[Relz] Kyoma's Mod Collection thread #1

Post » Wed Mar 30, 2011 2:28 pm

With my recently released smaller mods I thought it was time to create a 'Mod collection' thread of my own. So here it is. Any of the smaller mods can be discussed here and the larges ones have their own thread. I just put them here for convenience. Note in advance, I'm not a very good describer (is that a word? :P) so I'll probably adjust alot of things in this thread later on. For now I just wanted to create the thread and not push it forward until the end of time. I hope things are understandible enough for now. :embarrass:

The Big Three errr....Four :P
These are my main mods, listed here for easy referal but they have their own thread. The ones that made me famous (or infamous to some). :P
  • http://tesnexus.com/downloads/file.php?id=12049 http://www.gamesas.com/bgsforums/index.php?showtopic=931763 Version 3.0.1 Basic
    My very first real mod, it introduced me into the world of scripting (which I haven't left since). What it does is add sorting to your spells based on a number of factors, spell school, mastery level and/or highest magic effect. Result is a nice sorted spell list with similar spells grouped together, making it easier to find the ones you need.
    It all happens ingame making it compatible with any mod that may alter spells and mod that adds new spells altogether. There are multiple sorting styles available for you to choose.
    Now with complete renaming option for spells and scripted effects!


  • http://tesnexus.com/downloads/file.php?id=15294 http://www.gamesas.com/bgsforums/index.php?showtopic=922284 Version 3.2.1
    With this mod you can type stuff ingame and review it later on. As of version 3 there are two sides to this mod. For future references I'll be using two terms to describe those two sides. First we have the 'menu journal', it's the part that was previously the only option. The series of messageboxes to display and type things. Secondly there are now what I call 'journal books', custom books you've created with this mod that you can write in and review later on. You can have as many journal books as you'd like and each has it's own seperate text.


  • Shivering Creature Companion (reverted to WIPz)
    This is what I call my pet project (no pun intended). It is something I've been working on for a long time and I'll continue to work on it even longer. It's main features are/will be the ability to have one of several creatures from the Shivering Isles as a pet. You can feed him, they will level up and a simple disposition system to show their loyalty towards you. Each one will have a unique ability, something that makes them special.
    As stated above I've reverted it back to WIPz status. The latest version that was available (v1.3.3) had a number of bugs and because I'm working on a complete re-write it would be tendious to support an outdated version.


  • http://www.tesnexus.com/downloads/file.php?id=26220 http://www.gamesas.com/bgsforums/index.php?showtopic=1022954 Version 0.7.1b
    Tired of having to open up the ap each time you want to know where you are in a cave or where that cave is located? Well, not any more for this mod gives you a MiniMap, like in Morrowind. The layout is fully configurable to suite your taste. Do you want it in the upper right corner? No problem. Do you want it to be as big as half the screen? Once again, No problem. Now consists of two parts: a Local MiniMap and a World MiniMap. For more details check its own thread.


Misc Mods
Smaller mods that I made and released without a seperate release thread.
  • http://tesnexus.com/downloads/file.php?id=23690 Version 2.0
    Allows you to enter and exit Oblivion realms simply by walking through the gate. You can still activate it like normal aswell. All vanilla gates that you can walk through are affected and mod-added gates that use a vanilla object as base should also be affected.


  • http://www.tesnexus.com/downloads/file.php?id=22163 Version 2.1.0
    Several additions to the DarNifiedUI (or DarkUI'd DarN) and thus it is required. The following components are available and can be used seperately from eachother:
    - Sneak Icon Limiter. This puts a cap on the transparency of your sneak icon, making it harder (or even impossible) to see if you are detected or not. Exact value can ofcourse be configured

    - Map Additions. Gives you the ability to create new mapmarker filters to be used in combination with http://www.gamesas.com/bgsforums/index.php?showtopic=1029156. Also allows you to quickly see the names of all the mapmarkers with a simple toggle switch. Useful for when you are looking for a particular fort and you don't want to hover over each one by hand.


