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ChalkLine

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Everything posted by ChalkLine

  1. Yep, I know. I'm an idiot. I've inadvertently deleted Clover's X marker in the front room of Euology's Pad and corrupted the FollowersQuest. Can someone please help me fix it, as I'm now getting a '33 objects expected, only 32 counted' warning. This is what happens when modding while distracted. :(
  2. Is there a Realswords balancer that isn't FCOM? FCOM's a bit of a chore to load up and get working. I'm also using Mount and Blade, Bob's Armory, and TKRapiers.
  3. I'm in Tasmania, Australia, so my gear wouldn't do you much good..

    Also, I work mainly in medium carbon steel which is heat-treated to come up to a high hardness rating after shaping, which is close to how historical armour is made. As a result the helmets are very light, too light for SCA combat which applies a lot of blunt trauma to your head.

  4. Thanks for all the stirling help, the game is chugging along perfectly. The only problem I can think it might have been is installing Millstone Cottage with OBSE16 running. I've reloaded everything else but that mod and am having no problems at all. I've got OBSE 17 now, but I think I'll hold off on installing that mod for a bit.
  5. I'm glad to say that a nice, clean Vanilla Installation has sorted it out. I'm doing the painful reloading of mods one by one, but it could be a lot worse. Thanks for the advice. As to what did it, I don't know yet. I did notice that Shivering Isles was listed twice in the DLCList.txt when I copied it over, but I wasn't sure if that was normal. I edited the second reference out and it runs fine.
  6. Thanks very much. I'll get onto that right away. I noticed that when I went into the construction set I got warnings on some of the offending items, even with only the main oblivion file loaded. I guess this agrees with what you are telling me :)
  7. Sorry to thread-jack, but I've got nearly all the males in the game walking around like this. It appears to be only male clothing that is the problem. I did a re-install and then ran it without loading any mods, and the problem remains (I did not delete the mods though, and reinstalled back into the same folder.) I'm using Robert's SlAth body for men, but the problem pre-dates my installation of that mod.
  8. I like SI for the 'whimsy' factor that is special to a certain breed of fantasy, and it's mordant sense of humour is kinda fun. It's about as big as it needs to be though, because there's not much else you could do with it. I think the modders working on other Realms have the right idea; suit the theme to the Prince/Princess and let your imagination work within a theme. This is why I like base Oblivion; the mediaeval fantasy is a nice base to return to. Perhaps a sort of 'anime style' realm would suit a lot of the mods available more than the more gritty Tamriel, which I think has a cool smell of sweat and blood.
  9. - Why are the small settlements of Cyrodiil without walls, there's beasties right through the forest? - Why is everyone worried about The Oblivion Crisis, when all they do is open a gate and mill around? (I want someone to make a deadric raiding parties mod!) - Why does steel armour weigh so much in a world full of magic? It's seven times heavier than our historical versions. - Why do people use weapons that get progressively heavier, when weapon weights have remained constant through the ages? - Why do two handed weapons do so little damage compared to their one handed cousins? Two hands is two shoulders driving the beast. - Why is it the moment I upgrade my armour, every bandit and marauder goes to the shops and upgrades theirs? - Why are the horse breeds so dumb? (Sorry, but it really irks me)
  10. Three; One - A reworking of the southern shore of Lake Rumare around The White Rose River, adding a working medieval fief for a poor-to middle level noble PC. This is the big one, and it's broken into four project modules. They are currently at 95%, 80%, 50% and 0% construction, with no scripts or NPCs done as yet. This uses about 10-15 various open source modder's resources that I thank the makers from the bottom of my heart for. Two - A starting base for an ex-Legionary PC alternate start. It keeps moving around Cyrodiil. About 50% construction done. Three - A personal mod based on a drawing I did over fifteen years ago, with a Roger Dean-style floating chunk of land. This is a personal gratification thing, and used to discover new aspects of the CS. While it's mainly been done, it gets rebuilt often.
  11. I'm sorry if I missed it here, but have you tried the Chaindress? The female version is pretty good. I combine it with a kettle hat from Medieval Armor Resources and I think it looks awesome. However, I'm a history buff so it might be going too far the other way. Medieval Armor Resources requires you to have a basic knowledge of the CS to use though.
