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DavidTheFalcon
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[WIP] Cyrodiil 201 (or Cyrodiil HERE and NOW)

First of all, I have never actually posted in a forum of any kind so please bear with me and feel free to let me know if something's wrong.  ;)

So what is this? Let me get one thing straight first - this is NOT a real complex project. It is a few more or less standalone plugins sharing one simple goal - making Cyrodiil in TESV:Skyrim as enjoyable as possible and as soon as possible. I had two free weeks so I took the time to try out what the CK is capable of and to learn how to work with it. (Ages have come and gone since my simple mods for Morrowind). This is NOT Skyblivion although I will do my best to make my files usable for the actual Skyblivion project. (If the files are considered worthy of course). And to be honest, I am more interested in visiting Cyrodiil during the 4E instead of time-traveling back to the end of 3E. Eventually, I would like to be able to visit the mages from the Synod and the College of Whispers, visit the Emperor in White-Gold Tower before he is killed by a nameless DB assassin, kill some of the omnipresent Thalmor agents - that sort of stuff. :D Do not expect any quests, though. All  this is meant to be just about the atmosphere and wandering. That's why I call this "Cyrodiil (4E) 201". (I know there are teams out there working on that kind of projects but I am too impatient to wait for years until they are finished. :D )  

Be warned that I made these plugins to suit my personal taste, I originally didn't even consider sharing them but I have come to realize that some people might in fact appreciate them and they work just fine in my opinion unless you expect too much. :D  

To make any C201 files to work properly, I will assume you have followed Shadows amazing "the most epic installation guide of all time" :D - http://morroblivion.com/forums/conversion-to-skyrim/conversi...

MODEL REPLACERS

C201-MeshReplacerV10 - https://docs.google.com/file/d/0B8ouX5WZ7I2obHI5SHVtNTFUY3c/...

This package tries to replace the missing and crash-causing meshes with appropriate substitutes. It is far from perfect but most of the furniture now does work. Some of it better, some of it worse. :D IMPORTANT INSTALL NOTES: There are 3 txt files included within the package: Conflicts-Meshes.txt, Conflicts-Textures.txt and Meshes-Troublemakers.txt. The first two files are lists of conflicts between Skyrim and Oblivion files - one for meshes (only contains conflicts with the currently available converted Oblivion meshes), one for textures. As far as this mod is concerned, it is best if you just delete the listed items before copying the folders to your Skyrim\Data directory. (This actally fixes the nirnroot crash since nirnoot is one of the conflicting meshes. After deleting the Oblivion version, the game will simply automatically use the Skyrim mesh.) The third txt file is a list of all meshes I know that cause crashes. (All of them should be fixed by this mod.) If you discover more, let me know and I will add the to the list. The package also includes some meshes:

- renamed Oblivion farmhouse meshes (filepaths changed in the ESP) so that they don't conflict with Skyrim meshes anymore;

- "Meshes\Clutter\Sack01.nif" which is just renamed "Meshes\Dungeons\Misc\DUNSack01.NIF", it that works as a perfect substitute for the originally missing Sack01.nif;

- "Meshes\Clutter\Middleclass\middlebarreltopped01.nif" and ""Meshes\Clutter\Middleclass\middlebarreltopped01.nif"" are actually renamed "Meshes\Clutter\Middleclass\middlebarreltopped03.nif", they are meant to REPLACE the original crash-causing meshes. If (for some reason) you want to keep the original files then just don't overwrite them and istead use "Obliviskyrim - Crash Fixes" provided by Shadow in his installation guide.

C201-Armor

Lite Version - https://docs.google.com/file/d/0B8ouX5WZ7I2oY1RvaV9pOXFHUDQ/...

Skyrim Version - https://docs.google.com/file/d/0B8ouX5WZ7I2oUHJ6S0ZIUFVfQ1k/...

These ESPs will replace most of the basic Oblivion armor with the closest Skyrim counterparts (Skyrim Version) or with whatever armor you like (Lite Version - advanced users only). This is what I have done: for each basic piece of a set of armor I created a dummy versions which I then used as templates. E.G.: I took "DeadricBoots" in the CK, duplicated it and created an object called "201DaedricBoots". Then I assigned this dummy object as a template for all daedric boots - even unique and enchanted and so on (they all use the same model after all). After doing that for the rest of daedric armor, I saved the plugin as C201-Armor-Daedric LITE.esp. Then I loaded the file together with Skyrim.esm and assigned vanilla Skyrim daedric armor pieces as templates to my 201 dummy objects. This gives you C201-Armor-Daedric SK.esp - a file that replaces ALL versions of Oblivion daedric armor with Skyrim counterparts. (Greaves are replaced with shields.) So if you want to replace the Oblivion daedric armor with Dragonbone armor, for example, or perhaps with an armor from a mod, just take my LITE version, load it in the CK, filter for 201 to find my template dummy objects and just give them whatever template you like. Save the plugin and enjoy!  ;) (If you feel this too complicated for you just grab the Skyrim version and you are done with it.) :D

C201-Weapons - https://docs.google.com/file/d/0B8ouX5WZ7I2oWFExSmZXdUl6SjA/...

