[Relz/Beta] MiniMap - HUD Element

Post » Sun Aug 08, 2010 5:07 pm

Would it be possible to tie the markers to a specific door? This would work on the majority of markers, and once in the interior you shouldn't be relying on the marker anyway =P
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DAVId MArtInez
 
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Post » Sun Aug 08, 2010 9:20 pm

Would it be possible to tie the markers to a specific door? This would work on the majority of markers, and once in the interior you shouldn't be relying on the marker anyway =P
Tie it how? What purpose would that serve? :unsure:
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Kortknee Bell
 
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Post » Sun Aug 08, 2010 12:23 pm

Well, tie it too the door it's supposed to point to =P

And I have no idea how, I don't claim to have any knowledge of XML or scripting, just throwing ideas around.
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Ash
 
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Post » Sun Aug 08, 2010 8:58 pm

Well, tie it too the door it's supposed to point to =P

And I have no idea how, I don't claim to have any knowledge of XML or scripting, just throwing ideas around.
Ohhh like that. Um no, not possible I'm afraid. :(
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megan gleeson
 
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Post » Sun Aug 08, 2010 7:29 pm

With this and WillieSea's Colorful(aka you dont need an electron microscope to see them) road signs I'll never get lost again.
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Killer McCracken
 
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Post » Sun Aug 08, 2010 10:01 pm

shadeMe: Hmm, 4-10 pixels is rather big (oh wait, what was your resolution again?) but it sounds like the same issue I sometimes have. A brief blinking of a tiny black line right at the border of the grids. I'm still in the dark as to what causes this, I suspect it happens because the grid size (in the XML, in pixels) has a value that the game doesn't like very much. I already tried rounding it down but that didn't really fix it. :(

[edit]Maybe the game doesn't like it when it's an odd number?[/edit]
Resolution : 1600x900 (1.7bar:1 DAR)
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gemma
 
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Post » Sun Aug 08, 2010 5:37 pm

I've updated the mod to v0.6.2! Although no major new features the inner works of the mod have been rewritten, making it more stable, accurate and maybe even prettier. :) And I've uploaded a few nice pictures as illustrations for the more important settings in the ini. You know what they say, a picture is better than a thousand words.

Version 0.6.2
  • Rewrote everything using the power of OBSE v18. Although no major additions the internal works of the mod have been greatly optimized.
  • Changed the way the iWaterHack setting works, the previous implementation was horribly broken. This time I've done extensive testing to ensure it works correctly.
  • Reduced the number of files generated in a single sweep from 25 to 9. This results in far less object/tree cutoff aswell as reducing the possible fps hit when textures are being generated.
  • Added rudimentory debugging, not really spectacular but better than nothing.
  • Fixed a few bugs with the water detection for exterior cells. The amount of false-positives should be reduced to zero.
  • Fixed a few (but serious) bugs with the door icon system.

============================================
Now for a (small) list of things I'll be working on in the future.
  • Add a World-Map option for the MiniMap, I already have a general idea on how to handle it but there are a few quirks that make it rather annoying to code.
  • Add optional file-logging to selectively mark files you want to delete. So then if an area has messed up files you can log those specific files with the press of a key and then delete them once you exit Oblivion. Probably with a handy batch file.
  • Prepare things for pre-packed BSA files with textures for specific areas.
  • Add option to show enemies/actors on MiniMap. Or atleast add the functionality.
  • Look into seperate door icons for different kinds of doors. Biggest part is finding alternative textures, not coding things. :P

And that's about all for now. I'm not sure how many things will be in next version or when it will be done. For now I'm gonna work a bit on other projects, it's been too long since I did work other than scripting. Any bugs will ofcourse be fixed as quickly as possible and suggestions or comments are always welcome. Happy gaming and don't get lost! :)

============================================
shadeMe: I didn't get a chance to really dig into your problem. To the best of my knowledge it is the same problem I have once in a while. Although it sounded like your black line was alot bigger than mine so I'm not 100% sure it's the same. I suggest trying the new version and seeing if it helps, I don't really expect it though, cause I didn't change much about that stuff. :shrug:

