http://www.truancyfactory.com/projects/balzu/balzu.html ~ http://balzu.freeforums.org/index.php ~ http://bleakworld.wikidot.com/
"He who fights with monsters might take care lest he thereby become a monster."
Friedrich Nietzsche, Beyond Good and Evil
Pic for http://www.truancyfactory.com/projects/balzu/images/mistyMorning.png: Hiking on a misty morning.
Video added http://www.wegame.com/watch/balzus-immersive-persuasion-system-revised/
Video added http://www.wegame.com/watch/country-road/
Video added http://www.wegame.com/watch/forest-encounter/
Video added http://www.wegame.com/watch/balzu-character-generation/
"Werewolves? Aye, there be werewolves about. But its the Kindrel you need to worry about."
The old man stuffed his pipe and lit it with a twig from the fire place.
"Kindrel?" Avelar asked after a pause. For a moment it didn't appear that the old man was going to continue.
"Aye." He took a drag on his pipe and exhaled a gloomy cloud of smoke.
"It's best not to speak of them," he said finally.
Avelar frowned. "Why not?"
"It's said they're attracted to words. They flit like moths to a flame to the sound of their name being spoken."
Avelar grimaced. "What are they?"
The old man shrugged. "Who knows? Shadows, ghosts, demons, creatures of darkness...none can say. They stalk the woods at night and in the early dawn. A man never sees them but as a shadow in the corner of his eye. And by then...well, it's too late."
"Superstition," Avelar said disdainfully. "If everyone who met one died no one would know of them."
"Not all die," the old man said, suddenly very sad. "I never said that they did. Some live on...in madness."
Avelar hesitated. "Your wife...she went mad; before she died. I heard it from the priest. Did she...?"
"Aye." The old man shrunk in on himself and said nothing for a long while.
"What do they want?" Avelar asked after a time.
The old man took a long drag on his pipe and leaned back in his chair with a creak. He gave Avelar a fierce squint, the light of the fire glinting gold in his eyes. "Light..and life. If they can't take it from your flesh, they'll steal it from your soul. Their touch is very cold. My wife--my wife had a mark...."
The old man paused, visibly upset. He turned and stared into the fire. "I'm a hard man, mister Avelar. I was a soldier for thirty years. I've seen all kinds of horror. More than you imagine. But that mark...of all the things I've seen, nothing can compare. It haunts my dreams. I can see it now, as clearly in my mind's eye as if it were right here before me. And I wish--I pray to the gods--that I could un-see it!"
The old man fell silent and grew very still. Avelar felt a sudden chill and drew closer to the fire, the shadows on the walls lurching unnaturally.
<@>http://www.truancyfactory.com/projects/balzu/screenshots/balzu_bridge_to_the_shining_shingle01.html <@> http://www.truancyfactory.com/projects/balzu/screenshots/balzu_shining_shingle01.html <@> http://www.truancyfactory.com/projects/balzu/screenshots/balzu_evenings_adventure01.html <@> http://www.truancyfactory.com/projects/balzu/screenshots/balzu_boletecave01.html <@>
<@> http://www.truancyfactory.com/projects/balzu/screenshots/balzu_secludednook01.html <@> http://www.truancyfactory.com/projects/balzu/screenshots/balzu_chapel_view01.html <@> http://www.truancyfactory.com/projects/balzu/screenshots/balzu_persuasion01.html <@> http://www.truancyfactory.com/projects/balzu/images/dj_wholeLottaTrees.png <@>
Introduction
Balzu is a dark, Gothic fantasy total conversion that takes place in an entirely new setting inspired by the D&D dark fantasy setting Ravenloft, Bram Stoker's Dracula, and the works of H.P.Lovecraft, and E.A.Poe. The emphasis in Balzu is on role-playing, mood, and atmosphere with a strong horror element. Characters are fully customizable: choose from one of over a dozen playable (human) races, choose one of 13 custom birthsigns, set your attributes and skills and choose from a variety of character traits, perks, and starting origins then struggle to keep your sanity and your humanity in a world where men turn into monsters and unspeakable horror lurks in every corner.
