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Oblivion Expanded


Septim741

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Will you make it compatible(sp?) with OOO ?

I don't know if he will, but you spelled compatible just fine.

You mention, at least in your sig, that "this mod will double as a patch". I would suggest that:

A) Instead, you forward any problems reported to whoever made the Unofficial Oblivion Patch, or

B) Keep any 'fixes' in a seperate file.

A) You have to be using the unofficial patch yourself of course or the bugs you report to them are probably fixed already.

 

B) Could be done, but that would be a waste of time I think, since most people rather have EVERYTHING fixed than just a few fixes, so will use the unofficial patch. But it's your mod, do whatever you want. I agree that it should be in a separate file though.

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Ok, I'll fix my signature.

I do NOT use the unofficial oblivion patch as I don't play Oblivion much. I spend most of my time modding.

 

Ottomus_1 > By saying OOO i'm assuming you mean Oscuro's Oblivion Overhaul. I don't know what it does but I'll check that out. Like I said I don't play Oblivion much. I'll talk to him and look at the mod.

 

Abramul and Povuholo > If I do fix anything I will put it in it's own .esp and/or send it to the patch. I haven't fixed anything yet bug-wise.

 

An update of what I've been doing.

The house will be called the House of Morning Glory. (Could be cause it's got morning glories growing up the front.)

I am working on an in-game book guide that will list the new armors and weapons. It gives a little history on each set. The book will also guide you to a merchant that will sell the armors and weaps at the appropriate levels, as well as potions, poisons, and scrolls. (Basically anything an adventurer needs.)

 

Soon:

I hope to change all my spelling errors (thanks SickleYield) in the CS.

I will try to upload a chart that gives the stats on the leveled armors. Didn't work earlier! I had to edit it out and put:

 

"I will be putting up a chart with new armor stats today."

 

I have to retype all of them into notepad and try to put it up again.

I am going to create a new set of bosses in a new dungeon or chamber. They will be called the Atronarch Lords and provide enchanted weapons when defeated.

I want to upload a trailor movie, but that hasn't been going well. At the very least I will upload a few picts.

 

I have run into a problem though

 

I want to know what YOU, as a player of Oblivion think is the coolest enemy. It needs to be an NPC or creature.

Put you answer on this page please, and don't PM me.

 

Like I said I will fix my sig.

 

Thank You

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Soon:

I hope to change all my spelling errors (thanks SickleYield) in the CS.

I will try to upload a chart that gives the stats on the leveled armors. Didn't work earlier! I had to edit it out and put:

I want to know what YOU, as a player of Oblivion think is the coolest enemy. It needs to be an NPC or creature.

Put you answer on this page please, and don't PM me.

Like I said I will fix my sig.

Thank You

 

No problem! That you care about spelling tells me you're serious about this and that maybe this is a mod I should check out.

 

My favorite baddies are always going to be the atronachs. Even after as much time as I've spent modding and playing now, the shaders and effects on them are just the best in the game. Oblivion doesn't have nearly enough mythic/nonnatural bad guys.

 

Next to those, my favorites are the land dreughs and the spider daedra. Again, they're more unique and interesting than the bad guys that are just ripped off from folklore (minotaurs, ogres) or the ones that are just big animals (wolves, bears). I love the way they move.

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No problem! That you care about spelling tells me you're serious about this and that maybe this is a mod I should check out.

 

My favorite baddies are always going to be the atronachs. Even after as much time as I've spent modding and playing now, the shaders and effects on them are just the best in the game. Oblivion doesn't have nearly enough mythic/nonnatural bad guys.

 

Next to those, my favorites are the land dreughs and the spider daedra. Again, they're more unique and interesting than the bad guys that are just ripped off from folklore (minotaurs, ogres) or the ones that are just big animals (wolves, bears). I love the way they move.

 

Great SickleYield!

I like your ideas and agree about the land dreugh(s?) and spider daedra.

 

I am looking for a good creature to use as the Sigil Originator, or badguy. It will be much larger though than they're original creature, unless it's mehrunes!

I will not be using the atronarchs for this as they will be the Atronarch Lords, which SickleYield will like!

 

Thank you again SickleYield

 

Following is a list of leveleed items in the mod.

 

Armors

 

Sasquatch Armor

Minotaur Armor

Skyrim Armor

Valenwood Armor

Summerset Armor

Daedric Blood Armor

Adamantium Armor

Reinforced Bronze Armor

Akaviri Armor

Orsinium Armor

Paladins’ Armor

Aedric Armor

 

Weapons

Valenwood Weapons

Daedric Blood Weapons

Adamantium Weapons

Reinforced Bronze Weapons

Paladins’ Weapons

Aedric Weapons

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I have a couple things that I have not yet begun to create. They are potions, ingredients, and spells. Any ideas would be appreciated. I also want to know what your favorite baddie is, and how he could be made cooler or more fearsome.

 

I have a question for modders too. How can I make a new categorie for my armors or weapons, in the construction set. For example, in the flame atronarch armor ktx, the author, put the flame atronarch armor in a category in the armor section called "ktx"? How is this done?

 

Also, how do I make map markers? I need to know because I made a house and I have no clue where it is. Don't laugh, I'm serious. All I know is where it is in the CS.

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Create a new folder in the Meshes directory. Place your meshes in it, and then associate them with the proper items in the CS. Save, exit, and reload (saving and reloading may be sufficient), and they should now be listed seperately.

 

Create a new folder in the Meshes directory. Place your meshes in it, and then associate them with the proper items in the CS. Save, exit, and reload (saving and reloading may be sufficient), and they should now be listed seperately.

 

Stupid flood control doesn't check to see if you actually *posted*...

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Mapmarker:

 

These are under the statics in the CS. You can find them if you just look under the Statics and search down alphabetically for "Mapmarker." Then you take one and drop it near the location you want marked in the CS. It should sit on the ground and it looks a lot like a doormarker that is red instead of yellow. Then you rename it to the name of whatever location you want it to display. Make sure you make a new ID and say "Yes" to "Create new item."

 

It also has settings in its tabs that let you choose what it will look like (a landmark, a house, an Oblivion gate, a ruin, a cave, etc.) and whether it will be visible always or only after the player finds the location it is in.

 

My mod, when released, will have a retex of ktx's atronach armor in it. :)

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Thanks, I now have screens for the house; both interior and exterior.

Project update:

 

House of Morning Glory- beautiful, Cheydinhal-style home. Positioned on south side of the Orange Road, closer to Chorrol than Bruma. Mapmarker added, but you can't fast-travel there as it must be "discovered". 10-21-06

 

Chamber of the Atronarch Lords- creepy chamber with three giant Atronarchs in it. Accsesible through the House of Morning Glory by magic portal. 10-21-06

 

Added two new sets of Armor to the list which now has 14 sets of armor, totaling 84 new armor pieces. 10-22-06

 

Considering adding an island, but I need help. I plan on putting it off the Gold coast, but I don't want to put it anywhere where it might conflict with another mod adding an island. If there are ANY of these mods PLEASE tell me.

 

Thanks again Sickle Yield, Abramul.

 

Edit: Does anybody know how I can contact Oscuro about the compatability; he doesn't seem to answer his PM.

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