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  3. Error in logs: The old Katariah LOD fix was never removed from the patch when the improved fix was added. [REFR:07100D63, STAT:07100D62, meshes\usleep\ship\usleep_shiplargekatariah02_lod.nif] Should be: STAT:07200D62 if I'm correctly looking at the ID in the previous release. Also I designed this mesh back in the days, and implemented a sophisticated system in order to "mirror" the Katariah in the closed Solitude worldspace (dozens references linked to the original marker) as it can obviously be seen from the Bards academy. If you want to remove the whole system you will have to remove all these references too. Maybe the log is short or incomplete (I honestly didn't check ingame). I also don't quite understand what is the 'improved fix' you are talking about... Anyway, checking all this will take time, and I don't have so much these days...
  4. A beta version for USSEP 4.3.7 is available. Second post has the details.
  5. Brizilla

    Ashe

    ?
  6. Sigurð Stormhand

    [RELZ] Castleworks – Kitchen Fires

    Name: Castleworks – Kitchen Fires Version: 1.0 Date: 13/02/2026 Category: Building Interiors/Modder’s Resource Requirements: Oblivion Patch 1.2.0.416 Author: Sigurd Stormhand AFK Mods: ModDB: https://www.moddb.com/games/oblivion/addons/castleworks-kitchen-fires#downloadsform (Pending) Description =========== Nine meshes, including three fireplaces, two andirons (fire dogs), two roasting spits, some burning logs, and an oven door. Details ======= It always bothered me that castles in Oblivion were just theses featureless dungeons – “Castle Works” is my effort to provide a resource that give castles more of the character we see in the vanilla houses in each city. These meshes are designed to work with the vanilla castle tile sets and use all vanilla textures. There are two types of fireplaces for use in a castle kitchen. The first is a modified version of the vanilla kitchen fireplace which has had the wooden framing removed and a proper mantle added, among other tweaks. The second is two versions of a “great fireplace” large enough to walk inside, as seen in many medieval kitchens. There are also two andirons or “fire dogs”, metal uprights for logs to sit on which can support roasting spits. To go with the andirons, I’ve included an empty static roasting spit, and an animated one with a pig based on the one Mr Siika included in Castle Seaview (which was released as a modder’s resource). I used Mr Siika’s original pig and animations but built a new spit and collision built from scratch. I used boxes and three convex shapes for the collision, which should be less CPU intensive than a triangle mesh, and it allows for different collision materials on the pig and spit, respectively. Finally, there are some burning logs based on the vanilla ones in Cloud Ruler Temple and an oven door which will fit either the original castle kitchen fireplace, or my new version. The door is iron with an iron flame, but it has a separate cement surround that should allow it to fit in most similarly shaped fireplaces you can find in many houses. Install ======= Extract the included files directly into your data folder, then add them to your mod as statics or activators. Known Issues or Bugs ==================== None known. History ======= 1.0 Initial release Contact ======= You can find me on AFKmods.com as “Sigurð Stormhand” or Discord as “sigurdstormhand”, or you can reach me at sigurdstormhand@gmail.com Credits ======= A Thank you to the following: To Bethesda for creating Oblivion. To LHammonds for the Readme Generator this file was based on. To ShadeMe for the CS Extender To the Blender Foundation for Blender. Mr Siika, MEO3000, and Stroti for all the work they have done Candoran and Duncanwashere for the new Blender Nif Plugin A very Special thank you to everyone at AFKmods for a completely unmerited level of patience and support. Tools Used ========== NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489 Blender – www.blender.org Licensing/Legal =============== You may use it in you own Oblivion projects however you wish, provided you credit me as the author of the meshes. You MAY NOT place you mod behind any paywall or generate any direct income from it – including via facilities such as Patreon, etc. You MAY include these meshes in mods for which you accept voluntary donations. These meshes were derived from assets that shipped with TES 4: Oblivion; you may NOT convert these meshes for use in any other game, or any other media (e.g. static 3D renders). This mod is provided as-is, purely as a modder’s resource, without warranty or guarantee of any kind. I take no responsibility for any harm that may befall the user of these resources. You may upload this archive, unmodified, to alternative websites other than AFKmods.com for the sake of preservation, so long as the website is not behind a paywall/does not charge any fees to download files.
  7. Sigurð Stormhand

