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bradleybrand

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  1. Please re-update. All Bethesda.net links are broken entirely.
  2. UESP has about 11 hidden quests - https://en.uesp.net/wiki/Oblivion:Side_Quests#Hidden_Quests So example... I wouldn't have quest logs for - 'Black Bow Bandits'. However, maybe 'Attack on Fort Sutch', 'Bittneld and Emfrid', 'Illegal Cargo', etc. These are quests which could be easily missed unless you read a Oblivion WiKi. There's even 'Unwanted Tenants' for the Battlehorn Castle DLC. I completed this task after seeing a YouTube video about it, but wouldn't mind this quest not having any journal log or entries.
  3. All Bethsoft.com links are now broken. Can you update this?
  4. The quests which don't appear within the journal maybe harder to track. Perhaps we could make them appear in the player's journal as actual side quests? Seems not so difficult to modify?
  5. Hackdirt - mining village of cultists In TES IV: Oblivion, there is a small mining village called Hackdirt. Hackdirt has a lot of history and lore within the Elder Scrolls series. Throughout the village are cultist residents who worship the "Deep Ones" - which they once encountered throughout the village's network of underground mines. Within the game's files there is even a audio file for the "Deep Ones" too, but they are surrounded with mystery. Whilst the quest was an exciting experience, the village has no purpose once that quest is completed. It just becomes a place the player must never re-visit ever again. It's a missed opportunity for something special. Mod Request I thought it would be nice to bring life back to the village settlement. We have to remember, the village may not have always been influenced and controlled by the "Deep Ones" and the cultists. There must have been a period of time when the village was just an ordinary village, with various residents. We all know that the game does not have too many settlements, despite Cyrodiil being a major province of the empire. It would be nice to have a questline where this village could be renovated, reconstructed, and restored to a once former glory. Assault on Hackdirt (quest) The attention of the 'Imperial Legion' has been captured, with all the reporting of kidnapping, killings, and even sacrifices. The 'Imperial Legion' have been instructed to further investigate the troubling matter. The 'Imperial Legion' establish a small camp, near to Hackdirt, where the Imperial Captain will start to conduct investigations into the matter. From there, the player can assist the 'Imperial Legion' with Hackdirt and join the assault to bring an end to the cultist residents. Once the assault is successful, this will bring an end to the cultist residents and the "Deep Ones" will disappear from the mines, fearing the escalation. This will stop the kidnappings, the killings, and the sacrifices. If possible, any NPC rumours of Hackdirt can be disabled. Once the player and the 'Imperial Legion' have completed their assault, the village of Hackdirt will be for sale. Hackdirt - For Sale Since all of Hackdirt's resident will be dead, there will be nobody left. The village will be for sale if the player chooses the path to renovate and reconstruct the village. There will be an available player home too. I hope the MOD can have a lot of customization and decision making, to help choose the path the village will take. Furthermore, I hope the MOD can include compatibility with LINK - MOD configuration tool. Residents, Businesses, Taxes & Rent If the player purchases Hackdirt village, I would like the player to have many different options available in shaping the village's progression. Throughout time, the player can choose to rent out houses to brand new residents. These residents will adopt jobs and roles, such as farming. Over time, these residents will pay rent (or taxes) to the player. The income can help with further village upgrades and development. The player will have some control over what businesses setup within the village. The player will be able to choose a type of shop, such as a weapons store or a book store. Construction of the ruined buildings The player will be given the option to reconstruct the old ruined buildings throughout Hackdirt. These can be useful for increasing the village's population and for even more tax/rent income. There will be some different customization options available for the player. The Inn, the General Store The inn will be one of the main locations for village residents and travellers. Further upgrades can be made to the inn. The General Store can be somewhat customized by the player - they can choose what type of store is setup within the village.
