[RELz] Ayleid Loot EXtended - ALEX

Post » Sat Feb 19, 2011 10:07 am

sorry for wasting your time

i have to say though some of your hiding places are quite sadistic, and the minuscule size of the chests can leave you running around in circles for hours trying to find it

and all for useless clutter no less, it's brilliant

the hunt is almost painfully addicting
User avatar
Beast Attire
 
Posts: 3456
Joined: Tue Oct 09, 2007 5:33 am

Post » Sat Feb 19, 2011 10:20 am

I think this is the best review/feedback I've had on this mod. Thankyou so much! You really made me laugh. :biglaugh:

I found making it kinda, how shall we say... theraqeutic? Just trying to find tighter and more obscure places to shove them into gave me a good deal of (yes, I admit it: slightly sadistic) pleasure.
i have to say though some of your hiding places are quite sadistic, and the minuscule size of the chests can leave you running around in circles for hours trying to find it

and all for useless clutter no less, it's brilliant

the hunt is almost painfully addicting

User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Sat Feb 19, 2011 10:15 am

Oohh, had never heard about this mod yet. It looks amazing. You did a really good job on this Vacuity. Downloading it right now :)
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Fri Feb 18, 2011 8:51 pm

Hi Vac,

Although I use and love all of your mods, I have to admit I find ALEX the least satisfying. I really like the challenge in spotting the containers, and then finding a way to get to them. This aspect adds to the enjoyment of my game and is responsible for my hanging onto ALEX despite what annoys me.

What annoys me is this. The "useless clutter" I end up with in my game. I have been a collector of various things throughout my life, and as I think any other collector will tell you, collecting can be an extremely enjoyable and almost addictive experience. Collectors need a way to display and/or organize their collections, and that is what is missing in ALEX for me. I experience the same frustration with the posters I acquire in The Lost Spires mod.

My ideal solution to my problem (it is my problem, not yours, though others may share my frustration) would be a display case built into ALEX that could be used in the same way as the display case owned by the vanilla collector of Ayleid statues. I buy the display case from some merchant, plop it down in my current house of choice, and when I bring my newly acquired "useless clutter" back home I click on the display case and..........VOILA.............my growing collection of beautiful utensels are now on display. There will, of course, be some annoying empty spaces for what remains to be found. Those empty spaces are important because of the fact they annoy me. This simply increases my determination to complete the collection.

So why is a completed collection so important to collectors? Damned if I know. Maybe we just need to believe all gaps are fill-able and all questions answerable. I do know I am, like other collectors, subject to the addicting compulsions of the task. The exhilarating joy that comes with finding new additions and that nagging dissatisfaction with empty gaps left unfilled.

However, ideal solutions are easy, and actual solutions often hard and sometimes impossible.

Finally Vac, I must stress again my enjoyment of ALEX despite its shortcomings for me. The high standards you set for your mods have made me a dedicated fan.

And for those of you reading this who have not yet installed Vac's VASE mod, you have a real treat in store. The screen shots of the new wisps just can't convey the full animated experience of seeing these guys in action, in game. They are quite astounding in so many ways. In complexity, variety, beauty, and danger they will amaze you. I guarantee it.
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Fri Feb 18, 2011 10:47 pm

I'm about to go to bed, so apologies for the giant...
SNIP
a display case built into ALEX that could be used in the same way as the display case owned by the vanilla collector of Ayleid statues. I buy the display case from some merchant, plop it down in my current house of choice, and when I bring my newly acquired "useless clutter" back home I click on the display case and..........VOILA.............my growing collection of beautiful utensels are now on display. There will, of course, be some annoying empty spaces for what remains to be found. Those empty spaces are important because of the fact they annoy me. This simply increases my determination to complete the collection.
SNIP
Now that... that really *is* an idea... I generally turn things down pretty much out of hand when people suggest things for my mods, but that one. I like that one. I've no idea how to do it offhand, and with 200 items (if I remember rightly) it would need to be quite a display case, but still... Or maybe one display case for each set? That might be rather easier to arrange.

