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Everything posted by TivoAtheos2020
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I can imagine it can be cool and sexy looking too. Lara Croft at least had a small backpack. The Nighttingale set is bad ass, it can look much more bad ass and more flexible with a little more effort, A Thieves Belt/Harness mod could make it look sexier, and perhaps a + 5 to lockpicking, -1 in sneaking and 20 % resistance to poison. A small backpack could at least help without cheating since they put 25 lbs solid dwemer metals. It doesn't have to be realistic, we can come up with flexible and varied designs, for different classes. A little graphic immersion couldn't hurt and it adds uses for enchanting too.
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Skyrim Oh Skyrim, high mountains and long roads to trek and no trekking gear. Here's a long rant. 1. Backpacks. There are backpack mods in Oblivion, surely, a couple of minutes of coding it in the CS would do the job. But no, it's unliftable. Backpack with a visible array of useful gear, mining gear perhaps, pickaxe, woodcutters axe shovel and torch scaled down a bit. Water canteen, rope, potion vials, ingredient vials, a cooking pan and some makeshift modular pouches. Even books and food containers and of course, the sleeping bag. I know it's possible and only takes a little bit of work since I was able to do it in FNV using Tumbajamba's steel frame backpack and misc gear meshes specifically his work on his Scavenger and Survival backpacks in his Scavenger Armors Mod. I was able to mix and match things and come up with a backpack with visible cooking pan, canteen, shovel, canned goods, books, medkit, machete, modular pouches, rope and sleeping bag. It took me a whole weekend with my newbness in Nifskope and CS. Come CS release, I'm not going out of the house till I come up with my in-game working 70 lbs capacity backpack. You can check out Tumbajumba's resources and mods at f3 & NV nexuses, I'm sure you guys can "conjure" something Skyrim lore-friendly out of it. There's also an FNV mod called A duffle bag of guns. I wish somebody can also have the time to create a Knapsack of Blades and Arrows Mod. 2. Remember Betty? How about a Beauty. A horse with working saddlebags. Simple, again, there were horse mods in Oblivion and the working saddlebags was one of the big things. There are horse carts all over Skyrim, beside dead horses. They died because the cart wheels weren't working and couldn't pull them and then wolfpacks appeared. With oblivion mods, I had a horse with working saddlebags, with a working horse whistle hotkey, was a creature companion, was able to take her inside the Imperial City and yes, I was able to name her Beauty. Plus she had a best friend, a Pack Guar named Beast. If the pickaxe, woodcutters axe and shovel are a little cramped up to make it visible in a backpack, I wish somebody could make them visible in a Pack Horse Mod. 3. Thieves Belt or Gear or Loadout. Alchemist's Belt. These were popular Armor mods in Oblivion, I really enjoyed how my characters and companions looked, adds a big immersion feel to adventuring. I remember the fun of Nifskoping the heck out of a backpack mesh, putting it on the upper harness of the Thieves Belt mesh and my character's look was complete. I had trouble re-doing it all over again coz I was having difficulty optimizing the mesh which was fps heavy but I did it. Skyrim Thieves Guild had beltbags for storing stolen sweetrolls. With the popularity of those mods, I'm sure somebody will step up and create them for Skyrim. I love Bethesda's games, Oblivion, FO3, FNV and of course Skyrim. I hope some empathetic modders get my plea and perhaps work on the above once the CS is out. Just for laughs, my biggest question is...who and where is the guy who thought of putting KNAPSACKS in game yet you can't put one on? Im sure he thought of the things mentioned above then he goofed off and took an arrow to the knee. Peace.
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Hi guys, I was an avid Oblivion player till I got a new pc and got freaking Fallout 3. I recently finished the main quest and I noticed corpses still persist. Is there a mod that gets rid of the corpses for fallout 3? I've searched the forums and the mods but all I can come up with is the body remover in raider camps. I'm hoping somebody could help me in finding this mod. Thank you. Tivo
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Hi All, My OS-dedicated and exclusive harddisk/partition got corrupted, product end of life or a virus got through I guess, so I got another harddisk and reinstalled Windows XP since I HAD the peace of mind that I have recent backups of the My Games/Oblivion folder, INI and all the mods. Oblivion still remains installed in another harddisk/partition and still runs but my ESPs are not associated to being ESP files anymore though the construction set still runs too. OBSE still runs but not OBMM. I need help on what to do, should I uninstall and reinstall Oblivion and all my mods completely or is there a way to fix this? I usually just uninstall, reinstall all my games after an OS reinstallation, I'm willing to reinstall Oblivion but I've got lots of mods active and invested a lot of time playing and modding already. Please help.
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I can't seem to find the gridmap for Stirk in Tamriel worldspace, I have Valenwood, Elsweyr, Blackmarsh, Summerset GMs, can somebody give me a link? I want to create a house or a settlement on that Island and practice my newly acquired modding skills hehe. If there isn't a released gridmap, how do I get there using the CS? Please help.
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What do you like in a house/display room?
