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Found 48 results

  1. Rotation/Translation/Scale animations?

    If I have a .nif file with built-in animations that only involve translating, rotating, and scaling the entire mesh, how would I go about adjusting how much it does all of those things? Like, for example, making a spike trap go twice as high, or a moving wall only move halfway. I've tried messing around in NifSkope, but I can't seem to find or change the values I'm looking for, at least not in any way that shows in the preview. NifSkope seems pretty complex, so I'd rather not learn how every piece works if I can just figure out how to do the simple stuff I need. For context, I wanted to edit the 8 Frostcrag Spire circle pads and the wall on the main level to raise higher / stop halfway, respectively. I'm also open to code solutions that look reasonably natural and not stilted, in Oblivion.
  2. The Missing Books

    As many of you probably know, there are a handful of books that were in Oblivion or Morrowind that did not appear in Skyrim. There was actually a mod on the Nexus, although I am having difficulty finding it, that added around 170. Are there any plans to add these missing novels to the appropriate provinces' loot tables? Or at least tucked away in certain dungeons? It would be really awesome to be able to read some classic Morrowind literature in Morrowind. It might take a while to copy the text from the Imperial Library into the mod but I think it would be worth it, personally. If someone could ask the appropriate people in charge about this I would much appreciate it.
  3. This is a suggestion I put on the subreddit a few days ago, but I figured I should post it here as well and hear your thoughts. In the Imperial City, in the location of the former Mage's Guild, there should be an artifact that allows a rudimentary spell-crafting system similar to the one found in Oblivion, perhaps attached to a quest that must be completed in order to use it. I am no expert in the architecture of Skyrim's engine, but it has been done before by multiple modders in fact, and one of them might be able to lend their advice or loan their code if we do not have enough resources to dedicate to it. In addition, we have the previous games for reference as to how to balance it. In order to make these new locations feel like a natural part of the game, adding a new, unique, location-specific system like this would go a long way and I think the team (if you're reading this) should really consider it. As an example for a quest to attach it to, I think attaching it to a major Thieves' Guild quest would be a very fitting choice, with the background that after the dissolution of the Mage's Guild the guild properties either fell into the hands of the government or were auctioned off to some wealthy noble. Alternatively, it could be done as a quest for some other magic organization (Synods?) where the player is asked to travel to the Imperial City and procure the artifact by any means necessary. Keep in mind these are all just examples of how it could be implemented. Pros Adds tons of fun and customization to the Skyrim experience. Brings back an old feature that everyone loved. Entirely lore friendly and fitting to the location. Can be seamlessly integrated into a guild quest or main quest. Potentially has most of the groundwork laid by modders already. Seriously, people will spend hours messing with this stuff.
  4. Application - 3D Prop Artist

    Hello there! My name is Rickey but I'm also known as Oblivsjourney in the community. I am 20 years old and I'm applying for a position in the Beyond Skyrim development team as a 3D prop artist. I specialize in prop/architectural/environmental modeling, mesh optimization, texturing/retexturing and materials (Substance Painter). I am also trained in Adobe Photoshop. I have a lot of experience with Bethesda creation kits (Oblivion, Skyrim, Fallout 4, GECK) and am currently working with a published indie game team, so I consider myself able to work well with a team and get things done effectively. I would love to work with the Cyrodiil team because Oblivion is my favorite video game of all time and I'd love to see more of it reborn as a Skyrim mod. I hope to actually work at Bethesda one day so I know working on this mod will make my resume look even better! Below are the links to my Artstation and my Instagram, in which all of my works can be viewed. I have also attached my resume because why not. I really appreciate you taking the time to look over my application and hope to hear from you all soon! Regards, Rickey Barnes Email: rickey9.rb@gmail.com https://oblivsjourney.artstation.com/ https://www.instagram.com/oblivsjourney/?hl=en Richard_Barnes_Resume.docx
  5. Altmer Concept Art

