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Arthmoor

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Files posted by Arthmoor

  1. ESO Skyshards

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power.
    ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate.
    This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks.
    This mod requires external assets and is therefore not possible to port to PS4. Sorry.

    2830 downloads

    4 comments

    Updated

  2. Faregyl Village

    Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT!
    Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it!
    I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations.
    This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about....
    Addendum for 2.x:
    If all you're looking for is a nice little village mod, you can ignore the quest and things will continue on their merry way. This mod was originally intended to be just that. A village with some nice atmosphere and a bit of a twist on the buildings. The mine quest as it was in version 1.x was an afterthought thrown together without much planning or direction. It is of course fun, and has some nice story elements and is worth the trip down there just to see it.
    Of course, as with all things of this nature, I couldn't resist tweaking and fiddling and have ended up creating something much more. So if you're into questing, the surest way to trigger things is to head for the mine. You may also get it as a rumor from elsewhere. If you've played through 1.x already, then you'll already have a pretty good idea of what's going to transpire. Things have been adjusted some and the quest is now tracked via the journal with actual logs. The story has been fleshed out more and is a lot more interesting. There's also a bit of cross-mod story telling going on. A mod called Pemberly Manor had some mention of one of the NPCs having holdings around Cyrodiil. One of which was the farms at Faregyl. I've incorporated this into things and not only are the farms owned by the NPC, but so was the mine. To say more would spoil.
    A word of warning - the quest now has some real consequences based on what you do and the decisions you make. The mine is no longer the end of the story. The state of the village itself can be affected. As you progress this should become somewhat obvious. It is also possible that you will not get to experience everything that's possible. Yes, some decisions can have dire consequences. Yes, you can be evil, and yes, you can screw things up even if you weren't planning to. This is an aspect of many games that Oblivion is lacking in. Most of your actions have no real impact on Cyrodiil. They will in Faregyl though. Of course, that means you can play through again with a different character and have a different outcome.
    Something else to keep in mind. Certain mods may influence the outcome of events depending on what their NPCs may do while in the village. Play your cards right and some of those extra NPCs may help you turn a bad situation around. Travelers from TIE come to mind as the most common examples. A few of them make regular stops in Faregyl and are generally friendly to the player. Influence from mods can also go bad if they place enemies near the area. You've been warned.
    Also a general caution. This has been the case since first release, but none of the villagers are marked essential. If they die, they die. I've made every effort to keep nasties away from the village by removing spawn generators but I can't cover everything.

    493 downloads

    0 comments

    Updated

  3. Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.

    14072 downloads

    20 comments

    Updated

  4. Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.
    Patches In The Patch Archive
    CL Cities - Whiterun: Adjusts navmesh data and makes copies of objects from CL Whiterun into the open worldspace.
    Skyrim Sewers 4: Provides access to the sewer areas from the open city spaces.
    Drinking Fountains of Skyrim: Copies the drinking fountain objects into the open city spaces. Patch written by Hanaisse.

    9154 downloads

    18 comments

    Updated

  5. Open Cities Patch Collection for Oblivion

    The Open Cities Patch Collection for Oblivion

    This is a collection of various patches made to provide compatibility between Open Cities (Classic or Reborn) and other mods. Most of these files have not been looked at in years, but they should still work since the Oblivion community is more or less in a stable state these days.
    I cannot guarantee that they all still work as intended though, because who knows what's happened in the last 10 years (written in 2021). When each was last checked, they worked fine.
    Some of these mods are no longer available on Nexus, ModDB, or any other site. This shouldn't be a problem if you already have a local copy stored, but do not ask me to upload a missing mod as that can ONLY be done with the original author's express permission.
    Each mod patched is specified in the main archive folder. Within each one there may be a patch for OCC, OCR, or both. You'll need to refer to the individual readme files which have been included. Sorry, but the folder structure in this archive was never especially mod manager friendly so they'll need to be handled manually on an individual basis.
    If someone wants to provide a working Wrye Bash wizard or an FOMOD installer, I'd be happy to include that to make things a bit easier.
    I am no longer creating new patches so this collection will be all of the ones I provide.
    My Patreon Page: https://www.patreon.com/arthmoor
    System Requirements

