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Posts posted by Trandoshan
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The Fanbase is strong with this one. I'm sure this game will have 2-3 more years of activity or...
or at least till TESV is released....
and 3 years beyond.
what most people fail to realise is that this game is in its prime because of the time it takes for modding to mature. (not adult mods, but mature modding techniques and practices)
Its the quality of the mods that will keep these games alive.
And some interesting mods are still developing in Oblivion.
Heck there's even new mods in Morrowind.
You bet, Fliggerty keeps Morrowind floating like a new boat. He's a real game-saving hero. But... Oblivion is a different story. It presents less of a challenge than Morrowind and gets old fast. Sure there are mods like Empire's Glory, or Mako Dawn Mako Dusk that keep people in their seats waiting, and even 'Mature' Mature modding (Will not post any examples due to wanting to keep the innocent, innocent.). However, after that I don't see much in the horizon.
I see your point though, I'll give it 5 years. :wink:
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Argonians, and High Elves.
It's hard for me to not be Argonian, and I always find out why when my imperial floats to the top of the sea... dead. They are certainly one of the main reasons I got hooked on the elder scrolls series. I remember playing games like KotOR, and LoZ. They always had lizard people, but they usually got hashed by my sword. In the ES series, not only could you hash them, but you could be them and be hashed yourself, or do the hashing! Or enslave them to do your evil bidding, or create an empire of them, or storm the walls of Vivec with thousands of S'witt as a final F* You! to the denizens of Morrowind. So much fun, so many good times... I need a life.
High Elves secondly. They talk so much smack, but burn so nicely!
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Despite Leyawiin's wonderful culture, and the fact that everywhere you turn, there was what appeared to be a good idea for a quest. I mean really, the countess butchered the residents... There was racial tension with everyone you spoke too!!! To top it off, city planning sucked so badly that there should have been a quest to keep the city from flooding in on itself. It was like an idea goldmine! So much to do...
The only thing there is an orc, a scamp staff, a psychic, and the blackwood company...
I'll have to vote for Anvil. very Unique due to part of the town existing outside of the walls of the city, and a lighthouse that works. It also has a separate castle for the countess. plenty of things to do, and due to it's location, plenty of modding opportunity.
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I see where you are going with this.
I believe what you are saying is that when you drop the esp, and Meshes/Texture folders into the data folder, it prompts you to copy over the folders of the same name.. This is actually misleading. Despite what it says, if you drop meshes into a folder with a meshes folder already in it, it simply merges the contents of both folders into one folder. There is no overwriting, so no worries. Just drop the folder and click yes when it asks this, and you'll be good to go.
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Here's a problem I would like to share w/ my friends at Nexus Forums! I'm currently creating a script that operates a percentage chance of a 'Critical Hit' with the chances of it happening based on player stats. I'm sure another mod like Deadly Reflex does something like this, but not with the functions I have in mind.
At this stage of experimentation, I am working on making a script that makes the player receive critical hits (based on the agility stat). If the critical 'lands', then the player receives penalties (Such as losing X2 health, a stat damage, or losing a piece of armor - indefinitely.)
:thumbsup: SO far that part of the script is secure, and I'm happy to say that the only problem I'm having as of yet is making the script run when the player is hit by an enemy weapon. Of course an Object script would make my life simple, but God Almighty had other plans. I realized too late that the 'player' (00000007) in the construction set, and the 'player' (00000014) that actually runs in the game are two different refs and as a rule ref 00000014 is only active in-game. This destroys the option of attaching a script to the player with the 'OnHit' function. There are no commands outside of 'OnHit' that would run a script if the player was hit by any weapon -- short of scripting every weapon with a script that deals criticals (I've tried this, very VERY inefficient and time consuming!). I ask the pros at the Nexus to bestow me with a hidden work around to the following problem in the form of a quest type.
Thank you for your time as always,
TD
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I realy hope that TES5 won't be a MMo.
If they make a MMo then make it annexe to TES5 but not in place of TES5.
The TES community need to mod there game,TES5 need to be mod compatible, or a MMo isn't comptabile with mods like we like to use,mods where you add quests,weapons,armors,companions,city's.
Mods where we change city's and mods such as OOO,MMM and FcoM...
