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    • AndalayBay

      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!

puddles

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Everything posted by puddles

  1. “Copying” Landscape Vertex Color?

    Unfortunately the ctrl+right thing doesn't seem to copy the vertex paint color, just the terrain texture itself. I'll need to check that Landscaper's Little Helper mod.
  2. [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!
  3. [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  
  4. [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.
  5. WIP Oblivion Mod Translations

    @bevilex I've uploaded the translation.
  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. [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  
  8. 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.
  9. [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.
  10. [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.
  11. [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.
  12. [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.
  13. Version 1.1.0

    179 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.
  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.
  16. Chameleon

    From the album More Creatures - Dragon Break Edition

    ...Why not? >_>
  17. [Relz, WIP] Elsweyr Pelletine

    Something I had considered ages ago when you asked for advice about Torval's geography that I forgot to suggest, @Envy123 .... What if you designed "Khajiit warrens" for the lower class/some of the middle-class "district" houses, where there's a surface entrance, but the dwellings are underground and carved into sandstone/rock? That would conserve space for the upper district/palace.
  18. Truly Strange BC6 Issue

    So, I've been using BC for 'years' without...any issues whatsoever, but for some reason, I'm now having issues. With only Oblivion.esm, Better City Resources.esm, Better Cities .esp, and Better Cities Full.esp, if I try to approach the eastern gate of Bruma (or exit Bruma through the eastern gate), the game CTDs. I...really can't comprehend why. I deleted the Oblivion.ini and let it refresh, I deleted the DistantLOD folder and refreshed it, I made sure no BC resources were getting overridden by something erroneous...nada, still CTD. If I boot Better Cites Full.esp into CSE and view Bruma's exterior, it seems to work...but the moment I click anything on the map, it crashes. Has anyone experienced anything bizarre like this, before? x_X I've also tried removing all non-essential OBSE plugins, and that didn't help...I'm at my wit's end.
  19. Truly Strange BC6 Issue

    ...I don't understand...don't understand at all. Okay, so apparently I accidentally saved an altered teethlowerargonian.nif I had been experimenting with, and it's incompatible with the vanilla egt and tri files. So...when BC6 was scanning Tamriel's Bruma to warp NPCs from/to Closed Bruma, it was scanning an Argonian...and crashed when their reference was rendered to teleport? So bizarre... Thanks for the idea about moving the meshes folder, @Vorians !
  20. Truly Strange BC6 Issue

    Okay, so I renamed my Meshes folder, made a copy of it, and have been batch-by-batch transferring the folders from the renamed version to the new one, and booting the game up as I go to figure out the source of the crash. I've isolated the issue to...my Characters folder, somehow. I double-checked and BC does have a few Idle Animations, but...none of them are in my Characters folder. At first I thought it might be my custom snakeman race I've been working, but I moved that out of the directory...still crashing. This is pretty baffling, because the only NPCs near the gate are the Guards, and...they aren't causing any crashes. I'll just need to manually sift through until I figure out the cause.
  21. Truly Strange BC6 Issue

    From what I can tell, the inner framework of Open Cities Bruma beyond the is referencing SOMETHING that makes the game crash the moment it's referenced. I...just can't figure out what. There must be a broken mesh from another mod that's overwriting something in the .bsa...
  22. WIP Oblivion Mod Translations

    Ah, yeah. No, it's easy to 'export' them...there's just like 40 of them and translating coherent paragraphs is even worse than translating dialogue! ;_;
  23. WIP Oblivion Mod Translations

    This is a Very Alpha edition of Desert Alik'r, I'm not even going to bother uploading it directly to the website yet: https://drive.google.com/file/d/1Uv-9CQ0Oma9DhjNPrCBRyjeDJEq0AnpS/view?usp=sharing Everything but the load screen text (I forgot those completely until I just tested it in-game) and books are translated to English ( however around 200 dialogue line are still in "Engrish". You can only start the main SL(s) and enter the Alikr worldspace normally by being Arch-Mage, sadly, however if people want to test the mod you can just type cow desertalikr 0 0 in the console. I...have no idea what to do about the books, sadly. Too many to translate. Some might just be Russian versions of books from other TES games, so maybe I can find the text elsewhere and import it... Obviously, you need to download the meshes/textures/sounds from TESALL, otherwise the ESP will just be one giant Missing Mesh WTF?! marker. Because this is a Very Alpha edition, I wouldn't save any valuable characters there, yet...
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