I screw this one up. I should have done it in a way similar to my Armor replacer (which I created afterwards). There are no dummy templates here, no easy customization. The only pros I can think of is that it is just one ESP instead of several. I will redo this at some time but for now I think this actually works just fine.

LANDSCAPE

C201-BorderSkyrim.esphttps://docs.google.com/file/d/0B8ouX5WZ7I2obWxTcnJhRU8xekk/...

This file changes the landscape to the north of Dragonclaw Rock in Cyrodiil in order to make the gate to Skyrim accessible.

C201-BorderGate2.esphttps://docs.google.com/file/d/0B8ouX5WZ7I2oLW5Od3pNSkF0VGc/...

The name says it all. This adds a working gate that enables you to travel between Skyrim and Cyrodiil.

C201-PalePassMapMarker - https://docs.google.com/file/d/0B8ouX5WZ7I2oM2VUVVJDdm9sN1U/...

Use this marker if you want to get to the gate quickly! :D

C201-Landscape.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oZWVONzdoNHhObTQ/...

This assigns appropriate materials to the landscape textures (you hear your footsteps) and replaces Oblivion grass with Skyrim grass (it looks soooo much better with grass! :D ).

C201-Trees.esphttps://docs.google.com/file/d/0B8ouX5WZ7I2ob2ZtVERZbldPZE0/...

Replaces some of the meshes given to trees by the converter to provide greater variability. (It is good to NOT have just one kind of tree inCyrodiil! :D )

C201-MapMarkers.esphttps://docs.google.com/file/d/0B8ouX5WZ7I2oNDlZWHNHZHBDYmM/...

Adds some map markers to Cyrodiil - most importantly major cities.

C201-DoorLinks-NavMesh.esmhttps://docs.google.com/file/d/0B8ouX5WZ7I2oRWIxd0pTRGNuVzg/...

Sorry if the file name is too promising. :D Currently, this file connects all city gates with the outside world, makes all castles accessible and fixes ALL the door links in the Imperial City! As for NavMesh... Well, I navmeshed the Talos Plaza and a little space in front of the IC Main Gate. It is a really primitive and buggy navmesh but it is the best I could do. :D

C201-Navmesh TBM V1.esphttps://docs.google.com/file/d/0B8ouX5WZ7I2oeTJwNTVnd0ZxcDg/...

A hotfix that adds NavMesh to the road between Bruma and the border. Again buggy as hell. :D

ACTORS

C201-Guards V0.esphttps://docs.google.com/file/d/0B8ouX5WZ7I2od3JZX1hNbGhtU3M/...

Adds working guards to Bruma and IC. If you want to brawl with them go to Talos Plaza (it has NavMesh). :D

C201-RaceHorse.esphttps://docs.google.com/file/d/0B8ouX5WZ7I2oXzhJbF9GMkM0aG8/...

Turns Oblivion horses into Skyrim horse. Stealing one of them from a stabble makes traveling in Cyrodiil a bit faster of course. :D

C201-Race-Beasts V1.esphttps://docs.google.com/file/d/0B8ouX5WZ7I2oTzQyTjJNamVBWEE/...

This file adds some wildlife to Cyrodiil. It replaces Oblivion beasts with appropriate (or leftover :D) Skyrim beasts. Not that they are very lively without a navmeshed world. :D Must be used with the following plugin.

C201-LeveledList-Actor V1.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oTnVjSkt2a3ZyY3c/...

Fixes the spawn points to actually spawn the proper actors.

MISCELLANEOUS

C201-CyrodiilConfiguration.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oWmhpc19lV2RVOWM/...

Renames generic cells from Wilderness to Cyrodiil and adds simple background music. For some reason, this must be loaded last in your load order to actually work. (Or maybe at least after all other C201 files, haven't really looked into it as it's not worth the effort.) :D

Edited by: Shadow on 01/16/2013 - 18:18
Sjors Boomschors
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EnvyDeveloper
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The border stuff is very

The border stuff is very nice! But in Oblivion, the Skyrim border had endless snow trees up until what was supposed to be a river of some sort. I wonder how is the actual transition between the two provinces?

Shadow
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This looks very nice. I

This looks very nice. :) I think I may have to reinstall Skyblivion just to give this a try.

Gothryd
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Great job! Will try all this
Great job! Will try all this new stuff asap. Btw fixed normal maps for your meshes: http://www.sendspace.com/file/p8vsnj Here's also a small mod restoring NPCs in cyrodiil, dunno if it is of any value, but anyway feel free to tinker with it: http://www.sendspace.com/file/ihic9d
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just did

I made a forth era overhaul mod already. It :

1)changes the cities 

2)fixes doors 

3)changes trees(I hand place every single tree in cyrodiil)

4)replaces clutter(not complete.)

