Dallo stesso autore delle famose textures ultra dettagliate arriva il Qarl Depth of Field v.1.0 .
Il plugin in questione crea un "rudimentale" effetto di profondità di campo, in stile Gothic 3, generando una leggera sfocatura sulle textures distanti.
NON appesantisce il motore grafico!
Per installarlo scompattate l'archivio nella solita directory oblivion/data sovrascrivendo eventualmente i vecchi files. Per maggiore sicurezza prima di procedere fate un backup della cartella "shaders".
questa mod crea dei tipi di telecinesi scriptati che permettono di usare tale incantesimo nella maniera più ortodossa e naturale: per scaraventare in giro tutto ciò che ci capita a tiro :D
Vorrei segnalare questo Mob che permette di risolvere una delle cose che maggiormente ha fatto lamentare i giocatori di Oblivion, vale a dire l'impossibilità di poter combattere a cavallo; da oggi con questo mod è possibile.
Mounted Combat OBSE
This mod REQUIRES OBSE v0009a or higher! Find it here.
New version casts spells in the direction you're looking instead of direction your horse is looking. Also made some touch spell effects like charm and calm be cast like hostile spells even though they are non-hostile.
This mod adds mounted combat to Oblivion. This version allows for casting spells from horseback as well as trampling enemies. To cast spells from horseback, just press your cast key and the spell will be cast. To trample enemies, just run up to them on a horse. You can only trample enemies that are attacking you.
The Mounted_Steering esp allows for a Mount & Blade type steering mechanism for your horse. You press forward to accelerate and backward to slow down and eventually stop. Running into objects will automatically stop your horse. Your horse's turning speed goes down as you accellerate and it goes back up as you slow down. You cannot jump off a speeding horse.
There is also a script effect icon replacer esp included in the package that fixes the sounds and lights caused by script effects. It uses an unused icon made by Bethesda.
Touch spells that are hostile work as short-ranged target spells and when cast, two bolts are shot in front of the player. Non-hostile touch spells are instead directly cast upon your horse so you can cast heal/shield/waterwalk on your horse while riding. Exceptions are spells like charm and calm which are cast like hostile spells rather than onto your horse like other non-hostile touch spells.
Currently this mod only supports single-ranged spells so you can't cast a spell that has both touch and target effects. Later versions will support multi-ranged spells as well.
Spells currently do not provoke aggression and do not add to your bounty when cast upon civilians. This feature will also be added in later versions.
Si chiama MultiTES4 ed è la prima quest per The Elder Scrolls IV: Oblivion a permettere un collegamento multigiocatore con altri utenti del gioco di ruolo targato Bethesda .
Attualmente lo sviluppo di MultiTES4 è ancora in fase preliminare e permette esclusivamente lo scambio di quest con un vostro amico e l'esplorazione di Cyrodill .
L'obiettivo degli sviluppatori è quello di permettere il collegamento di 8 utenti contemporaneamente e una modalità "capture the flag ", ma cosa più importante un deatchmatch per poter combattere contro i vostri amici e stabilire chi è il più forte.
MultiTES4 per The Elder Scrolls IV: Oblivion è disponibile esclusivamente per la versione PC del gioco, maggiori informazioni sul sito ufficiale di MultiTES4 .
22-03-07, 00:26:47
Andrea_23
Re: Oblivion Mod Database NIENTE RICHIESTE QUI
Ho uppato su Tes_source il mio NO_QUEST MARKERS, penso che il nome parli da sé : D. Con una modifica minima (13k : D) oserei dire che "rivoluziona" lo spirito del gioco. Per dare l'idea... da commesso viaggiatore a provetto Indiana Jones, dateci un'occhiata ^___^:
Ho appena trovato un mod su tessource che dovrebbe (è tutto in inglese quindi ci ho capito poco) aggiungere un portale che porta a una nuova città daedrica: Dmarask. Per entrarci, se non mi sbaglio ci vuole 10 di infamia. Il mod, da quanto ho capito, è molto bello, anche se non posso dirlo con certezza dato che occupa troppo per il mio modem a 56K (che però va a 46.6K:sisi: :sisi: ), se qualcuno può scaricarlo e dirmi com' è gli sono grato, lo trovate qui:
Segnalo solo che è uscito il Francesco mod compatibile con la pacht 1.2 e con l'ultima espansione . L'ho installato sul gioco liscio, ma ho avuto crash frequenti.