    Official Patch version 1.2.0416. Steam and GOG users already have this, but some old retail disc copies may not.
    The mods being patched may have various different additional requirements, the most common among them being a recent version of OBSE
    List of Mods Patched

    Official DLC - Frostcrag Spire
    Official DLC - Knights of the Nine
    Bravil Docks
    Bruma Mages Guild Restored (this is NOT for my Bruma Guild Reconstructed mod)
    Cats & Rats
    Clocks of Cyrodiil
    CLS Sailboats
    COBL Luggage
    COBL Wells
    Coffee Shop
    Cyrodiil Transportation Network (this is NOT for my Cyrodiil Travel Services mod)
    Dungeons of Ivellon
    Eternium
    Golden Crest
    Hiyoko Store
    Integration - The Stranded Light
    Kvatch Rebuilt
    Losing My Religion
    Lost Spires
    Malevolent
    Midas Magic
    MTC River Shack
    MTC Thieves Grotto
    Naked Nord
    One Stop Magic Shop
    Orden des Drachen
    Oscuro's Oblivion Overhaul
    Reclaiming Sancre Tor
    Ruined Tail
    Survival Suite Hunger Thirst Sleep
    Tears of the Fiend
    Telekenetic Mastery
    Terran Vampires
    Valley View Estate
    Werewolf Legends

    61 downloads

    0 comments

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  6. Cutting Room Floor

    A content restoration mod for Skyrim and the official DLCs.
    From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet.
    NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs
    Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests
    Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items
    CRF Bug Tracker
    Check out the video for the mod by Brodual:
    https://www.youtube.com/watch?v=ByPbGhFX2aM

    1923 downloads

    4 comments

    Updated

  7. Unofficial Skyrim Legendary Edition Patch

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
    Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates.
    See the full changelog for details.

    19948 downloads

    Updated

  8. Verona House: Bloodlines - SI Version + Fixes

    Verona House: Bloodlines - Arthmoor's Fixes
    Verona House: Bloodlines is an extensive quest mod that takes place after the end of the main quest. It makes several additions to the game including a large town on the northwest portion of Lake Rumare.
    During the course of my attempt to complete this quest, I ran into a number of small bugs which needed to be fixed in order to be able to progress. Generally in the AI packs and dialogue conditions, but there were also some broken scripts as well. It is important to bear in mind that this fixed version DOES NOT necessarily fix every last bug, just those that were keeping me from continuing based on what I was doing. There may yet be more to find as it's a complex mod with a lot of different elements to experience.
    The meshes have all been run through PyFFI 2.1.7 to clear up any broken nodes and to optimize them at current levels. Jury is still out on whether they're all fixed or not, but so far there's nothing out of place.
    The textures have all been checked for the proper compression formats to cut down on VRAM usage. Again, so far there appear to be no anomalies.
    I've repackaged all of the loose files into a BSA since there's enough of them to warrant keeping things organized this way, including what portions of voiced dialogue there were. All of the assets in the BSA file are unique so there is no risk of a collision with the vanilla BSA archives.
    Because the voice files all depend on the ESP name, I have not removed the version number from the filename. The version number in the filename is not the true version number for the mod. There are also a number of patches which depend on this being named the way it is, so it can't be fixed. The true version I started from was labeled as version 1.4, which appears to be a file version that's no longer available anywhere. I am fairly certain it cam from DTom's original website and *NOT* from the copy currently uploaded to TES Nexus. I have designated this one as version 1.5.
    Full credit goes to DTom for the mod. All I did was fix what needed fixing. See his unaltered credits in the original Bloodlines.txt file for the rest. Please be aware that his original text references a lot of things that are no longer current. I have left the file in the last state he did in his original work.
    This fix package only covers the Shivering Isles version of the mod. Sorry. I don't have time to go digging around to remove the SI elements, nor would I consider it. If you don't have SI, then DO NOT INSTALL this as you'll probably break something.
    Now go have some fun and enjoy this mod! Despite the troubles, it's well worth playing.
    System Requirements
    The install requirements are slightly altered over the original:
    * Official Oblivion Patch 1.2.0416.
    * Shivering Isles required.
    OBSE is not required for this mod.
    Elys' Silent Voice is recommended as I'm not entirely sure if there are silent dialogue files for the non-voiced lines.
    Load Order
    This fixed version of the mod needs to load prior to any Unique Landscapes mods, as well as prior to any Open Cities mods or Better Cities mods. Use LOOT if you are unsure where to put it as LOOT has the current correct load order.
    All patches for Unique Landscapes are obsolete with this version. If you are using them, you may now deactivate them and forget they ever happened.
    All patches for Open Cities are obsolete with this version. Open Cities support is built-in now, which was one of the alterations DTom had previously approved of. You can now get rid of any Open Cities patches you are using with this.
    If you're using Region Revive and/or AFK_Weye, you need to make sure this fits in like so:
    Region Revive - Lake Rumare.esp
    VHBloodlines 1.2.esp
    AFK_Weye.esp
    Rumare-AFK_Weye Patch.esp
    Failure to set the proper order will result in land tearing in the Verona Bay town.