    Castleworks - Kitchen Fires

    Version 1.1

    1 download

    Name: Castleworks – Kitchen Fires Version: 1.1 Date: 16/02/2026 Category: Building Interiors/Modder’s Resource Requirements: Oblivion Patch 1.2.0.416 Author: Sigurd Stormhand Description =========== Nine meshes, including three fireplaces, two andirons (fire dogs), two roasting spits, some burning logs, and an oven door. Details ======= It always bothered me that castles in Oblivion were just theses featureless dungeons – “Castle Works” is my effort to provide a resource that give castles more of the character we see in the vanilla houses in each city. These meshes are designed to work with the vanilla castle tile sets and use all vanilla textures. There are two types of fireplaces for use in a castle kitchen. The first is a modified version of the vanilla kitchen fireplace which has had the wooden framing removed and a proper mantle added, among other tweaks. The second is two versions of a “great fireplace” large enough to walk inside, as seen in many medieval kitchens. There are also two andirons or “fire dogs”, metal uprights for logs to sit on which can support roasting spits. To go with the andirons, I’ve included an empty static roasting spit, and an animated one with a pig based on the one Mr Siika included in Castle Seaview (which was released as a modder’s resource). I used Mr Siika’s original pig and animations but built a new spit and collision built from scratch. I used boxes and three convex shapes for the collision, which should be less CPU intensive than a triangle mesh, and it allows for different collision materials on the pig and spit, respectively. Finally, there are some burning logs based on the vanilla ones in Cloud Ruler Temple and an oven door which will fit either the original castle kitchen fireplace, or my new version. The door is iron with an iron flame, but it has a separate cement surround that should allow it to fit in most similarly shaped fireplaces you can find in many houses. Install ======= Extract the included files directly into your data folder, then add them to your mod as statics or activators. Known Issues or Bugs ==================== None known. History ======= 1.0 Initial release 1.1 Added missing vertex colours to the iron part of the empty roasting spit so that it’s the same colour as the animted version with the pig. Contact ======= You can find me on AFKmods.com as “Sigurð Stormhand” or Discord as “sigurdstormhand”, or you can reach me at sigurdstormhand@gmail.com Credits ======= A Thank you to the following: To Bethesda for creating Oblivion. To LHammonds for the Readme Generator this file was based on. To ShadeMe for the CS Extender To the Blender Foundation for Blender. Mr Siika, MEO3000, and Stroti for all the work they have done Candoran and Duncanwashere for the new Blender Nif Plugin A very Special thank you to everyone at AFKmods for a completely unmerited level of patience and support. Tools Used ========== NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489 Blender – www.blender.org Licensing/Legal =============== You may use it in you own Oblivion projects however you wish, provided you credit me as the author of the meshes. You MAY NOT place you mod behind any paywall or generate any direct income from it – including via facilities such as Patreon, etc. You MAY include these meshes in mods for which you accept voluntary donations. These meshes were derived from assets that shipped with TES 4: Oblivion; you may NOT convert these meshes for use in any other game, or any other media (e.g. static 3D renders). This mod is provided as-is, purely as a modder’s resource, without warranty or guarantee of any kind. I take no responsibility for any harm that may befall the user of these resources. You may upload this archive, unmodified, to alternative websites other than AFKmods.com for the sake of preservation, so long as the website is not behind a paywall/does not charge any fees to download files.
  8. Earlier
  9. New fix pending that should hopefully fix this: https://afktrack.afkmods.com/index.php?a=issues&i=36238
  10. Brizilla

