Release 1.13.0 #120
MelchiorDahrk
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OAAB_Data Release 1.13.0
This update has a variety of new additions for modders with no particular theme. Lots of goodies for anyone making dwemer ruins including furniture and interactable objects. Interior designers will find more variety in furniture options with this release including a lot of new bedding options for beds. But in my opinion some of the most interesting additions are land dreugh and pomegranates! I strongly recommend that you check out the latest OAAB_Cells plugin with this release, specifically the OAAB_Clutter, OAAB_Dwemer, OAAB_Helper, and OAAB_Gore cells which have all been updated. Read on for more details.
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Changelog
New assets
Compatibility
Land Dreugh
Land Dreugh! This is an exciting new addition to OAAB_Data. Aly recently modeled a new land dreugh creature for TR. I wasn't 100% happy with the head and asked the extremely talented Lamb Shark to make a new one and the result is fantastic and iconic. With OAAB Leveled Creatures, you'll now find these terrifying creatures along the coasts at higher levels.
Pomegranates
Draconik surprised me by sending an excellent pomegranate fruit model last year. You might wonder what pomegranates have to do with Morrowind; but fear not, they're lore friendly! They're referenced in the Lessons of Vivec which I shall quote below for your edification:
According to this passage, I assume that pomegranates have or do grow somewhere in Morrowind. So I wasn't happy just having the fruit and wanted the tree as well. So now there are some pomegranate trees! The fruit is a categorized with other expensive food items and is considered a delicacy.
Dwemer Activators
Most dwemer ruins do not have much in the way of puzzles or things the player can interact with outside of the ordinary unscripted objects. So I wanted to create a set of objects that modders can use to rectify that gap and create more scripted events in dwemer ruin overhauls. Several of these are damaged objects the player can repair. There are 6 main systems to interact with:
Each of these activators is animated and can be scripted to function however you need. This video shows the activators in action.
Related to the dwemer activators, I also made switchable versions of the vanilla dwemer machines. By changing state via script, the machines can be turned off and on in response to other scripted events.
Dwemer Furniture Expansion
The dwemer cabinet always felt like an oddball - not matching the rest of the dwemer furniture set. So I decided to deconstruct it and make more furniture which matches it. In my mind, this set is like the "dwemer machine shop" furniture. Used in more industrial settings. Versus the "residential set" (see the closet, tables, etc from vanilla) which are used in eating and living areas.
Two highlights of this furniture expansion are separate drawers for the static versions of the containers (the dwemer ruins have been plundered, this can help make them look that way!) and a new drafting table that the dwemer used to make their schematics. This also comes with a new dwemer parchment asset to use in cluttering. The drafting table is cool because the top surface is a separate mesh that can easily be rotated into position or just lay flat. There's also a broken version of the drafting table with new glass shard pieces to help sell the effect.
Dwemer Round Room
This one was a fairly random addition. Billyfighter on my server asked for a chain-link version of the dwemer observatory. I didn't feel like doing that, but it got me looking at the observatory interior mesh and decided to make a round room based on its shape. The best part is that the room entrances are modular! So you get to choose whether it has 0-4 entrances. And there is a chain-link version as well! This is accomplished with just 3 objects per room: the room, a wall cover, and a door jam. The door jam and wall cover can be rotated into whatever position you want to open or close in the round room.
Furniture!
There's a lot going on with common Imperial/colonial and dunmer furniture this update. This is in part because I was in the process of finally fleshing out the OAAB_Clutter cell in OAAB_Cells (which I highly recommend you check out now that it has full furniture sets in it) and I noticed a few gaps in what was available between OAAB_Data and T_D. I had previously gone through T_D and cherry picked the things I thought would be useful to copy over (with some edits) into OAAB_Data. So this update was finally getting those merged in.
Dunmer Middle Class Furniture
Mwgek made an excellent new furniture set for TR to fill the gap between the poor and rich sets. This set has now made its way to OAAB_Data. Plus a couple tweaks and additions. The main thing I did was add a couple more bed variants for more variety. I may make some more additions to this set in the future since it's missing a few things the other dunmer sets have. But what's there already looks great!
Dunmer Rich Wallscreen
I wasn't happy with the dunmer rich wallscreen in T_D so I decided to make my own. So that's getting tossed in with this update. Incidentally, the vanilla wall screens are both name
furn_de_r_wallscreen
but they clearly use the same textures as the poor set. Perhaps an oversight on Bethesda's part? Either way, we have a proper rich dunmer wallscreen now!Bed Variety
There are a lot of gaps in bedding options in vanilla which didn't really make sense (like a color available in a single bed but not double) and made it feel like the selection was artificially limited. So I filled a few of those while still trying to make the fabric match the quality of the furniture it's placed on (like if it was only used on rich beds, I didn't add it to poor ones). So now there are more options for interior decorating!
Armor Stands
Heinrich made a pair of armor stands for his Wolverine Hall project which he's letting us include in OAAB_Data. These should make a fancy addition to some Imperial building. Right now we just have iron and steel armor. But we all like the concept so maybe we'll get some more variety in the future.
Common Furniture Additions
T_D has a lot of good rich Imperial furniture options in part thanks to the Province: Cyrodiil project. So a lot of those are being added to OAAB_Data in this update. The main things I contributed is a new winerack model and the lecturns I made a while ago for Lyithdonea (and shared with T_D) but forgot to add to OAAB_Data.
Kegs
You've seen kegstands, but what about KEGS? Well now you can place a bunch of kegs/casks in a basement to age alcohol in style. The keg racks also snap together on a grid of 16 to make them easier to place.
Wrapped body and coffin lid and box
A few leftovers from the last update with corpses. Now you can have corpses wrapped in canvas. And the coffin can now be opened up with separate lid and box pieces to hide whatever grotesque or surprising contents you desire.
Imperial Square Stair
Hemaris made this for TR recently and it was too cool not to include. Now there's a compact way to ascend Imperial forts without using the spiral stair cases! Looks great and has a lot of potential.
Telvanni Trap Door
This one has been on my to do list to add to OAAB_Data for a while. It's been on my Dahrk Mods page on Nexus for a long time. So now it's more easily accessible as a part of OAAB_Data.
Collision and black shape helper objects
Here are some new helper objects. I lifted most of these from TR to save on time (I think Hemaris made them as well?). But I there are a few in there that I made. If you're not sure how to use these:
Glow in the Darhk 3.0.0 Compatibility
Last but not least, this release comes with full GitD3 compatibility! Including a lot of meshes which had no GitD compatibility at all before. So now you can enjoy bright interiors in a way only OAAB_Data can offer (well, and T_D since it has some of the interior dormer meshes I made too!).
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