[relz] Diverse Will o'the Wisps

Post » Sat May 14, 2011 10:38 pm

Just got a chance to see a few of these ingame last night. Very nice work. This is a keeper. :D
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Matt Terry
 
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Post » Sat May 14, 2011 2:58 pm

Just got a chance to see a few of these ingame last night. Very nice work. This is a keeper. :D

Man, I *still* haven't actually met any in my own game, just while testing (met hundreds of them doing testing, of course). Between WAC and MMM I've got *way* too much content in my game already. :biglaugh:

Vac
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Betsy Humpledink
 
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Post » Sun May 15, 2011 5:25 am

I actually had forgotten all about will o the wisps in Oblivion until a day or two ago, it had even crossed my mind that MMM or FCOM had removed them.

But I guess I just wasn't used to them not being completely spammed as they were in vanilla oblivion. :P I have terrible memories of playing through vanilla and the horrible things the wisps would do to you en masse.
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Tasha Clifford
 
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Post » Sat May 14, 2011 11:48 pm

I actually had forgotten all about will o the wisps in Oblivion until a day or two ago, it had even crossed my mind that MMM or FCOM had removed them.

But I guess I just wasn't used to them not being completely spammed as they were in vanilla oblivion. :P I have terrible memories of playing through vanilla and the horrible things the wisps would do to you en masse.

They're still in there, but the FCOM components (particularly MMM) add so many new creatures (but not wisps) that the wisps just about dissapear as a result. While I grant they're nasty, they're also quite pretty. I was very sad that no-one else had bothered to make retextures and varieties, so on the basis that if you actually want something done you have to do it yourself, that's what I did. The actual will o'the wisps (even the retextured ones) won't be any more common, but now there's an extra three varieties to meet at different levels. :D

I should probably restructure the first post to show off the wisp varieties... I'll need to make more screens of the Virvatuli and Vatte-lys though, I think. I don't have manyscreens of them in their current forms, just older pictures from meshes that were still being developed.

Vac

Edit: Oh, be aware I didn't exactly tone down the difficulties of fighting these things. The virvatuli are weaker than regular wisps and their attacks are based around elemental damage more than the typical wisp nasties, but I can assure you the vatte-lys and especially the vafurlogi (I went Scandinavian for the names, in case anyone's wondering) really bite hard. You *need* those restore attribute spells and potions.
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maddison
 
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Post » Sat May 14, 2011 4:54 pm

Downloaded these last night -- I really look forward to encountering them. Thanks for making them. :)
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Tiffany Castillo
 
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Post » Sat May 14, 2011 10:08 pm

But I guess I just wasn't used to them not being completely spammed as they were in vanilla oblivion. :P I have terrible memories of playing through vanilla and the horrible things the wisps would do to you en masse.


Yep, has Vacuity stated..They are just super rare in a MMM config, only had a small chance of really appearing..But the Diverse One's will they are added serveral time leveledlist from low, mid, high range's..and so chance of encountering them now is much better..vanilla one's svck compared to these..

They're still in there, but the FCOM components (particularly MMM) add so many new creatures (but not wisps) that the wisps just about dissapear as a result.

I should probably restructure the first post to show off the wisp varieties... I'll need to make more screens of the Virvatuli and Vatte-lys though, I think. I don't have manyscreens of them in their current forms, just older pictures from meshes that were still being developed.


Yep, MMM never had any wisp and now well it has a whole family of them , more that it would ever need.. :bigsmile:

ScreenShots, If I happen to find any, I will take a pic and send them to you..

Corepc
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Lovingly
 
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Post » Sat May 14, 2011 11:49 pm

Oh my goodness these are buetiful! It like seeing living christmas lights aglow with magical soothing colors til one discovers the seductive lie :shocking: Thank you Vacuity for the magnificent work with a sweet retro rpg flavor. Shiny twinkling masses of colors! What a cascading rush to the senses!

Oh my theres even a version specifically for MMMforOOO nice! Thanks Vacuity :cake:
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Oceavision
 
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Post » Sun May 15, 2011 4:10 am

Downloaded these last night -- I really look forward to encountering them. Thanks for making them. :)

If you've got any feedback to make, go for it. I'm not really needing ideas for wisps, what I really need is some personal tuition or classes on particle systems to get some of the ideas I have/had into reality. If I ever get those together then I might make a Diverse Wisps Expanded with several more wisp varieties (and they'd be *really* cool, not just colourful).