    Ashe

    I think I found the items, but I can't find the note. Where is she?
  11. Nice job! I'd personally like to see the unamed npcs get the makeover treatment as well
  12. 1BrandyofMilikki1970

    Wrye Bash will not load : this error

    This is a new issue for me. I have used Wrye Bash for literally years. I use it to ESL select my mods. I do not have one drive installed/ or Active, My IT pro hubby double checked for me. It is not in the control panel and is not showing in Task Manager. . Wrye Bash encountered OSError 22. This is often caused by OneDrive backing up the Documents folder. Please follow the directions in the following link under "Change PC folder backup settings", removing your Documents folder from backup: BashBugDump.log
  13. Arthmoor

    Fixing the Talos Bridge Collision

    There is a difference between the reference being in memory and when it actually renders to be viewed. Rendering does not change because something is persistent. The coordinates still determine when something will be loaded for rendering. So it would still be necessary to have more than one object to cover the span.
  14. Aikanikuluksi

    Fixing the Talos Bridge Collision

    I am a bit hesitant to contradict you, for obvious reasons. However, persistent references are part of the world data structure, not the cell data structure, and this is easy to verify just by looking at the structures in TES4Edit. Persistent references are grouped together in a single 'Persistent Worldspace Cell' (e.g. FormID 00023777 for Tamriel), and they are, as the name implies, persistently loaded in memory regardless of where their center points lie or which world cells are loaded. Temporary and visible-when-distant references on the other hand are indeed stored separately for each cell and loaded into memory (or purged from it) together with the cell. Persistent NPC references accordingly exist in memory before any per-cell temporary references are loaded that may or may not make it in time to catch the NPCs from falling. Hence, replacing multiple temporary collision box references with a single persistent one might well be worth a try, and I don't see any obvious reason why it shouldn't work. P.S. This behavior should be relatively easy to verify by creating and placing a persistent world reference with a clearly visible mesh and checking whether it can be seen even at a distance where no cell is loaded. Or better yet, create a huge persistent barrier object with an attachment point in the far distance beyond loaded cells, and see if you can collide with it. If I recall correctly, some old version of Nehrim seemed to use persistent references rather than visible-when-distant references with LOD meshes to make certain notable structures visible from a distance, so I would expect the visible mesh at least to be loaded independently of any world cell, and I don't see why the collision mesh wouldn't be loaded as well. Unfortunately, I cannot help with this, as for the moment Oblivion has given way to Expedition 33 on my gaming PC. P.P.S. Actually, creating this post began to feel a bit tiresome, and it now contains everything I have to say on the subject, right or wrong.
  15. Arthmoor

    Fixing the Talos Bridge Collision

    That isn't feasible because the bridge spans more than one set of cell borders. It's the entire reason this bug exists in the first place. The center point of whatever mesh you use has to be loaded for it to matter, and it's not possible to guarantee this with such a large span. Which is why there's more than one of these collision boxes.
  16. Lefty Scaevola

    Fixing the Talos Bridge Collision

    Somebody over at Nexus is reporting that rare bug where the added collision meshes are too high for some reason, and block NPCs on the bridge. Did anybody ever figure that one out? Was it maybe some other mod editing the base mesh that was used for this?
  17. Sigurð Stormhand

    Fireplace and andirons with logs.

