Jump to content
  • Announcements

    • AndalayBay

      Wikis Moving   10/08/2020

      Enodoc from the UESP has stepped up and will host our wikis in their wiki farm. I just finished uploading the backups to the UESP server. The wikis that are moving are: Better Cities Morrowind Modding Wiki TESCOSI OOO Oblivion Quest Mods Ordendesdrachen The last three are wikis that WalkerInShadows created. I never finished getting them set up on TAL, so they'll finally be available again once the UESP guys finish getting things set up.


Project Lead
  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by Sifonseal

  1. = = = = Fomo Main = = = = Since the main "release" thread has been updated enough to give you an idea of what the FOMO project and FOMO Main specifically is, It only seemed right to open up a General Discussion thread for any questions, suggestions or feedback you guys might have concerning what you read. Any feedback is helpful so fire away ^^!
  2. = = = = Fomo High Rock = = = = I know the main release thread for this mod is yet to be filled out, the reason for this is that I am working on this one with a partner and we had decided that they would take on the duty of handling these tasks, but... I felt kind of bad seeing all the views the thread got despite its meagre state so for the time being I will just open up this general discussion thread and leave this neat little link that will show some of the progress I have made on the capital city of the province, the glorious city of Daggerfall: FOMO High Rock Screenshots (There are quite a few and PLENTY more to come) Here is a taste ^^ Any feedback is helpful and much appreciated so please do let us know what you think ^^!
  3. FOMO Imperial Isles - Heart Of The Empire is a mod that truly follows the FOMO spirit, it is a comprehensive Imperial Isles region package that will greatly reduce the esp count for heavily modding your Imperial Isles and provide compatibility across the various mods that effect the region. The mod includes within itself (With permission naturally) various Imperial Isles region mods such as Talos Bridge Gatehouse, Region Revive - Lake Rumare and then provides as patch between mods that are not absorbed (Either because they are too frequently updated or they are too often used by other mods) including Unique Landscapes - Imperial Isles and Better Cities - Imperial Isles. The mod also adds the exterior of the East Docks District mentioned in the FOMO Main description, the Artisan's Guildhall, as well as a host of changes all around the isles, from simple farmers houses to chapels to quests to Legion training grounds and much more, however this is only if you wish to have these exterior changes at all, if you do not want to worry about any compatibility issues and simply want access to the East Docks District or lower Imperial City districts there are simpler versions of the mod to install. ! ! = = ! ! Currently there are four different levels of FOMO Imperial Isles for installation, pick the one that suits your load order or how much content you want. ! ! = = ! ! Note: Not all of these will be included in the smaller versions, which mods will be included in which versions is explained below ^^. ICExpand - Imperial City Expanded Goblin Mini Games Region Revive - Lake Rumare Talos Bridge Gatehouse OSPS - Better Cities Imperial Isle Compatibility Patches Just Vanilla: (Use if you don't have Better Cities installed and want NO Exterior Changes / maximum compatibility) Adds an entry way to the underground shopping district The East Docks District from the Imperial City Arena district, Goblin Gambling Den, and additional underground districts from IC Expand, no changes are made to the Tamriel worldspace. Only conflicts with Better Cities. East Docks District Goblin Games & Gamble Just Better Cities: (Use if you have Better Cities installed and want No Exterior Changes / maximum compatibility) Same as the above except there is also a path from The Waterfront Tunnel and access to more content in stores. Only conflicts with Vanilla Just Unique Landscapes - Imperial Isles: (Use if you don't have Better Cities installed but want as much good stuff as possible!) Massive changes to the Imperial Isles, exterior East Docks District, Artisan's Guild Hall, Talos Bridge Gatehouse, Septim Bridge Gatehouse, Region Revive Lake Rumare, and everything from only Vanilla version. Conflicts with Better Cities and obviously the mods that have been integrated into Fomo Imperial Isles mentioned above as well as any Imperial Isles regions mods not mentioned above. Various additions to The Imperial Isles Talos Bridge Gatehouse Region Revive - Lake Rumare Unique Landscapes - Imperial Isles and Better Cities: (Use if you have Better Cities installed and want the Most Complete version of FOMO Imperial Isles!) Everything from both Better Cities version and Unique Landscapes version! This version is highly recommended for those who love to have as many mods as possible. Only conflicts any