  • http://www.tesnexus.com/downloads/file.php?id=28432 Version 1.0
    This mod expands the world map to cover the entire provice of Elsweyr. The original texture was provided by Yian, I merely resized it to ensure the scale of the worldmap stays the same. It is different from "Colored Map for Elsweyr 1.1" because the scale of the map remains the same. The worldmap texture was not created by me but by yian, I only resized it to vanilla scale. You still get to see the southern part of Elsweyr.

    For now it only includes a "Colored Map" style, I tried locating more retextures for Elsweyr (like in the "Elven Map Redux" style) but I couldn't find one which also included the southern parts of Elsweyr. If you know of a map that has the whole province of Elsweyr on it or you are willing to make something like that you are welcome to contact me so it may be included in this mod (or not ofcourse).


  • http://www.tesnexus.com/downloads/file.php?id=28511 Version 1.1
    This mod allows you to refine the various qualities of Amber and Madness Ore into higher quality material. The minimum amount required for refinement is three, the maximum is eight. The chance of succesfully refining the ore depends on your armorer skill and the total amount used. Luck plays a small factor aswell. Upon failure you have a small chance to retrieve half of what you put in, otherwise you loose it all. Thus it pays to use more than three pieces to increase the chance of success.


  • http://tesnexus.com/downloads/file.php?id=23405 Version 1.0
    Inspired to mmmpld's Look at Shrine, this mod makes the player look at any of the Daedra shrines when they speak to you. Unfortunately Look at Shrine conflicts with mods like OOO that alter the same scripts. So I made this mod, the result is the same as in Look at Shrine but the mechanics behind it are very different. My mod does not alter any existing script thus making it compatible with any mod that does.


  • http://tesnexus.com/downloads/file.php?id=23901 Version 1.0
    Sets the harvest chance for all flora to 100%. Does this ingame and making it compatible with any mod that does alter flora. Future plans are to add a 'dynamic' option, where the harvest chance depends on your alchemy. Will still be possible to configure minimum and maximum values. Another thing to add is different harvest chances between seasons, but this will need alot of investigating to determine good values for all the different kinds of flora. Other than that it is relatively easy to add so if anybody is willing to make a list of the base harvest chance of the flora for each season I will gladly put it to use. :)


  • http://www.tesnexus.com/downloads/file.php?id=24465 Version 1.1
    I love the alchemy sorter that is included in Cobl and I was disappointed with the existing portable alchemy sorters so I began making this mod. It adds a misc item called "Alchemy Pocket" that you can drop which functions exactly the same as Cobl's built in alchemy sorter. That's because it IS Cobl's alchemy sorter. Result is a portable Cobl alchemy sorter. :)
    But it's not an unbalancing mod where you can just dump everything inside it without a weight penalty. The weight of the Alchemy Pocket is equal to the combined weight of the alchemy items within it. You can also configure the divisor for the weight calculation, by default it will use your mystisicm to determine but you can make it a static number aswell. Another thing, any item you place inside the Alchemy Pocket that isn't an alchemy item (ingredient, potion, scroll) will have it's weight multiplied by 10. So don't try to use it as a storage container for all your things. ;)
    New in version 1.1. No need to buy the Alchemy Pocket, it will be added to your inventory when the mod starts.


  • http://www.tesnexus.com/downloads/file.php?id=24751 Version 2.0
    A nifty mod for those that don't like how the Skeleton Key ruins the lockpicking experience with its unbreakability or the large security bonus it provides. This mod gives you several options to change how the Skeleton Key works and what sort of bonus it might give you.


