[RELz] Weapon Expansion Pack for Oblivion Nthusiasts

Post » Mon May 02, 2011 7:02 pm

This mod has now been released! You can find it here. A readme including directions on how to install is also posted.
http://www.tesnexus.com/downloads/file.php?id=35560


Weapon Expansion Pack for Oblivion Nthusiasts (W.E.P.O.N.)

Authors
BFG: Mod idea and design; weapon stats and cleanup; ESP build; new Cutter dialogue
Spiney: New Amber weapon meshes and textures; new Dumog gro Bonk dialogue
Kriscrash: New Madness weapon meshes and textures

Special thanks to
Ionis: Additional texture support; Orcish and Mithril weapons
Windsurfer: Rusty Iron and Fine Iron textures
LordFrostcraig: Additional meshes and textures
InsanitySorrow: Collision correction work on all new Amber and Madness weapons
The Unofficial Patch Team
The authors of TESEdit
The Unofficial Elder Scrolls Pages (UESP) and its members for testing, feedback and encouragement





General Mod Description
This mod significantly enhances the Oblivion experience by adding new Amber, Madness, Mithril, Orcish, Rusty Iron, and Fine Iron weapons to the worlds of Tamriel and the Shivering Isles. Special care was taken to ensure the new weapons would seamlessly integrate with the content already provided by Bethesda.

Two versions of the mod exist. The primary (and preferred) version is for those that have Shivering Isles installed. There is also a limited version available for non-SI players.


Features
  • Adds the Madness Battle Axe, Warhammer, Mace, Shortsword, and Dagger to Shivering Isles.
  • Adds the Amber Battle Axe, War Axe, Claymore, Shortsword, and Dagger to Shivering Isles.
  • A custom Amber Scimitar, a lighter and faster version of the Amber Longsword.
  • Durable and Durable Magic versions of all Amber and Madness weapons.
  • Custom dialogue for the Smiths in New Sheoth to go with the new features.
  • A complete set of Mithril Weapons, higher-quality versions of the standard Silver weapons.
  • A complete set of Orcish Weapons, including enchanted versions.
  • Rusty Iron and Fine Iron textures so that those weapons actually look Rusty or high quality in-game!
  • An Easter egg weapon that hearkens back to earlier Elder Scrolls games, for the astute or just very lucky.
  • All weapon fixes added by the Unofficial Oblivion Patch, Unofficial Oblivion Patch Supplemental, and Unofficial Shivering Isles Patch are included. Additionally, over 250 mistakes in weapon stats or leveled lists are fixed; none of these mistakes are addressed by any of the Unofficial Patches.
  • Over 625 new weapons overall!



Frequently Asked Questions
1. Where can I find the new weapons?
The new weapons are seamlessly integrated into the game. That means that you might find the new Orcish weapons in Ayleid ruins or being used by bandits, or perhaps in a shop somewhere. (They start showing up a couple levels after Elven weapons do.) Mithril weapons are available for sale throughout Tamriel and the Shivering Isles, and Imperial City guards as well as all City Watch Captains carry them. Amber and Madness weapons can be obtained from the Smiths in New Sheoth, provided you have the right materials.

2. Do I have to have Shivering Isles installed to use this mod?
While Shivering Isles is required for the full experience (i.e. to enjoy the new Amber and Madness weapons), a stripped-down version of this mod is available for those who only have Oblivion. That version of the mod still contains the Mithril and Orcish weapons, the Fine and Rusty Iron textures, and all of the weapon stat fixes that apply to Oblivion only. It can be downloaded from the same location as the full version.

3. Should I load this mod before/after mod XYZ? What have you done to minimize mod conflicts?
The mod should be loaded after Oblivion, Shivering Isles, and the Unofficial Patch for each (assuming you have them installed). Early indications are that WEPON integrates well with other major mods when loaded after them. (Such mods include MMM, OOO, Frans, and FCOM.) This is partly because we spent a lot of time using the TES4Edit utility to keep potential conflicts to an absolute minimum.

4. What Bashed Patch tags should I use for this mod?
These are the recommended tags to use with this mod in your Wrye Bash patch: {Delev, Graphics, Invent, Names, Relev, Scripts, Stats}

5. Will you release a MOBS compatible version?
We're going to be taking a short break then will look into doing so.

6. What sort of statistics fixes did you make?
There is no way to describe briefly all the changes we made. But in short, we looked for cases where Bethesda obviously screwed up, and fixed it. Everything, from incorrect icons and missing enchantments to weapons that were too heavy or too light, was examined. We also made changes to several Leveled Lists so that weapons that were supposed to be found in the game, but could not be, would now be available.
A complete list of the corrections made by this mod is included in the download.

