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Name: Improved Vanilla Architecture Resource Pack
Version: V 1.0
Date: 04/27/2015
Category: Modder Resources
Requirements: Oblivion CS and whatever other tools you prefer
Author: mhahn123



Description
===========

Provides several mesh fixes for the vanilla middle and upper class
architecture.


Details
========

When I began working on Settlements of Cyrodiil, I wanted each region
to have architecture which used the materials unique to that part of
the game world. Once work began, I quickly discovered that the vanilla
houses are riddled with flaws. In order to do much of anything with the
vanilla homes and make them look halfway decent, I first needed to fix
them.

This pack contains all of the middleclass and upperclass meshes that I
have made fixes for so far. My original intention was to provide meshes
which are visually correct for anyone wanting to do re-texturing work on
these models. However, they can be used as vanilla replacers as well.

I am still working on a few more so there will most likely be things added
in a later update.


What has been fixed??
=======================

Minor things really that most folks probably haven't even noticed. Most
of it is Cheydinhal architecture and has to do with either correcting uv
maps or plugging holes in the houses. Almost all of them had misaligned
LOD doors causing large gaps around the doors. Which won't matter anyway
once you place a real door in front of it in game, But it bugged me so I
fixed them. Use the following list along with the included screen shots
to reference all fixes.


CheydinhalHouseMiddle01:

1. Closed a gap on the left side of the LOD door.

2. Adjusted UV maps for one stone panel on lower right side of home.


CheydinhalHouseMiddle04:

1. Adjusted uv maps for stone panel to left of door steps which was much
larger than everything else on the house. The Cheydinhal textures are good
for masking problems like this so it's difficult to see. But once you assign
a new texture onto the building it stands out.


CheydinhalHouseMiddle06:

1. Closed a gap around the LOD door.

2. Filled in a missing wood frame piece under the upper left side eaves.

3. Adjusted uv maps on two stone panels on the left side of house.


CheydinhalHouseUpper02:

1. Closed a very large gap around the upper balcony LOD door

2. Filled a small wood frame gap on the lower LOD door.

3. There were 12 railing posts which were left as individual pieces. These
have now been merged into the wood framwework.

4. Adjusted UV maps for upper and mid wood frame pieces which had wood grain
texture running the wrong direction.


CheydinhalHouseUpper03:

1. Fixed wood on door frame which had incorrect plaster texture and fixed uv
maps for same as they were never set and were stretching textures out of whack.

2. Closed a small gap above the door.

3. Closed a gap in wood frame to the left of the door.

4. Closed two gaps in the wood framing for the roof tower.

5. Fixed a wood frame piece on right end of house which was incorrectly tied to
stonewall texture.

6. Added wood framing along both sides of fireplace because it just looks better.

7. Adjusted uv maps for wood frame pieces which had texture going wrong direction.


CheydinhalFightersGuild:

1. Closed a large gap around the lower LOD door.

2. Once again fixed uv maps for several wood frame pieces which had the wood
grain texture running the wrong direction.


CheydinhalMagesGuild:

1. Closed a gap around the LOD door.

2. Filled several wood frame gaps on the roof tower

3. Yet again adjusted uv maps on several wood frame pieces to make the wood
grain line up properly.


ChorrolHouseMiddle07:

1. Adjusted uv maps for the small dormer roof. Shingle texture was all botched.


Contents
========

Meshes folder contains 1 each of the following:

CheydinhalFightersGuild01
CheydinhalHouseMiddle01
CheydinhalHousemiddle04
CheydinhalHouseMiddle06
CheydinhalHouseUpper02
CheydinhalHouseUpper03
CheydinhalMagesGuild01
ChorrolHouseMiddle07



There are no textures included since everything uses vanilla textures.


Install
=======

These are resources only with no .esp included. You can drop these in as vanilla
replacers. If you are using the Unofficial Oblivion Patch be sure to have these
meshes overwrite the UOP meshes which do not contain my fixes.

Alternately these can be retextured and used to create new items in the CS. 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 using the mod manager of your choice.

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

3. Example - Load CS. Find HouseLower01 in the static 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.

4. Place the new items wherever you want them.

5. Save your new plugin file.


Credits
=======

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


Legal Stuff
===============

These materials are being distributed as a free to use modder 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.