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 Post subject: Mods by our members
PostPosted: Fri Aug 20, 2010 9:11 pm 
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Grand Master
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Joined: Sun Aug 06, 2006 12:24 am
Posts: 2994
ES Games: Oblivion, Morrowind
Platform: PC
Status: Retired
UESPoints: 0
I had this idea to make a list of mods made by our members, to have a place where they can be found easily. If you want your mod added to the list, please make a post here, and say if it's a work in progress or a finished mod, a small description, the author(s), a download link (if available), and a link to the related thread (if available).

Note that in order to keep this somewhat tidy, post only updates about the mods here, and keep discussion to the specific mods thread. I'll edit this post whenever necessary to keep everything updated.


Linchal Necromancer Home

Author: Deandra
Status: Finished
Download: TesNexus
Discussion topic: Click
Description: This mod adds a Necromancer-themed home close to Fort Linchal and Northeast of Kvatch.
The house was designed to make it easier to roleplay as a necromancer, and contains several features to allow you to change your gameplay.


The UESP Inn & Village.

Author: Shadow Warrior
Status: Work in progress
Download: Click
Discussion topic: Click
Description: UESP Easter Egg Mod. Village which features NPCs from the UESP, an Inn, some houses and general easter eggy stuff.

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 Post subject: Re: Mods by our members
PostPosted: Fri Aug 20, 2010 9:42 pm 
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Guardian
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Joined: Sun Sep 13, 2009 1:25 pm
Posts: 689
Location: 01010101 00101110 01001011
ES Games: Oblivion GOTY, Skyrim.
Platform: PC, Xbox 360, Xbox One.
Status: I look pretty young but I'm just backdated, yeah.
UESPoints: 1
The UESP Inn & Village.
Author: Shadow Warrior
Status: Work in Progress
Link: Link
Discussion Topic: Link
Description: UESP Easter Egg Mod. Village which features NPCs from the UESP, an Inn, some houses and general easter eggy stuff.


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 Post subject: Re: Mods by our members
PostPosted: Mon Sep 13, 2010 4:03 am 
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Champion
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Joined: Sat Oct 18, 2008 3:00 am
Posts: 902
Location: Rebuilding the lost city of Sutch
ES Games: Morrowind, Oblivion
Platform: PC/Windows 7 x64, PS3
Status: Exhilarated
UESPoints: 0
BFG's Enhanced Armory Realism (BEAR)
Author: BFG
Status: Released
Link: TESNexus
Discussion Topic: ElderScrolls
Description: This mod does a number of different things, but the overall purpose is to increase immersion related to your weapons, armor and clothing. For example, armor enchantments weaken as your armor takes damage. Enchanted weapons require more charges for the same enchantment as they are damaged. Broken armor falls off. Clothing gives a small amount of protection. New weapons are automatically equipped if your current one breaks or is disarmed. All of that applies to the player and NPCs, and is fully customizable.

BFG's Open All the Gates
Author: BFG
Status: Released
Link: TESNexus
Discussion Topic: NA
Description: This mod allows you to control the size of the Oblivion crisis. With the included INI file, you can control how many gates open, all the way from zero Random Gates (i.e. only the 10 scripted Gates open), to where an infinite number of Gates will spawn, and they can reopen as soon as you close them! The effect of the mod varies depending on where within the Main Quest you are.

More Amber and Madness Weapons (working title)
Authors: Spiney, kriscrash, Ionis the Bear, BFG
Status: Work in Progress
Link: NA
Discussion Topic: UESP
Description: When completed, this mod will add the "missing" Amber and Madness weapons to Shivering Isles. For example, if you ever wanted an Amber Claymore or a Madness Battle Axe, you'll be able to get one! We also have a few other surprises in store. The mod will be as seamless with vanilla SI as possible. Special attention is being paid to model/texture quality, and to getting the stats set correctly. The mod will also fix numerous errors with weapon stats in the vanilla game - even quite a few that the Unofficial Patches don't fix.

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 Post subject: Re: Mods by our members
PostPosted: Mon Sep 13, 2010 8:19 pm 
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Master
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Joined: Wed Mar 03, 2010 1:37 am
Posts: 1498
Location: The Tops Casino
ES Games: Oblivion, Morrowind, Daggerfall
Platform: PC, Xbox
Status: having someone read my status
UESPoints: 0
Aww, why not?