Imperial Isles regions mods not mentioned above (Obviously if there is enough demand a patch can easily be made). Note: This version requires Better Cities - Imperial Isles to be picked when installed Better Cities, this is the esp that lets you see the Aristocrats district in the Tamriel Worldspace. Requirements: - FOMO Main - OBSE - Else Univeral Silent Voices - Latest Oblivion patch and Shivering Isles For Better Cities versions of the install: - Better Cities Installation: Head over to The Nexus Mods page for the download and the installation instructions. Compatibility: Sadly the larger two versions of FOMO Imperial Isles is not currently compatible with is Roads of Cyrodiil (Naturally the Vanilla and Only Better Cities versions will still be compatible). Known Issues or Bugs: Assuming the correct load order, no known issues. Permissions / Legal: This mod contains assets and the loving works of many modders other than myself along side my own works, so I can not grant anyone permission to take parts of this mod for their own mods. However if you are interested in any assets you can refer to the Credits section to see if you can track down the creators of specific content. Credits:
  4. = = Fomo Races And Cosmetics / Fomo Companions = = This is the place to post any general feedback, suggestions, etc.... = = Link Back To Races And Cosmetics Description Page = =
  5. The FOMO World Map is a map built for use with theNiceOne's Dynamic Map (Obviously it can be used alone as well but why would you not want the features of Dynamic Map?). The project is simply the product of my own desire to see the vast scope of the world within my modded Oblivion whenever I wanted to by scrolling about the map, the feeling of knowing that there is a vast vast world all around you for your characters to explore is simply one that I find all too enchanting. The map depicts the various province mods of Tamriel most of which are in the Tamriel worldspace but also Hammerfell: TEG, Silgrad Tower, and MorroBlivion which are not in the Tamriel worldspace, as well as various other island/continent province mods like Windfall, Dibella's Watch, Nascosto Isles and as you can clearly see Ubanga which are all NOT in the Tamriel worldspace but simply show up on the map to perfect scale and placed where they would be in the headcanon lore of my own modded Oblivion's world (Which is obviously based on the lore provided in those mods themselves and based on the geography and culture of the people in the mods. If someone wants to argue that one of these island provinces should be in another location I would be more than happy to hear your position on it's position ^^). Without further ado, The Current Version (Well almost current) of [WIP] FOMO World Map: Link to full resolution version on DeviantArt: Its HUGE!! If your interested in teasers and getting hype why not check out some of the other nice progress screenshot over on my DeviantArt profile while your over there: Sifonseal As the title of this thread states this is still a WIP, it has been a WIP for many many months now slowly improving and expanding over that time slowly, much of it is subject to change, the prime example being when Envy releases Elsweyr Pellitine I will likely switch from TWMP Valenwood Improved to TWMP Valenwood-Elsweyr to be able to play Elsweyr Pellitine and as such the map will also drastically change. I also very much look forward to adding TAL's own Black Marsh and Titov's Hammerfell to this ever growing map ^^. However I will likely release full resolution copy of the map in dds format with the required ini file for Dynamic Map and installation instructions for all the nice folk here at TAL that are interested in giving the map a try. Obviously you are welcome to (And I encourage it) download the linked map, dds it and workout the specific of the ini if you want to mess around with it right now, if you do decide to do this feel free to ask about the specific of the ini file ^^. Also if someone wants a lighter version of the map, here is the last upload before the Ubanga expansion: Mapy Map Furthermore, for those who don't already know every city and road you see on that map exists in my modded Oblivion (Sadly though some of those cities (e.g. those in Valenwood) are just shells), regardless I like to look at this map and see a testament to the vastness of a heavily modded Oblivion! The reason or this WIP release thread currently is just to get whatever feedback anyone might have on the map, as well as an idea for what else might need to be included on it in the future, many of the minor details like the detailing of the roads and the shadowing of place names have not been added as they would need to be recreated with each iteration, so the actual release versions of the map will look more detailed than these WIP versions, though the current WIP versions are adequately pleasing to the eye from where I stand, though that might be due to a smidge of bias from spending so much time making it ^^".