Custom creatures, sanity system, role-playing persuasion system, and enhanced NPC AI where NPCs actually observe and remember your character's words and deeds complement a painstakingly detailed environment spanning multiple dimensions. Open-ended quests allowing you to choose whether you want to play as a hero or a villain with consequences for future quests and the potential to make powerful friends and enemies ensure that your experience in Durs, the world of Balzu will be unlike any other.
Announcements
I'd like to welcome stratman1 to the team. He's been working on designing the soundscape for Balzu: title theme, ambient regional music, battle music, etc. Stay tuned for some samples of his work. It's fantastic!
I'd also like to thank MorganaNiNuala for her generous contribution of edited and retextured meshes.
Team
- MorganaNiNuala: NifSkope Alchemist
- stratman1: composer
- TheMagician: everything else
Recruiting
- Character modeler for hair, clothing and race cosmetics and custom creatures
- Concept artist for concepts, menu icons, maps, and environmental art (frescoes, mosaics, etc.)
- Animator and rigger for custom creatures and NPC behavior (ambient activities)
- FX artist for particle effects for custom magic effects (NifSkope experience)
- Scripter, especially someone knowledgeable in the use of OBGE shaders (for sanity effects)
Features
Balzu makes extensive changes to Oblivion's default gameplay. Most of these changes are in the area of NPC AI and the persuasion mechanic which has consequences for combat, magic, companions, etc. All of the features below are currently WIP. Many of them have working prototypes in-game. Some of them are still in the design phase.
- Custom Character Gen. Balzu allows you to set your own attributes and skills when creating a character. In addition, you can select from a range of perks and flaws and choose from a variety of origins (determining starting location, gear, etc.). Balzu uses all-new races (only human at this point) and birthsigns, and adds a number of new classes (and changes some of the vanilla classes).
- 'Luminous' AI. Balzu uses custom AI enhancements which allow the actor to form an opinion of the player based on his or her observed actions. Actors will now notice what the player is wearing and the weapons they have equipped (quality, condition, amount), their current state of health, and the activities they are currently engaged in and make decisions based on this data. These decisions will influence what they say to the player, whether or not they will attack them, report them for a crime, pick their pocket, etc. Be careful: NPCs will remember what you wear, so if they see you commit a crime, they will give your description to the authorities!
- Persuasion Overhaul. Balzu completely replaces the vanilla persuasion mechanic with a custom scripted mechanic using the enhancements provided by the AI overhaul. Players now persuade other actors through the dialogue menu by selecting topics. There are eleven persuasion techniques (some are context sensitive). How adept a player is at any particular technique depends in part upon factors like Strength, Intelligence, etc., though all are based on the Speechcraft (or Mercantile) skill. In addition, each actor has a different 'personality': some techniques will work better on some actors. Some examples of new persuasion techniques include intimidation, taunting, seduction, gift giving, and begging.
- Disguises. Players may now disguise themselves as a member of a faction. Chance of success depends on a variety of factors, including the quality of the disguise, the intelligence of the actor being deceived, distance, light, and the player's Sneak skill. Suspicious actors may interrogate the player, requiring a knowledge of the faction on the player's part and a Speechcraft test. Disguising yourself as a member of a criminal faction will get you arrested by a guard, so be careful!
- Combat Decision. Enemy actors will no longer automatically attack the player. They will now evaluate the player's apparent threat before engaging in combat. Most animals will ignore the player unless provoked as long as the player keeps their distance. Bandits will not attack players if they appear to be stronger and better equipped unless they have superior numbers. Some undead will only attack players who trespass on protected zones or steal protected objects. Many enemies can be reasoned with, bribed, etc. Players may also request a truce, demand surrender, etc.
