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The Elder Scrolls IV: Oblivion Downloads > Modifications > Huge Mods:
Silgrad Tower Part 1 (Plugin Files) (1.5)
Filename: silgrad_tower.esm_and_portal_v1.5.7z


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Developer:
Downloads:
Date Added:
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30.19 MB
1.5
Silgrad Tower Team
4875
01-24-2007
Modifications > Huge Mods


Average User Rating: 8.8
Number of Votes: 25
Related Files:
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4 Other Files by Silgrad Tower Team:
- Silgrad Tower (2.5)
- Silgrad LOD resources update
- Silgrad LOD resources
- Silgrad Tower Part 2 (resources) (1.5)


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Silgrad Tower Part 1 (Plugin Files) (1.5) - File Description  


Description:
Here we have the most recent build of "Silgrad Tower", an excellent mod for those of you who played its Morrowind incarnation. What it does is add an area of the Vvardenfell mainland, the NW region called "Silgrad Tower". In here, you'll find many things reminiscent of Morrowind's unique lands, as well as three big cities. One, the dual city of Soluthis and Reich Parkeep, split between an Imperial Garrison and a Redoran capital to the north. To the south, you'll find the Hlaalu seat, the majestic metropolis of Silgrad Tower. Steadhelm is an Imperial city, much like Caldera in Morrowind. Beyond these cities, you'll find lots of wilderness dotted by Dunmer villages and Imperial settlements. You'll also find caves, tombs, forgotten ruins, as well as the Nordic Barbarians preparing to destroy the Redoran.

Many adventures await you...



------------------------------------------------------------------------------------------------------
REQUIRED
This file
Part 2- Resources

RECOMMENDED
Silgrad Tower LOD
LOD update
------------------------------------------------------------------------------------------------------

To reach this realm, there will be some portals created out side of Cheydinhall (make sure you enable both of the plugins) which you can use to arrive at either city. If you have the invisible wall disabled, you can reach it by foot, but there is no direct route, so there will be a harsh hike up the mountain. Just use the portals to get there quickly and without trouble.

This mod is still not completely finished, and the team is still working hard and will continue to release updates. ATM, there is alot you can do and some quests to take up in Reich's Parkeep, as well as exploring. If you have any assistance to offer (They need modders), please head over to http://forum.silgrad.com/.

I highly recommend this mod to anyone looking for a nice touch to the game, and to get some nostalgia back from Morrowind. I think this will probably stay on my mod list for sometime.

This is part one- it only has the plugin files. Part two will have all the necessary data files. The other two LOD files are there to make things look nicer, but are not needed. None the less, I recommend that you get those as well.



Silgrad Tower Part 1 (Plugin Files) (1.5) - Screenshots  
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Silgrad Tower Part 1 (Plugin Files) (1.5) - File Download Options  

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Silgrad Tower Part 1 (Plugin Files) (1.5) - Readme  
Readme File:
Silgrad Tower v1

-=Download=-
Playing Files: http://www.blacklightcity.com/reichparkeep/Silgrad_Tower.esm_and_portal_V1.5.7z
Data Files: http://www.blacklightcity.com/reichparkeep/Silgrad_Tower_v1.5a.7z
LOD Part 1: http://www.blacklightcity.com/reichparkeep/LODSilgradTower1.1.7z
LOD Part 2: http://www.blacklightcity.com/reichparkeep/UpdateLODReichParkeep.7z

Playing Files - contains the data files needed to play the Silgrad Tower mod. This is a required download to get the mod to work.
Data Files - contains all the assets of our mod. This is a required download to get the mod to work.
LOD Part 1 - contains distant LOD for most of the mod. This is an optional download, but highly recommended since it makes it look a lot better.
LOD Part 2 - contains a distant LOD update. This is an optional download, but highly recommended since it makes it look a lot better.