On 100 people connected 70% will use OOO+additional weapons,armors,spell mods and for those who doesn't use the same mods?,how will it impact the gameplay once online?
So no lets hope that if they make a MMo installement of TES they make it out of the game line this way we will have TES5 and TES Online.
Yeah, so what your saying is... Have the original game w/ moddibility, but like Fallout 3 (based on my knowledge), put the option to connect to a server so you can play your characters online. Sounds like a good idea, till you walk into a city to see everyone dead (I couldn't imagine the elderscrolls without the ability to murder everyone in sight after all) :yucky: , and if you did connect to a mass server you would have to play it in plain old vanilla. :yucky: I'd also like to point out that although PK would be great, many low level characters would get killed on the spot. After all, who could imagine an elder scrolls title that did not let you dominate everything in sight?
The Elder Scrolls Franchise can't possibly go MMORPG. Obviously the fanbase it has would drop, because its replay factor would fall off the face of the earth. I have played many, many MMORPGs including Star Wars: Galaxies, Asheron's call, Last Chaos, 12sky, and 12sky2, and I will ask anyone to vouch for me that after you reach the maximum level the only thing to do every day is run around, PK, show your l33t stuff to the newbies, and PK some more newbs with a group of people around your level. I shudder to think that this is what the elder scrolls is coming to.
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The Fanbase is strong with this one. I'm sure this game will have 2-3 more years of activity or...
or at least till TESV is released....
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1) Ugh... I had the very same problem when I got my vista a year ago. There is a better solution that worked for me that didn't require all of the checking. It's called disabling "User Account Control"
http://www.petri.co.il/disable_uac_in_windows_vista.htm
This link provides the 'How To'. Doing this also removes those annoying pop-ups whenever you try to open anything. I'm not 100% sure this is the correct one though.
2) Wyre Bash is for more advanced users when it comes to Mod Managing. It allows you to create Bash Patches, and other things advanced mods needs. I recommend using OBMM for a while, and when your familiar with Oblivion, explore Wyre Bash and BOSS.
3) They are all compatible. I've even had all three open at the same time. Does little good though.
4) The fun stuff... I think I know where you are going. Before Downloading the 'fun stuff', check to see if they require a program called OBSE, or Oblivion Script Extender. If they do, you will need to download it at...
... and follow the instructions. Of course I recommend against it until you are familiar with downloading, and installing mods. OBSE is a program that allows Oblivion to do things it normally couldn't, but don't worry bout the 'Hows'. Scripting is a headache for another day. :P
I hope this helps, and if it's any consolation... I too purchased this game after playing it on the XBOX 360, and I am now permanently situated in front of my computer screen.
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I didn't see that in the documentation. Thanks for pointing it out!
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I can't seem to formulate a workaround for a script that detects whether a NPC has armor or clothing in a particular slot.
Does anyone have any ideas on how to create a script that returns "1" if the player has no objects equipped on a particular body slot using OBSE's GetEquippedObject (but of course, not solely relying on it) function? I know for a fact that this function returns a "reference" and does not return a "float". I need a function that detects any items equipped and not a specific reference so that I can create a script that detects if the player has anything currently equipped in the upper/lower/hands/feet/ect slot. Is there a way?
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scn ZombieAttackEffectScript ref self ref body float CRI float ZombieTimer begin ScriptEffectStart if GetRandomPercent < 50 return else set body to getequippedobject 2 Showmessage ZombieM1 set CRI to 1 Endif end begin ScriptEffectUpdate if (ZombieTimer > 0) set ZombieTimer to (ZombieTimer - ScriptEffectElapsedSeconds) elseif (CRI == 1) Showmessage ZombieM2 set ZombieTimer to 10 set CRI to 2 elseif (CRI == 2) Showmessage ZombieM3 PMS GooShader02 set ZombieTimer to 10 set CRI to 3 elseif (CRI == 3) Removeitem body 1 PMS GooShader02 showmessage ZombieM4 set ZombieTimer to 3 set CRI to 4 elseif (CRI == 4) SMS GooShader02 set CRI to 0 endif end
I must be missing something here. I changed the timer back to float and the same results occurred. In this current rework, which was supposed to represent a slow acting zombie virus (Made faster for testing), starts off with a percent chance of failure to contract the disease (In which I created a Base Effect Script with the above script in it. I then added it to the zombie as an "Unarmed Attack Effect". Since the zombie is unarmed, this should work. I also set the attack Animation to "Any" seeing as any strike on the player/npc could potentially effect them.
