[RELZ] Enter The Shinobi 1.4

Post » Thu Apr 14, 2011 10:44 am

I hate to refer to past postings (#92/#96/#97 of this thread), but have the issues I highlighted been corrected?
I'd certainly love to use this mod for my next character, but having to ditch four previous avatars using version 1.4 I want to be certain the bug will not rear it's head at me again.
Great concept for a mod by the way, so I'm certainly not trying to knock it.


The thing about that bug arent the blades themselves, but rather the script thats attached to them, which gives a bonus to your blade skill when you equip the blade and takes it away when you deequip it. The thing is it does so by directly modifying the player skills, and after a lot of equipping-unequipping it starts to lower the skill. An easy solution would be to modify the script to give you an enhancement rather than modifying the skill itself. In the meantime, you can just modify the script in the CS, its really easy, or detach the script from the blades.


Hey guys,

Yeah, I was planning to actually remove that portion of the script, and yes, the weapons stats will be bought more into line with the rest. This should eliminate conflicts and game engine bugs like the unequipping/reequipping that happens. Good quality feedback, and really easy to fix, plus it also does not take anything away from the concept.

I've got this noted, and you'll see the difference in V2.0.

-Coors916 :ninja:
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Alan Whiston
 
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Post » Wed Apr 13, 2011 8:04 pm

I've got this noted, and you'll see the difference in V2.0.


Great stuff. Now I'm really looking forward to the release. :thumbsup:
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Nicholas C
 
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Post » Wed Apr 13, 2011 9:23 pm

Great stuff. Now I'm really looking forward to the release. :thumbsup:

Same here. My Shinobi Ninja has rescued the empire several times, ready to start new character. And to search my cell for goodies... :D
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lucile davignon
 
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Post » Thu Apr 14, 2011 12:05 pm

Gah, I'm waiting to start this until v2.0 is released, but doing so is giving me an ulcer or something (can you get an ulcer from impatience? I didn't think so)... I'm just going to curl up in a corner and wait for the new version of this :-D

CC
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Gracie Dugdale
 
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Post » Thu Apr 14, 2011 12:33 pm

Great stuff. Now I'm really looking forward to the release. :thumbsup:


Cool, it's going to be a complete overhaul in some places. :) But with additional quality products as replacements instead ;)

Same here. My Shinobi Ninja has rescued the empire several times, ready to start new character. And to search my cell for goodies... :D


Awesome! How do you find the balance of the weapons at higher levels? I'm going to remove the skill buffs I attached as well, so that way it won't affect your stats, which should be more compatible with Duke Patricks mods.

Gah, I'm waiting to start this until v2.0 is released, but doing so is giving me an ulcer or something (can you get an ulcer from impatience? I didn't think so)... I'm just going to curl up in a corner and wait for the new version of this :-D

CC


Me too!! Lol. I'm just trying to figure out some interesting ways to do the quests and build on the whole puzzle/riddle thing, with an emphasis on the enemies coming for you as well. At the moment, I'm looking at three factions: Shinobi Ninja, who will iv you your quests for the Sacred Weapons of Shinobi (yes that's right, not just the sword this time ;) ). The second faction will of course be the infamous Shinjii Ninja continuing from the previous version, and they will also be hunting you in a more direct way. The third faction will be Samurai orientated (most likely Orcs, and will be evil, and also opposed to the Shinjii as well as the Shinobi Ninja), and what the basis for this is it comes from the far eastern lands as in Akavari Lore indicates, just with a twist ;) There's going to be some deadly H2H dudes (Shinjii) so expect some very tough fights indeed!

Of course, there will have to be unique environments for all factions as well, as there was in Enter the Shinobi V1.4 http://www.tesnexus.com/downloads/images/8613-2-1203097040.jpg as I was inspired by the UL team, and also this http://www.tesnexus.com/downloads/images/8613-1-1233063498.jpg. I'm also looking at the possibility of placing such locations otside of the border areas to reduce the chance of conflicting with the UL team as they are rapidly modding the works in alot of areas.

Any thoughts on the above, or offers of help wether it be resources or advice would be appreciated.

There will most likely be a German Translation also for the German modding community as I have been asked for permission from a fellow German modder. Cool ;)

I'll post some screenies of WIPz as and when they become available.

