Orphan Attachments 07/31/2018I 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!
Files posted by AndalayBay
Dark Brotherhood Chronicles: Awakening
Once upon a time, our name was whispered in the dark corners of the deepest caves and feared in the highest towers. Once upon a time, we bore the blood of emperors on our hands. Once upon a time, we were mystery, and secret, and the greatest in the Empire would gather our rituals to be allowed to grovel at our feet. Once upon a time, we scorned Mephala Herself, stole Her treasures, and found a master far beyond what She ever was.
Now, we are scattered, the Sanctuaries sealed. Now, the blood you have on your hands is that of your own family. Now, our secrets are broken, for we never saw the traitor in our midst. Now, the body of your master and mentor hangs in Applewatch, and the Night Mother herself scorns us for our failure.
Where is the power of Sithis now?
In the aftermath of the traitor's destruction, the Listener of the Dark Brotherhood now faces new challenges. Shadowy threats from without and little trust from within. The Sanctuaries have been locked, the Dark Family hidden. But still, someone has found them. Someone seeks to wipe the weakened assassins from the face of Tamriel. The greatest secrets of the Black Hand must be unearthed if the Listener is to save the Dark Brotherhood from extinction. Or perhaps he will aid the Brotherhood's greatest enemy.
The Dark Brotherhood Chronicles is a large-scale quest mod. It boasts many new NPCs, locations, and both a large main questline and sidequests, delving deep into the shadowed history of the Dark Brotherhood.
Choice. You have the power to decide not only how to perform within quests, but whether or not to accept them in the first place. If you turn down some quests, they are no longer available. Save your game before talking to an NPC.
Interaction. In some quests, the clothes you wear can affect an NPC's reaction. You can also taunt your target before the kill...
Decision. Some of our quests are disturbing. These aren't your morally ambiguous, or even justified, assassination missions. In tDBC, you are a heartless assassin, and will be called upon to perform reprehensible and grotesque acts. However, there are alternatives to these reprehensible acts: you can choose the path your character takes rather than being shoehorned into a purely villainous role.
Several new exterior locations and dungeons, including several new sanctuaries.
A wide variety of NPCs, with their own distinct character traits.
Custom rumours and greetings.
Lots of books and notes that enhance the lore and expand on the recent events in the Brotherhood.
The quests that comprise the main quest are neutral until the end. Then you will be forced to make a choice that will earn you fame or infamy. Some of the side quests will earn infamy points. However, they are optional, so you can turn them down if you don't wish to do them.
If you wish to complete all the side quests, do so before starting the final quest. You will be asked to retrieve a dagger. Finish all the side quests before handing the dagger over. Awakening will end once the final quest is finished and the side quests will no longer be available.
tDBC is aimed at characters level 15 and over. Companions and enemies are scaled, but quests are meant to be hard so higher level characters are recommended.
OBSE version 20 or newer
MenuQue version 9a or newer
Roads of Cyrodiil Patch
ImpeREAL City Unique Districts - see download link
If you are using the Skingrad Outskirts module for Unique Landscapes, grab the 1.02 or newer update as that resolves some conflicts with the area outside Skingrad.
French translation by Sita
Awakening is incompatible with:
Anvil Bay Expansion (unconfirmed - assumed due to pre-patch conflicts with BC)
Duke Patricks - Fresh Kills Now Alert The NPCs (this one breaks the final quest in Awakening)
A Brotherhood Renewed (AI package conflicts - both mods are too similar to be run at the same time)
The Return of the Dark Brotherhood. Same reason as A Brotherhood Renewed.
Minor cosmetic issues with:
Reclaiming Sancre Tor (road passes under one of our locations - can go around)
Screenshots and concept drawings for the project: tDBC Gallery
Special thanks to:
Arthmoor for being at our beck and call to answer at least 10,000 questions for the last year and for stepping up and giving us a new home when we needed it most.
Our beta testers for playing through the entire mod at least 47 times. They are never going to want to see Awakening ever again. And a special call-out to omeletted for her thoroughness, being a royal nitpicker, breaking it in ways we never thought it could be broken, and methodically killing every single one of our NPCs at least twice.
