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Everything posted by teklanika
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Awesome! I'm expanding the Sanctuary as we speak :) The house and basement look fantastic, I'll add some screenshots sometime soon as well.
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Oh wow, you're a long ways ahead of me in time, haha. It's 11:53 PM where I'm at, but no worries, I stay up late. I can't wait to use that armor on some NPC's soon! I am currently working some house interiors, to make them more fancy and inviting. The Sanctuary is nearing completion, but I'm going to extend the cell and include more rooms. After I've completed all of the buildings, I'll begin work on the NPC's, and creating custom stats for the armor and weapons you contribute to me. :) Once that's all complete, I'll release a beta to you, so you can walk around and check all the stuff out etc etc. After THAT... well, then comes the creation and insertion of lore, quests, and the like. All in all it will take a few weeks I project, but in the end it should be a nice, finely tuned mod! Edit: House interior and basement is done, going to work on expanding the Sanctuary, and refining rooms.
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O.O.... That, is some amazing work. Wow... I LOVE IT! I can't stop looking at it, that looks so fantastic. :) I can't wait to implement it!!!
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Awesome! I'm happy I found someone so quickly, and I'm really excited for the whole thing. So excited I've been working for 5 hours straight just to make the sanctuary perfect, haha. So far, there are 5 total cells: A home A home basement Sanctuary Training Room Living Quarters I'm going to build the mod in close resemblance to the Dark Brotherhood, mainly because DB is a division of the Morag Tong anyway. I've lightened up, and richened up, the clutter/atmosphere though. In an effort to make the Morag Tong less dark and illegal, and more... well, LEGAL. Lore tells us that the Morag Tong is the only legal guild of assassins, so I figure I shouldn't make them so dark and brooding like the DB. Any ideas you have let me know, my specialty is mainly the creation of atmosphere. Whether it be lighting, placement of clutter and objects, etc. I'm alright with scripting and quest making, but I really shine when it comes to creativity. Creation of names, stories, bla bla bla.
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One thing I forgot; It would be fantastic if you could retexture the Dark Brotherhood tapestry (that hangs in the sanctuaries) and door (the one to the sanctuary, with the hand on it) to signify something unique to the Morag Tong. Here is a link to the official seal of the Morag Tong, I don't know how helpful it will be though... http://www.uesp.net/wiki/File:Morag_Tong_Seal.jpg
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Oh that'd be awesome! For clutter, it could honestly be anything. Use your imagination, be creative. Gold, silver, all that stuff is fine, but with your own twist added. For instance, maybe... tarnished gold? Silver? For armor, the darker the style, the better. Nothing flat though, as in... no matte colors, it's too dull. (more metallic, gloss, etc is preferred) Charcoal black, forest green, blood red; these colors would be fantastic. Iron, Ebony, Steel, Leather, Fur, and the Dark Brotherhood armor are all the armor types that I would love to be retextured. I wouldn't bother with anything Deadric though, as I don't like the intricacy of this particular set. For weapons, again, the darker the better. Retextured hilts is what I'm looking for mostly, though. Iron, Silver, Steel, Fine Steel, Ebony (you can retexture the blade on this one if you'd like), Glass, etc. Any color is fine as long as it contrasts well and isn't solid and ugly. (I.E. a solid black silver sword or something, nothing like that please) Your best bet is just playing around with what looks good to you, and keep a more gothic, medieval look in mind. Use the default Oblivion meshes if at all possible please, unless you want to edit some to your liking. (I don't know if you're a modeler as well as texture-er) Hopefully this is enough to get you started on some cool stuff, and I look forward to seeing your results! Thanks again for the help, ~ Steven
