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  1. Getting Bethesda Games To Work On Linux This guide is written with Fedora 43 in mind, but should generally work for other ones as well. Since I'm currently using Fedora 43, and have also used Bazzite, I'll make any notes about differences between them where applicable. It is strongly advised to install KDE Plasma as the desktop environment if you have that option since it seems to have more things in it that are helpful for gaming. Please don't bring the debates over KDE vs Gnome into this. It's not going to be helpful. If you are not planning to mod your games, then it would be highly recommended to use Bazzite as it has pretty much anything you may need to start installing and playing your games. Fedora 43 is only recommended if you need access to more advanced things like being able to run shell scripts from the file manager. You should also have a working backup of your Windows install if you're moving over from Windows. You'll be needing some of the data from it if you plan to bring over things like your load orders, installed mods, and saved games. Also, please be aware that in most cases, linux is a case-sensitive operating system. That means that "Skyrim" is not the same as "skyrim" like it is on Windows. This can lead to issues with some programs not recognizing files you have installed due to case. Installing Discord I know this is not directly related to getting Bethesda games to work in linux, but it's a valuable resource for getting help if you need it. Always good to have that lifeline ready early. Fedora 43 Using the Discover app (blue suitcase on the taskbar), search for Discord. It should come up as the first result with the familiar icon. On the top right side of the UI there should be a selector for you to tell it where you want to install from. Select the Flathub repository. Click install. Once done, it will be available in the Internet category of your start menu. Launch it and sign in as usual. You'll need to then configure it to your liking. Bazzite Using the Bazzar app (orange tag on the taskbar), search for Discord. It should come up as the first result with the familiar icon. Click install. Once done, it will be available in the Internet category of your start menu. Launch it and sign in as usual. You'll need to then configure it to your liking. Installing Steam Fedora 43 Open a Terminal window by clicking the start menu, go to System, and select "Konsole". Enter the following command: dnf install steam You may be prompted by the system to enter your password. You'll then be asked to confirm the packages it wants to install. Once it's done, Steam should be available in the Games category of the Start Menu. You will need one other thing in order to be able to set up modding tools later, called Protontricks. In the Discover app, search for "Protontricks". There should be a drop menu option on the top right of the UI to select where to install the package from. Make sure that says "From Flathub". Install it from Flathub. It will take care of any dependencies it needs when installing. Bazzite Steam already comes with the distro, as well as all of the required Protontricks support. To save time on installing games to whichever distro you end up using, you will want to have a copy of your Windows install handy. Either The following Prefix identifiers will be useful when copying your game data, such as your load order and save games, as well as for modding the games if you plan to do so: Skyrim SE: 489380 Fallout 4: 377160 Starfield: 1716740 Oblivion Remastered: 2623190 Installing Heroic Heroic is an open source launcher for games found on GOG.com, the Epic Games Store, and Amazon Prime Gaming. If you have no games on any of these platforms, you can skip this step. Fedora 43 Go to the Discover app (blue suitcase on the taskbar). Search for "Heroic". It should be the first result. Click on it and select the Flatpak installer, preferably from the Flathub repository, and install it. Bazzite Go to the Bazzar app (orange tag icon on the taskbar). Search for Heroic. Click on it and install it. Games Which Work on Steam It would probably be faster to specify what doesn't work instead, since so far every game in my Steam library installs and plays just fine. Games on GOG, Epic Games Store, or Amazon Prime Gaming Similarly, it would be faster to just specify what doesn't work. Morrowind GOTY [GOG]: The launcher applet comes up and you can set your graphics up with it. Clicking play crashes the game. Daggerfall Unity [GOG]: Crashes when launched. Worth noting this has been delisted from GOG.com because the developers no longer wanted to support it. That's a discussion for another place though. Setting Up Games You Already Have Installed on Windows This section is intended for those who already have games installed on Windows they want to bring over to linux. Copying files to the Steam install location will make the installation of the games a great deal faster as Steam will be able to validate what you already have. If you are not bringing over information from Windows, you can skip this section as it won't be necessary. If your games are installed on Epic Game or Amazon Prime, you'll need to determine the appropriate install paths for those platforms yourself as they are not widely supported in the community. GamePass installs are not supported as there is no GamePass service available for linux. Steam For the sake of simplicity, I'm going to use Skyrim SE as an example. On Windows, locate your Skyrim Special Edition folder. The default should look something like this: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition Right click on the folder and select Copy. Now find the path to Steam on your linux install. By default it would look something like this: /home/[UserHome]/.steam/steam/steamapps/common On Fedora, [UserHome] will be the username you selected when installing the OS. On Bazzite, it should just be the word "bazzite". Right click on this folder and select Paste One Folder. Your game should then be copied into the install folder. Once this is done, go into Steam and have it install the game. It will validate the copied files and download any additional things it needs like the proper Proton libraries. Run the game from the Play button at this point to set up the graphics information you want. Repeat the same process for any other games you want to bring over from Windows. This process should work for any game, not just Bethesda titles. Heroic [GOG Game] If you are not bringing over information from Windows, you can skip this section as it won't be necessary. For the sake of simplicity, I'm going to use Skyrim Anniversary Edition as an example. The process should be similar for each Bethesda game on Heroic, just with different folders. On Windows, locate