  6. When Haldar converted The Skyrim Improved Team's Skyrim Improved to Onra's Tamriel Heightmap I was extremely exited to visit the chilling cold and vast forests and frozen peaks of Skyrim, to have my characters discover themselves the serene solitude of Skyrims wilderness, and as you can Imagine I was heart broken to find that the entire province had no roads at all! Because of how harsh the landscape was Haldar did not feel compelled to put together a road network, so I said I would do it myself, and so I did, thought I promised this months ago, and it was ready months ago, I did not release it because there were a few more things I wanted to finish up in the province before releasing it. Unlike the other two Province mods that I am working on (High Rock and Summerset Isles) I don't intend to put too much more time into Skyrim, honestly it feels adequate as it is right now, though it does not have too many dungeons, I feel like the wilderness and the many settlements are enough to give the feeling of Skyrim, atleast enough for your characters to visit it or travel through it. For a player like myself whos play is driven more by their own roleplay stories than by quest, Skyrim as as it is is good enough. For now, since I still don't quite have it at the stage I want for a release I will just leave a few screenshots here (They aren't the best and they were taken a LONG time ago, the province has since improved but still they are better than nothing): More screenshot of FOMO Skyrim Improved
  7. Hey tegeus, Been slow the past few months as I've thrown my time into other projects, but the province is so near "release ready" that it is really a shame I keep working on other things ^^'. The caves you mentioned in the region "northish of UL Jerall Glacier" are actually all from David Brasher's Skyrim Nord Tombs mod which is merged into FOMO Skyrim, so you can check against that to see if there are conflicts. Not much landscape editing was done near the border regions (around there anyway), if there are conflicts I'm sure we can sort them without too much trouble ^^. Hmm you mean the stairs that scale the Jerall Mountains correct? (If they are behind CRT these are likely the ones you meant). Displeasure duly noted, I'll make the path up more mountainous and treacherous. Thinking about it I kind of agree, thanks for the suggestion ^^. I really appreciate your offer of help with patches, I hope you won't mind if I take you up on that in the future ^^.
  8. Yea fair point, that is going to be an issue around a lot of the massive mountains in the region (perticularly in the southern regions left behind by the Skyrim Improved team, they made some truly awe inspiring mountains, The Throat of the World being a prime example), I've generally tried to do it so that the initial climb is less steep so that you don't see the overly stretched textures (as they are a bit further along the rise of the mountainside), but in some cases it is unavoidable and will be an issue for players not running a higher res texture (I myself prefer to stick to lower res for the sake of having more memory to play with, just to air on the side of caution). I will consider adding a high res version of the terrain texture as an alternative texture and run it over problem area, this would be fine in most regions, but some cells are already at the terrain texture limit and it might become more work than it is worth to go about fixing this issue. I'll think about it, but ultimately FOMO Sky is MEANT to be just a quick thing, a warm up for Summerset and High Rock, but it just keeps going @-@, some corner will have to be cut, some minor issues will have to be ignored, at least that is the game plan... not a plan we have been sticking to thus far however...
  9. Oh right that Orc Stronghold, yea no chance of scaling those slopes naturally, thankfully there are stairs all the way up, think some of them are a little difficult to see in that shot from that distance and angle, but yea they are pathed and have been PC walk tested, and I assume with the pathing there the NPCs Orcs that will call the place home will have no issues getting up and down those stairways ^^.