7. What if I find a mistake?
If you find a mistake, either that we made in the mod, or that Bethesda made that you think should be added to the list of corrections in this mod, let the authors know! The best way to get ahold of them is to contact BFG99 via Private Message on TESNexus.


Known Conflicts
This mod supersedes the following mods. As such, you should uninstall or at least deactivate any of these mods if you have them installed:
  • Mithril and Orcish Weapon Sets, by Ionis
  • Mithril and Orcish Weapon Sets version 2, by Ionis
  • Fine Weapons by Windsurfer
  • Rusty Items by Windsurfer


Additionally, this mod has not been tested extensively with Oscuros Oblivion Overhaul (OOO), Frans (FCOM), or other such major mods. However, it has been tested with Marts Monster Mod (MMM) and has proven to integrate well with it. If you do encounter any conflicts, please notify BFG or one of the other authors of this mod right away.


Version History
Version 1.01, November 6 2010
  • Fixed an issue with the wrong Cutter or Dumog dialogue playing in some cases.
  • Fixed an issue that prevented some Amber weapons from being glossy like they were supposed to be.


Version 1.00, November 6 2010
Initial release.

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clelia vega
 
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Post » Mon May 02, 2011 11:59 pm

Good work. I'm definitly downloading when it's out.
I like them even if they're not final, tell Spiney, Kriscrash, Ionis and yourself that they're brilliant.
General Pain (ShadowWarrior)
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Alexandra Louise Taylor
 
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Post » Mon May 02, 2011 11:19 pm

Thanks! We've put A LOT of work into this mod--I think we've been working on it since at least March.
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NEGRO
 
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Post » Tue May 03, 2011 11:14 am

Incredible how you've retained the style of the originals and still made the weapons more than 'copies', well done indeed!
Anxious to see more.:)
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Darlene Delk
 
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Post » Mon May 02, 2011 7:39 pm

I can't take any credit for the weapon designs themselves; I'm just doing the stats and putting the mod together.
Spiney designed the Amber weapons, and kriscrash & Ionis joined forces for the Madness ones.
We're considering also including Ionis' Mithril and Orcish weapons, and special models for the Rusty/Fine versions of various weapons. We'll see how that goes...
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Angela
 
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Post » Tue May 03, 2011 4:07 am

BFG you should add some close-up screenshots!
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Mr. Ray
 
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Post » Mon May 02, 2011 8:32 pm

I'll see what I can do about new screenshots :)
I'd like to wait till I get the fixed version of the Madness Mace though. And, any news on where the Madness Hammer is at?
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CHANONE
 
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Post » Tue May 03, 2011 7:48 am

Here's a close-up of what is quickly becoming one of my favorite new weapons, the Madness Battle Axe:
http://kriscrash.dk/art/2010/oct/dataxe2.jpg
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emma sweeney
 
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Post » Mon May 02, 2011 9:49 pm

And, here's a close-up of the highly requested Amber Claymore (it's a little larger than the final version will be!)
http://i801.photobucket.com/albums/yy295/jtrevor99/Amber%20and%20Madness%20Weapon%20Expansion/AmberClaymore-1.jpg
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Dezzeh
 
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Post » Tue May 03, 2011 1:28 am

Spiney here.

Thanks for all the comments on this mod. I reckon the biggest credit should go to BFG for entering 600 plus weapons into the weapons list.

I noticed that, BFG you forgot to post a picture for the Amber Scimitar... Actually don't just yet, the scaling is terrible. Let me fix that up for you. And I'll send you my re-worked weapons and Icons (so that they work with Darnified UI).
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Kari Depp
 
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Post » Mon May 02, 2011 7:19 pm

Spiney here.

Thanks for all the comments on this mod. I reckon the biggest credit should go to BFG for entering 600 plus weapons into the weapons list.

I noticed that, BFG you forgot to post a picture for the Amber Scimitar... Actually don't just yet, the scaling is terrible. Let me fix that up for you. And I'll send you my re-worked weapons and Icons (so that they work with Darnified UI).


*takes a look* Crud! Yep, you're right. Let me know when you're ready for me to post the Scimitar.
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Dorian Cozens
 
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Post » Mon May 02, 2011 9:36 pm

Does anyone have suggestions for this mod while it's still under development?

(Spiney--remind me to post a pic of your new Scimitar model soon!)
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Louise Andrew
 
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Post » Tue May 03, 2011 1:33 am

Does anyone have suggestions for this mod while it's still under development?