5) expands white gold tower. (ands throne room, food cellar, treasury. and more.)

6)Creatures(not in the same esp)

7)ncp(also not in the same esp)

8)over 260 spells(not in the same esp)

9)map markers. (cities and dungeons)

10) crash fixes( It rarely crashes now ) 

11)recreates famous mod like: ImpeREAL castles, better cities, Kvatch rebuilt. Bruma 4E 202. 

12) spell creation(not like oblivion's, more like pick a effect.

Island Chain west of cyrodiil (still very early wip)

(Picture of towers on the island chain)

and much more

Planned: Sutch(this was removed from oblivion), MirCorrup(mentioned as a place in Cyrodiil but never seen). stirk (really fun mod.) time travel, Like go into a dungeon and then time travel back to before it was in ruins(partially implemented in one dungeon). already writen story line. 5 quest lines planned(arena, favor of the counts(not really a quest line), mage university like atending classes (classes raise skills) and semesters (as in novice apprentice adept ect.) semesters become available quest as you progress through the main quest, and a faction war type quest that I made ncps for.) more dungeons. And a bunch of other stuff I'm too lazy to write.

p.s. I'm also gonna recreate some of the unique landscape mods

Shadow
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No offense Supreme, but until

No offense Supreme, but until I see some of your actual work, or I can download a working version of your mod, it doesn't exist.  That's it, plain and simple.  Until that time, I'm content playing with DavidTheFalcon's mod.

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Awesome!

While I personally will prefer Skyroblivion (lovin the ob voice actin of Lucien Lachance) this mod definantly will help tide me over until then,  also if this is ever expanded I would definantly play the finalized version and prehaps mod this after completing the skyroblivion/skywind quests because it has been a dream of mine to see Cyrodil set in Skyrims timeline. Also defintly agree on the grass replacer. Snow replacers would do as well but I would most likely use the HD snow textures from the skyrimnexus site.

Keep up the great modding man! thanks for providing this great gift to the community!

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@shadowWell, here ya

@shadow

Well, here ya go

http://imageshack.us/photo/my-images/802/2012111300002.jpg/

Remeber to look at all the pictures :) 

I want to finish some of the other features before I upload anything

Right now I'm working on the unque landscapes around bravil & leyawiin

P.s. I might also do a morrowind 4th era overhaul as well.

Edit: Just uploaded 38 more pics. BTW cow and_tamriel 3 15 will put you right next to the Imperial City. save as soon as you get there.  the game freeze alot if you console command your way there but almost never freeze if you load a save there.(???)

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Imo you guys should work
Imo you guys should work together, because all this stuff is amazing and it will be a pity if some parts will conflict with each other. Btw finished fixing normal maps for oblivion+SI meshes, will upload it when I get the chance (probably in several days).
SupremeEpicness
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My mod uses a renamed master

My mod uses a renamed master so it shouldn't clonflict with anything but... This also means that unless I or some one else would need to use version control in order for to combine our work. no ploblem But I can't get version control to work on my end. so I would need some one willing to combine my work in order to for me actually continue my work with ncps spell and what not.

I also used modding resources to help clutter replacement

As you can see in the picture above I was fixing the havestable with retextured skyrim flora

Download here: http://tesalliance.org/forums/index.php?/files/file/1387-mor...

I aslo used well alot of other stuff in my clutter replacement project 

http://skyrim.nexusmods.com/mods/22018

http://tesalliance.org/forums/index.php?/files/file/1330-the...

http://skyrim.nexusmods.com/mods/16525

http://skyrim.nexusmods.com/mods/14567

http://skyrim.nexusmods.com/mods/24735

http://skyrim.nexusmods.com/mods/19066

http://tesalliance.org/forums/index.php?/files/file/1346-sta...

http://tesalliance.org/forums/index.php?/files/file/1319-ins...

http://tesalliance.org/forums/index.php?/files/file/1268-obl...

http://tesalliance.org/forums/index.php?/files/file/1300-rea...

http://skyrim.nexusmods.com/mods/10312

So yeah... thats alot. Anyway I'll probably release my mod soon, if I finish my some of my mods recreates soon. I might release it earlier if some one wanted help me with it.(or some wanted to version control it for me)

P.S. Should we update the Shivering isles to the 4th era as well.

Shadow
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Out of curiosity, Why are you

Out of curiosity, Why are you guys so set on making it 4th era?  That would entail a whole lot more work, all of our voice overs would be useless, and we would have to write brand new quests, which would most likely be horrible compared to the originals.  We would also have to basically delete all of the NPCs and rewrite the entirety of the dialogue.  And worst of all, none of it would be lore, and it would just end up being another over-ambitious fan made mod that would never be completed.