Amadaun - Team Lead, Modelling, Texturing, Level Design
AndalayBay - Team Lead, Scripting, Quest Building, Level Design, Site Administration
Xae (Xaeaix) - Sound Engineering, Soundtrack
'Drea - Writing, Beta Testing, Voice Acting
Elec0 - Modelling, Beta Testing
Ibsen's Ghost (Ibsen3) - Voice Acting
Koniption - Modelling, Texturing
Lareneg - Writing, Beta Testing
Morrigain - Writing
omeletted - Texturing, Beta Testing
Silver - Modelling
Siulil - Beta Testing
Sunseahl - Writing
Sue - Voice Acting
Wildgravity - Voice Acting
Arthmoor - Technical Consultant
Vorians - Landscape editing and patches
Also a big thank you to the two previous teams who paved the way for us.
Ibsen's Ghost - The Hermit
Mick Mize - The Scholar (Antony Percival), Male necromancer chant
'Drea - Female necromancer chant
Remaining roles still in progress.
Bethesda for creating Oblivion
shadeMe for the CSE and Conscribe
scruggsywuggsy the ferret for OBSE
mr_siika for the Sanctum meshes
Helborne for the Chitin armour and weapons
Xiamara for the chair and sofa meshes
Gildur and Demonmaster for the Anima Cyrodiili tileset
Meo for the ceremonial dagger mesh
Ren for the blindfold mesh
Phoenix Amon for some of the book covers
Emillia for various meshes and textures
InsanitySorrow for various meshes and textures
Qarl for his spider web meshes and textures
TheTalkieToaster for the Spider Draedra NPC
elveon, Malo, mikal33 and AlienSlof for the spider resources
LHammonds, Sita and Jerros for the Paladin armour
Klaus for his UI topic fixes
fg109 (RandomNoob) for his help with scripting and quest building
Unofficial TESA Clutterer's Guild for various meshes
PrettyMurky - XML, Scripting
Rahvin - Writing
theinfamouskat (thechickwhopwn3dyou) - Writing
Thomas Kaira - Interiors
Ysne58 - beta testing
Imperial Furniture Renovated
Damien and Mischa have just renovated their store, Imperial Furniture, located just north of the Imperial City. They have purchased a fine collection of weapon racks from Loth. In keeping with the high standards of goods sold at Imperial Furniture, these are much better quality weapon racks than those normally found in Cyrodiil. They have also greatly expanded their line of paintings by acquiring a few special selections from the Paintings Galore collection by Trollf. These are exquisite paintings in a wide range of sizes that should suit any home. They have also expanded their regular selection of display cases, tables, chests and lights - mainly by offering more size options.
They have just expanded their selection again! Now they offer clutter items like miniature statues. They have also acquired upholstered furniture for the first time! And they negotiated a deal with Daleth to offer her ingredient storage shelves.
Damien and Mischa have been busy again. They have not only acquired more bookshelves, but these bookshelves have been imbued with magical scripts that will stack your books for you. They applied the scripts to their existing collection of shelves as well. And Mischa brought in a few more potted plants.
Come by and see their new selection!
For those unfamiliar with Imperial Furniture, it is a mod that adds a new store which sells high-end furniture. Much of the upperclass furniture that you see in the game may now be purchased and placed wherever you like - even outside! There are some middleclass pieces available as well, but the main focus is the better quality wood. In fact the original author of the mod, Amajor7 or Virtuoso, created some custom textures for wood and cloth that are a light golden colour and are referred to as the Imperial Line. You can also purchase candles, wall sconces and chandeliers. This is particularly handy for those who are running interior environment mods that make the interiors darker.
Here is the description Amajor7 used for the original mod:
This is an expansion of the Imperial Furniture mod. New additions include:
Large selection of bookshelves and wall shelves with stacking scripts
Entire collection of Loth's Better Weapon Racks
A selection of paintings from Trollf's Paintings Galore
Daleth's ingredient storage shelves
A large selection of miniature statues and architecture
An upholstered sofa, armchair and dining chairs
Several tapestries from the base game
Large and small display cases, as seen in guildhalls and castles
Bases and pedestals for displaying items
See the readme for full details.
