[RELz] Daggerfall Memories: The Liberation of Cybiades Versi

Post » Thu Mar 11, 2010 2:08 pm

There are other ways than what Deathless Aphrodite intended to get down off that peak.

My personal recommendation is the Magic Carpet from Midas Magic. Alternatively, the Akatosh mount also works.


Eheh, obviously with mods you can find lots of ways. There is also a mod which allows you to fall from great heights by making you almost immortal for a few seconds while making you unconscious at the same time.
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Justin
 
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Post » Thu Mar 11, 2010 7:36 am

no i meant the hill in cyabides on which you drop. For some reason jumping off it resulted in my painful death, and jumping was the only way to get down :o. But i just turned on god mode...
Fun Mod :)

On most steep hills you can walk obliquely across and slowly down the hill without taking any damage while trying to go straight down may get you killed.
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Marquis T
 
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Post » Thu Mar 11, 2010 2:58 pm

On most steep hills you can walk obliquely across and slowly down the hill without taking any damage while trying to go straight down may get you killed.


Exactamundo!
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cutiecute
 
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Post » Thu Mar 11, 2010 4:57 pm

On most steep hills you can walk obliquely across and slowly down the hill without taking any damage while trying to go straight down may get you killed.

didn't work. nvm, i got down somehow lol
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kirsty williams
 
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Post » Thu Mar 11, 2010 2:38 am

didn't work. nvm, i got down somehow lol


Probably your character has low agility or athletics or acrobatics or whatchamacallit.
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Mandy Muir
 
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Post » Thu Mar 11, 2010 2:44 am

Probably your character has low agility or athletics or acrobatics or whatchamacallit.



Yea thats pretty amazing how Bethesda made a form of natural mountain climbing skill where as certain skills improve it gets easier to go up mountains and go down without getting hurt. Maybe in TES V we'll see wall climbing like TES 2 DAGGERFALL :D

My level 19 character is just about ready to try his luck at Cybiades once more this weekend. Hopefully he'll do better then my previous level 7 character :D


Hail Deathless Aphrodite! Bringing movies to life in virtual reality worlds.
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Josh Trembly
 
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Post » Thu Mar 11, 2010 6:20 am

Yea thats pretty amazing how Bethesda made a form of natural mountain climbing skill where as certain skills improve it gets easier to go up mountains and go down without getting hurt. Maybe in TES V we'll see wall climbing like TES 2 DAGGERFALL :D

My level 19 character is just about ready to try his luck at Cybiades once more this weekend. Hopefully he'll do better then my previous level 7 character :D
Hail Deathless Aphrodite! Bringing movies to life in virtual reality worlds.


Go at it and let me know! Break the villagers free once more! And make raw meat of all those werewolves!
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Spooky Angel
 
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Post » Thu Mar 11, 2010 10:49 am

WOW! I've finally begun this quest. It's already awesome although my char is too weak to continue the quest at this stage (He's level 8).

Spoiler
I reached the Blood Brothers and one of them got me with a clean hit with his axe. I was sent flying and almost died. After chucking down the few healing potions I had left he was over me again. 1 hit took half of my max Health and I even resisted the magic oozing from his weapon. I was dead a few seconds later, but this mod rocks!! I shall return to the Island when I've leveled up some more.


Thanks already for the mod, Deathless A.
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SHAWNNA-KAY
 
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Post » Thu Mar 11, 2010 5:12 am

thank you for the second chapter, gotta try it out, it's been a while since the last time i've played oblivion, but i think, it's time to revive it again :)

btw. do you consider introducing a level requirement for the pc in order to be found by dinillo?
i think it might help fixing the little glitch with meeting him with your newly created character at the beginning of the game.

anyway, keep up the excellent work!
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Elle H
 
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Post » Thu Mar 11, 2010 3:37 am

WOW! I've finally begun this quest. It's already awesome although my char is too weak to continue the quest at this stage (He's level 8).