I don't have anything wrong with you guys trying to make your own mod, but shouldn't your work be on the base project, with mods like 4th era Cyrodiil coming later, after the original game is playable?

Gothryd:  That's awesome! I can't stand playing with broken meshes, so those will be really nice to have.

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The following statement is

The following statement is just my vision on the current conversion programs, nothing  more:

 

I agree with Shadow, most of us are only here to make a full 100% conversion of the original game. We want to relplay the TES3 and TES4 quests by use of the TES5 game engine. Making compromises and replacing models and textures is for most of us a NO GO. Based on that fact the conversion projects should be based for 100% on original content. Replacing Oblivion content for Skyrim content does not make any sense. Replacing Morrowind content with custom models and textures is acceptable, due to the low graphical standard of TES3. Just ask your self; Why is a Skyrim iron sword better then an Oblivion sword ?

 

Creating a full conversion within the Skyrim time line is even more pointless! Bethesda will in time ( within a few years ) release enough DLC’s to cover the old TES3 and TES4 game worlds.

 

The TES5 Dragonborn DLC including Solstheim is just stage 1.

 

 

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No, Sjors, Bethesda will

No, Sjors, Bethesda will never add an entire province as an expansion pack...

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Well SB, it's true that

Well SB, it's true that Bethesda is giving us more resources on a plate and maybe they see Skywind and Skyblivion as a way to make more money without remaking the games themselves. And I don't doubt that they will continue to do so.

But so much work has to go into a province - it just won't cut it. DLC takes a few months to make and you cannot make a full province in that time. Just look at the Silgrad Black Marsh for example - look at the amount of work required to make the Black Marsh and it's a relatively smaller province than Cyrodiil.

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Well...

Well I was bored so I just decided to make a 4th era version of cyrodiil. No one was really working on Skyblivion and I wanted to play in cyrodiil more then morrowind. So I made my own mod to relink doors first and then flora replacemen and after that I just started remaking my favorite oblivion mods (all just for myself of course). but after seeing how cool things looked I just wanted to make a 4th era version of the provinces.

After all Bethesda is never gonna return to those provinces EVER. They're not gonna make an expantion to old provinces and they're not gonna make a game to old provinces. the only time we see cyrodiil in modern gen console graphics is in ES: O which is gonna kill cyrodiil in every way in every way.

So the only way to see old provnces in the 4th era was for me to remake them in the 4th era. thats kinda why I'm set on making cyrodiil in the 4th era because there in no chance in heck we'll see  4th era Cyrodiil without a mod

@shadow Well I can't really help on morrowind,(Haven't played that game enough) and no one is working on cyrodiil(Is there even an active action plan???) so waiting for us to finish skyblivion is kinda out of the question.( that would probably be 2014 at least, if it's ever completed at all. alot of people are just here for morrowind And will quit once thats done

Quote clint:

Supreme, we're just worried about getting Morrowind ported over, then MAYBE Oblivion ).

And then making a 4th era overhaul for cyrodiil after that just to see cyrodiil in the 4th would be a very long time .(and I'm too impatient to wait that long).

Btw EVERY SINGLE MOD other then morroblivion, skywind and skyblivion, is not lore, so I don't see it as pointless or horrible because of that. 

@sb .I'm pretty sure that dragonborn is gonna be the last major dlc. Just look at all other es game that have expansions 

Oblivion: many micro dlcs but the only major ones where, knight of nine, and shivering isles.

Morrowind: bloodmoon and tribunal

Skyrim: dragonborn and dawnguard.

Sooooo... yeah I really just want to see tamriel in the 4th era and this is the only way

Edit:

P.S. I wouldn't consider this a conversion of oblivion and I won't ask for people to help out on this mod in any way that would subtracted from Skyblivion. It's just somthing I did for fun so I could see my favorite province in the same time line as skyrim, nothing more. no need to take this so serious. it won't conflict with skyblivion and it won't slow down the mod. It is something separate from skyblivion I most likey won't even release it. It's really some thing I made for myself, and I don't think people would really care. I just posted information about it here because it seemed like some one else might be interested. But if no one really cares then I guess it would be pointless to continue talking about this here. Let me know if no one cares because it seems like this is true. I really don't want to slow people down with post about my personal mods so let me know if this mod should STAY personal.

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S.B I think your project is

S.B I think your project is awesome, and personally I would love to help with it in anyway or at the leas  beta test it, either way please make the work public I am sure there are many who want to see it... maybe not this community but others.

 

also, oblivon weapon models suck...seriously they are ugly, and oblivion textures are way too bright, they need to be edited or reworked.

 

also, thank you david for the renaming of files.