    Hello! (I am completely new to these forums, and have basically no clue as to how things work - but that's not there point; therefore I digress.) Nonetheless, I was wondering if anyone here had any idea as to what Aldmeri architecture is like. From in-game sources, you can see the Velothi architecture in Morrowind, the re-hashed-cookie-cutter homes from the MMO, and the White Gold Tower in Oblivion. But what would an actual Altmer, High-Elf home look like? Specifically, I am looking for concept art. I drew this picture (I am very bad at drawing. Atrociously bad.) and made a mesh in Blender - which I just so happen to be garbage at that too. I cannot get the colors right at all, it's extremely difficult doing the windows and trying to imitate the peaking, towering architecture that you would expect. Does anyone on the forum have any concept art they have seen? I am in desperate need of them because I'm trying to make a Skyrim mod. Tips would be appreciated. For further reference, I will link a few pictures from google to show what I was basing this off of. Sorry for so many images! Please reply with any general descriptions, comments, or images you can. Have a great day, and thanks in advance.
  6. Oblivion DLC Delayers

    Version 1.0.2

    111 downloads

    This mod is a simple yet immersive and lore friendly way for the official DLC in Oblivion to be started. Normally when creating your charater and exiting the prison cell, you are accosted by a number of highly unrealistic quest prompts that bombard you with information about things you should know nothing about and may not even want for the particular character you are playing. Instead, now you will either be able to find out about these quests via notes or in some cases simply by discovering the locations on your own.
  7. Skyrim Project INI ( SpINI )

    I am not the author just posting this here to spread the word : Skyrim Project INI by DoubleYou DoubleYou has been researching this on the STEP forum for a long time, and the resulting tool he has made is pretty good from what I have seen so far ( there is a lot of previously unknowns / bad advice debunked with this tool ) I dont think anyone has researched any Bethesda INI tweaking quite as much or so well as this project has achieved, its shown me a thing or two I did not previously know about. He has also done a similar portable tool for Oblivion and the Fallout games - At the moment I would guess that Fallout 4 is still a WIP until Bethesda leave behind doing any official patches to the game. Anyway, give it a good look at, read everything. For anyone who has Skyrim on its Ultra settings, DoubleYou recommends using this tools High setting to achieve the same visuals with slightly better performance. SpINI's idea of Ultra pushes the game a bit further than the vanilla Ultra settings - I have my new MSI Laptop setup with SpINI Ultra setting and its working great. Highly Recommended imho , and it will probably sort out a lot of peoples bad setups ( which have been influenced with old bad advice topics / descriptions all over Nexus which have never been squished or revised with newer information )
  8. Elder Scrolls: Wolf Skull Cult by DovahFahliil

    From the album The Birth of the Dragon Elves

    This is strongest piece of evidence currently in possession of the Empire of existence of the Wolf Skull Cult. It was found on the body of an informant that was being used to flush the death cult out. The Wolf Skull Cult as many know were the progenitors of the Crown Wars, started by Lelkmir the Reviled. The cult is thought to be founded by Nelkir the Spider, once the high priest of the Daedric prince Mephala and prime suspect in the murder of his father, Balgruuf the Greater. Whether or not this is true is not firmly established, most of the information coming from second hand accounts of Lelkmirs rantings by those who slew him. It is not known what the original purpose was, but it came to be an organization set on destroying the Volk Dynasty and all those that supported it, specifically Black Dragon Trading and the Dovahfahliil. There are indications that they've attempted this several times, the most successfull being the Crown Wars. It was thought that the organization had been destroyed after the death of Lelkmir and his council. But investigations soon discovered a lead that soon ended with this one and only note from the group. 'Death to the Wolf'
  9. Birth of the Dragon Elves by DovahFahliil

    From the album The Birth of the Dragon Elves

    The first printing of the Birth of the Dragon Elves written by BriiSeBrom. Printed with the second generation printing machine located at the Greymoor Academy. In it she details the planning and execution of the Birth of the Dragon Elves by Ruvaak Wolf-Born, the last Dragon born. The newest race to appear on Nirn.
  10. BDTA P.23-P.24 by DovahFahliil