Questa mod aggiunge un set eccellente composto da armatura, arco e spada a disposizione del giocatore. Si può ottenere l’armatura rovistando nell’armadietto nella stanza dell’Hist della compagnia di Blackwood (l’ultima quest della gilda dei guerrieri). E’ un’armatura carina per i personaggi paladini o predoni. Include due spade – ad una e a due mani- ed un arco speciale con alcune frecce incantate. Ce n’è un rifornimento nella casa di Skingrad.
L’armatura è abbastanza potente, quindi l’autore della mod consiglia di non usarla finché non si è almeno di livello 20.
Complessivamente, è abbastanza bella.
Il set è composto da:
-arco (non incantato)
-spada ad una mano (non incantata)
-spada a due mani (non incantata)
-Elmo (incantato)
-Guanti (incantati)
-Stivali (incantati)
-Corazza maschile (incantata)
-Corazza femminile (incantata)
-Gambali maschili (incantati)
-Gambali femminili (incantati)
-Scudo (incantato)
-Frecce (incantate) (appaiono nella casa acquistabile a Skingrad sempre venti alla volta nell’armadietto a destra dando la schiena alla porta d’entrata).
mi sa che questa armatura non funziona io ho dovuto fare tutta la gilda dei guerrieri per prenderla e ora mi ritrovo un'armatura tutta a quadretti evidebtemente con carica bene le texture avete un fix?
05-06-07, 09:41:19
Pakokasal
Re: Oblivion Mod Database NIENTE RICHIESTE QUI
Topal Island
Descrizione
Come da titolo, questo mod aggiunge l'isola di Topal (situata a sud di Leyawiin) con tanto di faro e di barca navigabile per tutto il fiume Niber, dal lago rumare alla baia di Topal.
NOTA: installate il mod solo dopo aver chiuso il cancello di Kvatch Installazione
Come sempre, scompattate il tutto nella directory Data, ed attivate i due file *.esp.
Descrizione Il mod aggiunge un'armatura, armi, uno stallone unico, una corazza d'acciaio retexturizzata per il cavallo (se avete il mod ufficiale), un libro con la mappa dove trovare le componenti e quattro mostri unici a guardia dell'equipaggiamento. Per altri dettagli, acquistate il libro "Lost Paladin of the Divines" alla "First Edition". Una volta entrati in possesso di Heaven's Wrath e Heaven's Fury, potrete acquistare repliche non incantate presso "The Best Defense" e "A fighting Chance".
Sono una serie di mod che vanno a migliorare alcune cose nel capolavoro di Bethesda. Modifica l'autolivellamento del gioco, sarà possibile entrare nel mondo di Oblivion prima della morte dell'imperatore, si potrà diventare licantropo e fare molto altro.
Attenzione: Il mod potrebbe non essere compatibile con le Shivering Isle, e con OOO.
La vostra copia di Oblivion, inoltre, deve essere aggiornata alla versione 1.1.511.
Il mod è in inglese, e per scaricarlo...
Che trovate QUI.
In pratica rende più veloce l'aumento della Skill "commercio", facendo in modo che questa salga in base all'oro che si frutta dagli scambi, e non dal numero di scambi effettuati(leggete comunque il readme).
06-09-07, 09:58:41
GTOverclock
Re: Oblivion Mod Database NIENTE RICHIESTE QUI
OBLIVION OPERATION OPTIMIZATION
Utilissimo programmino che, tramite l'ottimizzazione mirata di alcune meshes del gioco, regala un notevole aumento delle prestazioni, quantificabile a volte nell'ordine dei 10-15 fps. L'ho testato personalmente e funziona.
