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Resources which may be freely shared by others to use in their mods.

8 files

  1. Haskill suit for ZuSkunks

    Haskill's suit mesh from the Unofficial Shivering Isles Patch for ZuSkunks.

    5 downloads

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    Submitted

  2. Sigurd's Ballista

    A simple mesh resource, a new Ballista Siege Engine, including the ballista mechanism itself and a simple -static bolt for Oblivion - the ballista comes in four parts, the base, turntable, elevation wheel and the ballista itself (parts 01, 02, 03, and 04 respectively). I have included a demo esp set up near Anvil Lighthouse to show how to organise the meshes in game. The four parts have been designed to fit together to give the illusion of a movable mechanism, when in reality they are static. The included bolt is also currently static.
    You can look at the ballista in the CS to see how the meshes are placed but essentially it works like this: First place the base – then place the turntable and ballista mechanism on exactly the same co-ordinates, place the elevation wheel on the same x and y co-ordinates, at z co-ordinates -15.6 to the other three parts. The elevation wheel needs to be lower so that it can rotate on its axis. First adjust the elevation of the mechanism, then rotate the elevation wheel in the opposite direction, then select everything except the base and set the direction the ballista is to face.
    In future, I may work to animate this so that the Ballista can actually shoot havoked’s bolts the way Phitt’s cannon could shoot cannon balls. For the moment, however, this is just decoration.

    131 downloads

    0 comments

    Updated

  3. Oblivion: Argonian Guard Dialogue

    These were created for a work-in-progress mod, but Arthmoor expressed interest in them, so I figured there was no reason to keep them to myself if others could use them.
    This file contains spliced voice and lip files in the Argonian male voice for use with Oblivion; they are generic lines intended to be used by guards for arresting the player.
    The directory the files are placed in in this package is correct, but requires some tweaking: the mod's name will replace "Mod.esp" in the Sounds/Voice directory, and the voice and lip files will need to be renamed to work in-game.
    Hopefully modders should have at least an idea of how to get these working in-game, but if necessary I suppose I could do a tutorial.
    Oh, one more thing: if you make the new Argonian guard a member of one of the vanilla guard factions, or a "Guard" by class, there will be missing dialogue lines. The safest thing to do would be to give the NPC a new class flagged as a guard.

    157 downloads

    0 comments

    Updated

  4. Bruma Castle Wall base

    This is just a wall mesh, it will eventually be part of a tileset designed to completely replace all of Bruma's walls, or including Keep, towers, gatehouses, etc. For now this mesh is provided as-is, it has been subdivided so that a modeler can curve or deform it as needed.
    More to come!

    136 downloads

    0 comments

    Updated

  5. Animated Castle Portcullis

    Just a very simple nif based on Beth's original static "castleportcullis01.nif" with sound and animation added. All I did was import the meshes from the standard castleportcullis01.nif into the Kvatchcastleportcullis02.nif, which has animation, then added keys for the sounds to play. As this is based on the Kvatch mesh it has a lower centre than the standard portcullis, so if you simply substituted it for the static version it would be missaligned - you have been warned.
    This was about a 20 minute job, plus a little testing for sound timing, so please feel free to do whatever you want with it, but I would appreciate a credit.

    146 downloads

    0 comments

    Updated

  6. AFK_Garden Paths Resource

    A set of stone walkways made from the vanilla doorstone objects. The set is modular, and contains pieces roughly modeled on the vanilla sidewalk meshes, with a few additions. Each piece includes an editor marker at ground level in the shape of the piece's collision mesh for easier placement in the CS.
    Also included is a small esp file with a test cell (AFKGardenPathsTestCell) that shows how to place the path pieces.

    167 downloads

    0 comments

    Updated

  7. Cell Sized LOD Water Plane

    Bodies of water. They're everywhere in the game. The most obvious of which are Lake Rumare and the Niben Bay. They're both distant visible all the time. But what about your big lake in the hills? Or the lake outside of Cheydinhal? Or any other body of water which is raised above sea level? No, those are not visible at all at a distance. There is apparently a limitation in the game engine which will simply not display it regardless of the water height assigned to the cells. This resource is meant to aid you in changing that.
    Provided in this package are two simple nif files. LODWaterPlane.nif is simply a large square editor object that you use within the CS to add to a cell where you have water. LODWaterPlane_far.nif is the VWD version of the same, which is a basic two triangle water plane with the Lava material added so that the game will treat it as water. It has all of the reflective properties expected, and even displays water ripples when passing over it with the free camera.

    156 downloads

    0 comments

    Updated

  8. Arthmoor's Painting Resource

    A collection of hi-res 1024x512 paintings in rectangle and square format that were taken from in-game screenshots as I played.
    They have been passed through filters in GIMP and finalized using Paint.NET, using the procedure outlined here: http://www.iguanadon...livion-309.html
    Many of these paintings appear in my mods, though not all of them have been used yet. Since the vanilla painting resources are so few and of such low quality, I decided to share these for others to use freely in their own mods.

    115 downloads

    0 comments

    Updated

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