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Imo there're two main parts:
Imo there are two main parts: the first one consists of skyblivion stuff like relinked doors, restored grass etc. plus remade mods like Kvatch rebuilt, Sutch etc. All these could be merged in the main project (or be an optional files) as they just expand original gameplay. And the second part is 4th era stuff which imo should be optional to avoid lore holywars :) I would love to see both parts released and will surely use them, because at my taste additional 4th era stuff will make the game better if it will add to the original content, not replace it.
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I agree  why not two seperate

I agree  why not two seperate projects, that utilise oblivion landcape, seems perfectly understanble, you would not be able to use both at the same time but otherwise it would work, also mod managers would make it easy to install and uninstall nothing overriding each other and causing conflicts.

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I know when I say this, I'm
I know when I say this, I'm pretty much eating my words, but we can see that Skywind development is going slow. Not blaming anyone, because I haven't had the time to work on it myself. But I don't think Skyblivion should have to wait on Skywind. After all, we have no idea when Skywind will near completion. Also, another reason I was against working on both was because I didn't want to see the team's resources split between two projects. I thought if that happened, neither project would come to fruition. However, I've noticed that people who want to work on Skywind are working on Skywind, and people who want Skyblivion more are either just waiting or making their own mods. In other words, people will work on the project they want to see whether Skywind is finished or not. So, in my humble opinion, if someone wants to create and organize the Skyblivion project, I'm all for it. You have the master and models, you just need to start converting the rest over. Actually, before you do that, you might want to check/play around with your master to make sure you don't have editing problems in the CK. I know the Skywind master is having a lot of problems. And if someone wants to organize the Skyblivion project, let me know, and I can try to set up the Skyblivion forums.
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@Gothryd. Thats what I was

@Gothryd. Thats what I was planning in the first place but I wanted the 4th era stuff in a different esm. to make sure of no conflicts. I also figured that if The 4th era stuff was just a personal mod then I should just make all personal mod 4th era mod I was making for myself. Because it has it's own esm it cannot create conflicts with the main skyblivions stuff. I didn't reuse any skyrim stuff with the exception of pine trees waterfalls and fire. I used trees from gkb's tree mod because I don't think real oblivion trees will ever be converted correctly (he said he made weeping tree and he put up pics but he hasn't released them yet.

@elderago. Hmm... I kinda already answered your...um... statement (not question). but yes I the stuff in my mod dosen't conflict Skyblivion. I don't want to see this become a full fledge project because that really would slow down skyblivion. the most I would ask for is for some one to help me with version control (I've set it up prefect, I'm sure of it now, but it just refuses to merge the mod).

@Clint. hmm... when ever I load the skyrim.esm and the Oblivion_sk.esm I start having major  problems (insainly long loading times, exterior object don't appear at all. Can't place exterior object, they just don't save for me.)

I'm gonna see if I can shrink the 4th era cyrodiil mod through the esp I made this would remove some of the unnecessary assets that would not be needed for a forth era cyrodiil. I'll see if shinking the mod likes this will allow it to run in the creation kit. This might give us more insite on how to fix the actual Oblivion_sk.esm (if thats too wordy for you I'll test a possible fix on my 4th era mod and if it works then we might be a step closer to getting everyone up to speed on modding skyblivion.) After all skyblivion would move very slow if only half the people that want to contribute could.

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Well since there has been

Well since there has been little to no work on Skyblivion, maybe you should re-convert it with Skyrim master in mind. That way you don't run into the head-aches that Skywind is causing.

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Thats a very sensible idea m8

Thats a very sensible idea m8

HarryJackson
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Where can I download your mod SupremeEpicness?

Can I download a beta or something like that? Thanks.

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Hey your work looks very

Hey your work looks very promising, SupremeEpicness! My vision, ideas and motivation are almost identical to yours (I could only mostly repeat your statements here) - except you are obviously much more ambitious. :) The primitive plugins I posted here are only meant to make Cyrodiil provided by Oblivion_sk.esm nicer, smoother and more lively - and serve as a "substitute" until Skyblivion or some other Cyrodiil mod is out. Currently, I only see one problem with your mod and unfortunately it is the BIGGEST problem there could be - it is nowhere to be found! Screenshots do not satisfy our hunger, screenshots only make the hunger unbearable. :D You really NEED to make it accessible for the community. I understand you'd like to finish some stuff first but c'mon - we are modders, not game development studios. We don't have to stick to a release date and provide a finished product. It is much better (at least in my opinion) to release regular updates as the work progresses. Just don't you dare keep your work private and personal! Granted, some people might not like it, some people might say you should not have wasted the time and done something different, but there are many of those who would really appereciate it (me included). I just can't stand all the people who are just whining and crying that "someone" should do "something" and so on. You had the guts to actually do the thing you wanted without bothering anyone - you should be proud of yourself! ;) (If this speech of mine doesn't force you to release your work, I don't know what will. :D :D :D )

Also let me know if you think you could use some of my files. I could rework them if necessary or do some stuff from scratch - there really is no reason for the two of us to work separately. I believe I could do version control for you if you still cannot get it to work on your end. ;) Word of warning, though, the amount of my free time and my access to the internet are currently severly limited so it could take a few days for me to just respond. It isn't likely to get any better for the rest of the year but I would try my best to support you as much as possible. ;) 

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Excellent excellent excellent

Excellent excellent excellent work! Are both your mods going to work with Skyblivion or will they be standalone?

