[RELz] Daggerfall Memories: The Liberation of Cybiades Versi

Post » Thu Mar 11, 2010 5:30 am

Dionillo is the master sailor, he's Tamriel's Popeye!


LOL I should have figured that out!

Quick question,
Spoiler
I was in my Haven decorating and when I came out there were more Cybiades Raspberries on the round table in the village square. Was I that incredibly blind or is this something new? I know I picked them all up the first time. And yes, I was decorating for around 4 days... LOL

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Spencey!
 
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Post » Thu Mar 11, 2010 1:17 am

LOL I should have figured that out!

Quick question,
Spoiler
I was in my Haven decorating and when I came out there were more Cybiades Raspberries on the round table in the village square. Was I that incredibly blind or is this something new? I know I picked them all up the first time. And yes, I was decorating for around 4 days... LOL


Spoiler
Actually, now that I think of it, I think they respawn and I think it's been like this since version 1. Because, if I remember correctly, food items automatically respawn!

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Dean Ashcroft
 
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Post » Thu Mar 11, 2010 6:15 am

Spoiler
Actually, now that I think of it, I think they respawn and I think it's been like this since version 1. Because, if I remember correctly, food items automatically respawn!


You have no idea how happy this makes me! :twirl:
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Jake Easom
 
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Post » Thu Mar 11, 2010 9:31 am

I'm trying to start the 2nd quest but the portal doesn't work. I only see a huge exclamation mark.
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Carlos Vazquez
 
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Post » Thu Mar 11, 2010 8:26 am

You have no idea how happy this makes me! :twirl:


I know, you are the raspberry's number one fan! Do you by any chance wear a raspberry beret? ;)
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Trista Jim
 
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Post » Thu Mar 11, 2010 8:45 am

I'm trying to start the 2nd quest but the portal doesn't work. I only see a huge exclamation mark.


Very strange. Is the exclamation mark in place of the portal? This would mean there's a problem with the bsa files, did you install them correctly? There are six bsa files related to the mod. They must all be in your data folder.

One other thing, are you running Oblivion's latest patch (1.2)?
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Hairul Hafis
 
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Post » Thu Mar 11, 2010 7:52 am

Oh I forgot insert the dungeon BSA's, thanks for the quick reply! I enjoyed the first quest, no bugs found or crashes :) Only that the mage who you team up with started sneaking in his own house. Also I liked him as a companion, it would be great if he could follow you around and share inventory.

Part 1 rating:
Story:
Hard to rate now, but I liked it however being fooled get's a little old. I hope the story will have a happy ending because many mods end up sad :(

Voice Acting: 8/10
All people involved have different voices which is great, and I found no mistakes. However they all sounded a little monotone. For example that guy who has the red marks on his face should have said it with more emotion. But alone for getting so many different voices is a great job which deserves a 6 points and 2 extra for no mistakes is a nice 8.

Dungeon: 7/10
It's very original for a good change as the dungeons in Cyrodiil, but the mountains seemed a bit dull to me. There were no traps and it may need some more decoration and more different colors.

Village: 10/10
Beautiful

Challenge: 6/10
So far it was really easy, my character isn't very powerful it took quite a while to take down the stronger ones but their attacks were easy to avoid. You might want to do more hordes of enemies which makes things a lot harder.

Overall: 9/10
Great mod seems to work well without any trouble.


Part 2:
Story: 3/10
Barely any dialogue this time and that mage who talked to you.. His beard doesn't move which was a bit strange :P That mages play a main role in the story isn't very original + they play games with you.. I play the game not the AI, these kind of plots are done so many time. Just like a ghost ship when you have to cross the sea for example. If there will be a next I hope it won't be too cliche "Some evil mage wants to kill a lot, you follow mage and stop him/her". If you want some ideas I might be able to come up with something.

Voice Acting: 8/10
Still good.