-Coors916 :ninja:
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Jason White
 
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Post » Wed Apr 13, 2011 8:12 pm

Well unfortunately could not get near the Temple door, as it would crash every single time, when I tried to fast travel it crashed. I have the latest version of OBSE, and of course the Official and Unofficial Oblivion patch. I disable every single Mod expect for UOP and it still crashed. My only guess is it is caused by me not having SI installed. Have had others Mod claiming to require it and they worked fine, others not much. Which I can not anything bad you or your Mod because I am 100% certain the issue is from my side. Which I fully understand and accept.

I wish I could have finished it, sounded great as I had Ninja Character before this. However from what I saw I liked the variety of armor very clever to have implemented them and their color, added depth and made sense for an Assassin. The design over all was alright but worked. Perhaps you could talk to Alexscorpion about using his design, very authentic armor set. From what I had to deal with outside of the Temple I will say it was challenging, but manageable with some well timed moves. Character was only 23, with no enchanted weapons. The bows seemed a bit modern to me, but I think the background easily covers that up and works. The overall weapon variety was nice, and more than enough for an Ninja I would think. The spells were really cool as well had fun toying with them. I even made a level 1 guy to see the start, was a very cool twist.

Once I do get SI or GOTY I will reinstall it and try to run it again, till then hope to see some awesome updates. Keep up the great work on it, looks great so far and from what I can see from the screenshots. Far as a Samurai faction I would be all over that, crashs or not. =P


Do you have the latest version of the patch installed on your game, Oblivion patch1.2.416. Mod is not Shivering Isles dependant, but the latest patch is required.

Would you also be able to post your mod load order as well, as there may be a conflict. Are you using OBMM as well which is reccomended?

-Coors916 :ninja:
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P PoLlo
 
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Post » Thu Apr 14, 2011 2:04 am

Do you have the latest version of the patch installed on your game, Oblivion patch1.2.416. Mod is not Shivering Isles dependant, but the latest patch is required.

Would you also be able to post your mod load order as well, as there may be a conflict. Are you using OBMM as well which is reccomended?

-Coors916 :ninja:


Yes I do, could not imagine playing the game without out 1.2.416-well can but after having it no. I was using the OBMM version as recommended, and here is the load order of my current Mod set. It is smaller now since I last tried this Mod, found some that I was not using so figured I would get rid of them. Also there are some I am using/trying that I did not have before. I typically keep some of the compressed folder/file they come in just in case I change my mind, or have to reinstall them for whatever reason. Also some of the Mods I turn off depending which character I am playing. So with that said not sure how helpful this will be until I give it another try which I will later this coming Weekend or next week. Thanks though for the support. =D

Unofficial Oblivion Patch.esp
BetterImperfectWater.esp
Update My Statue.esp
pizz_NINJA_outfit.esp
XSPipeMod.esp
AkaviriKojima.esp
AutoBookPlacer_v3.esp
CTAddPose_osr1.esp
CTAddPose_osr2.esp
CTAddPose_osr3.esp
DMC Stylish - Specialanims.esp
Saerileth.esp
Seirei_No_Hitokiri.esp
Katana Store.esp
DrakeGuardianEquipment.esp
1DeadlyShadows.esp
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Heather Kush
 
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Post » Thu Apr 14, 2011 10:54 am

Yes I do, could not imagine playing the game without out 1.2.416-well can but after having it no. I was using the OBMM version as recommended, and here is the load order of my current Mod set. It is smaller now since I last tried this Mod, found some that I was not using so figured I would get rid of them. Also there are some I am using/trying that I did not have before. I typically keep some of the compressed folder/file they come in just in case I change my mind, or have to reinstall them for whatever reason. Also some of the Mods I turn off depending which character I am playing. So with that said not sure how helpful this will be until I give it another try which I will later this coming Weekend or next week. Thanks though for the support. =D

Unofficial Oblivion Patch.esp
BetterImperfectWater.esp
Update My Statue.esp
pizz_NINJA_outfit.esp
XSPipeMod.esp
AkaviriKojima.esp
AutoBookPlacer_v3.esp
CTAddPose_osr1.esp
CTAddPose_osr2.esp
CTAddPose_osr3.esp
DMC Stylish - Specialanims.esp
Saerileth.esp
Seirei_No_Hitokiri.esp
Katana Store.esp
DrakeGuardianEquipment.esp
1DeadlyShadows.esp


Ok, load order looks fine. Just make sure it is the 1.4 version that is being used, which I am sure it would be.