    57 downloads

    1 comment

    Updated

  9. Nehrim Experience Progress Bar

    This is a somewhat simple modification to the Nehrim UI to include a progress bar for experience needed to level. As simple as Oblivion's corrupt interpretation of XML can be anyway. It was born of annoyance at seeing the message spammed to the HUD every 5 minutes telling me how much XP I had, how much I needed to level, and how many learning points I had. So I wanted something less distracting since that information is readily available in the learning book.
    This mod disables the status message that is normally displayed every 5 minutes and replaces it with a yellow bar on the HUD that grows as you get closer to leveling up.

    175 downloads

    0 comments

    Updated

  10. Sane Fusion Cores

    Tired of your fusion cores running out like bad batteries? Yeah, so was I. Now they deplete in a more sane manner.
     
    Running while in power armor no longer consumes energy from the cell.
    Anything which consumes Action Points (VATS, sprinting, etc) consumes half the energy it used to.
     
    Yes, you might say it's a cheat mod, but I got tired of them running down so fast and not being able to find very many.

    233 downloads

    0 comments

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  11. Septim Texture Replacer

    A user on the Nexus Forums pointed out a minor issue with the image on the gold coins used throughout the game. Most imperial dynasties made sure the current emperor's image was on the face of their coins and since the Empire in TES V is really not much different from a Roman dynasty, he wondered why they had not used Titus Mede's face. His thread can be found here: https://forums.nexusmods.com/index.php?/topic/7650528-a-matter-that-was-never-adressed-tiber-septim-on-imperial-coins/
    I made an inquiry about how easy this would be to address and the results are in - Titus Mede is now on the front of the Imperial currency. His image is based on his NPC record in the game data.
    Unfortunately because the term "septims" is heavily used in a lot of spoke dialogue, this only replaces the texture on the coins but doesn't stop the people from continuing to call them Septims. Somehow this actually seems appropriate given the political climate in Skyrim in 4E 201.
    My Patreon Page: https://www.patreon.com/arthmoor

    96 downloads

    0 comments

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  12. Gottshaw Village

    Sometimes it makes little sense the way there are inns scattered about in places far enough from civilization to warrant being something more. Gottshaw Village is an expansion on the Gottshaw Inn to address this problem for one such place. Now instead of just a sleepy little inn, there's a blacksmith and two homes. Gottshaw also plays host to a group of refugees from Kvatch who will decide to settle and build a home here. One of these refugees is looking for her husband. Will you help the poor dear or leave her hanging?

    360 downloads

    0 comments

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  13. Sutch Village

    As many are aware, Bethesda once had plans to include the city of Sutch in the game. The E3 demos contained passing hints to its existence, the map loop in the game's intro had it marked NW of Kvatch, in the CS you can make out the land depression they prepared for it along with several cells tagged as being part of it, and it even has its own Oblivion gate.
    For reasons unknown, it was cut from the game at the last minute and a ruined Fort Sutch plus the Oblivion gate is all that remains. As a result of this, several people have attempted reconstructions of the city. Plenty of projects have been abandoned, while others left their work for someone else to pick up.
    This village mod is our take on restoring Sutch to the game. Based on extremely sketchy lore found in scattered places on the web, we arrived at the conclusion that the city itself has been destroyed and only a ruin is left behind. Rather than attempt to rebuild a large city over the top of a ruin, this mod takes the position that settlers have only recently come back to the area in an attempt to start over. There is a village northwest of Fort Sutch, containing a manor house along with some housing, an inn, some supporting farms, a vineyard, and an ebony mine. Yes, the only one known to still be functioning in Cyrodiil. The stuff can't only be available in Morrowind