-=Video=-
(Fr. September, showing Reich Parkeep)
Streaming from Gamespot: http://www.gamespot.com/pages/profile/video.php?user=noRemorse16
Streaming from Youtube: http://youtube.com/watch?v=RQRJFHvzCQY
Download from PlanetES: http://planetelderscrolls.gamespy.com/View.php?view=Videos.Detail&id=96

-=Screenshot Gallery=-
http://www.silgrad.com/wbb2/thread.php?threadid=5506

¤~::What is Silgrad Tower?::~¤

The goal is to create a region of the Morrowind Province's mainland on the opposite side of Vvardenfell's western coast, stretching in latitude as far north as Ald'Ruhn and as far south as Hla Oad. To get a better sense of where our region is situated you might want to take a look at Bethesda's old concept map for Morrowind ( http://www.silgrad.com/oblivion/images/maps/Map_arch_TES3_Morrowind_Concept_Map.jpg ); notice the two cities 'Soluthis' and 'Silgrad Tower' in the northwest? Our mod takes place roughly between those two cities (while at the same time adding in new cities and settlements). The layout of Morrowind changed quite a bit between that concept map and the real game, and our landmass follows the latest official map more closely.

Three major cities are situated in the region we're creating. The twin cities Soluthis/Reich Parkeep in the forested hills to the north is the district seat of House Redoran. The Hlaalu metropolis Silgrad Tower in the fertile, pleasant south is said to be the second largest city in Morrowind, rivalled only by the capital Almalexia and is a natural center for trade and commerce. Steadhelm is an Imperial charter town on the coast of the Inner Sea, bordered by mountains to the north and a huge swamp to the south. Several smaller Dunmer villages and Imperial settlements can also be found in the region, as can numerous farms.

Our goal is also to have plenty of adventure beyond the comfort of the city walls. Huge burial tombs lie forgotten in the wilderness, mountain strongholds shelter warlords, renegade Daedra worshippers carry out their sinister rituals in remote shrines, highwaymen rob travellers of loot and life alike - and war drums sound from the west, as barbarians from Skyrim prepare to drive Redoran into the sea.

Some of you may be thinking, "Morrowind? Vvardenfell? Is this a TES3 mod, or... what?" And the answer is no, it's not a TES3 mod, it's an Oblivion mod - but we've painstakingly modelled pretty much everything you'll see in our mod from scratch to make you think you're in Morrowind again. Our teammembers have come together with one thing in common above all else - a shared love for The Elder Scrolls III: Morrowind, and we want to see the spirit of Morrowind, and the spirit of the lands our team modded for TES3, live on through the new game.

Since Reich Parkeep v9 was released we've come a long way towards realizing those goals. To name a few;
- There's finally a landmass, allowing us to string together our previous city mods into a single release.
- The city exterior in Soluthis is mostly finished.
- Steadhelm is nearing completion, and now sports over half a dozen finished interiors as well as distant LOD.
- We can now count 1448 models in our folder, 99% of which our team itself created.
- All Redoran interior models have been modelled, enabling us to open every claim in Soluthis.
- Soluthis itself is looking even better this time around after the buildings were reskinned.
- Guards in Reich Parkeep now sport unique armor.
- All objects the player can pick up now have icons. There's almost 200 of them.
- All plants and flowers can now be harvested for ingredients.
- Many more furniture pieces are now useable, like the Redoran bed.
- The city wall around Soluthis has been totally reworked with new models, which should behave better in-game.
- A Dunmer shack tileset has been created, which will give a familiar touch of Morrowind to Ebbedin and other villages in our lands.

¤~::How to install::~¤

The release comes in four packages to keep your download times to a minimum. The Data Files package contain what you would call the real release - the data files, meshes, textures, sound effects, voice and music that make our mod what it is. The Playing Files package contains the data files needed to play the mod. The LOD packages are optional and enables distant land while playing the mod, and while you don't have to download it, it makes the mod look a lot better.

