[RELz] Ayleid Loot EXtended - ALEX

Post » Sat Feb 19, 2011 11:45 am

So, these are new containers and objects that won't be affected by throwable crates and chests, am I right?


Sorry, I'm not sure I understand your question...
You have throwable crates and chests in your game? I've never met throwable crates or chests in vanilla Oblivion or any mod. These new containers are also unthrowable and are just as immobile as every other container I've ever met in this game. Therefore huge radius fireballs, or whatever, will not have any effect at all and will not allow players to sidestep the issue of finding the loot.

Does this make sense?

Vac
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N3T4
 
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Post » Sat Feb 19, 2011 2:43 am

I think he means, "Are the containers affected by this mod http://oblivionmodgods.de/physical-throwable-crates-n-chests-gold-edition-t283.html"
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JESSE
 
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Post » Sat Feb 19, 2011 12:08 pm

I think he means, "Are the containers affected by this mod http://oblivionmodgods.de/physical-throwable-crates-n-chests-gold-edition-t283.html"


That link gives me a 404 error "Fehler 404 - Datei nicht gefunden!", but I assume it's a mod that tweaks the vanilla container meshes to no longer be statics? If that's so and it works the way I think it does then this mod won't be affected as these are completely new meshes.

Vac
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CArla HOlbert
 
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Post » Sat Feb 19, 2011 10:20 am

Odd, that linked worked about 3 minutes ago...anyways, yes, it modifies the vanilla crate/tables whatever meshes to make them movable, although I don't think it affects chests at all..
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Siidney
 
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Post » Sat Feb 19, 2011 9:16 am

Vacuity, I will have something for you later today, thanks to Washington for doing them since real life and work related stuff stopped me from doing them, I just need to set up the directory structure and in esp is all at this point and they are ready to go for you..

Corepc
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Justin
 
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Post » Sat Feb 19, 2011 12:36 pm

Loving them so far, kinda hard to find, but this is the whole point after all..

But once I do find a container, I open it up and empty..

I think the rate of drop on clutter items list should be dropped by at least 20% I say (from 95 to 75, and from 75 to 55)..

I adjusted mine and I am finding a few more now..more rewarding ..but that is up to you..

sent vacuity the icon's ..I will let vacuity post the pic's for them unless he want's me too..

Corepc
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Oscar Vazquez
 
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Post » Fri Feb 18, 2011 10:59 pm

Vacuity, I will have something for you later today, thanks to Washington for doing them since real life and work related stuff stopped me from doing them, I just need to set up the directory structure and in esp is all at this point and they are ready to go for you..

Corepc


Ahh, what a lovely community!
Thankyou, both Corepc and Washington!

Iv'e downloaded the file but won't get to check it over properly until after work later today. I'll get a full update done then with any luck.

Loving them so far, kinda hard to find, but this is the whole point after all..

But once I do find a container, I open it up and empty..

I think the rate of drop on clutter items list should be dropped by at least 20% I say (from 95 to 75, and from 75 to 55)..

I adjusted mine and I am finding a few more now..more rewarding ..but that is up to you..

sent vacuity the icon's ..I will let vacuity post the pic's for them unless he want's me too..

Corepc


Err, 95% and 75%? Aren't you looking at the "chance of no loot" number? Half the chests have a guaranteed small drop, are you saying I should drop that? Or do you mean the 25% chance of a stash should be dropped back to 5% (the number I actually started off using).
Oh wait, do you mean drop the chance of no drop? Making stashes more likely? Sorry, I'm confused... :wacko:

I'll get some screenshots done when I come back this evening. :)

Vac
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lucile
 
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Post » Sat Feb 19, 2011 5:22 am

Oh wait, do you mean drop the chance of no drop? Making stashes more likely? Sorry, I'm confused... :wacko:

Vac


The 5 clutter leveledlist - the 5 one is 95% which means only 5% chance to find them in game, lower that to 85% would mean 15% in game, 75% that means 25% chance to find them..lower % means increased chances..

90% would be fine making it 10% chance to find them..more number to throw out there..LOL..
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Kelsey Hall
 
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Post » Sat Feb 19, 2011 10:26 am

The 5 clutter leveledlist - the 5 one is 95% which means only 5% chance to find them in game, lower that to 85% would mean 15% in game, 75% that means 25% chance to find them..lower % means increased chances..