    395 downloads

    3 comments

    Updated

  14. Urasek

    A mining support town situated alongside Fort Urasek.
    Ever wonder where all the mithril for all those pieces of mithril armor come from? Unless we're to believe it appears by magic, someone has to spend the time digging holes in the ground to bring it up to the surface and turn it in to useful ore, which is then sold to blacksmiths to make armor. The town of Urasek attempts to answer this in some small way by representing the last known operational mine in Cyrodiil where mithril ore is brought up. The town consists of an inn, blacksmith who sells ore and finished pieces, and the arrogant Altmer land baron who runs things.
    I've checked lore sources and found next to nothing detailing how and where mithril ore is mined. Nothing says that Cyrodiil ever had any, nor do any sources mention exactly where the stuff comes from. So I felt this would remedy the situation without going too overboard.

    708 downloads

    0 comments

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  15. Reedstand

    Argonians in the swamp. Who would have thought?
    Reedstand is a small Argonian settlement in Blackwood just to the north of Reedstand Cave. It isn't much, but the locals have been here for what seems like an eternity, and have come to like their isolated little portion of the swamp. There is, however, trouble brewing. An eccentric wizard has caused corruption of the local plant life and landscape. The people have tolerated this so far, but they are growing impatient.
    This is yet another village mod stuffed into a small gap that doesn't appear to have been used yet. For those who say Cyrodiil is too overcrowded, be more creative, or I'll end up filling in all the spaces

    607 downloads

    0 comments

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  16. Frostcrag Village

    High in the Jerall Mountains lies the impressive Frostcrag Spire. A magical wonder which you have apparently inherited from a long lost relative. As you arrive to claim your inheritance, you soon discover that there is a small village at the foot of the Spire which your unknown benefactor has failed to mention at all.
    Frostcrag Village is a small Nordic settlement that sits in the shadow of Frostcrag Spire and serves as the homes for those who became the Spire's caretakers. It is a fairly simple place, with a tavern and homes for the residents to live in. Yet despite its simplicity, there are things to do here, so talk to the folks. Especially the tavern keeper, who as usual has loose lips about any and all who live there.

    435 downloads

    0 comments

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  17. Molapi

    Molapi is a small village built on the island just north of the city of Leyawiin. There you will find a small group of Argonians and Khajiit who are making the best of poor living conditions and oppression from the nearby city. Tensions are high, and there is an uneasy peace which is not being helped by the city watchman assigned to patrol the area.
    The name Molapi was actually plucked from an unofficial map of the area that had been created by a community member, which listed the Niben River as the River Molapi - supposedly deriving from old Elsweyr maps. As seen here: http://www.imperial-...oyb_elsweyr.jpg
    There is a quest included, which will only trigger some time after you've spoken to the village residents. Just visit once in awhile and it will start, unless the local city watch guard has been killed before the timer runs out. Be careful with your decisions during the quest - it has multiple outcomes and not all of them may be considered favorable to you.

    586 downloads

    0 comments

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  18. Feldscar

    A small Nordic village in the lower Jerall Mountains, north of the Frostcrag area. Black Rock Inn serves as the primary means of local support, while trade in hides and leather goods made in the local shop serve as their ties to the rest of Cyrodiil. They live a reasonably isolated life but welcome visitors from far away places. Some well known people have passed through on their way through the back country, as Feldscar is one of the few places to escape the biting cold of the mountains.

