Guest ThatOne Posted October 7, 2013 Posted October 7, 2013 Nepro, you will probably have to elaborate on how you want the mod to affect hand-to-hand combat before someone can help you.
AaylatheNord25 Posted October 7, 2013 Posted October 7, 2013 This is going to sound really stupid and/or noobish, but when I first played oblivion, I downloaded a body replacer (DMGUTS to be exact), and I installed it and it worked fine.Long story short, I had to uninstall oblivion and delete some mods (body replacer included), then re-installed it and tried to get another body replacer, but with every body I've tried to download, no matter what I do, I've always got the vanilla body. Can someone help me out pleeeease?Either with a helpful tutorial or by guidance or whatever, I really don't want to be stuck with the vanilla body!Â
gregathit Posted October 7, 2013 Posted October 7, 2013 You need to archive invalidate via bsa redirection at least one time with OBMM or Wrye Bash.  This sets up Oblivion to then look for loose files and give them priority over the original files that are stored in the bsa files.  How to archive invalidate:  http://cs.elderscrolls.com/Oblivion_Mods_FAQ#BSA-redirection  Also, don't install the game to the default location (the program files directory).  The default location will hinder attempts at modding if you are using Vista, Win7 or Win8.
Myst42 Posted October 7, 2013 Posted October 7, 2013 Another question Is there something with spaceship content? I dunno... like that Mothership Zeta DLC for Fallout 3... but.. you know... for Oblivion After all these years nobody ever bothered to make a spaceship location in a mod? I don't care if if doesn't fly, or if it's not a quest... I'm just for the pretty view XD Â
Guest ThatOne Posted October 7, 2013 Posted October 7, 2013 There is at least one on the nexus. Don't remember the name of it, so you'll have to either find it yourself or wait for someone else to link it for you.
JSmith20142 Posted October 7, 2013 Posted October 7, 2013 Try 'Ayleid Sky Platform' http://oblivion.nexusmods.com/mods/41374//? Â Mind the step! Â
Myst42 Posted October 7, 2013 Posted October 7, 2013 Hmm... Thanks anyway but not exactly what I was aiming for... Â This and the other one I found (Star Ship Orion) are all made of vanilla stuff, with Ayelid meshes etc... I thought of something made of really sci-fi futuristic stuff... Sadly, seeing Ayelid architecture, magic symbols plus ruin and dungeon architecture breaks the immersion for me (the immersion of it being a spaceship)
JSmith20142 Posted October 7, 2013 Posted October 7, 2013 If you want to play a futuristic, sci-fi game, do you think Oblivion mod sites are the best place to find it? Â Â
Myst42 Posted October 7, 2013 Posted October 7, 2013 Complain about me being stupid all you want but you know nothing of my reasons to want a futuristic mod in a medieval lore game And I do have them  Well... Probably Duke City is the only thing close to futuristic... no space ships though... this is probably futile  Â
Nepro Posted October 8, 2013 Posted October 8, 2013 Nepro, you will probably have to elaborate on how you want the mod to affect hand-to-hand combat before someone can help you. When you put o gauntlets it increases the damage, something of a sort.  Also can someone test for me console command from mod Unarmored Skill for Everyone Version 3.04 Beta set LPUSfEGlShowMessages to 0 I tried to type this in order to stop the spamming message boxes that pop up because of armor based on non-standard slots. Non-stnadard slots armor will generate warning like this:        I copied and pasted mod readme below in spoiler:   Plugin: Unarmored Skill for Everyone Author: Low Post Version: 3.0.4 __________________________________________________________________________________________ 1. Description 2. Installation / Uninstallation 2.a.1) Installation 2.a.2) Update from GalerionTrueUnarmored 2.0.1 2.a.3) Update from a previous version of Unarmored Skill for Everyone 2. Uninstallation 3. "Technical" information & useful console commands 3.a) Display of additional Information 3.b.1) Maximum Defense Bonus 3.b.2) Comparison chart 3.b.3) Reducing the Defense Bonus 3.b.4) Messages about changes of the real Defense Bonus 3.c) Starting Value of the Unarmored Skill 3.d) Training of the Unarmored Skill 3.e) Maximum Skill Level 3.f) Lights able to be turned on or off 4. Known Bugs & Issues 5. Known Incompatibilities 6. Hosting Information 7. Contact 8. Credits 9. Used Tools & Resources 10. Changelog  +-----------------------------------------------------------------------------------+ ¦ ATTENTION: ¦ ¦ This is a revision of GalerionTrueUnarmored by Galerion. ¦ ¦ Unfortunately, I wasn't able to make contact with him and the ReadMe doesn't say ¦ ¦ anything about such cases. ¦ ¦ Therefore, I don't have the permission to release this Plugin. ¦ ¦Although, I don't want to deprive the community of this Plugin. I put this warning ¦ ¦ at the top of the ReadMe, so everyone who doesn't want to use a revision released ¦ ¦ without written permission can forgo this Plugin. ¦ +-----------------------------------------------------------------------------------+  ============== 1. Description ==============  This Plugin is an enhancement/revision of GalerionTrueUnarmored 2.0.1: It adds an "Unarmored skill" to the game. This causes players to get a defense bonus even without wearing an armor so that magiacians who prefer using robes have a chance, too. The defense bonus depends on you current Unarmored Skill, but also from the armor you're wearing. Certainly, you only get a bonus for the unarmored parts of your body. Certainly, the unarmored defense bonus will never be the same as the best one you get from an armor. You can find a comparison chart under point 3. It's assumed that you get the maximum bonus possible (which means you wear no/the complete armor). Compared to the original version, I changed the following things: - I used OBSE-commands for a better imitation of a "real" skill: * It's possible to use the unarmored skill as a major skill. You can either replace one of the default major skills, or use it as an additional major skill. * The Unarmored skill now has a governing attribute: agility * Skill improvement only if neither heavy, nor light armor has been improved (only when the body, not the armor, was hit) * Using a true exponential function * Percentual damage to the unarmored-bonus by means of equipped pieces of armor * The skill level used by the calculations is influence by luck and fatigue. - Including trainer for the Unarmored skill * Training the Unarmored skill used Training sessions, just like a normal skill does. * The first trainer lives in Anvil and leaves his home for 2 hours every day to take a walk. * All new dialogs are non-vocal. I suggest to use Universal Silent Voice: http://www.tesnexus.com/downloads/file.php?id=16622 - Displaying the skill level * X-Skills is used if it has been installed. * Otherwise a faction is used. - Reducing the time to check wether the player has been hit The time between two updates can be chanded discretionary. Use the following console command: set LPUSfEGlfDelayTime to x x is the time between two Updates in seconds. Standard: 0.5 (GalerionTrueUnarmored: 1.0) - NPC get the unarmored skill, too (won't be trained) That's the main reason I made this Plugin, because I thought it was unfair that only the Player got an unarmored skill. Because this component causes CTDs for some players you can disable it using the following console command: set LPUSfEGlbEnableNPC to 0  ATTENTION: This PI REQUIRES OBSE v0018 (or higher)!  ================================ 2. Installation / Uninstallation ================================  2.a.1) Installation ------------------- Install OBSE v0018 (or higher). Copy/Move the 'Unarmored Skill for Everyone.esp' into your '...\Oblivion\Data'-folder and activate the *.esp in the OblivionLauncher. As long as this plugin is active always start Oblivion with the 'obse_loader.exe'.  2.a.2) Update from GalerionTrueUnarmored 2.0.1 ---------------------------------------------- Follow the instructions at 2.a.1 Start Oblivion with both, GalerionTrueUnarmored & Unarmored Skill for Everyone activated. Wait for the MessageBox informing you about the successful update and the Game quitting itself. Deactivate GalerionTrueUnarmored, start Oblivion & load the automatically created SaveGame. From now on everything should work like after a normal Installation.  2.a.3) Update from a previous version of Unarmored Skill for Everyone --------------------------------------------------------------------- Overwrite the old Version with the new one and start the Game. Wait until the Game quits automatically and use the automatically created SaveGame to continue playing. Afterwards, everything should work without any problems.  