90% would be fine making it 10% chance to find them..more number to throw out there..LOL..

OK, you're suggesting increasing the chance of a drop.
At the moment the 5 list is principally for use at vendors, the next version of II will be making this stuff available at your travellers which should make a *big* difference to availability for purchase.
It's also pretty certain there's going to be an ALEX v2 at some point as soon as I work out enough functions in NifSkope, with another 4 sets of clutter and roughly twice the number of chests (there'll be new chests to match the new sets, of course), so that's going to vastly increase the availability in-game. Or double it, anyway.
Can you wait?
It'll be a little while: textures and meshes are *not* my forte, and I'll probably try and make the icons for the new sets myself too.
I'll up the chest drop a little in tonight's update all the same. :) I don't want it to be *too* frustrating for people.

Vac
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xx_Jess_xx
 
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Post » Sat Feb 19, 2011 1:08 am

I'll up the chest drop a little in tonight's update all the same. :) I don't want it to be *too* frustrating for people.
Vac


Perhaps wait and see what everyone else thinks first about increasing the chances..I do not want to be the lone person that make you change this.

Else already plan for version 2.0, ver 1.0 just came out, LOL..more chest would be nice..(with traps) :thumbsup:
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Phillip Hamilton
 
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Post » Sat Feb 19, 2011 6:08 am

A little higher percentage of loot in the chests would be great. :woot: Traps...did he just say more traps? (takes out uber ring of every resistance to magic imaginable) Bring it on! :evil:
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JUDY FIGHTS
 
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Post » Sat Feb 19, 2011 12:24 pm

Perhaps wait and see what everyone else thinks first about increasing the chances..I do not want to be the lone person that make you change this.

Else already plan for version 2.0, ver 1.0 just came out, LOL..more chest would be nice..(with traps) :thumbsup:


Traps aren't a bad idea at all! I'm guessing there's no tutorial on that, right? OOO has trapped chests, doesn't it? Maybe I can look at how they do them.
Now that's feedback worth hearing. :)

Oh, and if people know other other ayleid-themed mesh and texture resources for clutter and non-combat loot then do please tell me before I start work on v2.0. II's going to be getting the bulk of attention for a while, so you've time to go and look for me! :icecream:

Vac
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Sakura Haruno
 
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Post » Fri Feb 18, 2011 10:34 pm

For the traps make them spawn Alyeid creatures for you to fight.

I think a few mods have them you can borrow if you get permission

Oh and since they are difficult to find they should mostly always have loot in them. The great loot of coarse should be rare

:D
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Amanda savory
 
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Post » Sat Feb 19, 2011 1:39 am

For the traps make them spawn Alyeid creatures for you to fight.

I think a few mods have them you can borrow if you get permission

Oh and since they are difficult to find they should mostly always have loot in them. The great loot of coarse should be rare


Spawn creatures? :blink: Like I should have a troll pop out of a chest the size of a football? :lmao:
I'll probably pass on that, but the traps are still a great idea. I had a quick look at the trap scripts in OOO and they're a little painfully complex. They're not in v1.1, but I'll do my best for version 2. The annotations on the trap scripts make it look like they were originally sourced from someone/somewhere else before OOO, does anyone know where? Links are *really* helpful...

I'm not going to start chasing down mods that *might* be ok and trying to get permission, I want stuff that's released as a resource or the readme states it can be used as a resource.

I've tweaked loot drops slightly to make everything a little less rare.

v1.1 Changelog:
Icons made by Washington and added with assistance from Corepc. Thankyou both of you!
Every crate now definitely drops a clutter item.
The chances of finding a stash have been increased by a small amount.
I've added chance of small bonus (i.e. non-clutter) loot drops into some of the chests.

1.1 is available at http://www.tesnexus.com/downloads/file.php?id=22795 and at http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5362.

Coming in v2 (at a hazy, ill-defined, later stage)
66% more variety in clutter (or more if I can find more good resources).
Roughly 100% more chests in the ruins.
Trapped chests.
Maybe more!

I'll try and get some updated screenshots and stuff done this evening.