Yep, has Vacuity stated..They are just super rare in a MMM config, only had a small chance of really appearing..But the Diverse One's will they are added serveral time leveledlist from low, mid, high range's..and so chance of encountering them now is much better..vanilla one's svck compared to these..

"ones"? Only one vanilla one, that's the main reason it svcked. It looks nice enough, there's just no... variety. Yellow. Yellow. Always yellow. I've got nothing against yellow, but there's more colours than just that.

ScreenShots, If I happen to find any, I will take a pic and send them to you..

Please do! Same goes to other users of Diverse Wisps. Feel free to post any pictures of pretty wisps you get.

Oh my goodness these are buetiful! It like seeing living christmas lights aglow with magical soothing colors til one discovers the seductive lie :shocking: Thank you Vacuity for the magnificent work with a sweet retro rpg flavor. Shiny twinkling masses of colors! What a cascading rush to the senses!

Oh my theres even a version specifically for MMMforOOO nice! Thanks Vacuity :cake:

There's a version for MMM that will work for MMMforOOO, which is perhaps not quite the same thing. The Diverse Wisps currently have no direct integration plugin for OOO. And Corepc made that plugin, so thanks to him!

Vac
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Hazel Sian ogden
 
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Post » Sun May 15, 2011 4:06 am

There's a version for MMM that will work for MMMforOOO, which is perhaps not quite the same thing. The Diverse Wisps currently have no direct integration plugin for OOO. And Corepc made that plugin, so thanks to him!

Vac



Thank you Corepc! THANK YOOUUUUU!!! Uhhhhhhhh... :wacko: :twirl: :wacko:
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Kate Norris
 
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Post » Sun May 15, 2011 6:22 am

Team Diverse Wisps is pleased to bring you the first in a series of special features on the more gaseous fauna of Tamriel.

Today, the first show in the series will focus on the vatte-lys.

This creature is thought to be related to the well known will o'the wisp common across Tamriel, but there are several stories about how these creatures come into existence. Some people believe they are formed from swamp gas coalescing around gem dust, some people say that they are formed from the souls of murdered children. Whatever and however they come into existence, these vatte-lys are dangerous, and should be avoided by all but the most foolhardy of adventurers.
The vatte-lys comes in a relatively limited number of forms, only around two dozen forms are known, making it far less variable than many other of the creatures we will look at in later shows. Here we have some pictures of a http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/WildVLys6.jpg, a http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/WildVLys4.jpg, and a http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysFinal19.jpg in an ayleid ruin. Although the vatte-lys http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysFinal17.jpg in size, do not be fooled, when seen http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysmoving2.jpg, the vatte-lys' http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysmoving.jpg is revealed. It turns out that the core of the vatte-lys is in fact scarcely larger than a tall nord.
Anyone using magic or projectiles to defend themselves would do well to remember this fact: the layers of gas surrounding the vatte-lys are nothing but extraneous gas, to fight the vatte-lys you must aim at it's core. This centre is often easy to see as it has the highest density of gas and is typically http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysFinal33.jpg. Nevertheless, this adds a degree of difficulty in targeting this creature. Persons reliant on melee combat to defend themselves will find that in order to engage the vatte-lys they must enter http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/OrangeVatteLysRest2.jpg to reach the creature's core, a most unnerving prospect!

Should you be unfortunate enough to be spotted by a vatte-lys before you see it, you will have little warning. When hunting, the vatte-lys betrays little visible sign, cautious adventurers may observe http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysHunting.jpg, but in general the vatte-lys is near invisible while approaching it's prey.

Upon reaching it's prey, the vatte-lys boils into a great http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/BlackDeath.jpg, blotting out much of the victim's light and begins the http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysKilling.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VattelysPissedSpin3.jpg. As previously warned, despite the vatte-lys' apparent large size, it is perfectly capable of chasing it's prey down http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysPissed2.jpg and http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysCombStairs.jpg. It is also quite powerful enough to fight http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysPissedNew.jpg and devour them all. Only access to magic or http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysKilling2.jpg offer any realistic option of defence.

