Jump to content

mhahn123

Premium Member
  • Posts

    388
  • Joined

  • Last visited

Everything posted by mhahn123

  1. Well...I,ve got about a dozen and a half custom re-textures of ships for a mod I'm currently working on. Including replacers for two of the vanilla ships (Marie Elena and The Serpents Wake). I don't know anything about actually creating new models from scratch though. I assume that you would need Blender for that and I haven't taken time to learn it yet. But there are a few modders resources out there on oblivion Nexus that include new ship models you can play around with. Good Luck.
  2. Thanks Nephenee, I never would have gotten that without trying 1000 key combos. Much appreciated.
  3. I feel really stupid having to ask this.... :whistling: .....but I'm just starting to play with script creation in the CS. When writing a script in the CS, how do I get my keyboard to type the "logical OR" symbol (II). I thought it was just capitol i but that gave me an error message when I tried to compile. I've found plenty of tutorials that do a great job of explaining things...but this one tiny detail is impossible to find info on.
  4. Are you still taking requests? I was wondering if you could do some custom town guard armors. Specifically town guard armors with pauldrons added. I have some from the CNRP mods that look nice but the author dropped out and never finished all the towns. Would be great to finally have all of them. I can provide you with meshes/textures if necessary. Thanks for considering the request.
  5. I recently downloaded the Suliin village mod from the Oblivion Real Estate web site. This mod places an excellent village on the hillside just west of Bravil. Unfortunately it conflicts with Bravil Barrowfields and Elsweyr: Anequina. I did find a patch that makes the village compatible with Bravil Barrowfields. But nothing to make it useable with Elsweyr Anequina. Not being a modder at all (Yes, I am a shameless user), I do not know how easy or difficult this would be. Ideally I would like to be able to use these three mods in unison. Anyone who could do this would receive my undying gratitude, kudos, and an endorsement of the highest order.
  6. There are so many mods on tesnexus alone it is difficult to give specific pointers here. For the leveling Oscuros Oblivion Overhaul (OOO) would be an option. Francescos is the best I can think of for adding variety to weapons/armor and also has options built in for leveling. Enhanced Economy also has options built in for leveling if memory serves, and has a ton of other game alterations you may enjoy. Other great examples of weapon/armor collections that you have to work for: Nicoroshi Creations, AlexScorpion Sneaking Gear, Lost Paladins of the Divines, Morrigan Weapons and Armors (two separate mods), Pale Rider has several excellent weapon/armor collections (on tesnexus just type Pale Rider in the search box). For houses that add weapon/armor display there is a huge list of choices...one example is Aberwiin Manor...tons of display cases and the manor is located just outside Imperial City. My personal choice is to use mods that expand on existing homes, so you may want to get the official add ons right from the start. Mods such as Frostcrag Reborn and Battlehorn Castle Enhanced turn the official add ons into epic player homes. Better Benirus Manor, Arborwatch Basement, Skingrad Basement are fine examples of player home overhauls, display area and storage enhancements. You could also go with Reznod Mannequins which allows you to buy mannequins from shops and place in any home that has free space, mannequins can be equipped with any armor you choose to display. Imperial Furniture allows you to buy placeable furnishings (including display cases/weapon racks) that can also be used in any home, or outside the home. Not sure what you mean by graphic mods. There are things like Qarls Texture Pack III (QTP3) which converts most of the building/landscape textures to high resolution. MEAT does the same thing for all of the standard weapons and armor found in the game. Improved Fruits, Vegetables & Meats does the same for food items. For NPCs you can use things like TNR All Races Final, Improved Facial Textures, Facial Textures by Enayla which make huge improvements to non player character faces and all three can be used together. Cyrodiil NPC Remodeling Project (CNRP) has several mods that customize clothing/armor for factions in the game such as Fighters Guild, Dark Brotherhood, and guards in some of the cities. Mage Equipment does the same thing for the Mages Guild. I strongly suggest using Oblivion Mod Manager to install/uninstall mods and BOSS to set correct load order. Wrye Bash is also necessary to properly use some of the graphics mods and is a valuable tool for many other things. I could go on and on for hours. Hopefully this gives you a good starting point. Feel free to PM me if you need help or have questions.
  7. @ Vorians: Regarding wall archers idea. After testing I must humbly submit that only a very few areas are easily visible. In a vanilla game the idea might still work (and even then visibility is limited), but who uses the IC in that form anyway? For all intents and purposes it is not a useful idea in conjunction with BCs elevated buildings, increased foliage, etc. But hey, thanks for humoring me and listening to some of the more reasonable ideas. Look forward to the next update.
  8. @ Vorians: You are correct, the question is relevant. Tell you what....I am away from home right now, but when I return I on Monday will test it to find out. Using console cheats I will place my character on a section of wall and find out how well he can be seen from various points. I am already willing to concede the point that Ismelda and yourself may very well be right on the visibility issue. I do have a habit of getting little ideas and running full steam ahead with them :tongue: . But testing the theory can't hurt. As previously stated I look forward to any additions you do choose to make. On another note it's sad to see the relatively low number of posts on here. Would have thought such a popular mod would receive many more responses.
