[RELz] Appler's Passive Birthsigns

Post » Wed May 11, 2011 3:50 pm

Anyone out there have feedback that actually used this mod?

As my Oblivion is sort of running on the edge of a kitchen knife, I usually wait a bit longer before actual playtesting new mods, sorry. :P

Yeesh... Way too many overt changes for me, classes like the warrior and the lady pretty much force a gameplay style onto the player. No es bueno.

But if some people like that, cool. =/

Guess it all depends on your playstyle. I don't really think of it as forcing the player into a specific style, but more as an addition, an extension to the player's prefered playstyle. I'm personally not a fan of a "Jack of All Trades - Master of None" characters, so I narrow my class down to fullfill a rather specific task in combat etc...

If I knew anything about scripting, I'd try making something similar to this but for races instead of birthsigns. :D Unfortunatly I lack both time and patience t do such a thing.

On topic: A random comment out of nowhere which I just realized: I'm a bit saddend to see how you benefit the Warrior's Blade, Blunt, Heavy armor. The mage's magic skills and magicka. The thieves/assassin related stealth skills, ... You get my point? But not Marksmanship on it's own. I've no idea where, how or if it's even possible to still implement it, but I thought I'd mention it and let your creative brain work again. ;)

Keep up the great work!
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Marie Maillos
 
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Post » Wed May 11, 2011 10:00 pm

not Marksmanship on it's own.


How very foolish of me! There is room in the Serpent... ;) I was thinking of this a while ago actually, just haven't figured anything out. Was thinking of an extreme zoom/night vision, maybe a bullet-time effect... blah. I'll think on it.
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kiss my weasel
 
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Post » Wed May 11, 2011 11:45 am

v0.94 released! Hopefully these constant updates aren't annoying.

Horribly annoying. The temple Ordinators are gonna come and get you for releasing good mods too often. Repent!
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Marine x
 
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Post » Wed May 11, 2011 5:57 pm

v0.95 is up and running! Check the OP for the latest changes, and the readme for details!

The Serpent is now very good. Marksman perks (higher zoom, easier aiming, straighter arrows) and enchanted arrows! Also, more tweaks to sneak settings to make him even sneakier than before!!
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Scott
 
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Post » Wed May 11, 2011 10:08 am

Oh, nuts! You're making it hard for me to decide between the Serpent and the Shadow. They're just... too attractive for my preferable playstyle. :P
How does the "easier aiming & straighter arrows"-thing work, by the way?
I love this.

Also, are you by any chance going to do something like this for racial powers and/or those doomstones?
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Captian Caveman
 
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Post » Thu May 12, 2011 12:25 am

All the changes are listed in the readme, but since you ask... they're all gamesettings (GMST), the straighter arrows is a gravity reduction, I think by 1/3 (I'm not at my computer right now). The easier aim is done by dividing mouse sensitivity by 4, since when you zoom in (in vanilla) your look speed it still very fast. Combine both of those with very high zoom, and you can hit anything you want within 100 yards ;)

Just curious, have you used Serpent? And if so, do you have any Guard or Stealth overhauls (Like Reneer's, Jogs..)? I think the bounty nerf might be too harsh, but I still have vanilla, just reinstalled.
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Captian Caveman
 
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Post » Thu May 12, 2011 12:30 am

Hey y'all!
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sally R
 
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Post » Wed May 11, 2011 11:57 pm

Ah. The readme told me that, just after I asked.
I was mostly thinking about compatibility when using any mods that makes arrows fly at a random offset, based on marksman skill. Good to know, thanks. :D

I haven't got any chance to use it yet, but I'm very tempted to try it out now.
I'm using SM's Regional Bounty and kuertee's Crime has Witness. I had some wierd problems using RGO a while ago, and have been too lazy to see if it's been fixed.
Won't a bounty of 1000 make guards chase you on sight, asking you to go to jail? I believe that could cause some issues with quests involving guards. I'll have to give it a try!
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Louise
 
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Post » Wed May 11, 2011 11:18 am

Great mod, insane idea = perfect! Hey hate to be a pain and post the only negative reply in the thread but i cant seem to get anything to work (only tried The Thief) i assume by crouch you mean sneak so i sit in sneak for 2 seconds (ive been in it for awhile too) and jump and it does a low jump and my normal non-sneak jump is higher heres the mods im running.
3 Alternative Stories
AdventurersAlchemy
Appler's Passive Birthsigns
ATakesAll
Bongs Big Portable Tent
CapesandCloaks
Chargeable Spells
Darker Dungeons
all of the DLC available for Oblivion at this time
Enchantment Enhanced
Poison Arrows
The Archer's Paradox Upgrades
Torch Arrows
Thieves Arsenal
DarNified UI

Hope you can help, Thanks
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Steven Hardman
 
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Post » Wed May 11, 2011 11:13 pm

Sorry for the double post. I guess im and idiot i was expecting the vault to be a big difference but its not everything else works as i thought.

Sorry again. Thanks
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Jonathan Braz
 
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Post » Thu May 12, 2011 12:25 am

I believe the readme clearly states (maybe it doesn't, I'll check later) that you need to hold the sneak button for 2 seconds. You don't need to jump, either.. it does that for you. Thanks for trying my mod, hope you enjoy leaping around ;)
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Erin S
 
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Post » Thu May 12, 2011 12:19 am

Just FYI.. FotM (this is how I'll refer to "Flight of the Magpie" from now on) is improved, but still not very good. It progresses from no bonus to max. bonus very slowly. I'm fixing this for 0.96, it'll give you a much bigger boost in the beginning and progress slowly from there.
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Sophie Louise Edge
 
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Post » Wed May 11, 2011 7:27 pm

New tasty v0.96 flavor!