Spoiler
I reached the Blood Brothers and one of them got me with a clean hit with his axe. I was sent flying and almost died. After chucking down the few healing potions I had left he was over me again. 1 hit took half of my max Health and I even resisted the magic oozing from his weapon. I was dead a few seconds later, but this mod rocks!! I shall return to the Island when I've leveled up some more.


Thanks already for the mod, Deathless A.


Thanks to you, and if you liked the first part, wait till you see the second episode!

thank you for the second chapter, gotta try it out, it's been a while since the last time i've played oblivion, but i think, it's time to revive it again :)

btw. do you consider introducing a level requirement for the pc in order to be found by dinillo?
i think it might help fixing the little glitch with meeting him with your newly created character at the beginning of the game.

anyway, keep up the excellent work!


That's a very interesting idea actually. I like it a lot. Gotta take notice of this, thanks!
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Sista Sila
 
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Post » Thu Mar 11, 2010 11:46 am

Actually the sailor tells you he asked many before you, and they have refused, so you may be the 5th or 10th or 20th choice for all you know. Obviously when you're level one it's quite strange nevertheless, but I didn't take this into account because I forget that people often start over, which I never did. I will probably add a level cap to Dionillo's find package, so when he finds you you're at least level 5 which would make more sense. If you're less than level 5 the mod is impossible to finish anyway.

If you read the readme it is inadvisable to start the mod with a new game though. The main reason I didn't think about a level check is that I always think people will start quest mods when they're a high enough level and they've done most other quests. I'll probably fix this in a future release.


Well, I guess I'm just weird. ;)
The way I play my characters don't know about all the quest. I don't seek them out actively, but either I stumble upon them or the quest giver finds me.

There seems to be a bit of a difference between MW and Oblivion modders in this regard, though. I can remembers at least two good mods from MW, where a messenger tracks you down once you're above a certain level/fame/rank.
And installing new mods in an on-going game is alway less healthy for the stability of the game.

I had to give up my first Oblivion character, as I found out that playing a good hearted, pure fighter with a 2H weapon was just too frustrating, especially the Main Quest was hopeless.
So I never got to Anvil. :-(

Now I'm playing a Necromancer, so I will have to turn him down politely, since the "begone, peasant" option is not available. ;)

But in my next game playing a good guy I'll defintely give this mod a shot, even though I don't have as good memories from Daggerfall as most of the other old farts...
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Kitana Lucas
 
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Post » Thu Mar 11, 2010 10:22 am

Well, I guess I'm just weird. ;)
The way I play my characters don't know about all the quest. I don't seek them out actively, but either I stumble upon them or the quest giver finds me.

There seems to be a bit of a difference between MW and Oblivion modders in this regard, though. I can remembers at least two good mods from MW, where a messenger tracks you down once you're above a certain level/fame/rank.
And installing new mods in an on-going game is alway less healthy for the stability of the game.

I had to give up my first Oblivion character, as I found out that playing a good hearted, pure fighter with a 2H weapon was just too frustrating, especially the Main Quest was hopeless.
So I never got to Anvil. :-(

Now I'm playing a Necromancer, so I will have to turn him down politely, since the "begone, peasant" option is not available. ;)

But in my next game playing a good guy I'll defintely give this mod a shot, even though I don't have as good memories from Daggerfall as most of the other old farts...


Ok, I've just made a version for you: you can find it here.

http://www.deathless.it/mods/cyb/CybiadesLevelcap.zip

This adds a level cap: Dionillo won't look for the player before he's level 10, and won't even talk to the player (besides a simple greeting) before he gets to level 10.

When you try it out, let me know how it goes.
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Naomi Ward
 
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Post » Thu Mar 11, 2010 5:10 am

Thanks, I will! :)
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Melly Angelic
 
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Post » Thu Mar 11, 2010 10:12 am

Thanks, I will! :)


Great!
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Brooks Hardison
 
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Post » Thu Mar 11, 2010 2:35 pm

This is a great mod, Deathless, although I found the first one too short, and the island was lifeless. Maybe you should add some deer or wolves besides the ocassional mudcrab. I'd like to live there, but I'm a huntress, so I need something to hunt.