(Spiney--remind me to post a pic of your new Scimitar model soon!)


Since you mention it -- One small thing I notice is the icons for the new weapons have the handles facing the opposite direction of most of the weapon icons - just a small thing that kind of throws the inventory menu off a bit they usually face \ instead of / in the menu.
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Jessica White
 
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Post » Tue May 03, 2011 8:43 am

Since you mention it -- One small thing I notice is the icons for the new weapons have the handles facing the opposite direction of most of the weapon icons - just a small thing that kind of throws the inventory menu off a bit they usually face \ instead of / in the menu.

Wow, I didn't notice that. It's a good point though. I need to redo my icons anyway, so I'll take that into account.

And BFG, I've sent you the fixed scimitar, so you can post a screenshot if you want.
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Emily Shackleton
 
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Post » Mon May 02, 2011 7:40 pm

And now, some new screenshots showing off Dumag gro Bonk's and Cutter's new wares. :)

http://i801.photobucket.com/albums/yy295/jtrevor99/Amber%20and%20Madness%20Weapon%20Expansion/AmberList.jpg
http://i801.photobucket.com/albums/yy295/jtrevor99/Amber%20and%20Madness%20Weapon%20Expansion/MadnessDagger1.jpg
http://i801.photobucket.com/albums/yy295/jtrevor99/Amber%20and%20Madness%20Weapon%20Expansion/MadnessDagger2.jpg
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Marie
 
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Post » Mon May 02, 2011 9:18 pm

The team and I are nearly ready to release this mod. As such we are offering a CLOSED beta. ("Closed" as in we'll only give the link to those who request it. We want to keep the number of testers small right now.)

Is anyone interested in beta testing this mod?
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N Only WhiTe girl
 
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Post » Tue May 03, 2011 6:51 am

I would have helped out but I've not even started the SI quest yet - kinda waiting for the other SI overhaul to get further. And I am real slow on my own projects, they need a little more love :icecream:

I do think this is a most welcome mod and hope peope who are playing SI gets to know about it soonest.
Oh darn, soon it is of to work again... LoL.
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Elina
 
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Post » Tue May 03, 2011 9:12 am

If you're looking for testers, this might be a good place too look - http://www.invision.tesalliance.org/forums/index.php?/forum/67-welcome-to-the-bta-guild/ :)
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Ridhwan Hemsome
 
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Post » Mon May 02, 2011 9:35 pm

If you're looking for testers, this might be a good place too look - http://www.invision.tesalliance.org/forums/index.php?/forum/67-welcome-to-the-bta-guild/ :)


Thanks! I'll have to check that out when I get back from a family reunion this weekend.
In the meantime, any suggestions or offers for testing are most welcome.
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JR Cash
 
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Post » Tue May 03, 2011 6:54 am

Well, if all goes well, we're about 1 week away from release. Having some problems with the last new weapon though (the Madness Warhammer) and that may delay the launch.
Any suggestions before we go live?
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Imy Davies
 
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Post » Mon May 02, 2011 9:03 pm

Here's a first look at the in-progress Madness Warhammer, the only weapon left to create. Kudos to our Mad Modeler kriscrash!
http://kriscrash.dk/art/2010/oct/hammertext1.jpg
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Lovingly
 
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Post » Tue May 03, 2011 2:55 am

We're one week away or so from release! Last call for suggestions.

The Madness Warhammer is getting finished up, and the extra time has allowed me the chance to add in some extra features:
--Rusty and Fine Iron textures by windsurfer
--Mithril and Orcish weapons by Ionis, modified to be more fully integrated into the game (Mithril weapons are treated as "Fine Silver", and Orcish are treated as low-quality Glass weapons.)

EDIT: Before anyone asks, yes windsurfer and Ionis did give permission :)
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Julia Schwalbe
 
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Post » Tue May 03, 2011 1:04 am

We are now offering a closed Beta 2, which is the last beta we intend to post before the first public release. If anyone would like to participate in the testing, please PM me.
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Elisha KIng
 
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Post » Tue May 03, 2011 9:44 am

No takers? We're so close to releasing this mod, but we're running out of energy to test :)

Need someone to help test for collision issues, and check the dialogue and stats to see if there's any issues. Any help with checking compatibility issues with other mods would also be helpful!
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matt white
 
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Post » Tue May 03, 2011 5:28 am

Need someone to help test for collision issues, and check the dialogue and stats to see if there's any issues. Any help with checking compatibility issues with other mods would also be helpful!


Sign me up!
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Adrian Morales
 
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