TivoAtheos2020 replied to Valkyrie's topic in Oblivion's Discussion
Holy sheath man, that's haunting! Reminds me of Age of Pirates, City of Abandoned Ships! A secret cave for pilot-able ships would do your home mod justice; perhaps the one like the film Underworld: Rise of The Lycans' cave-docks which Clan Corvinus used to escape in a ship in the ending of the film. I'm very interested in your WIP, more screenshots please. :thumbsup: -
What do you like in a house/display room?
TivoAtheos2020 replied to Valkyrie's topic in Oblivion's Discussion
I hope you're working on a medium castle hehe. Here's an idea for a minimalistic military-themed castle/ installation PC bedroom. Lord's Quarters for singles: 1 bed, 1 drawer, 1 closet, 1 desk, 1 bookshelf, 1 large chest, 1 secret wallsafe. 1 bathtub, 1 sink, 1 toilet. 1 fireplace, 2 opposing chairs, a coffee table or a 2 seater table for fast meals. Perhaps an outdoor balcony or a secret secret door to a secret secret passage outside or a cave underneath. Hint: Batman! Misc clutter up to you and not too many flowers. The Lord's Quarters shouldn't be a semi-armory, semi-alchemy lab or a semi-library, semi-storage room, semi-treasury semi-garden or semi-display room. There should be other medium sized rooms and not ballrooms for those if it's a castle. It should just be for sleeping and some great modders fall for excesses like having bookshelves and mannequins and other repeating objects for decor everywhere in every cell. Thanks! -
How To Put Those Great Mod Resources In-Game?
TivoAtheos2020 replied to TivoAtheos2020's topic in Oblivion's Discussion
After a lot of tries making a new ESP save, CS still crashes :wallbash: . So I decided to backup and change the castle mod completely, dependent on the mod resources ESP and adjusted the load order by hand to make the added objects visible in-game. This was how I did it: 1.) Loaded the 2 ESPs, the ESP that came with the mod resource and the castle mod esp as the active file. 2.) Selected the object I wanted to add, right-click>new>gave unique ID, assigned mesh>OK. 3.) Selected the interior I wanted to add objects into>selected the the object>drag-drop-put into place>doubleclicked object>gave Reference Editor ID. 4.) Saved, exited>started Oblivion>loaded the game and checked if it worked and it did. I somehow managed to modify a room and created a much needed new bathroom complete with wall urinal, toilet, standing sink and bathtub. Yay! :woot: Will my newbie way of putting mod resources in game create problems and issues in the future? Please give me your much needed feedback. Thanks! -
How To Put Those Great Mod Resources In-Game?
TivoAtheos2020 replied to TivoAtheos2020's topic in Oblivion's Discussion
Yes, that's exactly correct. The only thing is -- do you want to directly change the castle mod? Or do you want to create your own mod that changes the castle mod? That's two different things. If you load the castle ESP as the active file and drag all your new stuff into it, then save, you will wipe out the original castle mod. It will now forever be a castle with your changes and stuff. If you make a mistake or decide you don't like it, you'll have to re-download the original castle mod and start over to get the plain castle back. (Or just save a copy of the castle esp before you do any changing.) The other option is to make your own mod that changes the castle mod. To do that, you would open the castle ESP in the CS but do not make it the active file. The CS will pop up a box that says "You have not set an active file, do you wish to go ahead?" Tell it yes. Once it loads up, click Save. You'll get the box that allows you to type in a new name for a file. Do that. Now you have your own ESP as the active file, but you also have the castle loaded up so you can make changes to it. Any changes you make will be saved into your new esp that you just created. However, since that new esp uses the resources from the castle, it will be dependent on the castle ESP. That means that you'll need to be sure the castle esp is always running in your game. If you try to load your new mod without also loading the castle, the game will crash. I hope this helps. Thanks Chaospearl, I totally get it now...but I'm getting a problem all of a sudden with the CS. The CS now CRASHES everytime I save my NEW ESP for the castle mod. No problems loading ESPs, just saving them. I haven't experienced this before, I've edited objects, terrains and interiors before and it worked fine. I'm running 164 mods, this new save would be 165th and I'm far away from the 225 esp limit. I wonder what's causing this? -
How To Put Those Great Mod Resources In-Game?
TivoAtheos2020 replied to TivoAtheos2020's topic in Oblivion's Discussion
Hi LFact, I see, good to know. Thanks! So I only need to load oblivion ESM, make new object entries in the right categories then assign the meshes and textures pointing to the respective folders in the DATA folder and save, provided I already extracted the mod resources there? Is this correct? So when it's time to place the mod resources, I need only to load the castle ESP as the active file, access the interiors, select the editor entries, drag and drop them where I want them then save? Please let me know. -
How To Put Those Great Mod Resources In-Game?