E la descrizione delle feature del mod su Wiki (in inglese): Wiki
19-09-07, 09:45:35
Kalatheen
Re: Oblivion Mod Database NIENTE RICHIESTE QUI
forse non ve ne siete accorti ma tutti i link nel primo post del topic fortano a pagine di errore, probabilmente sonos tati spostati in un altra parte del forum betthesda
19-09-07, 10:10:55
heXen
Re: Oblivion Mod Database NIENTE RICHIESTE QUI
Evidentemente sono cambiati gli l'indirizzi oppure non esistono più quei link :uhm:
vediamo cosa si può fare. :D
14-10-07, 11:08:17
Mr Yod
Re: Oblivion Mod Database NIENTE RICHIESTE QUI
Vi siete sempre chiesti se sia meglio Morrowind o Oblivion?
Fate combattimenti all'ultimo sangue per difendere uno dei due titoli Bethesda attaccando senza indugio l'altro?
Vi strappate i capelli perchè in Morro c'era quel bellissimo mod ma che non si trova in Obli?
un simpatico tool creato appositamente per convertire i file di Morrowind a file di Oblivion (il contrario non so se sia possibile, ma accontentatevi :asd: )
-------------------------
Cercate sempre le cose più assurde da mettere come mod?
Se una cosa non è una minchiata non merita di essere inserita nella vostra lista plugghi?
Il vostro coefficiente di demenzialità ha raggiunto il livello Yod? ( :look: )
Se vi capita anche solo una di queste cose e nei combattimenti non sapete come fermare i colpi, allora questo pluggo fa al caso vostro:
In pratica aggiunge un'arma (spada lunga) e uno scudo (armatura leggera) che sono rispettivamente un cartello di attraversamento pedonale e uno stop (mai cartello fu più indicato per essere usato per fermare i colpi :asd: )
pare sia una missione horror dalla durata di 4 ore, con ambientazioni molto tetre e dall'atmosfera spettrale!!! :sisi:
Citazione:
An action horror quest plugin for Bethesda's "Elder Scolls IV - Oblivion".
The player will have to deal with an ancient twisted evil, well hidden in the ages,
through a journey in time and space and the hellish kingdom of the "Cursed Ones".
This project is going to be released in several episodes because of its large length.
Although every episode has its own unique ending.
FEATURES
1.Entirely new world
2.Quest system
3.New enemies
4.New Sound & Video Material
5.Five new unique books and several notes written by Margaret Farrell
6.Custom weapons and armors
7.A full cluttered house in Jerral Mountains
The Quest is estimated to take about 4 or more hours depending on style of play
27-11-07, 17:01:56
Damyen
Re: Oblivion Mod Database NIENTE RICHIESTE QUI
ciao raga ma per caso esistono mod per giocare dalla parte dei deadra come razza?oppure incontrare deadra (nn ostili) in quest? ciao:ciaociao:
10-01-08, 09:57:45
Pakokasal
Re: Oblivion Mod Database NIENTE RICHIESTE QUI
Lost Spires
Questo mod aggiunge una nuova gilda, quella degli Archeologi, e vi dà più di 15 ore di gioco. Veramente molto bello :sisi:
Copypasto il readme e le faq in lingua originale,avevo anche tradotto un buon 70% ma word ad un certo punto ha deciso di crashare e di mandarmi a portanne tutto il lavoro :|
No mods, expansions, patches, or utilities (official or unoffical) are required to play Lost Spires.
Don't expect to beat Lost Spires without dying a few times in the process. This is not a dumbed-down game.
Check www.lostspires.com for unofficial language translations, patches, and bonus content.
Don't read the post-mortem until you finish the quest. It contains spoilers.
Under Gameplay Options, set Dialogue Subtitles to Yes.
Installation Instructions:
Place all contents into your Oblivion\Data folder. Contents include: "The Lost SPires.esp" and "The Lost Spires.bsa".
Run Oblivion and click on the “Data Files” button on the front pop-up screen.
Activate “The Lost Spires.esp”, making sure that its checkbox contains an “x”. Click “OK”.
Boot up Oblivion as one normally would and enjoy the game.
If running other mods, position Lost Spires towards the end of your load order.
Upon loading a saved game, or starting a new game, your character will be prompted with a journal update, providing a waypoint to the Archeology Guild (located just south of Imperial City). The Lost Spires main quest can be started from either a new game, or a previous save. Although the main quest has no hard limits in terms of character level, it is designed to challenge medium level characters (level 20+). Difficulty ramps up as your progress, and gets really tough at the end.