Version 1.4 requires OBSE v20.
Simplified collision mesh on miniature lighthouse
Added OBSE detection code. IFR now requires OBSE 20 or greater.
Added more bookcases and wall shelves: middleclass 3-shelf bookshelf, middleclass 8-shelf bookshelf, upperclass 3-shelf bookshelf, upperclass 4-shelf wall shelf, upperclass 12-shelf wall shelf.
Added book stacking scripts to all book and wall shelves. Scripts include customized sizes for Spell Tomes DLC. Also includes horizontal stacking for tightly spaced shelves.
Added stacking script for wine bottles in wine rack.
Added vanilla upperclass round table (same as Imperial Line table, but with dark wood).
Added a few more potted plants: Arrowroot, Blue Flax, Lily of the Valley and Lady's Mantle.
Tweaked wall sconce placement scripts for finer forward and backward adjustments. Sconces will still get embedded in the wall collision, so save before positioning wall sconces.
Added See You Sleep DLL code fix to make IFR compatible with SYS DLL. The SYS DLL patch won't be needed with IFR 1.4.
This version now requires OBSE v. 18 or higher. The major bugfix is that I have removed saved game bloat caused by use of PlaceAtMe function. Imperial Furniture Renovated still uses this function, but its affects have been mitigated by using an OBSE function to remove disabled references once the item has been placed. This release also has a large number of new items, including the introduction of specialized placement scripts with the addition of ingredient storage shelves. If all goes well, this is only the first...
I have also created a testing cell that you can teleport to to view all the new additions. Open the console and type 'coc AM7TestingCell' without the quotes. All the new stuff is in the large room. Everything in that room is from Imperial Furniture Renovated. To leave the Testing Cell, reload a saved game or type 'coc weye' to be teleported to the village of Weye.
Both the patch and full release versions of Imperial Furniture Renovated have been updated to Version 1.2. This is a bug fix release.
This will be the final update to the patch version. I plan to add more items and new functionality which will require Oblivion Script Extender (OBSE). The new functionality will require every script in Imperial Furniture to be modified and it would be a very long and tedious process to maintain both the patch and the full mod, so further updates will be done to the full mod only. Another update to the full version is in the works right now.
fixed collision on Fine Cupboard with glass doors. When you opened the doors, they would appear to open but you would be unable to place anything inside the cupboard. I have also tweaked the interior collision on the shelves in this cupboard so that the Ayleid Statues would be a little easier to place inside.
added new option to options menu for chandeliers, wall sconces, fireplace, paintings, tapestries and wall-mounted tool racks called "All Done". When these items are moved using the options menu, the collision mesh on the object is not moved with it. This means that you won't be able to place other items as close to these objects as you should be able to. You also may find that your character runs into an invisible object. Once you have finished positioning these objects, select All Done from the options menu to shift the collision mesh. The object will briefly disappear and then reappear.
stopped options menu from appearing when player character is sitting. Now clicking on the activate button while sitting will simply order the PC to stand, as it would with regular chairs.
removed blank menu option for the display cases and cupboard with glass doors
Both versions of Imperial Furniture Renovated have been updated to Version 1.1. There are a number of additions including 10 more paintings to bring the total to 33 and 7 more tapestries for a total of 11. I have also incorporated Critterman's icons as well as a few of my own so all items now have proper icons. The icons for the paintings are meant to be representative of the orientation of the painting - there is not a unique icon for every painting. The price and weight indicate the size of the painting and the actual size is listed in the inventory spreadsheet, which is included in the Extras folder. The other big change in this version is I have switched the positioning marker for paintings and tapestries to a flat stone. This seems to make positioning paintings and tapestries much easier. See the readme for details.