Starfall

Author: Arch-Mage Matt
Addition Credit: Lunarsweets (Some fixes around the town)
Status: Work in Progress
Link: N/A
Discussion Topic: Link
Description: A medium sized town that slowly grows from running errands for the town leader to saving the world and meeting the gods. Finished test mod coming within the month so I can post screenshots and trailers.

Tavern-Goers

Author: Arch-Mage Matt / My creative and intelligent alias, oblivionuzer
Status: Finished
Link: For you? Of course.
Discussion Topic: None
Description: Spawnpoints are added to every tavern that makes several people come and populate taverns.

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Last edited by Arch-Mage Matt on Sat Oct 09, 2010 2:12 am, edited 1 time in total.

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 Post subject: Re: Mods by our members
PostPosted: Fri Sep 17, 2010 12:50 am 
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Champion
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Joined: Sat Dec 01, 2007 5:56 pm
Posts: 898
Location: The Archives.
ES Games: Oblivion, Morrowind, Daggerfall
Platform: Teh Box of Xitude. Also the 'puter.
Status: UESP (Un-)Official Date-keeper.
UESPoints: 0
Cyrodilian Abodes

Made by meh.
WIP
Download Herrr....
A mod intended to bring homes all throughout Cyrodill. A work in progress at the moment. One house is done!

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 Post subject: Re: Mods by our members
PostPosted: Fri Sep 17, 2010 7:12 am 
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Champion
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Joined: Sat Oct 10, 2009 5:03 pm
Posts: 802
Location: Can't remember
ES Games: Oblivion GOTY
Platform: PC, PS3
Status: Does anyone actually read these?
UESPoints: 0
Natural Homes - Beauty Spot Rock

Author: Jakarius321 (ME!)
Status: Released
Link: TES Nexus
Discussion Topic: N/A
Description: Small Player owned home just off the Blue Road, West of Cheydinhal. Fashioned out of a rock and complete with a mini waterfall inside. Map marker provided...

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 Post subject: Re: Mods by our members
PostPosted: Tue Apr 05, 2011 3:08 pm 
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Grand Master
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Joined: Mon May 24, 2010 6:59 pm
Posts: 2063
Location: inside 3ds Max
ES Games: Oblivion
Platform: PC
Status: reading Matt's status
UESPoints: 0
Kriscrash Weapon Pack 1

finally releasing something, guys :P

Author: krisCrash aka b3ars
Status: Finished
Download: http://www.tesnexus.com/downloads/file.php?id=37880
Description: Adds 3 new swords .. and a chest.. in Aleswell Inn. Brand new models, high slashability.
Pictures are in the link, nuff said :)

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 Post subject: Re: Mods by our members
PostPosted: Fri Jul 08, 2011 9:36 pm 
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Joined: Fri Jul 08, 2011 9:43 am
Posts: 142
Location: England
ES Games: Morrowind, Oblivion
Platform: PC
Status: Active
UESPoints: 0
Most of these mods are part of the Fileplanet pack of my mods which also contains the CURP update patch thats not listed below. The files that are in the pack below, link to the pack on fileplanet from the download area. Since you need to be registered to download from the Guild, here is a direct link to the pack on fileplanet.

http://www.fileplanet.com/216598/210000 ... e-Mod-Pack

The Cyrodiil Upgrade Overhaul and Giskards Tales from the Tomb have been updated and so are not in the pack, or the packs version is out of date. Best use the link below for those. Also remember these mods tend to be added too constantly so the pack will become more and more outdated as time goes on and individual mods are updated.

One word of warning, back in 2009, lots of trolls ripped off my mods and spread dangerous fakes all over the net that caused uses a lot of problems. Getting them removed has proven impossible so if you want to be sure to be downloading a version I really uploaded, use the links below because on some sites, they even managed to get files added to my account. I no longer use thoses sites that allowed that btw.

Giskards Tales from the Tomb
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: A fancy house with a quest, NPCs you can configure, a castle you can decorate and lots of other stuff.

Sheogoraths Accords of Madness
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: A CUO style overhaul for the shivering isles, which was actually the inspiration for CUO so this mod is a little ironic :)

Fighters Guild Contracts V1.2 (NO CUO Version)
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: Adds lots of jobs the fighters guild, if you use the cyrodiil upgrade overhaul, use the version of this mod that comes with that.

Kingdom of Almar
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: One of my few none lore mods, this is about a group of druids living below ground in the roots of an old tree and a dark threat thats recently revealed it self.