    From the album The Birth of the Dragon Elves

    This is a second edition printing of 'Black Dragon Trading Ascending'. Printed with the second generation printing machine located at the Greymoor Academy. The section showcases a map detailing the influence of the Trading company and the near climax of the Great Endeavor. Black Dragon Ascending like most Greymoor books is commonly found across Tamriel, and is currently collected by those few interested in FenSeBrom's works.
  11. Winterhold Map 4E214 by DovahFahliil

    From the album The Birth of the Dragon Elves

    This map was created around 214 by an unknown associate of Jarl Kaldar 'the builder' some time before he was named 'the builder'. Kaldar was an Imperial appointee after the end of the Stormcloak Rebellion. When the First Dragon Lord, Ruvaak'Se'Brom, then Ruvaak Wolf-Born, founded Black Dragon trading, Kaldar asked that the company would be based out of Winterhold. With the agreement, Winterhold's population exploded, and plans were rushed to accommodate. This map illustrates the result of the monumental effort spearheaded by Kaldar, Ruvaak, and the College of Winterhold.
  12. Tapestry-Seal of Ruvaak by DovahFahliil

    From the album The Birth of the Dragon Elves

    This is the tapestry displaying the seal of Ruvaak'Se'Brom.. This would be hung inside the main hall at the head of the room for everyone to see. This would only be displayed in Black Stone Castle. The tapestry features the symbol of black dragon trading and the DovahFahliil, the four powers of the Blackreach Tribunal; Morrowind, Skyrim, High Rock, and Hammerfell.
  13. From the album The Birth of the Dragon Elves

    This painting was an attempt by the grand archivist to reconstruct the Falkreath Fragment. One of the few renderings of the Dragon Lord before the Dinok. It was created by the Journeyman Illuminator ShulSeBrom of the Greymoor Academy. And out of respect to the original unknown artist, remains unsigned.
  14. From the album The Birth of the Dragon Elves

    This is a page recovered from the ruins of Castle Bruma. Thought to be the last resting place of Odmi the Wanderer, only son of Talsgar the Wanderer. It was in Bruma that Odmi settled after his many years exploring Tamriel and penned his famous compendium on the DovahFahliil. Most copies of the books were hand written and utilized either hand drawn or woodblock prints. This is one of the extremely rare depictions of RuvaakSeBrom before the Dinok, when he was Ruvaak Wolf-Born. This page also details the public discovery of Ruvaak's identity as the Black Dragon. Unfortunately most of Odim's works were destroyed in the Third Daedric Invasion when the Boethian Army decimated Bruma.
  15. From the album The Birth of the Dragon Elves

    This is the tapestry is the Funeral Shroud of RuvaakSeBrom, first Dragon Lord of the DovahFahliil. This is hung inside the Dragonlords Hall in Black Stone Castle. Funeral shroud tapestries are one of the main ways the DovahFahliil commemorate their dead. Unlike those who follow the nine that intern their departed, the Dragon Elves burn theirs in reverence to the Lord Father. Because of their incredibly long lives, a death in the family is considered a major event and is often commemorated with a tapestry that the family hangs in the home. Sometimes bonded families with close ties to a DovahFahliil will ask that one be commissioned to hang in their own home. This tapestry features the symbol of black dragon trading and the DovahFahliil, the four powers of the Blackreach Covenant; Morrowind, Skyrim, High Rock, and Hammerfell. It also depicts the image of the torn elderscroll used to open the doorway to Boethiah's realm, the image most associated with the Third Daedric Invasion.
  16. The Blackstone Fragment by DovahFahliil

    From the album The Birth of the Dragon Elves

    The face of BriiSeBrom is well known, her likeness published in several books over the last age. But an representation of the second dragon lord before the Dinok'Se'Wuth'Laas, death of the old life, are extremely rare. This is the only representation found of her original features, all of which are kept in the Black Stone Castle vault off the coast of OdusOkaaz, formerly known as Winterhold. The Blackstone Fragment was recently found in Blackstone Castle itself in one of the lower vaults among some personal relics of the First Dragonlord. Best estimate this was painted by an unkown artist around her sixteenth birthday, which would date this before she was bound to the stone.
  17. Print of the Ahkriin Edict by DovahFahliil