- Companions. Using Balzu's AI overhaul, it is possible to convince many types of actors to join the player on quests, hire retainers, acquire familiars, or develop romantic relationships with other actors. The actor's opinion of the player, and the types of activities they will engage in depend on a variety of factors including personality, skills, background, etc. Hire porters, mercenaries, alchemists, healers, enchanters and armorers. Meet a cute wench at a tavern? Ask her out on a date. You might be her type! (Sorry, relationships are restricted to spicy dialogue!
)
- Extended Dialogue Trees. Players will now be able to query actors on a wide variety of topics, including their occupation, family, community, local landmarks, local services, religion, political views, etc. Players familiar with Morrowind will find themselves at home with these topics.
In addition to these features, you can expect a whole slew of spells and potions that tie directly to new AI features (like memory wipe spells and love potions!). For more information about how these mechanics work visit the mod's homepage.
Other Features
These features are in an earlier state of development, so I'm not going to say much about them except that I plan on implementing them eventually.
- Sanity System. The sanity system is on my 'must have' list but still exists at a theoretical stage at this point. All I'll say about it is that psychological disorders can be acquired through trauma (just like a disease), through a magical mishap (by casting a spell you're not able to handle), or by visiting one of the alternate dimensions. Your primary resistance to insanity is your Willpower, though they will be curable via spells, potions, etc. The effects of insanity will be emphasized through custom shaders (which I haven't really played around with yet).
- Dynamic Quests. I haven't really started working on the quests yet, but they will be implemented in a more web-like and less linear way. They may also interconnect, with your actions in one quest affecting the outcomes of other quests. Again, still pretty theoretical at this point.
- Custom Creatures and Tilesets. These are pretty labor-intensive, so don't expect to see these until a little later on. Suffice to say, I want 'em, so I'll make 'em.
- Custom Magic Effects. Again, something I want to do, but haven't gotten around to yet.
Requirements
The following mods are required to play Balzu:
- Oblivion v1.2.0416
- OBSE v0020
- OBME v1.0
- AddActorValues v1.beta4
- OGE v2
- Elys - Universal Silent Voice
Optional Addons
Balzu will support the following music configurations in addition to vanilla:
- Sound Commands
- Enhanced Music & Control
- Better Music System
Each platform builds on the one before it. For maximum music enhancement, use BMS.
Durs: The World of Balzu
Balzu is a mod created by an immersionist and role-player for other immersionists and role-players. When I play Oblivion, I like to take my time, wander aimlessly through the wilderness, talk to random strangers, eat, sleep, and read lore books. I also like a good story with atmosphere, challenging puzzles, and unpredictable combat with realistic consequences and effects. I'm also a svcker for eye-candy. This mod is my attempt to create the kind of game that I always wanted to play, that Oblivion came close to in many regards, but never quite achieved.
Balzu is not a light fantasy. It has dark themes, complex characters, and mature subject matter. Plague, civil war, necromancy and witchcraft, moody, desolate environments, and twisted, shambling horrors are the mainstays of this world. In Balzu, the difference between a man and a monster is often one of perspective.
Progress
Release Date: TBD
The most up-to-date information can always be found here: -> http://www.truancyfactory.com/projects/balzu/balzu.html. There are several pages of text describing all of the features in more detail.
This mod now also has a home on http://www.moddb.com/mods/balzu-a-dark-fantasy.
Fun Facts
The Tamriel world space has 28,086 exterior cells. Balzu currently has 100 cells. That's 0.356% the size of Tamriel.
Oblivion uses 1,025,617 references (placed objects). Balzu currently uses 13,300. That's 1.297% the number used in Oblivion. Then again, all of mine are hand-placed.

P.S. What the Hell is Balzu?!
'Balzu' means Hell in the common tongue of Durs. Heaven and Hell, and the decisions the player makes to get there, play a large role in the mod.