Vac
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Love iz not
 
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Post » Sat Feb 19, 2011 12:16 am

The annotations on the trap scripts make it look like they were originally sourced from someone/somewhere else before OOO, does anyone know where? Links are *really* helpful...

I've tweaked loot drops slightly to make everything a little less rare.

v1.1 Changelog:
Icons made by Washington and added with assistance from Corepc. Thankyou both of you!
Every crate now definitely drops a clutter item.
The chances of finding a stash have been increased by a small amount.
I've added chance of small bonus (i.e. non-clutter) loot drops into some of the chests.

1.1 is available

Vac


Thank you,

on the trap script's I am not sure where OOO got their from, I know frans also has them, and they are almost the same, so perhaps they came from an individual mod itself and both OOO/Frans got it from that..I will do some research for you and see if I can't find it..
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Clea Jamerson
 
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Post » Fri Feb 18, 2011 10:04 pm

Security Rebalance-Traps and Bash Locks.esp by Lap, I can't find the link to it. Maybe the OOO traps are from this mod?
Edit: from description field:
-Bash Locks
-Minimum Security Requirements to open locks.
-Disarmable Traps
-No more lock picking in combat
-Better chest loot
-Detect Traps Spell
-Full customization options.
-New poisons can be gained from disarming traps.
-Skeleton key "fixed"
Email feedback to l_a_p@hotmail.com
v1.26
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Scotties Hottie
 
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Post » Sat Feb 19, 2011 7:02 am

http://www.tesnexus.com/downloads/file.php?id=2152.

I don't really want people bashing these things! I'll have to adapt the script before I use it, and ask the guy for permission as well.

Almost done with II's next version, I decided that was more urgent than screenshots of the new icons (and once the items are in II it'll be vaguely easier to find them).

Oh, did I mention? With II there will be an extra option for obtaining these items: highway robbery! I am sure you'll be able to work out the details yourself... If you're "nice" you can just beat the owner unconscious and loot them. Of course you have to *find* people carrying the stuff and that still won't be easy. Might be easier finding them in the ruins, after all... :biglaugh:

Vac
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Justin Bywater
 
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Post » Fri Feb 18, 2011 9:28 pm

http://www.tesnexus.com/downloads/file.php?id=7608, I don't know if you can use this since its weapons? But they made it as a resource.
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2946#Files, has a beautiful ayleid wine :) (Need permission though)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4212#Files, different types of bottles
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4350#Files, some beautiful stones, not exactly ayleid, but maybe they could be ;)
http://www.tesnexus.com/downloads/file.php?id=20357, has new types of dishes, can be used as a modders resource

Hope this helps or gives you some ideas, I didnt find any specific ayleid textures other than the weapon resource (love those, they are so beautiful). :foodndrink:
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SiLa
 
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Post » Fri Feb 18, 2011 10:03 pm

http://www.tesnexus.com/downloads/file.php?id=7608, I don't know if you can use this since its weapons? But they made it as a resource.
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2946#Files, has a beautiful ayleid wine :) (Need permission though)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4212#Files, different types of bottles
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4350#Files, some beautiful stones, not exactly ayleid, but maybe they could be ;)
http://www.tesnexus.com/downloads/file.php?id=20357, has new types of dishes, can be used as a modders resource

Hope this helps or gives you some ideas, I didnt find any specific ayleid textures other than the weapon resource (love those, they are so beautiful). :foodndrink:


The meteoric weapons are probably going into Cobl and are already distributed in Ayleid Steps and OOO (and maybe other mods?). And I won't do weapons with this mod anyway.
HappyHannah's Wines is already a full-blown and perfectly good mod in it's own right. There's no point in duplicating the stuff there.
JQ's potion bottles are cool but they've not really got anything to do with Ayleids.
The gems... ok, they're nice, but I like my gems grindable for alchemy! :lmao: Unless they're gonna get incorporated into Cobl with it's gem-grinding system they're not really of interest, and if that happened then... they'd be going into Cobl, not ALEX.
The other dishes are very pretty, but again, not really ayleid-flavour. Actually I didn't know of this resource before now. It might get used somewhere else.

Thanks for looking, all the same.

Vac
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Prue
 
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Post » Sat Feb 19, 2011 12:23 pm

No problem, other than some armors and ruin textures, there really wasn't anything ayleid specific to find. I'll keep my eye out though!

