Release 1.10.0 #64
MelchiorDahrk
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looks great! |
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Great release and nice work on the blog! The tarp coverings in particular turned out really well. |
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OAAB_Data Release 1.10.0
As usual, this release covers an assortment of different additions. The highlight is a brand new exterior/interior dwemer set. This post will detail some of the new additions. As usual, everything has been added to the
OAAB_Cells.esp
. Look for new assets and InfoBox markers there for additional details.[ Nexus Download ] --- [ OAAB Discord ]
Changelog
New assets
Bug fixes
Dwemer Aboveground Building Set
The exterior for the building set draws inspiration from the vanilla entry piece. There are some aboveground structures in the vanilla game, but none of them can be entered. This set is intended to provide a new entry point option to dwemer ruins for level designers.
![](https://user-images.githubusercontent.com/47513579/134713587-bb8bc440-f86a-4caa-b99c-ee4e49ed5583.png)
This set also provides a matching door jam for the small square doors added by the Tribunal expansion. The set can be found in the object window with the ID string:
![dwrvBuildExterior02](https://user-images.githubusercontent.com/47513579/134713016-624f08ea-9909-4fa7-8ded-e9bfb83267fd.png)
![dwrvBuildExterior01](https://user-images.githubusercontent.com/47513579/134713051-625a6ac8-be70-4a7f-aa13-8b44f12e713c.jpg)
AB_Ex_dwrvBuild
This set also includes a compatible interior set. The interior set is actually a deconstructed version of the hall set included in the base game. Specifically the upper portion which is a different style than the vanilla corridor/room set. The set can be found in the object window with the ID string:
![dwrvHallVanilla](https://user-images.githubusercontent.com/47513579/134714952-ebd7585d-7287-44e3-b66e-80b32965fa57.png)
![dwrvBuildInterior01](https://user-images.githubusercontent.com/47513579/134715151-622118b7-a0b9-4c10-bcf4-caa71764fdc8.png)
AB_In_dwrvBuild
Since the interior set has no floor, it is intended to be used with the new
![](https://user-images.githubusercontent.com/47513579/134715841-ee590eb5-5fe6-48ba-a483-44e83da8e3b8.png)
AB_In_dwrvLedge256
piece. The lack of floor enables the dwrvBuild interior set to be stacked on top of other pieces like the deconstructedAB_In_dwrvRoom
set. This ledge kit may be expanded in the future, but the piece is relatively versatile already. Note that it can connect to the pipe kit.One important thing to note about the dwrvBuild interior set is that it is based on a 256x256 grid (same as the vanilla hall set). While the vanilla dwemer corridor and room sets are based on a 384x384 grid. This may require some creative solutions to get the sets to link up in more open room concepts. One thing included in this release to help bridge this gap are some 256x256 versions of the
AB_In_DwrvRoomGrate
set.AvoidNode Marker
Not everyone may know this, but the lava meshes in the game use a special collision object called an AvoidNode. This node tells NPCs to avoid that area. So their AI tries to avoid colliding with it. For the mod, Pimp My Shrine, I separated the AvoidNode into its own mesh and used it to prevent an NPC from walking off into the lava to attack the player. I would recommend using this marker sparingly as it can cause unexpected behavior for players. And thoroughly test areas where you do use it. But it can be a very useful tool when used properly.
![avoidNode](https://user-images.githubusercontent.com/47513579/134717607-5b80ab60-9b14-4f8c-943b-bad06652b99f.png)
Dunmer Palisade Set
Tamriel_Data includes a pretty cool dunmer palisade set. I have made a couple minor modifications to that set and merged it into OAAB_Data. One of the main additions I have made to the set (for now) is a matching gate. The gate is animated and can be scripted to open and close. An example script is included in OAAB_Cells in the
![dePalisadeGate](https://user-images.githubusercontent.com/47513579/134718215-a5c87010-05e6-47b2-9ac0-e61ba77f2da0.png)
OAAB_Docks
cell.Pallets
This is a pretty simple addition, but I wanted to highlight it for one particular reason: it can snap to itself on the CS grid! So creative modders could build themselves entire towns out of wooden pallets now. There are some broken variants included as well.
![](https://user-images.githubusercontent.com/47513579/134718450-891316d2-786f-48f3-9ee9-bf53e953bc1a.jpg)
![palletStructure](https://user-images.githubusercontent.com/47513579/134718494-96349cf2-f754-43ec-b0df-7c3c7f622445.jpg)
Filler Meshes
Container filler meshes has been on some people's wishlist for a while. Wolli recently created created minecart filler meshes for Tamriel Rebuilt and graciously allowed us to add them to OAAB_Data as well. Since I was thinking about minecarts, I also added a minecart without wheels and the minecart wheel for your rundown mine needs. In addition to minecarts, I also created open versions of all the OAAB crates and a new straw filler mesh to place in them. So now you can rest easy that your shipment of exclusive potions won't get shattered in transit.
![](https://user-images.githubusercontent.com/47513579/134719251-a6f0b845-1cb6-4891-9942-4891c3a21aac.jpg)
![](https://user-images.githubusercontent.com/47513579/134719255-3c5ad8ad-79fc-40de-b037-8d26e3167aae.jpg)
Tarp Covered Objects
A torn canvas floor object was requested recently and after I made that, I decided to play around with Blender's cloth physics and that resulted in me draping the tarp over several different objects. So now these tarp covered objects are available for your cluttering projects. As well as a bonus guar cart variant and some wood stacks. Look for these objects in the
![tarpObjects](https://user-images.githubusercontent.com/47513579/134719656-2692042c-3f30-4444-aa95-a249903f8703.JPG)
OAAB_Docks
cell.Torn Tapestries
Although this may not seem like a very exciting entry, torn tapestries can certainly make a ransacked manor or abandoned abode feel the part. Look for these in the
![tapestriesTorn](https://user-images.githubusercontent.com/47513579/134719965-c033e932-701b-41c8-996e-9451e4f8edc3.jpg)
OAAB_Clutter
cell.Lightning Effect Distant Land Fix
I don't normally highlight bug fixes, but I wanted to mention that for OpenMW and MGE-XE users, this version includes a fix for the dwemer lightning rods added in version 1.9.0 so that the lightning effects don't show up in the distance! This led to some rather surprising views before. Specifically users of my Dwemer Lightning Rods implementation of this asset may have noticed this issue.
![LightningBug](https://user-images.githubusercontent.com/47513579/134720238-29ffd008-f16f-4e78-bb9e-993d4628f311.jpg)
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