Silgrad Tower uses the excellent archive format ".7z", which achieves superior compression ratio compared to other zip programs. To extract .7z files, please download and install the freeware program 7-zip from the website http://www.7-zip.org/

To play the mod, launch the game and tick the following data files:
- Silgrad_Tower.esm
- Silgrad_Tower_Portal.esp
Once you start playing, travel to Cheydinhal where you'll find two large portals standing freely next to the road leading up to the castle. The left one takes you to Steadhelm, the right one to Soluthis/Reich Parkeep. There's a number of quests to play in Reich Parkeep (the Imperial part of the city), while Soluthis is more "under construction".

¤~::How do I mod for Silgrad Tower?::~¤

The team is in need of modders to stake claims in Soluthis and Steadhelm. To get the process started, please register on our forum at http://forum.silgrad.com/ and then pick out a modders' abbreviation for yourself ( http://www.silgrad.com/wbb2/thread.php?threadid=55 ). You'll also need to download the modders file pack and overwrite the player files with them:
http://www.blacklightcity.com/reichparkeep/Silgrad_Tower_v1.5a_modders_esm.7z
The modding section on our website ( http://oblivion.silgrad.com/index.php?option=com_content&task=blogcategory&id=23&Itemid=39 ) has a few informative articles that can prove helpful in understanding how modding for Silgrad Tower works.

After that you can browse our claims boards ( http://www.silgrad.com/wbb2/board.php?boardid=79 ) to find something that interests you. When you've found it, post a reply in the thread to claim it and then you can start modding it. If you get stuck you might want to consult the 'Technical Info concerning Interiors' thread ( http://www.silgrad.com/wbb2/thread.php?threadid=1758 ) to see if the answer is explained there, but if it doesn't then don't hesitate to post the question in your claims thread. Once you've completed a claim, please post it as an attachment in a reply to your claim thread for reviewing.

-- Steadhelm is looking for a modder interested in decorating the area outside the town's walls as well as develop the local harbor. For more information please contact sandor ( http://www.silgrad.com/wbb2/profile.php?userid=1371 ). Apart from that, the city is always looking for modders interested in modding the city's remaining open claims ( http://www.silgrad.com/wbb2/board.php?boardid=82 ). --

On the other hand if you're a modeller or texture artist you should head on over to our Visual Development board ( http://www.silgrad.com/wbb2/board.php?boardid=12 ). There you can start a thread to show what you've done before and discuss with us what you'd like to do together with our team in the future, or if you prefer you can browse the pinned threads on that board to find open jobs.

¤~::Frequently Asked Questions::~¤

1. When I go through the portal, the land disappears and I start falling!
This is because a mod conflicts with ours. Esm's can't affect other esm's without causing landscape bugs, but if the other esm doesn't alter the landscape then the problem doesn't appear until you play with a mod that does change landscape - like Silgrad Tower does. A simple way of solving the problem is to just untick other mods than Silgrad Tower's, but it's of course not the best solution. Another way is to use Timeslip's Oblivion Mod Manager ( http://timeslip.chorrol.com/obmm.html ) to change the load order so that Silgrad Tower's esm's are loaded right after Oblivion.esm. That technique works most of the time, but the problem may persist with some esm's and then the only solution is, regrettably, to untick them.

2. I don't see any portals in Cheydinhal?
Please ensure that you ticked "Silgrad_Tower_Portal.esp" on your launch screen, as playing without it causes the portals to disappear (among other problems).

3. The portals are silly. Why don't you make it so players can walk to Silgrad Tower?
Ultimately that is our goal, however, solving more important concerns have taken precedence so far. It's only until now we have a landmass to walk onto, for instance.

4. When will this mod be finished?
The mod will become more and more playable over time, offering dozens of quests and plenty of unique visuals. We'll never reach a point where we say, "Ok it's finished, let's disband and go do something else" - we'll continue adding to our mod throughout Oblivion's lifespan (and most likely beyond that seeing as our TES3 mod is still being worked on as well). Setting goals for ourselves is another matter though, and our goal is as was mentioned above to finish the three major cities and mod numerous cool dungeons and other locations around our lands. We should reach that goal before autumn 2007, and have a blast along the way modding all that fantastic stuff. When we reach that point we may decide to expand our area and/or create additional quests.