  9. We welcome sensible suggestions, as long as anything we outright reject doesn't get repeatedly suggested by the same person over and over Can you really see guards walking along the IC wall tops from the Districts when you put them there? The battlements are rather high. @ Vorians: Ok I got the point. Guess I did beat that dead horse a little too much. You won't hear anymore about it from me. What do you think about possibly adding a few external guards at the gate entrances? Think about it...when you cross Talos Bridge, no guards. Enter the IC near the stables..no guards outside the gates. Go to prison or Arcane University, no guards outside the gates. Waterfront has a few guards thanks to your use of the tunnel mod, but mainly in the tunnel. Just seems like the other city entrances could use some attention in that area.
  10. I for one like the idea of having dead NPC homes available as a cheaper alternative to the more costly vanilla homes. Although this is not a unique idea, there are standalone mods available for this purpose, it is still something that would make a great addition to BC. Brings to mind another mod I used briefly (drawing a blank on the name) that allowed the player to rent out his/her unused homes and collect weekly/monthly rents for them. With the real estate agent keeping a portion of the proceeds for himself. Enhanced Economy also has an optional house tax that can be assessed on player owned homes on a weekly basis. Failing to pay taxes results in the city guard locking you out until the taxes are paid up. Now that's realism. Not sure how usable those ideas would be for this project. Just throwing things out there, because as Ferryt said I actually like what you guys are doing and hope pitching my two cents in might help a little. Although I've probably pitched in about two dollars by now. I for one would love to see these and lots of other little things incorporated into BC. Why have 100+ mods that semi conflict with one another when you could have three or four really good compilations that work really well together? Ratings seem to be very subject to personal opinion...for me a rating should be about how well the mod does what it is designed to do. Never about how well my system plays the mod in question. Aspen Wood is a perfect example. Even though I have upgraded to a slightly better pc I still can't quite play that mod with decent FPS. But I endorsed the beautiful work very highly nonetheless. And if I ever own one of those Alienware gaming monsters it will be the first thing I add back in to my load order. Regardless of rating given you should always acknowledge the hard work an author has put in on his/her free time.
  11. @ Vorians: Fair enough. I appreciate you giving it consideration. If you were to add it as an option I'm sure others would eventually appreciate the finished product as well. @ Ismelda: You are brutally to the point...he he...but I can appreciate that also. Would you be more interested in the archers if someone else had already started the work for it? I found an abandoned mod for this very thing while browsing a few days ago...just had a few glitches the author had never finished working out. Might be of use. I apologize if I'm being a bother. I just know that for ideas like this your team seems to be the only hope of making them a reality. Best regards and thanks for listening.
  12. @ Vorians: Admittedly It's been a while since I used the BC Waterfront so had forgotten about Delivery Job. As far as shops go I guess it's probably OK. One thing that I really liked from another mod (Reaper's Waterfront) was the addition of a mortuary and a small tweak to the graveyard, which seemed rather fitting for that area. For the ships and docks....could it be done as strictly another optional item? I fully understand the FPS issue... though it seems to be different for everyone so make the docks optional for those whos pc can handle it. I've tested literally every waterfront mod that did ships and docks..even RA Waterfront which has a crazy amount, with no real drop in FPS. Oddly enough one of the only areas I had extreme problems with was UL Aspen Wood, the area near the guard tower just kills my pc for some reason. Maybe because of the Village mod in that same area. Anyway if you decide to look at this as a possible optional item, RA Waterfront might be a good one to borrow resources from. It's all about dock expansion and ships, even a nice twist involving Dark Brotherhood ships that could be turned into a waterfront quest. Hope some of this is helpful. P.S. What are your thoughts about the wall archers for IC?
  13. After using Better Cities for quite some time I honestly love most of what it does. I am quite happy with all of the outlying cities and their exisiting patches for Unique Landscapes. Cheydinhal in particular alongside Cheydinhal Falls. I even like the idea of having the option for open cities on all of them. Skingrad in particular always vexed me with having the main road pass through the city gates. Why force me to suffer through two loading screens if I'm only interested in passing the city by? So yeah, that option sounds great. Can't help wondering if the same mods that are currently patched to work with BC would be patched to work with their open city counterparts. If that is the case I'm all for it. I would be opposed to losing modularity in the case of the IC, at least in it's present form. Looking at other posts here it's clearly a matter of personal taste. Quite frankly I like some of your IC districts but not others. One major downfall for me is waterfront district.....it needs the same treatment you've given to the other port cities...namely docks, ships, shops, NPCs, light on the lighthouse. I've had to eliminate your version in favor of a smaller mod which at least partially addresses that aspect. Arboretum for me was way overdone, so again use another mod that I feel is better. Options to remove some of the overabundant vegetation would fix the problem, you have an option to remove the hotel. I loved the waterfront tunnel and the Arcane U is my favorite. Guess what I'm saying is that if you updated the waterfront and added more options to remove excess materials, I would wholeheartedly vote for losing modularity on IC also. While we're on the subject of IC....would it be too much to ask for city defences (wall archers) here also? Every other city has them. Anyway...don't want this to come off wrong. I love you guys and all the fantastic work that you've done. Just wanted to point out some things. Whatever changes you make I'll be sure to download and try it. Just hope you give these ideas some consideration.
×
×
  • Create New...