    From the album The Birth of the Dragon Elves

    This is a print provided by the Greymoor Academy of the Edict Ahkriin. It is an unspoken rule that whenever any edict is put into form, it is to be done with great skill and reverence. So great is the endeavor to pay respect to these edicts that it has become common for them to be sung, not spoken. The Edicts are morals provided by Zul'Se'Drog'Bromah, or Voice of the Lord Father. While communication with the Living God, as he is commonly referred to, is done like any other divine correspondence, Day to day guidance is provided by a DovahFahliil selected by the god as a permanent connection. This mantle is the only other in DovahFahliil society as important as the Dragon Lord. It was through this connection that the Nine Edicts were communicated to Tamriel. The guidelines that all Dragon Elves live their lives, along with any member of the talons.
  18. Print of the Vahzen Edict by DovahFahliil

    From the album The Birth of the Dragon Elves

    This is a print provided by the Greymoor Academy of the Edict Vahzen, or in the common tongue, Truth. It is an unspoken rule that whenever any edict is put into form, it is to be done with great skill and reverence. So great is the endeavor to pay respect to these edicts that it has become common for them to be sung, not spoken. The Edicts are morals provided by Zul'Se'Drog'Bromah, or Voice of the Lord Father. While communication with the Living God, as he is commonly referred to, is done like any other divine correspondence, Day to day guidance is provided by a DovahFahliil selected by the god as a permanent connection. This mantle is the only other in DovahFahliil society as important as the Dragon Lord. It was through this connection that the Nine Edicts were communicated to Tamriel. The guidelines that all Dragon Elves live their lives, along with any member of the talons.
  19. Print of the Zin Edict by DovahFahliil

    From the album The Birth of the Dragon Elves

    This is a print provided by the Greymoor Academy of the Edict Zin, or in the common tongue, Honor. It is an unspoken rule that whenever any edict is put into form, it is to be done with great skill and reverence. So great is the endeavor to pay respect to these edicts that it has become common for them to be sung, not spoken. The Edicts are morals provided by Zul'Se'Drog'Bromah, or Voice of the Lord Father. While communication with the Living God, as he is commonly referred to, is done like any other divine correspondence, Day to day guidance is provided by a DovahFahliil selected by the god as a permanent connection. This mantle is the only other in DovahFahliil society as important as the Dragon Lord. It was through this connection that the Nine Edicts were communicated to Tamriel. The guidelines that all Dragon Elves live their lives, along with any member of the talons.
  20. Volk Dynasty Flag by DovahFahliil

    From the album The Birth of the Dragon Elves

    This is the official flag of the Volk Dynasty. Established after the defeat of the Boethian host and death of the first Dragon Lord. Volk Sharp-Tooth, general and leader in the 'Battle of Gold Road' was widely supported for his success at keeping the Empire from plunging into chaos after the campaign, along with his hard fought victories during the Third Daedric Invasion. As a result he was crowned emperor the third year of the second age. This flag was commissioned by the small council, the traditional Imperial Diamond is shown, but the Wolf, the familial seal of the Volk Family is in the fore. The horned helmet in the background is a common non DovahFahliil representation of Ruvaak'Se'Brom and commemorates the Dragon elves that have fought and died to preserve the Empire. This is of special note particularly because Volk is said to have descended from Torygg the Younger, rumored to be the bastard son of Ruvaak'Se'Brom and High Queen Elisif.
  21. Dragon Lord Tapestry by DovahFahliil

