[RELZ]Duke Patrick?s Nosferatu Class Vampires Mark II

Post » Wed Sep 01, 2010 8:39 am

Duke Patrick's Nosferatu Class Vampires Mark II

REQUIRES OBSE 18

get it here:

http://www.tesnexus.com/downloads/file.php?id=15236


http://www.youtube.com/watch?v=rYXYIJ-2ZS8&feature=player_embedded


New for REV 2:

New Compatibility tool for other mods that try to play a death sequence on the vampires.

New game mechanics for wood stakes.

New "wood stake" arrows.

New Holy symbol effect on vampires!

New vampire slaps your arrows out of the air feature!

And lots more new stuff...



Now compatible with Duke Patrick's Hammer-Blade mod.

see here: http://www.tesnexus.com/downloads/file.php?id=27949


Mr.Pointy (the vampire stakes) is now more photo realistic instead of cartoon like, and it is no longer an enchanted item, just a stick! I am making it work now via scripting and not a spell. This will allow you to use it with my Hammer-Blade mod with out any penalties if you are an SCA Knight or Squire.

Throwing Holy water will not be detected as casting a spell by the Hammer-Blade mod now. This will allow you to use it with my Hammer-Blade mod with out any penalties if you are an SCA Knight or Squire.


Armor worn over the heart (upper body armor) will fall to the ground when the upper body armor health is ZERO (Vamps only). You may also choose to concentrate your attacks on the torso by going into your inventory and clicking on the "Target Torso Armor" icon. This will be in the Armor section of your inventory. Doing this will give you a detrimental penalty to your normal attacks with any melee weapon. However it will do a great deal of damage to the torso armor and will soon knock the armor to the ground so you can get to the vampires heart!

Damage for this is calculated using your strength, speed, your actor value attack bonus (if any), the your Fatigue Percentage and the weight of your melee weapon as the MAJOR contributors to the damage. Also power attacking will double this damage!

Then on top of that all NORMAL oblivion damage results such as damage armor spells or weapon heath and skill adjustments (and so on) as minor damage contributors.

A cross (or if preferred a lore friendly holy symbol) held up in the left hand can startle and scare the vamps! The player may choose to use either a Crucifix or a lore friendly stand-in called Meridia's Solar Scepter! Any reference to a crucifix in the following also includes the Solar Scepter!

The crucifix is not an enchanted item! It is a symbol with a powerful psychological effect on the Vampires. It allows the player to channel their willpower against the Vampires will power.

Duration of the effect = Player’s Willpower - Vamps Willpower * 2 and then modified by the player's Fatigue Percentage.

15% of your Fatigue will be consumed in each turning of a vamp. (Due to the stress of focusing your Willpower) Just enough to make it a consideration in the combat.

To focus on an attacking vampire you must be facing them with your cross-hair on them. It is possible for a vampire to circle in on you from the side to slip past your outstretched Crucifix. You will only be able to effect one Vampire at a time, however it only takes a moment to set fear into them and force them to retreat briefly. So it is not hard to juggle several vampires at a time.

Used properly the Crucifix can slow down, confuse and startle vampires to impend their short-range attacks!

However even if you have a superior Willpower stat the crucifix is not going to be an ultra weapon against Vampires as there are major considerations in using a Crucifix properly and strategically!


The Crucifix has a very short effect range. It must practically be in their face, so any vamp with a long sword will be very difficult but not impossible to effect. Most archers will be far out of range!

You must not lower the Crucifix (such as to parry or attack)
You must not turn your back on the vampire.

If the vampire is struck with damage there is a small chance that they will become furious and overcome their fear attacking you freely for a duration depending on their Willpower.

If you strike the Vamp with damage personally there is an extreme likelihood that they will become furious as described above!

(Note to player, when I say chance I do not mean a dice roll. I always attempt to find other ways to determine events other than artificial dice rolls. This makes the events more natural and allows the player much more opportunity to learn and master the outcome. So success or failure is calculated much in the same way Oblivion’s detection systems works based on the conditions at the time in the game.


I improved the Holly Water script so that the water will not "miss" the target vamp as often as it did in previous revisions (unless they dodge it!) Now they will writhe in pain (new animations for vamps) once they are hit with Holy water!