  • http://tesnexus.com/downloads/file.php?id=23404 http://www.gamesas.com/bgsforums/index.php?showtopic=890173&hl=qzilla Version 1.0
    Originally made by qzilla, updated by me. QZ Easy Menus currently has three main features:
    • Menu Exit - Two keys (the ExitKey and the AltExitKey) that let you exit almost any menu with the press of a button. Can be a mouse button or a normal key. Generally it chooses back or cancel but in some cases it prefers done or ok (such as the haggle/quantity prompts). In messageboxes it will attempt to choose smart, for Yes/No messageboxes it will choose Yes (even if it's a No/Yes). For other messageboxes with two or three choices it will select either "Continue", "Done" or "Ok". All should be language independant. For mod-generated messageboxes it will only work if there is but one button or "bOnlyConfirm" is set to 0.
    • Easy Choices - This part lets you choose a button in messageboxes or select a topic by the press of a button. Each It's pretty simple, 1 means the first button or topic, 2 means the second button or topic etc. The 0 is treated as 10. Obviously you can only select up to the tenth button (which is the max anyways) and tenth topic (it's rare to have that many topics). Works with the normal number keys and the NumPad keys.
    • Journal Quick-Keys - Several keys you can use to quickly access the various parts of the Journal Mode. Things like stats, skills, worldmap, localmap, spells, active effects and much more. Works from outside and inside those menus so you can go from, for example, your spells page directly to your skills page. Regardless of which page of the stats menu was visible when you last viewed it. A full list can be found in the ini. If you'd like more then let me know so I can add them.


Outdated/Discontinued Mods
Mods I made that I either no longer support or that the development is stopped. Listed here for archieve purposes as I recommend they aren't used.
  • http://tesnexus.com/downloads/file.php?id=19356
    This mod was something I made really quick after getting annoyed by the fact shopkeepers don't care if you walk on their counter and knock all the things off. So I made this mod to attempt to fix it. Reason for being discontinued is that the implementation is rather hacky and needs to be improved/rewritten, but I simply don't have the time or motivation to do it.


  • http://tesnexus.com/downloads/file.php?id=20188
    Adds the option to view all your diseases and abilities with their formIDs and source mod. Makes it easier to remove them in the console from your character should you ever need to (cause then you know the exact formID). Reason for being outdated is that a mod called RefScope can do the same and alot more.


  • http://tesnexus.com/downloads/file.php?id=22781
    A project that served as a learning curve to Oblivion's XML system, it adds a Thermometer HUD element modders can use to display temperature-like values. Although the idea was reasonable because it depends on other mods the practical use is very low. Reason for being discontinued is that there isn't enough interest (both on my end aswell as other mods).


  • Geomancy Grinder OBSE
    Discontinued and merged/replaced with a new project for which I am supplying the scripting side.

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flora
 
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Post » Wed Mar 30, 2011 5:20 am

I never realised you had so many mods, will have to take a closer look at that list, some sound interesting :D

Good luck with your Wipz.
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Christie Mitchell
 
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Post » Wed Mar 30, 2011 4:45 am

I never realised you had so many mods, will have to take a closer look at that list, some sound interesting :D

Good luck with your Wipz.

Neither did I until I began compiling a list for this thread. :P
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quinnnn
 
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Post » Wed Mar 30, 2011 8:03 am

^_^

I love your Journal, and spell renamer :)
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Nicole Mark
 
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Post » Wed Mar 30, 2011 2:13 am

Awesome kyoma :D. You know I actually keep forgetting all about your thermometer UI but i still want to do something with it and diseases when i get time.
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katie TWAVA
 
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Post » Wed Mar 30, 2011 3:52 pm

Awesome kyoma :D. You know I actually keep forgetting all about your thermometer UI but i still want to do something with it and diseases when i get time.

If you need anything in particular for the thermometer just give me a shout. With the derived-traits-think-it's-zero bug with SetMenuXXXValue fixed in OBSE v17 I can make it do alot more with alot less trouble. :)
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Rude Gurl
 
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Post » Wed Mar 30, 2011 2:40 am

I love the Journal, as you know. But I've also grown quite fond of my Shivering Pet Balliwog--it has worked quite well for me so far--am interested to see what you have planned for him in the future. I do have one suggestion--please allow him to eat stuff that can commonly be found in the Isles too! Meats that are common in Cyrodiil are not so easy to come by in SI, even with COBL... both he and my char were starving by the time they completed the SI main quest and finally stepped back through to Cyrodiil. :)
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Adam
 
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Post » Wed Mar 30, 2011 7:55 am

I love the Journal, as you know.
One can never have enough fans. ;)

But I've also grown quite fond of my Shivering Pet Balliwog--it has worked quite well for me so far--am interested to see what you have planned for him in the future. I do have one suggestion--please allow him to eat stuff that can commonly be found in the Isles too! Meats that are common in Cyrodiil are not so easy to come by in SI, even with COBL... both he and my char were starving by the time they completed the SI main quest and finally stepped back through to Cyrodiil. :)

