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MarkInMKUK

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Posts posted by MarkInMKUK

  1. I agree with you - more medieval clothing, although I suggest late Medieval / early Tudor to narrow it down a bit.

     

    Early to mid medieval clothing looks a little odd to our eyes, as the idea of separate sleeves hadn't come into use - and so the shoulder areas tended to look very odd and be awkward. This is an example based on Saxon clothing. http://www.kyrene.k12.az.us/schools/brisas/sunda/ma/SAXONGAR.GIF http://intproject3.files.wordpress.com/2010/02/medieval-clothing.jpg?w=107&h=150

     

    During the 1300's, sleeves as we know them became more common, so clothing based on designs from 1400 onwards look "better" to the modern eye. http://lh3.ggpht.com/--ZlAxQeIBlk/SOKN17m11tI/AAAAAAAABSQ/VU0X-EogMrQ/s1152/60.jpg

     

    The original clothing in Oblivion is mostly based on a simplified English Tudor-looking style, so dating from around 1500-1600 A.D. (which is a little later than Medieval, which runs from around 450 A.D. to 1500 A.D.). That is why the male trousers tend to reach mid-calf and not the ankle which is the modern fashion. However the bulging pants which made all men look like they were wearing a toddler's nappy were avoided, so we can assume early Tudor at the latest.

     

    Most of the mods ignore that totally and add animé or modern style clothing which I think looks out of place :(.

  2. Your best bet is to extract the existing map from the mod, open it in Paint.NET, Photoshop or The GIMP (you'll need the .dds plugin for Photoshop or The GIMP), and overlay the different elven-style maps for the different regions which have already been turned into mods. Then in any remaining areas put a "Here be Dragons" message and you've got an authentic-looking elven map for the main bits, and an indication which areas don't have any genuine info yet. Then replace the new map into the mod and you are done.
  3. I'm sure some degree of tail movement is possible (although the number of "bones" in the tail skeleton may limit it compared with a domestic cat), as is tying it to emotion in some way (the ears move with emotion, so changing an idle animation should be possible). Remember that with bipedal cats the tail will be down rather than up as it is on a quadrapedal cat, so unless you are in third person view AND scrolled back you won't see your own tail moving.
  4. There are, of course, assorted ship mods, some of which are steerable, and some are just a method of point-to-point transport. As far as a Guild goes, it would be interesting, but because of the default river depths and bridges, it'd mean very small ships or boats to do the transporting. Might be more suitable for a larger mod which has reinstated the other lands around Cyrodiil, so there is a possibility of circumnavigation or round-the-coast routes.
  5. Wagon Away is a modder's resource witha horse drawn wagon, as a proof of concept.

     

    You might want to keep an eye on the "Keeping it real" thread where this sort of idea is very welcome, and maybe some of the people reading that may be able to help or suggest more ideas. There is also The Evolving Society mod which is similarly inclined.

     

    You might want to consider than many early sawmills were powered by a waterwheel....

  6. Search on the nexus for it and install the standalone version.

    How exactly did I not specify @Crudius? Maybe you should actually read next time.

     

    Anyway since Crudius thinks I wasn't clear enough go HERE.

    Click on the files tab and look for Wrye Bash 293--Standalone Version.

    Doesn't require python and is easy to install if you actually READ the material provided.

     

    @kingtitan - "it" doesn't adequately tell us which program you are referring to, given that at least three have been referred to in the thread so far.

     

    And in your response you omitted to mention the essential edit to one file which will allow Wrye Bash v293 to work with BOSS 1.8 - see the SECOND post on THIS page on the official Wrye Bash forum.

     

    Edited to remove sarcasm.

  7. Offtopic:

     

    I'm reminded of the (probably apocryphal) tale about Margaret Thatcher, one-time British Prime Minister. She was being shown around a computer centre and they were waxing enthusiastic about their wonderful new translation program between English and Russian. They asked her for something to input, which they would translate from English, to Russian, and back again, to show how well it worked. After a moment's thought, Maggie suggested the English phrase, "The spirit is willing, but the flesh is weak."

     

    This was duly entered, and the Russian translation was then fed back into the computer to re-translate the phrase. After a few moments, the screen lit up with...

     

    "The vodka is strong, but the meat is rotten." :whistling:

  8. I honestly can't believe there hasn't been a Game of Thrones/Song of Fire & Ice inspired mod, yet. I'd love to see a few.

     

    Read all of the novels excluding the new one - and there's simply so much material waiting to be used.

     

    Anyone else think this'd work, or am I just caught up in wishful thinking?

     

    The individual items could be made, yes.

    Some of the feel of the novels could be captured by a good modder, yes.

