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Found 8 results

  1. [RELz] Tel Vos - Dungeon Overhaul

    Tel Vos - Dungeon Overhaul View File -Story Time- I was looking for a place to add an entry to a dungeon i made for one of my dungeon mods and i misclicked and i ended up at the Tel Vos, Dungeon at first i totally forgot about it being in Tel Vos, thats when i looked closer at the "Dungeon" and i have the feeling bethesda rushed it. since Wall and cave parts arent grid snapped right as well as it not feeling like a dungeon.. -Whats Added- Whats been added to the Dungeon the whole "Dungeon" Had been overhauled since i seems bare and empty as well as lighting and more detail to it.. i have alot added more creatures to fight and aload of hidden chests.. -How to install- This is a one esp mod, drag and drop and are set and ready to play. -Where is it- Its in Tel Vos Submitter Tel Shadow Submitted 05/04/2019 Category Overhauls and New Lands  
  2. Version 1.0.0

    15 downloads

    -Story Time- I was looking for a place to add an entry to a dungeon i made for one of my dungeon mods and i misclicked and i ended up at the Tel Vos, Dungeon at first i totally forgot about it being in Tel Vos, thats when i looked closer at the "Dungeon" and i have the feeling bethesda rushed it. since Wall and cave parts arent grid snapped right as well as it not feeling like a dungeon.. -Whats Added- Whats been added to the Dungeon the whole "Dungeon" Had been overhauled since i seems bare and empty as well as lighting and more detail to it.. i have alot added more creatures to fight and aload of hidden chests.. -How to install- This is a one esp mod, drag and drop and are set and ready to play. -Where is it- Its in Tel Vos
  3. Better Music System Redone (for Vanilla and MUSE) View File 46 new music tracks, made by me and my chipsets over 3,5 hours of fantasque music inspired by alteration magic, jasmine tea and sunlit craters area-specific ambiance - no more happy explore music deep inside dunmeri tombs separate tracks for Vvardenfell, Red Mountain and Solstheim original Morrowind music integrated into the plugin battle music reinvented - no scrib shall interrupt your listening pleasure breathe life into your Morrowind experience thanks to akulakhan-controlled digital dwemeri pads, indoril sitars, strings, ashlanders' gamelanesque bells, redoran neys, velothi ouds and darbukas and 303 cornish acid em, and more. I. The Concept So the Morrowind soundtrack is great, but well, hearing the basic 7 explore tracks in random order whatever you do and wherever you are really pulls your leg after a while, especially if you've played Oblivion on Skyrim. So Xiran did a nice mod of his own to address that, but did a little too much mess in the scripts, so BTB decided to clean it up a notch. Cool stuff to be quite honest, but I wasn't too fond of the tracks he chose, so I switched to SpaceDevo's Rebirth version for a while, but being an aural creature, I started to walk the meadows and turn the knobs to replace the tracks. And to tailor all that to my liking, I also did a bit of script-editing. So here it is, Xiran's ingenious concept, BTB's (that's the template I used) and SpaceDevo's implementation + lots of sounds and a bit of tinkering of mine. Hope you'll enjoy! II. Installation 1. REGULAR (Vanilla)version a) Unpack the .rar file into your Morrowind folder. b) Copy the contents of Morrowind/Music/Explore and Morrowind/Music/Battle to Morrowind/Music. In other words, all of Morrowind original tracks should be in the same folder as my new tracks. c) Rename or delete Morrowind/Music/Explore and Morrowind/Music/Battle folders (for example to ExploreORIGINAL or Battle2). d) Activate the .esp. Load order should not matter much, it can easily be positioned near the top of your load order. e) It's done! 2. MUSE version a) Download MUSE and install it. Pay attention to the requirements (MWSEdev and MGEXE). b) Unpack my mod (use the MUSE version, not the regular one) and copy its contents to Morrowind/Data Files. Overwrite all if needed. c) It's done! No .esp needed. If you want to hear original Morrowind soundtrack with MUSE version, just like in the regular one, you'll need to manually copy it from Morrowind/Music/Explore to specific folders in MUSE directory. See .pdf in MUSE file for details. Note that MUSE version is a bit different, due to the fact it's structured in a different manner. Pick whatever you like best. Feel free to use my tracks within MUSE framework however you wish. DO NOT USE BOTH VERSIONS. III. Compatibility Not compatible with mods that alter Morrowind's music system. Sound mods are generally compatible. IV. Usage/Prospects You can edit the .esp or tracks (merge, replace, add) however you wish. It would be nice if you gave me a shot if you plan to release something, and definitely PM me should you feel the need to use the soundtrack outside Morrowind. The province, I mean. Or the game? I consider the mod to be rather finished at this point, but I'll probably edit/add/delete/destroy some of the tracks with time. Stay tuned! V. Credits Xiran, BTB, and SpaceDevo, to begin with. Otherwise everything within Persian, Indonesian, Japanese, Indian, Slavic, Nordic, Chinese, or Arabic traditional and folk music, plus original soundtrack by Jeremy Soule and AFX's dirty Cornish pads. all that has been a huge inspiration to me while working on these little sounds. Links: Xiran's mod BTB's mod Space Devo's Rebirth edit Another take on MW music - Bosa 123's mod The only music sample I used is this one by Lo Ka Ping. Submitter Morthrug Submitted 01/18/2019 Category Audio - Music and SoundFX  
  4. Version 1.1