Dungeon: 10/10
It's very original for a good change as the dungeons in Cyrodiil, there were some really awesome parts in it. It wasn't hard to get through everything but all the effects are really amazing! However the place seemed too futuristic and totally out of the place, but that doesn't prevent a 10 for the huge effort on this dungeon. Nothing is generic and I didn't need the map once. Great monsters especially the werewolves.

So many awesome parts especially the last, man was I afraid to die :)

Challenge: 5/10
Sorry the challenge is a joke even on max difficulty, sure some enemies could kill me in 3 hits but against just 1 or 2 enemies you don't get hit a lot. You need to place a lot more monsters in the dungeon, try at least 3 monsters. There were also too many places with endless walking and wonder "where are the monsters?". Now something I don't understand.. the last part was the only hard part IF that mage didn't but in. Sure it was a nice moment, but it in stead of the hardest part it was the easiest part.

Overall: 9/10
Even though I gave some low scores those effects in that dungeon were so amazing. I absolutely loved them but the rest suffered because of that, which prevent me from giving your mod a 10.
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Eibe Novy
 
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Post » Thu Mar 11, 2010 11:31 am

Thanks for the detailed review, I'll answer some of your points.

Voice Acting: 8/10
All people involved have different voices which is great, and I found no mistakes. However they all sounded a little monotone.
[/color]

Heh, that's because, with two exceptions, they all have my voice (worked upon with audio editing software), and my voice IS a little monotone ;).

Dungeon: 7/10
It's very original for a good change as the dungeons in Cyrodiil, but the mountains seemed a bit dull to me. There were no traps and it may need some more decoration and more different colors.


I wanted it to be dull because of the Daggerfall feel and because not all places in the world can be full of trees and embellishments like in vanilla Oblivion. I don't think dull is the right word, more like barren.

Story: 3/10
Barely any dialogue this time and that mage who talked to you.. His beard doesn't move which was a bit strange :P That mages play a main role in the story isn't very original + they play games with you.. I play the game not the AI, these kind of plots are done so many time. Just like a ghost ship when you have to cross the sea for example. If there will be a next I hope it won't be too cliche "Some evil mage wants to kill a lot, you follow mage and stop him/her". If you want some ideas I might be able to come up with something.


Mmm, I don't think you caught the meat of the story. You need to have played Daggerfall first of all. The main point is not about mages wanting to kill somebody (which they don't by the way) but about a connection between all the heroes of Elder Scrolls game.
There are surely some clich?s, but the main point of the mod is to give a totally different experience, not a long complex story. It's not really what I wanted to do with this mod. I want the plot to stay in the background, and I don't want to explain much of what's going on. I'm a David Lynch fan ;).

Challenge: 5/10
Sorry the challenge is a joke even on max difficulty, sure some enemies could kill me in 3 hits but against just 1 or 2 enemies you don't get hit a lot. You need to place a lot more monsters in the dungeon, try at least 3 monsters. There were also too many places with endless walking and wonder "where are the monsters?". Now something I don't understand.. the last part was the only hard part IF that mage didn't but in. Sure it was a nice moment, but it in stead of the hardest part it was the easiest part.


Well, the challenge is very difficult to set. I've never gone beyond level 20 with a character, but I tested this mod with characters from level 10 to 60 and I found the challenge to be very different, sometimes at the same level, depending on the kind of character I used. Since I like exploration much more than combat and I don't like frustrating battles where you have to reload many times, I was content to strike a balance which satisfied me. I don't know what level your character is, but once it took me almost an hour to go through the tower with the paintings.

Overall: 9/10

Thanks.
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James Rhead
 
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Post » Thu Mar 11, 2010 12:25 am

I didn't play Daggerfall so I guess this is kinda like an extra to that story, or just a nogstalic from the old good days. Will there be a next episode? At least it didn't sound that this is not over in a long time. I'd like to BETA test them if you need that.