Problem #1 - Sometimes the Script Runs when the Zombie hasn't attacked the player, but I'm sure it's because other NPCS in the area are also getting attacked. This brings me to my First Question. Since everyone else in the area is also having the script run on them does it reset the script as a whole? This would explain why the script never runs, because it is being constantly used on another NPC and therefore interrupting the script that should affect the test player. Initially this would have never been a problem, because I was testing it in an Isolated Cell with no other loaded at the time of testing.
or
Problem #2 The timer is not working. Problems could include a flaw in the script. I personally think the script should work. I have followed all tips the wonderful people at the Nexus have given me. Should be no problems.
That's all I can think of. I'm going to test problem one by making a condition that only allows the player to be affected by the script and see if that does not help. Sorry for the abusive posting, but I can honestly say I understand a little more about the mechanics of effect scripts. Cipscis deserves a Kudos for his unrelenting support.
Edit: Solved the problem. I forgot to define how long I wanted the script to run in the actor effect menu. What a bother.
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If there is nothing wrong with the script then there must be a conflict with another mod. "Timer" is a very generic word to float in a script. I didn't think that it would be a problem, but maybe changing Timer to something else will help. Don't think it will though.... Or I'll blame it on Vista.
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They aren't message boxes fortunately, and thank you for clarifying that the self function was useless. I will revise the script once more with your suggestions, and post again if it was the solution
EDIT: I did what you asked and it did not work, and then went onto your tutorial page and modeled mine after that. I still get no results, and like always the first message plays out but then there is no activation of any of the other blocks afterwards.
Script So Far
scn ZombieAttackEffectScript ref self ref body float CRI Short Timer begin ScriptEffectStart set body to getequippedobject 2 end begin ScriptEffectUpdate if Timer > 0 set Timer to (Timer - ScriptEffectElapsedSeconds) elseif CRI == 0 Showmessage ZombieM1 set CRI to 1 set Timer to 10 elseif CRI == 1 Showmessage ZombieM2 set CRI to 2 set Timer to 10 elseif CRI == 2 Showmessage ZombieM3 PMS GooShader02 set CRI to 3 set Timer to 10 elseif CRI == 3 Removeitem body 1 PMS GooShader02 showmessage ZombieM4 set CRI to 4 set Timer to 3 elseif CRI == 4 SMS GooShader02 set CRI to 0 return endif end
A much shorter and efficient script, but it doesn't seem to work. I do have a question that may solve the problem, Would a mod that changed SetGlobalTimeMultiplier (I don't know if I do, but there might be a hidden one) slow the timer down enough to break it, or make the script timer too slow? If it is the case that may or may not be the problem. I do know it effects GetSecondsPassed, but does it effect ScriptEffectElapsedSeconds??
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I've reworked a certain script of mine a numerous amount of times in order to make the timer work. Every time I make a timer for each script the timer fails to function.
Because it is an effect script, there may be complications with a Timer.
scn ZombieAttackEffectScript ref self ref body float CRI float Timer begin ScriptEffectStart set self to getself set body to self.getequippedobject 2 end begin ScriptEffectUpdate If CRI == 0 showmessage ZombieM1 endif if Timer < 10 && CRI == 0 set Timer to Timer + ScriptEffectElapsedSeconds else set CRI to 1 endif If CRI == 1 showmessage ZombieM2 endif if CRI == 1 if Timer < 20 set Timer to Timer + ScriptEffectElapsedSeconds else set CRI to 2 endif endif if CRI == 2 showmessage ZombieM3 PMS GooShader02 endif if CRI == 2 if Timer < 30 set Timer to Timer + ScriptEffectElapsedSeconds else showmessage ZombieM4 self.removeitem Body 1 PMS GooShader02 set CRI to 3 endif endif if CRI == 3 SMS GooShader02 endif end
This is my current rework of the script, and I do have others that are much more compact that never seem to work. What is wrong with the timer? I've interchanged Gamemode and ScriptEffectUpdate, and also used getsecondspassed in the stead of ScriptEffectElapsedSeconds.