your Skyrim Anniversary Edition GOG folder. The default should look something like this: C:\GoG Games\Skyrim Anniversary Edition Right click on the folder and select Copy. Now find the path to Steam on your linux install. By default it would look something like this: /home/[UserHome]/Games/Heroic/Skyrim Anniversary Edition On Fedora, [UserHome] will be the username you selected when installing the OS. On Bazzite, it should just be the word "bazzite". Right click on this folder and select Paste One Folder. Your game should then be copied into the install folder. Once this is done, go into Heroic and have it install the game. When prompted, select "Import Game" instead of the standard install button. The game will be imported almost instantly. Run the game from the Play Now button at this point to set up the graphics information you want. Repeat the same process for any other games you want to bring over from Windows. This process should work for any game, not just Bethesda titles. Retrieving Your Saved Games and Load Orders If you are not bringing over information from Windows, you can skip this section as it won't be necessary. Please note that if you have games installed via the Epic Games Store or Amazon Prime, the details below will not work as these platforms use different folders. Steam For the sake of simplicity, I'm going to use Skyrim SE as an example. The process should be similar for each Bethesda game on Steam, just with different folders. On Windows, locate your AppData folder. It should be located here: C:\Users\[UserName]\AppData\Local UserName is your Windows username. Select the Skyrim Special Edition folder, right click on it, and select Copy. Navigate to the Proton prefix for the game. It should look like this: /home/[UserHome]/.steam/steam/steamapps/compatdata/489830/pfx/drive_c/users/steamuser/AppData/Local Select that folder, right click, and hit Paste One Folder. This copies your load order data over. For your save games, in Windows, select C:\Users\[UserName]\Documents\My Games\Skyrim Special Edition Right click on it, select Copy. Navigate to /home/[UserHome]/.steam/steam/steamapps/compatdata/489830/pfx/drive_c/users/steamuser/Documents/My Games Right click on it, select Paste One Folder. This copies your .ini file settings and your saved games over. Heroic [GOG Game] For the sake of simplicity, I'm going to use Skyrim Anniversary Edition as an example. The process should be similar for each Bethesda game on Heroic, just with different folders. On Windows, locate your AppData folder. It should be located here: C:\Users\[UserName]\AppData\Local UserName is your Windows username. Select the Skyrim Special Edition GOG folder, right click on it, and select Copy. Navigate to the Proton prefix for the game. It should look like this: /home/[UserHome]/Games/Heroic/Prefixes/default/The Elder Scrolls V Skyrim Special Edition/drive_c/users/steamuser/AppData/Local Select that folder, right click, and hit Paste One Folder. This copies your load order data over. For your save games, in Windows, select C:\Users\[UserName]\Documents\My Games\Skyrim Special Edition Right click on it, select Copy. Navigate to /home/[UserHome]/.steam/steam/steamapps/compatdata/489830/pfx/drive_c/users/steamuser/Documents/My Games Right click on it, select Paste One Folder. This copies your .ini file settings and your saved games over. Modding For BGS Games In Steam, if the "Software" category filter is not available, go to the store page for the Creation Kits and select "Add To Library" there. Then install the CKs as you normally would. For BGS games on GOG via Heroic, the launch options for Fallout 3, Fallout New Vegas, Oblivion, and Morrowind all include a selector to load their CKs. These come preinstalled with each game. LOOT Using either Bazzar or Discover, search for LOOT. On Fedora 43, make sure you select to install it from Flathub. Once installed it will be available in the Games category of the start menu. Launching it should show you all of the games it supports that you have installed. Wrye Bash I'd recommend downloading the Standalone Executable version. Once downloaded, find where your game is stored. Extract the "Mopy" folder from the Wrye Bash download into the game's main folder. You will need to do this for EACH game you plan to use Wrye Bash with. I do not know of a way to allow for a single install of Wrye Bash to manage multiple games with the way Proton works. Maybe the folks who wrote LOOT would be able to offer the Wrye Bash devs some hints on how to accomplish this For Steam Games It's best to set up a shortcut in the start menu for each one. They'll work without it, but I doubt you want to be nagged by Proton asking which prefix you want to run in each time. To set up a start menu shortcut, go into the category you want it in (Game is probably best), right-click on any existing entry and select "Edit Application". At the top left of the menu editor, select "New", then "New Item". Give it a name when prompted. You should now be looking at the General tab for editing a new menu item. The name field should be something like "Wrye Bash - SSE" so you can tell which one the shortcut will be for. If you want the icon to match the program, click on the pencil icon next to the Wrye Bash symbol. Navigate to where you put the Wrye Bash files and find the Docs folder within Mopy. There is a favicon.ico file there that will work. The "Program" field should be /usr/bin/flatpak The "Command Line Arguments" should be as follows, where [UserHome] is where your home folder is, and [Game] is the name of the game folder where the game is installed. The number at the end needs to be the prefix ID from the install section for Steam earlier in this guide. On Bazzite, [UserHome] should be "bazzite" by default if you did not set up an additional user account. run com.github.Matoking.protontricks -c "wine '/home/[UserHome]/.steam/steam/steamapps/common/[Game]/Mopy/Wrye Bash.exe'" 489830 Once the information is in place, save it. Then test to be sure the shortcut works as expected. The Wrye Bash logo should come up and operate as normal. For Games on Heroic Click on "Add Game". In the UI, set a sensible title like "Wrye Bash - Oblivion" in the title field. Set a sensible icon, like the Wrye Bas logo, in the App Image field. In the box for "Select Executable", navigate to where the Wrye Bash.exe file is installed for this game, which is inside the Mopy folder you installed earlier. Hit Finish. It should now be in your library list. Before you launch it, you need to change which prefix Wrye Bash is going to use. Right click on the new entry, and hit settings. Set the Wine Prefix by clicking on the folder in the box for it, and navigate to where the game's prefix folder is. These should all be in Games/Heroic/Prefixes/default under your /home folder. Mod Organizer 2 [MO2] Someone who knows how to set this up, please feel free to contribute steps to do so. Vortex Similarly, if anyone knows how to set this up on linux, feel free to contribute steps to do so. Nifskope If you have no plans to manipulate 3D models (meshes) for any of your games, you can skip this section. A native linux installer is available here. The one on the top for linux QT should do the job. All you have to do is unpack it into a folder of your choice. You will need to manually set the game paths once you launch it though because it won't know about the linux file path to the game installs on its own. In order to be able to open .nif files by double-clicking on them, you'll need to set the file association. Go to Start -> Default Applications -> File Associations. Click Add, and select the Model category. Type in a name in the field, like "NIF Model". Now bring up the new entry in the list. In filename patterns, click Add, and in the box, enter *.nif In the Application Preference Order section, click Add, and click the small folder next to the box to navigate to where you unpacked Nifskope. Select the "Nifskope" file that has no extension on it and hit OK. Once back to the screen with the patterns and associations areas, hit apply. You should now be able to find a .nif file and double click in the file manager to open it. Now you'll need to set Nifskope to be able to see your various game folders. While in Nifskope, go to Options -> Settings -> Resources -> Games. For each game listed that you have installed, hit Browse and locate the folder for it. You'll need to manually enter the file path as Nifskope apparently doesn't recognize the hidden dot folders that things are usually found it. To find the file path, open your file manager and navigate to the game's folder. Right click on the folder and select "Copy Location". Paste that location into the Browse dialogue you opened in Nifskope. Then hit OK to add it. When you have all of the games entered that you need, click Apply. Now click on the Paths tab. For each game, select it and hit "Auto Detect Game Paths". They should fill. Then hit Apply. Go back to your loaded .nif file and all of its textures should be properly loaded now. Visual Studio Code If you do not have any plans to write scripts for any of your games, you can skip this step. A native installer is available from the Flathub repository. This is useful for the Papyrus scripts used by Skyrim and later. Blender If you have no plans to create or modify 3D models (meshes) for any of your games, you can skip this step. A native installer is available from the Flathub repository. xEdit First things first: The xEdit developers DO NOT SUPPORT LINUX. So if something goes wrong along the way, do not ask them for help. You will not get it from them. Hopefully one day they loosen their stance on this as more people make the switch to linux, but right now they're adamant about it. Download xEdit as you normally would from their Discord server. Install a copy of it for EACH game you intend to manage with it. If you are using Wrye Bash, you should be able to launch that and click the xEdit icon on the status bar to bring it up. If you are using MO2, you'll need to set it to run xEdit like you would in Windows. [I don't know the details as I don't use MO2] In order to have proper drag and drop support between fields, you will need to make a change to the game's Proton setup. On Steam Open Protontricks. When prompted, select the prefix for the game you want to change. Click "Select the default wine prefix" and hit OK. Click "Run Winecfg" and hit OK. On the applications tab, hit "Add Application". From the menu that comes up, hit the drop arrow next to C: and select the / symbol at the bottom. Double click on home. On Fedora 43, double click on your username folder. On Bazzite, double click on the bazzite folder. In the box that says filename, type in .steam and be sure to include the dot in front, then hit enter. Double click on steam, then steamapps, then common. Double click on the folder you installed the game into. Find the .exe file for xedit. It should be named appropriately for the game you're running according to this list: Skyrim SE: SSEEdit.exe Fallout 4: FO4Edit.exe Starfield: SF1Edit.exe Oblivion Remastered: TES4REdit.exe Once you've added the .exe to the list of applications, select it and make sure the Windows version is set to Windows XP. If you do not, you will not be able to drag and drop things in the plugin editing menus. As of this writing, theme support will be unavailable and you'll be stuck with the default eye burning white theme. However, you CAN get that back if you change the Windows version on the .exe file back to Windows 10 or later. This is the exchange we must decide on. Script Extender Before starting this process, make sure you've run the game's official launcher at least once through Steam or Heroic to set up your graphic levels. You need to do the following once you've installed the SKSE files into the proper location: Find "SkyrimSELauncher.exe" and rename it as "SkyrimSELauncherREAL.exe" (or something similar, just don't delete it) Now find "skse64_loader.exe" and rename it as "SkyrimSELauncher.exe". When launched from Steam this will now cause it to load SKSE instead which should also allow any DLL plugins you have to work. If you should ever need access to the launcher to change graphic settings, run the "SkyrimSELauncherREAL.exe" file. One note: Crash Logger for Skyrim SE does not work in linux apparently. You will get an error from SKSE and you should close the game at that point and remove the "CrashLogger.dll" file from your Data/SKSE/Plugins folder. For other games, the process is similar but you'll need to rename the files according to the launcher and *_loader.exe files they use. Construction Kit Platform Extended [CKPE] You should already have the Creation Kit installed, if not do so now. Then install CKPE according to the directions provided, using the linux folders as the destination. Once done, in Steam, right click on the CK for the game and select Properties. In the General menu, there is a box for launch options. Add the following to that box: WINEDLLOVERRIDES="winhttp.dll=n,b;d3d11.dll=b,n" %command% Close the box to apply the changes. Then launch the CK as normal and you should get the CKPE prompts.