Those fortunate enough to have survived attacks by vatte-lys have reported the creature mystically absorbs their magicka and life energy, literally svcking it from their struggling bodies. In order to hasten their prey's demise the vatte-lys is also thought to be able to damage the victim's endurance and mystical luck. If the wisp finds it's foe too dangerous it can also resort to inflicting http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysElemental.jpg upon it's target, which also tends to damage the weapons of those fending the creature.

Those looking for weaknesses to exploit will be dissapointed to know that it has no known specific weaknesses, but happy to know it also has few specific strengths, aside from sharing the immunity to poisons and non-mystical weapons common to many of these gaseous creatures. Some people have reported that it is quite easy to sneak past these creatures, however we might assume that anyone who has tried and failed to do so hasn't survived long enough to report their failure, so these reports should be treated with caution. Fighting the vatte-lys is extremely hazardous and while alchemists will pay handsomely for the void dust that can be collected from their crystalline remains, we cannot recommend anyone be foolhardy enough to actively seek combat with creatures as dangerous as these. Stay on the roads!

Thankyou for reading our special program and please tune in again next time for our next special feature (subject: to be determined by availability, time: to be determined by how many orc adventurers need to be hired to take our shots. After the first five died we had a lot of trouble hiring more).

Team Diverse Wisps for the vatte-lys consists of
Creature concepts: Vac
System design and custom skeletons: Vac
Custom textures: Vac
CS work: Vac
Screenshots: Vac

No vatte-lys were seriously harmed in the making of this program.
This program would like to pay homage to the memories of Orgak gro-Bashak, Karag gro-Takar, Kagnak gra-Kurdan, Bogtar gra-Talak and Kurdan gra-Vakar. May they rest in peace. Efforts are still ongoing to recover the remains of Karag gro-Takar.
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kasia
 
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Post » Sat May 14, 2011 5:33 pm

Is that a challenge? Surely there are Orcs out there who are foolish brave enough to help hunt these creatures!

:goodjob:
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Harinder Ghag
 
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Post » Sun May 15, 2011 1:23 am

HEY!!!! this rises to the top again!
The first time I saw it, I thought it was amazingly awesome. good idea.
so I downloaded it, and I was right, it is awesome, but scary as [censored]!
damn, some of those Will-o-the-wisps take me out real fast. maybe its because I am only level 15, but still!
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saharen beauty
 
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Post » Sun May 15, 2011 3:17 am

HEY!!!! this rises to the top again!
The first time I saw it, I thought it was amazingly awesome. good idea.
so I downloaded it, and I was right, it is awesome, but scary as [censored]!
damn, some of those Will-o-the-wisps take me out real fast. maybe its because I am only level 15, but still!

Thankyou for your kind words!

I was never very happy with the fact I was unable to solve some technical issues with this mod, and as a result was never very happy with the Vatte-lys in particular, and didn't feel that the other wisps were as good as I could make them.
So last week I came back and had another stab at solving the technical problems.
I've now managed to solve every one of the technical problems I had before. I guess I just needed to step back from the problems for a while, though this stuff has taken hours and hours of testing, trial and (most of all) error.

I've also made tons of "concept wisps" in the last week or so and have new concept ideas for wisp-style creatures to be found in Mania and Dementia. These new wisp styles are in varying stages of production.

All in all, when v2.0 is released the range of wisp diversity should be significantly higher, including quite significantly different designs.

Is that a challenge? Surely there are Orcs out there who are foolish brave enough to help hunt these creatures!

Yes, it's a challenge! The current version is still pretty cool, and I'm quite proud of what I managed considering I was a complete noob at this kind of work (still am, I guess), but the next version will be oh, so very much cooler!