    From the album The Birth of the Dragon Elves

    This tapestry is the commemoration of Ruvaak'Se'Brom naming as Dragon Lord of the DovahFahliil. It was commission by Greymoor Citadel, made by the weaver's sect of the citadel. The symbols were specially chosen to represent the rule of Ruvaak'Se'Brom, featuring the extensive construction and expansion he sponsored, his connection to the Great Halls of the Lord Father, and his role in the Great Endeavor, bringing about the Dinok, and creating the Dragon Elves. This is currently hung in Black Stone Castle and is one of the few representations of his mighty staff Fen'Do'Jun, Will of Light, which still stands at the edge of the Heartland Cliffs in Bruma. The heart of the staff, the red gem at the top, is said to have been made from the essence of Volderung, possessing a portion of the power the Lord Father wields.
  22. From the album The Birth of the Dragon Elves

    This is the second age flag of Kvatch, capitol city of the province of Clovia. The aftermath of the Third Daedric Invasion saw a major change in Tamriel, geographic, political and militarily. Redefining populations, boarders and general missive. Decades after Volk Sharp-Tooth was crowned Emperor, many cities in Cyrodiil lobbied to have the Province divided due to the new differences in wealth and power. Emperor Volk held meetings with the Counts and Contesses and eventually new boarders were agreed upon. One of those was the creation of Clovia, with Kvatch as it's Capitol. While not as wealthy as it's neighbor Anvil, Kvatch represented the might of the Imperial Military and government in the west, and was selected for these reasons, much to the Count of Anvil's chagrin. The flag features the seal of Clovia surrounding the crest of Kvatch, with the Imperial diamond above. Kvatch was officially named the Capitol in 2A 37
  23. From the album The Birth of the Dragon Elves

    This is the second age flag of Markarth, a major city in the province of Keizaal. The aftermath of the Third Daedric Invasion saw a major change in Tamriel, geographic, political and militarily. Redefining populations, boarders and general missive. Twenty years after Volk Sharp-Tooth was crowned Emperor, the High queen of Skyrim and the Head of House Redoran lobbied to merge Skyrim and what remained of Morrowind into one new province. Good relations along with the avoidance of taxes on inter provincial trade were the motivations of the merger. Emperor Volk held a meeting with High King Torygg IV and Mistress Morvayn, the result being the creation of Keizaal in 2A 23. Markarth itself for a long time suffered when most of it's mining operations dried up, but made a comeback when Jarl Bula Gra Olur began focusing on attracting blacksmiths. Outside of the DovahFahliil, Markarth boasts the best blacksmiths in Keizaal. The flag features the seal of Keizaal surrounding the crest of Markarth, with the Imperial diamond above.
  24. Painting of Volk Sharp-Tooth by DovahFahliil

    From the album The Birth of the Dragon Elves

    This is an early painting of Emperor Volk Sharp-Tooth. It was commissioned in 5E267, roughly four years before the Third Daedric Invasion. It was commissioned by his family to commemorate Volk's rise to the station of General after his brilliant victory against the Orismer Remnants in the Wrothgarion Mountains of High Rock. The Emperor's family line is well documented, leading back all the way back to Torygg the Younger, son to High Queen Elisif. The artist is unknown and it currently sits in the Volk ancestral estate.
  25. Second Age Map of Winterhold by DovahFahliil

    From the album The Birth of the Dragon Elves

    This is the most current map of the Winterhold District in Keizaal. Governed from OdusOkaaz, Winterhold is the traditional homeland of Black Dragon Trading and OdusOkaaz is the second largest city in Keizaal and some say the Empire. While many consider it a part of the Imperial Capitol, Saarthal, due to the sharing of the western city wall, the District has it's own Jarl, Asglad Se Kaldar. The District itself is odd nexus of power. While officially the land is managed by the Jar's guards, the talons, the mortal contingent and official Military arm of Black Dragon Trading, have run of the place and fall under the jurisdiction of the DovahFahliil. The Jarl's guards mainly manage the Dunmer refugee towns of Tear Bal, Ghindi, Rhun and Hagil Mournhold. The populace has the largest Dragon Elf ratio of any place outside of Alinor, along with a large Dunmeri populace, like most of eastern Keizaal. Winterhold is also a part of the Skyship network with a Skyship port located on Mount Azura. It has connecting transport routes to Bruma, Valenwood, Alinor and Daggerfall.
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