The patch version of the mod also has the bug fix for the loss of access to items stored in unlocked chests, jewelry boxes and lecterns. If you are installing the patch version for the first time, you don't have to do anything special - your chests, jewelry boxes and lecterns will be converted to the new version when you pick them up or lock them in position. Until then, they will have "Temp" tacked on to their name so you know they haven't been converted yet. You don't have to convert them, but I suggest you do so.
In order to accommodate the additions, I have rearranged the inventories of Damien and Mischa. Have a look at the readme for details.
Versions of this Mod
Versions 1.0 to 1.2 come as a patch to Imperial Furniture and as a full release. From version 1.3 and onwards, only the full release will be updated.
Imperial Furniture Renovated is the full version that includes the original Imperial Furniture mod. Download this version if you've never used Imperial Furniture before or haven't purchased any furniture from them in your current game. If you have the original, uninstall it and do a clean save before installing Imperial Furniture Renovated.
Imperial Furniture Renovated - Patch is the add-on version that only has the new additions and various tweaks I have made to the original mod. Download this version if you currently have Imperial Furniture loaded and have purchased furniture from the store already. Do NOT remove the original plugin - keep it activated and activate the patch as well.
Both versions of this mod have been cleaned with TES4Edit. The NIF files have been optimized with PyFFI.
This is an expansion of the Imperial Furniture mod originally done by Amajor7. I have gotten the permission of Amajor7 to release this (in fact he updated the original Imperial Furniture download page to direct players to this version). All other resources are modders' resources with permissions given in the respective readme file for each resource package.
Bethesda Softworks for the game and several of the meshes and textures
Amajor7 for the original Imperial Furniture mod
InsanitySorrow for creating the bases and pedestals for me and for helping to get other meshes to behave (which required an infinite amount of patience )
Amadaun for fixing the sofa and chair textures
Loth DeBonneville for his Better Weapon Racks modders resource
Trollf for his Paintings Galore modders resource
Daleth for the Ingredient Storage Shelves modders resource
Storm Raven Library Productions for the frosted rose glass texture on the cupboard
Xiamara for the chair and sofa meshes
DavidWhitefang for his dining chairs meshes and textures
Koniption for her endless patience and assistance in teaching me the finer points on editing NIF files, fixing meshes and tons of advice!
Critterman for her custom furniture icons - made especially for Imperial Furniture with new additions for Imperial Furniture Renovated
Horny Quintus for his book stacking scripts which served as the model for IFRâ€™s book stacking scripts.
AB's Menu Tester
A modder's utility to display custom fonts and the use of menu functions. A tool for learning how to work with Oblivion's menus.
I created this little utility when I needed to create some new fonts for Oblivion XP. I wanted to compare my generated fonts and see how they would look in the game. I also used this mod to play around with MenuQue's menu event handlers. I thought people might find this handy, so I packaged it up and have decided to release it.
This little mod has a menu that can be customized to display various fonts. It also has a couple of menu event handlers defined that can be customized to respond to various menus and the actions performed with those menus. Currently the handlers will respond when the vanilla message menu is opened and clicked on. I'm using GetMessageBoxType to determine which message box is open.
The enclosed readme has some instructions and you'll find further notes in the scripts.
Oblivion XP Update
Oblivion XP Update is a full update to SirFrederik's Oblivion XP mod. It has several bug fixes and script optimizations that utilize the new features and functions available in the newer versions of Oblivion Script Extender. This version offers significant performance improvements over the previous versions.
This is a complete self-contained package. It does not require the original Oblivion XP - everything is included in this update. This is being released as an upgrade to the original Oblivion XP mod because the changes are quite extensive and with most of the scripts being completely rewritten.
Existing users will be able to install this update and continue with your current games. You should not lose the progress you have made. You will need to follow the upgrade instructions in the readme file because the location and contents of the ini file have been changed.
For those unfamiliar with Oblivion XP, it is a levelling system replacement. The Oblivion levelling system is based on skill use to improve the skills themselves and their associated attributes. However, for many players this has turned out to be a tedious exercise that forced them to use skills that did not fit their roleplaying experience in order to improve certain attributes. It also required a certain degree of "micromanagement" if you wished to get the maximum attribute bonuses when you increased in level.