To be honest I've been thinking about that very thing, the fact the current food options are rare. Unfortunately there aren't alot of things from the Shivering Isles that are suitable as food for the pets. The only thing that comes to mind is the Smoked Baliwog Leg, but, as the name implies, isn't exactly nice to feed to your baliwog. :P

If you have any suggestions I'd be happy to consider them. :)

[edit]
Something I just thought of, what if I add both Smoked Baliwog Leg and Grummite Eggs as options for food. But then filter out the baliwog leg for the baliwog and the grummite eggs for grummites. :)

You can always resort to feeding him rat meat. ;)
[/edit]

-kyoma
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Ells
 
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Post » Wed Mar 30, 2011 1:57 am

Is that thermometer mod perfectly useable? I was thinking of a little mod that the new UI meter would really improve as long as it actually represents a wide range of levels accurately (not, for example, only being able to display empty, half full and full).
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Farrah Lee
 
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Post » Wed Mar 30, 2011 1:23 pm

TBH, I didn't find that many rats--although it was cute to see him chasing after and hopping on MMM's tiny mousies when he saw them. But at 900 calories a day... Grummite eggs are more plentiful, and would work very well to fill in the gaps. Still, it's too bad that more SI creatures don't have edible flesh--I'm using a hunger mod (Simple Essentials) and my char started out in the Isles at Level 1, never left till he finished the main quest ... he got very sick of eating mostly nuts and berries, and drinking dirty water. (If there's a clean water source in SI, I missed it.) Even with COBL SI, there are few enough merchants in the Isles who sell any quantity of food/wine; without Tamriel Travellers, I think they both would have starved to death (and even they have a respawn time). So he'd really have to love his pet to give up his last Smoked Balliwog Leg ... just sayin'.
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.X chantelle .x Smith
 
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Post » Wed Mar 30, 2011 12:33 pm

Is that thermometer mod perfectly useable?
I wouldn't call it perfectly usable, there are bound to be a few things that need tweaking and the resource-system is kind of wacky atm. It works, but it's too complicated. I've been planning to update it ever since a bug with SetMenuXXXValue was fixed but I couldn't find the motivation for it. But like I said to Strategy Master, if someone has a particular idea or need it will be alot easier to make it. Then atleast I know I'm doing it for a reason. :shrug:

...a wide range of levels accurately (not, for example, only being able to display empty, half full and full).
Not sure what you mean to ask. It has a range of 0-100%, where the modder/mod needs to input a minimum and maximum value for the bar once and then just input the current value of the bar when needed. The script will determine how far the bar needs to be filled using the previously recieved minimum and maximum value. :)

TBH, I didn't find that many rats--although it was cute to see him chasing after and hopping on MMM's tiny mousies when he saw them. But at 900 calories a day... Grummite eggs are more plentiful, and would work very well to fill in the gaps. Still, it's too bad that more SI creatures don't have edible flesh--I'm using a hunger mod (Simple Essentials) and my char started out in the Isles at Level 1, never left till he finished the main quest ... he got very sick of eating mostly nuts and berries, and drinking dirty water. (If there's a clean water source in SI, I missed it.) Even with COBL SI, there are few enough merchants in the Isles who sell any quantity of food/wine; without Tamriel Travellers, I think they both would have starved to death (and even they have a respawn time). So he'd really have to love his pet to give up his last Smoked Balliwog Leg ... just sayin'.
Hmmm, I run into enough rats every now and then. Anyhow, I'll try to dump the grummite eggs and smoked baliwog leg in there. :)
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Ronald
 
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Post » Wed Mar 30, 2011 11:26 am

I'm sure if you got that thing working you'd have everyone who's made a vampire mod trampling each other to get a grab at it.