Consider this suggestion most thoroughly noted and stashed away for future reference, Garx.

Thanks for your kind words, as always!

Vac
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Sat Feb 19, 2011 3:02 am

I also like the idea. Maybe Showler could help with implementing? He has done the universal armour stand.
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Sat Feb 19, 2011 4:54 am

I've just started a game with ALEX and haven't gotten near any ruins yet, but if I understand the concept correctly, the armour stand functions would be detrimental in this case. They would serve to fill any empty spaces with any loot that is found, but from the request given I would assume that ALEX places specific loot, not randomly generated loot, and that the display case is supposed to fill with the items as found. That would leave any empty spots as clues that there is still more loot out there to be found.

If that's the case, then you would want to make it with simple disabled copies of all the loot, and enable them as they are found.
User avatar
Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Sat Feb 19, 2011 8:02 am

...
If that's the case, then you would want to make it with simple disabled copies of all the loot, and enable them as they are found.


But portableeeee! :)

Ok, I'll share my idea if nobody objects:
- the display is a something like shelves with slots for each item in the set
- you buy an universal display and place it where ever you want, while being able to pick it up again and move it to another location
- when you place first item on it, it stops being universal and you can place only items from that particular set (unless you take everything off and place something from another set)

I think that it would be more elegant than having display that works only with particular set, if anyone understands my mumblings. :)

What others think?
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Sat Feb 19, 2011 7:46 am

That's certainly doable, but I don't really know what ALEX has available just yet.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Sat Feb 19, 2011 7:43 am

I'm about to go to bed, so apologies for the giant...
QUOTE (garx @ Nov 20 2009, 03:14 AM)
SNIP
a display case built into ALEX that could be used in the same way as the display case owned by the vanilla collector of Ayleid statues. I buy the display case from some merchant, plop it down in my current house of choice, and when I bring my newly acquired "useless clutter" back home I click on the display case and..........VOILA.............my growing collection of beautiful utensels are now on display. There will, of course, be some annoying empty spaces for what remains to be found. Those empty spaces are important because of the fact they annoy me. This simply increases my determination to complete the collection.
SNIP
Now that... that really *is* an idea... I generally turn things down pretty much out of hand when people suggest things for my mods, but that one. I like that one. I've no idea how to do it offhand, and with 200 items (if I remember rightly) it would need to be quite a display case, but still... Or maybe one display case for each set? That might be rather easier to arrange.

Consider this suggestion most thoroughly noted and stashed away for future reference, Garx.
I have played and soundly enjoyed ALEX for some time, so thank you Vacuity. I have many times thought (though not in such a well structured or articulate manner) that just such a thing would be one of the only ways to improve upon this already great mod. I must therefore add my voice -- if you do decide to add this functionality to ALEX it would be welcomed and gratefully appreciated.
User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Sat Feb 19, 2011 3:12 am

I've just started a game with ALEX and haven't gotten near any ruins yet, but if I understand the concept correctly, the armour stand functions would be detrimental in this case. They would serve to fill any empty spaces with any loot that is found, but from the request given I would assume that ALEX places specific loot, not randomly generated loot, and that the display case is supposed to fill with the items as found. That would leave any empty spots as clues that there is still more loot out there to be found.

If that's the case, then you would want to make it with simple disabled copies of all the loot, and enable them as they are found.
On the contrary, ALEX loot is random. Very random! It's very hard indeed to get a full set of the rarest two sets. Of course, the player can always resort to purchasing the stuff if they're really desperate and *if* they can find it for sale. And yes, set spaces for each item will remind the player there's more to get.
But portableeeee! :)

Ok, I'll share my idea if nobody objects:
- the display is a something like shelves with slots for each item in the set
- you buy an universal display and place it where ever you want, while being able to pick it up again and move it to another location
- when you place first item on it, it stops being universal and you can place only items from that particular set (unless you take everything off and place something from another set)

I think that it would be more elegant than having display that works only with particular set, if anyone understands my mumblings. :)