2. Uninstallation ------------------- For a clean uninstallation, unfortunatly, it isn't enough to just deactivate the plugin. The reason is that otherwise the player and all NPCs who've met him will keep the defense-bonus. Due to the mass of NPCs it isn't possible to fix this with a simple console command. Therefore, I included a possibility which should faciliate a clean uninstallation: Type the following command into your console (` or ~, left next to 1) while this plugin is still active: set LPUSfEGlbUninstall to 1 After this the defense-bonus will be removed from all NPCs and the player. Additionally, the game will be saved (Uninstall Unarmored Skill for Everyone) and closed. Thereafter, you can deactivate & delete the *.esp without anything left into your savegame (Certainly you have to continue playing with the automatically created SaveGame ).  ==================================================== 3. "Technical" information & useful console commands ====================================================  3.a) Display of additional Information -------------------------------------- It's possible to display information about this PI in console. Therfore you have to use the following console command: set LPUSfEGlibDebug to x The following values (instead of x) should be interesting for the player: 1: Displays information about the unarmored skill of the player 2: Displays information about the unarmored skill of the NPC in the crosshair 3: Displays information about the player and the NPC in teh crosshair. This way alway the last one updated is displayed. You have to bear in mind that the last two will use the complete console. This can cause Messages of other PIs not to be displayed. Note: from now on I'll use for the Debug-Test 1 (2) Player-Debug (NPC-Debug).  3.b.1) Maximum Defense Bonus ---------------------------- The maximum defense bonus is calculated with the following fomulas: until Skill 25: Defense Bonus = 0 Skill 25 --> Skill 100: Defense Bonus = 9/2000 * Skill^2 Skill 100 --> Skill 200: Defense Bonus = 13/198000 * Skill^3 - 6487/198000 * Skill^2 + 2714/495 * Skill - 23395/99 ab Skill 200: Defense Bonus = 500000/3 * Skill^-2 - 8500/3 * Skill^-1 + 85 ATTENTION: you won't get any defense bonus with a skill below 25  3.b.2) Comparison chart ----------------------- ------------------------------------------------------------------- | Skill | Unarmored | Fur | Mithril | Glass | Iron | Ebony |Daedric | | 20 | 0 | 5 | 12 | 21 | 14 | 25 | 32 | | 30 | 4 | 9 | 14 | 23 | 20 | 30 | 34 | | 40 | 7 | 10 | 16 | 29 | 22 | 33 | 41 | | 50 | 11 | 12 | 20 | 31 | 24 | 40 | 45 | | 60 | 16 | 12 | 21 | 33 | 25 | 42 | 52 | | 70 | 22 | 13 | 24 | 38 | 30 | 45 | 54 | | 80 | 29 | 14 | 24 | 41 | 32 | 50 | 61 | | 90 | 36 | 14 | 26 | 43 | 34 | 53 | 64 | | 99 | 44 | 14 | 26 | 43 | 34 | 54 | 66 | | 100 | 50 | 30 | 48 | 73 | 40 | 60 | 72 | | 200 | 75 | ? | ? | ? | ? | ? | ? | -------------------------------------------------------------------  3.b.3) Reducing the Defense Bonus --------------------------------- However, the value can still be reduced: * If you have a skill below 75 and carry more then half of your maximum encumbrance limit (Encumbrance Limit at Player-Debug) your defense bonus will be reduced by x% of the maximum defense bonus, where x is how much percent you wear over the (Player-Debug) encumbrance limit. ( ( Encumbrance - EncumbranceLimit ) / EncumbranceLimit ) * If you have a skill below 50 and wear at leat one piece of armor you won't get any defense bonus * If you have a skill below 100 and wear at least one piece of armor your defense bonus will be reduced by 5% of the maximum defense bonus. * Additionally, the bonus will be reduced by n%; n is the correponding GemeSetting(s) 'iArmorDamageXXChance'  All "DamagePercents" are combined to TotalDamagePercent (at Player-/NPC-Debug). So, if TotalDamagePercent >= 1 the Defense Bonus will be 0.  3.b.4) Messages about changes of the real Defense Bonus ------------------------------------------------------- After every change (defense bonus is (not) penalized) per default a Message informing you about this incident is displayed. You can disable them using the following console command: set LPUSfEGlShowMessages to 0  3.c) Starting Value of the Unarmored Skill ------------------------------------------ The staring value of the unarmored skill will be calculated as followed: Every calculation of the start level begins with a value of 5. In addition 10% the average of the Acrobatic, Alchemy, Alteration, Athletics, HandToHand, Illusion, Mysticism, Restoration, Security and Sneak skill will be added. From this value 10% of the average of the