5. What is there to do in this mod?
To a large extent there's no denying that right now it's a 'window' mod, as one person called it - a display of what we've done so far in the modelling department and an outline of what we want to do in the future, geared towards piquing the interest of new modders in our team. Having said that there's several quests in Reich Parkeep the player can pursue - don't forget to stop by the Guild of Fighters, for instance. But above all, what our team needs are more modders.

6. Why don't you just use TES3 models?
It's illegal to distribute Bethesda's models and other assets, meaning that if we ripped TES3 models we would be regarded as an illegal mod and couldn't operate on ESF and other crucial places. We're in it for the long haul, and some of us are already looking forward to an eventual fifth Elder Scrolls game which makes it even more important that we have a firm platform to stand on that doesn't compromise Bethesda's copyrights in any way. Besides that consideration the models in TES3 were highly optimized, to make them run on a mid-range computer in 2002, and would have needed extensive work on them just to bring them up to technical par with what you'd expect from Oblivion. For an experienced modeller, editing an old model in that way and making it look good is usually more work than creating it from scratch.

7. Are you modding Vvardenfell?
No, we are modding a region of the Morrowind Province's mainland situated west of Vvardenfell.

8. Will you make the whole Morrowind Province?
Perhaps we will expand our landmass in the future as the existing region gets completed, but modding the whole Morrowind Province is not our goal. Our goal is to make the part that we DO mod the best we possibly can.

9. How do I uninstall the splash screen?
The splash screen is totally independant from the mod and is enabled through the existence of three files. Deleting the following three files from your computer returns your game to normal. Deleting them doesn't affect the Silgrad Tower mod.
Oblivion\Data\menus\options\main_menu.xml
Oblivion\Data\Textures\menus\loading\tes_oblivion_logo_bink.dds
Oblivion\Data\Textures\menus\loading\tes_oblivion_logo_final.dds

10. What does the term "Dunmer" mean?
"Dunmer" is the name dark elves prefer to call themselves. The term "dark elf" is an Imperial invention.

11. What does the term "Redoran" mean?
To say it succinctly, it is a political power in the Morrowind Province who controls the western-most sliver of the Province. More information on them can be found on wikipedia ( http://en.wikipedia.org/wiki/House_Redoran ).

12. Reich Parkeep sounds like it has something to do with Nazism.
It doesn't - in fact, the name was created by Bethesda themselves. Reich Parkeep was even an in-game town you could visit in the very first game, Arena, and we're bringing back a lot of quaint details from those dusty annals of lore.

13. What does the name Soluthis come from?
In the early stages of Morrowind's development, Bethesda planned to mod the whole Province - but only bits and pieces of it. In the end, only Vvardenfell was modded, but modded in whole. However their original plans for TES3 became known when they released an old concept map to coincide with the 10th anniversary of Elder Scrolls in late 2004. Apparantly, they had changed the name of Reich Parkeep to Soluthis. We like the old name, because the town existed in our TES3 mod and it's grown on us. So then we decided to use both names, but use them separately for the two different districts.

14. Can I use your models in my mod?
No.

¤~::Credits::~¤

For a full list of credits, please see this article on our website:
http://oblivion.silgrad.com/index.php?option=com_content&task=view&id=167

In brief, we would like to thank Ayse, Lord Gabryael, Qarl, Raptre & Zuldazug for creating 'Morrowind Visual Pack', skydye and Headlesswonder for creating 'Vibrant Morrowind'; And ScripterRon (TES4 Plugin Utility) and the Niftools group for making this possible in the first place.

¤~::Contact::~¤

If you have questions regarding the Silgrad Tower mod, please post them on our forum at http://forum.silgrad.com/ and someone will answer you promptly.