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Creating a Human-animal hybrid makes quite a bit of sense in the FO3 scape. All of the DNA-Twisting and such. After all, isn't that what a Mirelurk is? At least the Mirelurk king is practically there anyways. Damned mudcrabs just got bigger, and a hell of a lot smarter.
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Cheers,
I'm having trouble getting a hair mesh to line up with a head fore a custom race in CS. I've continually tinkered with the position of the hair in Nifskope, but the mesh always seems to be far from lining up with the said head.
To position the head in the first place, I imported a hair mesh from Bethesda and placed my custom made mesh in the position the Bethesda hair mesh appeared (Using Blender). When I opened the CS, after improving the custom mesh in Nifskope, and did the necessary alchemy required to put hair on a race in CS I entered the FaceGen Data option in the race menu. To my disgrace, the hair was off to the right side of the head.
I have tried the following solutions but they have not altered the problem in the slightest:
1. I transformed the mesh around in blender to how the head was offset.
What it accomplished: All attempts to move the head on the Y axis were successful, but the hair would not move on the X axis in CS in FaceGen Data
2. I opened up a Bethesda Hair, deleted the Bethesda model and input my own model. No effect to the FaceGen.
3. Compared my final mesh in NIfskope to a Bethesda mesh. The only difference between mine and it is the NiAlphaProperty. I don't have it but I don't see how alpha channels would effect the placement of a head in FaceGen
I used Blender to create the mesh, which may explain something.
Thank you for any time spared.
Edit: Sorry for wasting the good people of TESNexus' time. I figured out the problem through desperation. it seems in blender that when you move an object by it's Y-axis, the X-axis moves in the FaceGen. Y correlates with X and the Z axis is the same. My deepest apologies.
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After happily including your script into the mod, and creating the necessary reqs (Quest) all is well. I have successfully created a script that will show twenty different levels of damage one after the other. I feel crappy that I had to create my script nearly identical to yours, but at least it finally works.
Edit:
scn AAAMoonArmorDegredationScript ;Requires OBSE short doOnce short ArmorHealth float fQuestDelayTime .01 begin gameMode set ArmorHealth to player.GetEquippedCurrentHealth 18 if ( ArmorHealth == 0 ) && (player.getEquipped Moon0 == 1) && (doOnce == 0) player.additem Moon1 1 set doOnce to 1 return endif end begin gamemode if (doOnce == 1) player.equipitem Moon1 player.removeItem Moon0 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon1 == 1) && (doOnce == 1) player.additem Moon2 1 set doOnce to 2 return endif end begin gamemode if (doOnce == 2) player.equipitem Moon2 player.removeItem Moon1 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon2 == 1) && (doOnce == 2) player.additem Moon3 1 set doOnce to 3 return endif end begin gamemode if (doOnce == 3) player.equipitem Moon3 player.removeItem Moon2 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon3 == 1) && (doOnce == 3) player.additem Moon4 1 set doOnce to 4 return endif end begin gamemode if (doOnce == 4) player.equipitem Moon4 player.removeItem Moon3 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon4 == 1) && (doOnce == 4) player.additem Moon5 1 set doOnce to 5 return endif end begin gamemode if (doOnce == 5) player.equipitem Moon5 player.removeItem Moon4 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon5 == 1) && (doOnce == 5) player.additem Moon6 1 set doOnce to 6 return endif end begin gamemode if (doOnce == 6) player.equipitem Moon6 player.removeItem Moon5 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon6 == 1) && (doOnce == 6) player.additem Moon7 1 set doOnce to 7 return endif end begin gamemode if (doOnce == 7) player.equipitem Moon7 player.removeItem Moon6 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon7 == 1) && (doOnce == 7) player.additem Moon8 1 set doOnce to 8 return endif end begin gamemode if (doOnce == 8) player.equipitem Moon8 player.removeItem Moon7 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon8 == 1) && (doOnce == 8) player.additem Moon9 1 set doOnce to 9 return endif end begin gamemode if (doOnce == 9) player.equipitem Moon9 player.removeItem Moon8 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon9 == 1) && (doOnce == 9) player.additem Moon10 1 set doOnce to 10 return endif end begin gamemode if (doOnce == 10) player.equipitem Moon10 player.removeItem Moon9 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon10 == 1) && (doOnce == 10) player.additem Moon11 1 set doOnce to 11 return endif end begin gamemode if (doOnce == 11) player.equipitem Moon11 player.removeItem Moon10 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon11 == 1) && (doOnce == 11) player.additem Moon12 1 set doOnce to 12 return endif end begin gamemode if (doOnce == 12) player.equipitem Moon12 player.removeItem Moon11 1 endif end begin gameMode if ( ArmorHealth == 0 ) && (player.getEquipped Moon12 == 1) && (doOnce == 12) player.additem Moon13 1 set doOnce to 13 return endif end begin gamemode if (doOnce == 13) message "your armor is completely useless." player.equipitem Moon13 player.removeItem Moon12 1 set doOnce to 0 ; Set doOnce to 0 creates a path to rebreak armor in case of a new equipment. Unable to set it back to 0 if the other stages are unequipped. Possible but complex as hell! endif end
Now there is a final problem to which you may have the solution to. I want the script to replay as a whole, but the return functions stop it from occurring. Is there anyway to reset the return function in a single sentence? I'll be looking on my end as always. Thank you.
