Oblivion

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oblivimonk

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Oblivimonk

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11 comments

  1. SnickerToodles
    SnickerToodles
    • member
    • 0 kudos
    If you have trouble with this mod (I'm using Wrye Bash and it took some tweaking to not get a house made of yellow triangles), do this:

    -Extract the 7z file to its own folder: "Tollingbrook Hollow Home"
    -Open the "Data" folder inside it
    -Ctrl-X to cut the "meshes" and "textures" folders out
    -Paste the folders into "Tollingbrook Hollow Home" (so they appear right above the esp and text file, rather than within "Data")
    -Delete the empty "Data" folder
    -Upload the modified "Tollingbrook Hollow Home" folder to your mod manager instead
  2. Ludsama
    Ludsama
    • member
    • 3 kudos
    Gotta love users posting useless pictures. Useless as in some of these are places in the house already shown by the authors.
    Instead of showing the SAME thing with a bland comment, how about showing spots they didn't feature, like the bedrooms maybe? Weird idea, I know.
    By not showing it, you're unconciously branding them as no selling point. "It sucks so not gonna show it or people might not download"
    Unilke some people here, I do care where I and my companions sleep and eat. Not where I (don't) s***. Beds are necessary, toilets aren't.
  3. Saraane
    Saraane
    • supporter
    • 23 kudos
    It's a nice enough house but I do have a few issues that prevented me from keeping it.

    1. That area is getting over-populated with fabulous houses and with the improved sea domes being so close I knew I would NEVER stay there. Relocate this between the IC and Bruma or Skingrad and IC or Skingrad and Anvil and I would keep it.

    2. I HATE the exterior, there's nothing wrong with it but you just stuck a house on a piece of land and called it done. Where's the landscaping? Where's some benches outside to take advantage of the pretty view?

    I'd give this a 7 out of ten. Granted, my ten is really high but... yeah.
  4. Blastie89
    Blastie89
    • supporter
    • 3 kudos
    Nvm i found it. <img class=">
  5. helol
    helol
    • member
    • 11 kudos
    some good ideas in the house like the toilet and bathroom but mostly like the basement
  6. WalkerOfWoods
    WalkerOfWoods
    • premium
    • 13 kudos
    Oblivimonk: Sure, I understand about the lighting 'issues'. It's not a terrible problem, as the armor stands aren't the spots I spend most time looking at.

    As for gaining experience; that is not easy in any endeavour. Be that programming, modeling or more physical things on the non-digital parts of the spectrum. Because of this, because I for one do realise the effort it takes to create something original and good, and because I enjoy seeing other people's imagination at work, the only just criticism seems to be of the constructive kind.

    But to get back to this mod; the location of this house is not really all that bad. It's a minor issue, and certainly not one you need justify. (Especially true because I could move the house to a different spot if I'd want to.)

    Once again, well done and keep up the good work. You take the time to produce and share things for others to enjoy, and that is appreciated.
  7. Oblivimonk
    Oblivimonk
    • member
    • 25 kudos
    Thank you, all.

    I understand in a few spots the lighting is a bit bright, like at the armor display cases. I try to scatter light in such a way as to achieve the effects I want without droping in so many that fps suffers. Some mods overdue light and the overlapping radii affect fps unless one has a newer, more powerful computer. When you use a limited number of lights, sometimes you must increase the light radius a bit so that you don't leave unduly dark areas.

    I had not made a mod in a few months, mostly just working on bettering my modeling skills. I chose to make a house myself because these models, which are part of a larger resource set I am making, are the first I have produced that have reached a quality level that I would keep in my game.

    I have made previous stuff, and it's blockier, inconsistent, etc and was part of the road to developing the skill. One ususally doesn't just learn modeling and immediately make models comparable to folks like MJY, JQ, Andysaurus, etc. Ya gotta just start producing and learn the hard way how to improve and get some constructive criticism from modders you know, who arten't trolling you but trying to help you reach a level of quality that will be widely acceptable. Obviously, of those modders, the input of other modelers is most valuable, as they understand the complexities and effort of model making, whereas the avergae modder may not be quite aware of the limitations of programs and ideas versus keeping playable fps with acceptable poly counts.

    I chose an out of the way location because it lessens the chance of conflict with another mod (Cyrodiil gets more crowded every day) and I liked the location. With Fast-Travel in the game, and the map markers already visible and enabled, it isn't like anyone would have to go searching for the home, it's right there on your map, just click and you're there.
  8. Oblivimonk
    Oblivimonk
    • member
    • 25 kudos
    Thank you, everyone. It's been a pleasant experience to place this mod on Nexus. My gratitude to Dark0ne, buddah, and LH Hammonds for the changes that encourage modders to upload their work.
  9. buddah
    buddah
    • supporter
    • 1,230 kudos
    Very nice my friend, though I never rate anymore.

    I do give kudos.

    Buddah
  10. LHammonds
    LHammonds
    • supporter
    • 1,190 kudos
    Version 1.0 looks awesome!

    Instead of packaging the archive in the following folder structure:

    Trollingbrook Hollow HomeDataMeshes
    Trollingbrook Hollow HomeDataMeshes
    Trollingbrook Hollow HomeTollingbrook Hollow Home.txt
    Trollingbrook Hollow Hometollingbrookhollowhome.esp

    I'd recommend packaging the archive like this:

    Meshes
    Textures
    Tollingbrook Hollow Home Readme.txt
    Tollingbrook Hollow Home.esp

    This would allow installation to be MUCH easier and having the word "Readme" in the readme file allows tools such as Oblivion Mod Manager to automatically detect it when players create an OMOD from the archive.

    Thanks,
    LHammonds