Are you able to post the computer specs of your PC. As there are alot of scripts etc running in my mod, maybe it is a little intensive for your PC.
Also, check to see you have latest graphic and sound card drivers for your hardware also.

Also, be sure to load Enter The Shinobi last in your load order, sand if using Deadly reflexes or a bashed patch, they need to be loaded after Enter the Shinobi.

We'll get this sorted eventually and see what the problem is. Although not 100% reliable, are there any conflicts coming up in OBMM with the current set of listed mods for ENter The Shinobi? As per the readme, any mods adjusting arrow game settings will not be compatible, and Shinobi must overide those setting (i.e Duke Patricks mods I believe... but yet to be confirmed have reports of incompatibility probably due to me changing the vanilla stats of arrows/flight/recovery/distance&range etc... to something more realistic)

-Coors916 :ninja:
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claire ley
 
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Post » Thu Apr 14, 2011 11:53 am

Ok, load order looks fine. Just make sure it is the 1.4 version that is being used, which I am sure it would be.

Are you able to post the computer specs of your PC. As there are alot of scripts etc running in my mod, maybe it is a little intensive for your PC.
Also, check to see you have latest graphic and sound card drivers for your hardware also.

Also, be sure to load Enter The Shinobi last in your load order, sand if using Deadly reflexes or a bashed patch, they need to be loaded after Enter the Shinobi.

We'll get this sorted eventually and see what the problem is. Although not 100% reliable, are there any conflicts coming up in OBMM with the current set of listed mods for ENter The Shinobi? As per the readme, any mods adjusting arrow game settings will not be compatible, and Shinobi must overide those setting (i.e Duke Patricks mods I believe... but yet to be confirmed have reports of incompatibility probably due to me changing the vanilla stats of arrows/flight/recovery/distance&range etc... to something more realistic)

-Coors916 :ninja:




I had Deadly Reflex at the time of the issue, neither that nor your's were last in the order-which later on with DR I found helped avoid bugs with it. I removed DR due to bugs and the fact that playing my Assassin was super easy then. =P
Far as computer specs, not sure on the Motherboard as I got a new one for cheap off of Tiger Direct-was short on cash and the PSI-E slot got burned out in my old computer. Due to not checking my power supply Wats before buying a Video Card that was over clocked. Two years of Comp Repair class and made a mistake like is epic fail. Oh well live and learn. =P

AMD Athlon 64 3700+
2.21 GHz., 2.50 Gigs of RAM.
Geforce 8400 GS, 512 DDR2
I forget the sound card, but nothing fancy.
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stephanie eastwood
 
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Post » Thu Apr 14, 2011 2:17 am

Awesome! How do you find the balance of the weapons at higher levels? I'm going to remove the skill buffs I attached as well, so that way it won't affect your stats, which should be more compatible with Duke Patricks mods.
-Coors916 :ninja:


Hi, Coors916 and I hope you are well and modding!
I play FCOM+++ and the more powerful the weapons, the better.
I would like to see at least a few blades MOBS comparable. It's no good to face Corepc's (Mart's) monsters with vanilla weapon... you tend to last not too long :D

Can you do me a personal favor - i need something resembling Wheel Of Time's Ashandarei very much like Naginata but black, with spear-like black haft and sword-like blade (also black)
In fact the pic in my avatar is what the blade of ashandarei looks like apart from the color. Both haft and blade have ravens engraved in them and on the haft there is inscription in the Old Tongue.
It is supposed to give protection from magic. I agree it is not consistent very much with Ninja lore but then Ninja are not exactly native in Tamriel :D
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Nicole Elocin
 
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Post » Thu Apr 14, 2011 4:29 am

I had Deadly Reflex at the time of the issue, neither that nor your's were last in the order-which later on with DR I found helped avoid bugs with it. I removed DR due to bugs and the fact that playing my Assassin was super easy then. =P
Far as computer specs, not sure on the Motherboard as I got a new one for cheap off of Tiger Direct-was short on cash and the PSI-E slot got burned out in my old computer. Due to not checking my power supply Wats before buying a Video Card that was over clocked. Two years of Comp Repair class and made a mistake like is epic fail. Oh well live and learn. =P

AMD Athlon 64 3700+
2.21 GHz., 2.50 Gigs of RAM.
Geforce 8400 GS, 512 DDR2
I forget the sound card, but nothing fancy.