The Elder Council -Temple of the One
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: Restores the temple of one after the end of the main plot, adds a new order of Septim Monks and generally makes the temple worth using. For example you can prey away your infamy 1 point at a time here. Very useful of you have the Elder Council installed and play a legioneer.

The Elder Council
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: This mod puts the heart back in to the empire by adding all the imperial administration and legion offices, comes with main quest, lets you join the legion and do legion jobs. Introduces several features that other mods in the Cyrodiil Upgrade also use. One of my best mods i think. This also supports the 4th Era lore features and puts Titus Mede on the throne. Also adds the city of Arenthia to the Valenwood border with Cyrodiil as a quest location.

The Necromancer Mod
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: This mod tells the Necromancer side of the Mages Guild banning Necromancy story, comes with quests and your own necromancer tower.

Kvatch Rising
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: Probably the best Kvatch mod available, this mod supports the Oblivion main plot fully, allowing it to finish before kvatch is rebuilt and puts refugees in various towns during the main quest so you see the effect of Kvatch being destroyed within cyrodiil. Once rebuilt you get one of the most authentic rebuilds done so far. Theres also an override option to let you get kvatch early if you really want too. Also has an arena, lots guilds and lots of quests. You may not be count in this mod.

Kvatch Aftermath
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: My original Kvatch mod, about as lore friendly as most kvatch mods out there except Kvatch Rising which is strictly lore friendly. This one lets you become count, lets you decorate your castle do quests, customise the gear of everybody in the town if you have toastie says share installed and a lot more.

Cyrodiil Upgrade Resource Pack 1.4.9
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: A game neutral resource pack that contains modders resources that can be used to build any mod. I secured all the permissions first and even included a credits doc. There is a Patch to upgrade this in the fileplanet pack of my mods along side CURP it self.

Cyrodiil Upgrade Resource Pack ALL to 2.6 Patch
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: This file updates all versions of CURP to 2.5

Giskard's Cyrodiil Upgrade Overhaul
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: A new kind of overhaul, best read the link above because its got a long feature list and its not about weapon rebalances either. This is something you have not seen before in an overhaul.

CUO Chorrol
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: Revamps Chorrol so it matches the Guide to Chorrol, has a mine you can work for and some quests, plus retextures some stuff to use local stone. Giving it a different look from other cities.

CUO Leyawiin
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: Revamps Leyawiin according to the Guide to Leyawiin but also adds the Legion fort that got scrapped from Oblivion before release. Helps support the Elder Councils Legion features.

CUO Bravil
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: Revamps Bravil in line with the Guide to Bravil, makes it what it was always supposed to be. Inspired by blood and mud btw.

Origin of the Mages Guild
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: Revamps the mages guild in line with the lore book, Origin of the Mages Guild and after the main oblivon plot ends, it starts supporting 4 era lore like the Synod and other features.

CUO Bruma
Author: Giskard
Status: Constantly being added too.
Download: http://www.theengineeringguild.co.uk/in ... Itemid=129
Discussion topic: The guilds private forum
Description: Revamps Bruma in line with the Guild to Bruma, tries to make it look and feel like a real nord town. Adds a smithy you can own and supports the CUO merchants esp.

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Last edited by giskard on Wed Sep 14, 2011 12:53 pm, edited 2 times in total.

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 Post subject: Re: Mods by our members
PostPosted: Thu Jul 21, 2011 12:41 pm 
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Joined: Fri Dec 26, 2008 2:34 am
Posts: 273
Location: Somewhere east of the west end of Nowhere
ES Games: Oblivion, Daggerfall, Arena, Morrowind, Skyrim
Platform: PC
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UESPoints: 0
Oblivion Unleveled
Author: Me, of course.
Status: Done, but fixing bugs and taking requests.
Download: http://www.tesnexus.com/downloads/file.php?id=39536
Description: An overhaul of the world-revolves-around-you system. Actually, a complete removal of it.

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 Post subject: Re: Mods by our members
PostPosted: Wed Aug 17, 2011 1:34 pm 
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Posts: 6880
Location: Narsis
ES Games: Arena, Daggerfall, Morrowind, Oblivion, Skyrim, ESO, Legends, Blades
Platform: PC, PS4, PS5, XSX
UESPoints: 5
Sounds like it might be something I'm interested in Zip, but one question, how are you going about it? Is it like Morrowind's world? Are some areas insanely hard at first, while others are a complete walk in the park?