What others think?
Yes, I like that idea, though I'm not sure how easy it would be to implement that way. Also, remember that a simple display case won't work all that well. It'll need to be customised somewhat. Why? Two reasons: http://i285.photobucket.com/albums/ll61/Revanchism/Ayleid%20Loot/ScreenShot247.jpg, and even if it was, the smaller items like the cutlery just won't get seen properly in a regular display case. I've got an idea for that though...
I have played and soundly enjoyed ALEX for some time, so thank you Vacuity. I have many times thought (though not in such a well structured or articulate manner) that just such a thing would be one of the only ways to improve upon this already great mod. I must therefore add my voice -- if you do decide to add this functionality to ALEX it would be welcomed and gratefully appreciated.
Well, no promises or anything and certainly not that soon: I'm partway through a major II update, I've got resources for no less than three other modders that I said I'd make, and I'd quite like to implement The Filthy Spaniard's shining creatures method for some of my VASE creatures...

Oh, and Garx is very good at the well structured and articulate bits: one of the most well-spoken members of the forum, I think. :)

Vac
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Fri Feb 18, 2011 9:53 pm

You're right, I wasn't thinking on using regular display, it would have to be modified at least. What's your idea?

About the implementing... Well, I just don't know the scripting all that well so I won't even stress my poor brain thinking about it. But Showler has managed to make a portable universal armour stand and that has to be more complicated.
I think that when scripting this big advantage is that all items are named in this convention: [set][item]
so the names can be used.
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Sat Feb 19, 2011 3:43 am

You're right, I wasn't thinking on using regular display, it would have to be modified at least. What's your idea?

About the implementing... Well, I just don't know the scripting all that well so I won't even stress my poor brain thinking about it. But Showler has managed to make a portable universal armour stand and that has to be more complicated.
I think that when scripting this big advantage is that all items are named in this convention: [set][item]
so the names can be used.

Well, the idea I have is having a compartmentalised display with the cutlery separate from the larger items and displayed vertically, while most or all of the other stuff would be "standing". Well, not fully compartmentalised, I wonder if I can find a picture like what I'm thinking of. There, http://www.wansleywoodworks.com/fine_furniture/04_display_case_1_large.jpg. I wouldn't want so many shelves as that, as the items in Alex are largely bigger than that, but the central small section could be made shallow and the cutlery could (hopefully) be made to rest vertically so they're much closer to the front than the larger items, keeping them nice and visible.

I've no idea about the scripting either and I'm not going to look at it until I've got a bunch of other stuff done. And today I'm sick, so nothing's going to happen with anything today, that's for sure. :yuck:

Vac
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Sat Feb 19, 2011 7:42 am

One thing you may have to do is convert a bunch of the meshes, particularly the silverware, from Havoked to Static so they don't fall down when you've placed them in your display.
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Sat Feb 19, 2011 5:09 am

One thing you may have to do is convert a bunch of the meshes, particularly the silverware, from Havoked to Static so they don't fall down when you've placed them in your display.

How do you think I made the containers in ALEX? :P

Vac
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Fri Feb 18, 2011 11:41 pm

Okay. Still haven't made it to a ruin, so I haven't seen anything from ALEX yet.

Do me a solid and try to figure out a way to make the acronym for the display cases TREBEK.
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Sat Feb 19, 2011 3:19 am

Okay. Still haven't made it to a ruin, so I haven't seen anything from ALEX yet.

Do me a solid and try to figure out a way to make the acronym for the display cases TREBEK.

If I've done my job right you won't see/find them even if you *are* in a ruin! :biglaugh:

Acronyms? Easy!
Trounce Reasonable Ewoks Before Ewoks Kidnap!

Or

The Red Elenchus Became Everyone's Knock-off.

How about these?

