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So... Anyone still interested at all? I might have a meshmaker that can do some stuff for me if we came up with any really good ideas, then getting a texturer shouldn't be too difficult. Also, how are those gauntlets coming?
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So I've got over eighty views and the only post is one correcting my initial post... Could I at least get some feedback?
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I'd be cool if someone just built the Abbey. http://fc08.deviantart.com/fs12/i/2006/309/9/1/Redwall_Abbey_by_JadeMatrix.jpg This is just a random picture someone drew, I think, I read the books when I was little, based on Redwall with all the same basic features.
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New to Oblivion, want to start with the best mods
RandomArt replied to Lucidx's topic in Oblivion's Discussion
I never even played the main quest, I just did the boat start and went from there. I think there is one that makes Kvatch all not destroyed and stuff, but you can't go in it, but I have no clue what it is. There is Kvatch Rebuilt, but never having done the main quest, I couldn't tell you how it is and you have to save Kvatch, first. A great series of enhancing mods, in my opinion are the Unique Landscapes. They take otherwise bland areas of Cyrodill and make them truly amazing and breathtaking. I downloaded this series before I even booted the game. This is an OMOD, which requires Oblivion Mod Manager (OBMM) to unpack. Once downloaded, you'll get a lighter version of the Oblivion symbol after extracting your mod to your Data Files, double click it and then double click the Unique Landscapes in the right column. Then there are CM Companions. This adds many, many companions to the game, from Barbarians to Assassins. While great for following you around and helping you kill all sorts of things, I find they're also good for livening up large, empty player houses. It's also fairly simple to make your own, should you need one for a specific purpose. This also comes in an OMOD with an optional manual install. There are also hundreds upon hundreds of house mods for your player. I'd start at Oblivion's Real Estate to look for a house, castle, estate, and more, suited for your character, they have virtually everything. If you have anything specific, such as armor, clothing, weapons, etc., you can do a search here on TESNexus and if you don't find what you're looking for, there are loads of people here who may have the answer, and if such a Mod doesn't exist, just suggest it and someone may make it. -
Bayview Villa Gorgeous, very large, well planned, well lit. It comes with two or three NPC's, but they all sit around in one room. Great to put a bunch of CM Companions in. It costs 90000 Septims, but you can use the console command "player.additem 0000000f 90000" if you don't have the cash to pay for it.
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I know, when I first suggested something like this, someone was lik "Oblivion has lutes?" I just always figured I hadn't seen one.
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So I play as a Bard and I came to the realization that there was nothing that made me truly Bard-like. Firstly, there is no armor that really fits the Bard feel, leather is as close as it gets, but the cuirass is far too bulky. I was hoping someone could make something similar to this: http://xboxmedia.ign.com/xbox/image/article/512/512063/the-bards-tale-200405060622783_640w.jpg http://media.giantbomb.com/uploads/0/1976/469009-story.bard_large.jpg Also, Bards are minstrels in their own right, but there aren't any lutes! There's this mod (author permission pending), which I would like to turn into a quiver item, like the shortsword from this mod. I would also like to make it compatible with this mod That's it for now.
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There's one, sorry I can't provide a link, I'm posting from my iPod, but just search "lute" and one of those mods has a great lute and several songs to play. I haven't tested it, so I can't attest for it's quality, but it seems like it would be great.
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I have looked through hundreds upon hundreds of house Mods. I think I even went through every Mod in "Castles, Palaces, Mansions, and Estates" and a large number of the ones in "Abodes - Player Homes". I'm not new to this or anything, I just find that the feedback of others is the best way to go about things.
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Okay, so firstly, this is just a thread to post good house mod recommendations, because house mods are awesome. Don't worry too much about my request unless you have one in mind, it's just tacked on. So what I'm looking for is a very large house mod or even a small, unpopulated village to house some CM Companions, just because. I have Bayview Villa and I love it, but I'm wanting to expand. Somewhere in the Jerral Mountains that's not Highrock would be preferable. I'm looking specifically for something with lots of exterior space specifically related to the house, such as a courtyard in a castle or just grounds around the house that are correlated to the house eithr with a fence or a wall or something so I can set some CM's to roam about. Places like Seaview kill my FPS. I've been looking at City in the Sky, but I don't think it has any interiors yet. So basically, post all awesome house Mods (with links, please) so people can check them out.