I can see the difficulty is a tough one, I made a main quest enhancer. I decided to make it challenging because most people who try quest mods probably have their character next to unbeatable. You can always slide the difficulty down if it get's too hard. ;)

I think 2nd dungeon took about an hour to complete, that's about the time difference between my previous post time and the time it was edited. My character took the mages down in about 10 normal hits (No power attacks), and the stronger ones in about 15-25 normal hits and kills all enemies I came across.
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Cathrine Jack
 
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Post » Thu Mar 11, 2010 1:38 pm

I didn't play Daggerfall so I guess this is kinda like an extra to that story, or just a nogstalic from the old good days. Will there be a next episode? At least it didn't sound that this is not over in a long time. I'd like to BETA test them if you need that.

I can see the difficulty is a tough one, I made a main quest enhancer. I decided to make it challenging because most people who try quest mods probably have their character next to unbeatable. You can always slide the difficulty down if it get's too hard. ;)

I think 2nd dungeon took about an hour to complete, that's about the time difference between my previous post time and the time it was edited. My character took the mages down in about 10 normal hits (No power attacks), and the stronger ones in about 15-25 normal hits and kills all enemies I came across.


I think there will be a next episode, I've posted some ideas in a previous post, I'll post them again here, with spoiler tags in case someone doesn't want to spoil the surprise:

Spoiler
1) You go to sleep, have a dream and on wake up you find yourself on a completely different island, with a more tropical tone. Alone. Gradually you start to meet strange, not so friendly people. And you discover there are ties to the Red Lodge. Kind of an homage to Lost.

2) A castle appears in the sky, like the painting in the dungeon's church. I'm not sure where, Cybiades or Cyrodiil. Things happen inside the castle which reveal it's another test by the Red Lodge.

3) This is the most ambitious idea, one which comes and goes (it would be a maddening amount of work), and involves recreating the island of Betony. I would need to create a small team to do this, ideally a team of modders with documented experience in different fields, and it would be a totally different, stand-alone mod from this one. But I would surely make a big tie-in quest happen on this island if this project ever came to fruition.


Tell me what you think of it.
I'd like you to beta test the next episode, yes, so you can help me tweak difficulty higher or creating a difficulty patch. Actually there was a patch that made the first episode much harder, but I didn't repost it yet on the sites.

Two hours would be the time the two episodes take to complete more or less, if you go straight from beginning to end, yes.
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naomi
 
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Post » Wed Mar 10, 2010 10:34 pm

sorry to be asking about this (I feel very stupid), but after I arrived on the island, I've been having trouble getting the quest to continue. I arrived at the village place where the quest arrow is and explored the nearby countryside (and found some unusual scenes), but haven't been able to find anything that would continue the quest. . .
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Monika Fiolek
 
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Post » Thu Mar 11, 2010 10:56 am

sorry to be asking about this (I feel very stupid), but after I arrived on the island, I've been having trouble getting the quest to continue. I arrived at the village place where the quest arrow is and explored the nearby countryside (and found some unusual scenes), but haven't been able to find anything that would continue the quest. . .


Spoiler
You need to find the circle of people near the village looking at the flying sphere, one of them will talk to you (the one who looks at you when you get near). And you'll be able to continue the quest.

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Ashley Clifft
 
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Post » Wed Mar 10, 2010 10:09 pm

The story sounds good I recommend to involve the other side too. In so many quests the player is the one who falls into the trap. Usually the player listens to the NPC and follows his/her idea. I'd like to have the player come up with an idea to trap the enemy for a change. The castle sounds like a nice idea, but since the previous dungeon was futuristic, I suggest that the castle will take you back to the beginning of time.

I'm interested in testing the harder difficulty, just PM me and I'll try to test it ASAP. I'm no good at modding, except small and very easy things that don't take more than 15 mins to do. In case you're interested to see what I've done to make the MQ more challenging:
http://www.tesnexus.com/modules/members/index.php?id=365092
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Hayley O'Gara
 
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Post » Wed Mar 10, 2010 11:14 pm

The story sounds good I recommend to involve the other side too. In so many quests the player is the one who falls into the trap. Usually the player listens to the NPC and follows his/her idea. I'd like to have the player come up with an idea to trap the enemy for a change. The castle sounds like a nice idea, but since the previous dungeon was futuristic, I suggest that the castle will take you back to the beginning of time.