Armorer, Blade, Blunt, Heavy Armor, Light Armor and Marksman skill will be substracted. If you chosed Magic as class Specialization the value will be increased by 5. Provided that you chose to use the unarmored skill as a major skill this value will be increased by 20. If you want to change the skill of the player you can use the following console command: set LPUSfEGllPlayerSkill to x  3.d) Training of the Unarmored Skill ------------------------------------ Something about the training of the unarmored skill: * Only works for the player • NPCs have a constant skill level which is calculated as follows: Primarily, the average of all (Vanilla-)Skills is calculated. To this value 10% of the average of the Acrobatic, Alchemy, Alteration, Athletics, HandToHand, Illusion, Mysticism, Restoration, Security and Sneak skill is added. From this value 10% of the average of the Armorer, Blade, Blunt, Heavy Armor, Light Armor and Marksman skill is subracted. If the NPC has Magic as class Specialization the value is increased by 5. • An exception to this rule are the Trainers which a a static skill level which was specified by me. * After the player has been in hurt during combat and neither light, nor heavy armor has been trained the "Progress" will be increased by a certain value. You can change this value with the following console command: set LPUSfEGlSkillUseIncrement to x The current value is displayed at Player-Debug in the console. * After Progress >= SkillNext a level up will follow and Skill Next will be newly calculated (also happens after the calculation of the start skill). The calculation of SkillNext will be the same like the one of a normal skill.  3.e) Maximum Skill Level ------------------------ The maximum Skill level which can be reached is by default 100 (with OBSE_Elys_Uncapper 200, if activated in the *.ini). Beyond this there won't be any training. You can change this value with the following console command: set LPUSfEGllMaximumSkillLevel to x  Using the console command mentioned above to change the skill level of the player it's possible to reach a higher skill lever (which also has an effect), but this would be cheating and that's just bad manners.  3.f) Lights able to be turned on or off --------------------------------------- As some of you might have seen in my little Teaser-Video I implemented Lights which are able to be turned on or off. A Light turned on can be turned off simply by activating it, or by using an Frost Damage- or Resist Fire-Magic Effect. A Light turned off can be turned on by activating it with an equipped torch, or by using a Fire Damage- or Light-Magic Effect.  ====================== 4. Known Bugs & Issues ======================  - The Trainers aren't fully integrated into the world of Tamriel, yet. - Some Lights keep their flames when they are turned off. - If your only equipped armor doesn't use a recognized slot no message is displayed when you unequip that armor. - My english isn't the best.  ============================ 5. Known Incompatibilities ============================  - nGCD, OXP & other alternative levelling systems • Not fully incompatible, so they won't work together in any way. It's just the case that the Unarmored skill isn't integrated in the new levelling system. • To come a bit closer to the Oblivion XP (OXP) levelling system it is advisable to use the following console command: set LPUSfEGlfSkillUseIncrement to 0 It deactivates training through simple being-hit; training with trainers is still possible.  I plan to create some compatibility based (optional) adjustment to the plugins mentioned above (nGCD & OXP). When they are created depends on how much time I have and how much time is required to create these adjustments.  ====================== 6. Hosting Information ======================  Due to this Plugin being a Open Beta-Version I expect more frequent Updates then a normal Plugin. Therefore, I do NOT allow to upload this Plugin anywhere else. Once I declare the beta phase as finished the rules I specified for my other plugins apply to this one as well. Once things have progressed to that point, I'll specify them here, too.   If I left Oblivion-Modding someday and you want to do something else then hosting* this Plugin ask for a permission, first. If you can't get in contact with me (which means: no reply in a month or more using every way to contact me mentioned below) you can do whatever you was, as long as you give proper credits.   *If you can't get in contact with me and the Plugin isn't available anymore, you're also allowed to upload it on your site.  ========== 7. Contact ==========  You can contact me (Low Post) via Private Message in one of the following forums or by sending me a mail.  Mail address   Official ES forum http://www.bethsoft.com/bgsforums/  Multimediaxis http://www.multimediaxis.net/index.php ElderScrollsGames.de http://www.elderscrollsgames.de/distribution/ Newraven.net http://forum.newraven.net/ World of Elder Scrolls http://forum.worldofplayers.de/forum/index.php Scharesoft forum http://www.scharesoft.de/joomla/forum/index.php  ========== 8. Credits ==========  Galerion for his "primal version" of this Plugin.  The OBSE-Team for the creation of OBSE and for realising a lot of my requests. You all are just great. Keep up the good work.  Elys for creating Pluggy.  The guys from the CS-Wiki, who provide to (almost) every Script command a detailed Description.  haama because he explained to me how the thing with the Update works.  DWS, because he put my nose on the solution for the Slowdown with DarkUI'd DarN. Who would think that a Return in the Gamemode-Block helps against Slowdons in Menumode?  Laulajatar, because he created the Icons and found another reason for the Slowdown with DarkUI'd DarN. Why causes a Variable as a float, but not as a long such problems when used with ModActorValue? And why was it a float at all?  Satsuma, because he created Fenas Erelie's hut and everything around it.  Puff for creating the invisible collision mesh I used for the Lights which are able to be turned on or off.  Everyone who spends time writing tutorials.  Everyone who deserves it, but I forgot to mention.  ========================= 9. Used Tools & Resources =========================  TES Construction Set: • http://theelderscrolls.info/?go=dlfile&fileid=158  Oblivion Script Extender: • http://www.obse.silverlock.org/  Pluggy: • http://karamail.nerim.net/elys/Pluggy/  Wrye Bash: • http://wrye.ufrealms.net/#WryeBash  Oblivion Mod Manager: • http://timeslip.chorrol.com/obmm_download.html  Name Generator: • http://www.silgrad.com/oblivion/rangen/index.html • http://www.meisterdermagie.de/ngen/ngen.html  Invisible Activator modders resource: • http://tesnexus.com/downloads/file.php?id=22549  ============= 10. Changelog =============  3.0.4: - Fixed a Bug in the OBSE-Version-Check. - No Skill-Reset with the Update-Save.  3.0.3: - Fixed a Bug with the German SkillBook not working. - Fixed a Bug with Training-Conditions. - Fixed another source for a Menu-Slowdown with DarNified UI which didn't have any effect before. Now the Inventory is only forced to update when sth. has changed. - Generated PathGrids in the Worldspace around the Master trainer.  3.0.2: - Increasing the required OBSE-Version to v0018 - Removed dependency on Pluggy. - Fixed a Bug in Magic Effect-Scripts. - Fixed a Bug in Rename-Scripts. - Improved Formula for Calculation the NPC-Skill-Level. - Implemented the Quest for the Master Trainer. - Implemented ModPCMiscStat to show Skill Increases, Training Sessions and Read Skill Books (yes, I also implemented one) for the Unarmored Skill on the Players Statistics Page. - Optionally implemented Custom Spell Icons. - Optionally implemented X-Skills. - Added support for "Unarmored Base.esm". - Added support for "GlobalSettingsInterface.esm".  2.4.0: - Fixed the last bit of incompatibility with DarkUI'd DarN (now for real). - Included Icons (Thanks to Laulajatar). - Faluel Donail, Akish & Fenas Erelie integrated into the world. * Currently without any schedule, they just stand there and do nothing. * The quest for the master trainer hasn't been implemented, too. Currently you can train with him without any quest.  2.3.1: - Fixed the last bit of incompatibility with DarkUI'd DarN. - Fixed a Bug which caused the Game to terminate without saving while deinstallation.  2.3.0: - If the defense bonus was penalized because of too much weight, but not longer affected bye wearing some pieces of armor the wrong messages has been displayed. - Some little Tweaks in Sukchuk Dirr`tur's concealment - Fixed a Bug which disabled Training in the english Version. - Implemented the possibility to disable the Messages informing about a penalized defense bonus: set LPUSfEGlShowMessages to 0 - Implemented the possibility to disable the NPC-Component of this Plugin: set LPUSFEGlEnableNPC to 0 - Created compatibility to DarkUI'd DarN (hopefully).  