    320 downloads

    1 comment

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  19. Vergayun

    It's the small fishing village with the funny name!
    As I was poking around in the CS, scouting locations for something to fill a hole, I took notice of a dock next to Fort Variela. I wondered if perhaps it was the footprint of something Bethesda simply left out. So I went looking for lore maps to see if anything at all was indicated there. One such map exists, and was marked with the word "Vergayun" right about where the dock is. As it turns out, an old discussion in the lore forum had taken notice of this before and concluded the name was actually added by an overzealous fan of Redguard when they extended the map for it to cover part of Cyrodiil. Well, lore correct or not, the name stuck.
    Imagine my surprise when checking my load order also turned up nothing touching the two cells I wanted to use. With a name, and the site being clear, the fishing village of Vergayun is born. It consists of an inn, a farmhouse, 2 small houses on the shore, and a larger building which is being used as a warehouse. The dock area has also been cleaned up a bit to remove the broken junk that was laying around.
    The inhabitants earn their living by fishing for slaughterfish, trapping mudcrabs, and harvesting clams. These are then turned into a delicious clam chowder, mudcrab stew, and slaughterfish surprise. Nobody is really sure exactly what the surprise is, and the innkeeper isn't talking!

    386 downloads

    0 comments

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  20. Arthmoor's Painting Resource

    A collection of hi-res 1024x512 paintings in rectangle and square format that were taken from in-game screenshots as I played.
    They have been passed through filters in GIMP and finalized using Paint.NET, using the procedure outlined here: https://www.afkmods.com/index.php?/topic/3048-oblivion-say-cheese-making-paintings-for-oblivion/
    Many of these paintings appear in my mods, though not all of them have been used yet. Since the vanilla painting resources are so few and of such low quality, I decided to share these for others to use freely in their own mods.
    My Patreon Page: https://www.patreon.com/arthmoor
    System Requirements
    A working copy of Oblivion and the TES Construction Set. Strongly recommend the use of the Construction Set Extender.
    Installation
    Unpack into your Data folder. Recommended to use BAIN as they will overlap with my mods if you happen to be using any of them.
    There are no files to activate. You must add the resources using the CS into your own mods.
    Uninstallation
    Remove the files added by this mod, preferably using BAIN so as not to remove any which are in use by other mods.
    Options Available
    Paintings are included for the following categories:
    Ayleid Ruins
    Cities/Towns - All from Cyrodiil. Includes one each of my villages.
    Nehrim - Screenshots from the Nehrim total conversion.
    People - The city royalty, Uriel Septim, and two generic.
    Scenic - Paintings of various landscape shots, including some from the Unique Landscapes series.
    Disclaimer
    This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

    131 downloads

    0 comments

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  21. A Brotherhood Renewed

    "The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province."
    You've completed your contracts. You rose through the ranks. Lucien entrusted you with his life. After a long and difficult struggle, you saved the Dark Brotherhood from total annihilation. All that remains of the once proud and powerful organization are you, Arquen, and some lowly random murderer the two of you found. After all this you're satisfied with visiting Bravil once a week to collect a pittance of cash? Is there nothing more to be done? The story just ends here, like a bad movie? Not anymore. The time has come to reclaim lost power, to retake lost sanctuaries. To renew the Dark Brotherhood.
    This mod adds a short series of quests to the end of the saga of the Dark Brotherhood which takes place after your first visit to Bravil after becoming the Listener. I always felt that Bethesda cut things short at the end of the quest line. You're just supposed to continue on, as though nothing was wrong, after your entire organization was brought to its knees? What about all those sanctuaries out there the game makes a point of mentioning but you never see? This is my answer to that and at least brings things to a more sensible close by the time you are done.
    You may install this at any point during the game, it is not necessary to wait for the end of the quest line. In fact, some of the involved characters will exist and be out in the game world prior to everything turning for the worst. You may not even realize who they are when you find them. Once you have made it to the end of the quest line, visit the Night Mother statue in Bravil (and returned to Arquen with the info) at least once. You will be approached by a courier after 7 days to start things off. Though be patient, he needs to find you somewhere public.

