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EvilMetro

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About EvilMetro

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  • Discord ID
    Metro#6324
  • Country
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  • Currently Playing
    Oblivion
  • Favourite Game
    Morrowind, Oblivion, Fallout 3/New Vegas

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  1. I've also been wondering how to properly import a heightmap to Oblivion using TESAnnwyn. I want to export the Tamriel worldspace and import it to the Construction Set using TESAnnwyn so I can make a complete copy of the Tamriel worldspace.
  2. Is there a way to paint an entire worldspace's ground texture to a specific one instead of having to use Landscape Editor to paint the textures over manually? I've searched on Google and Bethesda's official GECK forums but I couldn't find the answer to my problem.
  3. I downloaded Wrye Bash and created a bashed patch with the vampire fix included and it still doesn't work. What am I doing wrong?
  4. I'm looking for a vampire default face bug fix mod that fixes the default face bug while not modifying any other aspects of the vampire.
  5. Okay, this is really starting to bug me. Recently I decided to start playing Oblivion again and made a vampire character. I'm getting the usual vampire default face bug and I've been trying to find various mod fixes for this problem. UOP's vampire fix doesn't do anything at all for some reason (which if I recall correctly, it used to work before). I then found and am currently using Vampire Race Disabler (http://www.nexusmods.com/oblivion/mods/15697/?) which fixes the default face bug. The problem now is that my vampire looks the exact same (other than the face being a bit more gaunt) in all three stages of vampirism. Vampire Race Disabler does have INI options to enable or disable vampire aging and skin shader effects, which I want to enable but when I do, the default face bug comes right back. What can I do to fix this? Is there a better mod I can use that just fixes the default face bug without altering other aspects of the vampire's appearance? I'd appreciate the assistance.
  6. With the right mods you can transform Oblivion into a completely new game, and even make it look like a current gen game (if you have the computer specs). My favorite are land mass mods.
  7. This is what I did: R1/Right Shoulder = Left Click L1/Left Shoulder = Right Click R2/Right Trigger = Cast Spell [C] L2/Left Trigger = Grab Item (Z)//Left Shift (not toggled) -- I binded this button to left shift so I can delete stuff from the item menu, I used it on this button because grab is the least used and least important function. Cross/A = Interact (E) Circle/B = Inventory/Journal (Tab) Square/X = Draw/Sheath Weapon [R] Triangle/Y = Jump (Space) Start = Pause Menu (Esc) Select/Back = Wait Menu (T) Left Analog Up, Down, Left, Right = Walk Up, Down, Left, Right Right Analog Up, Down, Left, Right = Look Up, Down, Left, Right L3/Left Analog Click = Sneak (Ctrl) R3/Right Analog Click = First/Third Person (F) D-Pad Up = Scroll Up D-Pad Down = Scroll Down D-Pad Left = Quick Save (F5) D-Pad Right = Quick Load (F9) After extensive trial and error, this seems to be the perfect configuration (for me, anyway). No special mods needed and the only function you're losing are hot keys. Also, I use a PS3 controller with Better DS3 and Xpadder. I realize this post is a year old but I felt this would be helpful to the many people who still play Oblivion today.
  8. Um... No it's not. They first tried to rebuild Morrowind from scratch using Oblivion's engine but the project stopped when Bethesda did not allow it. But Bethesda didn't mind that they made it a requirement to own Morrowind yourself in order to get the mod to work for Oblivion. Anyways, I guess this is not going well with you guys. I just wanted to add some lore-friendly content to the game.
  9. When I said "porting over", I meant what they have done with Morroblivion. As in it required you to own the game in order to have the mod to work properly.
  10. As you all may or may not know, Skyrim gets boring and dull, especially once you've done the main quest, all the guilds, all the Daedric Prince quests, and all the other petty quests. You've explored the entire region (or most of it, anyway), cleared out most caves, ruins, forts, etc.. But as I did the one quest with Sheogorath, I thought to myself. We could work to bring back the Shivering Isles from Oblivion. Now, I'm no expert modder, and I'm hardly fitting for the position as the leader of this supposed project, but I'm putting this idea out for you guys. I do have a bit of CS ability, but not an amazing amount of skill. I'm not sure if it's possible to port the Shivering Isles from Oblivion to Skyrim like the guys at Morroblivion did with Morrowind to Oblivion. I also chose Shivering Isles over anything else due to its decent size - not to small, not to big - and its uniqueness. And of course, being in the realm of the Mad God is always thrilling, too. So, your thoughts on this? Good idea or not?
  11. Ok, I uploaded my mod. Here it is. http://www.fallout3nexus.com/downloads/file.php?id=16454 I hope the admins are ok with me uploading some of the icons. That is all I uploaded.
  12. Also, is it ok that I include F:NV Pip-Boy icons with the files? That is the only thing I'll include, as it would take a while to list all of the icons needed.
  13. So if I don't include the textures and meshes with the mod and say that to play this mod, you must own Fallout: New Vegas and must transfer the needed textures and meshes manually, will that be ok? Then it means that the only way you can use my mod is to own F:NV and transfer the data from the BSAs of F:NV to the Fallout 3 data folder.
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