You can now use wood arrows (without metal tips) with a bow to hit the heart of vampires! They are NOT enchanted arrows! Just large wood arrows with no metal tip. It is also a little thicker in diameter than most arrows. Essentially this will be just like a wood stake to the heart with the same rules (must be in front of the vamp and the vamp must not be wearing upper body armor) but at range now!

Here is how the wood stakes and tip less arrows will work now. My script will use your actor value luck and hand to hand skill or marksman skill to calculate the DEGREES that you must be inside of to successfully hit the heart.

At the moment the stake or arrow hits the Vamp my script checks to see how far the vamp is turned away from the attack using the calculated degrees off center.

With a 100 luck and 100 HandToHand you would have about 30 to the left and 30 to the right (60 degrees total ) you could be off and still get the kill!

But at a luck of 20 and HandToHand of 20 you would need to be DEAD CENTER to get the kill. Thus this combines your PC skills and luck and your own player skills and "luck" to get a result.


Vampires can bat the arrows out of the air or deflect them with weapons or their arms! You will see the arrows slapped and then bounce off the walls near by as the vampire deflects them!

Their ability to bat the arrows depends on factors such as their skills and attributes and if they are not too busy doing other things such as casting spells. The further you are away from the vampires the easer it will be for them to bat the arrows. But they cannot bat the arrow if they are not in combat with you (have not detected you). Also the faster the arrows travel the less likely the vampire will be able to bat the arrows!


I have a “beta” work around for conflicting mods that step on my the vampire "Fry Baby" death sequence! You can set the variable aadpBurstDelay to .01 in console to delay my Vampire death sequence a few seconds. This should allow the conflicting mod time enough to finish what ever death sequence it is trying to do.

This is NOT really my vision (my preferred choreographed death) for my vampires but for those that insist on trying to use both mods this MAY work.

Just type in the Console: Set aadpBurstDelay to .01

To set it bak to normal type: Set aadpBurstDelay to 0





Vampire Heightened Senses:

If the Vampire is not asleep and not already in combat they will be able to hear, see and smell you far better than any other creature in Oblivion!

Vampires will now be able to see any movement clearly in the dark up to 300 feet if you are moving in any way even if you are only turning from left to right while you stand in one spot. The Vampire must be facing your direction however and have no obstacles blocking their view. Unfortunately the hardcode in oblivion allows a few objects that should block LOS but do not such as trees!

Vampires will easily hear you at short distances (about 10 feet) if you are moving at all. Your sneak skill will have a MINIMAL effect on this! In most cases you will have to wait for the vampire to move past you rather than you walking up behind them to get your short-range sneak attack on them!

The vampires can now smell you if you are in front of them and within 60 feet.
Each foot you are from them reduces their ability to smell you by 1/60th. Obstacle such as walls and large rock formations can obscure their ability to smell you.



Please also use this plug in: Duke Patrick’s - All NPC Or Just Vampires Now Bob And Weave.esp

get it here:

http://www.tesnexus.com/downloads/file.php?id=15103



A CLEAN INSTALL of this upgrade!

A clean install is done by taking out the OLD rev 1 mod and then save a save game. Then start up the clean savegame with this new mod loaded.

But sell your Holy Water first so you do not take such a big hit to your gold pouch! There is 5 free Holy Waters for you outside a cave near Skingrad.


The vampire features do NOT yet apply to the Player, only the NPC. But A Future Rev may include this someday.


This version will turn all NPC that are marked in Oblivion as Vampires into Nosferatu Class Vampires. What this means is that they can be killed instantly with a wood steak, they are hurt and can die in the sunshine, and they are hurt by holy water and will explode in a burst of flame when they die! A Crucifix (or solar Scepter if you prefer a lore friendly alternative) will startle and scare them depending on your willpower and their willpower.


This will effect even Vampires from other mods as long as they have their vampire check box marked in the CS.


You will only be able to penetrate the ribcage to the vampire’s heart by using a power attack. Normal fast(weak) attacks will not be strong enough to break the ribs. Be careful not to hit shields or you may shatter your wood stake.