2.2.2: - Fixed the Calculation of TotalDamagePercent Thanks to Scoopy for finding this Bug.  2.2.1: - Error Messages for Armor are only displayed if the only Slot they use doesn't have an "iArmorDamageXXChance"-GameSetting. • In Addition the Name & ID of the Actor wearing it is displayed, too. - Moving on to OBSE-Strings. Nevertheless, Pluggy is still required. (LC, GetFileSize, INIReadInt, Arrays)  2.2.0: - Reduced Spam in Console produced by a massive usage of GetGameSetting. - Implemented Timer in Menumode, too. - Introduced Spells & Scroll to absorb/drain/fortify the unarmored skill. - Implemented Influence on the Skill by Luck & Fatigue. - Every Trainer now has a name - Changed the damage system a bit.  2.1.1: - Fixed some Minor Bugs  2.1.0: - Trainer for the Unarmored skill - Changing the calculation of the PlayerStartSkill  2.0.0: - Increasing the required OBSE-Version to v0016 - Implement a German Version (Is determinded by the file size of the Oblivion.esm) Changing possible with this console command: set LPUSfEGlQuest.Language to 0/1 ;English/German -Additional approaches to a real skill: * Affection the attibute bonus for Agility on LevelUp * Possibility to use the Unarmored skill as a major skill, either replacing a normal major skill, or as an additional major skill. Affecting the LevelUp count. * Changing the calculation of the PlayerStartSkill --> Increased similarity to vanilla-skills retained calculation for NPCs --> otherwise, skill would be too low - Improved the method for checking equipped pieces of armor  1.0.2: - Fixed a Bug which caused players without a specialization in magic to become a master of the unarmored skill with the first strike on an unarmored part of the body. - Fixed a Bug which caused an uncloseable MessageBox to appear when someone equipped a piece of Armor using an unusual Slot  1.0: - Initial Release (Open Beta) @web.de>  You can get the mod from here http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=2%207&func=fileinfo&id=1655
skillz44 Posted October 8, 2013 Posted October 8, 2013 Another question Is there something with spaceship content? I dunno... like that Mothership Zeta DLC for Fallout 3... but.. you know... for Oblivion After all these years nobody ever bothered to make a spaceship location in a mod? I don't care if if doesn't fly, or if it's not a quest... I'm just for the pretty view XD Â Â You mean like this? Closest thing you are describing. Â http://oblivion.nexusmods.com/mods/32858/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D32858
Myst42 Posted October 8, 2013 Posted October 8, 2013 Yeap That's more like it It still could use a little more alien it seems... It looks like a human spaceship XD But close enough. Sold! I'll try that one Don't take me wrong, the Ayelid one also seemed nice (So i'll try it too) but not exactly a spaceship  EDIT: also found something alien... still not high tech alien, but organic alien... Etherwalker
Ohmygod Posted October 8, 2013 Posted October 8, 2013 Is there any other mods that contains the twin blade Kanshou & Bakuya from the game(anime) Fate/stay night ? Â I have found two in TES NEXUS, one is Kanshou&Bakuya that only contains the normal waepons, no dual bound spell, Â another one is Unlimited Blade Works - Faker, that contains the weapon and single bound spell(not dual bound I'm looking for), and a lot of not wanted. Â so I'm looking for other mods, maybe not in that TES NEXUS, that probably bring not only that weapon, but also some more content from Fate/stay night to Oblivion. Â
Nightwynd Posted October 8, 2013 Posted October 8, 2013 Anyone knows where to get the Diablo Elf chocolate textures? Something similar like this one? Â Thanks! Â I am pretty sure that these textures belong to DiabloElf 6 in 1. Both DiabloElfs and Chocolate Elves Xeo (which is the one in the image) share the same head model, so their textures are interchangeable. Â
AnnaFly Posted October 9, 2013 Posted October 9, 2013 Is there a mod that allows the player to edit inventories of all npcs and most importantly choose what clothes they wear? Greetings   Sorry if i've made a double post , but i cannot find a answer , so ... yes there is one mod , and very usefull for this purpose and other things : Refscope ( OBSE needed) .  You can see all references with this utility. It is a "Must Have" for a tester.   http://oblivion.nexusmods.com/mods/21862   Cheers.   PS : sorry , there already was an answer ( post 222) ... but with a different solution . With Refscope you can get a lot of other informations and not only for an inventory .