    1068 downloads

    0 comments

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  22. Cell Sized LOD Water Plane

    Bodies of water. They're everywhere in the game. The most obvious of which are Lake Rumare and the Niben Bay. They're both distant visible all the time. But what about your big lake in the hills? Or the lake outside of Cheydinhal? Or any other body of water which is raised above sea level? No, those are not visible at all at a distance. There is apparently a limitation in the game engine which will simply not display it regardless of the water height assigned to the cells. This resource is meant to aid you in changing that.
    Provided in this package are two simple nif files. LODWaterPlane.nif is simply a large square editor object that you use within the CS to add to a cell where you have water. LODWaterPlane_far.nif is the VWD version of the same, which is a basic two triangle water plane with the Lava material added so that the game will treat it as water. It has all of the reflective properties expected, and even displays water ripples when passing over it with the free camera.

    170 downloads

    0 comments

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  23. Cyrodiil Travel Services

    This mod is a collection of travel options which aims to recreate a system similar to what existed in Morrowind. It includes regular travel agent services at the stables, Divine Intervention, Mark & Recall, and Mage Guild Guides.
    At each major city, there is a travel agent who will offer transportation to other major cities, including a few mod added desintations as well. Their services are relatively cheap and are based on the distance between each stop they service. They are also heavily armed and should you decide to attack them, be prepared for a significant fight. This may also draw in local guards. These agents WILL NOT RESPAWN IF KILLED, so try not to make a mess.
    A Divine Intervention spell which functions in a similar manner to the one from Morrowind. The only real difference is that it will bring you to one of the chapel interiors instead of dropping you outside. The spell is sold in every chapel and requires Mysticism skill of 50 or higher. Scrolls are available from loot and vendor lists that deal with Journeyman level items. Divine Intervention does not function in Oblivion realms, Shivering Isles, or in a few other select areas where being yanked out might break something. It is also aware of Knights of the Nine and will not transport you to a desecrated chapel during the quest.
    Mark & Recall spells which function nearly identically to their Morrowind and Daggerfall equivalents. This allows you to set a marker virtually anywhere and recall to it later. The spell does not function within Oblivion realms, Shivering Isles, or a few other select locations that will break something. The spells are sold by Alves Uvenim in Leyawiin since they specialize in Mysticism.
    Teleportation services are now provided at the Mages Guild. Each city offers a teleportation pad in the public area of the guild which allows transport to every other major city. Ask around while in a guild and you'll be directed to the person in charge of the teleporter. Fees for non-members are 100 Septims. Fees for initiate members of the guild are 25 Septims. Teleportation is free once you have access to the Arcane University. Frostcrag Spire is available as a destination, but is only guaranteed to work with the OFFICIAL DLC.
    Fast Travel can now be optionally disabled as well through an ini file.

    305 downloads

    2 comments

    Updated

  24. Really AEVWD: SI Edition

    A modest approach to distant viewable objects, aka VWD. Lord Sheogorath will be pleased. Or throw pie at you. Depends on his mood.
    This package performs a similar service for the Shivering Isles as the regular RAEVWD. The main difference is that all of the VWD objects are additions to the process. SI only included a very limited number of distant objects. The city walls around Bliss, Crucible and The Fringe, and the New Sheoth palace. Anyone who has played through SI knows though that there are a lot of large ruins, settlements, and mushroom trees all over the landscape. Not one of these has a distant object provided by Bethesda. So you run into a great deal of "pop-in" as the closeup versions load. So with that in mind I spent a few days generating low-poly meshes out of the missing pieces.
    All of the meshes have been hand checked and had the following done:
    Collision data removed. If actual collision grids were still present, the branches have been deleted entirely. It's impossible to collide with an VWD object.
    Animation controllers removed. It is impossible to animate an VWD object, so this data is bloat.
    Geometry morphers removed. If a mesh had these, they've been removed, as they are only useful in animation.
    All NiStringsExtraData blocks removed. These are nearly always associated with collision.
    All BSX Flags removed. These are nearly always used for collision and animation.
    All NiSpecularProperty blocks removed. Leaving these in place causes visual anomalies, most notably the "every VWD turned yellow" issue.
    All NiBinaryExtraData blocks (tangent/normal spaces) removed. This data is not required for VWD meshes and helps tremendously in reducing memory usage.
    All parallax flags turned off. The distances involved make this useless anyway.
    All meshes have been assigned lowres textures instead of hires ones.
    Nearly all NiAlphaProperty blocks removed. If the mesh required it for transparency, it was kept. If this is left on a mesh that does not require it, visual anomalies can result.
    All NiVertexColorProperty blocks removed. These lead to some cases of black VWD objects.
    Optimization using PyFFI after the above has been done.