To put it in food terms (everyone understands food); the vanilla game gave you boiled potatoes (one kind of wisp). Version 1 gave you mashed potatoes with salt, herbs and a bit of butter (300 wisp varieties). Now I'm preparing to offer you sausages, sauce and some beer to go with your mashed potatoes. Yum! :drool:

Vac
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laila hassan
 
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Post » Sat May 14, 2011 9:22 pm

well I think its a darn good mod! I didn't notice any problems, I kind of enjoyed the fact that there is one wisp much easier than the others. it just shows the true diversity!
I mean, sure a wisp can have the looks of being different but it also comes down to the fact of also, "How easily can the wisp kill?" some, VERY!
some, not so much and thats just liek in life.we have the powerful and the weak.
the idea of adding more wisps is good and all, but, I am quite satisfied with the current version. besides I don't have shivering Isles, so ha ha, no purpose in getting the next one anyways.
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Mariaa EM.
 
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Post » Sun May 15, 2011 3:41 am

well I think its a darn good mod! I didn't notice any problems, I kind of enjoyed the fact that there is one wisp much easier than the others. it just shows the true diversity!
I mean, sure a wisp can have the looks of being different but it also comes down to the fact of also, "How easily can the wisp kill?" some, VERY!
some, not so much and thats just liek in life.we have the powerful and the weak.

Great! I'm glad to hear/see I have a satisfied mod-user.
The balancing of the wisps won't change particularly for v2, but the existing varieties will be visually overhauled.
the idea of adding more wisps is good and all, but, I am quite satisfied with the current version. besides I don't have shivering Isles, so ha ha, no purpose in getting the next one anyways.

Weeeellllll...
I'm proud of what I did with v1, considering I went into the mod with no skills and just some ideas and determination I think I got pretty good results. But the vatte-lys in particular, well: I was not *able* to make the wisps I wanted to make. The vatte-lys ended up looking http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/OldVatLys2.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/OldVatLys.jpg. It wasn't terrible, but it wasn't what I wanted at all. The new ones look like http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysResting2.jpg and http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysPissed2.jpg. These wisps now look very much like how I originally conceived them (which means, absolutely awesome) To me that kind of difference is easily going to be worth the upgrade, even if you won't be able to use the SI-specific wisps.

Vac
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Victor Oropeza
 
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Post » Sun May 15, 2011 2:34 am

Great! I'm glad to hear/see I have a satisfied mod-user.
The balancing of the wisps won't change particularly for v2, but the existing varieties will be visually overhauled.

Weeeellllll...
I'm proud of what I did with v1, considering I went into the mod with no skills and just some ideas and determination I think I got pretty good results. But the vatte-lys in particular, well: I was not *able* to make the wisps I wanted to make. The vatte-lys ended up looking http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/OldVatLys2.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/OldVatLys.jpg. It wasn't terrible, but it wasn't what I wanted at all. The new ones look like http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysResting2.jpg and http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysPissed2.jpg. These wisps now look very much like how I originally conceived them (which means, absolutely awesome) To me that kind of difference is easily going to be worth the upgrade, even if you won't be able to use the SI-specific wisps.

Vac


mabye I might get the new version. but I dunno yet
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Nicole Elocin
 
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Post » Sun May 15, 2011 3:45 am

No. 1/2 is very cool, too. It reminds me of how god-like beings were always portrayed in old Star Trek episodes. :lol: Maybe it would look nice in monochrome for Dementia?

Arguably I've lost the plot in terms of keeping things tightly focused, (1 spare meg? HAHAHAH!) but after a day of struggling with textures, alpha channels and NiAlphaProperty values, along with lots of really quite http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/FailedExper.jpg (trust me, most looked far uglier than this), I think I've managed to get the underlying visual structure of the "monochrome Star Trek wisp": http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod1.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod2.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod3.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod4.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod5.jpg.
Needless to say I intend the end wisp to look better than this, but was this kind of thing roughly what you were thinking of? White clouds with dark bits floating around it?


