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Created for 1024x768
The Elder Scrolls Oblivion Tools, Utilities, and Tutorials
Page updated 11th June, 2009
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Dave Foster's Oblivion Tutorials.
Oblivion House Mod Tutorial
The House Mod Tutorial is now completed. This tutorial explains how
to set-up a house in the Oblivion Construction Set. The mod places a large
detached residence on the west road leading out of the Imperial City,
just up from the Wawnet Inn. The Tutorial takes the beginner through
the basics of the editor, the controls, the placement of external
objects, the creation and setup of interiors, and more. More
importantly, it describes in detail how to connect the external
locations to the interior locations - something novices have a lot of
trouble with normally. This mod can be downloaded from the mods page.
Oblivion House Mod Tutorial
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Oblivion Quest Tutorial
This is my Oblivion tutorial for developing a quest in the TES IV Construction Set.
It covers all the areas of creating a quest from scratch, including :
initialising the quest data, creating the quest stages, setting up
the quest targets and writing the quest topics and dialogue. It is
somewhat different from the way the Morrowind CS works, but it's
not too hard to figure out.
Oblivion Quest Tutorial
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Oblivion Scenery Tutorial
This tutorial explains how the Oblivion construction set auto-generates
the lush and beautiful scenery for the game. Now, just to clarify a point
before we move on - when you play the game the scenery is not being
auto-generated in real-time. The construction set generates
the scenery at the request of the modder, and according to the parameters
set for the various elements required by the mod e.g. trees, bushes,
rocks, creatures and grass. Thus, the scenery elements become static,
embedded objects within the plugin file. It's a very clever scheme
that results in fabulously lush and vibrant scenery in-game, but not
at the expense of rendering speed within the Construction Set ( Morrowind's
CS rendering can be painfully slow at times ).
So, how does it work?
Well, initially it's a little confusing, but after a short time it begins
to fall into place and rewards patience. I should point out that the
generation of scenery to user-requirements is time consuming depending
on how many objects are being requested in total. The more cells and
objects included in the request, the more time it takes to compute the
results. But, as I state within the tutorial, as long as you are careful
in choosing the correct parameters ( I supply a formula, so don't worry )
generation can be fairly quick for moderate numbers of objects. Try it out,
it's well worth it; do one cell at a time then load it into Oblivion and
take a walk around your new cell of trees, flowers and wild creatures.
Oblivion Scenery Tutorial
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Oblivion Tool : House Map Markers
What does it do?
Adds the locations of the houses you buy throughout the game to your world map, allowing you to fast travel directly to them. You will appear just outside the house facing the door. Houses are genericly named, ex. - Waterfront house"
Markers:
Imperial City Waterfront
Bravil
Anvil
Leyawiin
Bruma
Cheydinhal
Chorrol
Skingrad
2 Versions included - USE ONLY ONE
"HouseMapMarkers.esp" - shows house markers after you discover the location, for example same as when you discover a cave in-game.
"HouseMapMarkersOnlyBought.esp" - shows house markers ONLY if you have purchaced them (will still show up if you have already bought the house)
I left both versions included because I've gotten mails from people that still want the old version instead.
Installation
1. Unzip into your OblivionData folder
2. From the Oblivion launcher, select "Data Files"
3. Check "HouseMapMarkers.esp" or "HouseMapMarkersOnlyBought.esp" ONLY ONE
4. Click OK and play the game
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Oblivion Tool : Oblivion patch 1.2.0416
Latest Oblivion Patch 1.2.0416
Download the Latest Oblivion patch 1.2.0416 - available in several editions: North American (English), UK/Europe/Australia (English), Italian, German, French and Spanish. You should only download the language version of the same version as your Oblivion installation.
We have the UK English version here.
These patches are NOT compatible with copies purchased via direct2drive.
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Oblivion Tool : Oblivion Chase Camera Mod
ChaseCameraMod v1.01
==================
By Woodman - woodman1000@comcast.net
1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
10. Anything else
===============
0. Release History
===============
v1.01 - Attempt to fix stuttering problem a few people were having.
===============
1. DESCRIPTION
===============
This mod changes the behavior of the camera when in 3rd person view.
- Removes camera swing delay.
- Removes elastic camera when moving forward and backward.
- Removes camera shake when moving.
===============
2. Requirements
===============
This is a stand-alone mod
========================
3. INSTALLING THE PLUGIN
========================
Unzip the file into the /data folder where oblivion is installed.