  10. Thanks AB, always glad to get your seal of approval ^^. Indeed the grimier look does suit the province of Skyrim... I assume you were talking mostly about the Winterhold shots and more specifically the walls right? You are quite right, the Whiterun walls were redone to look rougher and darker, I should look into redoing the Winterhold ones as well. The wood texture for the Traders Quarters could be a bit more worn too, could use the one from the buildings in the Old Quarter for those as well, but the newer look for them was intended given the district is supposed to be constantly developed and redeveloped as it expands. The pathing around the province seems to work out just fine for the NPCs (Well animals anyway), but yes there are plenty of slopes that are simply cliff faces or mountainsides that are completely unscaleable unless you cheese it (Which I don't know if NPCs do, never tried to find out), but the province of Skyrim is this way more so than Cyrodiil, full of valleys and mountains that make the province difficult to navigate, while in Cyrodiil you can generally go directly from point A to B, in Skyrim you will need to find a proper route or be up for some mountaineering ^^'. I have gone about and made sure that it is possible to reach any one area from any other, so it should be possible, just a matter of finding the trail up the mountain or down into the valley, though there is a valley or two can can only be accessed comfortably via a cave system. There aren't any slopes that are intended to be climbed that can't be climbed, at least not any I've run into so far while pathing in CSE or testing in game (and considering the following of woodland menaces I tend to build up while doing so I'm sure I would have noticed a couple ^^). Honestly I think the biggest pathing issues are going to come not from slopes but from the giant trees and masses of rocks in regions like Winterhold and Haafingar, so far though everything seems to be able to get within mauling range of me, though I imagine it would be very easy to to dance around the place with a bow if you wanted to and constantly evade capture, but I guess the whole standing on a rock is a universal cheese tactic that can't reasonably be accounted for by modders in any TES game. A release... hmm I think I might just do the interiors for Whiterun and Winterhold and do an initial release then (Leaving Dawnstar and Morthal interiors for a later version), given not much else but the cities still need to be finished... but who knows what else I may decide needs to be in this dang mod between now and finishing those interiors. Hard to say when that will be honestly given Winterhold is a regrettably massive city (It isn't Imperial City or Daggerfall size but still I wanted all the capital cities of each province to feel like truly glorious capitals, it really bothered me that TES5: Skyrim didn't have any proper major cities). I just wish I could simply move on to Sum and High Rock ^^'.
  11. More Winterhold City shots... The Old Quater These shots depicts parts of Winterhold City's Old Quater, part of the city that is still mostly lived in by Nords and controlled by the ancient families that ran the city before the merchants of High Rock came seeking to profit off Skyrim's natural resources and the mages of Morrowind came seeking to study at the College of Winterhold and altered the political landscape of the city completely. Here you can also see another ancient Nordic passage entrance leading to the upper district of the city which contains (among other things) the temple and passage to the palace. All these shots still suffer from the bugged Snowberry texture I mentioned before, which will be fixed at some point ^^! Those Winterhold shots haven't even been sent around to FOMO team members yet (Well Gep has seen versions from late 2016), I kept putting it off till I had more work done on them... so this is the first time anyone other than myself is seeing these... but the flood gates have opened today so... Very keen for some feedback on any of the screenshot spam. Hopefully they are good enough to pique your interest in FOMO Skyrim ^^! I imagine at this point this page would take some time to load for someone with a slower connection ^^'. Hopefully it isn't too much of a bother.
  12. And here are those newer shots of glorious Winterhold! (Please do note that these are still WIP, and while some improvements have been made since they were taken even the current state isn't what I would call finished) The Traders Quaters This shot shows a small square in the Traders Quaters, the section of the city that has grown to be the largest as Winterhold acts as the gateway out of Skyrim, shipping all its natural bounty to all ends of the Empire turning the city into the most diverse in all Skyrim. Some streets of the Traders Quaters This shot shows an entrance to the ancient Nordic passage leading down to the older underground part of the city built by ancient Nords but still used, the passage also connects to the docks below the city's other elevated districts.
  13. Some REALLY old shots of Winterhold exterior, I did try to get some new ones, but I did a decent job of taking the shots the last time, so I decided to go with those again ^^". While they are quite old the exterior hasn't changed that much so they still give you the idea of the place... Again this post is mostly a copy paste from part of an old message to Gep: " ... These shots aren't as good as they could be because I didn't generate LOD land or VWD objects, so you can't really see the place in it's full glory, which is why I haven't officially uploaded these shots... Front wall to lower part of the city: Winterhold Greathall (Palace): The holes you see in the palace are due to a lack of VWD generation >.< This shot shows some of the Ice floes around the city, there is going to be a ton more of it, I just wanted to make sure it looked good in game before I proceeded adding more: No capital city is complete without the presence of the Artisans Guildhall ! (Found just west of the city, if LOD was there you would see it in the shot above >.< : ... Next on the things to show off list is the College of Winterhold : ... Another shot of the palace, this time from the College's side: ... " Most these areas have more detailing to them now and those that don't yet will in the future. I'll post shots of the city's interior districts shortly, these at the least will be fairly up to date shots ^^. No DeviantArt link since there aren't any of these shots up there, so I suppose at some point I will EVENTUALLY have to take new shots of the exterior to upload there... eventually...