Yeah, that looks fantastic! I love it! :drool:

Just out of curiosity, what about using the same effect but making the whole thing black with grey bits floating in it? Would make it really creepy -- like a black hole or something (Dark Void of Despair) -- and hard to spot in Dementia. :nod:
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how solid
 
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Post » Sun May 15, 2011 11:11 am

I appreciate the entire range of mod makers. However, I am especially fond of the obsessive perfectionist's idiosyncratic contributions. Looking forward to v2. :drool:
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Pumpkin
 
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Post » Sun May 15, 2011 5:47 am

I appreciate the entire range of mod makers. However, I am especially fond of the obsessive perfectionist's idiosyncratic contributions. Looking forward to v2. :drool:

Hahahah, yes, at this point "obsessive" and "perfectionist" describe this work pretty well, don't they? One of my friends was telling me yesterday, "you're a raving lunatic, but they're beautiful!". :shifty:
Yeah, that looks fantastic! I love it! :drool:

Good, I'll polish it up and find/make/adjust new textures to make it "perfect". I'll also need to work out how I want it to look when hunting/fighting. Unlike http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/Mockup1.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/Mockup2.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/Mockup3.jpg, it's no longer using 3rd party textures. I've made brand new ones.
Just out of curiosity, what about using the same effect but making the whole thing black with grey bits floating in it? Would make it really creepy -- like a black hole or something (Dark Void of Despair) -- and hard to spot in Dementia. :nod:

Hmm, I have ideas for "dark wisps" that go beyond the dark attack form of the vatte-lys. These mock-ups (http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/PurpleFlash.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/greenwisp.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/newtexts2.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/NewTexts.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/BlackWisp.jpg) and other stuff I've put together and tested gave me ideas for real wisps to make. There'll be some "dark" wisps in there somewhere. I've still got that "blood cloud" idea of yours to design and make... *that* is going to be hard to make...

Vac
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leigh stewart
 
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Post » Sun May 15, 2011 10:01 am

ahhhh :ahhh: ( That's me screaming ! )

I LoVE it ! So much that I'll refrain from signing off with my usual .
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christelle047
 
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Post » Sun May 15, 2011 9:59 am

ahhhh :ahhh: ( That's me screaming ! )

I LoVE it ! So much that I'll refrain from signing off with my usual .


cool mod One quick question will it work with FCOM and were to put it in my LO

Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.4]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.71]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.32.Final]06  Mart's Monster Mod.esm  [Version 3.7b1]07  FCOM_Convergence.esm  [Version 0.9.9a7]08  HorseCombatMaster.esm09  HrmnsOblivionScriptOptimizationv1.0.esp0A  SkycaptainsBloodTime.esp**  TNR - ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0D  Oblivion Citadel Door Fix.esp0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Quests-SI only.esp14  Francesco's Optional Leveled Guards.esp15  Francesco's Dark Seducer Weapons Patch.esp16  FCOM_Francescos.esp  [Version 0.9.9]17  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]19  Fran Armor Add-on.esp1A  Fran_Lv30Item_Maltz.esp1B  All Natural.esp  [Version 0.9.4]1C  All Natural - Real Lights.esp  [Version 0.9.4]1D  All Natural - NW + AWS.esp  [Version 0.9.4]1E  All Natural - Skingrad.esp1F  All Natural - IC Palace Changes.esp20  Enhanced Water v2.0 HD.esp21  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]22  Symphony of Violence.esp23  PowerAttack Voicemod.esp24  Storms & Sound.esp25  Lock Bash Omega.esp  [Version 1.3]26  DLCOrrery.esp27  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]28  DLCMehrunesRazor.esp29  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2A  DLCSpellTomes.esp2B  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2C  EshmesBodiesV2.esp  [Version 3]2D  ExnemRuneskulls.esp2E  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]2F  Cobl Glue.esp  [Version 1.69]30  Cobl Si.esp  [Version 1.63]31  OOO 1.32-Cobl.esp  [Version 1.69]32  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 0.9.9]37  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]38  OOO-Water_Weeds.esp  [Version 1.32.Final]39  FCOM_Convergence.esp  [Version 0.9.9]3A  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3B  FCOM_RealSwords.esp  [Version 0.9.9]3C  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]3D  FCOM_SpawnRatesStronger.esp  [Version 0.9.9]3E  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]3F  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b1]40  Mart's Monster Mod - No Slimes.esp  [Version 3.7b1]41  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]42  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]43  FCOM_BobsGuardUnity.esp  [Version 0.9.9]44  FCOM_Archery.esp  [Version 0.9.9]45  FCOM_FriendlierFactions.esp  [Version 0.9.9]46  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]47  FCOM_MoreRandomItems.esp  [Version 0.9.9]48  Mart's Monster Mod - Shivering Isles.esp  [Version 0.17]49  MMM-Cobl.esp  [Version 1.69]4A  Demonhunter.esp4B  The Ayleid Steps.esp  [Version 2.5.3]4C  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]4D  Knights.esp4E  Knights - Unofficial Patch.esp  [Version 1.0.9]4F  The Lost Spires.esp50  FCOM_Knights.esp  [Version 0.9.9]51  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]52  Better Dark Brotherhood Sanctuary.esp53  BlackScreenSneakFix.esp54  Salmo the Baker, Cobl.esp  [Version 3.08]55  ScriptIcon_Replacer.esp56  Storms & Sound - The Lost Spires.esp57  RDetectLife.esp58  bgMagicEVNoSummonGlow.esp  [Version 1.62EV]----> Delinquent MASTER: bgMagicEV.esp59  EnchantmentRestore.esp5A  EnchantmentRestore_Wells.esp5B  RenGuardOverhaul.esp5C  RenGuardOverhaulShiveringIsles.esp5D  Denock Arrows.esp5E  Deadly Reflex 5 - Timed Block and 250% damage.esp5F  DeadlyReflex 5 - Combat Moves.esp60  Oblivion XP.esp  [Version 4.0.2]61  Let There Be Darkness - Knights.esp62  Let There Be Darkness - Cyrodiil + SI.esp63  Let There Be Darkness - Mehrunes Razor.esp++  M.O.E. - Better Icon for Script Effects.esp  [Version 1]64  bgMagicEV.esp  [Version 1.66EV]65  bgMagicSpellTomes_for_WryeBash.esp66  bgMagicEVStartspells.esp67  bgMagicEVAddEnVar.esp  [Version 1.63EV]68  bgMagicEVPaperChase.esp  [Version 1.63EV]69  Get Wet.esp6A  Real Lava 1.3.esp6B  Bashed Patch, 0.esp6C  FormID Finder without Pluggy.esp6D  Streamline 3.1.esp6E  Casual Oblivion 0.2 Levelled Rewards.esp