Oblivion XP aims to change all that. It brings the experience point reward system to Oblivion. You gain experience points for performing a variety of actions, including completing quests, killing monsters, picking locks or discovering new locations. When you accumulate enough experience points, you will gain a new level. Upon gaining the new level, you spend points to increase your attributes and skills. You no longer improve your skills by using them. You earn experience points by action and spend an allotted number of points on skills and attributes to improve them, anyway you wish, when you level-up.
SirFrederik is the original author of this mod. He devised the mathematical formulae that control the number of points you need to level and the number of experience points you receive for various actions. The system he designed is complete and operates as a balanced and comprehensive unit. I will not be altering any of this underlying logic. He also made Oblivion XP extremely customizable through settings in the ini file so that this system would work with a variety of playing styles.
Oblivion XP 4.2.0+ requires OBSE 21 Beta 3 or above. shadeMe has added a custom event handler that allows major performance improvements over the previous versions. It also requires MenuQue version 15 or newer.
See the readme file (Oblivion XP Readme.pdf) in the download for the installation instructions, a full description of all the changes and other important notes.
Oblivion Script Extender (OBSE) v21 or higher - http://obse.silverlock.org/
MenuQue version 15 or higher - http://www.nexusmods.com/oblivion/mods/32200/?
Friends of Oblivion XP
Friends of Obivion XP is a prestigious group of mods in which the mod authors have taken the time to build Oblivion XP support into their mod!
When you complete quests in these mods, you will be awarded experience points. Oblivion XP only has a small amount of work to do to process these points, so performance is greatly improved. Also, this code is only run for mods that you actually have loaded and if the mod author changes the mod, you will get those changes as soon as you download the new version of the mod!
Kragenir's Death Quest
The Ayleid Steps
AFK Weye (external patch written by dwip)
Cliffs of Anvil (part of Unique Landscapes)
The Eastern Peaks (part of Unique Landscapes)
Dark Brotherhood Chronicles: Awakening
The Black Marshes
Kvatch Rebuilt 3.x
Sneaking Detection Recalibrated
Tales of Cyrodiil
Third Party Mod Support
As of version 4.2.3, all quests will be rewarded a base number of points. When SirFrederik released Oblivion XP, he included support for 21 mods. These mods are still explicitly supported and will continue to generate a customized number of points upon completion of the quests.
Here is the list of mods that have support built into Oblivion XP:
Arrows of the Ayleid King v1.8
Blood & Mud
C&C - The Blackwood Company v1.0.2
Daggerfall Memories - The Liberation of Cybiades v2.1
Gates to Aesgaard Ep. 1 v1.1
Glenvar Castle v2.10
Heart of the Dead v5.3
Integration – TSL
JQ Assassin Quest v1.0
Midas Magic v0.990
Oscuro's Oblivion Overhaul v1.34
Ruined Tail's Tale v3.0.1
Servant of the Dawn SI v2.25
Tamriel Rebuilt – Stirk v1.2
Tears of the Fiend v1.2.2
The Dungeons of Ivellon v1.8
The Lost Spires v14
Verona House – Bloodlines SI v1.2
I will list the patches currently available in this section. As of version 4.2.3, these are now optional, but if you have room in your load order, I recommend you use them. The point rewards are customized for each quest, whereas the base point reward will be much smaller.
A Brotherhood Renewed
AFK Weye (patch written by dwip)
Kvatch Rebuilt 1.1 (works with 2.x, no longer needed in 3.x)
Download patches here.
As of version 4.1.9, translating Oblivion XP is as simple as translating the ObXP_strings.xml file. See the readme for full details.
Just download the translation package and copy the ObXP_strings.xml file to your Data\Menus\Strings directory.
Italian by FatalIllusion Japanese by nkyhiro French by Sita. Updated by Gameruper. Sita also translated the new initialization line. Simplified Chinese by dantebelmondo German by Klaus. Vikke translated the new initialization line. Russian by Chai Pei Hungarian by Morghean Polish by clockworkcity. Updated by sabbath91, who also translated the new initialization line. Download translations here.