Try loading it again (ETS 1.4), and see hwo it goes with your mod load. Interesting about DR, try V5.0, I actually found the enemies much harder as they play more skillfully, and realistically, if you have a good sneak, ad high blade skill, I find it weird that you can't sneak up on enemies and kill them with a one shot kill which bothers me in the vanilla version. DR for me fixes that issue, but I also play with Frans, Thieves arsenal etc... and that changes the gameplay for me to a more even ground - usually with me dying alot. FCOM is next for me. :D

Hi, Coors916 and I hope you are well and modding!
I play FCOM+++ and the more powerful the weapons, the better.
I would like to see at least a few blades MOBS comparable. It's no good to face Corepc's (Mart's) monsters with vanilla weapon... you tend to last not too long :D

Can you do me a personal favor - i need something resembling Wheel Of Time's Ashandarei very much like Naginata but black, with spear-like black haft and sword-like blade (also black)
In fact the pic in my avatar is what the blade of ashandarei looks like apart from the color. Both haft and blade have ravens engraved in them and on the haft there is inscription in the Old Tongue.
It is supposed to give protection from magic. I agree it is not consistent very much with Ninja lore but then Ninja are not exactly native in Tamriel :D


Hey Blade Of Mercy,

Well, what I ahev done, is changed the stats proportionately to that of the most pwoerful Daedric weapons (as Ninja & Samuarai weapons are of far superior quality...) so for the stats, I think that should be fine. Plus with the scripted enchantments, it balances out. Sure fights will still be tough, but it is how you use the arsenal at your disposal that counts!!
You using DR v5.0 as well? It works great with this mod, as well as Sephiroths H2H replacer, and also his power attack replacers also, inc' of corse those added by DR.

I'll post you a pic of the new Najinata courtesy of a modding resource. I can't do textures etc... so will have to stick with the new one I got (I'm doing a complete reinstall for FCOM) so I'll come back and post some new pics shortly. However, the new Najinata looks way better than the one I have put in already, and will be featured in V2.0, exactl;y like you are describing, except textures. However, if there happened to be a talentede texturer that you could find to do it, I'd send the models to them to be incorporated for the mod. How does that sound? I kind of like the idea of that... just not sure if anyone would want to help out.

Well, as far as the lore goes, we have the Morag Tong in Morrowind, the Dark Brotherhood in Cyrodiil, so why not have ninja like characters in Akavari Lore, I mean they are almost like Samurai right. Heh, I'm not disagreeing at all, just trying to inject a bit more depth into the concept, lol, and to justify the role of my mod to have more advanced/capable assassins :toughninja: as I envisage they would look like. :P

-Coors916 :ninja:
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BrEezy Baby
 
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Post » Wed Apr 13, 2011 11:14 pm

Try loading it again (ETS 1.4), and see hwo it goes with your mod load. Interesting about DR, try V5.0, I actually found the enemies much harder as they play more skillfully, and realistically, if you have a good sneak, ad high blade skill, I find it weird that you can't sneak up on enemies and kill them with a one shot kill which bothers me in the vanilla version. DR for me fixes that issue, but I also play with Frans, Thieves arsenal etc... and that changes the gameplay for me to a more even ground - usually with me dying alot. FCOM is next for me. :D



Hey Blade Of Mercy,

(as Ninja & Samuarai weapons are of far superior quality...) so for the stats, I think that should be fine.
You using DR v5.0 as well? It works great with this mod, as well as Sephiroths H2H replacer, and also his power attack replacers also, inc' of corse those added by DR.
-Coors916 :ninja:


Hi, Coors916! Stats sound fine!
Of course I use both DR 5.0 and Seph H2H! Sounds fantastic!
New najinata! Can't wait!