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Sorry to press ~, click on this thread, type resurrect, and press enter, but after a few weeks of balancing school with :wallbash: with scripting I have come up with a script that works.... for the first level of damage.
scn AAAarmorremovalscript ;OBSE was here! float armorHealthUpper ref armorUpperOLD ref armorUpperNEW begin GameMode set armorHealthUpper to player.getEquippedCurrentHealth 2 set armorUpperNEW to armorUpperOLD set armorUpperNEW to player.getEquippedObject 2 if ( armorHealthUpper <= 1 ) && ( player.GetObjectType armorUpperNEW == 20 ) player.additem AAAScriptTesterArmor1 1 player.equipitem AAAScriptTesterArmor1 player.removeitem AAAScriptTesterArmor0 1 if ( armorUpperNEW != armorUpperOLD ) Message "Test Message" endif endif end
This is the first part of the script for the first piece of armor. For the second transition I alter the script very little.
scn AAAarmorremovalscript1 ;OBSE was here! float armorHealthUpper ref armorUpperOLD ref armorUpperNEW begin GameMode set armorHealthUpper to player.getEquippedCurrentHealth 2 set armorUpperNEW to armorUpperOLD set armorUpperNEW to player.getEquippedObject 2 if ( armorHealthUpper <= 1 ) && ( player.GetObjectType armorUpperNEW == 20 ) player.additem AAAScriptTesterArmor2 1 player.equipitem AAAScriptTesterArmor2 player.removeitem AAAScriptTesterArmor1 1 if ( armorUpperNEW != armorUpperOLD ) Message "Test Message" endif endif end
The script is simple gold. It should work perfectly. However, it seems that object scripts function when an object is not in your inventory. In fact, all of the scripts for all of the clothing (For that body slot) activate at the same time. So the first script works well, but the other five activate too. This leaving all of the broken armors in my inventory. Any work arounds to this problem?
I have a few Ideas that I will attempt (Switching around the player.removeitem with the player.additem and player.equipitem may solve it. Though that remains to be seen.
BTW RagnaHighArc. Thanks a million. I may have not used your scripts very much at all, but if I do release this, I will put you at the top of the credits for jumpstarting my mind. Kudos.
Also on the note of SetIconPaths...
I tried to use this to show the texture damage, but I was unable to make it work properly.
Edit: Switched the script around like I mentioned above... It crashed :wallbash:
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This Isn't meant to be a bump, but an update.
I have looked at the website that I was given, and it really helped me formulate a plan. Not only that, but the weapon shifting script gave me a general Idea about what I'm up against. I have created a basic script to show wear on clothing over time that will jump start my plan. My only qualm now is....
There doesn't seem to be any commands that will activate the effects of a script based on the condition of the armor. I suppose the Command "GetArmorRating" might work due to the fact that when a piece of armor reaches a condition of 0 it's armor rating also becomes 0, but that's useless due to the fact that Armor rating includes the totals of all other equipped armor. I would have to create custom armors, or fuse meshes together in CS (Not a really big deal). Can't find any OBSE scripts that suit my mood, but I haven't installed the source files anyways.