User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Sat May 14, 2011 8:40 pm

ahhhh :ahhh: ( That's me screaming ! )

I LoVE it ! So much that I'll refrain from signing off with my usual .

The work will be kept up regardless! I don't seem to be able to stop myself... :shrug:
cool mod One quick question will it work with FCOM and were to put it in my LO

iii) Use BOSS. No, really.
If you set load order manually then the esm can load anywhere after Oblivion.esm. I'd recommend loading it somewhere next to Mart's Monster Mod.esm for neatness sake.
The MMM plugin should load with the other MMM optional plugins. It'll work with FCOM via the MMM lists.

Vac
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Sun May 15, 2011 12:48 am

The work will be kept up regardless! I don't seem to be able to stop myself... :shrug:

The MMM plugin should load with the other MMM optional plugins. It'll work with FCOM via the MMM lists.

Vac


mkay thx :D
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Sun May 15, 2011 1:59 am

OK, I'm having some trouble choosing between two slightly different options, so if anyone has any opinions they'd like to offer, that's essentially welcome.
I've got super bright wisps, like so: http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod1.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod2.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod3.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod4.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod5.jpg. Sorry, I only have pics of the blue version at present.
I also have "darker" wisps that aren't really much darker, just more colourful, like so: http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsBlue.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/PurpleHiggs3.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsOrange2.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsGreen2.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsYellow2.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsYellow.jpg.

To be honest, I am still having some transparency artefacts with this wisp design, which is annoying. The artefacts are significantly less obvious with the brighter wisp (but still there, damnit!), so if I can't solve the problem I may be forced to go with the brighter wisp style anyway. :shrug:

Feedback?
Silence?
Tumbleweed?

Vac

Edit: For the record, I don't need feedback on the small, dark particle effect as I've no intention of keeping it like that, I'm just not sure about the clouds.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Sun May 15, 2011 2:01 am

Well, without seeing them in my game, under my lighting conditions, I rather prefer the more muted tones ... though it's not a sticking point.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

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