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puddles

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puddles last won the day on June 10

puddles had the most liked content!

About puddles

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  1. [Relz, WIP] Elsweyr Pelletine

    Hrm... @Envy123 which Valenwood mod is compatible with TWMP_ElseweyrValenwood? I'm using the AnequinaValenwoodImproved patch, but the TWMP mod needed for Pellatine mod makes a lot changes that do all sorts of weird things to the landscape. Not sure if I'm missing a file or if just no compatibility patch was ever made. Looking forward to your next release!
  2. [RELz] Arkshtrumz EV

    Yeah, those movies are invaluable. I don't think I could've finished the game without referencing them a few times near the end.
  3. WIP Oblivion Mod Translations

    @bevilex I've uploaded the translation.
  4. [RELz] Arkshtrumz EV

    Arkshtrumz EV View File 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. Submitter puddles Submitted 06/10/2018 Category Quests  
  5. Arkshtrumz EV

    Version 1.0.0

    1 download

    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.
  6. [RELz] Dwemer Art: Desert Alik'r

    DesertAlikR "Alik'r" [WRLD:00D910D1] is the main worldspace. You should be able to delete everything safely, I can't think of how it would affect anything. 1. Yeah, there are some weird "blurry clipping spots" in the distance with the mountains that I can't find the source of. It's weird, but I just pass it off as a heat haze/mirage in the distance. 2. At some point I might try to make low-poly _far.nif files for the largest architecture, etc. that can be seen from a distance. You're right that some of the mod's meshes are high-poly and can slow FPS. Especially when they get used as LOD... 3. There's 1 more bug I need to iron out of Arkshtrumz before I can upload it. I just keep getting distracted by other projects, haha...Akavir Legends is my next project, I think.
  7. WIP Oblivion Mod Translations

    @bevilex I have! I just finished a full playthrough of it a couple days ago to confirm it was completeable / wouldn't break the game. I'll try to upload it this weekend.
  8. [RELz] Dwemer Art: Desert Alik'r

    Yeah, that's what I've had to do. Paste the script into a text-only editor and find the text that gets Cyrillic-garbled so I can fix it, then paste it back into the script window.
  9. [RELz] Dwemer Art: Desert Alik'r

    Hrm...I'll need to double-check that script, thanks. There's an issue I've run into with converting scripts where even though the characters have been translated, the line the Russian text was in is still compiled as Cyrillic...so while it looks fine in the script editor, in-game it's weird buggy text. It's not hard to fix, just hard to find all the spots to fix.
  10. [RELz] Dwemer Art: Desert Alik'r

    @darkrumbleking & @bevilex Uploaded the two patches. v1.2.0 will likely be a brush-up on the books in the main .esp.
  11. [RELz] Dwemer Art: Desert Alik'r

    The hardest part was the dialogue, because the mod made judicious use of Yokudan terminology translated to a mixture of Cyrillic and direct Russian: translating it back produced...a lot of confusion. Usher7r's team also put a lot of effort into giving even "nobody" NPCs their own unique dialogue, so that made for some tediousness. I'll try to get the patches online this weekend. Once I finish my own playthrough of Arkshtrumz to confirm nothing is broken/unplayable, I'll also be uploading that.
  12. Version 1.1.0

