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Septim741 is holding a weapon-drawing contest for his mod Oblivion Expanded. You can read the interview about Oblivion Expanded we had earlier here.
Septim741:QUOTETo get ideas for new weapons to be used in Oblivion Expanded, we are having an art contest. We are challenging everybody to create a new bow, mace, axe, or sword. Your weapon can be hand-drawn or made in a graphics program. The weapons cannot be taken from a movie or other source. We want you to use your imagination and talent for this! Five winners will be selected.
1st place winner will have their weapon placed in OE along with a quest, a custom made sig, and recognition in the mod’s credits, trailer, and the forums. Second through fifth place will have their weapon placed in OE as well as recognition in the mod’s credits and the forums.
Entry's must be hosted by an image hosting site. I recommend this one. It is completely free and requires no registration. Link to the image must be sent to Septim741 or another team member on Gamingsource, TES Forums, or The Hermetic Synod. The deadline for the contest is Sunday, May 13th. The winners will be chosen by the members of the OE team.
So if you're a good at drawing art by hand or in a graphics program (Like paint), show them what you can do and your own sword might be used in the mod!
A couple of days ago Bethesda hired a new Community Manager. What does that mean you ask?QUOTEMy name is Matt Grandstaff. Yesterday I started as the community manager for Bethesda Softworks. Basically I'm going to be working with you guys and help communicate your thoughts, ideas, criticisms, etc with the folks at the office, while becoming an active member of this community.
You'll see me in these boards, as well as other fan communities for Bethesda games.
I really look forward to talking with you guys and helping to improve our community...it's going to be a lot of fun.
Getting payed to post on a forum? What a job!
With a new Community Manager the community and Bethesda will have more contact with each other. Gstaff (the new CM) has posted in threads discussing ideas for a new DLC, threads complaining about how the Xbox 360 doesn't have a patch yet, etc. He just posted a thread with a link to a site with all the spell codes in the spoilers and cheats section. Why? .... Why not? It's useful. Another example is a thread in which he showed that PES had new mod news. People regularly check PES so it wasn't really useful, but it's the idea of Bethesda chatting with the community and promoting unofficial mods that counts! Yup, so far it looks like a very good move on Bethesda's side.
And thanks to Abramul for telling me about this good news.
TESSource has returned after being offline for the past 12 hours. I want to thank everyone who waited patiently and posted comments of support on the forums. The site is now on a new, much faster server and I'm going to have to do some exploring to see what I can now do to improve the site's quality (remove the caching system, perhaps?).
Le Driver over at The Elder Scrolls Traveler recently contacted me in regards to answering a few questions for the weekly blogspot he writes. Naturally instead of just answering the questions normally I went off on a huge 3,000 word tangent about plenty of things. If you're really bored or enjoy reading my dull ramblins then go check out the interview, otherwise go check out the rest of Le Driver's blog!
Here's a snippet so you can see how boring I am.QUOTETESSource was created under it's initial name, Morrowind Chronicles, back in August of 2001 when I was just 15 along with my best friend, Simon Blackler. We were literally bouncing on one of those big circular trampolines in his garden and he was telling me about Daggerfall and the soon to be released Morrowind. I got on to talking about how I'd been working on a fansite for a game and we chuckled at the idea of creating a fansite for Morrowind. A month later Morrowind Chronicles was up and running.
We really only created the site to develop our own skills in web programming and graphic design and in 2002 Simon “left” the site to work on starting his own internet company, Krystal Solutions (http://www.krystal.co.uk), which I have always been a part of. His company is doing extremely well and we both have TESSource to thank for that.
Game Trailers have a number of videos with split-screen comparisons of Oblivion on the XBox 360 and the PS3. Unfortunately they're a bit small and, ergo, it's a bit hard to point out major differences (or I just have rubbish eye sight).
You can view these comparisons in the Game Trailers video archive for Oblivion.
In this news post I'll mention certain mod projects which are either released and still being worked on, or are unreleased and being worked on. For those not familiar with Bethesda's official forums, 'WIP' means Work In Progress, and 'RELZ' means release. 'REQ(Z)' means request but that's not really relevant. Also, 'OBSE' means Oblivion Script Extender, and for those who have been living under a rock for the last 10 years: 'mod' is modification.