============================================
Oh and before I forget, the first person to find a bug wins a nice prize. :hehe:

-kyoma
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Sammygirl500
 
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Post » Sun Aug 08, 2010 8:20 pm

TY for the update! :celebrate:

EDIT: Is there any way to have the Minimap disabled while in Inventory menu?
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Sanctum
 
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Post » Sun Aug 08, 2010 7:15 pm

TY for the update! :celebrate:

EDIT: Is there any way to have the Minimap disabled while in Inventory menu?
Not right now but I can easily add such a thing.
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Kate Murrell
 
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Post » Sun Aug 08, 2010 11:45 am

I'll grab that now and test later this evening. Thanks man!
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evelina c
 
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Post » Sun Aug 08, 2010 8:14 pm

TY for the update! :celebrate:

EDIT: Is there any way to have the Minimap disabled while in Inventory menu?


Damn was just about to ask the same request.

Just installed this and it works perfectly, aside from the inventory menu where I end up with a mini map for a head :P (dropping the map size sort of bypasses it slightly though)
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Jade
 
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Post » Sun Aug 08, 2010 8:46 am

Don't worry about that issue I posted - I really don't care ( you know; me not playing the game, all that jazz ).

Other Projects ? You mean, outside the computer ? ... :o

Make it back alive :wave:
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Trish
 
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Post » Sun Aug 08, 2010 4:25 pm

Minor update (really really minor):

Version 0.6.3
  • The MiniMap is now hidden when you're viewing your inventory (and stats, skills, factions, etc).
  • Removed a leftover debug line.

EDIT: Is there any way to have the Minimap disabled while in Inventory menu?

Damn was just about to ask the same request.

Just installed this and it works perfectly, aside from the inventory menu where I end up with a mini map for a head :P (dropping the map size sort of bypasses it slightly though)
As seen above, the new version hides the MiniMap while you're looking at yourself. :) I'm not sure why it wasn't added from the beginning but I guess it doesn't matter now. :P

Don't worry about that issue I posted - I really don't care ( you know; me not playing the game, all that jazz ).
True, but if you were having problems then maybe someone who does matter might have the same problems. ;)

Other Projects ? You mean, outside the computer ? ... :o
"Outside the computer?" Fatal Error! Cannot compute! :brokencomputer:

But in normal language, no not outside the computer. Just a little change in modding area. Scripting is fun but I often need something else to do why I'm scripting. To keep my mind from floating away sort of speak. Other modding areas require more of my attention and are thus more suitable for when I have nothing else to do. :whistle:

Make it back alive :wave:
Can't make any promises but I'll most likely be in the same half-dead-zombie state as I've been over the last few weeks. :hehe:

-kyoma
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Natalie Harvey
 
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Post » Sun Aug 08, 2010 10:13 pm

Version 0.6.3
  • The MiniMap is now hidden when you're viewing your inventory (and stats, skills, factions, etc).
  • Removed a leftover debug line.


-kyoma


Thanks! :tops:
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suniti
 
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Post » Sun Aug 08, 2010 8:16 pm

I'm really impressed at what you've done here kyoma. :foodndrink:

I wonder how fantastic it will be when it reaches version 1.0 ;)
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Jessica Colville
 
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Post » Sun Aug 08, 2010 7:36 pm

Finally convinced myself to download and install your mod and... what the hell was I waiting for!?

Amazing job, congrats!
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Amanda Leis
 
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Post » Sun Aug 08, 2010 10:58 am

True, but if you were having problems then maybe someone who does matter might have the same problems. ;)
Aye, how selfish of me :D

But in normal language, no not outside the computer. Just a little change in modding area. Scripting is fun but I often need something else to do why I'm scripting. To keep my mind from floating away sort of speak. Other modding areas require more of my attention and are thus more suitable for when I have nothing else to do. :whistle:
oh ... Kyoma, the creator of Worlds ? . Has a got a ring to it :P
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Gemma Flanagan
 
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Post » Sun Aug 08, 2010 8:25 am

Good morning loyal fans. :P I'm in the process of getting you all a worldmap for the MiniMap and in order to have it work with mod-added worlds I need to code in some things. It's fairly simple but I still need to code it by hand (for now) so I'm looking for mods that add a new world that uses a seperate worldmap. The only one I know of is Gates to Aesgaard but I'm sure there are other mods that use a seperate worldmap.