SupremeEpicness: I'm at work so I quickly read these posts and apologies if I missed something, but so far it seems like your mod has a lot of improvements that could greatly benefit the Skyblivion project. If you want to keep your 4E mod to yourself, why not release all the improvements you made to the world that we can use it with Skyblivion? 

Of course whatever you're comfortable with. I'm curious if these mods can add to or build on the Skyblivion project :) 

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And David I downloaded all

And David I downloaded all your files, put them in my Skyblivion install directory and turned off everything except for oblivion_sk.esm and your files.. it CTD's every time I try to enter the game.

I also deleted all the .nifs that were in your text document and still it CTD's.

 

Any ideas?? :) 

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We really need an action plan

We really need an action plan for skyblivion 

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Here is an idea to consider

Here is an idea to consider in the action plan:

Is it possible to extract all of the “Shivering Isles” content from the “Oblivion” .ESM in order for it to become a stand alone plug-in for Skyrim. I mean with no dependency on Skyblivion. That way we can relocate the SI Entrance to a Skyrim lake.

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That would be great! could

That would be great! could you make the action action plan?

Oh and here are pics from the shrines of Clavicus Vile and Azura ( I was just messing with CK ) 

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Well I have no idea on the

Well I have no idea on the rest of the action plan. All I know is that I am working on tree conversion. Just In case some one wants to use trees from the original game. Hopefully I will be able to show-off some nice screenshots of the converted trees before the end of this week.

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Aw cool man, I hate them dead

Aw cool man, I hate them dead trees! haha

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Aw cool man, I hate them dead

Aw cool man, I hate them dead trees! haha

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Aw cool man, I hate them dead

Aw cool man, I hate them dead trees! haha!

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don't worry, it's really

don't worry, it's really appreciated ;)  Next step will be adding original grass I guess (skyrim's one is really not diversified).

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Andynev1, If you look at my

Andynev1, 

If you look at my video here:

http://www.youtube.com/watch?v=M1q5s_vnKXQ

at 0:44 I also come to the shrine of Clavicus Vile. Yours and mine look so different :O It looks like you have made a lot of personal tweaks! :P

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Do you still plain to releace

Do you still plain to releace your 4 era version of Cyrodiil the screenshots are epic, id much prefer to see the correct time era when crossing the border from skyrim. not to mention the white gold tower in vanilla is ummm undetailed lol. 

I think a simple idea to do the time travel aspect is have a shrine or tomb of the hero of kavetch were you can go and visit, activate the tomb which sends you to relive that memory sending you in to the 3rd era cyrodill sat in the prison waiting to play oblivion! The same could be done for morrowind. I think i would be best to have your inventory striped when reliving a memory and have your stats altered, this way it wouldnt break imersion for those stories

 I like the time travel spell idea maybe you could do a quest to beat some sort of time keeper, when compleated gives you the spell the advantage of using the spell over the tombs is you can keep your inventory items and stats between eras but making it so you couldnt interact with the main quests from morrowind or oblivion just the side quests or even new quests

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I'm not sure if David's still

I'm not sure if David's still planing to release his stuff but I'm still working on mine in my spare time or when I'm bored I so far made 264 or 265 spells(I forgot to count so I think i might be off by 1 but I pretty sure it 265.

Right now I'm trying to merge my esp with my custom master but I'm not sure how. Made some ncp's to clutter 4E cyrodiil making a valus mountain pass for travel between skyrim's rift and cyrodiil making a dwemer ruin in the valus mountain pass where you can learn time travel It also serves a a tutorial for time travel mechanic recreated some more cool landscapes and add a few of my own.

I probable won't release this very publicly. All I'm waiting for now is for me to merge my master with my Plugin and I'll start make the quest to link the games together.