  14. Haha I've fooled you again, I said I would throw up some Winterhold shots, but no! it seems these are some shots of The Rift! (Yea... my screenshots folder is a real mess ^^" ) Anyway... Rift shots! Just an overview shot showing one of the Southern most valleys (mostly unaltered from the original Skyrim Improved) More of the region A "if it ain't broke don't fix it" Nordic bridge An example of some of the interesting passages around the province And yes... sadly there isn't a lovely orange coloured Rift like the one you see in TES5: Skyrim... I considered reworking the entire area, but I really liked the feel of what was left by the original Skyrim Improved Team, instead of tearing it all down, I just built more detail into it like you see in the above shots... in other sad revelations Riften is the other city that will NOT be included in the release... maybe one day AFTER FOMO Summerset / FOMO High Rock or if some other modder wants to take on the task as a mod for the region. Honestly I am hoping that after release some modders will make use of the extra real estate added by the province, would be nice to not have to try and cram every quest/faction mod into Cyrodiil which is grossly over populated after all these years >.<. Those Winterhold shots soon! (Probably... unless I find something else first ^^" ) Edit: As usual there are a few more shots over at my DeviantArt page (Not too many more this time tho): Sifonseal' Deviant Art
  15. Thanks VM ^^. The flood continues! (Well just a few more) One last one of the more mountainous parts of the Reach showing some of the wildlife that eluded me in the woodlands (Who is that up on the cliff?) Two shots of the massive forests of the Winderhold hold: (Such clear weather up there is pretty rare) Such friendly woodland critters \^^/ The super white bushes are meant to be Snowberry bushes, but there is a small texture bug that causes them to go super bright in some weather conditions, I simply forgot to fix the issue ^^" I did want to show off some of Whiterun as well, but I haven't created LOD ground textures for the terrains around there so it looks a little awkward. There are a couple of other places with unique looks to go over as well, didn't take any shots this dive (Game crashed before I got around to it, that is what I get for running around with 2000 athletics ^^"), but I might have some old ones around though... Edit: Also took shots of The Seven Thousand Steps up to High Hrothgar... but felt like the walk could be improved further in some parts so decided not to upload those. Next set to be throw up with probably be of Winterhold City districts since I'm not all that happy with the Whiterun shots or the Falkreath shots.
  16. So here are a couple from the Reach: Showing a path through a valley from the region More of the lush valley and finally the Karth River which runs through the region and flows into the Sea Of Ghosts right beside the city of Solitude The bridge you see goes over to Markath city, which I have NO plans on doing interiors for unfortunately (Not pictured because it is not complete) It was never part of the plan for FOMO Sky, but I've been convinced to put together exteriors at least, which is all I plan to do for it before moving onto other mods. Even without it the province will still have 8 major cities (And a ton of large and small towns), so hopefully not much to complain about. The region shows that Skyim isn't ALL snow and ice... though mostly it is ^^'... More regions with more unique atmospheres coming up shortly! As usual there are a few more shots over at my DeviantArt page (Not too many more this time tho): Sifonseal' Deviant Art
  17. Well I said Reach shots but here are some early WIP shots of some Orc Strongholds, hopefully they are decent substitutes for the ones in Skyrim ^^: Note:These shots are quite old, the strongholds have improved a fair bit since taking them, so I decided there would be no point in uploading, but I figured while I was at it... I remember having taken a LOT more of these but I can't seem to find them... I'll be back with some more wilderness shots soon ^^!