There are also a few mods which expand/increase the map for Tamriel (http://www.tesnexus.com/downloads/file.php?id=22401, http://www.tesnexus.com/downloads/file.php?id=25150 and http://www.tesnexus.com/downloads/file.php?id=26329). These are the only ones I am aware of, if there are more then I'll need to know it.

Also, I've read that Better Cities (or was it Open Cities :unsure:) gives the IC a seperate worldmap. Is this correct and how do they do this?

Your friendly neighborhood....ewrr Modder-Man. :D

-kyoma
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Marcus Jordan
 
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Post » Sun Aug 08, 2010 5:41 pm

1. Underdark's next installment will bring maps

2. Windfall has it's own map and worldspace

Those two off the top off my head - Underdark isn't that far from release I think, that's why I brought it up. There are some others but they are mostly unfinished mods.

Looking forward to testing this!

Cheers!
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Leilene Nessel
 
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Post » Sun Aug 08, 2010 7:30 pm

Better Cities IC copies vanilla IC worldspace and then modifies the copied ones. It keeps vanilla IC worldspaces disabled(i.e it's there but we can't access it)

So far I only know Windfall and Underdark.
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Taylor Thompson
 
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Post » Sun Aug 08, 2010 7:35 pm

Just wondering if its possible to get rid of the bright white/gold border around the minimap or change it to something darker? I looked in the setting file but didnt see a way or maybe i missed it. Was hoping to maybe change it to a darker color so its not blinding bright :P
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Honey Suckle
 
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Post » Sun Aug 08, 2010 3:21 pm

I've been meaning to tear this mod apart to try to learn some things, but XML confuses the hell out of me so I'm gonna ask a couple of questions instead.

Since it appears that the player arrow changes with the direction the player is facing, could this technique be used to make a simple onscreen compass?

Could you also change the variables and make a functioning onscreen clock?
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Michael Korkia
 
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Post » Sun Aug 08, 2010 12:30 pm

I've been meaning to tear this mod apart to try to learn some things, but XML confuses the hell out of me so I'm gonna ask a couple of questions instead.
Tell me about it, it took alot of time and mistakes for me to get where I am today. But...once you learn the ins and outs it's actually fun to work with. A nice distraction from purely scripting. :P

Since it appears that the player arrow changes with the direction the player is facing, could this technique be used to make a simple onscreen compass?
Yes it would be possible, although not as easy as you might think. You see, in Oblivion XML you cannot rotate elements or their textures so I am forced to use a staggering amount of 360 files for each angle possible.

*Minor Detail*
At the moment I set the full filename through script (as in, I check the player angle by script, determine which arrow texture should be used and then set the whole texture path by script) as opposed to just passing the angle to the XML. It's a bit fuzzy with combining strings in the XML.
*Minor Detail*

Could you also change the variables and make a functioning onscreen clock?
Yes also possible, although I wouldn't use the MiniMap as a starting point. And keep in mind the XML does not have access to any time information so that will need to be supplied through script. Did you have something specific in mind?

-kyoma
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Maria Leon
 
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Post » Sun Aug 08, 2010 8:27 am

The clock thing was brought forth at this time because someone was complaining again the other day that you can't get an onscreen clock except via "message" commands in the top corner (or by using two hud bars in the Customizable Hud Elements mod).

Since the quick look I'd had at the MiniMap structure seemed to indicate that you had a "background" image (the map) and an overlay image (the arrow) I wondered if you could just make a hud window with a clock background and switch around 60 "minute hand" images and 24 to 48 "hour hand" images to get a functioning clock.