You Can Buy holy water and the Holy symbols from some merchants, church devoted merchants like priests will have a better chance of having holy water and Holy symbols to sell you but they will never have wood stakes to sell you.

However Holy water is very expensive, and not widely availed as merchandise as many in the church find it offensive to be used as a weapon. Wood steaks can sometimes be found in crates and barrels.

Any NPC that is marked as ESSENTIAL will not die in the sun to prevent breaking quests.

There is a sizzling sound to the vamps when burning from the holy water and a bottle of water sound effect when flinging the holy water whether you hit and splash on a target or miss (thus no splash sound).




Description of the mod:

Vampires NPC are too much of a push over for me. After I completed the vampire cure quest it was a joke to hear the witch go on about how amazing it was that I survived the task.

There are a lot of VAMP mods for changing the player, but I could not find (as of 2007) any Mods to upgrade the NPC vampires without doing a LOT of other things I did not want.

This mod makes all the vampires have the weakness and strengths of the Nosferatu Vampires. Even Vamps from other monster mods like MMM!

However this mod may or may not be incompatible with other vamp mods that CHANGE vamp behavior! Try it yourself and let us know!



I like my Vampires the way I like my Dragons...
Not so much magical, just good old fashion brut strength and speed!


The following features make fighting one Nosferatu vampire as scary as fighting a platoon of city guards.

Health Regeneration
No need to breath air (Water Breathing)
Frost Resistance
Resist Disease
Strength
Speed
Acrobatics
Athletics
Hand to Hand
New Vampire Heightened Senses
Ability to slap arrows out of the air.

They will gracefully duck and sidestep your attacks!

These supernaturally STRONG vampires will throw you around like a rag doll if you let them get too close!

One of their big weaknesses is daylight. If they get trapped out in the daytime and it is not raining they will burst into flames and die in a few seconds!

They slowly regenerate from non-lethal wounds. You will need to use your best and most powerful attacks or at least keep up a high rate of attack on them in combat! Fatigue management is going to be a high tactical consideration against these vampires.

Wood stakes will kill them instantly if you can get a clear shot to their heart from the front! The wood stakes will be fragile compared to other weapons, so carry a lot of them!

You must be on center facing the vampire. This on-center facing is not as hard as it sounds, it just makes it so you cannot instant kill from the side or back. And it will be very hard to do if you are being staggered and thrown around in combat. The vampire must not be wearing armor on his chest or the wood will not penetrate to the heart. In combat with a Vampire wearing torso armor, beat the armor off him with a melee weapon such as a sword, then use the wood stake!

Remember that you will only be able to penetrate the ribcage to the vampire’s heart by using a power attack. Normal fast (weak) attacks will not be strong enough to break the ribs.

You absolutely will need Holy water to defeat groups of my Nosferatu class vampires. The Holy water inflicts significant damage and knocks (they will cry in pain) them down long enough for you to throw a power shot at them or deal with the other attacking vampires. One Bottle works one time. It uses the SCROLL slot not the POTIONS slot.


You will hear the water splash on your Vampire but you will not see the small amount of liquid that comes out of tiny black bottles. The water will not fling far at all so only use the Holy Water when you are up close to the vampires. If you hit them with the Holy water you will know it. They will produce lost of smoke.

I have another mod out on TesNexus called Duke Patrick’s - All NPC Or Just Vampires Now Bob And Weave. If you do not use this other mod the vampires will not be able to duck and weave around your weapon attacks as intended! please use that mod at least just for the vampires. It can be adjusted to just effect the vampires.




INSTALLATION:
-------------

Unzip or drag the contents of the zip file into your oblivion\data directory.

If you are prompted to overwrite click 'yes', Do not worry, this is simply a warning to you that you are writing into folders that already exist, no files will be overwritten.

If dragging and dropping, be careful not to accidentally drag the files into another folder in your oblivion/data directory.

If you are upgrading, be sure to override all the data files with then one in this zip file as well.