    In addition to mesh work, all VWD normal maps have had their alpha channels removed since it serves no purpose. This will help some with VRAM, and eliminate issues with sparkly objects.
    The typical VWD mesh comes out the other end of this process losing up to 75% of the data it was carrying with no loss of function. A fully optimized and functional VWD mesh will have only the NiMaterialProperty, NiTexturingProperty, and NiTriShapeData/NiTriStripsData branches left in its NiTriShape/NiTriStrips branches, and will have only NiTriStrips or NiTriShape branches attached to the scene root.
    Compared with all of the other VWD options available, this is the most optimized, game friendly set of VWD objects there is. And the only one covering Shivering Isles at all.

    928 downloads

    0 comments

    Updated

  25. Really AEVWD

    A modest approach to distant viewable objects, aka VWD.
    You're all familiar with the various VWD packages, right? Some provide more than others. Some are geared specifically toward super-high end machines. One isn't even designed to be played and will cripple anything currently on the market today. For the rest of us, myself included, we'd just like to enhance the visual experience without crippling the game. None of the available packages has been fully optimized, usually with large amounts of unnecessary data still attached.
    In order to address these issues, I've decided to compile into one source as many useful VWD objects as can be reasonably applied to the game from the following sources:
    AEVWD Large: Enhanced lowres textures.
    UOMP: Battlehorn Castle (requires the official DLC to be activated).
    Oblivion: City wall meshes only.
    Brumbek: VWD illuminated windows, optimized lowres texture pack, optional QTP3 lowres texture pack, as well as several mesh and texture fixes.
    Me: Machine regenerated all architecture, Ayleid ruin, and Imperial fort meshes for better quality and lower polygon counts. UOP corrected versions were used for the reductions wherever possible.
    The overall goal is to provide enhanced VWD visuals while also trying to preserve performance as much as possible. This all stems from my realization that even with a high end graphics card, full detail VWD meshes and textures are simply out of the question. The VRAM usage is causing large amounts of stuttering when trying to swap out the memory and not even Streamline 3.1 can keep up. This package has brought the VRAM usage under control and has had a huge impact on overall lag and stuttering.
    All of the meshes have been checked and had the following done:
    Collision data removed. If actual collision grids were still present, the branches have been deleted entirely. It's impossible to collide with a VWD object.
    Animation controllers removed. It is impossible to animate a VWD object, so this data is bloat.
    Geometry morphers removed. If a mesh had these, they've been removed, as they are only useful in animation.
    All NiStringsExtraData blocks removed. These are nearly always associated with collision.
    All BSX Flags removed. These are nearly always used for collision and animation.
    All NiSpecularProperty blocks removed. Leaving these in place causes visual anomalies, most notably the "every VWD turned yellow" issue.
    All NiBinaryExtraData blocks (tangent/normal spaces) removed. This data is not required for VWD meshes and helps tremendously in reducing memory usage.
    All parallax flags turned off. The distances involved make this useless anyway.
    All meshes have been assigned lowres textures instead of hires ones.
    Nearly all NiAlphaProperty blocks removed. If the mesh required it for transparency, it was kept. If this is left on a mesh that does not require it, visual anomalies can result.
    All NiVertexColorProperty blocks removed. These lead to some cases of black VWD objects.
    Optimization using PyFFI after the above has been done.

    In addition to mesh work, all VWD normal maps have had their alpha channels removed since it serves no purpose. This will help some with VRAM, and eliminate issues with sparkly objects.
    The typical VWD mesh comes out the other end of this process losing up to 75% of the data it was carrying with no loss of function. A fully optimized and functional VWD mesh will have only the NiMaterialProperty, NiTexturingProperty, and NiTriShapeData/NiTriStripsData branches left in its NiTriShape/NiTriStrips branches, and will have only NiTriStrips or NiTriShape branches attached to the scene root.
    Compared with all of the other VWD options available, this is the most optimized, game friendly set of VWD objects there is.

    2104 downloads

    1 comment

    Updated

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