DrN Posted October 9, 2013 Posted October 9, 2013 Is there a mod/console command which allows you to gain ownership of dead NPC houses?( for ex Aglamir in IC and Glarthir in Skingrad). I have seen it in the past, but cant remember where
gregathit Posted October 9, 2013 Posted October 9, 2013 Is there a mod/console command which allows you to gain ownership of dead NPC houses?( for ex Aglamir in IC and Flarthir in Skingrad). I have seen it in the past, but cant remember where  I have never heard of a mod that does this but there indeed are console commands: http://www.uesp.net/wiki/Oblivion:Console_Command_Tutorial#SetOwnership  Set Ownership will give you items and objects. Set Cell Ownership along with the location codes can give you buildings.  Have fun.
Nepro Posted October 10, 2013 Posted October 10, 2013 Is there a mod that switch the imperial guards into roman legion soldier like the one they wearing on skyrim?  They should look like hadvar's.  http://tesalliance.org/forums/index.php?/files/file/1318-wac-waalx-animals-creatures/ Waalx Animals & Creatures mod makes Imperial Legion look very close to Roman Legion Soldiers. They get the red rectangular shield and irokez styled helm. I recommend adding another mod beside WAC called Hemingweys Capes http://oblivion.nexusmods.com/mods/29012/? Hemingweys Capes adds red and blue capes which enhance the look of the Imperial Legionnaires.Â
Nepro Posted October 10, 2013 Posted October 10, 2013  Is there a mod/console command which allows you to gain ownership of dead NPC houses?( for ex Aglamir in IC and Flarthir in Skingrad). I have seen it in the past, but cant remember where  I have never heard of a mod that does this but there indeed are console commands: http://www.uesp.net/wiki/Oblivion:Console_Command_Tutorial#SetOwnership  Set Ownership will give you items and objects. Set Cell Ownership along with the location codes can give you buildings.  Have fun.  You can gain ownership of Agarmir's House through this mod.  http://oblivion.nexusmods.com/mods/42714//?
Guest ThatOne Posted October 10, 2013 Posted October 10, 2013 Would a mod that adds a spell which sets ownership of the player's current cell to the player do? Because that's really easy to script. I could make it for you, if it's what you're looking for.
Guest Posted October 11, 2013 Posted October 11, 2013 Is there a mod that makes it a crime for looting dead bodies in front of guards? Â Â
Nepro Posted October 11, 2013 Posted October 11, 2013 Is there a mod that makes it a crime for looting dead bodies in front of guards? Single mod that does only what you  ask? I don't know but Enhanced Economy has such feature.    ; ================== Settings to control looting legality =====================  ; Makes it illegal to loot dead guards or other friendly dead NPCs. Set to 0 to make it legal to loot dead bodies. ; Set to 1 to make it illegal to loot dead guards, to 2 to also make it illegal to loot other dead friendly NPCs set tnoEE.deadOwnership to 1  ; Makes it illegal to loot dead NPC within city limits ; 0: disabled ; 1: Illegal to loot guards within city limits ; 2: Illegal to loot all friendly NPCs within city limits ; 3: Illegal to loot all NPCs within city limits set tnoEE.deadOwnershipInCities to 2  ; It is illegal to loot an NPC that matches at least one of the two criteria above. E.g. having deadOwnership of 1 and deadOwnershipInCities of 3, ; makes it illegal to loot guards anywhere, and illegal to loot other NPCs within city limits.  ; Makes it illegal to loot containers in cities, and plants/containers belonging to farms, etc., if non-zero. ; If set, the value also determines the bounty for harvesting an owned plants while being watched. Bounty for containers are handled by normal bounty settings set tnoEE.ownership to 10  Â
Lustfulnight Posted October 11, 2013 Posted October 11, 2013 hey guys, i have a qestion and depending on the answer, a request?is there a game rip of poisons clothes and hair from street fighter? im a fan boy for that chick...srsly shes wow O_O.ive seen alot of game rips which turned out amazing on here! but none will please my gamer nerd needs until i have a poison game rip !!!.i know this character isnt "Lore" friendly. but im not one to care for that, my modded oblivion isnt really oblivion anymore, its all modern with mods like hip huggers and urban clothes along with duke city, so having poison's game rip would be that cherry on top of my giant ice cream =D!so back to the point, if there isnt one, would someone be willing to take up my request? =3
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