Playing This Mod
-----------------

Activate this mode by checking the box for "Duke Patrick’s Nosferatu Class Vampires" and the plug in mod


Duke Patrick’s - All NPC Or Just Vampires Now Bob And Weave.esp

get it here:

http://www.tesnexus.com/downloads/file.php?id=15103




YOU MUST LOAD MY MODs LAST! Please see below on MOD load order.


VERY IMPORTANT LOAD ORDER
-----------------------------------------------
Please do not be surprised by problems if you do not load my mods in the proper order!


FIRST...

All your other mods


THEN

Duke Patrick’s Nosferatu Class Vampires

LAST

Duke Patrick’s Script Effect Silencer Silver Edition
(THIS MOD MUST BE USED IF YOU USE ANY OF MY MODS!)



Thanks to:
-------------

JDFan for NifSkope Guru-isum!

WillieSea for advice on my script.

TheTalkieToaster for advice on my script.

Scruggsywuggsy the ferret for a cool script trick to detect power shots.

StarX for great encouragement.

Mush for tying to help as well.

Jannix Quinn's for Potion Bottles

ICUP for the stakes

Glue for playtesting, bug recon, feedback, Icon help and moral support

Belle for feedback and moral support

BKS for feedback and moral support

Jericho66 for feedback and moral support

Deathless Aphrodite for feedback and moral support

And other active members on the Oblivion CS forums for feedback!

Special thanks to
Psymon for tweaking the mod with tools I do not know how to use yet.

Bethesda for allowing all of us to shape and personalize our own virtual playgrounds!



Legal
..............................
I had to solve some very hard problems on this mod! It was not easy! This Mod is more a product of creativity, sweat and tears than script writing talent. (To date I have spent over 112 man hours of my time to make this mod.)

DO NOT distribute this mod! You should only find this mod distributed from TesNexus!
If any other web site is distributing this work they are doing so illegitimately.

You MAY use my scripts and my other resources for making a mod only as long as it has NOTHING to do with visually busting vampires! I.E do not make a disguised knock off! And you must credit me fully and include my "legal" as shown above.


The only two modders that did get permission before my policy on this changed is Star-X and ShadeMe! They are using my work with my permission.


For the most advanced SCA combat with sword and shield:
http://www.spookyfx.com/book/tromp.html
User avatar
Lynette Wilson
 
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Post » Wed Sep 01, 2010 10:59 pm

Strangely, the archive I'm able to download from tesnexus is only 0(?) kb.
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matt oneil
 
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Post » Wed Sep 01, 2010 3:01 pm

Thanks, I re-uploaded the file, should be available in a few minutes...
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Steeeph
 
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Post » Wed Sep 01, 2010 7:39 pm

Man you have a lot of features here. I too think vamps are a little too easy compared to how I think of them. Maybe I should try this out :)
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CHangohh BOyy
 
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Post » Wed Sep 01, 2010 1:26 pm

Rev 2.1

Cleaned ESP with tes4edit by a friend that knows more about sterilizing mods than I do. But you need to still download ver mark II to get all the support files.


get it here:

http://www.tesnexus.com/downloads/file.php?id=15236



Special thanks to
Psymon for tweaking the mod with tools I do not know how to use yet.
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Cat
 
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Post » Wed Sep 01, 2010 2:37 pm

thx very much for this new updated version including all this amazing new features...this mod has been always one of the "must have mods" for me...fantastic that the death sequence problems are solved and it is now playable together with different other combat mods...

regards

onra
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Danny Blight
 
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Post » Wed Sep 01, 2010 4:24 pm

agreed a m ust for my game. makes me feal like a genuin vampire hunter actually having the proper tools
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Irmacuba
 
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Post » Wed Sep 01, 2010 8:23 pm

I had one player report that they were getting 1000's of spawns of things like holy-water.
This is the one and only such report, but it is serious bug if it is indeed a bug in my mod.

Has anyone else had such an issue?
I will be looking into update this mod over the next few days.

Also, how has the combat been with vampires using the new wood stake arrows and holy symbol vampire bain tool?

I hoped that I have the effects balanced with the disadvantages in a "realistic" manner. But I have had a low level PC lately
and have not had the guts to try fight very many vampires yet to get a feel for it myself.