I'm not sure I understand what you meant in the other thread about losing some textures if I'm using exnems.
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kirsty williams
 
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Post » Thu Mar 11, 2010 3:39 pm

This is a great mod, Deathless, although I found the first one too short, and the island was lifeless. Maybe you should add some deer or wolves besides the ocassional mudcrab. I'd like to live there, but I'm a huntress, so I need something to hunt.

I'm not sure I understand what you meant in the other thread about losing some textures if I'm using exnems.


Well actually I wanted the island to be quite on the barren side, so I didn't put many animals there. I may add something to do recursively there, but my intention was mostly to create the setting for a quest and not to give the player a place to return to, the tower was just a plus. Since the island is quite small, I didn't think it would make much sense to add wildlife.
Yes the first quest is short, but that's because I don't like long quests very much, I wanted to create something brief and shocking, like an Hong Kong gangster movie ;). To create a much longer quest with the same level of customization and originality I think I obtained, I would have to mod 24 hours a day for a year... Which I almost did to get the two episodes out...

About exnem, there are some body replacers which use another folder instead of overwriting vanilla textures. I'm not sure about exnem, I never use body replacers, but I know (thanks to Hellbishop) that Robert's male body makes some tattoed bodies I created look like plain bodies, and stuff like that. I'm not positive this happens with exnem too. For instance, in the village there is a girl with a totally scarred body because of arson, you should check out if her body is like that or looks like a plain body to see if exnem brings the same problem.
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Juanita Hernandez
 
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Post » Thu Mar 11, 2010 2:30 am

I just finished the second episode, and I have to say, I liked it alot. I found it better than the first. It was more difficult too, as I died multiple times. The dungeon was just incredible with some excellent textures and artwork. The maze was my favorite part, and the part I was stranded on for awhile. I was lost for 2 game days in there, hehe. It was scary too, with the werewolves howling, it being really dark, and the possibility of never finding my way out and starving to death. I'm using a hunger mod and I was almost out of food, so I really could have died down there...but I like that. Adventures like that really get you to role playing, you know.

The background sound effects(haunting voices, growls, screans and moans, and snake hisses) was incredible as well, for both chapters. It reminded me of Doom in a way, and the scattered bones laying about when you were walking to that tower in the first episode.

The creatures you added were great too, especially the giants and the giant clanfears. I liked the Godzilla sound effects the giant clanfears made, lol. It was funny, but alittle out of place. You could tell it wasn't actually coming from the creatures, but I'm not going to take away points because of that.

The voice actor, although lacking some emotions in places, was sixy, the voice I mean. Well, I liked all the voices.

The sword you acquire at the end of the dungeon is now my weapon of choice(nice texture, BTW).

Now I have some questions; How do I get Modaxe's ring out of my inventory? And can I bring some of my CM partners here, or maybe on the quests whenever I do them again.

Overall, this was an incredible mod, and my first quest mod. I just wished it had been longer :(
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stevie trent
 
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Post » Thu Mar 11, 2010 5:52 am

I just finished the second episode, and I have to say, I liked it alot. I found it better than the first. It was more difficult too, as I died multiple times. The dungeon was just incredible with some excellent textures and artwork. The maze was my favorite part, and the part I was stranded on for awhile. I was lost for 2 game days in there, hehe. It was scary too, with the werewolves howling, it being really dark, and the possibility of never finding my way out and starving to death. I'm using a hunger mod and I was almost out of food, so I really could have died down there...but I like that. Adventures like that really get you to role playing, you know.

The background sound effects(haunting voices, growls, screans and moans, and snake hisses) was incredible as well, for both chapters. It reminded me of Doom in a way, and the scattered bones laying about when you were walking to that tower in the first episode.

The creatures you added were great too, especially the giants and the giant clanfears. I liked the Godzilla sound effects the giant clanfears made, lol. It was funny, but alittle out of place. You could tell it wasn't actually coming from the creatures, but I'm not going to take away points because of that.

The voice actor, although lacking some emotions in places, was sixy, the voice I mean. Well, I liked all the voices.