Deadly Reflex 3.3 (OBSE)This includes flipping and bashing, which can also be done by npcs, and decapitation! That's what's out there now, in V3.2. But I'd like to point out an interesting feature coming in V3.3: Horse Combat (Mounted Combat)! There's a video which is linked to at the official thread.QUOTENEW Deadly Reflex 3 aims to change Oblivion´s battles into more challenging, gruesome and realistic experience.
No more doing nothing, these fights are up to YOU to take care of!
NPC's with Jobs 0.9.8 (OBSE)QUOTENPC with jobs will be an ever expanding mod that will cover lot's of professions during time.
With every new version new professions will be added and more interaction will be possible between NPC's, thus forming a full economic system.
A more detailed description can be found at the official thread. All the previous versions of this mod made new npc's on a new island who had jobs. But from V0.9.7 and onwards, jobs will be added to existing npc's in Cyrodiil.
Unofficial Shivering Isles Patch 1.0.0
Just like the Unofficial Oblivion Patch, this patch won't just fix 'real bugs', it will also make sure that trees or plants aren't floating, or too deep in the ground. So far it has also optimized a large tree in Sheogorath's Palace, which should give you an additional 6-7 FPS when looking at it. If you have found a bug that isn't on the fix list yet or a floating tree, tell them!
That's it for now.
V1.2.404 of the Oblivion Construction Set has been released. It requires the V1.2 patch of Oblivion or higher.
'Fixed error with preview window not displaying art properly.'
This was the largest bug in the V1.2 Construction Set. Unfortunately, there were more bugs that weren't fixed in that version:
Some issues with the Height Map Editor.
The lip-synch generator (using .wav files option) is broken.
There's probably more. And from what I've heard this new version also created some new bugs. I'd stick with the original CS for now, until the community figures out what bugs the CS still has, or when there's another update. But that'll probably take a while.
Now that Shivering Isles is out I think a slight change in Poll question is warranted! As always here are the results of the last poll:
Are you going to buy the Shivering Isles expansion?
Yes. 77% (2283 votes)
No. 9%. (270 votes)
I don't know yet. 14% (412 votes)
So that would be a resounding yes then. Sometimes I wonder what all the pesimists on the forums are going on about when they say Oblivion was rubbish; I loved the game and it seems a lot of other players did too (oh I'm gonna get scolded!).
The slightly new poll question asks: How are you finding Shivering Isles?
Update! Read these two posts:
Bethesda has released the Shivering Isles Beta Patch 1.2. It will work for all language versions worldwide, except those downloaded from Direct2Drive.
The patch fixes (well, to summarize it) a bug which appears after +- 150 hours of playing with Shivering Isles, which made items disappear when you dropped them. If you want details take a look at this page.
You should only use this patch if you have the Shivering Isles expansion of course! Now let's hope they fix the rest soon...
(For those using the Oblivion Script Extender, v0009c won't work with it. You'll have to download an update, which will probably be avaiable in a few days.)
And credits to Abramul for spotting this!
I had an interview about the TC (Total Conversion) Project Serpent with its leader, Serpent of Shadow. Their official site can be found here and the forums here.
Pov: Could you give us a general outline of this project?
SoS: Project Serpent is a total conversion for Oblivion that takes its basis from the Heretic/Hexen game series by Ravensoft. We have created our own world that takes key aspects from the Heretic/Hexengames, allowing us to both satisfying fans of the series as well as create something new. We also offer many new systems of gameplay different from the standard Oblivion ones. It is not a story of good and evil, but of light and dark, and the player can join with either side. If they (the player) play their hand right they can even be in both.
Pov: Could you mention a few of these new gameplay systems?
SoS: Leveling System – We are changing how you level into an experience gain. Kill monsters, complete quests, and certain achievements will award experience which in turn awards a level up.
“Hub” Travel – Each region is it’s own worldspace, so it is almost like there are 12 worlds to explore. If you’ve ever played Hexen or Hexen 2, you will remember that their levels were set up as a “Hub”. That is, one level acted as a base, containing portals to multiple levels. Once all of the levels connected to it were completed, you moved on to the next hub. So each of the regions are considered to be Hubs kind of like that, although you are not restricted to solving all the quests before you can leave.
We are also doing some major changes to how you interact with NPCs, more on that to come.
Pov: What is the size of the landmass the mod takes place on?
SoS: We’re estimating about 4x as big as Oblivion’s Cyrodiil. However, each region is broken apart and can be worked on one at a time. So while each region will be smaller than Cyrodiil (usually), the combined total will be much larger.
Read the entire interview here.
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