How to add mods to oblivion xbox 360 frostcrag spire
- #How to add mods to oblivion xbox 360 frostcrag spire mod#
- #How to add mods to oblivion xbox 360 frostcrag spire full#
- #How to add mods to oblivion xbox 360 frostcrag spire mods#
The only thing not added was ship based travel because that would introduce too many hard to resolve compatibility issues. Version 3.0 expands on the available travel options with teleportation access in the Mages Guild, Divine Intervention spells/scrolls, and the classic Mark & Recall.
#How to add mods to oblivion xbox 360 frostcrag spire mod#
Eventually resulting in version 2.0 which was my first use of OBSE in order to support mod added destinations as well. The only sensible way to fix it was to rework the entire travel script system. The original release was out for some time when a nasty bug was discovered in the method used to transport the player to their destination. This is my version of reintroducing travel providers as they existed in Morrowind, in the form of agents at each major city (except Kvatch) who would charge a nominal fee to transport you to your destination and advance the game clock to simulate the time needed to get there. Turns out to have been a good decision as CTN has some bugs. By the time I had, I was too far along to consider abandoning the project. This one started out as a fairly basic alternative to the Cyrodiil Transportation Network, although I had been working on it before finding out that mod even existed. Version 2.0 expands greatly on the town's backstory by updating the mine quest and adding two entirely new phases of the main town quest. A short quest involving the gold mine on the edge of town was added mostly as an afterthought. This expands the Faregyl Inn into a proper farming village with crops, livestock, and a smithy. The first mod done entirely on my own, aside from assists for custom assets that is. In May of 2012, this mod was merged with West Roads and rebranded as Roads of Cyrodiil (formerly New Roads & Bridges). For those who prefer not to fast travel, the new road routes are about as handy as they come. This one has undergone quite a few changes and additions under my control. Another takeover project, which I seem to be good at doing. Original release date sometime in 2007.Īdds new roads to the game, along with 3 new bridges to the Imperial Isle. Not too shabby for my second public release
#How to add mods to oblivion xbox 360 frostcrag spire mods#
Like I said, I don't do anything simple The result turned into the largest and most complete collection of VWD meshes + textures for the game and has since become the gold standard by which all other VWD mods get compared.
#How to add mods to oblivion xbox 360 frostcrag spire full#
Weeks of time was spent doing polygon reductions of the full sized meshes in order to preserve as much quality as possible while still lowering resource usage. In my quest to flesh out the distant viewables, I tried numerous VWD mods. I am a fanatic when it comes to visual quality. Oh yeah, I don't do things simple It's come a long way since the early days. I took this project over as my first real foray into Oblivion modding. The goal being to restore some of the lost touches from Morrowind. Removes loading screens from all of the main cities, other than Kvatch and the Imperial City.