[Relz] Khettienna's Lot-O-Mods!

Post » Wed Mar 30, 2011 6:19 am

Khettienna's Lot-O-Mods!
last updated Apr. 05, 2011


Most of you probably know me as a house modder, but I have a bunch of other mods, most of which never get "advertised". As a jack-of-all-but-modeling, I tend to make whatever I need to enjoy my game as I go, if I can't find it elsewhere. This has produced a silly assortment of baubles. For better or worse, here's a full listing, in case you find them useful. Because there are so very many, I have kept the descriptions short. Please follow the links to the download pages to see details, if desired. For your perusal (and hopefully, enjoyment):


Player Houses


Better Benirus Manor
http://www.tesnexus.com/downloads/images/18054-1-1244235212.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139428 | http://www.tesnexus.com/downloads/file.php?id=18054 | http://www.gamesas.com/index.php?/topic/966472-relz-a-better-benirus-manor
Spruces up the ole' mess of a manor with a light, clean, mostly vanilla-esque interior design. Adds a library and servant's quarters in the basemant, and fun stuff to the lair. See You Sleep, Cobl, Open Cities, and All Natural support are provided. Interior-Only versions are provided for users of city overhauls.


Better Rosethorn Hall
http://www.tesnexus.com/downloads/mirror.php?id=139405 | http://www.tesnexus.com/downloads/file.php?id=22869
Mostly just a re-clutter of the interior using pure vanilla stock, to make it feel more lived-in. Cobl support available.


Amen'thalas Well House
http://www.tesnexus.com/downloads/images/32710-4-1278227227.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139406 | http://www.tesnexus.com/downloads/file.php?id=32710 | http://www.gamesas.com/index.php?/topic/1101805-relz-amenthalas-well-house/
An extremely cozy, and extremely detailed, player house on the Blue Road between IC and Cheydinhal. Comes with character, surprises, and lots of amenities. See You Sleep, Cobl, and All Natural support are provided. Requires OBSE.


Enchanted Portable Tent
http://www.tesnexus.com/downloads/images/28748-1-1267174895.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139409 | http://www.tesnexus.com/downloads/file.php?id=28748 | http://www.gamesas.com/index.php?/topic/1064742-relz-enchanted-portable-tent/
A portable, technicolor tent with all the amenities for the magician on the go. See You Sleep and Cobl support are provided. Requires OBSE.


Gold Road Cottage
http://www.tesnexus.com/downloads/mirror.php?id=139410 | http://www.tesnexus.com/downloads/file.php?id=17158
A free stock farm house done two ways tutorial-style on the Gold Road, just east of the Brina Cross Inn. Preserved for posterity.


Ivy Cottage
http://www.tesnexus.com/downloads/images/29947-3-1278169848.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139413 | http://www.tesnexus.com/downloads/file.php?id=29947
A beginner alchemist's shack for sale just outside of the Surilie Vineyards near Skingrad. All Natural support is provided. Requires Cobl.


Nightmist Manor
http://www.tesnexus.com/downloads/images/29609-5-1278162940.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139429 | http://www.tesnexus.com/downloads/file.php?id=29609
An improbable townhouse in Crucible. Originally made by Nottinghillbillie, who graciously allowed me to tidy up and enhance the plugin. Open Cities and All Natural support are provided. Requires Cobl and OBSE.


Rustle House
http://www.tesnexus.com/downloads/images/35252-4-1287520673.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139422 | http://www.tesnexus.com/downloads/file.php?id=35252
A buyable medium-sized and very detailed Chorrol-style house in the Lush Woodlands. Loaded with amenities, despite its small size. Perfect for the mage, ranger, or naturalist. Requires OBSE. Cobl, See You Sleep, and All Natural support are provided. Free chili. Requires OBSE.


Star's Rest
http://www.tesnexus.com/downloads/images/25876-5-1279088956.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139423 | http://www.tesnexus.com/downloads/file.php?id=25876 | http://www.gamesas.com/index.php?/topic/1016113-relz-stars-rest/
A medium-sized, unique house in the snowy Jerall Mountains. This house comes with a back-story, short adventure quest, and lots of amenities, and will suit basically any type of character or player with a love of Ayleid history and twinkle lights. Cobl, See You Sleep, and All Natural support are provided. Also, free chili. Requires OBSE.