Vac
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Sat Feb 19, 2011 3:00 am

The Really Extraordinary Bounty Everyone Keeps
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Sat Feb 19, 2011 10:44 am

Just a quick question, I've installed Alex 2.0, Cobl 1.72, and Item Interchange .78 and everything shows up fine (checked out the collectors manor in IC to be sure), but I haven't seen any of the loot on any vendors. I did some digging and the Item Interchange Extraction doesn't list Alex in wyre bash in the little box on the side. Also when I rebuilt my bash patch I looked at all the leveled lists and didn't see Alex listed there either. I'm kinda stumped because even Corepc's TT don't have any and they sometimes did in the last version.

Here's my current load order just in case I missed something:
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.8]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.35]0A  Unofficial Oblivion Patch.esp  [Version 3.2.4]0B  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  Francesco's Optional Chance of More Enemies.esp11  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  All Natural - Real Lights.esp  [Version 0.9.9]14  All Natural.esp  [Version 0.9.8]15  All Natural - SI.esp  [Version 0.9.8]16  All Natural - EW + NW + AWS.esp  [Version 0.9.6]17  Enhanced Water v2.0 HDMI.esp18  WindowLightingSystem.esp19  Ayleid Loot EXtension.esp1A  BookTrackerOBSE.esp1B  ClocksOfCyrodiil.esp++  Item interchange - Extraction.esp  [Version 0.78]1C  Oblivion Collectible Cards.esp1D  Enhanced Economy.esp  [Version 3.3.4]1E  Map Marker Overhaul.esp  [Version 3.3]1F  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]20  DLCHorseArmor.esp21  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]22  DLCOrrery.esp23  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]24  DLCVileLair.esp25  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]26  DLCMehrunesRazor.esp27  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]28  DLCSpellTomes.esp29  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2A  KDCirclets.esp2B  XiaNewAmuletsV1.esp2C  Armamentium female.esp2D  DLCThievesDen.esp2E  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2F  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]30  Cobl Glue.esp  [Version 1.72]31  Cobl Si.esp  [Version 1.63]32  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]33  Bob's Armory Oblivion.esp34  FCOM_BobsArmory.esp  [Version 0.9.9]35  Oblivion WarCry EV.esp36  FCOM_WarCry.esp  [Version 0.9.9MB3]37  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  ArmamentariumLLVendors.esp  [Version 1.35]38  ArmamentariumArtifacts.esp  [Version 1.35]39  Hemingweys NPC Capes for OOO and FCOM.esp3A  FCOM_Convergence.esp  [Version 0.9.9Mb3]3B  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3C  FCOM_RealSwords.esp  [Version 0.9.9]3D  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]3E  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]3F  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]40  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]41  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]42  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]43  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]44  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]46  TamrielTravellers4OOO.esp  [Version 1.39c]47  TamrielTravellersItemsnpc.esp  [Version 1.39c]48  TamrielTravellersItemsCobl.esp  [Version 1.39c]49  ShiveringIsleTravellers.esp  [Version 1.39c]4A  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]4B  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]4C  ArmamentariumLL4OOO.esp  [Version 2.01]4D  ArmamentariumLLMagicOOO.esp  [Version 1.35]4E  Fransfemale.esp4F  MMM-Cobl.esp  [Version 1.69]50  EVE_StockEquipmentReplacer4FCOM.esp51  Better Benirus Manor.esp52  Anvil_MorningGlory_Mixed.esp53  BHC_Expanded.esp  [Version 1.2]54  za_bankmod.esp55  24HrArenaAliveLow.esp56  DLCBattlehornCastle.esp57  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]58  Artificerens Battlehorn Coblized.esp59  DLCFrostcrag.esp5A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]5B  Knights.esp5C  Knights - Unofficial Patch.esp  [Version 1.0.9]5D  EVE_KnightsoftheNine.esp5E  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]5F  Bag of Holding.esp  [Version 1.5.0]60  bgProtectMortalNPCs.esp  [Version 0.75SI]61  Dungeon Actors Have Torches 1.6 DT.esp62  Exterior Actors Have Torches 1.3 DT.esp63  more books teach.esp64  Alternative Start by Robert Evrae.esp65  SupremeMagicka.esp  [Version 0.90]66  SM_ShiveringIsles.esp  [Version 0.86]67  SM_DLCSpellTome.esp  [Version 0.80]68  SM_OOO.esp  [Version 0.89]69  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]6A  RealisticLeveling.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]6B  X.Races.Comp.esp6C  bgBalancingEVCore.esp  [Version 10.52EV-D]6D  bgMagicEV.esp  [Version 1.7EV]6E  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]6F  bgMagicItemSigil.esp  [Version 1.68EV]70  bgMagicBonus.esp  [Version 1.7EV]71  bgMagicEVAddEnVar.esp  [Version 1.68EV]72  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]73  bgBalancingEVOptionalMoreEyes.esp  [Version 10]74  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]75  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]76  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgMagicShaderLifeDetect.esp  [Version 1.68]++  EyelashesForVanillaRaces1.0.esp77  Hemingweys Capes.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]78  Bashed Patch, 0.esp79  FormID Finder4.esp