  6. Howdy TES IV: Oblivion community, I really like the in-game utility - LINK - and wish more MODs would also have LINK configurations too. It was nice to be able to change settings in-game, without having to exit. It is also well implemented too. Another thought I had was involving rebuilding Kvatch. There is the well known MOD of Kvatch Rebuilt which I have also played. Kvatch City Manager Residential plots -- residents will pay taxes to Kvatch treasuryCommercial plots -- choose a shop owner with a shop type (weapons, potions, etc)Leisure plots -- plots, such as an arenaTaxes -- residents and shop keepers will pay taxes to the city's treasury - this will further fund projectsCustomizationCustom voiced NPCsThe goal would be to re-establish Kvatch to a prosperous city, managing customization along the way. It would be nice to have control on the types of businesses which setup in the city, the residents whom move in. A city with a meaningful purpose and stuff to do.
  7. Hello TES IV: Oblivion community, In the past I have used Mod Organizer 2, with OMM (Oblivion Mod Manager). I have also used utilities like Wrye Bash and LOOT. So I have passed experiencing of installing MODs. I haven't played TES IV: Oblivion for a very long time, but still have a fondness for the aging game. For some reason on Mod Organizer 2, all my MODs now say 'unmanaged'. I was using a portable method in MO2. Every now and then I check out the latest MODs on Nexus Mods and came across - Blue's Engine Fixes - released 30 Jan 2023. This was a MOD that I have never tried. MODs are changing over time, some MODs stop receiving updates, or better MODs are released. So MOD list guides can become outdated, or MODs maybe no longer available for modern use. I would like to establish a brand new MOD list, up-to-date for modern times. I need the communities guidance, advice, and support though. I like an enhanced vanilla experience, with additions. Before I just reorganize the same MODs again, I thought it would be nice to ask the community. :smile: My old MOD list without load orderUnofficial Patches --- (Unofficial Oblivion Patch, Knights, Shivering Isles, etc fixes.Textures --- (Qarls Texture Pack III Redimized QTP3 R)All Natural --- (All Natural Base, All Natural - SI, Real Lights, Real Lights Pathgrid Fix, Indoor Weather Filter For MODs.)Immersive Interiors --- (Immersive Interiors, Imperial City, Bravil, Bruma Guide Reconstructed, Landscape Addon, Interior Fixes.)Unique Landscapes Compilation --- (all MODs, like TheHeath.)Tamriel Heightmap --- (Tamriel)Oblivion Character Overhaul v2 (OCOv2) --- (OCOv2, Faces)UI Interface --- (DarNified UI, Oblivion XP, MiniMap, LootMenu, LINK, Enhanced Hotkeys, Keychain.)Kvatch Rebuilt --- (Kvatch Rebuilt, No more burned ground, CheydinhalFalls Patch.)MISC --- (Quest NPCs Run, Goblin Tribes Fixed, Enemy Weapons don't drop, Dialogue Idles, Better Saves, Baurus Essential, Vilja Companion.)OBSE plugins Alt Tab FixBlockheadCobbCrashLoggerConScribeConsolePasteConsoleNumpadConstruction Set ExtenderDisable Vamp RaceElys Universal Silence VoiceEngine Bug FixesFaster Sleep WaitFast Exit 2LootMenuMenuQueMessageLoggerMod Limit FixOBSE Elys PluggyOBSE Enhanced CameraKyoma Menu QueOBSE Marker DragNo Auto Dialogue - prevents dialogue continuing without clicking (reading).SkyBSAOblivion Stutter RemoverWalk BlessedIf you were to start again a brand new MOD list for a even better vanilla experience, what MODs would you use? For performance, stainability, textures, UI, gameplay, etc. Perhaps you wouldn't use DarNified UI but another? Please help me. Also MOD authours, please use LINK more for MODs - it's such an amazing in-game utility.