Please respect my time. Visit the FAQ page prior to contacting me for email support.
Solutions to Common Problems:
Problem: Loading up LS and talking to Teav yields no dialogue options. Solution: Check mod load order. If that doesn't help, open the console with "~" and type: "addtopic ARCanIJoin".
Problem: NPCs have no voices. Solution: Lost Spires' dialogue is not voiced! This is not a bug.
Problem: Lost Spires is constantly crashing. Solution: Look at your mod load order. Position LS towards the end. Use a process of eliminating to find conflicting mods. Start by disabling a good chuck of them, and seeing if the problem persists. Then, renable mods in small chunks.
Problem: Lost Spires is too short. Solution: LS is longer, and has higher production values, than many commerial titles. Everything good comes to an end.
Overgrown Spire tile seams: Lava glows through tile seams in the Overgrown Spire. This is a property of the vanilla cave tileset. There's not much that can be done other than remake to whole tileset, which is a monumental undertaking. Seams disappear if anti-aliasing is turned on.
Some people report hang-ups when quiting LS or other large mods like OOO, MMM, etc. This might especially be the case if you're running many large mods. No single mods appears to be the particular culprit, but rather it's the combination of all of them. There is possible solution listed in the FAQ.
Voiceovers are wanted. Yes! I know. They're being made.
Quest Markers: Lost Spires is an adventure. I don't expect you to blindly go from A to B to C... You will only receive quest markers when appropriate. Example: you will not see a quest marker to return to the Archeology Guild after being told to do so! You already know its location.
The final battle and escape sequence is hard: Yes, that's by design. In fact, it was already nerfed severely after player complaints. You'll die a few times in the process, but you'll come out feeling like you truly survived. It's very doable.
I've found the first celestial plane in the Pristine Spire, but my quest won't update. What do I do? Answer: Search the celestial plane carefully, and you will find a corpse lying on the floor. This corpse has a scroll quest item which will trigger a journal update.
I've found the Lost Deity Statue after going through the Primeval Hollow, but my quest won't update. What do I do? Answer: At the base of the Vacant Statue lies a quest item. Picking it up triggers a journal update.
I can't outrun the firewall, help! Answer: unequipping your weapon makes you faster. Diving into a pool of water allows you to wait out the fire.
What does the Zinj want? It doesn't work! Answer: You must be clever. The Zinj is an easter egg for clever, persistant players. Read "Sentinels of Kar'Toom" to get a hint. Once you know what types of things it wants, keep feeding the Zinj in various quantities. If you feed him the right amount of things, a pop-up will appear. Then, continue feeding to receive various rewards. Experiment and have fun.
FAQ
Spoiler:
Troubleshooting Tips:
Read the ReadMe file!
As you play, save often in case a rollback is needed.
Most bugs and crashes result from improper mod load order (incompatibilities).
Oblivion's console is opened by pressing "~" on the keyboard. Type all console commands without quotes.
Console command: "TCL" disables collisions, allowing you to get unstuck, or walk through locked areas.
FAQ Body:
Q: Why is Lost Spires causing crashes (CTDs) when loading certain cells? A: The issue is different for each player depending on PC hardware specs (RAM, video card, etc.) and one’s mod load list. Some people experience no CTDs while running LS, others experience many. Tweaking mod load order can resolve many CTD issues. It’s recommended to position LS at the end of your load list. The later a mod is loaded, the more priority it has over potentially conflicting mods.
Q: After loading Lost Spires, Oblivion hangs up or freezes upon exit. A: If you are experiencing this issue, try Zarkis' solution: Load LS in the Construction Set. Navigate to Gameplay >> Edit Scripts. Navigate to Script >> Open. Open up the scripts named "ChiliPepper01Script01", "CircularArtifact01Script01", and "MusicBox01Script01" one-by-one and delete all code contained within the begin OnEquip player and begin MenuMode blocks. This will resolve exit-freezing, but will also make several of the Archeology Guild artifacts non-activatable from inside one's inventory. Not to worry, they are still activatable outside one's inventory.