The reason I wanted to use it was that I was thinking about making a mod that changes jumping so that you jump after releasing the key, and while you hold it a meter quickly rises to represent the height of the jump, so the longer you hold it the higher you go, and just tapping it quickly like usual would only take you a few feet.
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Chloe Botham
 
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Post » Wed Mar 30, 2011 1:39 pm

Thanks to your new mod collection thread I was introduced to one of your "smaller" mods which I just know will become a permanent part of my game. I'm talking about Walk to Oblivion. It took me a moment to really understand what it accomplished, but when I finally got it, the improvement in immersion gained was very obvious. It may be a small mod in terms of effort on your part, but in terms of what it can add to the game, it seems to me a truly big mod. And sooooooo........A big thanks for this small mod. :obliviongate: :woot:
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Robert
 
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Post » Wed Mar 30, 2011 2:33 pm

My, My ... this is a nice thread :goodjob: Makes me wonder why I haven't seen most of it :) Though I did notice something missing from the WIPz section ... :D
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loste juliana
 
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Post » Wed Mar 30, 2011 1:05 am

Your journal mod is amazing, one of my favorite Oblivion mods for sure, and quite versatile in what it can do. From adding some roleplaying elements to using it as a checklist for things to do during the day to using it to record interesting and useful alchemy creepies, it really gets the job done!

YourShivering Creature Companion mod sounds quite nice as well. I can never have too many pets, and a loyalty system is something which I haven't seen a pet mod do.

Thanks again for all your awesome mods.
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Rob Smith
 
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Post » Wed Mar 30, 2011 1:55 am

QZ Easy Menu v0.72
  • Fixed bug with typing in the Alchemy, Spellmaking and Enchanting menu. Now you can use the key assigned as your Escape key without fear of exiting the menu.

Now for some replying.
I'm sure if you got that thing working you'd have everyone who's made a vampire mod trampling each other to get a grab at it.

The reason I wanted to use it was that I was thinking about making a mod that changes jumping so that you jump after releasing the key, and while you hold it a meter quickly rises to represent the height of the jump, so the longer you hold it the higher you go, and just tapping it quickly like usual would only take you a few feet.
And that is where the real problem lies with my modder's flaw. I find it hard to work on something that has no specific purpose, making something that might be used. But at the same time other modders won't use it until it is more refined. It becomes a circle which I am unable to break without alot of trouble or energy. Ofcourse this doesn't mean the project won't ever be worked on, it's just a low-priority right now.

Aside from that, I'd love to see such a mod made! Bar or no bar. :wub:

Thanks to your new mod collection thread I was introduced to one of your "smaller" mods which I just know will become a permanent part of my game. I'm talking about Walk to Oblivion. It took me a moment to really understand what it accomplished, but when I finally got it, the improvement in immersion gained was very obvious. It may be a small mod in terms of effort on your part, but in terms of what it can add to the game, it seems to me a truly big mod. And sooooooo........A big thanks for this small mod. :obliviongate: :woot:

Your journal mod is amazing, one of my favorite Oblivion mods for sure, and quite versatile in what it can do. From adding some roleplaying elements to using it as a checklist for things to do during the day to using it to record interesting and useful alchemy creepies, it really gets the job done!

YourShivering Creature Companion mod sounds quite nice as well. I can never have too many pets, and a loyalty system is something which I haven't seen a pet mod do.

Thanks again for all your awesome mods.
Thanks to you both. Although I'd like to believe I only mod for myself that simply isn't true. I also mod with the intention to share and thus it's good to hear that people like a mod. :)


My, My ... this is a nice thread :goodjob: Makes me wonder why I haven't seen most of it :) Though I did notice something missing from the WIPz section ... :D
Spoiler
I have absolutely no idea what you are talking about...... :whistle: And you should have no idea either...... :stare:
:P

-kyoma
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Mark Hepworth
 
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Post » Wed Mar 30, 2011 4:01 am

Spoiler
I have absolutely no idea what you are talking about...... :whistle: And you should have no idea either...... :stare:
:P

:lol: I'll get meself a lobotomy and forget everything that uses the word, then ! And great work on the update for QZ Easy Menus - Getting it right away :thumbsup:
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David Chambers
 
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Post » Wed Mar 30, 2011 2:42 am

And that is where the real problem lies with my modder's flaw. I find it hard to work on something that has no specific purpose, making something that might be used. But at the same time other modders won't use it until it is more refined. It becomes a circle which I am unable to break without alot of trouble or energy. Ofcourse this doesn't mean the project won't ever be worked on, it's just a low-priority right now.