    Something I'm working on, a "great fireplace" for a kitchen in Oblivion. I made the andirons (uprights) and the fireplace itself. The tools and pig were made by Mr Siika.
  18. Yeah, the problem mostly arises from extracting zipped loose files and moving things around manually. I suppose running the Windows version of 7zip through wine would also probably work...? But having the filesystem handle it is much easier I think. Also, an incidental benefit I wasn't expecting: On Windows, the game's startup time was pretty quick (I don't remember the exact time--it was never enough to bother me). On Linux, it would take as much as three minutes. I figured this was due to whatever compatibility stuff Proton was doing behind the scenes, but after moving to a partition with casefold, the game's startup time is 60-70% shorter, always under 30 seconds. And my framerate seems to be improved also. Possibly due to my install having a lot of loose files, for Skywind, but it is a very welcome benefit.
  19. Proton appears to handle case issues itself with anything that runs under it, so Steam and anything it installs should be fine. The main problem comes when you use some native apps to deal with your games and mods because native apps will play by native rules.
  20. Interesting, I didn't know bsa forced lower case. Casefold does seem to work just as expected, so that is a nice solution. Much easier than renaming everything to lower case or tracking down which folders had the wrong case. Only snag is that the feature is disabled at the partition level by default, and for some reason it can only be enabled when creating the partition... so I ended up creating a new partition with casefold enabled, then moved my entire steam installation over there. One nice thing about Steam's Linux setup is that everything is pointed to by a few symlinks in the .steam directory, so all I had to do was update those and everything worked right away. No need to fiddle with Steam's installation settings or anything like that.
  21. The reason you see USSEP with them all in lowecase names is because that's how the BSA archiving works. All files going into one are converted to lowercase. So when you unpack from one, that's what you'll get out of it. It's going to remain an ongoing problem with no good solution for everyone. Setting the "case folding" flag on a folder depens on the type of filesystem the OS uses and apparently some of them don't support that flag.
  22. Maisa666

    [Skyrim] Texture Sets

    I run in to a problem with shoes. I made color variations to wench's boots, but they don't show up in "armor" section even though ck let's me make them without any errors. They simply don't appear on the list? I made Armor Addons and Texture Sets of them too and they show up in the menus when making the amor of them. Armor variations of the clothes worked well, no hick ups. In "wench" section of the armor menu it has two items; clothes and boots so they should be in the right place at least. Edit: Ok I launched CK again and now it gives me " Form's ID is not unique! Previous form is type Armor." The ID is unique, that can't be the problem. Edit2: Never mind, in tavern boots the male ground model has to left in the female one for it to belong to that "set".
  23. Maisa666

    [Skyrim] Texture Sets

    Ok, I'll get to work! Thanks a million for answering even though this post is ancient.
  24. Hana

    [Skyrim] Texture Sets

    New texture set for each colour. What I do is copy the first one and just change the ID and the diffuse colour.
  25. Maisa666

    [Skyrim] Texture Sets

    Necroing like nobody's business but if I want multiple colors for the same item, will I make a new texture set for each of the colors or is there some menu to just add the rest of texture.dds? Normals and .nif's are the same after all.
  26. Case sensitivity is the one big thing I haven't figured out how to solve very well yet. For example, the Scripts.zip that comes with the game has its files with mixed case titles. But USSEP has them all with lower case titles. So if I try to just extract them over each other as I would in Windows, I get a jumble of scripts with the same names in different cases.... I haven't tested which ones the game or CK will decide is the "right" one. But it creates a big mess. I think there is a way to tell the OS to mark certain directories as case insensitive, so I might try that next time I reinstall.
  27. If you sequence break to obtain Mercer's Plans from Riftweald Manor before the Thieves Guild quest 'The Pursuit' prompts you to do so, having them in your inventory by the time 'The Pursuit' is meant to start will cause it to never start, permanently breaking the Thieves Guild questline. This is an issue this patch has addressed previously; it removes a barrel that allowed for easy access to the manor. However, it is still possible to access it by jumping onto the roof of the Temple of Mara and using Whirlwind Sprint to reach the balcony. There may be other ways to get to it as well. Suggested fix: Lock the Riftweald Manor balcony door with an unobtainable key, then change it to an Expert/Vald's Key lock once The Pursuit starts (or use invisible walls to the same effect). This would prevent early access no matter what parkour players come up with. The barrel that was part of the original fix could then be re-added, as its original purpose in being removed would be no longer relevant.
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