TivoAtheos2020 posted a topic in Oblivion's Discussion
Hi All, I have downloaded Oblivion Mod Maker's Manual as compiled by Lord Gannondorf and enjoyed reading it, helped me a lot in a single day. I did notice however, there wasn't any tutorial about putting user created mod resources in-game. I know how to put VANILLA furniture and containers as I wish, putting objects for sale, editing object properties and renaming stuff. I'm just hesitant to go wing it and learn stuff the hard way, possibly breaking my oblivion install and wasting the gaming hours I've already invested. Here's my situation. I have downloaded Andy Sauron's Kitchen and Bath Modder's resource from Oblivion Real Estate, great stuff. I'm planning to put these objects in Centurion's Knightstone Castle-my favorite! So how do I go about doing this safely and properly? Just loading the 2 esps together in the CS and drag and dropping things and saving is what I think I must do and it scares me. I need your input, feedback, warnings and pointers before I do something stupid since I can be a clumsy idiot with new things :rolleyes:. Please help. Thanks. -
Need help in renaming houses
TivoAtheos2020 replied to TivoAtheos2020's topic in Oblivion's Discussion
Hi Lozor, Thanks for the quick response, I'm a total noob and as for now I am only able to find the interiors of the house mod I'm working on, which is Nibbenshores Estate by Brendan62. I can change the properties no problem. However, I can't seem to find the exterior of this house mod. All I'm seeing are the vanilla exteriors and regions. Where should I look for the exterior of a house mod? I appreciate your reply and forgive me if I'm a pain in the A. :P The easiest way I've found to find a building exterior is to go to the house interior, double click on the door marker (yellowish cube) that should "go outside" and say yes when it pops up the question "go to linking door" (or something like that). That will load the exterior that the door goes to. Worked! I finally got em' elusive mod exteriors! I get it now, it was so damn simple after all! I appreciate the points. Time to get back at those great house mods with bad names I've ignored all these months. Thanks Lozor! -
Need help in renaming houses
TivoAtheos2020 replied to TivoAtheos2020's topic in Oblivion's Discussion
Hi Lozor, Thanks for the quick response, I'm a total noob and as for now I am only able to find the interiors of the house mod I'm working on, which is Nibbenshores Estate by Brendan62. I can change the properties no problem. However, I can't seem to find the exterior of this house mod. All I'm seeing are the vanilla exteriors and regions. Where should I look for the exterior of a house mod? I appreciate your reply and forgive me if I'm a pain in the A. :P -
I may or may not need permission to edit a modder's house mod, but before I do that I need your help renaming houses, at least the names of the map markers. I'm running Castle Knightstone by Centurion, and it's name as shown in the map is simply Knightstone. How cool is that, one word. Now there are tons of nice house mods out there-nice locations, exteriors, interiors and features..BUT..totally uncool names. Now in the interest of role-playing, as I have integrated into the game that idea that I just wanted to claim a house or castle as my inheritance yet ended up saving Cyrodiil. I want my house's name to reflect my namesake or at least my character's last name. How do I change that in the CS? I need your help. Please give feedback. Thank you. And thanks to those who helped me remove map markers safely and saved me from a world of modding hurt. :thumbsup:
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Need Help Removing Map Markers in CS please.
TivoAtheos2020 replied to TivoAtheos2020's topic in Oblivion's Discussion
@ Genzel, Now I know. Thanks! @ David Brasher, It worked! I appreciate the step by step instructions, was tempted to delete "map marker" in the CS, thanks for the heads up. Barren Cave map marker is gone and soon the rest of Tamriel is gonna get a little less crowded and less cluttered in the in-game map. I use a no respawn mod anyway to keep it a little real although my character is talking to reptiles and cats :biggrin:. Permit me to share some ideas... My background idea was that since forts are ruins, the citizens cannibalized and used the stones and blocks for construction purposes rather than letting them become breeding grounds for malevolence. I'm also thinking of getting rid of some non-quest related mines and putting NPC miners to ideally located mines. I'll also be trashing unimportant caves and keep Ayleid ruins further apart, deleting Ayleid ruins in between the bigger ruins. I've thought of this because too many dungeons are unrealistic, Tamriel could collapse and turn into one giant sinkhole and I'm the only Champion of Cyrodiil. I'll just be messing with the unimportant dungeons and after I've looted them of course and since I'm running quite a few mod dungeons, quest expansions and I'm hoping for Under The Sign of The Dragon to hugely expand and Elsweyr DoA content and location distancing is very close to realism. Thanks for reading and please if you may, point me to the right tutorial guides and resources to get my feet wet in modding. -
I have 172 fantastic mods working perfectly, I use WryeBash, BOSS and edit meshes with Nifskope and I only know how to modify the armor slots and change textures in the CS, I'm a total newb, just to give you a clue about my CS knowledge...Anyway I was wondering if somebody can help and tell me how to remove map markers using the CS. Cyrodiil is just so damn crowded and I wanted to get rid of the non-quest related dungeons close to my houses just to have that isolated feel. As an example I already deleted the interior of Barren Cave, it's already gone, just the door remaining but the map marker is still there. I've read somewhere that the map markers are in the WorldObjects>Static but I don't see any BarrenCave map freaking marker. Please help an aspiring modder who's got tons of great ideas waiting to be realized in the CS. Please!