    Anything which involves scale of battles would be tough due to game engine limitations.

     

    With those provisos, yes, it'd work.

     

    You could even use facegen to create lookalikes for the characters in the TV series if you feel they are close enough to your own vision of the characters. Voice acting - you'd have to either keep them silent or create your own voices, as captures from the TV version would probably infringe copyright enough to be a problem, and would have course come with background sound effects too.

  9. How about sedan chairs for the in-city transport :) You keep the air of realism about hiring a vehicle, and they can handle the steps, but the "time to get there" bit is lost. Particularly for the Imperial City, it's a nice touch to add.
  10. Firstly, if you installed Oblivion in the default place and are using Vista or Windows 7, move it to C:\Games\Steam\Oblivion. That will stop Windows User Account Control causing mayhem when you try to mod. The instructions are here. If you don't, you may find very few mods will even install properly.

     

    Secondly, if you look at the install instructions with OBSE, it tells you exactly what to do and where to copy the three files you need. Once that is done, OBSE should work. Follow the STEAM instructions not the Reatail (disc) ones. OBSE will start automatically when the steam client does.

     

    Thirdly, you need to actually create the OBSE plugins folder - ..\Oblivion\Data\OBSE\Plugins.

     

    1) Start windows explorer.

    2) Go to your Oblivion directory, double-click the data folder - it should open.

    3) Right-click the list of files in the folder (not on any of the files), select "New folder" - type OBSE as the name.

    4) Double click the OBSE folder.

    5) Right-click on the right-hand area (where files would be if you had any), select "New Folder", type Plugins as the name.

    6) Open that folder by double-clicking. That is where to copy your OBSE plugins to.

  11. Have you considered doing what most Vista-based modders have done, and shift your Steam install outside of the Program Files (x86) directory? UAC nobbles nearly everything you try there, and that has been known to include Wrye Bash.

     

    Bben46's reinstall procedure has a link to the "how to move your Steam install" section on the Steam forums.

     

    Alternatively, get off your high horse and learn to program so you can write what YOU consider to be a program with no issues on the "predominant" 64bit OSs

     

    btw - "predominant - most frequent or common" - so you are claiming more people run 64 bit than 32 bit OSs? Go read a few statistics.

  12. I'm an old-fashioned programmer, so one suggestion I'd make purely for readability is - use brackets!

     

    I'm assuming that "if BanditLeaderRef.GetDead && getstage RaivenDungeonQuest == 10" is supposed to mean "if BanditLeaderRef.GetDead && (getstage RaivenDungeonQuest == 10)" rather than "if (BanditLeaderRef.GetDead && getstage RaivenDungeonQuest) == 10", but if you use brackets to be certain what is being tested you guarantee the expected result - I've seen occasions where a compiler picks the wrong priority for functions.

  13. Remember each region will probably have its own architectural style - just using the Cyrodiil tilesets everywhere would be showing a lack of thought and planning. Think about the climate for each area, and look at historical housing form similar climates around the world. Example - dry and bot, coastal areas - maybe look at Spanish or Portuguese villages. Also think about temple design - Cyrodiil uses something close to European Gothic, but elsewhere in the world different styles should be more likely.
  14. Short answer - UAC

     

    Long answer - Windows vista and Windows 7 implement User Account Control, and amongst other things that stops you changing files which are in folders below c:\Program Files

     

    (Generic cut'n'paste post follows)

     

    If you have Windows Vista or Windows 7and are thinking of modding, do yourself (and us, because you'd no doubt be asking for help with it later) a BIG favour and use Bben46's guide here to move the game from the default install position to C:\Games\Oblivion. That stops the UAC from mucking up just about every mod you try to use, including (sometimes) official patches.

     

    Many mods will require you to be patched to version 1.2.0416, and a lot will require the Shivering Isles expansion - if you don't already have Shivering Isles, buy it and add it to the game, THEN patch it (otherwise you'll need to uninstall and reinstall from scratch to add Shivering Isles later).

     

    I strongly suggest adding the Unofficial Oblivion Patch (UOP), the Unofficial Shivering Isles Patch (UOSP), and (if you have Knights of the Nine and/or any of the official downloadable content files, the Unofficial Official Mods Patch (UOMP), plus the Unofficial Patch Supplementals and the UOP Dark Sister Voice Fix. They between them bugfix several thousand bugs and errors, and make the game much better to play.

     

    Other "essential" mods are Oblivion Script Extender (OBSE), and then Fast Exit and Windom Earle's Oblivion Crash Prevention System (weOCPS) - the pair of those greatly aid stability and stop many of the more common crash scenarios from wrecking your game.

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