    19 downloads

    46 new music tracks, made by me and my chipsets over 3,5 hours of fantasque music inspired by alteration magic, jasmine tea and sunlit craters area-specific ambiance - no more happy explore music deep inside dunmeri tombs separate tracks for Vvardenfell, Red Mountain and Solstheim original Morrowind music integrated into the plugin battle music reinvented - no scrib shall interrupt your listening pleasure breathe life into your Morrowind experience thanks to akulakhan-controlled digital dwemeri pads, indoril sitars, strings, ashlanders' gamelanesque bells, redoran neys, velothi ouds and darbukas and 303 cornish acid em, and more. I. The Concept So the Morrowind soundtrack is great, but well, hearing the basic 7 explore tracks in random order whatever you do and wherever you are really pulls your leg after a while, especially if you've played Oblivion on Skyrim. So Xiran did a nice mod of his own to address that, but did a little too much mess in the scripts, so BTB decided to clean it up a notch. Cool stuff to be quite honest, but I wasn't too fond of the tracks he chose, so I switched to SpaceDevo's Rebirth version for a while, but being an aural creature, I started to walk the meadows and turn the knobs to replace the tracks. And to tailor all that to my liking, I also did a bit of script-editing. So here it is, Xiran's ingenious concept, BTB's (that's the template I used) and SpaceDevo's implementation + lots of sounds and a bit of tinkering of mine. Hope you'll enjoy! II. Installation 1. REGULAR (Vanilla)version a) Unpack the .rar file into your Morrowind folder. b) Copy the contents of Morrowind/Music/Explore and Morrowind/Music/Battle to Morrowind/Music. In other words, all of Morrowind original tracks should be in the same folder as my new tracks. c) Rename or delete Morrowind/Music/Explore and Morrowind/Music/Battle folders (for example to ExploreORIGINAL or Battle2). d) Activate the .esp. Load order should not matter much, it can easily be positioned near the top of your load order. e) It's done! 2. MUSE version a) Download MUSE and install it. Pay attention to the requirements (MWSEdev and MGEXE). b) Unpack my mod (use the MUSE version, not the regular one) and copy its contents to Morrowind/Data Files. Overwrite all if needed. c) It's done! No .esp needed. If you want to hear original Morrowind soundtrack with MUSE version, just like in the regular one, you'll need to manually copy it from Morrowind/Music/Explore to specific folders in MUSE directory. See .pdf in MUSE file for details. Note that MUSE version is a bit different, due to the fact it's structured in a different manner. Pick whatever you like best. Feel free to use my tracks within MUSE framework however you wish. DO NOT USE BOTH VERSIONS. III. Compatibility Not compatible with mods that alter Morrowind's music system. Sound mods are generally compatible. IV. Usage/Prospects You can edit the .esp or tracks (merge, replace, add) however you wish. It would be nice if you gave me a shot if you plan to release something, and definitely PM me should you feel the need to use the soundtrack outside Morrowind. The province, I mean. Or the game? I consider the mod to be rather finished at this point, but I'll probably edit/add/delete/destroy some of the tracks with time. Stay tuned! V. Credits Xiran, BTB, and SpaceDevo, to begin with. Otherwise everything within Persian, Indonesian, Japanese, Indian, Slavic, Nordic, Chinese, or Arabic traditional and folk music, plus original soundtrack by Jeremy Soule and AFX's dirty Cornish pads. all that has been a huge inspiration to me while working on these little sounds. Links: Xiran's mod BTB's mod Space Devo's Rebirth edit Another take on MW music - Bosa 123's mod The only music sample I used is this one by Lo Ka Ping.
  5. File Name: TIE - Tamriel Immersion Experience File Submitter: Arthmoor File Submitted: 21 Oct 2013 File Category: Gameplay Changes An overhaul catering to roleplayers. Now also including the Shivering Isles! Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates. So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud. * TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders. * TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers). IMPORTANT: If you are using Better Cities 5.4.1 or higher, download "TIE For BC 541.7z". Version 5.4 and up of BC include the Blood & Mud mod and has a new wall configuration in Bruma as well. If you are sticking with a version of Better Cities which DOES NOT incorporate the Blood & Mud mod, download the file simply called "TIE.7z" instead. Click here to download this file
  6. [RELz] Open Cities Classic

    Open Cities Classic View File Open Cities Classic is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically with how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Cheydinhal? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. The only cities not covered by this project are Kvatch and the Imperial City's central districts. Kvatch has too much main quest material setup in very specific ways to mess with it, and the Imperial City is simply too large and unwieldy to properly open up. Highly recommended complimentary mod: Animated Window Lighting System and Chimneys - This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities. To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed. Submitter Arthmoor Submitted 06/25/2014 Category Cities, Towns, Villages & Inns  
  7. Version 4.1.8

    168 downloads

    Open Cities Classic is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically with how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Cheydinhal? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. The only cities not covered by this project are Kvatch and the Imperial City's central districts. Kvatch has too much main quest material setup in very specific ways to mess with it, and the Imperial City is simply too large and unwieldy to properly open up. Highly recommended complimentary mod: Animated Window Lighting System and Chimneys - This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities. To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.
  8. Version 1.50

    377 downloads

    An overhaul catering to roleplayers. Now also including the Shivering Isles! Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates. So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud. * TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders. * TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers). IMPORTANT: If you are using Better Cities 5.4.1 or higher, download "TIE For BC 541.7z". Version 5.4 and up of BC include the Blood & Mud mod and has a new wall configuration in Bruma as well. If you are sticking with a version of Better Cities which DOES NOT incorporate the Blood & Mud mod, download the file simply called "TIE.7z" instead.
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