Also, are you still thinking on doing display cases? That would be really awesome! Thanks again!
:foodndrink:
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Fri Feb 18, 2011 8:49 pm

Just a quick question, I've installed Alex 2.0, Cobl 1.72, and Item Interchange .78 and everything shows up fine (checked out the collectors manor in IC to be sure), but I haven't seen any of the loot on any vendors. I did some digging and the Item Interchange Extraction doesn't list Alex in wyre bash in the little box on the side. Also when I rebuilt my bash patch I looked at all the leveled lists and didn't see Alex listed there either. I'm kinda stumped because even Corepc's TT don't have any and they sometimes did in the last version.
What you should remember is that they're *rare*. They're hard to find in a dungeon and so they're only occasionally available at a vendor. It's quite possible to go around all the stocking merchants and not find anything for sale, the mod is still working correctly. And no, II doesn't need ALEX as a master as all the relevant stuff II uses is contained directly in Cobl. And for that matter, II only adds the items to Tamriel Traveller's vendors, ALEX takes care of the vanilla vendors' stocks directly.
Also, are you still thinking on doing display cases? That would be really awesome! Thanks again! :foodndrink:
Well, I've made very little progress on anything at all modding-related since releasing VASE, and I've got a list of things I really *want* to make, while the display cases are more of "a nice idea", so I'm no longer too sure whether they'll ever get made: I just don't have the time.

Vac (has too much to do)
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Sat Feb 19, 2011 6:34 am

Ah well, thanks for the reply. It's good to know it's all working right. :) The rareness will make it that much better when I find some. And who knows maybe someone will come up with display cases just for clutter like stuff. I'm continually amazed at all the stuff modders come up with. Looking forward to what you come up with next!
Thanks again,

:foodndrink:
User avatar
meghan lock
 
Posts: 3451
Joined: Thu Jan 11, 2007 10:26 pm

Post » Sat Feb 19, 2011 10:18 am

Just a note to say that ALEX is now http://hazevalley.ru/downloads.php?page_id=212 as well.

Woohoo!

Vac
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Sat Feb 19, 2011 3:18 am

The Really Extraordinary Bounty Everyone Keeps


Definitely the best one...though I would change bounty to booty personally :)
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Sat Feb 19, 2011 5:56 am

Just to mention that I'm currently testing Ayleid Loot EXtension - OOO Dungeons at the moment without any apparent problems. Assuming everything is reachable and bug-free, I'll throw it out for release within a few days. Needless to say, the general trend of obscurely placed chests remains a theme. I quite like the large size of many of the OOO ruins: they gave me a fair few options on where to place the chests, though I was a little dissapointed that I couldn't find any truly *awful* places to hide them in: the layouts are quite regular and lack the nasty little crevices I could find in (some of) the vanilla dungeons.

Vac
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Fri Feb 18, 2011 8:48 pm

Great!
Than I'll be adding this mod to my game once you do!
I'm in serious need of hidden treasure!^^

I do like the portable cabinet idea allot, hope you pull through with it.
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

PreviousNext

Return to IV - Oblivion