I'm interested in testing the harder difficulty, just PM me and I'll try to test it ASAP. I'm no good at modding, except small and very easy things that don't take more than 15 mins to do. In case you're interested to see what I've done to make the MQ more challenging:
http://www.tesnexus.com/modules/members/index.php?id=365092


Thanks, I knew some of your mods actually, and I've been using the 1 minute unconscious mod since forever.
Actually I had no intention to make the dungeon futuristic, although in places it surely is. In two chambers I'd say.

I was talking about testing future versions of the mod, but if you want to try out the patch with the hardest difficulty setting, you can find it here:

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=3915

All other files on Elric are outdated, but this should work still.
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Add Meeh
 
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Post » Thu Mar 11, 2010 11:38 am

I know, you are the raspberry's number one fan! Do you by any chance wear a raspberry beret? ;)


:ninja: Ummm, maybe... :P LOL

I played this with my difficulty slider at around 90-95% (not completely pegged to highest, but close). I found quite a bit of it to be very challenging. I would imagine playing styles and type of character has a lot to do with that though.

I'm glad to see you are toying with the thought of adding more!
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Taylor Tifany
 
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Post » Thu Mar 11, 2010 7:44 am

:ninja: Ummm, maybe... :P LOL

I played this with my difficulty slider at around 90-95% (not completely pegged to highest, but close). I found quite a bit of it to be very challenging. I would imagine playing styles and type of character has a lot to do with that though.

I'm glad to see you are toying with the thought of adding more!


Yeah, difficulty is very... well, difficult to set in a mod.
The new island option is pulling me in, yes.
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Brian Newman
 
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Post » Thu Mar 11, 2010 1:34 am

Yeah, difficulty is very... well, difficult to set in a mod.
The new island option is pulling me in, yes.


You should make all or part of the Summerset Isles. Somehow I doubt that Bethesda is going to make TES V set in the Summerset Isles and it may be up to modders to flesh out that story (it's hinted at heavily in Oblivion). IMO your skills could be the perfect thing for a Summerset Isles mod. :)
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No Name
 
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Post » Wed Mar 10, 2010 10:54 pm

You should make all or part of the Summerset Isles. Somehow I doubt that Bethesda is going to make TES V set in the Summerset Isles and it may be up to modders to flesh out that story (it's hinted at heavily in Oblivion). IMO your skills could be the perfect thing for a Summerset Isles mod. :)


Mmmm... Interesting idea, but why do you think TES V won't be set in the Summerset Isles? I was quite sure of that, with no actual arguments to back it up though. ;)
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Red Bevinz
 
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Post » Thu Mar 11, 2010 1:46 pm

Mmmm... Interesting idea, but why do you think TES V won't be set in the Summerset Isles? I was quite sure of that, with no actual arguments to back it up though. ;)


I have no evidence either but it seems to me that TES V will either be set in Skyrim or it will be an MMO (God forbid). I suppose there's no reason for it to NOT be set in the Summerset Isles but part of me just doesn't see it happening because I'm being a pessimist and it's what I would want more than anything. :P
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Rex Help
 
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Post » Thu Mar 11, 2010 1:56 am

I have no evidence either but it seems to me that TES V will either be set in Skyrim or it will be an MMO (God forbid). I suppose there's no reason for it to NOT be set in the Summerset Isles but part of me just doesn't see it happening because I'm being a pessimist and it's what I would want more than anything. :P


Actually I think there will be an Elder Scrolls Online (if I'm not mistaken Bethesda registered a similar name for a website, but I may be mistaken or maybe it was an april's fool).