  2. 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 ar 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. My Patreon Page: https://www.patreon.com/arthmoor Downloads - Vanilla AFK Mods TES Alliance Downloads - Shivering Isles AFK Mods TES Alliance Performance So what's the cost in terms of performance? RAEVWD when installed with all of its options can suck the life out of even the best computer. You may find that your PC cannot handle the strain. That is to be expected, even if you're wielding an ATI 5900 series card with 2GB of memory and a 4GHz CPU. I can only list what I'm currently using and let you be the judge: AMD Phenom II X4 955 3.2Ghz 8GB System RAM AMD/ATI Radeon HD4870 w/ 2GB VRAM, Catalyst 10.6 drivers. Set to force 4xAA+16xAF. Windows 7 Home Premium 64-bit. QTP3 Redimized Brumbek's optional QTP3 lowres textures for VWD objects. Zacharot's 2048x2048 distant land textures. All Natural (weather mod with hires graphics) All meshes optimized with PyFFI. Enhanced Vegetation hi-res distant trees. Other graphics enhancers, such as trees, plants, clothing, etc. Large Address Aware patch applied to Oblivion.exe For the purposes of the test, Oblivion Stutter Remover was disabled to get an unblocked reading of the FPS. Test #1 was done with the uGridsDistantCount and uGridDistantTreeRange set to 25. As you can see, despite having a rig that should slaughter this, it only manages 14fps in a stationary position overlooking the area. Test #2 was done with uGridsDistantCount lowered to 18, and you can see the difference visually - there's not as much on the far edge of the screen to show. Of note, it does no good to set uGridDistantTreeRange higher than uGridsDistantCount since it won't display anyway. With this change, the game pulls a nice steady 30fps while overlooking exactly the same view. Playing under normal conditions, you won't usually be able to see far enough to notice the bald mountains, and with Streamline or another fog manipulation mod, you can have the view distance matched and never even notice. The location of the screenshot is on top of White Gold Tower, directly over the center of the Imperial City. This is an ideal location for VWD testing because there is next to nothing in the near view other than the tower mesh itself. Clear weather was chosen through the console to eliminate skew from All Natural's excellent weather graphics. So what you see is 98% VWD and 2% whatever else. VRAM use may look high, but keep in mind that's including the hi-res tree pack. Typical VRAM usage is much lower. There are also extra VWD objects present due to the addition of several other mods with buildings and such, Verona Bay is visible in the shot in the middle right for instance, as ar farmhouses for UL Imperial Isle, Weye's additions from AFK_Weye, and a large fort off to the left. What I can't account for is why the 18 shot is using more VRAM than the 25 shot, that result was consistent through several tests. Typical game setups will not see as much of a performance hit as mine is taking, unless of course they're as heavily modded as mine. I think on more normalized systems that aren't as completely bogged down by massive amounts of enhancers will do quite a bit better with this VWD package. Requirements TES4LODGen - needed to generate the distant view information. Installation The archive is provied as a BAIN package, which makes for relatively easy installation without the hassles associated with supporting OMODs. Manual installation should be fairly straightforward as each folder is named according to what it contains, but read on for the details anyway, ok? 00 Core - This folder contains meshes that the game normally ships with but have been optimized. The Imperial City and castle walls surrounding other cities. It also contains additional meshes for Cloud Ruler Temple, Frostcrag Spire, Battlehorn Castle, and IC sewer exit tunnels. Also included in this folder are all of the reduced size vanilla textures, which are shared among the other categories and are thus required. If only the core files are used, VWD performance should improve slightly over vanilla. 01 City Plugins - The ESPs used to provide VWD for buildings in the Imperial City and the outlying cities. Both of these are entirely optional. 02 City Architecture - Just what it sounds like. The buildings used primarily within the cities. These are also used in the wilderness by village and town mods, but in vanilla this doesn't happen much. This folder can impose a significant frame rate hit, so if you're on a lower end PC, you may wish to leave these out. 03 Imperial City Architecture - Additional meshes for the Imperial City. Most of this material is not used outside of the IC. The contents of this folder can impose a stiff performance penalty when looking toward the IC. 04 Wilderness Architecture - Contains buildings normally found outside the major cities. Farmhouses, the lower class buildings, priories, docks, and wayshrines. Lower class buildings are also used in Chorrol, but for the most part only show up out in the countryside and on the IC Waterfront. 05 Ayleid Ruins - Contains just what it says, the meshes used for Ayleid ruins. 06 Imperial Forts - Contains just what it says, meshes used for ruins of Imperial forts. 07 Large Rocks - Contains meshes used for the 2080 sized rocks, and all of the large rocks on the Gold Coast around Anvil. 08 Ships - Contains meshes used for ships as well as shipwrecks. 09 Statues - Contains meshes used for various statues of the Nine Divines and Daedric deities. 10 Higher Detail Castles - Meshes for city walls and castle keeps which have higher poly counts than the default Bethesda models. These are visually more accurate and fit the pieces they're meant to support, rather than just being overly generic ultra-low poly blobs. This will have a slight impact on overall performance due to more polygons and more textures being loaded, but they are visually superior. 11 Higher Detail IC Bridges - Meshes for the Imperial City bridges that are seen around the Imperial island. These have a higher polygon count than the models Bethesda used but are visually more accurate. This will have a very slight additional impact on performance but is well worth it for the visual improvement. If you want it all, just enable all of the package options and you're off and running. No DistandLOD folder is provided. In order to actually see the results of what you just did, you need to download TES4LODGen and run it. It's a wicked simple utility that processes VWD information based on _far.nif files provided and will tailor itself to whatever mods you have installed. If you're still using OBMM for whatever reason, TheNiceOne has created an OMOD installer script for RAEVWD. Uninstallation Manually remove the files you installed, or uninstall it through BAIN. Options The 2 ESPs included with the package provide additional placement of VWD information. Each one is entirely optional and can be left out to help improve performance. RAEVWD Cities.esp covers all cities except Kvatch and the Imperial City. It places buildings and trees in their proper locations behind the city walls. This ESP is 100% module compatible with Open Cities (Classic or Reborn). It should not be used in combination