Dark Brotherhood Goodies


Better Dark Brotherhood Sanctuary
http://www.tesnexus.com/downloads/images/22135-1-1244956130.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139404 | http://www.tesnexus.com/downloads/file.php?id=22135 | http://www.gamesas.com/index.php?/topic/1003441-relz-better-dark-brotherhood-sanctuary
Improvements to your Dark Brotherhood experience! Includes player-owned bed & safe storage chest for new members, private Listener's chambers, additional Listener's gear, recolored black Shrouded Armor with improved hood mesh, custom retexturing throughout the sanctuary, a family Porter, and more! Cobl, See You Sleep, DB Chapel Memorial, Assassin Tripwires, and Whispered Warning (or any similar mod) support is provided, as are most body mods.


Better Abandoned House
http://www.tesnexus.com/downloads/images/25319-1-1278151416.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139400 | http://www.tesnexus.com/downloads/file.php?id=25319
Camouflages the Abandoned House in Cheydinhal by making it look just like all the other houses in the row, and adjusts its backstory to match.


HGEC Sinblood's Nightweave for the Dark Sister
http://www.tesnexus.com/downloads/mirror.php?id=139411 | http://www.tesnexus.com/downloads/file.php?id=28083
Unifies the meshes into one set of gear that is placed and enchanted for use as a replacer for the stock DB armors. Requires the original Sinblood's Nightweave.



Other Goodies


Automagic Bags
http://www.tesnexus.com/downloads/mirror.php?id=139407 | http://www.tesnexus.com/downloads/file.php?id=22414
Portable sacks that can automagically fill themselves with items of the appropriate type from your inventory. Also available: a plethora of non-automagic bags to keep you organized and lightfooted. You can even set names, icons, and sack colors for each! Requires OBSE.

Horse Management
http://tesalliance.org/forums/index.php?/files/file/765-horse-management/ | http://www.gamesas.com/index.php?/topic/1166104-relz-horse-management/
Now you can stable any horse at your home's stable, or at an existing city stable, and have it not go anywhere when you mount another horse or fast-travel. Also included: a spell to call your last horse to you, and buyable stable supplies you can use to stock your own stable. Requires OBSE.


Neck Seam Concealers Expanded
http://www.tesnexus.com/downloads/images/34082-2-1282502963.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139399 | http://www.tesnexus.com/downloads/file.php?id=34082
Over 100 retextures of Luchaire's Neck Seam Concealers. Gold, silver, copper, or pewter chains, mixed with various gem, clutter, and Ayleid textures (stock, and recolors of Meo's), as well as some of my own handiwork. Amulet or tail slot. Additional plugins are included to add concealers to leveled lists, and to dynamically distribute them to NPCs.


NPCs


Better Benirus Manor - Helping Hands
http://www.tesnexus.com/downloads/images/23146-1-1292745521.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139403 | http://www.tesnexus.com/downloads/file.php?id=23146
A simple house servant for Benirus Manor. Can be used with any Benirus Manor overhaul, or none at all. Full voice acting.


Ushnar's Re-Skinned Hound
http://www.tesnexus.com/downloads/mirror.php?id=139427 | http://www.tesnexus.com/downloads/file.php?id=26143
Summonable, commandable, and essential. He scales with your level, and you can dress him up as a dog, wolf, or Atronach Hound if you like. Khajiit players & persons who do not wish to complete the quest may now also acquire this companion. Requires Shivering Isles.



Little Stuff, Tweaks, & Fixes


Better Basemant Door
http://www.tesnexus.com/downloads/images/22871-1-1236539154.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139401 | http://www.tesnexus.com/downloads/file.php?id=22871
I hate the stock rotting basemant door, particularly when it's been placed in a middle- or upper-class interior. Use this mod to see the stock Chorrol or Cheydinhal doors instead.


Crucible Sewage Retexture
http://www.tesnexus.com/downloads/images/26142-1-1288410333.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139408 | http://www.tesnexus.com/downloads/file.php?id=26142
I'm not a fan of stepping in sewage. I feel like Bethesda did too good a job at making Crucible yucky, in this regard, so I made this mod to replace the sewage with dark, wet mud.