Aside from that, I'd love to see such a mod made! Bar or no bar.

You're saying you'd like to see that jumping mod I mentioned made?
Well if the problem is you need to be sure that someone uses it, then I promise that if you get it working properly that I'll use it in a mod.
I was thinking pretty hard about making a vampire mod myself, and if I could get an extra meter on the screen to display the level of bloodthirst, there's no way I could say no to making the mod then :D I would probably add that jumping function I mentioned into it, since you'd have to be able to jump a ridiculous height for it to be worthwhile anyway.
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KiiSsez jdgaf Benzler
 
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Post » Wed Mar 30, 2011 1:36 am

QZ Easy Menu v0.73
  • Really fixed problems with Alchemy, Spellmaking and Enchanting menus this time. I'd accidentally used some OBSE v17 functions. They weren't required, I just used them as a shortcut. :P

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Josh Sabatini
 
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Post » Wed Mar 30, 2011 12:43 pm

Bleh, time for some ranting. Today I continued working on Shivering Creature Companion and made a spreadsheet for all the stats. And I just spend the entire morning trying to get Excel to make a graphic from a formula. Turns out it can't do that. :banghead: Instead I gotta make a dummy table from the formula just so I can use it in a graphic. :meh:

Aside from that, things are going well.... :P
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Donald Richards
 
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Post » Wed Mar 30, 2011 6:21 am

Hey Kyoma didn't you had a mini-map mod in the works? IIRC you were waiting for some new OBSE functions or something like that? In any case it's a good idea to have a thread like that.

I'm having a lot of fun with the journal mod good job :)
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Sabrina garzotto
 
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Post » Wed Mar 30, 2011 11:09 am

Bleh, time for some ranting. Today I continued working on Shivering Creature Companion and made a spreadsheet for all the stats. And I just spend the entire morning trying to get Excel to make a graphic from a formula. Turns out it can't do that. :banghead: Instead I gotta make a dummy table from the formula just so I can use it in a graphic. :meh:

Aside from that, things are going well.... :P

I stopped using Excel after finding that some of the older easter eggs in the program had been removed :P Anyway, hope you got along fine with the spreadsheet's actual data.

Spoiler
Hey Kyoma didn't you had a mini-map mod in the works? IIRC you were waiting for some new OBSE functions or something like that? In any case it's a good idea to have a thread

Mr. Creedy, black bag this person and send him to the moon ... :P
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katsomaya Sanchez
 
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Post » Wed Mar 30, 2011 2:06 pm

Small bump for a newly released mod: http://www.tesnexus.com/downloads/file.php?id=24465. See OP or TESNexus for more info. Not gonna re-invent the wheel for this post. :P

Hey Kyoma didn't you had a mini-map mod in the works? IIRC you were waiting for some new OBSE functions or something like that? In any case it's a good idea to have a thread like that.

I'm having a lot of fun with the journal mod good job :)
Yup, yup. And I got the functions I need. :) Still a bit too early to make a seperate WIPz thread. I kinda stopped doing that, just not my thing. I just got a major issue worked out so all that's left is some relatively minor stuff that I keep pushing ahead. Call me lazy or whatever. :P

-kyoma
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Scott
 
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Post » Wed Mar 30, 2011 10:30 am

Kyoma, are you still working on a non-Pluggy version of your Journal mod? With continuing problems from Elys' utility, I've had to disable your work. It's one of the most immersing mods I've played, and frustrating that I can't run it at this time.
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marie breen
 
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Post » Wed Mar 30, 2011 4:00 am

Kyoma, are you still working on a non-Pluggy version of your Journal mod? With continuing problems from Elys' utility, I've had to disable your work. It's one of the most immersing mods I've played, and frustrating that I can't run it at this time.

Not working on it atm, waiting for next OBSE beta. It'll have some core-differences that prevent me from starting the work right now. By that I mean, some things will be so different that there's little use to begin with the coding, I'll end up starting over again anyway. But it is still planned. :)
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Abi Emily
 
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