  8. Saw this one, thanks. Anyone, any possible mods I've missed or you highly recommend?
  9. "Empire loves their damn lists" xD Thanks for your reply. Not seen ef's Fishing Mod before, thanks for the share. (Y)
  10. This is my current mod list. Any suggestions or tweaks welcome. Of any category. Essential or nice additions. :) OBSE plugins Alt Tab FixBlockheadCobb Crash LoggerConScribeConsole PasteConsole NumpadConstruction Set ExtenderDisable Vampire RaceElys Universal Silent VoiceEngine Bug FixesFaster Sleep & WaitFast Exit 2Loot MenuMenuQueMessage LoggerMod Limit FixElys PluggyEnhanced CameraJail Fix (UOP)Kyoma MenuQueMarker Drag FixNo Auto DialogueTraining Fix (UOP)Sky BSAOblivion Stutter Removal (OSR)Walk BlessedUnofficial Patches + additions Unofficial Oblivion PatchUnofficial Shivering Isles PatchUnofficial Oblivion DLC Patches?? Unofficial Patches excessive draw calls fix ??Qarls & Bomret's Textures QTP3 Redimized 1.0Bomret's Texture Pack for Shivering IslesQTP3 UOP3350 Compatibility PatchHeightmap : stop auto generating terrain Tamriel Heightmap + LOD resourcesUnique Landscapes Complete LOD ResourcesNatural Weather Weather - All NaturalWeather - All Natural Real Lights - Candelabra pathgrid fixWorld & Environment Unique Landscapes CompilationUL Compilation PatchesKvatch Rebuilt & optional: no more burned groundDaggerblivion --- issue getting terrtain fixed ---Immersive Interiors Immersive InteriorsImmersive Interiors Landscape Addon Immersive Interiors Bravil LeyawiinImmersive Interiors Imperial City?? Immersive Interiors Bruma Guild Reconstructed ??Immersive Interiors FixesOblivion Character Overhaul v2 && NPCs OCOv2OCOv2 DLC FacesOCOv2 Advanced EditionCompanion Vilka?? Companion Neeshka ???? Arren ??UI & Interface DarN BAIN Wizard (Darnified UI)Darnified Additions BAIN WizardUHD Fonts for Darnified UIDynamic MapDisplay StatsLINKLoot Menu?? Map Marker Overhaul ??MiniMapEnhanced HotkeysPick MeQuest Log ManagerOblivion Splash Screen OverhaulKeychainBetter Scroll Background?? Darnified Animated Menus ??Oblivion XP UpdateMisc Better SavesDialogue IdlesEnemies keep weapons in inventoryFaster Horse DismountQuest NPCs RunBaurus EssentialFaster Dungeon DoorsGoblin Tribes Fixed?? Brighter Torches ??
  11. ID alphabetical wasn't working sadly. Text field numerical order worked for me up to 9. (1. Follow, etc.). Number 10 would be listed as first option.
  12. The game's dialogue options. When speaking to an NPC, I want their dialogue options to appear in a specific order. For instance: 1. Follow Me2. Wait here.3. Stop Following4. Talk5. Inventory6. Settings???One unpractical way I could think of was to have 6 separate quests with higher/lower priority levels??? In the companion mod - Companion Vilja - her dialogue options are numbered and in a specific order. The numbers don't exist within the text field it's self. I have looked through many scripts and cannot figure out how they have achieved dialogue of a structured specific order. Any ideas?
  13. Sorry, you've ventured above my pay grade on that question. I've looked at dialogue topics in the CS but haven't done any fiddling beyond tinkering withn Mazoga's so that she would stay in the conversation after her quest (she still does like to announce her intentions of getting black bows ... I'd miss it if I did something to break that). Okay, no problem. I looked at Vilja mod. In the editor the text field says "Follow" for example, in game each option has a number in front of it. I have looked through different scripts and have not found anything which could relate.
  14. Thanks. Another question you may know the answer too: - When implementing dialogue, how do you change the order of the dialogue? For example, you may want "Follow" as the first option and "Inventory" as the very last option. An organised list. Would this be done by the "AddTopic" script order? Or is there a different way to do this?
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