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Its astonishing how you list

Its astonishing how you list all these things like there nothing but it sounds like you have made like years of work in no time. if you do releace this to a few people may you consider sending me a link, iv wanted a time traveling mod since morrowind lol im so going to put a tardis in as an easter egg - http://fc03.deviantart.net/fs71/i/2012/060/8/0/doctor_in_morrowind_by_kissyushka-d4rfwxp.jpg :P did i read somewere your doing morrowind too, the 4 era solstheim is already done naw, and im not shore what the vvardafell is like besides the awsome active red mountin, the dlc is currently downloading :p id defonatly like to see ruins of the towns and citys like balmora and the sunken ruins of vivec - https://images.nonexiste.net/popular/wp-content/uploads/2011/12/Vvardenfell-Expansion-concept-art-The-Dragonborn-in-an-ash-covered-Morrowind.jpeg - http://fc00.deviantart.net/fs70/i/2012/114/4/1/beyond_the_ghostfence_by_lelek1980-d4xf11u.jpg

SupremeEpicness
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I also recreated the under

I also recreated the under market mod by SB. I would have just conveted it but everytime I did I wasn't sure how to get my custom master as the converted plugin's master. other wise I would have recreated all the unique landscapes and better cities mods and not just my favorites.

The dungeon I made for the valus mountain pass is crazy big right now. I tested knowing exactualy where to go and and it still took me a while to complete and I only did the first interior

I also hand replace every tree in cyrodiil.which took many many hours

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  Sound amazing and hard lol

 

Sound amazing and hard lol for a project of my own im making a 3d model of my home town, didnt quite realize how big my town is till i looked at it on the map lol i hope to put in to skyrim for field testing one day lol

so what majour differances is there to the world to make it 4th era compared to how it looks in the 3rd era, are there oblivion gate ruins everywere? i found a mod that adds gate ruins to skyrim as they were missing lol i imagen Cyrodiil to quite war torn

dont know if these would help in anyway

- morrowind and oblivion beverages - http://skyrim.nexusmods.com/mods/10826

- Ancient Spells - Morrowind and Oblivion Spells  - http://skyrim.nexusmods.com/mods/9153

- Oblivionized Races  - http://skyrim.nexusmods.com/mods/8215

- Morrowind and Oblivion Race Heights  - http://skyrim.nexusmods.com/mods/8144

- Oblivion to Skyrim Plugin Converter - http://skyrim.nexusmods.com/mods/19135 (i assume you have or have something better lol)

- Oblivion Gates in Skyrim - http://skyrim.nexusmods.com/mods/18957

- Morrowindized Artifacts - http://skyrim.nexusmods.com/mods/8991

- Tools of Kagrenac from Morrowind - http://skyrim.nexusmods.com/mods/6157

- Morrowinds Legendary Rings - http://skyrim.nexusmods.com/mods/13558

- a beta morrowind recreation 'the ashlands' - http://skyrim.nexusmods.com/mods/13424

- moon and star -  http://skyrim.nexusmods.com/mods/13220

- Morrowind mushrooms - http://skyrim.nexusmods.com/mods/10402

- Sixth House Bell Hammer - http://skyrim.nexusmods.com/mods/17534

- Ashland Amulets - http://skyrim.nexusmods.com/mods/16637

- BiPolar Blade - http://skyrim.nexusmods.com/mods/15579

- Morrowind Style Clutter - http://skyrim.nexusmods.com/mods/24883

- Morrowind Armor - http://skyrim.nexusmods.com/mods/22793

- Morrowind Warpaint - http://skyrim.nexusmods.com/mods/21081

- Morrowind Skill Books - http://skyrim.nexusmods.com/mods/28259

- Oblivion Missing Skill Books - http://skyrim.nexusmods.com/mods/5762

- more books from previous games - http://skyrim.nexusmods.com/mods/5398

- Spells of the Third Era - http://skyrim.nexusmods.com/mods/29170

- Weapons of the Third Era MoS - http://skyrim.nexusmods.com/mods/12892

Well i think thats all i can find ill post more if i find anything, i hope some of these help at all if not for ideas atleast. i do think that the 4th era versions of morrowind and cyrodiil should use the things from the mods above that simulate the style but arnt exact replicas of items from the older games like the clutter, armor and weapons so when you time trave back to the 3rd era that uses the vanila models from morrowind and oblivion it give a real sense of difference and that times have changed

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We've already actually used a

We've already actually used a few of those mods you have posted.

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I wasn't shore what has and

I wasn't shore what has and hasnt been used so i thought id post everthing i knew of just in case :P

oh yer theres a goldbrand too  - http://skyrim.nexusmods.com/mods/15431

SupremeEpicness
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So the 4E cyrodiil/vvardenfel

So the 4E cyrodiil/vvardenfel mod I was working of has cyrodiil like this

The closer to the cities you are the more rebuilt and under construction the place looks the poorer area have more burned and destroyed things cities like bruma which weren't heavily damaged by the great war are bigger then they were in oblivion.  There are other thing too. the people of cyrodiil seem depressed when you first get there but over time they start to act more... Upbeat I guess. they think that it's only a matter of time before the thalmor wipe them out and that they don't stand a chance(and in truth they don't) but afterward they have a sunnier disposition. So the story(ies) center around time anomalies (which allow for time travel to be)

 I was wondering about an emperor for cyrodiil I wanted it to be some related to Tidus Mede II. Everytime I look it up I can't find where it says he has any kids. (I want it to be as lore friendly as possible.)