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 Post subject: Re: Mods by our members
PostPosted: Wed Aug 17, 2011 3:06 pm 
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Joined: Fri Jul 08, 2011 9:43 am
Posts: 142
Location: England
ES Games: Morrowind, Oblivion
Platform: PC
Status: Active
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Master Z

My CUO unlevels things in the same way and the feedback I got from my users was mostly favourable because i categorized types of baddies and aimed them at certain levels of player. For example Goblins and bandits are pretty weak, marauders are much harder. Higher leveled NPCS = better armour and weapons so you can see the difference. For example, if an NPC has Ebony, you know he is going to be a high level character, if he has leather, then he is going to be low level character.

This allowed for a visual identification of the most successful NPCs and there for the hardest to kill, it also give players a reason to take one on early since everything, even the equipment was levelled so getting a good sword early made a big difference when it came to taking on any baddie.

The system worked very very well and is built in to CURP, i encourage people who want to make their own overhauls to use CURP and make theirs out of my presets. Because I do not edit original NPCS, CURP provides a way to make an overhaul that does not massively conflict with other peoples overhauls. For example my CUO is just 1 flavour possible from using my CURP system and you can run it with fcom without patches or special measures.

Simply because CUO only uses its own creatures and its own NPCs, it does not use default ones and it does not go near quest npcs either.

You might find it enlightening to browse what I did.
TIE is another mod with similar goals that might be worth a look.

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 Post subject: Re: Mods by our members
PostPosted: Sun Sep 18, 2011 3:25 am 
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Grand Master
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Joined: Sun Mar 01, 2009 11:46 pm
Posts: 2062
Location: North Tyneside (Geordieland), UK
ES Games: Morrowind GOTY, Oblivion, Skyrim
Platform: PC
Status: Mega-burping at Dragons (with Dragonrend)
UESPoints: 0
Harvester at TESNexus

My first EVER uploaded mod, a simple little script attached to an empty Quest. If the Block control is pressed with no weapon out (i.e. when Block isn't normally usable), any plant within Activate range is automatically harvested as soon as the crosshair touches it. This means you can "sweep" the crosshair over plants to harvest them (often while you're running) instead of laboriously stopping, aiming and pressing Activate ONCE for each plant.

Dunno about you, but I've looked for a simple Auto-Harvest mod but nothing is really suitable. I don't want EVERY plant around me harvested as that just clutters up my inventory with ingredients I don't need. I don't want plant meshes to disappear completely as that will conflict with Harvest Flora which changes the meshes to visually indicate when plants are harvested. I don't want Harvest Flora bundled with an Auto-Harvest mod, because I already have Harvest Flora. And I don't want to harvest containers as well, or have extra "activator items" in my inventory, like a Ring.

All I want to do is AIM at plants and have the game automatically harvest them when I'm holding down a certain key or mouse button which is otherwise unused. That way, I can target JUST the plants I want. Nothing on TESNexus actually DOES the simple thing I want, so I decided to write my own mod.

Full details are in the description at TESNexus (which is a copy of the Readme). It's a tiny download, only 4K, and dead easy to install/uninstall as it's just a single ESP file with no meshes or textures to worry about.

Hope you enjoy it. :wink:

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 Post subject: Re: Mods by our members
PostPosted: Sun Sep 18, 2011 3:47 am 
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Uhh, guys...

This topic is a year old...

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 Post subject: Re: Mods by our members
PostPosted: Sun Sep 18, 2011 3:57 am 
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ES Games: Oblivion, Morrowind, Daggerfall
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Stickies are never dead.


Please read the rules before you enforce them, Goofball.

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 Post subject: Re: Mods by our members
PostPosted: Mon Nov 07, 2011 1:08 am 
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Location: Cyclopean and many-columned Y'ha-nthlei
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Master Z wrote:
Oblivion Unleveled
Author: Me, of course.
Status: Done, but fixing bugs and taking requests.
Download: http://www.tesnexus.com/downloads/file.php?id=39536
Description: An overhaul of the world-revolves-around-you system. Actually, a complete removal of it.


I am trying this mod atm. I've just started a new character so I'm level 1 however I find everything very easy to kill. So is it just to me this do not work?
Since I've recently reinstalled Oblivion I do not have any mods. So I figured I would get this one and "Better Dungeons" as well, but neither seems to work. The files are marked in Oblivion Launcher. What do I do? (this might be a bit off-topic, but it is still about one of our member's mod... so)

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 Post subject: Re: Mods by our members
PostPosted: Tue Nov 08, 2011 3:22 am 
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Location: England
ES Games: Morrowind, Oblivion
Platform: PC
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Try the Cyrodiil Upgrade Overhaul, it unlevels things and makes the game more of a challenge, there should be a link in one of my posts above.