I assume that you'd have to set it up somehow to run every thirty seconds of Oblivion time (probably by setting fquestdelaytime to a division of the timescale), and it might be wonky on occasion, but WillieSea definitely got function clocks to work so the main obstacle is getting it onscreen as a HUD element.

The compass question is for really bizarre thought that occurred to me. Not having an immersive ingame compass is a long standing complaint. I had wondered if someone was to make a compass model (a square Dwemer looking box with a pop open cover....like a pocket watch) and an animation to bring it up in front of the player. If you could then lock the player's viewangle so that the box was held in the right position for the duration of the script, and then you timed it to open a compass HUD window directly over the box as it's opening animation played.....

Would that work to fake a proper in-game compass? (I think you can't make a real in-game compass because you can't locate the position of the compass precisely enough while the player is holding it.)
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Wanda Maximoff
 
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Post » Sun Aug 08, 2010 8:56 am

showler: An onscreen clock, yeah totally possible. I could probably do it in a day or so but I have no idea how the exact layout should be, or if it should be with actual images or just raw text. :unsure:

About the compass question, it may be possible, yes. Although it wouldn't have much to do with XML stuff, atleast not with all the positioning and timing stuff. The hardest part is, as you said, getting the compass to pop up and locking the player's view angle. Once that is done it is a simple two-function-deal to show and hide the XML-compass. :shrug:

===============================

Small headsup, here's the almost-complete-readme for Version 0.7.0. It's pretty much done except for the readme (most noticably the Trouble Shooting section), then ofcourse a final checkup on everything to ensure I didn't leave any silly mistakes in the code. :)
===================
MiniMap by Kyoma
Version 0.7.0
http://www.gamesas.com/bgsforums/index.php?showtopic=1022954
===================

1. Description
2. Installing and Requirements
3. Version History
4. Known Issues
5. Trouble Shooting
6. Contact and Feedback
7. Credits

==============
1. Description
==============

Tired of having to open up the local map each time you want to know where you are in a cave? 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. See the MiniMap.ini for more details and settings on the layout of the MiniMap.

The MiniMap now has two different modes: Local and World. They speak for themselves I think but I'll give a short explaination anyway. You'll be able to toggle between them manually or choose to do it automatically on an interior/exterior transition. Zooming is ofcourse possible and there are seperate values used for the two different modes, both values lie between 50% and 200%. Default keys to zoom in and out are the Numpad+ and Numpad- respectively.

The Local mode is similar....It works by generating textures on-the-fly for the cells around the player and then using those textures to build a complete image of everything within two cells (or just the whole cell when you're inside). There is the option to display door icons, either limited to known or used doors or simply all doors. The appearance of the Local mode texture is determined by your Oblivion ini setting "blocalMapshader". It controls if you have the detailed colored local map or the more vague paper local map. Obviously the latter is less detailed but it also means less (possible) issues (see Known Issues).

The World mode....It is similar to the Local mode with the exception it just uses a big single texture (the same one that is used by your World Map). It will work for (almost) any worldspace with a unique worldmap. If you are in a world that does not have its own map then the last known world and position is used instead, this is similar to how the World Map works in those cases.

Here's a full list of features for the two modes.
* Local Mode
- Accurate display of surroundings, including all mod added areas.
- Choose between color or paper style, depends on your Oblivion ini "blocalMapshader"
- Display door icons, can be limited to known or found doors only.
- Zoom in and out between 50% and 200%.
* World Mode
- Uses the same map texture as your real World Map.
- Works with all vanilla worlds and mod added worlds with a unique map (the ones I know of).
- Zoom in and out between 50% and 200%.
* Things not (yet) possible
- Quest markers, either in Local or World mode.
- Map markers in World mode.
- Names of the doors next to the door icon, it may be possible for the majority of the doors but available room is still an issue.
- Fog-of-War (the black unexplored areas) in Local mode, I have no way to detect or create such areas on the MiniMap.

