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Vanguard of Oblivion


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#1
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Vanguard of Oblivion

Adds a brand new (powerful) sword with custom mesh and texture and a unique retexture of the Daedric armor. The items' stats are 10% better than Daedric equipment and the sword bears a mighty enchantment, but they can only be acquired after a very tough battle.

#2
mitheades

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hello and congrats on your first mod my friend.I didnt try yet but i will.İ have an idea about this mod i dont know is it possible but u should to do a patch like army vs army so we can controll our little army too in Trade and Commerce mod u can command your shop guard u should check it. I am sorry for my english and congrats again.

BTW im not a modder i just told my idea :) Good luck !

#3
allomerus

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@Mitheades

Thank you! And thanks for the suggestion as well! But althought the idea of two armies clashing against eachother for divine artifacts would be great - and make perfect sense - I just don't have the scripting skills to do it : ( RIght now, the ''Legion'' I'm talking about is just the amount of daedra that my computer could take at the same time in a combat without weird stuff happening... I wish I could make waves of ennemies or stuff like that, but that's beyond my skill. Anyway thanks for the support!

#4
Sleepypanda

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Greetings,

Just looking around and saw the comments. I believe that if you looked into David Brasher's "Zombie Attack" mod description, you might find a few clues as to how to create such an army.

David Brasher is a very talented modder, and he is always willing to help when needed.

If you want my opinion, having one central commander NPC with secondary follower NPCs is a good idea; just script an event that happens when the player talks with the commander NPC that makes him walk to a certain area where the enemies are.
Make their factions have a low disposition towards each other, and they will automatically fight when they spot each other.
Make a conversation topic that only shows up once, and only after the enemy general is killed, and you have a battle ready.

Things to keep in mind:
-Teleportation and resurrection scripts tend to complicate things.
-PlaceAtMe scripts cause savegame bloat. Avoid using those.
-If you don't know how to make follow scripts, there is a guide to making companions which describes this on UESP Wiki in a very friendly way.

Regards,
Sleepypanda

#5
Dreadheart

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For a first mod this seems pretty impressive. I won't be downloading this for the moment as I'm still in process of recreating my Oblivion Gate-smashing genocide-machine, but when I do I might just look this one up. I'll assume good job from the pictures thus far!

#6
allomerus

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@Sleepypanda: Thanks for the advice! I'll look into it, if I have the time.

@Dreadheart: Thanks for the support! and good luck with your project!

#7
ITZZCRAIGXX

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Ok i had a problem with missing textures so i opend up the file for example C:Users\Craig Bates\GAMES\steam\SteamApps\common\oblivion\Data\meshes\Armor\Abyssal Armor\m\Abyssal Helmet and Abyssal Helmet_gnd In NIFviewer (becuase you put the line for the textures to program files and for some people they dont have it in there program files like me ^^^^^^^) But you can change the path in the Helmet and Helmt_gnd and change it to texturesarmorabyssal armorabyssal helmet.dds easy :D

But its a loverly mod like the new textures :D maybe you could have a story or something like a citizen tell you about a rumor and what is the stone for you win just to sell ?? but good mod :)

Edited by ITZZCRAIGXX, 31 August 2011 - 05:09 PM.


#8
allomerus

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Ok i had a problem with missing textures so i opend up the file for example C:UsersCraig BatesGAMESsteamSteamAppscommonoblivionDatameshesArmorAbyssal ArmormAbyssal Helmet and Abyssal Helmet_gnd In NIFviewer (becuase you put the line for the textures to program files and for some people they dont have it in there program files like me ^^^^^^^) But you can change the path in the Helmet and Helmt_gnd and change it to texturesarmorabyssal armorabyssal helmet.dds easy <img src='http://www.thenexusf...R#>/biggrin.gif' class='bbc_emoticon' alt=':D' />

But its a loverly mod like the new textures <img src='http://www.thenexusf...R#>/biggrin.gif' class='bbc_emoticon' alt=':D' /> maybe you could have a story or something like a citizen tell you about a rumor and what is the stone for you win just to sell ?? but good mod <img src='http://www.thenexusf...DIR#>/smile.gif' class='bbc_emoticon' alt=':)' />


Thanks! You're right about the need to specify that the file paths can be different, I'll look into that. But in all honesty, I can't understand what you're saying about the other file path in Nifskope. Is there a way to program the Nif file to adapt to all file paths?

Also, about the ''stone''... like the sword, it's ''theorethically'' supposed to add a stat boost and a major power to its bearer (through scripting). I had an issue where the script would'nt function, but I thought I had dealt wit that (rage rage rage). If you had to ask the question, I take it that I didn't fix it well enough hehe. I'll work on it too.

Thanks again for the input!

Edited by allomerus, 31 August 2011 - 09:44 PM.


#9
ITZZCRAIGXX

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I dont now how to quote im fairly new to posting on this website but what i was basically saying is to just open up a mesh file and instead of putting program files and all that bla blah blahh just put textures\armor\abyssal\abyssal helmet.dds
So i think oblivion aotmatically reads it and like above it tells it to read the textures file in stead of the other path that you had put which was program files :D
here this should help
http://imageshack.us...s/607/nife.jpg/

Hope this helps in the future of our modding ill just get back to my private mods :D (creating battles :P)

Edited by ITZZCRAIGXX, 01 September 2011 - 04:35 PM.


#10
Cendrigal

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Hah! Ensiferum. Nice reference. Well done.

Quite good for a first mod, indeed. I'll be following your work!




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