Configuring Oblivion XP and Other Tips
See the Oblivion XP Configuration Samples thread for tips on customizing your levelling rate. Several common questions are answered in the FAQ thread.
Please contact me in the release thread on The Assimilation Lab or in the comments thread on Nexus.
Please see the Oblivion XP Readme.pdf file for the complete change log.
I wouldn't be able to do this alone! Thanks to:
Bethesda for creating Oblivion. SirFrederik for creating Oblivion XP. Tejon for some hints and a sample script to fix the summoned creature bug. Javert93 for his help in analyzing, testing and fixing the miscellaneous stats bug. Kyoma for his help in fixing the miscellaneous stats bug. Also for his help with the menus. Kyoma completely overhauled the menus for version 4.2.3. I really can’t thank you enough, dude. TheNiceOne for his help in demystifying Oblivion XML and the Darnified UI. Phitt for his suggestions on the new skill cost progression. Also for his help in testing. Amadaun, Klaus, samuro_, Tatts4Life, FatalIllusion, Trademark, Ysne58, Blandings and numerous others for their help in testing. shadeMe for adding the quest completion event handler to OBSE. Also for the Construction Set Extender which makes creating mods so much easier. saebel for awarding assassination XP in SDR and for his help in sorting out the poison script. forli for the progress bar update fix. Milotek for helping to sort out the poison kill script. forli, Leonardo, Milotek, PuzzleFord, lefenger and Wolfheart for their help in testing 4.3.x. Haikem for the Nexus Mod Manager installation script. DavidJCobb for his help in making Oblivion XP compatible with Northern UI. LHammonds for the Readme Generator that the readme file was based on.
Contact me and obtain my permission before re-packaging any part of this mod. This file may not be uploaded to other sites without my permission. If I do not respond within 4 weeks, feel free to do whatever you like with this mod.
I can be contacted here on The Assimilation Lab, Bethesda Softworks Forums or on the Nexus Forums.
SirFrederik's original license terms: Please do not use any part of this mod without asking for permission first – contact me on BGsForums or send an e-mail to *email address removed* . If I haven't responded within 4 weeks, you may assume I agree to your request.
Oblivion XP Third Party Mod Patches
for Version 4.2.3+
Here are the patches currently available:
A Brotherhood Renewed
AFK Weye (patch written by dwip)
Kvatch Rebuilt 1.1 (works with 2.x, no longer needed in 3.x)
I discovered that many of the little shops in Black Marsh, one of the other projects I'm working on, didn't have a sign, so I created a set of generic signs. These signs do not have any text, instead they use the standard symbols Bethesda uses for the different kinds of vendors.
Set includes: Alchemy, armour, books, general goods, inn, magic, smith, stables and tavern. It also includes a rough blank sign. There are three versions of the inn sign: one for hanging, a large one that sits on the floor or ground and a dark one on a long pole that you'd put in the ground. See the screenshots for the complete collection.
Meshes have been optimized with pyFFI.
This is a modders resource. It doesn't replace any of the original game signs, it's for people to use in their mods.
Shivering Isles. The dark inn sign is from the Shivering Isles so you need that to supply the textures. If you don't have SI, you can ignore that sign. I don't think I use any other textures from SI, but I can't say for sure.
Unzip the archive to your Oblivion Data directory.
If you define the hanging signs as activators in the CS, they will swing when NPC's walk into them. This is the same as the base game.
No known incompatibilities.
Do what you like with it. This is a modders resource for people to use in their projects. I'd appreciate mention in your credits.
Oblivion Mod Maker Manual
Look what I found! I've been going through my old files as I return to playing and modding and found this little gem. The author says it can be freely distributed so I thought I'd post it here.
What is it?
It's an updated version of the Morrowind Mod Maker Manual, which is the first manual we had that explained how to make mods for The Elder Scrolls. All this information can now be found on the CS Wiki, but when the wiki was moved the last time, all the images were lost, so many of the tutorials are too hard to follow. This has some of the same tutorials, but it's written in a way that doesn't need images, or it has images in the one or two cases that needed them.
