Oblivion

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glowplug

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glowplug

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  1. glowplug
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    I first wrote a story to base a mod during January 2016.
    Since then, it has undergone several revisions and namge changes but the plot remains the same.

    Most of the mods I did in 2016 were in prototyping for this - to go through the learning curve.

    The Kalosan mod was meant to be a prelude but a number of things changed.
    Where I'd intended to update Kalosan it's quest line was no longer valid.
    Where I'd considered changing the name, there were reasons not to do so.

    Indornia completely replaces Kalosan.

    In all, it has been a period of 22 months where I have worked towards a single goal...
    To finalize the story, do essential construction, a startup quest and several Arihn Korteseo quests.
    The release of Indornia is the result of that goal.
  2. glowplug
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    QUEST BYPASS

    Click the Indornia Stone in Inventory under Stones - you'll work it out.
  3. glowplug
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    SPIDER/SNATI ENCHANTMENTS

    The chest in the mine before the cave.
    If you don't like them then don't use them - my code takes them off you later anyway.
  4. glowplug
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    SPACESHIP

    Instructions for speed change and so on in the downloaded ReadMe html
  5. Orksizdabest
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    So, I've killed that dude who had poisoned me and closed oblivion gate held by a crown piece but nobody would give me any additional quests. Is this the end than?
    1. glowplug
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      The quests can be grouped as...
      Start Up: You've obviously done this
      * get Hermaeus to reveal the Indornia Portal.

      Arihn Korteseo: The Kyraulain military I have no idea whether you've done any of these.
      * clear creatures out of a mine.
      * clear creatures out of a cave.
      * travel to another planet to help the Raksisk - the immortal guardians of Indornia.

      Anu Indarian: You've obviously done these.

      Dalvor side quests: You've done at least 1 of these.

      Captain Starkad: you've at least done the quest.
      * quest related to Dalvor's quest - have you gone back to Dalvor?
      * several easter eggs - did you explore?

      It took me a minute or so to answer a lot more than you could be bothered to give me to go on.

      Version 4: work in progress about same content as original release - takes us back to the roots of the Kyraul.

      1. You obviously did not enjoy any of this mod or you would have said.
      2. If the best you can come out with is "is this the end" then forget it. I'm going to move my mod making time over to something that earns me money.
    2. Freyr95
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      What a douchey response, the guy was just asking if the mod was over or not. I was thinking about trying this mod, now I'm definitely not going to.
    3. glowplug
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      Ouch! 5 years is a bit late to say sorry Orksizdabest. Thanks for pointing this out coin3223.

      I should have replied "Yes, sorry but I haven't been able to complete it as yet". Okay, a few more words but anyway...

      Having started this mod almost a decade ago, I put a fair amount of time into design and planning. I'd hoped to get a few more people on board but really appreciate all the help I got - it is a large project.

      The story requires an underground city where the Kyraul survived until all of them could be sent to the realm of Indornia - hundreds of years before the Oblivion crisis. While building that city, I found I could not model the creatures I wanted so I searched YouTube and came across a video labelled "Don't be a cheap modeller". It inspired and led me to studying over 30 courses on game development in conjunction with developing a game on Unity.

      Having had several careers, I've found that having several projects on the go is far more productive than obsessing on one. At the moment I'm doing the architectural modelling along with a Ukrainian team to rebuild Skryim on Oblivion - I will complete Riften this week. I would love to finish this mod, I would love to finish that game but I need help, I can't do it alone.
  6. GamerSince1992
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    Is the story for this mod complete or are you still working on it?
  7. LuxDivinity
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    Hello,
    I have a question regarding your older mods. Will they ever be reuploaded and what was the reason you abandoned them?
    That's a big loss, because they were good looking creations - for example Kolosan - The Oracle of Almardi, sadly deleted.
    I wanted to try the other dungeon mods, but they're all gone now :(
    1. glowplug
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      I almost can't believe it's 2 weeks since I checked my mods page. I'm pulling long hours developing a game of my own.

      Kalosan became this mod, Indornia, about 1/4 way through development in 2016.

      My other mods include...
      Seydamel Dunwukim https://www.nexusmods.com/oblivion/mods/47419
      Analen Daelkhun https://www.nexusmods.com/oblivion/mods/46770
      Foyada https://www.nexusmods.com/oblivion/mods/46748?tab=files
      Nagasteim https://www.nexusmods.com/oblivion/mods/46102
      Silatari https://www.nexusmods.com/oblivion/mods/32941
  8. BowShatter
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    Haven't seen this issue reported, so I'll post it here.