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I'm on a mission to create a new guild, but I lack the skill and knowhow to retexture my own equipment for the mod. The mod is something close to the Dark Brotherhood, but my mission is more to bring back the Morag Tong from Morrowind. I believe there are already a few mods that do this, but I didn't like the feel of them. I would like it if some people (good or bad) could retexture some of the vanilla Oblivion meshes (use your imagination, I'll implement it somehow!) for me, for use in my mod. Anything you want really; retextured clutter, weapons, armor, clothing, anything you want. I just want some fresh items for me to use in this mod. I would appreciate if they are more cynical, dark, evil, etc though. Thanks ahead of time for the help, send me links to wherever you uploaded your content! :)
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I used the unpacker from tesnexus and it worked just as well, no problems. :)
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Oh THAT'S where they are! Haha, thanks Chaos, that really helped me out. :) Tom, I got the file paths fairly easily already, my problem was simply that the files I was looking for weren't in the given paths :P I'm going to get the BSA unpacker and go from there; then I should be golden. Thanks again Chaos and Tom! :D
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I don't know if I'm just not looking in the right place, but when I load the Oblivion.esm with CS and try to set a mesh/texture to a custom item, a TON of default NIF's are gone. For example: Create a custom clothing item (an amulet) and give it a custom name etc. Then, when I go to assign it a mesh and texture from a DEFAULT Oblivion item (lets just say the Necromancer leveled amulet) there is no NIF file in the specified folder. However, when I go to the ACTUAL item (the real Necromancer amulet) it says the file path is Data/Meshes/Clothing/Amulet/Necromancerblablabla.NIF What the hell? Why when I create a new item the mesh isn't there, but with the old item it clearly has a set file path?
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Supreme Magicka + Enchanting + Poison
teklanika replied to teklanika's topic in Oblivion's Discussion
Oh I didn't even know Damage Fatigue could do that! That sounds interesting... I was having trouble with a vampire in Lipsand Tarn, mainly because my Paralyze poisons were completely resisted. It seems like completely destroying his fatigue will produce similar effects to paralysis while I bash his skull in with other effects :P Thanks for the tip! I'm going to take a look at that skill uncapper as well, that seems fun. I got to 100 Alchemy and figured I was already strong enough, but it doesn't hurt to have more hehe. Here's a vid of my poison in action, btw. (this isn't against forum policy is it?) -
I recently tried out the magic overhaul Supreme Magicka, and it's pretty amazing... after toying around with all the changes, I found that the maximum values for enchanting are increased to 300%, due to the magic system being somewhat harder. After realizing this, I got the bright idea of enchanting a sword/dagger with Weakness to Fire/Frost/Poison 300%, all in one, for 3 seconds (15 total uses only). Because I am a master Alchemist, I made a poison that does Damage Health/Fire/Frost all in one. I bumped the difficulty from 50% to 100%, and turned the AI off so I could test this new discovery, and man... Find a guard in IC, hit him once with the sword without a poison, then immediately poison your next swing and hit again. Give it about 5 seconds and the poor guy crumples to the ground. This is on 100% difficulty mind you, so they take 1/6th the damage from a player, and deal 6 times more. My current poison does: Damage Health 9 points for 35 seconds Fire Damage 10 points for 41 seconds Frost Damage 10 points for 41 seconds So if my math is correct, with all weaknesses applied, the total damage of this poison is... Fire Damage = 10 dmg x 3 (300% weakness) = 30 dmg x 41 seconds = 1230 damage Frost Damage = 10 dmg x 3 (300% weakness) = 30 dmg x 41 seconds = 1230 damage Damage Health = 9 dmg x 3 (300% weakness) = 27 dmg x 35 seconds = 945 damage Now take all of this damage and amplify it another 3 times (due to 300% more poison damage, which all of this damage counts as) All damage together = 3405, multiplied by 3 (300% weakness to poison) for a grand total of 10215 damage over 41 seconds. Wow. Just to clarify with people who don't know how weakness works... although the weakness only lasts 3 seconds on my sword, if the poison is applied during that weakness period, it will retain its 300% more damage, despite the debuff no longer being active. Amazing, right? I've yet to try this poison on any REAL tough opponent, but something tells me... they won't last 41 seconds. I'm wondering if anyone else has tried this, even with Vanilla Oblivion. I have a feeling that even with 100% weakness on your weapon, it's still a godly way to trample through the game. Most guides I read say that Conjuration and Mysticism are about the only way to full-clear 100% difficulty, but I beg to differ...