Borderless Cyrodiil." 4. (Optional) If you wish to see the city in the distant view run TES4LODGen after installing this mod. Distant view for new types of architecture is dependent on load order, so you need to generate these yourself. If you ever change your load order run it again as the records are load order dependent. TES4LODGen is very simple to use! Just double click on the file exe from the download. 5. (Optional File) If you wish to see the domed palace tower building in the distant view (as seen in my screenshots), you can download the optional Palace FarNif Patch file and run TES4LODGen with that in place. However, it is just a copy of the palace mesh, not a properly optimized _far.nif file, so it is not recommended unless you wish to have tower visible for screenshots and the like. This patch can also be used with the ElsweyrAnequina mod which uses the same file directories and names. 6. (Optional) If you wish to create a character using any of the new races download the Custom Race Fix mod, which tweaks some of the vanilla quests to allow for new races. ================ 4. TROUBLESHOOTING ================ 1. "You can't go this way, please turn back" message means the borders haven't been disabled yet. See the installation instructions. Its just a matter of changing a single digit in a text file. 2. Game Crashes Make sure you have Bethesda's latest Official Patch installed. Also make sure that the Rimmen.bsa file, which contains all of the required meshes and textures, has been placed in your game's Data/ folder. ================ 5. ACKNOWLEDGEMENTS ================ A special thanks to Mr Siika who created a large number of custom models for this mod including city architecture and slarjei bird creature, and to Auryga who created the palace and temple buildings, garden walls, bridges and ideas for the canal system. ARCHITECTURE Mr Siika (Rimmen upper and lower district buildings, city walls, marketplace stalls, Minotaur village) Auryga (Rimmen fortress and palace buildings, temple building, garden walls, bridges, terrace retaining walls) DarknessEternal (Upper class doors) LANDSCAPE & FLORA Koniption (Catnip plant) KHAJIIT & OTHER RACES AlienSlof (Khajiit retextures) Luchaire (Ohmes-raht Khajiit "Tabaxi") Veld (Khajiit black) SniperDaria (Tattooed Ohmes) ARMOR Trollf (Desert armor retextures - chain, leather, mithril) Ghogiel (Bonemold armor) Frankpants (Lamellar armor) Corthian (Scale armor) Uglulyx (Retextures of lamellar armor) WEAPONS Trollf (Peasant weapons) Exanimis (Tribal weapons) Waalx (Khajiit blades) Koniption (Meat cleaver) CLOTHES Trolff (Misc robes & clothing) KrimsynKane & Kikaimegami (Scarves) Nessa (Upper05 clothing retextures) CLUTTER Mr Siika (Market produce and meats and fish, spinning wheel, tapestry frame, clothes line, animal skulls) Koniption (Ingredients) Senten (Road signs) McMuffin (Skooma pipe) DavidWhitefang (Foods) Phaedra (Vomit & urine puddles) Chigga (Brazier) Lazarus (Tall baskets) Xiamara & Lazarus (Cushions) Lutur (Dried corn) Washington (Morrowind beverages) AndalayBay (Generic signs) DominickCryomonde (Khajiit skulls) CREATURES Mr Siika (Slarjei bird, minotaur cow, minotaur bull, minotaur chief) Corepc (Fat bellied minotaurs) Francesco (Cats) ================ 6. PERMISSIONS ================ Please do not upload this mod to other sites. The only valid one is my upload on the Assimilation Lab website. Submitter Iliana Submitted 05/29/2019 Category Cities, Towns, Villages & Inns  
  7. 1 point

    [Relz, WIP] Elsweyr Pelletine

    Another update. I haven't spoken to Deeza yet, but I have spoken further with Iliana. The new update will at the very least, also restore 2 planned Merchant Guild quests. These guild quests will this time, take you to the places in Pelletine and is the first step in having pan-Elsweyr quests.
  8. 1 point

