Oblivion

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Moty

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Moty

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23 comments

  1. flippy
    flippy
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    well i have added the mod and gave him the credit for his work along with some credit to me for adding on and fixing some of the parts but i have no clue whair he was going with the Wine room secret passage

    Its from the first release where it was the entrance the castle (it was located in the talos square but then moved it in 1.6)


    hear is the link for the update for the 9.0 if you have any problems please post hear about the 9.0 update i did in this thred
    and thanks for that info on the secret passage way xeno
    question tho ?
    was it moved or was it removed anyone have a clue
    http://forum.gamingsource.net/index.php?showtopic=22953
  2. xeno_cws
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    well i have added the mod and gave him the credit for his work along with some credit to me for adding on and fixing some of the parts but i have no clue whair he was going with the Wine room secret passage

    Its from the first release where it was the entrance the castle (it was located in the talos square but then moved it in 1.6)
  3. flippy
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    Please do, I don't know if the author is even working on this mod anymore, just give him full credit for his work.

    well i have added the mod and gave him the credit for his work along with some credit to me for adding on and fixing some of the parts but i have no clue whair he was going with the Wine room secret passage :glare:
    a readme is included along with some screen shot's
    the readme included is his 1.6 readme and at the bottom is the update 9.0 i hope this update is just the first of many to come of this wounderfull mod
    i have started a new mod with his inner cells in mind along with my castle
    i am working on placing the castle in a new world cell called Castlevania
    along with a hole new town and many other things to come it will take me some time to make this huge project come to life.
    i might have to brake the mod down due to the size of it <img class=">
  4. xeno_cws
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    Please do, I don't know if the author is even working on this mod anymore, just give him full credit for his work.
  5. flippy
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    *Sigh*

    Do you bother coming on these boards anymore? I feel like I am wasting my time trying to help improve your mod.


    hellow
    i have been working on his mod for some time now i rilly like this mod
    with his permition i would like to release a 9.0 v of this mod i have a few things i still need to fix
    i have smothed out the cost line and added a few things allso increased the disply case's by 1 so thay can fit armor with in them
    i allso noted that the alyied (sp?) dressers around the castle don't alow for regular items tobe placed in them
    i had to hand place items in it from the cs no other items will be place in side the case.
    another note the rugz whear to hi up off the floor i have fixed this and allso fix the clipping problem of the carpet added a few more chest in the armory added lighting to the bacement airea and wine cellor removed the carpets that was being used as decor/walls i had to much lag from the carpet i am allso working on a wall in side room next to the bed room i have a wall out of wack next to table
    fixed fence out side the fence now has ends and reajusted the fence to look better the gate now closes to the side of the fence.
    plants still need lowering after i smothed the island i forgot to ajust the plant life to right hight.
    added a map marker to the world so now once you found the castle the first time you can fast travle to it
    i could move the hole castle to niben bay i have made a castle for this location befor i was in the alpha stage of its construction i had a bridge spanding 4 cells from north to south it starts by the yellow road and ends at the frount door to the castle across from bravil castle i forgot to add a place to put ones hourse and was working on a ai path for the guards i could allways move your castle to this location and use what i started to make but useing your inner cell's and adding on to the bridge so it leads to more than 1 location i allso added a world marker to this airea but didn't have a name for the castle so i just called it castle D you can find my alpha vershion hear > http://www.oblivionsource.com/?page=modfor...&project_id=351
    i allso added the 9.0 v for your castle but with out the file
    i rilly like to fix the problems i have seen with in the game befor i release it and as well ask your promition to do so.
    ~Dis~
    P.S.
    hear are some shots i took while playing with the mod
    have a look and tell me what you think of it thus far <img class=">
    map marker
    http://img.photobucket.com/albums/v165/fli...ct/6fb0f8db.jpg
    maine hall way
    http://img.photobucket.com/albums/v165/fli...ct/f4e43cbc.jpg
    Display room
    http://img.photobucket.com/albums/v165/fli...ct/74f097a4.jpg
    bed room
    http://img.photobucket.com/albums/v165/fli...ct/f448f7f8.jpg
    Dinning room
    http://img.photobucket.com/albums/v165/fli...ct/bb5c0cb6.jpg
  6. xeno_cws
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    *Sigh*

    Do you bother coming on these boards anymore? I feel like I am wasting my time trying to help improve your mod.
  7. xeno_cws
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    Another thing I noticed. You have a lot of alyied (sp?) dressers around the castle.

    I have tried, tried hard but nothing go's into those things except the statues (not sure about them either, havent tried yet) so could you please replace them with either display case or a regular dresser?

    Maybe leave one (thats all you need) in either you bedroom for display/magic room.

    I have played for a while, and all my stuff in containers are still there. The only ones I havent used is the storage (ie rooms with crates and barrels).
  8. xeno_cws
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    I forgot to mention something.