As of right now I have yet to write a in depth story on why the dovahkiin goes to vvardenfell. I would like to wait untill the dragonborn dlc comes out in order to do major edits to vvardenfell I would also like to convert the heightmap from tamriel rebuilt's mainland morrowind mods or just the whole mod itself.

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so is the

so is the burnt/underconstruction look done or is that what you plain to do because it sound epic and exactly what i wanna see so bad, like in the fable games i love to see how a place changes and evolves

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You bet it's done, just need

You bet it's done, just need to actually delete some unnecessary stuff and get some ncps and quests in the mod. But I work fast so if i can merge the mod then I probably have the first quest later that week.

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'i work fast' is such an

'i work fast' is such an understaitment dude haha your amazingly quick with your replys too im looking formard to this so bad :p

 

quick request - can you show me your version of what this view of the white gold tower looks like

- http://www.skyrimnexus.com/imageshare/images/2580671-1321831946.jpg

- http://img.elderscrolls.net/news/2011-11-17_00003.jpg

- http://nogamenotalk.com/files/2011/11/Skyrim-White-Gold-Tower-620x348.jpg

or are the worlds connected through a load door?

i havnt had a chance to look through all you images posted eairlier :/

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Within now and my last post

Within now and my last post I: fixed some stuff in the imperial city made some swamp cattails and added them as grass changed the forests around bruma to look a bit more dense.

the new(er) white gold tower is slightly taller and has more interiors then the old one. but I don't have a object lod for it yet or at least I'm not sure. I found one in my files but never tested

The memorial of the great war looks like the original (but smaller of course)

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so the lod would be the same

so the lod would be the same then

i think im going to use this texture pack - http://oblivion.nexusmods.com/mods/9195

as its darker and more older looking, but i might make some edits to add cracks, missing bricks and maybe more moss to really age the stonework

have you seen this mod - http://oblivion.nexusmods.com/mods/25113

what do you make of it have you made much changes to the city its self?

the way the city had been built out in this mod really looks like the evolution of 200 years wouldnt you say, i always thought the city was too small anyway. i love all the new districts it adds like the manufacturing district wich i imagen to have been built for the war and the poor district with open sewer just all makes the city just that a city, almost like a victorian london.

how easy would it be to add this to the 4th era city?

Oh and on a fun note i so want this - http://oblivion.nexusmods.com/mods/4212 eather in the palace or the Museum of history thats in the mod i just mentioned :P

quick edit i remembered this mod - http://oblivion.nexusmods.com/mods/22446 it quickly became essential for me

 

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@speaker-60 I think I've seen

@speaker-60

I think I've seen every nexus texture pack ever. You can find most of them here: http://testg.wikidot.com/oblivion:oblivion

I was gonna make another district But I haven't started yet (unless you count the under market which has open sewers)

That miniature imperial city thing I was planing to make or convert but it wasn't high on the list of thing to do

"The unique castles mod" Ah yes I remember this one. I already remade it actually.

note the this picture was taken a long time ago. It look A LOT better now.

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i was looking at this -

i was looking at this - http://skyrim.nexusmods.com/mods/9782

which made me wonder what provences were made for oblivion and found

for black marsh, valenwood, elsweyr and summerset isles

- http://oblivion.nexusmods.com/mods/38792

valenwood

- http://oblivion.nexusmods.com/mods/22555

- http://oblivion.nexusmods.com/mods/15036

- http://oblivion.nexusmods.com/mods/37721

elsweyr - as skyrim has its own these proberly arnt needed at all

- http://oblivion.nexusmods.com/mods/27302

- http://oblivion.nexusmods.com/mods/16657

black marsh

- http://oblivion.nexusmods.com/mods/42515

morrowind - this has some of the mainland of morrowind

- http://oblivion.nexusmods.com/mods/40269

- http://oblivion.nexusmods.com/mods/37132

- http://oblivion.nexusmods.com/mods/16976

high rock

- http://oblivion.nexusmods.com/mods/40005

- http://oblivion.nexusmods.com/mods/31005

hammerfell

- http://oblivion.nexusmods.com/mods/34484

- http://oblivion.nexusmods.com/mods/18715

Stirk

- http://oblivion.nexusmods.com/mods/22401

Illiac bay

- http://oblivion.nexusmods.com/mods/32100

whole of Tamriel

- http://oblivion.nexusmods.com/mods/27235

it would be so cool use these to set up every provenance even just as place holders :P i one day dream of traveling the world in both the game and rl lol 

also this is interesting, it adds destruction - http://oblivion.nexusmods.com/mods/31854

yay to the castles :P

i just thought that that new ic city mod was quite cool and looked more 4E then 3E :P

i imagen the miniture to be in like some sort of war room for the emporers generals to plot and figure out there defences

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