Oblivion

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SkoomaMaster

Uploaded by

SkoomaMaster

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14 comments

  1. Draco9711
    Draco9711
    • member
    • 14 kudos
    Does not conflict with Better Roads and Bridges. Kudos!
  2. Daimyx
    Daimyx
    • member
    • 0 kudos
    Great mod but I have a problem where the yellow triangles appear in certain places in the park, the only mods I had at the time were fixed containers and better foliage. is it a vortex problem. please I really need help
    EDIT: I'm also using the steam edition with all official plugins
  3. Fyrcynn
    Fyrcynn
    • BANNED
    • 55 kudos
    Does this conflict with FOMO Main - East Docks District?
    1. SkoomaMaster
      SkoomaMaster
      • member
      • 2 kudos
      From looking at the mod page, it doesn't seem like it should. At the moment my Oblivion is unplayable due to technical difficulties, so I can't hop in and test it myself, so I can't be totally sure.
  4. Pickysaurus
    Pickysaurus
    • Community Manager
    • 658 kudos
    Hello there!
     
    Thank you for sharing your excellent mod with the Nexus Mods Community!
     
    We like it so much we're going to promote your mod on our Social Media.
     
    Look out for your mod appearing on our Facebook or Twitter over the next few days!
     
    Keep up the awesome work!
     
    - Nexus Mods Staff
  5. DrWandel
    DrWandel
    • premium
    • 3 kudos
    Your mod looks very interesting. However, as one of your images show something northeast of the imperial city, I assume that this is not compatible with Better Cities (which has the Aristocratic District there).
  6. SkoomaMaster
    SkoomaMaster
    • member
    • 2 kudos
    New version released. Feel free to provide feedback and such, it's always appreciated. I fixed a ton of stuff and added a little more content. I might make an optional version of the mod where Sinkhole Cave is removed entirely if people didn't like my changes to it or if it is still an immersion break for people.
  7. dork1x
    dork1x
    • member
    • 0 kudos
    an amazing job. i'm keeping this. there is some room for improvement, and one serious oversight (the bandit cave, v3.0) but still this is so much better than vanilla which is trying to convince you that two bandit caves on the capitol island (and a wolf near the shrine) are a normal thing. they are not. it's just not believable. in comes this mod to fix that, partly.

    now, a few the complaints and suggestions:

    plate for coins in front of the statue below the bridge is a nice idea, i actually reached for the coin purse to put one there. but please remove the ruby - it clashes with mods that make gems actually valuable (in my case it's 1000gp if i remember correctly).

    if i remember correctly, there are one or two road-variety creature spawn points in the area; you should remove those (maybe you already have). or - even better, consider putting a legion guard into those lists and see how that works.

    shady sam is a bit out of place. maybe consider a bush in front of him?

    entrance into sinkhole cave is too close and too large and visible. if you're asking me, it's not much of a waste if you just delete it - it makes no sense to be there and it breaks immersion (where as your park is a step towards improving it). my suggestion: just inside the northern sewers exit, place a door/trapdoor and connect it to the sinkhole cave interior cell. problem solved - ic citizens that take a walk won't bump into a bandit cave (be sure to remove outside spawns, i was just attacked by 2 bandits), but players that care about having everything can still access the cave.

    things on the painter's blanket clip into the ground. if you can't find an area that isn't slanted, i suggest you just remove the stuff from the blanket.

    now north sewer exit is not a problem - it looks like a sewer exit, it is likely labeled as one and it surely smells like a sewer exit. any citizen out for a walk will stay away. but sinkhole cave is a problem. cave aside, what does the area around it look like? tents and campfire - looks exactly like a camp you made nearby. not only does it look like a citizen might mistake the two camp sites, i am worried i might mistake them (and poke a wrong person with an arrow).

    i hope you'll revisit this mod. in any case, thank you for it. it's a keeper already.
    1. SkoomaMaster
      SkoomaMaster
      • member
      • 2 kudos
      Thanks for the feedback, it's always appreciated!

      I was also a little concerned when I placed that ruby there, but since it was one of the symbols of the empire, I put it there anyway. Now that you mention the value of a ruby in other mods, I will likely remove it in the next update.

      About the creature spawns, I'm sure I deleted all of the possible spawn points near the park when I was in the CS, but I will definitely look again.

      You're right about Shady Sam, I will make him more hidden, as he just looks like an unnecessarily creepy thing that's in the background.

      I was also considering simply removing Sinkhole Cave, but for the sake of maintaining some of the integrity of the normal game , I opted to just hide it better with trees and such. Now that you suggested a trapdoor of some kind instead of the huge entrance it has, I can totally do that.

      I will also adjust the items on the blanket as you suggested.

      About the camp, I also didn't really see it totally fit into the park right after I made it, so I might either remove or tweak it.

      In any case, thank you for the support and feedback. I will definitely try and polish up this mod and remove the extra baggage it might've had with some cleaning tools, I've mostly been busy with other things in my life.
  8. deleted52794726
    deleted52794726
    • account closed
    • 1 kudos
    Sorry. I haven't tried your mod yet, I've jsut downloaded it.

    Seems cool! I've been building a patchcollection for most Imperial City mods and FOMO. Does your mod add a new "Dome" or is it in the same worldspace as Tamriel? IMO it could prevent some "Wacky" behavior and potential conflicts. Anyways, cool mods. Looks very good from your screenshots, I'm excited to try it!
  9. NeZxious
    NeZxious
    • member
    • 0 kudos
    Do NPC"S have ai pathing to visit and leave the park?
    1. SkoomaMaster
      SkoomaMaster
      • member
      • 2 kudos
      Some NPCs walk through the park on the road they would normally walk in the vanilla game on occasion, but they aren't made to sit down on the benches throughout the park.
  10. letam89101
    letam89101
    • member
    • 0 kudos
    Like it :)