The sword you acquire at the end of the dungeon is now my weapon of choice(nice texture, BTW).

Now I have some questions; How do I get Modaxe's ring out of my inventory? And can I bring some of my CM partners here, or maybe on the quests whenever I do them again.

Overall, this was an incredible mod, and my first quest mod. I just wished it had been longer :(


Thanks, I'm particularly glad you found the second episode so challenging. And that you think my voice is sixy ;).
About Mordax's ring, it's still a quest item so you can't get it out.
You can bring your partners in the first part of the quest, although the quest is not done for that so it would be a little quirky. I think you can bring them on the second part too, into the dungeon. You can bring them to the island, if they have a teleport function of some sort.
About the duration of the mod, as I've said, I decided to choose quality over quantity for this one.
Thanks for all your kind words.
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Portions
 
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Post » Thu Mar 11, 2010 2:47 pm

Am I in the right bit?

Just downloaded the mod, the two files thing, and created an omod in OMMG. Everything looks fine but I can't get the game to start. I think I read that you have to hang around in a town for a day before someone approaches you. I did this in Chorrol and Anvil but no-one comes up to me.

Do I have to do something else or is there a patch or something for this?

Thanks in advance

Emma
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Amy Cooper
 
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Post » Thu Mar 11, 2010 10:00 am

Am I in the right bit?

Just downloaded the mod, the two files thing, and created an omod in OMMG. Everything looks fine but I can't get the game to start. I think I read that you have to hang around in a town for a day before someone approaches you. I did this in Chorrol and Anvil but no-one comes up to me.

Do I have to do something else or is there a patch or something for this?

Thanks in advance

Emma


No there's no patch, what you described is exactly what you should do. Since the mod has thousands of users and nobody has your problem, I think there may be something wrong with the way you installed the mod. You must have these files in the data folder for the mod to work correctly:

CybiadesDungeon.esp
Cybiades.esp
Cybiades.esm
Cybiades - Dungeon Meshes.bsa
Cybiades - Dungeon Textures.bsa
Cybiades - Dungeon Sound.bsa
Cybiades - Sound.bsa
Cybiades - Meshes.bsa
Cybiades - Textures.bsa

You need to check both esp files for the mod to work. Let me know if this is of help.
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Christina Trayler
 
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Post » Thu Mar 11, 2010 1:55 pm

Is there plans on any future continuation of this mod? I really enjoyed the first two quests a lot, so here's hoping there are some more to be had. :)
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JR Cash
 
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Post » Thu Mar 11, 2010 7:15 am

I've installed this and am level 6. the man invited me to to travel to the island (doubt that counts as a spoiler since it says the game's based on another island!) but I don't want to go yet in case I can't go back or am too low level?
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Jessica Thomson
 
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Post » Thu Mar 11, 2010 12:23 pm

I've installed this and am level 6. the man invited me to to travel to the island (doubt that counts as a spoiler since it says the game's based on another island!) but I don't want to go yet in case I can't go back or am too low level?


You can embark on your trip to Cybiades at any point you wish, the quest will wait for you.
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matt white
 
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Post » Thu Mar 11, 2010 10:05 am

Still having trouble getting started.

I have all the files mentioned above in the Data folder. They were installed there by OOMG and it looks ok. (Both esp files are tiny KB files; is that right?) Both esp files are checked when I start. I was originally running the latest OOO 1.3 only as an additional mod but I also tried the game with OOO inactive. I also tried the mod with different saves and different cities.

My main tries were with going to Anvil and hanging around the front gate for 30hrs.

I may have to come back to this mod a bit later as it all seems a bit odd. I'm wondering if there is anything else that I might try or check.though?

thx

Emma
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Justin Bywater
 
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Post » Thu Mar 11, 2010 6:03 am

Is there plans on any future continuation of this mod? I really enjoyed the first two quests a lot, so here's hoping there are some more to be had. :)


Actually, there were plans, I had already started working on chapter 3 (The Lost Island) but right now I seem to have exhausted the sacred fire of Oblivion modding. I'm not really sure when/if it will burn again...
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Richard
 
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