Silgrad Tower Part 1 (Plugin Files) (1.5) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 32 | Last comment: 10-05-2013 at 01:05

 #1 - 01-24-2007 at 17:53
humble_downloader
From:
Joined: December 11th, 2006
Posts: 442
Wow, morrowind in oblivion! Finally, can't wait until an even larger part of the mainland is done..............! I've been playing morrowind recently and i realise how much fun it is. I can't wait till this is done. Although i think it'll never be fully possible to get that unique morrowind feel.

 #2 - 01-24-2007 at 18:57
DELTA_31337
From: (NJ)
Joined: August 2nd, 2006
Posts: 410
wow, 1 &1/2 years in developement, this must be good, and very professional. Using this in conjunction with the shivering isle, the game of oblivion would double in content. Brings a tear to my eyesCry

 #3 - 01-24-2007 at 19:16
Ghostm4
From:
Joined: April 19th, 2006
Posts: 54
This is just what i want,i luv how brings kinda more of the fantasy aspect and i agree with #2,having this and shivering isle what make oblivion spectacular!

 #4 - 01-24-2007 at 19:17
Ghostm4
From:
Joined: April 19th, 2006
Posts: 54
sry for double post but i meant would*make oblivion spectacular

 #5 - 01-25-2007 at 07:24
Morgoth_of_Udun
Joined: October 19th, 2006
Posts: 64
Sounds nice, heard of it before I think.
If you want another piece of mainland for TES III you can download the piece wich Tamriel Rebuilt created. They are progressing quite well with the morrowind mainland. For oblivion they're creating hammerfell right now (this will look really great!) They go for very high quality (I'm modding for it too smile )
I hope the Silgrad team is for quality too, not for quantity. On the movie it looks great! 10/10 Rock

 #6 - whoops - 01-25-2007 at 10:10
psybunny
Joined: November 1st, 2005
Posts: 142
i dled it an gotta say was very excited......now im very disappointed........there is no ground present an now i have to go thru all my mods an uncheck them all one by one just so i can walk around an empty landmass?3/10get it together folks dont release unfinished mods

 #7 - hey psybunny - 01-25-2007 at 12:00
DELTA_31337
From: (NJ)
Joined: August 2nd, 2006
Posts: 410
This mod requires 4 dls total to work properly. DUH

 #8 - 01-25-2007 at 16:34
Azrune
From: (St.Joseph, Missouri)
Joined: November 23rd, 2006
Posts: 330
Awsome, i've been waiting for this! This looks like it must be among the best, most profesional mods there are!

 #9 - hey delta - 01-25-2007 at 18:26
psybunny
Joined: November 1st, 2005
Posts: 142
yeah i caught that i can read......and have installed the nessacary files including the suggested LOD files...an the suggestion on thier part if incuring the problems i have was to go thru an uncheck all my other mods one by one an then load up an see .if there was a incompatable mod list that would be great.....or crap maybe i should start one.... id rather wait to see the final before
i did any help from the authors would be great

 #10 - 01-25-2007 at 19:51
DELTA_31337
From: (NJ)
Joined: August 2nd, 2006
Posts: 410
well psybunny, it all depends on what mods you already have. Very large mods tend to conflict. So if you have mods like Kavatch Rebuilt, OOO, or MMM, then i would start with those to disable. But then, if you have to disable mods like that, then this one isnt worth playing is it? I personally dont have any of the three i mentioned, and i have yet to try this. I havent even beat the main quest once yet, so im going to do that first before risking messing up my game. But i only have very minor weapons and armor mods myself... a house or two...

 #11 - HEH - 01-26-2007 at 08:21
psybunny
Joined: November 1st, 2005
Posts: 142
and therein lies my problem....im a complete Mod *****....i know i know...i currently have 32 mods running, and OOO is deffinately one of them ,yet well worth it.of course untill mods such as this come along......Resistance is Futile! i must start to whittle down the selection soon no! i must get more!!