In addition to modding stuff, it also has a list of console commands and a section on installing and playing mods. Caution: I wouldn't count on any of the web links working. The author even spelled the address for the CS Wiki incorrectly.
The manual is a PDF and has a table of contents with working links to the pages in the document. It also has bookmarks with working links, so it's really easy to navigate.
Table of Contents
Table of Contents
Abbreviations and Definitions
Chapter 1 - TESCS â€“ What is it?
Chapter 2 - Installing/Playing Mods
Chapter 3 - Toolbar Description
Chapter 4 - Windows
Chapter 5 - Saving and Testing Your Mod
Chapter 6 - Utilities
Chapter 7 - Tutorials
Chapter 8 â€“ Tweaking Oblivion
Appendix A - References
Appendix B - Tables
Appendix C - Websites
Appendix D - Meshes and Textures
Appendix E - Contacting
From the readme:
This utility will generate fonts suitable for use in Oblivion using installed Windows fonts.
Author: Theo Habit (Tazpn314)
Note: I did not create this utility. I have uploaded it here because version 1.13 was only available on Planet Elder Scrolls, which no longer exists.
Patch for Elsweyr Anequina and Integration: The Stranded Light.
Fixes land tear and floating objects near Rimmen.
Oblivion XP Translations
for version 4.4.5
Translations currently available:
Italian by FatalIllusion Japanese by nkyhiro French by Sita. Updated by Gameruper. Sita also translated the new initialization line. Simplified Chinese by dantebelmondo German by Klaus. Vikke translated the new initialization line. Russian by Chai Pei Hungarian by Morghean Polish by clockworkcity. Updated by sabbath91, who also translated the new initialization line.
Note that the new initialization line was translated by me using an online translator for Japanese, Chinese and Hungarian. If someone would like to supply a proper translation, I will happily take it and replace the translation.
The Complete Guide Lite is a guide to the Construction Set by Indigo. The first couple of chapters are basically a tutorial on creating a house and populating it with an NPC. In some cases, I have found it easier to follow than the Mod Maker manual since it uses a specific task to explain the various sections of the CS and it has lots of pictures. It is meant to be followed from beginning to end, so it doesn't have any bookmarks or table of contents. I created the following table of contents manually.
Chapter 1 - Construction Set Basics
Chapter 2 - Build a house
Chapter 3 - Create a new race
Chapter 4 - Lighting
Chapter 5 - Finishing Touches
Chapter 6 - Landscape Editing
Chapter 7 - Dialogue
Chapter 8 - Scripting
Chapter 9 - Sounds
Chapter 10 - Regions
Chapter 11 - Classes
Chapter 12 - Birthsigns
Chapter 13 - Factions
Chapter 14 - Magic
Chapter 15 - Leveled Lists
Chapter 16 - Books
Chapter 17 - Weapons
Chapter 18 - Alchemical Reagents
Chapter 19 - Armor
Chapter 20 - Clothing
Chapter 21 - Rest of the Object Window
Chapter 22 - Creatures
Chapter 23 - Path Grids
Chapter 24 - Gameplay Settings and Construction Set Settings
Chapter 25 - Troubleshooting
That might look impressive, but many chapters are a single page that just shows the dialogue box and explains the settings. That's still helpful, but you aren't going to get a major explanation on some of the elements of the CS. The chapter on scripting just directs you to GhanBuriGhan's Morrowind Scripting for Dummies, which is available for download here.
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.
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.
See below (on the file download page) for current change log information. Change log information for previous releases is in the readme.
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.
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.
This is my BAIN package with a wizard script for DarNified UI. You can install manually or use the wizard. See the DarNified BAIN readme file in the package (Core/Docs) for details. The readme has the links for Trollf's loading screens. The loading screens themselves are not included in the package.
This is my BAIN package with a wizard script for DarkUI'd DarN. You can install manually or use the wizard. See the readme file in the package for details.