=====================
4. PLAYING THE PLUGIN
=====================
From the Morrowind Launcher, select Data Files and check the box next to the
(name of ChaseCameraMod.esp)
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Oblivion Tool : Oblivion Profile Manager
Oblivion Profile Manager 1.3:
By: Sriram Kashyap
Requirements:
-------------
1.Oblivion
2.VB 6 Runtimes (can be found at:
http://www.microsoft.com/downloads/details.aspx?FamilyId=7B9BA261-7A9C-43E7-9117-F673077FFB3C&displaylang=en)
Description:
-------------
This little tool can be used to maintain 'User Profiles' for Oblivion. It means that you can create 'users' for the game and choose a profile before starting the game so that save files for each user are separate.
Oblivion stores save files in "...Documents and settingsUSERNAMEMy DocumentsMy gamesOblivionsaves" by default. This path is stored in Oblivion.ini. By changing the path, we can access any required folder and make that our save folder.
The Oblivion ProfileManager makes a separate save folder for each profile.
If you have one character now, that profile is called : "Default Profile". No new folder is made to store those files. To access that profile, click the 'Default Profile' button.
If you already have one/many characters, please create folders like: "my gamesoblivionsavesMY_NEW_CHAR" and place the respective save files in those folders.
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Oblivion Tool : Oblivion Mod Manager
Requirements
.NET 2.0 or higher
You can get it from windows update, or from the links below. Most users want x86. Only use x64 if you have a 64 bit version of windows. If you install the x64 version, make sure you tick the checkbox to install the x86 bit version alongside it, or obmm will end up running as a native 64 bit process, and some features may not work as expected.
x86: http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5
x64: http://www.microsoft.com/downloads/details.aspx?FamilyID=b44a0000-acf8-4fa1-affb-40e78d788b00
Managed DirectX 9.0c October 2005 update or higher
This is only used for the nif viewer. If you don't want to use it then there's no need to install this.
If you've installed a directx update from windows update or microsofts website recently, you should already have this. Note that the redistributables includes with games will probably be as old as the game itself, and may not include the required MDX component.
What it is.
This is a program which can be used to manage your oblivion mod collection. It handles the installation and uninstallation of mods, and can also detect some conflicts between them. Never again will a mod overwrite some of your favorite textures without warning.
This program mainly deals with mods stored in the omod format. You can use it as a more advanced version of the data files menu on the oblivion launcher, but to use several of its features you will need to convert mods into omod format. As long as the modder has packaged the mod nicely, then this should be a simple case of clicking 'create omod', 'add archive', selecting your newly downloaded mod and clicking create. Even better, mods which are originally distributed in omod format can have scripts attached to automatically set up the correct load order of esps, manage conflicts, register bsa archives, make edits to oblivion.ini and more.
For the rest of this help file, I'll refer to Oblivion mod manager as 'obmm', mainly because I'm lazy, and partly because I want to encorage a 4 letter acronym so that I can search for it on the TES official forums.
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Oblivion Tool : TESIV Plugin Utility
use at your own risk.
TES4 Plugin Utility - Version 11.1
-------------------------------------------
This utility works with The Elder Scrolls: Oblivion plugin files (*.esp).
It will merge two or more plugins into a single plugin.
It will also convert a plugin file to a master file or a master file
to a plugin file. Selected plugin records can be displayed or copied to another plugin.
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Oblivion Tool : Oblivion Construction Set
Index:
1. General Issues
2. System Requirements
*****************************************************************
1. General Issues
*****************************************************************
The Elder Scrolls Construction Set allows you to edit and create content
for The Elder Scrolls IV: Oblivion.
The Elder Scrolls IV: Oblivion is required to create and play content created with
The Elder Scrolls Construction Set. However, the Construction Set will install
and work without the game.
It is strongly recommended that you have at least 2 GB of RAM to use
the Heightmap Editing, and at least 1 GB of RAM for any world and level
building.
Limited user accounts will not be able to use The Construction Set. You must
have administrative rights.
The Construction Set will occasionally appear to hang or lock up while
attempting to exit. Wait 5 minutes. If it still hasn't closed, press
CTRL-ALT-DEL and manually END TASK on the application.
Visit http://cs.bethsoft.com for documentation, tutorials, plugins to
download and more.