High-Res Varla & Welkynd Texture Replacer
Preview Images: http://www.tesnexus.com/downloads/images/36814-1-1295999125.jpg | http://www.tesnexus.com/downloads/images/36814-1-1295999106.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139430 | http://www.tesnexus.com/downloads/file.php?id=36814
The base textures came from Meo's Ayleid Clutter resource. I color-matched them to stock, and created a new high-constrast glow map. Now all varla & welkynd stone in your game will be as pretty as Meo's. :)


Hunter Birthsign
http://www.tesnexus.com/downloads/mirror.php?id=139412 | http://www.tesnexus.com/downloads/file.php?id=23031
Tired of the stigma, Thief? This renames your birthsign to The Hunter, an archetype with similar attributes, to open up roleplay possibilities.


Kafei's Circlets Reforged
http://www.tesnexus.com/downloads/mirror.php?id=139414 | http://www.tesnexus.com/downloads/file.php?id=27952
Adds scripts to Kafei's lovely circlets so you can switch between armored or unarmored, large or normal size, and amulet or tail slot on the fly. Requires the original Kafei's Armored Circlets mod.


Replacement Main Menu Stuff
http://www.tesnexus.com/downloads/images/36513-1-1294496828.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139416 | http://www.tesnexus.com/downloads/file.php?id=36513
If you have the main menu movies disabled in your Oblivion.ini, you may be tired of that same old parchment texture as your main menu background. If that is the case, try this replacement; or, use the included resources to make your own.


Mark And Recall
http://www.tesnexus.com/downloads/mirror.php?id=139417 | http://www.tesnexus.com/downloads/file.php?id=36026
Set of four simple Mark and Recall spells. SI-safe version available.


Nerf Alchemy
http://www.tesnexus.com/downloads/mirror.php?id=139415 | http://www.tesnexus.com/downloads/file.php?id=23032
I was tired of getting prematurely smart and rich from restocking my poison & potion supplies on every character, so I made this.


Put Me In My Place - PlayerInSEWorld
http://www.tesnexus.com/downloads/mirror.php?id=139419 | http://www.tesnexus.com/downloads/file.php?id=36510
Automatically grants the player two lesser powers, which can be used to fix the "I HAVE NO GREETING" bug (among others) that occurs when the player is improperly moved to or from the Shivering Isles.


Remove Extra Data - Fix Containers With Missing Items
http://www.tesnexus.com/downloads/mirror.php?id=139420 | http://www.tesnexus.com/downloads/file.php?id=29295
If you have a container afflicted with the missing items bug, fire this spell at the container to fix it. Use with caution. Requires OBSE.


Respawning Varla & Welkynd Stones
http://www.tesnexus.com/downloads/mirror.php?id=139421 | http://www.tesnexus.com/downloads/file.php?id=29007
All of the varla & welkynd stones inside Ayleid ruins will now effectively respawn in place every 28 or 14 days, respectively.


Temple District Repaired
http://www.tesnexus.com/downloads/mirror.php?id=139424 | http://www.tesnexus.com/downloads/file.php?id=35429
After you've picked up your reward from the main quest, you'll find the Temple District repaired. Can be toggled easily back to "broken" anytime, if that suits you. Compatible with ImpeREAL Cities - Unique Districts & Better Cities.



If you have any questions or feedback, please comment on the files at TESNexus, where I will see it soonest. Or, feel free to post here, for mods that don't already have their own [Relz] threads. I will try to check regularly.

Please enjoy my stuff. ^_^
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Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Tue Mar 29, 2011 11:31 pm

What? Eight hours and no replies? This needs to be brought up to the top where people who have taste have a second chance to see it.

Well, now that I'm here I would like to tell you that Respawning Varla & Welkynd Stones will never leave my load order. They'll have to pry it out of my cold, dead hands when I'm in my coffin. For me, it's one of those essential mods that do something the way it should have done in the first place. I can't imagine playing without it.

Thank you for all of your mods, Khettienna. Your mods have enriched our experience of Oblivion in ways you cannot imagine. :hugs:
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Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Wed Mar 30, 2011 9:21 am

Req: Khettienna's Lotto Mod
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Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Wed Mar 30, 2011 10:17 am

[Respawning Varla & Welkynd Stones
http://www.tesnexus.com/downloads/mirror.php?id=139117 | http://www.tesnexus.com/downloads/file.php?id=29007
All of the varla & welkynd stones inside Ayleid ruins will now effectively respawn in place every 28 or 14 days, respectively.