==============================
2. Installing and Requirements
==============================

* Copy the esp, ini file and menus folder to your data folder. This mod requires:
- OBSE v0018 beta4 or higher. You can find the latest version at http://obse.silverlock.org/.
- Oblivion v1.2.0.416.
- If you are updating from below v0.6.2 you MUST make a clean save before using this mod.
* Open and inspect the MiniMap.ini file, some settings WILL need to be changed or verified.
- The "Critical Settings" section MUST be inspected atleast as it can differ for each user.
- The rest of the ini file contains details on each setting, probably more than you'll find in this readme.
* Rename the correct "Menus\Main\hud_main_menu_xyz.xml" to "Menus\Main\hud_main_menu.xml". UIs supported:
- Vanilla
- DarNifiedUI
- DarkUI'd DarN
- OblivionXP, Vanilla
- OblivionXP, DarNifiedUI
- OblivionXP, DarkUI'd DarN
- If you have a different UI mod installed you will need to open your "Menus\Main\hud_main_menu.xml" file and add the following line: . I've uploaded a picture at TESNexus which shows at what line it should be added, If you do not have a "Menus\Main\hud_main_menu.xml" you should use the Vanilla file as stated above.

==================
3. Version History
==================

* 0.7.0
- Added a world mode that can be used apart from the local mode on the MiniMap.
- New option to automatically switch between local and world mode on transition between interior and exterior.
- Made the zoom in and zoom out steps configurable.
- Added an option to show a red dot instead of an arrow on the MiniMap.
- Reworked the frame a bit and added an optional thicker frame.
- Increased the amount of grids displayed from 9 to 25 (configurable) for when you are playing with either a large MiniMap or zoomed out alot. Grids are only used when their texture already exists.
- The 'Toggle-Key' now toggles between the local mode and the world mode, hold it down for approx. 2 seconds to hide the MiniMap. Press it again to show it, doesn't have to be 2 seconds.
- Corrected a slight positioning error with the local MiniMap, barely noticable unless zoomed in but still worth fixing I guess. :P
- Half a dozen other changes which I forgot to track, mostly tweaks and small bugfixes (some of which were introduced while working on all of the above).
* 0.6.3
- The MiniMap is now hidden when you're viewing your inventory (and stats, skills, factions, etc).
- Removed a leftover debug line
* 0.6.2
- Rewrote everything using the power of OBSE v18. Although no major additions the internal works of the mod have been greatly optimized.
- Changed the way the iWaterHack setting works, the previous implementation was horribly broken. This time I've done extensive testing to ensure it works correctly.
- Reduced the number of files generated in a single sweep from 25 to 9. This results in far less object/tree cutoff aswell as reducing the possible fps hit when textures are being generated.
- Added rudimentory debugging, not really spectacular but better than nothing.
- Fixed a few bugs with the water detection for exterior cells. The amount of false-positives should be reduced to zero.
- Fixed a few (but serious) bugs with the door icon system.
* 0.6.1
- Re-added the precise positioning values from v0.5.3 for users that still experience stretching issues.
* 0.6.0
- Finally a proper fix for people with a widescreen resolution or otherwise problematic. See the ini for a setting (iScreenWidth) that needs to be adjusted according to your resolution.
- Fixed a specific crash when entering the IC Market District, other crashes might have had the same cause so they might be fixed aswell.
- Fixed door icons not appearing when entering a new cell for which the textures needed to be generated.
- Added option to turn off the zoom info displayed on the MiniMap.
- Fixed door icons appearing above the player marker instead of below it. They now also appear beneath the MiniMap frame at the edge.
- Fixed sometimes getting weird blotches on the MiniMap due to the distantLOD being off.
* 0.5.3
- Made the precise positioning values of the MiniMap configurable. Should be used to find the correct values for when you experience stretching on the MiniMap.
* 0.5.2
- Added debug setting to halt all MiniMap script processing. To be used to determine cause of CTD for some.
- Made zoom in/out and toggle keys configurable.
* 0.5.1
- Forgot to pack the textures needed for the MiniMap. Player arrow should now work.
- Last minute change resulted in strange layers appearing over the MiniMap.
* 0.5
- Beta release