Also, one tiny suggestion for the mod: could a small glow (very subdued) be put on the containers? Even with a large light spell, some of them seem to really blend in. :) Maybe something like how the stones in the walls give a little glow, that way it wouldn't give the position of the container away (since they are small). Especially from far away, it would be like, is that part of the ruins or a container? Let me investigate! :foodndrink:
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james kite
 
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Post » Sat Feb 19, 2011 2:28 am

Security Rebalance-Traps and Bash Locks.esp by Lap,


That would be it..

I don't really want people bashing these things! I'll have to adapt the script before I use it, and ask the guy for permission as well.

Oh, did I mention? With II there will be an extra option for obtaining these items: highway robbery!

Vac


I agree I would not want to bash them either!! to beautiful..but some of the other features would work..Lap is going to be hard to contact..better to just look at what he did and duplicate it itself with your changes..unless too hard..tesnexus is down has usual..

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=221



highway robbery, thank you..

Also, one tiny suggestion for the mod: could a small glow (very subdued) be put on the containers?


just on the containers correct? I could see if I can't make a better looking normal map with shine or add a glow map texture to them..sure Vacuity would not mind..

Corepc
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Alister Scott
 
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Post » Sat Feb 19, 2011 5:17 am

Also, one tiny suggestion for the mod: could a small glow (very subdued) be put on the containers? Even with a large light spell, some of them seem to really blend in. :) Maybe something like how the stones in the walls give a little glow, that way it wouldn't give the position of the container away (since they are small). Especially from far away, it would be like, is that part of the ruins or a container? Let me investigate! :foodndrink:


Consider it noted, but don't expect it too much.
There's two major reasons here: firstly, these containers have been hidden away for thousands of years and now you've waltzed out of jail with the twin delusions of saving the world and nabbing all the ancient treasures still going. Well, ok, but I'm not going to make your life easier. The containers are supposed to be hard to find, but then they're not really intended to be your sole purpose for exploring; more as a bonus for going and checking those odd corners.
Secondly, take another look at the screenshots in the first post: the lighting in those shots is not excessive but many of those items are *glowing*. If you start making the textures brighter then it's going to start looking bad.
I'll consider it for v2, but I'm not convinced.

I agree I would not want to bash them either!! to beautiful..but some of the other features would work..Lap is going to be hard to contact..better to just look at what he did and duplicate it itself with your changes..unless too hard..tesnexus is down has usual..

Well, politeness demands I at least try to contact Lap. :P
If there's no response I'll work something else out.

highway robbery, thank you..

My pleasure! :angel:
Actually, you can thank my brother who started playing Morrowind recently: his style of play made me decide to go and make these "alternate" (thieving, mugging) options available for players. I'd likely never have done it for myself.

just on the containers correct? I could see if I can't make a better looking normal map with shine or add a glow map texture to them..sure Vacuity would not mind..

See above. I'm not really sure I want it. :shrug:

Vac
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Laura Samson
 
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Post » Fri Feb 18, 2011 11:28 pm

Damn, damn, damn, damn, damn. :banghead:

1.1 is built from an older WIP build: my fault entirely. Do *not* download it, wait for 1.2. I should have it sorted in a short time. Don't uninstall 1.1 unless you want to lose everything you've already collected. But by the same token I wouldn't recommend going and collectign anything added by this version of the mod.

Vac
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Jessica Raven
 
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Post » Sat Feb 19, 2011 5:20 am

Apologies for the triple-post, this is reasonably urgent. <_<

v1.2 is up at PES, TESNexus is having problems, though I've removed 1.1 from there for now, so at least no-one can download 1.1 until I get 1.2 up there. I'll edit this post when TESNexus has the right file.

If you downloaded v1.1 please update asap!

My apologies for the mess-up. :shakehead:

Vac

Edit: TESNexus is updated.
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Charleigh Anderson
 
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Post » Sat Feb 19, 2011 1:33 am

Consider it noted, but don't expect it too much.

See above. I'm not really sure I want it. :shrug:

Vac


Thanks if you ever decide you want them let me know, I will make them once again..by them perhaps my texturing skills will be better also..

v1.2 is up


Thank you for the 1.2 update, now I can restart my quest, and see where that take me..LOL..
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claire ley
 
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