 #12 - 01-26-2007 at 08:38
darthmop
From: (neu-ulm)
Joined: August 22nd, 2005
Posts: 120
very cool mass of land , are the static objects converted from the Morrowind Nif files?
10/10 ,

 #13 - darthmop - 01-26-2007 at 09:33
PunkXBlaze
Joined: September 22nd, 2005
Posts: 63
"6. Why don't you just use TES3 models?
It's illegal to distribute Bethesda's models and other assets, meaning that if we ripped TES3 models we would be regarded as an illegal mod and couldn't operate on ESF and other crucial places. We're in it for the long haul, and some of us are already looking forward to an eventual fifth Elder Scrolls game which makes it even more important that we have a firm platform to stand on that doesn't compromise Bethesda's copyrights in any way. Besides that consideration the models in TES3 were highly optimized, to make them run on a mid-range computer in 2002, and would have needed extensive work on them just to bring them up to technical par with what you'd expect from Oblivion. For an experienced modeller, editing an old model in that way and making it look good is usually more work than creating it from scratch."

In short, no.

 #14 - 01-26-2007 at 12:31
H34T3N
Joined: January 26th, 2007
Posts: 5
were are the portals located?confused
I've walked around Cheydinhal a couple of times but can't find them
I also unticked al my mods except Silgrad tower

 #15 - 01-27-2007 at 16:27
IsolinaBlack
From: (California)
Joined: January 4th, 2007
Posts: 98
Oh. Em. Effing. Gee. That is... INSANE. The largest project I've ever HEARD of. xP
Very nice.

 #16 - 01-29-2007 at 08:54
eagleeye242
Joined: January 29th, 2007
Posts: 3
The thing that happed to psybunny has happed to me. I got all the resorces but when i went through the portal there is no ground and you end up on the bottem of the sea all u can cee is the wassome trees and a few doors....... it look like a great mod but help i don't know what to do!!!!!confusedconfusedconfused

 #17 - correct - 01-30-2007 at 21:56
psybunny
Joined: November 1st, 2005
Posts: 142
yep fall into the sea n no way to get back on top of the land texture..hmmmmmill try to disable OOO............starting to get a lot of conflicts from it anyhow....lemme know if u get it straight or if i do ill post back!big grin

 #18 - ummmmm - 01-31-2007 at 12:25
bloodydeat8
Joined: January 21st, 2007
Posts: 13
i didnt find portals,only peices of blue tinted landscape all round cheydinhal that looked like giant web page

 #19 - 02-01-2007 at 16:50
RussianRoulette
From:
Joined: November 16th, 2006
Posts: 86
Ah, the giant mushrooms. Ive missed you, old friend...

 #20 - 02-02-2007 at 08:44
Morgoth_of_Udun
Joined: October 19th, 2006
Posts: 64
IsolinaBlack: There are several mods of this size, all trying to create whole of Tamriel (beginning with one province, all projects start with a different one, else great conficts will come) Some examples: Beyond Cyrodill, Tamriel Rebuilt and Silgrad Tower

 #21 - 02-04-2007 at 17:04
Jager_57
From:
Joined: September 9th, 2006
Posts: 388
It crashes at the loading screen... every single time. It takes ten+ minutes to get back onto my desktop with each crash and I'm getting pretty ticked.

 #22 - 02-06-2007 at 14:16
ioccyb3r
From:
Joined: February 6th, 2007
Posts: 7
Beyond Cyrodiil


Beyond Cyrodiil project consists of 7 parts: Silgrad Tower (Reich Parkeep, Blacklight), Skyrim, Elsweyr , TES4 Vvardenfell, Valenwood & Akavir. All share webhosting, information, resources, ect and are collaborating.