with Better Cities (which now includes Open Better Cities) or you will end up with VWD duplication which will severely harm game performance when viewing a city from the distance. RAEVWD Imperial City.esp places buildings and trees behind the walls of the Imperial City. It is fully compatible with Open Cities (Classic or Reborn). It is not compatible with Better Cities. Using it with Better Cities installed will result in a severe drop in game performance when the IC is in view. Cathedrals have not been placed where missing since the Unofficial Oblivion Patch and some other mods address this. If you're not using the UOP, uh.... why not? The cloister in Anvil as well as Benirus Manor have also been left out since the UOP deals with these as well. The UOP places the full detail mesh, so don't worry Dealing With FPS Drain If after installing this you find that FPS is still suffering, you can try the following: 1. uGridDistantCount in the Oblivion.ini file is set to 25 by default. Lowering this to 20 or even 15 will provide a dramatic improvement. 2. Use Oblivion Stutter Remover. It will help reduce the impact of loading the extra resources as you change cells. 3. Install and configure Streamline to manage fog distance. Or if you use All Natural (1.1 and up) set it's fog management to reduce the visible distance. 4. If you run Better Cities, try dropping the Imperial City VWD optional package they provide and re-run TES4LODGen. 5. If you're using any of the optional ESPs from RAEVWD, deactivate them and re-run TES4LODGen. The extra city architecture, especially at the Imperial City, can be harsh. 6. If you used the higher detail city walls and/or IC bridges, drop those. 7. If you used the ships and shipwrecks, drop those. 8. If none of that is enough, you may need to leave out all or part of the architecture folder entirely. Unfortunately if none of that works, this mod may simply be too much for your PC to handle at all. It may be time to consider some hardware upgrades. For RAEVWD, the most effective hardware upgrade will be a new CPU. Compatibility The only thing this will conflict with is another VWD mod that affects the same files this one includes. Otherwise there's no issue. Known Issues Sometimes when viewing the world at odd or extreme angles, the VWD objects will turn bright yellow or completely black and then revert to normal when you move. One known reason for this is another VWD mesh that has specular properties enabled on it. Another known cause are VWD meshes with vertex color properties. Since all of the meshes supplied by RAEVWD have been cleaned of these problems, look to VWD meshes provided by other mods and contact their authors for assistance in getting those fixed as they know their meshes best. Not all causes of this problem have been identified yet, so there may not be anything to fix. Sometimes you will see red, blue, or green reflections in the water where VWD should reflect instead. Possible causes for this are VWD meshes with collision data still attached, BSX flags still attached, or parallax flags which are still set. Since all of the RAEVWD meshes have had these properties removed, another mod which supplies VWD objects is likely to blame. It is also possible that some textures with RAEVWD could be causing this, so if you can identify which reflections are causing this, we can attempt to track down a way to fix it. Occasionally only part of a mesh will go black. If this happens, that part of the mesh is missing a texture assignment. If this happens with an RAEVWD mesh, please report it in the official thread. If it happens with a VWD mesh provided by another mod, you'll need to take that up with its author. When used with bloom lighting, the VWD objects may always show up as black. Provided you are *SURE* the lowres directory is in the right place in your textures directory, the only fix for this is to switch to a different lighting method. I'm not sure if normal lighting works, but switching to HDR will resolve this issue. There is no known way to fix this otherwise. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  3. Unofficial Oblivion Patch By Quarn, Kivan, Arthmoor, PrinceShroob, and Sigurð Stormhand This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0.416, fixing over 2,300 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try to fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Downloads AFK Mods Nexus Mods Please report any new bugs found on our project bug tracker: https://afktrack.afkmods.com/index.php?a=issues&project=36 This will ensure any reported issues are not lost in the forum shuffle and we'll have them on record to refer to. Yeah, it's a bit of a "better late than never" case but hey Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older version than v1.2.0.416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! Oblivion Citadel Door Fix.esp The Oblivion Citadel Doors' opening/closing sounds were played quite a distance away from the actual doors and fixing this problem meant that all instances of this door had to be repositioned in the game; it was made a separate ESP because a misaligned door in another mod is worse then a little door sound. UOP Vampire Aging & Face Fix.esp This plugin disables the ugly vampire aging effect which causes the bug where when the player is cured of vampirism, their face resets to the default male (even for a female player) face for their race. If you're already using another vampire fix such as EggDropSoap's or Scanti's OBSE fixes, or an alternate vampirism mod, then don't enable this one. It's a very small and simple change to a single game setting. To save a mod slot if you have many mods active this separate plugin can be merged with the UOP or with any other mod that is dependent only on Oblivion.esm. v3.5.8 (2024-01-03) UOP Fixes Citadel Door Fix: "Desolation's End" cell name was not copied forward when it was fixed in the main patch. (Bug #32632) A previously edited interior house mesh for Bruma was missing part of its door frame. [Meshes\Architecture\Bruma\brumahouselowerinterior01.nif] (Bug #31851) The previously edited lower class tavern mesh had some bad UVs, skewed textures, and a missing segment above the door frame. [Meshes\Architecture\LowerClass\LowerClassTavernInterior01.NIF] (Bug #31978) Bash tags have been updated. (Bug #32593) Reverted the version of rfwdeadend01.nif added to UOP 3.0.0 due to multiple shading and UV errors. Reexamined the vanilla mesh. Found the following: one UV error in the roof; one gap on the right-hand wall where the roof meets the top of the wall; one gap in the right-hand wall where the wall meets the ruined floor; two gaps where the arch snaps to a adjoining mesh; hairline gaps where the pillars snap to the adjoining mesh. All corrected. Removed some redundant faces on some bricks, merged