  12. It might be cool if you could yield to an Arena opponent, and then they get the thumbs up/thumbs down from the crowd. If some combatants yielded to you and you granted them mercy, they could be used later as allies in quests. Ignoring the crowd's call for mercy or death should mean you do not advance in rank for that bout, but still win. The crowd is angry you ignored them, but everyone still loves a winner in The Arena!
  13. Thanks guys, I can't believe I missed that in the readme. I'll zip over and check it out, and look at FarmersUnite as well.
  14. Back again! I've been searching like crazy, but I just can't find these modder's resources. - There is, somewhere out there, a French modder's resource of ordinary village clutter, tools and produce. - Also, I can't find the source of the watermill in Unique Landscapes near Chorrol, although I think I've gone over the credits carefully. I'd like to know if this is available for use by other modders.
  15. Well, I'd gen up a breton knight. I'd use plate and Ghogiel's sallet. I'd probably go for a high end mace but use the warhammer .nif from M&B ClubsandHammers, and a retex iron shield to use a steel face rather than wood. I'd probably go a poll axe from Knightly Armoury as a main offensive weapon. - My Castellan, a mystic breton battlemage. She sees to not only spellpower, but also to pay, supply and upkeep. This is where I allow the more funky looking fantasy armour. - Chief Retainer, knight, the second in command. Oversees troop quality, morale and readiness, as well as leading the troops when I'm off holidaying in some Aylied Wreck up to my gorget in zombies. Armoured and armed much as myself, but in a variation of colours. Then I'd have about forty mixed breton and imperial retainers, split into two; - fifteen men-at-arms*, in plate using the Medieval Modders resource for variety. They'd be armed with Knightly Armoury poll axes, with a breton RealSword and retexed iron shields as side arms. Helmets would be sallets by Ghogiel, kettle hats from Medieval Modders (I'm yet to see a nice kettle hat) and maybe one stock steel helm (a 'barbute'). - twenty five archers and arbalesters using either Crossbows of Cyrodiil (I still can't get the animation working for that!) or a nice steel bow, wearing a brigandine (a retex blades' cuirass, removing the shoulder guards and colouring the torso to look like triple studded velvet or leather), plate greaves and leather boots and gauntlets. Helmets would be kettle hats for the crossbowmen/women and the one-day-I'll-work-out-Blender 'Archer's Salade' I'll make up using the steel helm and cutting off the cheek pieces for the archers. The retainers live with my PC in the castle I've modded up using Knightstone as an inspiration but which is much less opulent. It's north of Bravil, east of the Inn of Ill Omen on a spur of the ridge overlooking the Niben. They form the castle guard and rapid reaction force, as well as the patrol units. A patrol unit is one man at arms and two missileers on horseback (bays). They do a circuit of the demesne, checking in on each settlement and skiving off to the inns at Ill Omen and Faragyl when not being watched. All this is happening because Battlehorn barked so much. Then I'd have the bulk of my sergentry. These troops live in the four settlements (one farming, one forestry, one mining and one fishing) and are heavily armoured foot backed by the local militias. - 12 men-at-arms*, armed armoured as above. They live, three to each settlement, in a fortified farm house ('Bastle House'**). - 36 archers and missileers, as above, They attend the settlement men at arms. Then my tenants, who form the bulk of my army. Bound by ties of vassalage, these are the fighting power of each settlement. Forestry Settlement; Bretons and Bosmer; - 9 footmen. Using swords and the retex shields, they are armed in iron and kettlehats, with a shortsword as a back up. - 35 Verderers and Foresters, wearing leather, an appropriate helmet and carrying either a crossbow or bow, and using sword and light iron shield as a backup if things get close. Farming Settlement; Bretons and Imperials - 9 footmen, as above. - 33 light footmen. Wearing leather gauntlets and boots, chain maille cuirass and iron greaves and a kettle hat, these warriors use iron swords and shields, and have a bow as a back up weapon. Not used in the line of battle, they form a fast but armoured screen at the rear of the group to guard against flank attacks and guard the camp at night. They tend mounts, herds and flocks as well. In the pursuit of a beaten foe, they can race ahead to keep up the pressure while the heavy foot catch up and the men-at-arms have their