Respawning Varla & Welkynd Stones is definitely one of my favorite small mods. I've been a bit frustrated since day one of destroying the nice ambience they give in dungeons by looting them - but at the same time its moronic not to loot them as they are both useful and a good income on lower levels. In short, frustrated if I do and frustrated if I don't. So Respawning Varla & Welkynd Stones is just perfect and also works perfectly. :foodndrink:

Lots of other excellent mods as well - and some I've never heard of. Remove Extra Data - Fix Containers With Missing Items sounds really neat, for example. It happens very seldom but is very frustrating when it happens.
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Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Wed Mar 30, 2011 1:49 am

..
Better Benirus Manor - Helping Hands
http://www.tesnexus.com/downloads/images/23146-1-1292745521.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139260 | http://www.tesnexus.com/downloads/file.php?id=23146
A simple house servant for Benirus Manor. Can be used with any Benirus Manor overhaul, or none at all. Full voice acting....


If nothing else, I'll be getting Benirus manor for the first time because of this! :)
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Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Wed Mar 30, 2011 8:26 am

I.. thank you! :hugs:

(That's all I got, I'm bad at this. :blush: )


I will get to work straightaway on Khettienna's Lotto Mod. :cool:
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Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Tue Mar 29, 2011 8:15 pm


Neck Seam Concealers Expanded

Kafei's Circlets Reforged

Adds scripts to Kafei's lovely circlets so you can switch between armored or unarmored, large or normal size, and amulet or tail slot on the fly. Requires the original Kafei's Armored Circlets mod.



Love the neck seam expanded..Will have to talk to Vacuity and see get them add to Item Interchange..

Thanks for the KD Circlets now I do not have to use choose, I can just alt click and swicth to unarmored, so that I do not have to equip and unequip them has before..Nice Tweak..
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Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Wed Mar 30, 2011 6:26 am

Love the neck seam expanded..Will have to talk to Vacuity and see get them add to Item Interchange..


That would be awesome! :celebration:
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Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

Post » Wed Mar 30, 2011 5:08 am

I have been "talked to", as they say... :happy:

Taking a look at Neck Seam Concealers Expanded, I can see the challenge/problem: you need a mechanism to distribute them to (give or take) every NPC in the game, both vanilla and mod-added. Item Interchange can do this, in principle, but it would take an inordinate amount of time for me to edit every NPC's inventory and it's also unfeasible to add support for every NPC in every mod this way (far too many thousands of NPCs in thousands of mods).

I think you'd be better off with a quest script that checked the inventory of all NPCs in range for the presence of a neck seam concealer and if they don't have one, add a random one. I know this is possible because a number of mods work on similar lines (typically adding tokens though), but I probably can't help you out with such a script as I'm more likely to mess things up than really help when it comes to scripts... That would guarantee support for every NPC added to anyone's game.

Vac
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Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Wed Mar 30, 2011 12:09 am

wow, I have some of these and did leave my 10's on Nexus, I didn't know about ALL of these though. I better get busy downloading. I'm glad you made this thread. I usually check an "uploaders" other mods on Nexus, but have been known to miss a few. I think you are awesome. Thanks. I'll start downloading tomorrow.
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Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Wed Mar 30, 2011 7:38 am

Thank you, phillygirl!

you need a mechanism to distribute them to (give or take) every NPC in the game, both vanilla and mod-added


I can do this. I'd probably make it not 100% chance that an NPC would get one, though - it would just be weird for everyone to have one. I'll add it to the list! :D
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Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Wed Mar 30, 2011 2:04 am

I can do this. I'd probably make it not 100% chance that an NPC would get one, though - it would just be weird for everyone to have one. I'll add it to the list! :D
Do that and you've got another downloader/user for that mod. Those neck seams can be a tad unsightly at moments...

Vac
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michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Tue Mar 29, 2011 11:35 pm

I can do this. I'd probably make it not 100% chance that an NPC would get one, though - it would just be weird for everyone to have one. I'll add it to the list! :D


If you want, you can take a look at script in my mod 'Nine divine robes' and adapt it for your need. It uses Obse and method works for all NPCs, mod added too.
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Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Wed Mar 30, 2011 8:01 am

Holy [censored], those houses look [censored] stunning! So jealous! Nice work. :thumbsup:
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Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Wed Mar 30, 2011 10:10 am

CoolShady, thank you!

washington - Excellent, that will save me a little time, thanks! I will probably have this done in the next few days, have something of a full plate at the moment with beta testing. :lmao:
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Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Tue Mar 29, 2011 9:11 pm

Quick update!

The project I've had stewing for a bit, Horse Management, is near completion and undergoing beta testing. Here's the basic description:

Spoiler
This mod has four separate features to allow for the care and feeding of your equine companions.