  18. Torture indeed, I already feel bad about the time it takes to simply go diving for screenshots and uploading a couple (I feel like I could have done so much actual modding in that time!), I can't imagine how much time people put in when they go all out and put together a full trailer video for a mod >.<. It is a good idea to go post about the project over on Beth.net, but I just can't commit more time to the upkeep that it might entail to maintain another window into the progress of the project. I'm not too concerned about how many people actually end up playing the mods, though that won't stop me from keeping the quality of the mods up since I want them to have quality for the sake of those that do stumble upon them ^^. Some shots of The Reach and various wilderness regions should be coming up soon!
  19. Here is a bunch of shots from around the Hjaalmarch region, one of the more unique parts of the Skyrim province: These shots show off some of the unique Skyrim flora mentioned in the previous post. In this last one you can see part of the expanded Solitude up on the distant cliff, more shots of that later... These shots show some very early WIP pics of Morthal city, normally I wouldn't upload shots this early in the development for an area, but I figured why not this time.
  20. These are shots from well over an year ago as well, but these locations haven't changed much since: These first shots are of two of the Imperial Forts that watch over Skyrim, while most the forts in secure Cyrodiil are inactive, the forts in Skyrim are manned, Legion soilders are constantly protect the province of the Empire and ensuring that the people of Skyrim know who runs the place: There are several forts like these in various strategic locations around Skyrim.
  21. Heh heh yea, I literally made an Oblivion copy of every piece of flora in Skyrim, I'm quite happy with the results personally, don't know how people who play Skyrim with high poly replacers will feel about them ^^'. I'll flood with screen shots of various environments in a bit, just about to go on a screenshot taking dive ^^!
  22. This is just a copy paste of a REALLY old message to Gep (an important member of the FOMO team) going over some of the progress on FOMO Sky dungeons " Progress is still moving along, went in game to check if pathing was all working properly, here is a screenshot of the in game map with most of Skyrim's current markers: Sadly I didn't update my in game map so not all the roads and map features are present in this image, however you can see the solid spread of dungeons across the province. The Pale, Winterhold and Eastmarch regions have special dungeons created by Snus so I haven't thrown them in there yet, the interiors are done, it is just a matter of placing the exteriors. The Deadric Shrine Icons are either Orc Strongholds (4 of them) or Ancient Nedic (The Nedes were an ancient race of men that is no longer around) Altars. Here are some shots of dungeon interiors: Some nice Glowing Mushrooms right at the entrance Oh looks like they came out to greet me ^^ Going deeper into the caves More undead... Lots more undead! Nice Skyrim Shrooms And the big fight at the entrance to the second floor (I didn't bother taking more screenshots after that) " Since this message a bunch more locations have been added naturally and much more progress has been made on the cities, with the addition of Morthal and Hjaalmarch, the expansion of Solitude and the interiors for Whiterun, Solitude and Falkreath. As I have mentioned before, the original plan for FOMO Skyrim was just to make it a exploreable region its main purpose was to allow you to walk from Cyrodiil to the High Rock province for the sake of the FOMO High Rock project, there were no plans for additional cities beyond connecting the three that came with Skyrim Improved or all the dungeons and other Tamriel worldspace locations, however things got out of hand (out of hand if putting it lightly ^^") and now we have much of the province completely reworked, tons of unique environments, flora, architecture, etc... Ultimately my vision for FOMO Skyrim is a wild untamed land, full of vast stretches of prime hunting land, the perfect land for any ranger type character to call home or for the much travelled adventurer/hero to retire too, or even a place for the more notorious to hide from the sights of the Imperial Legion.
  23. Just figured I should post to mention that I haven't stopped working on this (or other FOMO mods) I have simply been spending what time I have modding leaving me with no time for going out and taking screenshots for showing my progress. Figured I would post this here because FOMO Skyrim is a mod that has had a significant amount of progress on it, I'll get around to posting some screenshots soon hopefully ^^!
  24. Craftybits 0.811 Bug Reports

    Hey Ingernus, Thanks for the findings, honestly the more areas of the mod you can check up on the better, having more recent testing data is a huge help to us right now ^^. Munch has been a bit tied up with other project commitments and life in general recently, so proper technical responses may be delayed, just a heads up.