some duplicate verts on the bricks - left the other duplicate verts to prevent more shading errors. [Meshes\Dungeons\FortRuins\Dungeon\Halls\ManMadeWide\rfwdeadend01.nif] (Bug #32853) Reverted an unwarranted correction to "St. Jahn's Wort" that was made before the UPP team took over maintenance. There was no grounded reason to change the name other than making it conform to the real life plant that looks like it. Nirn is not Earth though. (Bug #33102) Location Fixes Pale blue fog was present inside Hammer and Tongs in Skingrad. (Bug #33601) Mesh and Texture Fixes The tip of the Argonian tail has a misaligned UV map. Fix provided by Clyde BlueSnake. [Meshes\Characters\Argonian\tail.nif] (Bug #32933) Fixed the reported hole in the gable introduced by the UOP, then went through and reworked pretty much the entire UV for the wood sections to remove unnecessary UV seams and reduce stretching/crushing of the texture. Also removed faces left over from the generation of some of the original primitive beveled cubes used to create the frame. Also fixed the UV at the edges of the roof shingle. Added the missing window frame bar between the two window pieces under the gable. This should yield a visual improvement, especially with parallax textures, and a small performance improvement, too. (Meshes\Architecture\LowerClass\HouseLower03.NIF) (Bug #32031) NPC, Creature, and AI Fixes MS47LL1Beast100 should have been set to use MS47BearBrown instead of a duplicate of MS47BearBlack at level 14. (Bug #32142) Vlanarus Kvinchal does not have a sleep package despite owning a bed. (Bug #33636) Maenlorn was supposed to offer bed rental at the Flowing Bowl but his lines were never recorded. These have now been provided so the bed can be rented out now. (Bug #33614) 2 corpses in Harlun's Watch had been placed using zombies. This caused the corpses to be incorrectly identified as undead instead of simply being corpses eaten by trolls. Shivering Isles has a specific corpse which is named "Decomposing Corpse" that looks exactly the same. This object has been duplicated in the UOP and the 2 corpses replaced with this new creature. This then allows non-SI games (I know, but it could still be a thing even in 2023) to have the correct object naming. (Bug #32963) Quest and Dialogue Fixes Mystery at Harlun's Watch [FGC10Swamp] stage 40 could end up with 2 journal entries because the top one lacked a condition for when less than 15 trolls were dead. (Bug #32766) Renting a room at the Border Watch Inn references the wrong NPC when the initial offer of an available room is checked. (Bug #32618) In Ambush [MG17Ambush], after the player acquires the Black Soul Gem, Traven will give an incorrect dialogue response due to checking for the wrong quest stage. (Bug #32586) As part of Chorrol Recommendation Part II [MG05A] it is possible to get Teekeeus stuck in the upper room of the Chorrol guildhall if he doesn't have time to complete delivering the book before you tell Earana you won't be stealing it for her. (Bug #32561) During Lost Histories [TG06Atonement] you may never encounter the Pale Lady because an old UOP edit from 2008 was too specific in checking what stage the quest was at [AmuseiScript]. It's entirely possible to find the secret room with her and Amusei in it without ever interacting with anyone after finding out Theranis got arrested. (Bug #32819) Script Fixes DAOghmaInfiniumScript could crash the game when trying to remove the Oghma Infinium due to the call being made while still in a menu block. A Gamemode block has been added to handle its removal from the player's inventory once it's been read. (Bug #32415) MG19ChestScript mistakenly gave the player 10 carrots when loaves of bread were added to the chest. (Bug #32879) Placement, Layout, and Ownership Fixes 00093F32, 0003158E: Doors in Torbal the Sufficient's house incorrectly marked as owned by Modryn Oreyn. (Bug #32559) 0003C47E: Door in Astante's house incorrectly marked as owned by the Cheydinhal Stables Faction. (Bug #32559) 0003C684: Bedroll at Brindle Home incorrectly marked as owned by Mivryna Arano. (Bug #32559) 00093dcd: Door in M'dasha's house incorrectly marked as owned by WeebamNaFaction. (Bug #32556) BorderWatchMdashasHouse: Incorrectly set as being owned by WeebamNaFaction. M'dirr's house and entry door were incorrectly marked as owned by Dar Jee. (Bug #32556) Tsalajma's house and entry door were not correctly set to be owned by her. (Bug #32556) 00093E44: J'riska's house door was incorrectly marked as owned by the Plotius Family Faction. (Bug #32556) 00093CDC, 00093E44: Vendor chests in the Border Watch Inn incorrectly marked as being owned by Witseidutsei. (Bug #32556) 0000C66C, 00056F37: Rocks adjusted to block a visible gap in the ceiling. (Bug #32294) 0002b613: Door on the upper floor of Two Sisters Lodge that was sticking through the floor. (Bug #32849) [NR] 00041C4E: Floating rock in Kindred Cave. (Bug #33638) 00041CB0: Ceiling with a hole that shouldn't be there in Kindred Cave. (Bug #33638) 000425B6: Ceiling with a hole that shouldn't be there in Kindred Cave Runways. (Bug #33638) 00085533: Adjusted position of a stone deck to prevent z-fighting with its neighbor. (Bug #33108) 00084A15, 00084A18: Door markers exiting from Carac Agaialor were in the wrong positions. (Bug #33062) 000A6649: Glarthir's basket was erroneously added to the Bruma Castle Service Hall. (Bug #33023) Text and Subtitle Fixes MS10/GREETING: "Many guards are coming forward with more evidence of his greed, so it's safe to say he'll been spending quite a bit of time in the city dungeons." -> "Many guards are coming forward with more evidence of his greed, so it's safe to say he'll be spending quite a bit of time in the city dungeons." (Bug #32664) MG11NecroMoon Stage 100 journal - missing the period at the end of the sentence. (Bug #32581) MS22MaladaInnerDoorScript: "carved stone" -> "carved stone key" (Bug #32840) MS27LindaiInnerDoorScript: "carved stone" -> "carved stone key" (Bug #32878) NQDSkingrad 00038AE7: "I invite you... try them for yourself." -> "I invite you... try them for yourself." [Extra space after "I"] (Bug #32929) LostBoyCaverns006: The font tag on the final portion of the note had a typo which caused it to fail to revert the text back to normal hand writing instead of the Daedric alphabet. (Bug #32891) Trailing spaces were removed from the quest stage logs of 3 quests. (Bug #32946) DASanguine Stage 10: "The follower of Sanguine" -> "The followers of Sanguine" (Bug #33702) DAMalacath Stage 30: "I appears" -> "It appears" (Bug #33701) Several minor text fixes applied (extra spaces etc) (Bug #33057) SKLxBlade4: "Song Of Hrormir" -> "Song of Hrormir" [Incorrect capitalization for "of"] (Bug #33046) The previous version history can be found here as it is too large to put in one post.
  4. 4ltoMark