So, does anyone have any ideas on how we could include damage to armor as a Administrative Command (or Variable Function. Too much terminology...)
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Three blessings to you, Ragna. I will check these scripts out and see what I can do with them. Based on the purpose of your weapon switching, I will probably need to alter the script slightly. If I ever release this though, I will indeed credit your mod. If all fails, I will ask for your help in detail.
Though your right about one thing...
I know it's easy to just ask for code, but i would recommend that you try to understand it and make your own.How will I ever learn unless I do it myself!
Also thanks for the links, I will definitely use them.
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I have seen many many mods in my pitiful existence, and I know many of the limits of the game engine. So I am here to address a few problems this idea has.
Ah, this reminds me of morrowind, where you could eventually build a stronghold when you had advanced far enough in one of the great houses. Those were possible due to the fact that the city built was planned in a specific spot, and as you advanced in the questline the script enabled more meshes in the area to appear, representing the construction of a city in progress.. This was possible because the cities were already planned, but the houses were not enabled in the world.
What the OP is suggesting is near impossible. You can't place a city just anywhere out of the blue with any mod. Even if there was a mod that worked based on the heightmap, the structures would never align right on an uneven surface. This is one of those mods that I would love to have if it were remotely possible. I could be wrong though...
Perhaps if there were several pre-determined locations you could copy the "Cropsford" quest or "Kvatch Rebuilt" mod as a base-line for the creation of a mod.
Though again, placing the town anywhere you want it to be seems impossible due to mesh/terrain/ect restrictions. Again, I could be wrong
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Hey, probably the wrong forum, but I was recently searching for a mod that automatically switched to a new piece of clothing or armor after a certain amount of strikes on a character.
I looked and found nothing, so I come to the forums with limited scripting ability to ask for a script that might achieve the above result.
The reasoning? I was originally planning on creating a realism mod that showed damage to armor and clothing after being hit with certain types of spells and weapons. There are other reasons that the prude would look down upon... anyways...
I have played around with many Vanilla clothing meshes to make them look damaged (Such as removing vertices, or creating burn marks on textures). The only real thing left to do is create a script for the clothing that replaces them with the damaged mesh/texture after being damaged in-game with weapons. The concept has probably been explored, and if it has I want to look at those mods and reference their scripts. If not, post some Ideas and examples. If such a script is impossible, or too complex just go ahead and light it on fire. I'm used to disappointment when it comes to modding :P .
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http://www.tesnexus.com/downloads/file.php?id=14747
http://www.tesnexus.com/downloads/file.php?id=11377
http://www.tesnexus.com/downloads/file.php?id=3063
http://www.tesnexus.com/downloads/file.php?id=15943
The third link is OOO. It has new clothing and armors that are onew and some that are retex. It changes more than a few things though....
I did a little digging for you, and found a few links you can try. These are armors and clothings whose sole purpose is to make a 'cool' character, and not created to to please your reproductive organs. :P
You hit it about spot on when you said that most of the clothing mods made them look gay. They are primarily for the females who are trying to make their characters hot in their views. The rest of the clothing is female clothing made for the guys. It's really a no-win situation when it comes to 'normal' clothing. It's sad, but I'm not complaining.
I hope I was of help.
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Not to bump or anything but...
I've seen quite a few 'Cero' Look alikes with Midas' Magic. SO it's certainly not impossible. Actually, with permission from Xilver, you could use his 'Death Ray' as a perfect template for Cero.
I certainly love the Idea of Cero/Arrancar in Oblivion. I'm planning to make an arrancar Uniform robe as a starting ground, and I am experimenting with the creation of 'Custom' Arrancar masks. The game engine is giving me problems through and through, hehe...
If anyone is going to try something like this, I would certainly like to be contacted. Though I fear I won't be any help with scripting, I can make worldspaces and create armors and weapons to some extent.

What Kinds of Mods do You Love to Download?
in Classic Discussion
Posted
Races...
Not like the ones that simply retex an imperial or khajiit. I'm talking about good old fashioned ingenious creativity. Like Demons that aren't Dremora retexs, or original Beast Races.
We have enough cute elven races and badly misshappened imperials to last the community for a lifetime. We need to add some birds, horses, and deer to the race list....
Gives me a few ideas, it does....