--Stable Markers--
If you want to use a particular exterior location as a stable area (i.e., the exteriors of house mods often come with a non-functional stable or fenced yard), buy a stable marker and drop it in that location. Stable markers are available for sale at most vanilla general goods vendors. They come in three varieties: 3-horse, 6-horse, and 12-horse. A greater number of horses require a greater amount of space, so each type of marker is designed with this in mind; thus, you should use the one that best fits the spacial capacity of your stable area. You can use multiple markers in any quantity or combination you like. You can place them in most any exterior, except in dangerous places like Oblivion planes. If you are going to use multiple markers in one location, I recommend you space them apart, allowing the horses plenty of wander space (intersecting horses are creepy, k?).

To stable a horse at a stable marker, simply ride the horse up to the marker, dismount, and activate the marker. You'll see a message, and a spell effect will play on the horse, confirming that the horse is now "parked". That horse will contentedly remain right where you left it last, even if you fast-travel or mount another horse. You can keep using the same marker to park horses until you have filled that marker's capacity. To "un-park" a horse, simply mount it; this will free up a slot for another horse to be parked.

If you pick up a stable marker while horses are still stabled at it, the horses will continue to stay until you ride them again.


--Stable Supplies--
Most vanilla goods vendors now carry a small assortment of basic stable supplies. Bales of hay; fillable water troughs; buckets of apples, carrots, and oats; stable blankets; even a Dwemer stable heater can be purchased and placed in your stable area to keep your horses happy.

The bales of hay, buckets, and water troughs all start out as havoked items that can be grabbed and dragged, so you may place them as you like. Activating them will pull up a menu, offering you the choice of locking them in place/unlocking them so they can be moved again, or picking them up. You can sneak + activate to pick them up without the menu. Water troughs will have an additional option to fill or drain. Due to havok issues, the blankets start out locked in place and just above the ground; however, they can be unlocked or locked just like the other items.

The heater will always be static (locked in place). When you drop it, it will automatically be on the ground and upright at your feet. Activating it turns it on or off; sneak + activate to pick it up.


--"Call Horse" Spell--
From the vanilla general goods vendors, you can also purchase a spell tome that teaches you how to call your last ridden horse (or the last horse you parked at a stable marker, if you don't have a last ridden horse). The spell has restrictions about when and where you can use it. You need to be outdoors and not in combat, primarily. You can't call your horse to Oblivion planes, or any other isolated exterior that is dangerous or temporary. By default, you also can't call your horse to inside a city worldspace; however, you can use the console command "Set KhHMQuest.AllowSummonInCities to 1" (no quotes) to reverse that behavior (change 1 to 0 to change it back). Please note that these checks don't cover locations added by mods, so you'll have to use your own common sense for that.


--Usable Vanilla Stables--
You can now pay 25 septims per week (or partial week) to stable a single horse at any of the vanilla city stables. This is great if you don't own a home with a suitable stable area, such as if you live in the city. Horses stabled this way will not fast-travel with you, will not mosey off when you mount another horse, and cannot be called by the "Call Horse" spell provided in this mod. Speak to the stablehand at any stable to drop off your horse. The money is due when you pick up your horse. If you ride off without paying, it will be a crime; you will get a high bounty, and the stablehand will not do any business with you until you pay what you owe, plus some extra to cover his inconvenience, and earn back a little of his trust.

If the stablehand should die while your horse is stabled, the horse will remain at the stable; however, you will be free to pick up your horse at anytime.


Other notes:

All of this is done without editing any horses or AI packages. This means that all of these features will work with any horse, including those added by mods. It also means that this mod won't conflict with any other horse mods!


When this is complete, I'll pick up where I left off on other projects. This one's been stewing for a long time waiting for an OBSE function (thank you, scruggsy!), so I had to give it priority. :D

If you'd like to suggest additional features that might be a good fit for this mod, now's a good time!
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Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Wed Mar 30, 2011 1:52 am

Since I'm waiting on beta testing, I thought now would be a good time to deliver on Neck Seam Concealers Expanded:

you need a mechanism to distribute them to (give or take) every NPC in the game, both vanilla and mod-added


http://www.tesnexus.com/downloads/mirror.php?id=139399 | http://www.tesnexus.com/downloads/file.php?id=34082

I also took the liberty of making some additional leveled list plugins for anyone who wants them (me). Enjoy!
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Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Tue Mar 29, 2011 10:42 pm

now would be a good time to deliver on Neck Seam Concealers Expanded:
Excellent stuff. Downloading and will take a look. Probably can't test in-game any time soon though.