I did do testing with a 10th level PC and it was very difficult. I needed to take the vampire cave inch by inch very carefully to
clear it out. Even then it took many ties.

I did feel like I accomplished something when I finally did get them all.
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Hayley Bristow
 
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Post » Wed Sep 01, 2010 7:46 pm

just a thougth? cou8ld the problem at all come from the fact that i'm using an unclean save?
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Dewayne Quattlebaum
 
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Post » Wed Sep 01, 2010 4:08 pm

New Compatibility tool for other mods that try to play a death sequence on the vampires
Great ! How does one exploit it ? I haven't forgotten my promise by the way - It's just taking longer than I expected :)
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renee Duhamel
 
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Post » Wed Sep 01, 2010 7:22 pm

Great ! How does one exploit it ? I haven't forgotten my promise by the way - It's just taking longer than I expected :)


its in the readme. set aadpburstdelay to 0.01


on an unrel ated note can someone tell me where to find wooden stakes? i've only been able to find th em in a couple of barrels in the waterfront near the Marie Elaina
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Dan Scott
 
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Post » Wed Sep 01, 2010 2:21 pm

Rev 2.2
Fixed Bug that put 1000's of wood arrows, wood stakes and holy-water in some chests.

get it here:

http://www.tesnexus.com/downloads/file.php?id=15236


Wood stakes should be available in CERTAIN barrels through out the game. But mostly these barrels will be in "Poor" districts.
Now if you use a mod that changes the random spawn lists (and many mods do) this will prevent my mod from adding them to the barrels.

I guess I need to change this.

The rest of the mod is unaffected by this mod incompatibly issue as I used my own special method (not using the spawn lists) to add items to merchants and NPC.

So you should also be able to buy them from SOME merchants.

However the wood stakes are not rare items, you should see them around here and there.
Let me know if you cannot buy them from merchants after you do a "clean install" of the new REV 2.2 ok?

You know what a "clean install" is right?


its in the readme. set aadpburstdelay to 0.01
on an unrel ated note can someone tell me where to find wooden stakes? i've only been able to find th em in a couple of barrels in the waterfront near the Marie Elaina

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Portions
 
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Post » Wed Sep 01, 2010 11:01 am

oh, well you can forget about all that, we know now it was all a misunderstanding and we are now friends right?
That is all that matters now.

Just do not make a mod (using my work) that makes my mod completely obsolete if you can help it OK? ;)


Great ! How does one exploit it ? I haven't forgotten my promise by the way - It's just taking longer than I expected :)

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Trevi
 
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Post » Wed Sep 01, 2010 10:53 am

I am now woking on the Next REV 2.3:

Wood stakes should be available in CERTAIN barrels through out the game. But mostly these barrels will be in "Poor" districts.

Now if you use a mod that changes the random spawn lists (and many mods do) this will prevent my mod from adding them to the barrels.

I need to change this.
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Nick Swan
 
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Joined: Sat Dec 01, 2007 1:34 pm

Post » Wed Sep 01, 2010 11:53 pm

Rev 2.2
Fixed Bug that put 1000's of wood arrows, wood stakes and holy-water in some chests.

get it here:

http://www.tesnexus.com/downloads/file.php?id=15236


Wood stakes should be available in CERTAIN barrels through out the game. But mostly these barrels will be in "Poor" districts.
Now if you use a mod that changes the random spawn lists (and many mods do) this will prevent my mod from adding them to the barrels.

I guess I need to change this.

The rest of the mod is unaffected by this mod incompatibly issue as I used my own special method (not using the spawn lists) to add items to merchants and NPC.

So you should also be able to buy them from SOME merchants.

However the wood stakes are not rare items, you should see them around here and there.
Let me know if you cannot buy them from merchants after you do a "clean install" of the new REV 2.2 ok?

You know what a "clean install" is right?


thanks a bunch i'll make a clean save and check it out
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Julia Schwalbe
 
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Post » Wed Sep 01, 2010 6:13 pm

oh, well you can forget about all that, we know now it was all a misunderstanding and we are now friends right?
That is all that matters now.

