Oblivion

46 comments

  1. Khuratokh
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    For anyone trying to find the tower:
    On the map screen, where "the orange road" is scribbled, directly above the "A" in "Orange" 
    Or directly below "Echo Cave"
  2. Sucellus1
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    Where is the hatch to Grima's basement?
  3. Kwakhals
    Kwakhals
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    it seems im the only one sadly but
    if i try to load the save file
    only the shoes are visible, i am no race or birthsign or class
    when i open my inventory i crash

    also where is this tower even suppose to be
  4. Freddy9978
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    out of the three mods for this tower this is by far the best one. Great work on the detail i have to say its 100% accurate to the real tower off lord of the rings you did a great job on this. You earned my endorsement
  5. brandonburchett11
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    I love this mod... I have a request tho... Can you make a new full interior. Allow basement access from indoors, more spaces and stairs to different levels. A grand library with books etc.. More Orcs and such??
    1. VincentPacceus
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      hello, and thanks for your endorsement i understand, when you like something and want it more and more.... but i must say, what you see is all that i've done. as to the interior, the exterior, architecture, general construction, i did all that i planned to do, and that's it. sorry.
  6. alx2208
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    one of my faforite mods i love the details and the good work on it amazing job!!! i only have one question. Does the palandir do anything or no?
    1. VincentPacceus
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      hello, sorry for I haven't been on the site for long. no, the palantir actually doesn't have any function i must confess, i planned to make it work somehow, but eventually i couldn't invent anything well i could, but all that was too trivial for such a mighty item... also, the possibilities of the editor don't let to realize some ideas, you know. but: if you have any ideas for functionality of the palantir stone, share them with me, and i'll try to carry out this message also concerns anybody else
  7. joaofernandes
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    The MOD seem awesome but I can't find the tower. When I arrive the place in the mountains I just see an old house destroyed and on fire, with a dragon statue inside. There are a few skeletons guarding the place and an Uruk-hai. Is this an error in the installation or the tower is somewhere else?
    1. VincentPacceus
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      That is very odd. You are either joking or there's something mystical in the mod I can't see myself ) I've given the approximate location of the tower and how to get to it in the ReadMe file. Besides, the building is visible from far away. I've no idea what's the place you came across. Try to reinstall the mod and look for Orthanc again more carefully.
    2. joaofernandes
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      I re-installed the mod and it keeps like I said. The place is called Mount Uruk-hai, not Orthanc. I never said that is a MOD problem, I believe it's any conflict with other MODs I have. Tomorrow I'll try to solve this, maybe put some printscreen here. Just asked for help, I'm not jocking with you. I installed the Uruk-hai MOD firts, perhaps is that the problem...
    3. ElderScrollsFan001
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      What Uruk-hai mod are you useing joaofernandes?
    4. joaofernandes
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      I'm using the one in the description. I'm still trying to fix this but no luck yet...
  8. Jimmitheking
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    This mod looks awesome!
    I tried downloading it but when i got it installed there was a bug where NPCs didnt have voices. they spoke to me, but only the subtitles worked.
    1. Dahveed
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      Same thing happens to me unfortunately
  9. ElderScrollsFan001
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    I found that farmesh cases me some slow down when facing it anywhere on the map even in the cities . Also with in being named BravilHouseLOD_far it caused some conflicts. Deleting BravilHouseLOD_far.nif it solves the issue, but i really like to see it in the distance. Is there a way to optimize it with smaller file size and eliminate the conflicted file name?
    1. VincentPacceus
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      I see you inquired much about the thing. Yes, there is such detail, but that is quite a long story, if you ask me why BravilHouseLOD. Actually, I was making it long ago, and don't even remember all the details at the moment. But the thing is: at that time it was the only way for me to make the tower visible in the distance. Who knows, maybe I'm not so good in TES Construction Set, but I looked at the result and was satisfied with it. I didn't see much lags, and houses in Bravil were not visible behind huge walls all the same. I did try to make the far-model more low-poly, but something got not very right, and it was too much deformed as a result. So the logical decision was to leave all as it was.

      Anyway, I've taken in account your message and will try to solve the issue.
    2. ElderScrollsFan001
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      i tried to rename the model which didn't work as i could figure out how make to object show up


      TES Construction Set extender makes modding a ton more easy it might help you out


    3. ElderScrollsFan001
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      The optimizing worked out very well no lagging what so ever, also I see no loss of detail that i can tell
  10. Boerner
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    A lot of work was undoubtedly was into it and the end result looks really good. The interiors are decorated nicely too. As a LOTR fan I really like it. But the mod has a lot of dirty edits, original cell names are now in a forgeign language and the far mesh as stated before is very unoptimized as well as the actual mesh. You also unnecessarily replaced the BravilHouseLOD_far object and created a new one to replace it which causes a lot of conflicts. I suggest you use The Construction Set Extender to see all your edits highlighted or preferrably TES4Edit to clean them all out. I wouldn't recommend using this in its current state.
    1. VincentPacceus
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      Thank you for your remark. I didn't really know that some names are changing where unnecessary. You see, I made all this using not the english version of Oblivion, and during the work I made many-many changes. You can see some partial answers to your observations in my reply to ElderScrollsFan001. I've taken in account your message too and will try to do smth with the mod. But: if talking about the actual mesh, I scarcely will change it, sorry.
    2. Boerner
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      I understand, but you could at least remove the collision from the distant LOD mesh. The player will never bump into it anyway.
    3. VincentPacceus
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      Check out the new version. I've made some fixes, now the mesh is 6 mb, and the LOD is 2 mb. However, it is still a LOD for Bravil houses. If you find the way not to use a side object, I'd be grateful. In any case, I don't see a big problem in this detail.