Q: Do Lost Spires enemies level with the player? A: Yes, nearly all Lost Spires enemies will become harder as one gains levels to ensure a challenge for any level of player. Many Lost Spires enemies also feature high minimum level caps (e.g., level 15-20), so that low level characters can’t breeze through a quest intended for seasoned adventurers.
Q: I can’t hear what the Archeology Guild members are saying. A: Lost Spires does not feature voice overs for NPC dialogue. This is not a bug. Voice overs are currently in the works, but still a distance off and not guaranteed. Make sure to enable subtitles by going under Gameplay Options and setting Dialogue Subtitles to Yes.
Q: Archeology Guild members aren’t displaying dialogue when I speak to them. A: Certain mods may cause an incompatibility, resulting in dialogue not showing up. This results from the AddTopic Box Bug. Open the console with "~" and type: "AddTopic ARArcheologyGuild".
Q: I’ve cleared out the first Spire and my quest won’t update. A: At the end of the Newfound Spire you will find a large second chamber. In this chamber, up a set of stairs, sits a quest item on a pedestal. Pick up the item to trigger a journal update.
Q: I’ve been instructed to talk to Domitian Verus, where is he? A: Verus is one of the Archeologists. He can be found upstairs, in the Archeology Guild, in his office.
Q: I’ve cleared out the first portal in the Pristine Spire but received no journal update. A: Inside the first portal, next to the Warlock Coffer, lies a skeleton corpse. Examine the corpse and pick up the quest item in its inventory. This will trigger a journal update.
Q: Display Case F, in the Archeology Guild, is empty. A: There is a collision problem with this particular display case. The Catapult Schematic it houses sometime falls through, into the case. Open the console and type: “TCL” to toggle collisions. Attempt to bump the Schematic out of the case. If this fails, one can load Lost Spires with the Construction Set and manually place the Catapult Schematic into the world. Navigate to Items >> Misc Items >> SchematicCatipult01 and drag this object into any cell you’ll visit in-game, like ArcheologyGuildLobby.
Q: I’m experiencing bugs with Teav’s Funeral. One of the Guild members starts following me around, or after the funeral is completed, all the Guild members ever say is “Let us observe a moment of silence.” A: Sometimes the Funeral scene bugs out. Firstly, make sure you're running the latest version of Lost Spires. If you still experience the problem, you can avoid the funeral altogether by not talking to any guild member for 5 minutes (real-time) after the 11 o'clock pop-up. After 5 minutes, you'll get another pop-up saying you missed the funeral. Now just go to Norlene and continue the main quest. You'll miss the funeral, but there won't be any negative effects.
Q: Where is the key to the locked loot chest in the Bandit’s Lair – the one over the spiked pit? A: The key is right under your feet, sitting on a rocky shelf half-way down the pit. You’ll need to use magic to reach it.
Q: I’ve cleared out the Bandit Lair but haven’t found any signs of Dwyff, the bandit leader I was supposed to kill. A: Sometimes enemies wander off or teleport to strange, unreachable locations. If you can’t find Dwyff, open the console and type: "setStage ARVengeance 80".
Q: I’ve cleared out the Primeval Hollow, found the Lost Deity Shrine, but my quest won’t update. A: At the base of the Lost Deity Shrine sits a quest item. Pick it up to trigger a journal update.
Q: I’ve killed the Minotaur in the Lost Ayelid Ruin but there’s a locked door to which I can’t find the key. A: The key to this door sits atop the pedestal in the central room. Sometimes, due to collision issues, the key can fall through, into the pedestal. Open the console and type: “TCL” to disable collisions and pass through the locked door. Type “TCL” again to re-enable collisions.
Q: I’ve cleared out the Lost Ayleid Ruin, navigated the Labyrinth, but my quest won’t update. A: Past the Labyrinth, in the tomb of Aeon IV, there is a quest item lying on top of the Sarcophagus. Pick it up to trigger a journal update. If it doesn't trigger, open the console with "~" and type: "setStage ARTheElvenHero 50". Proceed to the Guild with the stele.
Q: I’ve cleared out the Overgrown Spire, found the portal, cleared out the portal, but my quest isn’t updating. A: In the room where you found the portal there’s a large swirling pit of lava. In the middle of the pit hangs a glowing blue sword, in mid-air. Pick up the sword to trigger a journal update.