Just do not make a mod (using my work) that makes my mod completely obsolete if you can help it OK? ;)
You've got that right :) I intend to keep my word nevertheless. Thanks for the compatibility fix :tops:
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Alexis Acevedo
 
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Post » Wed Sep 01, 2010 8:28 pm

Rev 2.3

Put in a back up system for wood stakes in containers in case another mod overrides my spawn list edit.

Ok, that is it for now, I want to actually PLAY Oblivion for a few days...

(err.. but bug reports should still be made here on this mod as I will get to them eventually.)
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Bedford White
 
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Post » Wed Sep 01, 2010 3:32 pm

Rev 2.3.1 will be out soon.

Unfortunately there is an extremely strange issue where the wood stake will not move to the container (the script puts them in) unless I first issue a message box. I spent my entire Sunday try to work this out, but for now I gave up.

The mod will still put wood stakes in containers but there will be a message-box that pops up when this happens.
I included an automatic click to dismiss this message box so at least the player will not have to do it.

It is annoying, but the best I can do for now.
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Susan Elizabeth
 
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Post » Wed Sep 01, 2010 1:18 pm

Duke Patrick’s Nosferatu Class Vampires

REV 3 is ready for download.

get it here:

http://www.tesnexus....le.php?id=15236


Deleted the AOE spell and replaced it with OBSE getref loop to make the vampires into Nosferatu Class Vampires.

I found that the old way was just not reliable enough.

And According to the OBSE Team if too many magic scripts are running at one time some of them will NOT run! So I will be changing this in several of my older mods that used AOE spells to find and change NPC.
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Ebou Suso
 
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Post » Wed Sep 01, 2010 3:19 pm

Duke Patrick’s Nosferatu Class Vampires REV 4

VERY IMPORTANT REVISION!

MUST DO A CLEAN INSTALL!
So sell your holy water first!

get it here:

http://www.tesnexus.com/downloads/file.php?id=15236


Rev 4
I found a bug in the game where moving a Reference to a remote cell and calling certain commands on it would CTD. I was moving the dead vampires to a hidden cell and then moving their items to the vampire bones in the player cell. This was causing CTD in some cases. I changed this so that the vampire is not moved to a new cell anymore.

I also removed all edits to the world. Only one hidden interior cell remains in the mod so this will not have any conflicts with exterior mods now. But that means the bag of goodies is no longer outside of the BloodCrust Cave...sorry!
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Phillip Hamilton
 
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Post » Wed Sep 01, 2010 2:50 pm

nice.. link doesn't work properly. But all your modules are easy to find anyway!

good stuff!
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Lizs
 
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Post » Wed Sep 01, 2010 1:25 pm

deleted
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MatthewJontully
 
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Post » Wed Sep 01, 2010 8:56 pm

deleted
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Zualett
 
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Post » Wed Sep 01, 2010 10:18 pm

I am playing a mod that is JAMMED pack with vampires, all kinds including special modded vampires. Doing this has put light on a few rare bugs. So I am working on this mod this weekend and there will be more updates today and maybe tomorrow.

For now the file is removed from the Internet.

also...

:banghead: man what a pain in the butt it is to edit my mod on TesNexus now.

I will be moving this Vampire mod to Tes Alliance today as well, they (TesNexus) has an obstacle course of check boxes and TOS conditions that you have to edit EVERY TIME YOU UPLOAD OR CHANGE OR EDIT THE DESCRIPTION of a file even if you have done so already a dozen times. If you are not careful to check all the boxes EACH TIME YOU EDIT YOUR ENTRY you will be agreeing to a lot of things you could regret latter.

This could be easy done ONCE on thier site per uploaded mod and then moved to a separate layer of mod entry editing to hide it for later simple edits such as a description change or rev upload. Not sure why they did not do it that way. Tes Alaince does not have these added layers of confusion.

I had a few Mods still on TesNexus but now all my new mods including all updates on old mods that are now on TesNexus will be uploaded instead to Tes Alaince from now on.

I may still leave a simple mirror link on TesNexus if I can do it ONCE and then never need to edit it again.
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MR.BIGG
 
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Post » Wed Sep 01, 2010 10:45 am

is it ok to use the 4.1 previously posted or should we wait for further fixes?
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Chad Holloway
 
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