    You said your computer crashes at loading screen right?

    I had the very same problem. Do you have OBMM (Oblivion Mod Manager?).

    If you do, you probably created an obm out of the master plugin Oblivion.

    Big mistake friend.

    If you where smart (like me, happened before with another game) you will have saved all your plugins in a seperate folder. Just c/p your obmm folder out and uninstall your game. Go back and delete everything. Delete obivion obm. Reinstall game, then mods. Install obmm. C/P your old obmm folder over top.

    Now your good to go.


    If it still dosent work then it is possible that to mods are conflicting (real bad). Install Oblivion conflict mod (what the hell where you thinking if you didnt have this before? Its the best and only program that tells you all the conflicts and what type and how sevre it is).

    Run it, and see what conflicts. You maybe surprised at what conflicts. For example Prox's arena lot and Brotherhood chapel have tons (and I mean tons) of dirty references which will conflict with just about everything. If you still want it, make it load first via obmm load list.

    Hope that helps.
  9. xeno_cws
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    Thank God, for a while I thought you never came here (what a pain in the ass that would be).

    A few more things since I last posted (maybe I should stop myself eventually >.><.<>.>

    - Player owned npcs such as arena fan, merc mod, etc. have major problems with this castle. Let me put it in a list so it is easier to read:

    - Main room of Castle, aka npc death room. When you enter the castle via main door they do not spawn right beside you. In fact they are trapped above the door behind the stone wall.

    - Sometimes they manage to break free of their hellish prison and land with a thump (ie damage induced landing). If you tell them to make that area their home three things happen.

    1. They stand around like an idiot most of the time, but occasionally they go up and down the stair (we DEFIANTLY need some path finding there. Sometimes they will sit on the throne (almost killed the bloody bloke when I saw that.... That's my throne!) or talk with other npcs (which is good in my book). This is by far the best of the three.

    2. Npcs take on gravity in an epic battle. By this I mean a glitch makes the npc drop to the floor from the ceiling, when they hit they appear again at the ceiling and fall, rinse and repeat until death. There is a way to stop this, you run up to talk to the bloke and the cycle ends. Problem is, most npcs are dead by then >.>Believe it or not this is only the second worst.

    3. They take up hide and go seek. Well in a way at least. At first I thought my npcs messed up (ie glitch in script by respective mod) until I heard voices. I had 1 companion from Blocky's mod, and 1 pirate from mercs. When I heard their voices I used my headphones to find out that they where above the stone door way. They do not come back out. I have entired and exited the keep close to 20 times after this, on the 21 (give or take a few) I noticed my pirate above the throne, other guy still behind the wall. Came back later she went and rejoined her friend >(. Could you look into this? This never happens with other buildins so it must be a problem with the castle construction. I know you just making the castle and thats cool but its really boring without some sort of peons rooming your place.

    - Alright back to npc problems, next one is after the main hall. Most of the time the npcs take a trip into the attic. Or the roof if you prefer. You can see their feet sticking out of it when you look up. I have only had 2 people get out of this, and one died on impact (yah! >.>. Again this dosent happen on beths buildings, or other players mods (so far I dont use them much since this beast). It may be possible to resolve this if you could raise the roof (ouch pun not inteaded here), so npcs just simply take a small fall instead of being stuck.

    Areas of problems: The area where your bedroom, libary (at least thats what i think it is, and seceret room is). After first locked basement room (the one with nothing there). The others for some odd reason (except aforementioned throne room) have the npcs spawn beside you. Maybe you could look into that.




    - Back to ideas and problems in general, no more real problems besides the mentioned clipping issue and main hall training room book shelf.

    - Dark Castle, maybe. Not too dark, that we are forced to use a torch please.

    - I agree with loading doors. I have far too much crap all over the place, it would be a nightmare trying to have it as one.

    - Guards room, dungeon, towers, mages room (ie npc mages room), guest rooms, a real alchemy room, my display cases (or preferable more display rooms).

    - Quick travel marker and/or spell. It far too difficult to get npcs there as is also a pain in the ass to run a mile just to off load a bunch more usefull crap.

    - Adding radiant ai guards. There is another mod out that has guards (blades) that go about their duties and have their own personal bed and chest (no idea if they use the chest, but I have seen them use the bed).

    Please, Please, pretty please look into this! It would make the mod twice as good to know and see npcs going about their duties for the castle and you.

    Here is the mod: 300_Akaviri Stronghold(oddly very close to where your castle is)

    Link: http://www.tessource.net/files/file.php?id=3292


    Thanks for reading my thouhts, xeno.
  10. Moty
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    when u say rooms do u just mean doors that open or doors that load i hate doors that load even if it takes a fraction of a second it just takes the feeling away from it being all one house.


    yep i do meant that cuse if i wont do that your PC will lag as HELLL + now i will make it Dark Castle so it will be with Candles and lights all over the place