===============
4. Known Issues
===============

* This mod uses a command called "OutputLocalMapPictures" (OLMP) which generates textures to the harddrive of the current cells around the player. They will only be generated once per cell (grid) after you visit it. The texture files are located in "Textures\Maps\.." and are each 256Kb. A quick overview: A quick runthrough from one side of the Shivering Isles to the other results in a total size of just over 42Mb. A larger overview: I explored all outdoor areas on the Shivering Isles and the total size was around 240Mb, and that's a large area! It is safe to delete these files when they become too large - they will be generated again should it be nessecary.

* There is no Fog-of-War (the black/hidden areas on the Local Map for places you haven't been to yet) on the MiniMap and there's nothing I can do about it. Either accept it or don't use this mod.

* When in or around cities, you may notice black areas or strange gaps on the other side of the city walls. This is, unfortunately, beyond my control as well. It happens because there simply isn't any land at those black areas. Under normal circumstances you never reach those areas and because of the Fog-of-War on the local map you never see it either.

* The appearence of the water on the MiniMap can look a bit odd. This is because the sunglare, fog and the time-of-day affect how the water looks like on the textures from the above. Because the files are only generated once per cell it can result in strange transitions of the water color. Two settings control this to some extend:

- In the ini there is a setting called "iWaterHack". Setting it to 1 will remove the water reflection and sunglare for one frame just before textures are generated. The result is a smooth water color and the only downside is that the water . Setting it to 2 will also force the gamehour to a user-specified value for one frame. This way, the water will always look the same when it comes to how dark or light the color is. Ofcourse this has a visual drawback when textures are generated so you'll have to decide if it's worth it or not.

- In the ini there are two settings called "fFogNear" and "fFogFar". Fog has big influence on the water color, when present, the water will mimic the color of the fog. Very often this results in unnatural looking water. I recommend values of 0 and 500000 respectively, to temporarily move any fog far far away. Set both to 0 to disable changing the fog in any way.

- There is only one thing left I haven't been able to fix and that is being underwater. When you are swimming and the camera is underwater you will get a different color than when the camera is above the water. Maybe in the future I'll be able to fix this last remaining obstacle

* Sometimes the trees can appear to be cut off around the border of a cell grid. I already use code to minimize this as much as possible but if it happens alot or really annoys you, you can set bToggleTrees to 1 in the MiniMap ini. Since version 0.6.2 the tree cutoff has greatly reduced.

* Sometimes you'll see dark objects (most often rocks) on the MiniMap, these are objects which were fading in or out at the time the texture was generated. I can increase this distance to force all objects to be displayed but objects that are already fading won't be updated until you look in the direction they can be found.

* Sometimes when you enter a new exterior cell and the MiniMap needs to generate textures the DistantLOD land stays hidden but the trees and objects are visible as normal. This should go away as soon as you move or look around a little bit. The worse that can happen is that it takes a few seconds to restore the DistantLOD. But most of the time you won't notice the effect.

===================
5. Trouble Shooting
===================


=======================
6. Contact and Feedback
=======================

Should you have any questions or comments, you can PM me (kyoma) at the Elder Scrolls Forum or post in the forum thread (see top of readme). Alternatively you can email me at daaf(dot)paradox(at)gmail.com

==========
7. Credits
==========

* The OBSE team, for the many many new functions they provided.
* DarN, with help trying to figure out alot of XML problems.
* shadeMe, for support, harassment and suggestions. And ofcourse bumping the mod..... :P
* DragoonWraith, for the mega-help with a translating coordinates system!
* Scanti, for explaining how the ModWaterShader command works.
* wrinklyninja, for help and advice on how the weather and fog works in Oblivion.
* NdranC on TESNexus, his feedback on a beta-beta version led me to great improvements and optimizations!
* All the other people whose name I forgot.
Dunno when I can release it, maybe tomorrow but maybe not until next week.

-kyoma
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Harinder Ghag
 
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