horses brought up to complete the rout.. -2 Sutlers. Specialist merchants who organise the weekly market where the troops buy thier food, deal with supplies and make sure everything gets where it is supposed to. Mining Settlement; Bretons and Imperials - 9 footmen, as above. - 35 sapper/miners. Armed and Armoured as footmen, these specialists are siege troops that mine under walls, dig siege trenches and create structures. Able to take their place in the line as foot troops, they come into thier own dealing with fortifications. Often technicians such as smiths and carpenters are sourced from the troops, giving them extra duties. Fishing Settlement; Mainly Argonians, some bretons and imperials. - 9 footmen, as above. - 33 marines/boatmen. Armoured in leather and the ubiquitous kettle hat as well as using swords, light iron shields and bows, these guys use boats to move troops, supplies and to stop the other guy doing the same. There you go, a late medieval Oblivion Army in the service of a local lord. Able to stay in the field until my PC's money runs out or the harvest has to come in, they can deal with many threats. I'm considering placing a priory on the demesne to provide healing, but as I've only half finished the castle it will probably be years before I even do the hamlets! :D (*Either sex) (**By the way, if you're thinking of starting out a nice PC home, then a bastle house is probably a good choice. It's a farm that's got the main building fortified like a mini castle. Look them up on wikipedia. 'L castles' and tower houses were made for the same purpose, and are also funky. I made a nifty L castle out of three Bravillian square towers joined up.)
  16. I was wondering how you are handling the conquering of the Trans-Niben, and the activities of the failed Blackwood Company? Do the operations to conquer, hold and pacify this area still bear marks in the Blackwood area? Are there Argonian die-hards, bandits or freedom-fighters depending on your point of view, still trying to disrupt the area? The Blackwood Company, evidently quite large at one point, tried to root out fugitives and insurgents in the areas. Assuming they used classic pre-modern methods they would have built forts and tried to dominate the countryside, do old, half swamp-reclaimed forts dot here and there? :)
  17. Thanks for the clarification, at least I'm getting to know what is and what is not possible :)
  18. How do you get some of the mesh, but not all? I want to cut the 'skirt' off the Legion Cuirass, and replace the the skirt on the Blades' Cuirass with it. On the Blades' Cuirass the skirt is a separate mesh, but on the Legion Cuirass it is not. (Btw, thanks guys. Now I know where I've gone wrong on the few experiments I have made. Very useful help)
  19. New Question, I can't find it at Nexus Files. Has the Fallout 3 'Headwrap' been ported over to Oblivion? I thought it'd look pretty 'piratical'.
  20. Is there a playable Goblin mod? I was hoping you could get your basic gobbo, skirmisher (light armour), berserker (heavy armour) or shaman (mage-y type). It's make 'RealSwords - Goblins' very interesting :)
  21. The first Anvil Fighter's Quest, where you have to not let Quill-Weave see you. My poor knight was clanking around with a stealth of 15, and she spotted him a mile away. Over and over and over and over . . .
  22. What stops me about Djangos is that it's not a mod, it simply replaces stuff in your folders. So if you don't back them up, you can't get rid of them without a reinstall. The OP should keep this in mind if they have glamour mods, and the sight of thier goth bretons with acne is annoying after the first one.
  23. I'm trying my hand at a mod, and I'd like the some structures to be built as the quest progresses (a bit like Raven Rock on Bloodmoon). I know I'm going to have to look into this in an in-depth manner later, but I'm just mapping quest elements at the moment. So my question is; Do the areas effected have to be constructed in another cell and ported in? How do I make a ruined building slowly get rebuilt, complete with scaffolds and work crews? I guess I'm confused because while I can easily design that sort of stuff in the construction set, obviously all the stages of the building can't be in the same place.
  24. Does OBSE work with Oblivion Mod Manager? I'm using that, and I've heard that they conflict.
  25. Hi mod detectives, a new puzzle for you . . . Is there a mod that decouples 'sleeping' from 'levelling'? I like to play around level 5 and dislike levelling, but that means my PCs must be insomniacs. I'd like to initiate levelling in a different manner if possible.
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