CUO does a lot more than most overhauls too, so be sure to read the docs so you know what it does.

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 Post subject: Re: Mods by our members
PostPosted: Fri Nov 18, 2011 12:16 pm 
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Location: Srbija
Platform: PC
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I created a so to say mod but whas not sure how to call it so i need some sugestion.
Mod is good inaf fo end users and have some veri complex scripting metod so im like not willing to live him in dust.
so plz some sugestion of how do you think this mod shuld be called so end users finde him ease.

Mod is all abouth helping you to make good previev of your character so you can make nice screanshots.
This mod is made only for purpose of me learning to script wen i whas bored and off line before like 7 monts.
So i just gona say what mod can do:
1. it can make your camera go tfc and rotate it so you have direct face previev.
2.can togle rotate camera so no need to hold button.
3.can freez/unfreez (stop in time) all high proces AI ( NPC,Creature or beter say all that is loaded and living neer player.)
4.Can freez player in time, but not the same way like npc, for example if raning your character will be freez but it will move.
5.It can slow time
a) slow time bu 0.1 up to 0.1
b) incrise time speed bu 0.1 if less then 1 (global) up to 1
c)Directly slow time to 0.2 and reseting it to 1 if it is lees then 1
6)can stop player arrow in air if arrow is shot not mor then 1 sec befor. wen activated agen this comand will make arow go foward and all but it will not harm nobady.
7) have in game configuration menu to set/reset (1,2,3,5c) comands to custom hot keys.

Note that mod is not intended for game play usage, its only purpose is to help make action screanshots and previeving your character whit ease.

Do ignore my bad English, sory.

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 Post subject: Re: Mods by our members
PostPosted: Sat Nov 26, 2011 9:34 am 
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Location: Srbija
Platform: PC
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As no one had any suggestions, I decided to call him "ScreenShot Helper", the mod is now available for download.

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 Post subject: Re: Mods by our members
PostPosted: Sun Sep 02, 2012 2:40 pm 
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ES Games: Morrowind, Oblivion
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Ambient Town Sounds

Author: Lendrik (me)
Status: Finished

Download:
http://planetelderscrolls.gamespy.com/V ... il&id=3293
http://oblivion.nexusmods.com/mods/13009

Discussion topic:
http://forums.bethsoft.com/topic/140819 ... on-updated

Description: This mod adds ambient crowd sounds to cities and town of Tamriel. Goes nicely with any mod that increases the number of NPCs in cities.

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Last edited by wildespace on Wed Sep 05, 2012 5:22 pm, edited 1 time in total.

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 Post subject: Re: Mods by our members
PostPosted: Sun Sep 02, 2012 4:50 pm 
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Grand Master
Grand Master
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Joined: Wed Oct 24, 2007 10:18 pm
Posts: 1746
Location: Seattle, WA
ES Games: Skyrim, Oblivion
Platform: PC
UESPoints: 6
Your description looks suspiciously like my mod's :lol:

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The Good-Natured Tomboy of Team Awesome

My Skyrim mods:
Saturalia * Babette's Feast * Additional Amulets * Noble Female Clothes

My Oblivion mods:
Full listing is here


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 Post subject: Re: Mods by our members
PostPosted: Wed Sep 05, 2012 5:14 pm 
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Novice
Novice
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Joined: Mon Aug 20, 2012 2:14 pm
Posts: 83
ES Games: Morrowind, Oblivion
Platform: PC Windows 7
UESPoints: 0
Deandra wrote:
Your description looks suspiciously like my mod's :lol:

Lol, I must have been a blonde in my previous life. Also notice that I uploaded an Oblivion mod to morrowind.nexus :lol: :oops:

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 Post subject: Re: Mods by our members
PostPosted: Wed May 10, 2023 7:06 am 
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Layman
Layman

Joined: Wed May 10, 2023 6:59 am
Posts: 1
ES Games: Oblivion
Platform: PC
Other Profiles: Mackenzie
UESPoints: 0
Hi, I'm new to this forum. So I don't know if this is the right place for me to question the mod here or not? The mods that people comment here are different and it mods different features, right? So now I'm using a mod that increases the number of NPCs in techloky cities. So updating these mods will not affect the game.


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