    58 downloads

    This is a translation of the brilliant Dwemer Art: Desert Alik'r mod by Usher7r and his team, which brings to Oblivion the Alik'r Desert of Hammerfell in all its glory. Due to Usher7r's abrupt disappearance (from which I hope he'll return soon!), there's a few unaddressed glitches (such as scorpion/snake venom causing messages to stop appearing on the top left if you or any Actors in the cell have it), which I attempted to rectify by adding a dialogue to give poisoned actors an antidote if you have it in your inventory. With that indirectly remedied, I can personally say -- as I played through both of its main quests and visited almost every dungeon -- that the mod is quite stable, although expect a bit of lag in Alik'ra due to its sprawling size. This .esp obviously won't work without downloading the original mod from: http://tesall.ru/files/file/6786-dvemerskoe-iskusstvo-pustynya-alik-39-r/ Accessing the mod's contents currently requires being Arch-Mage of Cyrodiil to initiate the series of events that will lead you there, but it's possible to access the worldspace via cow on the console, and you'll be able to play everything but the quests that directly reference you as Arch-Mage...probably. There's bound to be some incomplete/crude translations of dialogue left that I missed, so please report such instances to me and I'll try to fix them in my next update. Certain books -- specifically ones from Skyrim -- are intentionally untranslated because I either lack the books, or it's a foreign "fan fiction" that's too in-depth for my to translate. I have an HGEC/RM patch for the mod's clothing and armor available, as well as an OCO2 patch for its races, if people are interested in it. If someone requests either I'll upload them, but it's a bit more complicated than just uploading an .esp. I claim no credit for this mod beyond the 100+ man hours put into translating it to English. Please refer to the link above for full credits.
  13. [RELz] Dwemer Art: Desert Alik'r

    Dwemer Art: Desert Alik'r View File This is a translation of the brilliant Dwemer Art: Desert Alik'r mod by Usher7r and his team, which brings to Oblivion the Alik'r Desert of Hammerfell in all its glory. Due to Usher7r's abrupt disappearance (from which I hope he'll return soon!), there's a few unaddressed glitches (such as scorpion/snake venom causing messages to stop appearing on the top left if you or any Actors in the cell have it), which I attempted to rectify by adding a dialogue to give poisoned actors an antidote if you have it in your inventory. With that indirectly remedied, I can personally say -- as I played through both of its main quests and visited almost every dungeon -- that the mod is quite stable, although expect a bit of lag in Alik'ra due to its sprawling size. This .esp obviously won't work without downloading the original mod from: http://tesall.ru/files/file/6786-dvemerskoe-iskusstvo-pustynya-alik-39-r/ Accessing the mod's contents currently requires being Arch-Mage of Cyrodiil to initiate the series of events that will lead you there, but it's possible to access the worldspace via cow on the console, and you'll be able to play everything but the quests that directly reference you as Arch-Mage...probably. There's bound to be some incomplete/crude translations of dialogue left that I missed, so please report such instances to me and I'll try to fix them in my next update. Certain books -- specifically ones from Skyrim -- are intentionally untranslated because I either lack the books, or it's a foreign "fan fiction" that's too in-depth for my to translate. I have an HGEC/RM patch for the mod's clothing and armor available, as well as an OCO2 patch for its races, if people are interested in it. If someone requests either I'll upload them, but it's a bit more complicated than just uploading an .esp. I claim no credit for this mod beyond the 100+ man hours put into translating it to English. Please refer to the link above for full credits. Submitter puddles Submitted 05/01/2018 Category Overhauls and New Lands  
  14. WIP Oblivion Mod Translations

    Tomorrow I'll be uploading my newest patch for both translations. Arkshtrumz is more-or-less complete, but there's a bizarre issue where sometimes the message/messageboxes contained inside a script retain their Cyrillic syntax despite being translated to English, so when viewed in the CSE script window it looks right...but in-game the words display as a garbled mess. Unfortunately, the only way to remedy this is to isolate which scripts are bugged and re-write them, so it'll require some beta-testing. Dwemer Art is in a playable state and surprisingly stable after I patched a few critical issues that can cause CTDs/bugs. There are some of the aforementioned bugged scripts, sadly...I've been playing through each quest, writing down any bugs/weird dialogue, and then going back and tweaking it to make sense (or be readable).
  15. [WIP] PRISM of Hammerfell

    I was able to get in contact with a well-known modder over on TESALL, and asked him if he knew anything about Usher7r. All they know is that he's apparently having some personal issues, so it's possible he either doesn't have internet at the moment or is just preoccupied with real life. I imagine he'll be back eventually, since he does sometimes disappear like this.
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