*****************************************************************
2. System Requirements
*****************************************************************
-Minimum System Requirements:
* Windows XP
* 512MB System RAM
* 2 Ghz Intel Pentium 4 or equivalent processor
* 8x DVD-ROM Drive
* 4.6 GB free hard disk space
* DirectX 9.0c (included)
* 128MB Direct3D Compatible Video card and DirectX 9.0 compatible driver
* DirectX 8.1 Compatible Sound Card
* Keyboard, Mouse
-Recommended System Requirements:
* 3.0 Ghz Intel Pentium 4 or equivalent processor
* 1 GB System RAM (2 GB of System RAM to use Heightmap Editing)
* ATI X800 series, Nvidia GeForce 6800 series, or higher video card
-Supported Video Card Chipsets:
ATI X1900 series
ATI X1800 series
ATI X1600 series
ATI X1300 series
ATI X850 series
ATI x800 series
ATI x700 series
ATI x600 series
ATI Radeon 9800 series
ATI Radeon 9700 series
ATI Radeon 9600 series
ATI Radeon 9500 series
NVIDIA Geforce 7800 series
NVIDIA GeForce 6800 series
NVIDIA GeForce 6600 series
NVIDIA GeForce 6200 series
NVIDIA GeForce FX series
VIDEO
-Regardless of your video card, make sure to download the latest drivers from your manufacturer.
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Oblivion Tool : Oblivion Mod Makers Manual v1.4 (MsWord)
Requires MS Word.
If you don't have MS Word I recommend you download Open Office its quite large but its free:
http://www.openoffice.org/
For updates this version see the changelog.
I will be updating this manual as regularly as I can; If you find anything incorrect or they you originally provided and wish it removed or changed for accuracy, or wish to be credited, or if you wish to help me complete this manual please contact me.
Enjoy reading the manual and enjoy modding!
Note: You are free to host this on your website, just make sure you have the latest version; the latest version will always be available here.
-Lord_Gannondorf
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Oblivion Tool : TES4BSA Oblivion Unpack
TES4BSA by ghostwheel
March 22, 2006
The Elder Scrolls 4 (Oblivion) BSA file unpacker.
PLEASE, READ THIS FILE ENTIRELY!
This is preliminary version of the TES4 (Oblivion) BSA utility. At this point
it has only command line interface and supports only list and unpack operations.
Full version (once released) will allow creation of BSA files and will have
more user-friendly interface.
This utility performs 2 functions:
1) List content of the BSA file
2) Unpack BSA file into the current directory
This is the very first version of this utility and as such, it lacks many bells
and whistles. More precisely, it has VERY limited functionality and not user-friendly
interface. If you not familiar with command line utilities you better not use it.
Usage:
This is a windows console application, thus, all commands are specified through command line.
1) List files in the BSA archive:
--------------------------------
tes4bsa list |archive_name|
This function will list file names in the archive together with some internal information.
Example:
tes4bsa list "Oblivion - Misc.bsa"
2) Unpack files from BSA archive into the current directory.
-----------------------------------------------------------
tes4bsa unpack |archive_name|
This function will unpack ALL files from the provided BSA archive into the current directory,
creating appropriate subdirectories for each file. At this time it is not possible to unpack
only certain files - all files will be unpacked always. So, PLEASE MAKE SURE that current
directory IS EMPTY before starting unpacking - NEVER do that directly in Oblivion's
"Data Files" directory.
Example:
(create Temp directory on the D: drive and copy "Oblivion - Misc.bsa" and tes4bsa.exe into it)
(run command prompt)
D:
cd Temp
tes4bsa unpack "Oblivion - Misc.bsa"
IMPORTANT NOTES
1) Oblivion BSA archives contain spaces in their names - USE QUOTES around such filenames (as
shown in examples above)
2) I repeat again - for unpack function it is HIGHLY RECOMMENDED to copy BSA file and utility
into the new empty folder and run it there, as described above. That way you will not
interfere with your Oblivion installation
3) Some standard BSA archives (e.g. Textures and Meshes) use compression while others (Sounds,
Voices, Misc) do not. Please ensure that you have a couple of gigabytes of free space
available before unpacking. Unpacking all 6 original OBlivion BSA files will take slightly
less than 6 GB.
4) This version of TES4BSA is implented as simple C++ console application with no DLL
dependencies (all code, including ZLIB library is statically linked).
5) Program is provided AS IS - so use at your own risk.
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