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The Middle-Earth Roleplaying (MERP) mod
RandomArt replied to NamesAreUseless's topic in Oblivion's Discussion
This looks absolutely gorgeous. Are all the modders running on high-end computers? I'm wondering if there was something about your graphics that's special or if your computers just leave mine in the dirt. Also, what are you doing as far as music? I saw on the ning site that there were tracks for the Shire. I take it those aren't just the soundtrack songs? Are you planning on making your own scores for the entire mod? Finally, where I can see people wanting to play the story of the Lord of the Rings, I would much rather just play through Middle Earth without the main storyline for the books. This would make it much more open-world (and would possibly allow for a populated and thriving Moria?), which appeals to me more than a story-line. I never even played Oblivion's, I just do everything else. -
That's awesome. I take it the rifle will be two-handed and on your back while the pistol will be holstered on the hip?
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David, you actually just helped me with a problem I've been having by placing NPC's in city world spaces from Tamriel. Kudos.
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Some mod questions from a newbie =)
RandomArt replied to Verranicus's topic in Oblivion's Discussion
A couple things. For landscape expansion, download all of the Unique Landscapes, I did it before I even booted up the game for the first time. They don't affect gameplay at all, only add to the gorgeous scenery of the game in ways the game-developers should have. There's a compilation out there of all 17 (I think?), it requires Oblivion Mod Manager to unpack, so download that, too. Also, as far as companions, I find that CM Companions have the best command system by far and you can make your own fairly simply with the Construction set. If you load up (file -> data...) Oblivion.esm, CM Partners.esm, and CM Partners.esp (you have to download the base CM Mod first), it'll ask you something about active files, click yes so you can continue into the CS. Then pull up Characters (or Actors, I'm not sure, I'm not at my computer right now.), go down to NPC's, click in the collumn of NPC names and look for any NPC starting with "cm" (they're alphabetical), double click it. A box will pop up with some stuff about the companion, change the ID to cm"YourCompanion'sNameHere" and change the name to the same, without "cm" in front of it. Hit okay and say yes to creating a new form ID. Now double click your new NPC. Now you can edit it's race, class, AI (CM comes with a list of basics, Barbarian, Knight, Paladin, Assassin, etc.), and more all from this initial screen, but I wouldn't mess with anything but the specifics I mentioned. After you have all of this set up, you can go to spells and edit birthsign (which you have to find in the list of things that are in the window where you double clicked your partner, good luck, I haven't found them yet) and any spells the companion may have by simply dragging and dropping from the window with all the stuff in it onto the spells list. The next tab will be the Inventory tab. Feel free to delete and replace armor and clothes and make your own additions (also by dragging and dropping), but DO NOT delete anything else, it messes with the companion's scripting. Next is the face, which is fairly self-explanatory, hair at the bottom, basic controls are in this tab. In the final tab are specific face controls, which you just kind of have to mess with. After this, hit okay. Now go to the smallest window and open up the dropdown box, load up Tamriel (again, alphabetical). Put the list in order either alphabetically or by cell number, depending on where you want to put them I recommend placing them outside somewhere in Anvil simply because it's at the top of the list. Now save your plug-in, boot up Oblivion, activate it in data files, and go find your companion. It seems long and complex, but after you do it once, it's a piece of cake to make CM Companions. -
New idea to remove clipping problems from the backpack. Some sort of satchel that hung over the shoulder on a strap and rested on the hip. Large enough to realistically fit ingredients, but small enough to be fairly unobtrusive. Perhaps a meshed on torch hanging from the outside for realism. The major pro of a backpack mesh would be the ability to add travel gear, like a cup, a pan, a torch, and it's big enough to realistically hold other things, but I would understand sacrificing it in favor of an ingredient's satchel for simplification.