OBLIVION
Oblivion Effect Shaders Visual Resources - For Modders by Tigerpaws
Oblivion » Modders Resources & Tutorials
Added: 29/07/2010 - 06:23AM
Updated: 14/08/2010 - 07:12AM

8 Endorsements

1.0 Latest version

206 Unique D/Ls

233 Total D/Ls

6,840 Total Views

Uploaded by Tigerpaws

Description

Last updated at 7:12, 14 Aug 2010 Uploaded at 6:23, 29 Jul 2010

Shader Visual Resources



Your free to use them how ever you want. And my first attemp of mpg for utube recording, i was for some strange reason so nervous. Any way its the effects i hope you enjoy, and hopefully be useful to you




Usage - This is the only readme file


This file is for examples only, starting the game you'll be given the effects as spells but they dont do any damage.
Preview Effects
TigerpawsEffects.esp <-------- Add to data Folder - And activate
TigerpawsEffects.bsa <-------- Add to data Folder

The file to merge to your project just for the particle effects is the below file and the same bsa as above listed below, you will need to unpack the bsa
ParticleEffectsOnly.esp <-------- Merge to your ESP file
TigerpawsEffects.bsa <-------- BSA to be extracted to Textures\Effects\Tigerpaws

The "readme file" has a folder with each effect numbered for quick reference to the effect, no readme file, this is it

Your free to use them, i only ask if you modify them to give them a new id, to prevent any one not modifying them to hold there compatibility, just a thanks will keep me happy



to use
pms 0Tigerpaws001 10 : The 10 = How many secs to run for
pms 0Tigerpaws002 7
pms 0Tigerpaws003 7
pms 0Tigerpaws004 7
pms 0Tigerpaws005 7
pms 0Tigerpaws006 7


Effect 0Tigerpaws006 I made really for a barrier, it projects itself forward. Now when testing, you have x axis and can give a negative value or positive value for left and right, but on the map it will only face the directions of the compass not by the actors left or right. So it can only be used as a baricated or portal etc. If used on a door, you would need your own custom nif for a nice even effect, as the normal door for any effect seems to be concentrated around the outer edge and the keyhole. So i guessing its the sketal mesh doing this

Initial Velocity XYZ for customizing 0Tigerpaws006
Positive X = West
Negative x axis = East
Positive Y = North
Negative Y = South