Cheers!

Vac
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Joey Bel
 
Posts: 3487
Joined: Sun Jan 07, 2007 9:44 am

Post » Wed Mar 30, 2011 3:51 am

Excellent stuff. Downloading and will take a look. Probably can't test in-game any time soon though.

Cheers!

Vac



I hope it suits you. Thanks for the prodding - I will enjoy this quite a bit myself! :celebration:
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Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Wed Mar 30, 2011 8:26 am

And thanks to some more prodding from the TESA Shoutbox, I am pleased to announce another mini-Relz:

High-Res Varla & Welkynd Texture Replacer
Preview Images: http://www.tesnexus.com/downloads/images/36814-1-1295999125.jpg | http://www.tesnexus.com/downloads/images/36814-1-1295999106.jpg
http://www.tesnexus.com/downloads/mirror.php?id=139430 | http://www.tesnexus.com/downloads/file.php?id=36814
The base textures came from Meo's Ayleid Clutter resource. I color-matched them to stock, and created a new high-constrast glow map. Now all varla & welkynd stone in your game will be as pretty as Meo's. :)


Enjoy! :happy:
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Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Wed Mar 30, 2011 11:57 am

A bit late to the party, but "Woohooo! :celebrate:" nevertheless!
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Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Wed Mar 30, 2011 5:32 am

Well if there's gonna be a party, I have everything we need to get it started...

In my Automagic bags! :)

Checking out the W & V stones texture replacers as we speak... they look great!

Thanks for all K.
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Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Wed Mar 30, 2011 5:20 am

A bit late to the party, but "Woohooo! :celebrate:" nevertheless!


Well, since you brought the good rum, I can overlook it. :celebration:

Well if there's gonna be a party, I have everything we need to get it started...

In my Automagic bags! :)

Checking out the W & V stones texture replacers as we speak... they look great!

Thanks for all K.


Oh-ho, I see what you did there! Glad you're enjoying it! :D
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TRIsha FEnnesse
 
Posts: 3369
Joined: Sun Feb 04, 2007 5:59 am

Post » Wed Mar 30, 2011 2:30 am

I'm getting a Warning in my OBSE log from Automatic Bags, it's been there for quite a while and doesn't Really seem to cause a problem, but is there a remedy??


Spoiler
OBSE: initialize (version = 20.3 010201A0)
oblivion root = C:\Games\Oblivion\
plugin directory = C:\Games\Oblivion\Data\OBSE\Plugins\
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\ConScribe.dll
SetOpcodeBase 000025A0
RegisterCommand Scribe (25A0)
RegisterCommand RegisterLog (25A1)
RegisterCommand UnregisterLog (25A2)
RegisterCommand GetRegisteredLogNames (25A3)
RegisterCommand ReadFromLog (25A4)
RegisterCommand GetLogLineCount (25A5)
RegisterCommand DeleteLinesFromLog (25A6)
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\ConScribe.dll (00000001 ConScribe 00000009) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 0000005E) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 0000410D) loaded correctly
patched
loading from C:\Users\Mike\Documents\My Games\Oblivion\Saves\Viconia\Save 1031 - Tawnay - Bruma, Level 27, Playing Time 500.15.37.obse
Reading mod list from co-save
Loading strings
WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat):
Automagic Bags.esp (204 strings)

Loading array variables
DoLoadGameHook: C:\Users\Mike\Documents\My Games\Oblivion\Saves\Viconia\Save 1031 - Tawnay - Bruma, Level 27, Playing Time 500.15.37.ess
loading from C:\Users\Mike\Documents\My Games\Oblivion\Saves\Viconia\Save 1031 - Tawnay - Bruma, Level 27, Playing Time 500.15.37.obse
OBSE: deinitialize

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priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Tue Mar 29, 2011 8:30 pm

I'm getting a Warning in my OBSE log from Automatic Bags, it's been there for quite a while and doesn't Really seem to cause a problem, but is there a remedy??


It doesn't need a remedy! That large number of strings you're being warned about is the names, models, & icons of every Bag in the mod, which get saved to OBSE string variables so they can be customized by the user via the .ini file. It's not actually causing any bloat. :)
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Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

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