    silly sonstruct cat edit 1

    From the album: construct cat

    just a quick silly edit of
  5. 4ltoMark

    silly sonstruct cat edit 2

    From the album: construct cat

    just a quick silly edit of a
  6. 4ltoMark

    Armoured Construct Cat

    From the album: construct cat

    combat ready
  7. 4ltoMark

    Ayleid Mace Staff

    From the album: construct cat

    Magic Staff Cannon which can also be used as a melee weapon, but secondary attacks allows you to blast your foes.
  8. 4ltoMark

    Freeze !!!

    From the album: construct cat

    Gun Mancer
  9. 4ltoMark

    Elven Hero Dragon Axe

    From the album: construct cat

    Elven Dragon Axe named "The Shining Light" this axe it self was nifskoped using weapon mesh texture resources from "jojjo's Drake Knight Armor and Weapons" ,but i did also combine the elven battle axe with this one as well and this was the result of the nifskope edit
  10. 4ltoMark

    Hunter of the moon

    From the album: construct cat

    Spellsword
  11. 4ltoMark

    Derpy Bullseye

    From the album: construct cat

    POW!
  12. 4ltoMark

    The Atherial-Rakiel Blade

    From the album: construct cat

    The Atherial-Rakiel Blade - Arcanium wisdom Spellsword
  13. 4ltoMark

    Ready for a fight

    From the album: construct cat

    Cat Got Claws
  14. Arthmoor

    Alternative Beginnings

    Version 1.4.6

    8037 downloads

    Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they.... Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around!
  15. Version 1.0