Reich Parkeep: New city in development using 130+ custom models<br. http://www.elderscrolls.com/forums/index.php?showtopic=500670 Current version : Alpha V 9.0 as of September 1 & "Final Redoran Exterior Compilation V 1.0" texture pack as of September 11 Reich Parkeep is one of three regions of Morrowind Province's modded by the Silgrad Tower team for Oblivion. Characters hidden in the deepest recesses of lore, like Vaniken R'i, stores like the 'Village Accouterments' and 'Elite Gear', bars like the Screaming Helm and Golden Gryffin - we're bringing them all back in our take on Reich Parkeep. ""

Blacklight
http://www.silgrad.com/wbb2/board.php?boardid=43

Skyrim for Oblivion
Thread 2: http://www.elderscrolls.com/forums/index.php?showtopic=556986 Current Version: Riften Alpha 03 / looking for Texture Artists and Concept Artists: Released "Final Redoran Exterior Compilation V 1.0" texture pack as of September 11: "" The main goal is to bring to life the province of Skyrim by using not only TES lore but also adapting authentic Nordic/Celtic lore. The whole province minus Windhelm area, starting with Riften area. We will look to the real world lore for inspiration when new lore is necessary.""

Elsweyr Confederancy
http://www.elderscrolls.com/forums/index.php?showtopic=551591 Current State: begun construction of the city of Rimmen. Help is needed showcase yor interiors, writting, quests or voice acting! come on by and take on a claim / Elsweyr landmass is done as of July 28 "" To add Elsweyr, the home province of the Khajiit. It borders Cyrodiil to the south. A large new chunk of land, full of jungle and desert, and a lot of new adventures for the player. This includes quests, dungeons, items, and lore.""

The Vvardenfell
http://www.silgrad.com/wbb2/board.php?boardid=41 "This mod is going to connect to and be compatible with Blacklight, Silgrad Tower, Velothi Mts. and possibly other Morrowind styled mods for TES IV: Oblivion.

Black Marsh
http://www.elderscrolls.com/forums/index.php?showtopic=558010 " Black Marshes is an expansion mod that will create Argonia and its people. The first city we will be making will be Stormhold. An Imperial City, made on the ruins of an Ayleid ruin. "

Valenwood
Official Development Thread: http://www.elderscrolls.com/forums/index.php?showtopic=537236 / http://www.elderscrolls.com/forums/index.php?showtopic=541711 Current State: Landmass complete, texturing and detailing the land / the port city of Southpoint is looking for mayor/ moddelers, artists, and any help is appreciated "" The province Valenwood, home of the Bosmer with big green meadows and huge trees on which the Bosmeri make their homes. The situation in Valenwood is worse than anyone would like to admit. Fear is running rampant through the land from the recent events and strange reports of vicious attacks have been working their way through the local gossip circles. ""

Akavir Mod
http://www.silgrad.com/wbb2/board.php?boardid=165 Current State: released a vew things, like the Ka Po (tiger race) and two dungeons to show people that we are making good progress. ""

Aldmeris Mod
http://www.elderscrolls.com/forums/index.php?showtopic=553822 Current State: WIP / Looking for Modellers-Lore writers-Landscapers-Texturers-Modellers & any help possible "" We are planning to have many intricate and large cities and buildings in this mod. Even an underwater city. This mod will encompass all of Aldmeris.""

End of Beyond Cyrodiil

copied straight from oblivion wiki site have fun guys smile

btw (i'm a modder but for freelancer (3d modeler and coder i do html and php aswell) disable OOO it conflicts with silgrad tower and house of philemon conflicts with about any mod installed ( i have a very large mod collection for oblivion)

and about the land mass problem use oblivion mod manager and if that doesn't resolve the problem then reinstall silgrad tower that should fix the problems
and please guys get the unnoficial oblivion patch 1.7 it fixes about 800 bugs that bethesda made fixes numerous problems with mods aswell

If you have any other problems feel free to comment them in here and i'll try answer (some problems are driver related)(i'm in my second year off advanced informatics and i do hardware for 7 years now)

I'm in no way related to the silgrad tower mod team but i want to support them in anyway possible

Greetings (IOC)Lt. Cyb3r

 #23 - 02-14-2007 at 16:24
DELTA_31337
From: (NJ)
Joined: August 2nd, 2006
Posts: 410
so it does work for at least one person right?