    [Relz, WIP] Elsweyr Pelletine

    After speaking to Iliana, the plan of Elsweyr Pelletine will be as follows: The Anequina quests will be left intact. You can play them now and won't need to worry about updates touching them. My edits to the Corinthe player home will be removed. The next release will have bug fixes and the last 3 locations for the entirety of Elsweyr to be finally completed. I haven't yet spoken to Deeza about permissions to use the 2 questlines documents and use them in this mod but I will do so.
  9. 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
  10. 1 point
    Watch the video on YouTube:
  11. 1 point

    Arkshtrumz EV

    Version 1.0.0


    This is a translation of the brilliant Dwemer Ruins of Arkshtrumz mod created by a Russian modding team. Ramza at TESALL provided quite a bit of support getting the scripts translated right, in addition to granting me permission to release my translation. This .esp obviously won't work without downloading the original mod from: http://tesall.ru/files/file/3880-dvemerskie-ruiny-arkshtrumc/ The mod is difficult to describe, so if you're interested you might checkout the video trailers in that link's Screenshot section to decide if you'll like it. The "Ruins" are absolutely immense, perhaps one of the few mods where I literally felt as if I was getting lost during my explorations. My translation has been in-progress for...well over a year, now: such is the vastness of the mod. It probably took me a good 16-20 hours of play to complete the "questliine" of the mod, and even then I may have missed some secret areas. However...this mod is confusing, so if you have questions, please post them. I'll try to compile a FAQ to address questions or concerns.
  12. 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.
  13. 1 point

    Elsweyr Pelletine

    Version 1.41


    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 - 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.
  14. 0 points

    Dark Creations is Shutting Down?

    I set up DC in 2011. I was an idiot and trusted someone I shouldn’t have. I was removed as an admin in 2013 so then I founded TAL as a replacement.
  15. 0 points

    The Brotherhood of Old [SSE Version]

    Please read this before asking any questions. If you feel you have a bug to report, please post it in the comments. Please do not PM me about any issues. I will not respond. That being said, here you will find answers to some common questions and concerns: • Version 1.0 is the latest version and the most stable. • "Is it ever coming back to xbox? When is it coming to xbox? Can we get an xbox port?" It's out. • "Can you put this on PS4?" No. You can thank the suits over at Sony for that one. • "So and so isn't appearing! What can I do?" First of all, don't panic. It is recommended to play through this mod on a new save, or a save that has relatively few mods active. The Brotherhood of Old is a very script heavy mod, and the Skyrim scripting engine has a hard time keeping up with everything going on when it's under heavy usage from other mods. You can still play this mod on your heavily modded saves, and most of the time you should be fine, but do be prepared to run into issues where certain NPCs aren't appearing, someone's glitching through the ground, you getting stuck because a quest stage is not firing, and so on. • "Can I install this before I have completed the Dark Brotherhood questline?" Yes, you can. • "Can I use console commands to skip [insert part here]? Can you tell me what the stage ID is?" No. You're breaking things. Stop breaking things. If you feel you've run into an issue, make a bug report for the issue you're experiencing. Make sure to include as much detail as possible, including what stage you're currently on in the quest you're doing. I cannot help you if you can't provide me with the necessary information. Please look through the bug reports to see if someone has already reported your issue first, however. • "This mod adds something in the way of something your mod adds. What can I do?" I unfortunately don't have time to make a patch for every little incompatibility there may be. If you run into something, please inform me about it and I will add it to the incompatibilities list. There may already be a patch for your issue. If not, you are free to make and post one yourself. Please let me know if you've done so. Currently there is only a patch for Skyrim Sewers, which you can find on the Nexus. • "Why haven't you answered by question? Did you get my PM. PLS RESPOND THX" I'm a one man team. I'm handling everything myself. I work a full time job in addition to numerous other projects and obligations. I physically do not have the time or manpower to get back to each and every one of you. There are a lot of you and only one me. Please follow the appropriate steps if you run into an issue before heading to the comments and my private messages. I don't mean to sound rude... that's just how things are. Thank you for the support. I appreciate you checking out my work.