OBLIVION
Regional Stonewall Pieces by mhahn123
Oblivion » Modders Resources & Tutorials
Added: 14/10/2013 - 06:07AM
Updated: 21/10/2014 - 07:27PM

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Description

Last updated at 19:27, 21 Oct 2014 Uploaded at 6:07, 14 Oct 2013

        Regional Stonewall Pieces
                A Modder Resource Package


While working on various settlement projects I ended up creating quite a few farm
related pieces that were re-textured with regional stone and wood. I thought for
others who wish to create unique mods, or enhance existing mods, these pieces
may prove useful. 


Details
========


It always bothered me that vanilla Oblivion used a lot of the same resources for every
region of the game. The stonewall architecture is a prime example of this. One can
find the exact same style of stone wall in almost every farm and interior of every city,
even though each city interior has it's own unique stone and wood materials. The only
exceptions to this are Bravil and Kvatch which have their own unique textures in the
game files.  

So when I began working on Settlements of Cyrodiil I wanted each region to have
architecture which reflected the materials unique to that part of the world. Included here
is a mostly complete set of stonewall pieces for each of the other 6 areas in the game.
The sets contain every piece that I have personally had occasion to use in a mod. I don't
think there is much that was left out.   

Each set is created using regional vanilla stone and wood textures. I did tweak most of
the stone textures to make them work properly on the stonewall pieces, but they are
still all based 100% off of stock vanilla stone textures. I re-worked the uv maps on every
single piece. There is a bug when saving changes to the vanilla stonewall meshes which
would cause the texture to separate. This was leaving a weird looking razor straight gap
down the top of the mesh. And it happened on every single piece from the vanilla stonewall
set. All fixed and tested in game, everything looks as intended.   


Contents
========


There are folders for each of the previously unrepresented areas...Anvil, Bruma,
Cheydinhal, Chorrol, Leyawiin, and Skingrad. I didn't do anything for the IC region.
Figured that was a good region for the stock vanilla stuff. Most folders will contain
1 each of the following meshes:

stonestairsmid01
stonestairsnarrow01
stonewall01
stonewallbend01
stonewallbend01rm
stonewallbend02lrm
stonewallbend02m
stonewallbend02r
stonewallbrokenl01
stonewallbrokenr01
stonewallcurve01
stonewallcurve01m
stonewallcurve02
stonewallcurve02m
stonewallcurve03
stonewallcurve03m
stonewallgate01
stonewallgate02
stonewallgatedoor01
stonewallhalfl01
stonewallhalfr01
stonewallpost01
stonewallquarterl01
stonewallquarterr01
stonewallramp01
stonewallramp01curveb
stonewallramp01curvebt
stonewallramp01curvet
stonewallramp01m
stonewallramp02
stonewallramp02curveb
stonewallramp02curvebt
stonewallramp02curvet
stonewallramp02m
stonewallwell01


Some regions have alternate textures. Anvil has standard and lower class, Bruma has
plain or snow, Cheydinhal has plain or mossy, Skingrad has standard or lower class.
I used the vanilla stonewall gate door for Bruma and Chorrol since it looks just fine
with those stone materials. Anvil, Cheydinhal, and Skingrad have a new stonewall
gate that matches their wood textures. Leyawiin has two since I just couldn't decide
which I liked better.  


Install
=======


These are meshes and textures only. You will need to create new items in the CS in 
order to use these resources. It is assumed the end user already knows how to do that.
For those new to modding the basic steps are as follows:

1.Drop the contents into your Oblivion Data Folder, or integrate into your mod files via
   a mod manager

2. Open up the construction set and create new items using the meshes supplied in this
    package

3. Example - Load CS. Find Stonewall01 in the statics section. Double click to open the
    dialogue box. Click on the button with the .nif name and point it to one of the new
    meshes from this package. Rename and click OK. You will be asked if you want to
    create a new object.....say YES. DO NOT save changes to vanilla objects unless you
    purposely want to change every instance of that object in your game.

3. Place the new items wherever you want them. 

4. Save your new plugin file.


Credits
=======


Bethesda   - for Oblivion and the CS
Nifskope and GIMP  - for the tools that made this possible.
LHammonds          - for the readme generator this file was based on
me   - for textures, and the time it took to assemble all this stuff


Licensing/Legal
===============


These materials are being distributed as a free to use modders resource package.
Use in your own projects requires no additional permissions. I do ask that you mention
me in your credits as a small courtesy. If you have time to send me a pm so I can check
out your mod, that would be nice also...but is entirely optional.