 #24 - 02-15-2007 at 12:49
ioccyb3r
From:
Joined: February 6th, 2007
Posts: 7
yes it works perfectley for me i will support this mod in anyway i can cause i like it alot it's one of the best real mods for oblivion out on the net and srry guys don't want to hurt anyone's feelings but just adding a few weapons or so isn't a mod i call that a plugin one exception here and that is the work of eshme since she has done alot to get her stuff working and supports other people with it aswell

and i still highley recommend u disable any other huge mods like obscuro's oblivion overhaul it's a good mod but changes alot on the game so that most things aren't the same anymore

not going to explain why it conflicts cause then u need to understand atleast coding language

if u want to use OOO with silgrad tower i highley recommend using obmm (oblivion mod manager) and load OOO before silgrad tower that should get rid of most conflicts between OOO and Silgrad tower (haven't tested it since i don't want to install OOO for now (have my reasons for this but those are personal and no one else should judge on that for me) and please don't forget to grab the unnoficial oblivion patch 1.7.1 which fixes +-850 bugs by now

if i install philemons house Oblivion refuses to start with me
and yes i have tried every single option

I'm in no way affiliated to either the silgrad tower team or the team that makes the unofficial patch but I am a skilled coder and I do know alot of hardware (if anyone has hardware problems go ahead and ask me i'll try to help in every way i can)
(this means for the team behind silgrad tower aswell (trying to help nothing more nothing less)

Greetings (IOC)1st Lt. Cyb3r member of the sirius : reborn mod team

 #25 - ah - 02-15-2007 at 14:03
psybunny
Joined: November 1st, 2005
Posts: 142
i wll try that thanks fer the info ill report back an let ya know how it went

 #26 - Read - 02-17-2007 at 17:35
mercz
From: (Texas)
Joined: January 11th, 2004
Posts: 212
If you guys are having trouble with loading the game and falling through the ground after entering the realm, this is b/c of a loading list error. Use a program like Wrue Bash or Oblivion Mod Manager to load the Silgrad Tower ESM directly AFTER the oblivion .esm. This should make it the second ESM in the list.

 #27 - 02-19-2007 at 08:29
ioccyb3r
From:
Joined: February 6th, 2007
Posts: 7
mercz i said that ages ago but it seems no one is listening to my advices and i tried wyre bash and i like obmm far more (the only thing i use wyre bash for is for fixing faces since i use different plugins for faces)

and please get the unoficial oblivion patch 1.7.1 (google it) it's on http://www.baldurdash.com it fixes alot of bugs bethesda left into oblivion and doesn't conflict with any other mods out there (i can provide a mod list which doesn't conflict with each other if there is enough people asking for it otherwhise i won't do it since it will take a lot of time to do)

Sincerely (IOC) 1st Lt. Cyb3r

 #28 - rubbish - 02-21-2007 at 11:59
gideon1451
From: (Manchester)
Joined: November 19th, 2006
Posts: 4
sligrad tower has no land or buildings and i did install it correcty

 #29 - 02-22-2007 at 14:37
ioccyb3r
From:
Joined: February 6th, 2007
Posts: 7
gideon it has certainley to do with a conflict with another mod u have installed please install oblivion modmanager that will help u to get rid of the bug

 #30 - 03-03-2007 at 12:43
T0weLie
Joined: January 12th, 2007
Posts: 62
gideon did u install both files? (this one and Silgrad Tower Part 2)
Description:
This is part two of Silgrad Tower, containing the resources (Sounds, models, textures, etc.) Extract them to your data files sub-directory.
wink

 #31 - 03-03-2007 at 17:28
ioccyb3r
From:
Joined: February 6th, 2007
Posts: 7
T0weLie this is part one containing the portal.esm and tower.esm files

but like i said before use Oblivion mod manager most problems are related to conflicts with other plugins/mods

 #32 - http://www.tacbusparts.com/js/index.html - 10-05-2013 at 01:05
ugg
Joined: January 4th, 2010
Posts: 452
In 5 sequential competition season, He could be the only one nfl player passed for far more than 4 thousand yards.



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