But I don't think it will be TES V. Since the solo games are so successful, I can't see Bethesda stopping making them. At least I hope they won't...
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Rinceoir
 
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Post » Thu Mar 11, 2010 10:45 am

Cool! I played the mod three times, and it's awesome (the only thing that, spooks me out every time are the werewolves in the labyrinth. speaking of them did you make the meshes? I am certain I saw them in lost paladinsof the divines). I can't wait for part 3 to come out, is it in the works? A few thing could be a little improved though. There is no LOD for Cybiades haven, and it's a bit too small. I would also like to meet some of the unbreakables, and battle the Red Lodge together. A book or two about the Red Lodge could be added, as well some red lodge armor. And I just LOVE Isykron's staff. The next part could contain that. I also noticed that the grove south of the village is bare. It is perfect for an alchemist, or a garden. Must go now my internet connection is melting, i'll post some new advice soon. Again good work!!!
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anna ley
 
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Post » Thu Mar 11, 2010 12:38 pm

Cool! I played the mod three times, and it's awesome (the only thing that, spooks me out every time are the werewolves in the labyrinth. speaking of them did you make the meshes? I am certain I saw them in lost paladinsof the divines). I can't wait for part 3 to come out, is it in the works? A few thing could be a little improved though. There is no LOD for Cybiades haven, and it's a bit too small. I would also like to meet some of the unbreakables, and battle the Red Lodge together. A book or two about the Red Lodge could be added, as well some red lodge armor. And I just LOVE Isykron's staff. The next part could contain that. I also noticed that the grove south of the village is bare. It is perfect for an alchemist, or a garden. Must go now my internet connection is melting, i'll post some new advice soon. Again good work!!!


The werewolves are by jcarl904, they are the same used in Paladins of the divines. Damn I forgot to mention this in the credits... Damn!

About the LOD for Cybiades haven, it's impossible to create because of the way the game handles visible when distant objects. If I should give LOD to the tower, it would appear to be there even at the beginning of the quest, when it's actually not there... I could put the updated LOD up as an optional file though.

Yes I thought about books, will do almost surely. I've never tackled full scale armor, but it could be interesting.

Thanks for the interesting advice!
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Lynne Hinton
 
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Post » Thu Mar 11, 2010 4:59 am

Cool! I played the mod three times, and it's awesome (the only thing that, spooks me out every time are the werewolves in the labyrinth. speaking of them did you make the meshes? I am certain I saw them in lost paladinsof the divines). I can't wait for part 3 to come out, is it in the works?



Yea those werewolves are terrifying and Deathless_Aphrodite just had to put them in one of the darkest areas :shocking: I havent been this scared of werewolves since TheLys Werewolf mod for MORROWIND with them howling in the distance once in awhile and one never knowing when they would leap out of nowhere to rip ones throat out.

Have my character up to level 10 at the moment so hopefully soon he'll be tough enough to attempt this sacred quest which shall tempt him with demented flesh paralyzing horror to turn around and run! run! run for his stinking life!!! But the door shall be sealed tight! And it shall be too late..too late..
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Ice Fire
 
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Post » Thu Mar 11, 2010 10:11 am

I think this is a very good Mod, I am, however, at a loss on how to trigger the next "stage". I have read of a prize associated with the end of episode one, however, after helping the xxxxxxx and talking to all the xxxxxx you have helped free, it seems the only option is to leave in the ship, and saw no mention of a prize (other than the sense of helping the xxxxx). I went hunting for the Red XXXXXX to take the entire group "out" but I could not find it on the island - though its presence was alluded to. Just curious. Very good mod.
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Sophie Payne
 
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Post » Thu Mar 11, 2010 8:58 am

I think this is a very good Mod, I am, however, at a loss on how to trigger the next "stage". I have read of a prize associated with the end of episode one, however, after helping the xxxxxxx and talking to all the xxxxxx you have helped free, it seems the only option is to leave in the ship, and saw no mention of a prize (other than the sense of helping the xxxxx). I went hunting for the Red XXXXXX to take the entire group "out" but I could not find it on the island - though its presence was alluded to. Just curious. Very good mod.



You have to go back to the mainland (Cyrodiil) then come back again to Cybiades and once there all you have to do is walk into town to find your reward. It will be pretty hard to miss :D That should start to get things going so another npc in town speaks to you for help on the second quest.
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T. tacks Rims
 
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