    If you're facing fps issues in certain areas, especially caves, turn down Grass Detail all the way. It helps a lot.
    1. glowplug
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      Thanks for pointing this out BowShatter.
      I've updated the Description page with your pointer.

      I really hope people will at least try Grass at around 10-30% - those caves are actually Exteriors for Ground Mesh with Pond/River Weeds. Turned all the way down then No Pond Weed :(

      Lag with an amount of Fast Travel on Arc'gah is understandable. It is around the size of the Shivering Isles but mostly flat. Unlike Shivering Isles, every building has LOD (Visible When Distant) copies.
      Enter/exit a building should force 'Cell Unloading'.

      I haven't experienced lag in those caves but they do have a fair amount of LOD so rooms won't disappear.
      Again, hopefully people can run Grass Distance at least 10% for the pond weed.
  9. ArcturusFyr
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    Must...resist...urge...to...DOwnload...LoAd...oRDER...DesTAbilizinG...! Eh, i'll make do. Time I learned how to merge mods anyway. Looks and feels very surreal, but cool.

    The style reminds me of the 80's-90's sci-fi and fantasy novel's i'd sometimes find and read at my school library. And the scaling of the landscape and objects within it that I see in the screenshots anyway, very impressive.
  10. mistresskrahe
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    Just wanted to let you know this is probably the coolest mod I've ever played. when I found out spaceships where involved I lost my shizz. just freakin awesome. can't say how much I'm enjoying it. I actually even shut down my game for a sec to come over here and say how much i'm loving it. Thank you dude. can't believe all the work that went into this. you recreated apographa IN OBLIVION. for a sec I was like WTH am I playing skyrim? lol just jeeeeez. ok back to my game. <3
    1. glowplug
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      Hi there and thanks for the feedback. I've been studying hard and developing on Unity. This is the Kyraul library ported to Unity https://www.youtube.com/watch?v=K-w1h26Ahh0 at 4k. I can not tell when I'll have time for Oblivion at this stage. That would certainly change if I had another modder helping as I would love to keep building Indornia.
  11. monkeyangie
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    hi friend, i wanted to let you know that i recently could play your latest upgrade of the mod, and it is really awesome, i really like all the changes you made, the new dungeons and quests, i uploaded some pictures for your mod, the quest bypass was a really great addition for someone like me that already did some of the quests in previous versions

    what i liked the most was the new dungeons and the fact that you populated Kalosan, i hope you keep doing awesome mods friend, greetings!
    1. glowplug
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      Thank you for your kind words of support. What I do isn't exactly 'Oblivion' or so I've been told - I was wondering if I was losing people's interest in this mod.

      The story has a myth called 'The Legendary Tomb of the Kyraul' - Dalvor Nasam found it which sets everything off.
      Version 4 is meant to include a return to this place.

      The myth describes something like an 'Ayleid style ruin' which is wrong.
      It was already a century old when the last of the Kyraul fled there and centuries more before the last evacuated from Mundus to Indornia.
      My point is that this underground city was home to hundreds of people for centuries - a major project in itself.

      So far I've found myself utterly overwhelmed in trying to model anything. I haven't been able to get a grasp on an 'architectural style' for it.

      Again, thanks for your words of motivation - it means a lot to me.

      PS. I really like your 'eye' for screen shots and I don't just mean this mod.
  12. Killerband4256
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    Are you planning to have anything done on voice acting in the future? Because I'll be willing to participate, I've done voice acting in the past and I have a Blue Yeti.
    1. glowplug
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      That would be great, I'll go over a few things and message you.

      Edit:
      I'd love any of my voicing to be replaced, all if possible.

      To be honest, I've done each release in a few recordings which is about as good as I can get.
      Reading several pages at once has resulted in ad-lib variation - I'd need to extract and correct whichever characters to a new document but that should't take long.

      It would also great to have a female voice if anyone reading this is interested.
  13. roblesstevena
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    YAY!
  14. roblesstevena
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    Any new quests/etc. in 2.1?
    1. glowplug
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      No, I've started on that but found a number of problems so had to do a patch.