Big changes to rampage... now depends on speed of weapon, and power attacks increase your rampage even more.

Several visuals added, so you know it's working. When Rampaging, you will pulsate red. When an arrow is affected by Serpent's Spit, the Illusion visual will play (I don't like this, just a placeholder for a better visual later)

I've added several tables to the readme, outlining the increase/decrease of certain values for signs like Thief, Lord, etc.

BIIIG changes for Apprentice. When you collect 80 books you get a perk for your specialized school. Only Destruction and Mysticism working now, and they need testing! Please try em out!
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Emma
 
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Post » Wed May 11, 2011 12:05 pm

Ooooh I have a fun idea for Apprentice Alteration perk.. can't wait to get out of work :P

I'm also going to add a notification for when you reach the required skill for the Apprentice perks, as of now you just kinda hafta know how many books you're carrying ;)
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Charlie Ramsden
 
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Post » Thu May 12, 2011 12:16 am

I'm having great fun with the latest changes of the Serpent. Howerver, there is one thing I wonder. Is there any chance you'll still be able to cast greater powers containing restoration effects? The reason I'm wondering is, as I'm playing an argonian and using tej?ns racial...abilities pack(?), I'm given a restore health/fatigue/magicka power with duration equal to my higheset attribute. Kinda makes it it pretty useless. :P

Oh, and one more thing! I fear I might risk losing my sanity if I don't ask (it's a bad habit of mine), something that'd be pretty fun/neat would be if the Serpent would enter "holy ground" and recieve temporary penalties while in the area. Shun the non-believer! Shuuun!
I don't know how feasible that would be, but I'm fairly certain it has been done before.

Keep up the good work! :D
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Lalla Vu
 
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Post » Thu May 12, 2011 1:14 am

Oh crap! Just realized I haven't packaged a .nif the mod needs! And I'm at work!! I'll fix it when I get home :( it would only affect Atronach and Apprentice's "Fork" I think
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Rudy Paint fingers
 
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Post » Thu May 12, 2011 2:37 am

Ok, I uploaded v0.961 which contains a previously missing .nif. Please update to avoid the giant yellow exclamation point of doom!

Now to work on more fun for the Apprentice!
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Ellie English
 
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Post » Thu May 12, 2011 2:54 am

Shun the non-believer! Shuuun!


It's funny, I was considering something like this even before I came up with the bounty nerf (how is that, by the way?). I was looking into factions to see if there were "Temple" factions per town, but I didn't see any. It would be fairly easy to accomplish what you suggested.. so we'll see what happens ;)
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Yvonne
 
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Post » Thu May 12, 2011 4:32 am

This is a definitely download. The thief and serpent signs look amazing.
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Eibe Novy
 
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Post » Thu May 12, 2011 1:22 am

I just tried warrior sign, i think it is little overpowered. My level 1 character charge in 5 npc, 3 melee and 2 archer, i killed them all with full health. I'm wearing iron armors and one handed akaviri katana (5 damage). Still i must admit it is fun once i overpowered them with FCOM :toughninja:
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Nomee
 
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Post » Wed May 11, 2011 4:51 pm

I just tried warrior sign, i think it is little overpowered. My level 1 character charge in 5 npc, 3 melee and 2 archer, i killed them all with full health.


Thanks for your feedback! Remember, this is still considered a beta release. I could probably work out a leveled rampage... come to think of it, a leveled FotM might be in order too.
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joannARRGH
 
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Post » Thu May 12, 2011 4:58 am

v 0.962!

2 new Apprentice perks: Soul Link (Conj) and Singularity (Alt). You may recall Singularity from a popular video game.. ;)

Please try these Apprentice perks out! I think they're pretty nifty, and a very attractive addition to a birthsign that was slightly less attractive than other magic related signs.

Note: Singularity works, but sometimes does crazy things like moving NPCs into walls, or even making them disappear entirely (??). It is considered very beta right now. If anyone knows modding, you're welcome to pry open the scripts and take a look.
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Darian Ennels
 
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Post » Wed May 11, 2011 5:25 pm

It's funny, I was considering something like this even before I came up with the bounty nerf (how is that, by the way?). I was looking into factions to see if there were "Temple" factions per town, but I didn't see any. It would be fairly easy to accomplish what you suggested.. so we'll see what happens ;)



The bounty nerf works pretty well. I rarely have to interact with the authorities, but when I do I find myself exploiting that weird dialogue bug that allows me to either end conversation or open that minigame, which upon ending takes me back to "normal" dialogue. Though I believe it's solved now...
But I guess the bounty could be a little higher, but still allow one to walk the streets without every guard reminding you of your law-breaking nature and so on. But I might just be speaking for myself. :P

As for that suggestion, I'll just keep hoping. :D
(While writing that, I also took a peak in the cs, and found the "NineDivines" faction on every (and some other) member of those chapels. I have no idea if this is helpful or not, as my knowledge of the cs and how it operates is pretty much limited to some very basic things. :P)
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Emily Shackleton
 
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Post » Wed May 11, 2011 3:25 pm

Awesome. Most mods like this just attempt to balance the birthsigns. This one actually makes them interesting. It'd be cool to see someone do something similar with the racial bonuses... hint hint :P
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Glu Glu
 
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Post » Wed May 11, 2011 3:57 pm

Hey Appler, just thought of something you could do for the Steed birthsign. Maybe, because of the skill the character has with horses, any horses the player steals will recognise him as their owner, stay with him instead of walking home and you would appear so close to the horse that you would never be arrested for riding it, except the very first time you get on.
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anna ley
 
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