can't run oblivion
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06-20-2006, 08:47 PM,
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you're right. i checked the oldblivion forums and it says that if you can mod at all it is very limited.
98% of forum-goers say that fast travel ruins Oblivion. Put this as your signature if you are one of the 2% that realize fast travel is optional.
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06-20-2006, 09:32 PM,
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Quote:Originally posted by final reclaimer If you happen to have an idea for a special concept you'd like to mod as part of the Silgrad Tower mod, one idea is to do pre-work until you can boost your RAM. Whether it's writing a book or outlining a quest or writing dialogue or modelling or texturing and so on. That way you can get a "head start" and make your concept cooler, even if you can't use the CS right now. Just a thought. I don't know if you've done modelling before, but if you haven't, one idea in particular is to bring in Morrowind "modder's resource" models. It might sound complicated, but it's not really. And it's something one can do that requires very little modelling experience, but still enabling you to use models very few other Oblivion mods will have. Bonuses are that they are tailormade to be used in games and already have texture-mapping and textures. Some use TES3 textures, but there are many big retexture packs one can get replacements from. Basically you'd need to know how to rotate a model, how to flip normals, how to handle the material editor, and how to use the Civ4 NIF Exporter. And how to change textures in nifs with NifSkope. It's still far easier and smoother than modelling something on one's own -- naturally, doing the latter is immensely more rewarding, but not always an option if one haven't used 3D Studio Max before. Anyway, just an idea
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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