Oblivion

File information

Last updated

Original upload

Created by

Oblivimonk

Uploaded by

Oblivimonk

Virus scan

Safe to use

About this mod

A bunch of Nord-like/Viking-ish models. Mostly architectural, like a boat, meadhall, houses, huts, etc.

Permissions and credits
Nordish Architecture - A Resource of all-new models (and a few retextured existing ones)

by Oblivimonk

********************************************************************************************

Hello. This project was originally intended to be a house mod, your own meadhall. It
was my original intent to finish it by DEC 2008.

Many things happened during that time that sidetracked me from this project. It is now
MAY 2009. I now once again have time to devote to modding. However, I really cannot
seem to get myself re-interested in this project. I like model-making more than actually
making a mod, and there is just too much left to do in this mod that I frankly do not
have a desire to do and new ideas I want to pursue.

There are numerous architectural models in this resource. The exterior models will have
two types you could use, depending on where you make your mod. One type is with snowy
textures and one type without. The names of the meshes should indicate to you which
version has snow effects and which does not.

This resource includes a boat (with interior), a meadhall, 3 house types, 2 hut types,
various steps, doors, ramps, and curtains, as well as a number of other objects, both
static (like an outdoor forge or brazier) and havok (like carriable lanterns or swords).

There are two ways to view most of these models.

1) Load this ESP in your CS. Go to the interior cell named obmknvtestcell (or something
very similar). I have laid out most of the models in that cell, large and small.

2) Load this ESP in your game. Drop to console and type: coc obmknvillage01
This will take you to the small, unfinished worldspace where I was making the mod. Here
you can see most of the items by looking around the island and going into the homes that
have finished interiors, including the meadhall.

I think there are like 80-something models. I didn't count. Maybe 60 of them are actually
in the game. Just guessing, I know I did not use everything I made.


NOTE:::

I cannot imagine anyone actually using the mod for their game since it is obviously not
finished but just in case someone does, the only containers SAFE for storage are in the
meadhall interior and the boat/drakkar interior. Nothing else is safe for your storage.

To finish the mod, landscaping needs to be finished, 3 interiors are still not done,
NPCs need to be added, a way for players to access the island (other than the 'coc' method),
and pathgridding on the exterior (I think I pathgridded the finished interiors).

I recommend just making your own mod rather than finishing this one so you will know exactly
what is and is not finished. I'm running on memory here and there may be something I forgot.

It is not recommended that you this esp as part of your mod merely to avoid having to
'make' the new models in the CS. If you do not know how to implement new models into your
mod, there is a great deal of information on how to do so within the OB modding community.

********************************************************************************************

It is possible that I may rekindle my own interest in this in the future. I have several
half-finished models for it that I do not currently care to finish, like new dock pieces,
a witch's hovel, etc (these are NOT included, as unfinished models are useless). But as of
right now, I think it best to release what I have finished so far, rather than see all of
this just sitting on my harddrive, potentially forever. What has been included is finished
and should work just fine.

One caution: The havoked lanterns that players can carry do 2 strange things:

1) In CS, if you introduce one into a cell, an error message pops up. Just skip it. It has
to do with the flame animation and will NOT ruin your mod. But it will pop up the first
time you open a cell in your render window with a havok lantern in it in each new CS
session. Again, just hit to continue, I have used the lanterns in 2 mods and have never
had a game issue.

2) When first eqipped, the glass on the lanterns can look funny. Just equip a weapon. Draw
it (thus putting the lantern away), then sheathe the weapon. Now the glass should look
normal.

If you do not trust my word, whatever, just don't use the havok version of the lanterns and
you won't need to think about it.

********************************************************************************************

No permission is required to use these models. Please do not bother to contact me asking for
permission, though it's a nice gesture. Just use 'em. Do the cool thing I was too lazy to do.

Credit is appreciated. Something like: X models made by Oblivimonk from ORE