Q: I’ve cleared out the Fifth Spire and found the corpse within, but my quest won’t update. A: Search the corpse, pick up the diary it contains, read the diary. This will trigger a journal update.
Q: What does the Zinj do? How do I get the Zinj to work? A: An easter egg for clever, hardcore players, the Zinj requires that you feed it 2 of every type of item that it likes to get it on your side. A pop-up will appear once this happens. Continue feeding it more of the same after that to recieve various gifts. So what does the Zinj like? Shiny precious things of which there are 6 types. A further hint it provided in the book entitled “Sentinels of Kar’toom”?
Q: Where can I find the book entitled “Sentinels of Kar’toom”? A: It’s a quest reward for freeing the Evil Sorcerer’s Captive in the Overgrown Spire.
Q: What’s the practical use of Archeology Guild items such as posters, schematics, Dwemer artifacts, etc. A: Not all items have practical uses. Posters, schematic, and Dwemer artifacts are purely decorative, existing for lore purposes. Use them to decorate your dwelling. If an item isn’t equipable, and it doesn’t have a pop-up window when activated, it’s not a functional item.
Q: How do I hang posters on walls? A: This requires installing a mod called Decorator Assistant.
Q: Lost Spires has lots of potential; it can be made much better. Are you planning to extend it? A: Lost Spires is not a “potential”, it’s a complete, released project. Yes, many aspects can be improved upon, and it can certainly be extended in myriad ways. I’ve dedicated as much time as I thought necessary to this project in order to wrap it up. The rest I leave to the modding community, which is free to extend LS as they see fit.
Q: Lost Spires is great, do you have another mod in the works? A: Realize that LS took 1500 hours to create, and is now costing many hours to maintain. Such a project is not undertaken lightly. No new project is currently planned. If I have the time, I may work on another, but it wouldn’t be released any time soon, so don’t hold your breath.
Q: Loading up LS and talking to Teav yields no dialogue options. A: This results from the AddTopic Box Bug. Open the console with "~" and type: "addtopic ARCanIJoin".
Q: I've killed Dywff, the bandit leader, but don't know what to do now. The quest isn't updating. A: Deep in the bandit lair, in the flooded area where you kill Dywff, is a tent. Enter the tent and recover a scroll artifact lying on the table. If it's not there, look around, it might have been knocked on the floor during combat.
Q: I've found the blue floating sword above the swirling lava pit in the Overgrown Spire, but activating it produces no result.
A: Make sure you're in the Overgrown Spire at the appropriate time in the quest. If all else fails open the console with "~" and type: "SetStage ARFindingTheHorn 30".
Q: The dialogue subtitles are running too fast for me to read. How do I make them run slower? A: All LS dialogue features silent mp3s, which are basically blank 10 second files designed to prolong the amount of time a subtitle stays on screen. Folks running non-U.S. versions of Oblivion have differently named npc voice folders, thus causing Oblivion to overlook the U.S. silent mp3s. Follow the instructions on this link to fix the problem.
Note Personali:
- ho riscontrato un conflitto solamente con l'Open Cities, in pratica i landmarks mi risultavano sballati; per il resto non ci sono problemi (ed io di mod installati ne ho tanti :bua:)
- essendo i dialoghi localizzati in inglese, se non avete già smanettato con i Voices.bsa avrete il problema dei sottotitoli veloci.
29-02-08, 18:44:15
Yan4life
Re: Oblivion Mod Database NIENTE RICHIESTE QUI
ecco un mod che aggiunge un museo alla citta imperiale in arboretom plaza. conviene provare!!!
fate un commento e votate il mod per piacere!
ecco il link http://www.tesnexus.com/downloads/file.php?id=15460
29-02-08, 18:46:48
Yan4life
Re: Oblivion Mod Database NIENTE RICHIESTE QUI
[quote=Yan4life;4881939]ecco un mod che aggiunge un museo alla citta imperiale in arboretom plaza. conviene provare!!!
fate un commento e votate il mod per piacere!
ecco il link http://www.tesnexus.com/downloads/fi...460[/quote]