    228 downloads

    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.
  16. During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was. This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. As a complement to this mod, get Pabulum's excellent Oblivion Gates Remade which places several gates using the same resources all over Skyrim. Download Locations AFK Mods Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Oblivion Gates in Cities.esp, Oblivion Gates in Cities.bsa, and Oblivion Gates in Cities - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Simply delete the Oblivion Gates in Cities.esp, Oblivion Gates in Cities.bsa, and Oblivion Gates in Cities - Textures.bsa files from your Data folder. This mod includes no scripts and edits no vanilla objects so it should leave behind little to no footprint. Load Order LOOT should be used for optimal placement. Compatibility The gates are in relatively out of the way spots in each city so there should be little chance for conflicts. No navmeshes have been edited, and there are no issues with NPCs getting stuck on them. Not compatible with Open Cities Skyrim. Using both mods will result in duplicated gates while in the closed cities during civil war battles. Credits Hannaise - Oblivion Gates in Skyrim Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  17. is the the Variela rending hall supposed to be some type bridge? if so, where do i active the bridge? EDIT : i found it, it's just beside the bridge, i'm so stupid lmao
  18. Unofficial Oblivion DLC Patches By Quarn, Kivan, Arthmoor, PrinceShroob, and Sigurð Stormhand The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. (The self-installing version will set the appropriate dates; use OBMM or equivalent if you use the manual version to adjust the load order.) The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones with OBMM or equivalent.) If you use the Horse Armor Pack patch with Slof's Armored Horses, the Slof's horses' reins may disappear. Use dev_akm's compatibility patch instead. It is recommended to not activate the Thieves Den' SSSB (Sigil Stone Sound Bug) fix plug-in "DLCThievesDen - Unofficial Patch - SSSB.esp" on an existing game, but rather only on a new game, as otherwise the middle deck of the Black Flag could lose its doors (as their position is stored in the save file) and/or any objects already dropped in this cell could be lost. If you find any bugs with the fixes or any bugs with the official mods themselves please report them to either of us. Downloads AFK Mods Nexus Mods Twenty-Sixth Release (2024-Jan-03) UODP Fixes Bash tags have been updated for each plugin. (Bug #32593) For the Vile Lair patch, DLCDeepscornScript had a comment in the distance check calling for 1500 units when the actual code called for 3000 units. It should have been 1500 units in the code as well. (Bug #32829) Battlehorn Castle bugs fixed (v1.0.13): One of the doors in the castle gatehouse [xx013412] along with its door frame [xx1340f] were clipped badly into the adjacent wall. (Bug #32940) [NR] Frostcrag Spire bugs fixed (v1.0.11): The Spire cells should all be set to public music, which is how all the other player owned homes are set. (Bug #33080) Calindil doesn't sell the Feather Shoes or Fortify Fatigue Pants because the DLC altered ownership on the items when the cell was transferred to faction ownership. (Bug #33044) Knights of the Nine bugs fixed (v1.1.10): Trailing spaces were removed from the quest stage logs for "The Path of the Righteous" [ND04]. (Bug #32946) 00179df3, 00179df4: Columbine plants buried by the landscape alterations at the Priory of the Nine. (Bug #33145) Highwaymen could greet the player with the sarcastic Holy Crusader greeting even though this makes little sense - and also blocks their attempt at robbing you. (Bug #33081) Mehrunes' Razor bugs fixed (v1.0.9): The Morag Tong assassin should no longer stand in place outside the Inn of Ill Omen once he gets there. (Bug #32907) The Orrery bugs fixed (v1.0.8): DLCOrrery directs the player to the Orrery console too soon. The check should have been set for stage 100 or later, not 40 or later. (Bug #32579) Thieves Den bugs fixed (v1.0.16): 0200EEA5: Door into Captain's Cabin that was detached from the wall. Vile Lair bugs fixed (v1.0.12): 0200134F: Unlootable claim moved outside of the tower it was originally in. (Bug #32996) 020021CD: Floating barrel. (Bug #32964) The 3 Purgeblood Crystal Formations in the lair were set to -1 inventory spawns which leads to a documented item duplication bug. Each container will instead respawn with 1 Purgeblood Salt inside as was intended. (Bug #32876) The previous version history can be found here as it is too large to put in one post.
  19. Arthmoor

    Unofficial Oblivion DLC Patches

    Version 26

    5546 downloads

    The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones) Complete changelog
  20. Version 2.0.4

    4537 downloads

    During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was. This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  21. Version 1.0

    15 downloads

    Mesh and texture for making hi-res city signs. See the short tutorial here for how to use this. The process of making one in hi-res should be the same as in the default size.
  22. Arthmoor

    [RELz] Oblivion DLC Delayers

    Oblivion DLC Delayers This mod is a simple yet immersive and lore friendly way for the official DLC in Oblivion to be started. Normally when creating your character and exiting the prison cell, you are accosted by a number of highly unrealistic quest prompts that bombard you with information about things you should know nothing about and may not even want for the particular character you are playing. Instead, now you will either be able to find out about these quests via notes or in some cases simply by discovering the locations on your own. Downloads AFK Mods Installation Requirements Official Oblivion Patch 1.2.0.416. Shivering Isles Expansion. Optionally requires the remainder of the official DLCs. Installation Install via Wrye Bash's installers tab, or manually place Official DLC Delayers.esp into your Data folder. When you build your bashed patch, make sure this mod is selected in the "Merge Patches" and "Import Scripts" sections. DO NOT activate the mod, let the Bashed Patch take care of it. This mod is meant to be used when starting a new game but will not interfere with your progress if you have already activated all of the official DLC. Uninstallation Simply remove Oblivion DLC Delayers.esp from your Data folder, or uninstall via BAIN. Then rebuild your Bashed Patch to remove the missing references. If you do not do this, your game will either crash or hang during the main loading menu. Load Order Place immediately after the Official DLCs and the Unofficial Oblivion DLC Patches. Compatibility Will not be compatible with Strategy Master's "SM Plugins Refurbished" or any other DLC delayer mod as this is meant to accomplish the same thing. Mods which edit any of the official DLC quests or scripts will not be compatible due to the edits that were needed. Fully compatible with all of the Unofficial Oblivion DLC Patches. Any necessary changes were included. Should be entirely compatible with city overhauls, including Open Cities Classic and Open Cities Reborn, as it uses only interior spaces in them. May conflict with any tavern overhauls if they have heavily rearranged furniture inside. How to Trigger Each DLC Horse Armor: Find one of Snak gra-Bura's notes in any tavern in the Imperial City and pick it up. Battlehorn Castle: Find a dispatch from the knights in either of the taverns in Chorrol, or simply discover the castle on your own. The Orrery: Find a note in the Archmage's Lobby at the Arcane University and pick it up. Vile Lair: Discover the Deepscorn Hollow location and find a chest with the key and bloodstained note inside. Frostcrag Spire: Discover the tower's location and find a chest with they key and deed inside. Thieves Den: Find the Sealed Missive on a table in the Anvil Castle Great Hall. Don't steal it though unless you're feeling lucky. Mehrunes Razor: Find a copy of "Treatise on Ayleidic Cities" on the first floor of Cheydinhal's Mages Guild and read it. Knights of the Nine: Accumulate at least 10 fame, then the rumors topics will be activated as usual. Shivering Isles: Find a note in the taverns in Bravil, or discover the island on your own. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  23. Angkor

    Memories Of Oblivion

    some old pics I found ...
  24. Angkor

    Memories Of Oblivion

    some old pics I found ...
  25. Angkor

    Memories Of Oblivion

    some old pics I found ...
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