Anyway, Hel Borne who is a hell of a modder is doing Ashandarei, actually the texture is my current avatar!
I am ready to burst while I wait!
Please don't stop! Go on, we are waiting! :dance:
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Franko AlVarado
 
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Post » Thu Apr 14, 2011 8:57 am

Hi, Coors916! Stats sound fine!
Of course I use both DR 5.0 and Seph H2H! Sounds fantastic!
New najinata! Can't wait!

Anyway, Hel Borne who is a hell of a modder is doing Ashandarei, actually the texture is my current avatar!
I am ready to burst while I wait!
Please don't stop! Go on, we are waiting! :dance:


Haha, well that is quite a coincedence then. I'll post a pic soon, just got to reinstall everything :( (I hope BOSS is updated soon...)

-Coors916 :ninja:
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Christina Trayler
 
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Post » Thu Apr 14, 2011 2:23 pm

Hey coors, i was just wanting an estimate of when you think the update will be finished.. a month, 2? thanks in advance
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Aaron Clark
 
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Post » Thu Apr 14, 2011 4:25 am

Hey coors, i was just wanting an estimate of when you think the update will be finished.. a month, 2? thanks in advance


Hey Samuro,

Progress has been a little slow as I am trying to pool some resources together, which I have primarily done now, but I hope/aim to have it finished within 1 month.

It turns out my ambitious aditions will take a little more time, the Ver2.0 will be relzed, just in a matter of time. Feel to drop by for updates etc... ;)

-Coors916 :ninja:
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Anna Krzyzanowska
 
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Post » Thu Apr 14, 2011 9:55 am

Hi, Coors916! Stats sound fine!
Of course I use both DR 5.0 and Seph H2H! Sounds fantastic!
New najinata! Can't wait!

Anyway, Hel Borne who is a hell of a modder is doing Ashandarei, actually the texture is my current avatar!
I am ready to burst while I wait!
Please don't stop! Go on, we are waiting! :dance:


Hey coors, i was just wanting an estimate of when you think the update will be finished.. a month, 2? thanks in advance


Ver 2.0 WIP Update

Hey there,

I have some news :)

I'm toying with the idea of using another world space in fact. This will allow a little more immersion, and will also allow me to create a better integrated concept into the game. I could not think of an appropriate area where these factions would have set up without interfering in the Lore too much, so this is a new concept in development.
"The war from the East in Akavir has spilled over the Borders. The Shnjii and Shinobi Ninja warriors had always secretly been keeping watch on our Cyrodiliic brothers & sisters, merging in with the population, however, a sinister plot by the Shinjii Ninja was uncovered to upset the balance as word of a new cult spread to the lands in the East near Akavir. The Shinobi have been tasked to stop the treachery, and find out who is the mastermind behind the betrayal to keep the balance. However the stakes have been raised, and the time of the Shinobi to leave the shadow has come...

What we can expect to see in ver 2.0 is so far:

*Re-balanced weapons/damage (Done)
*New Weapons (Done & much improved)
*New Armour (Done - You'll like this one I've got permission to use ;) - the old will most likely be removed, please let me know if you want me to keep them in)
*More Quests (In progress... Yep that's right, and they'll be just as hard as the one I've done already - a quest for every weapon and armour, given by a different Shinobi warrior of the PC faction + silent MP3's)
*More NPC's/New Race NPC - not intending for it to be playable by the PC at this stage, but there are mods which allow that already (In progress... And also a new race (lore based as well ;) These guys will form a faction of Samurai as this was a popular and logical request - the Shinjii will stay)
*Path grids for the Shrine area ( WIP I didn't know I needed to do these, so I will fix this, not that it was broken....)
*NPC Patrols (( WIP Now the Ninja will patrol certain areas as well, and it will be up to the PC to figure them out)
*Some Creatures - maybe ( WIPThese might take the form of a BOSS or three, I have yet to decide...)
*New Factions (WIPI will attempt as a request and learning for me to introduce a faction for the PC as Shinobi where I hope to be able to let the PC gain ranks, of which I hope to tie into the quests being available to certain ranks)
*New Areas (WIPsimilar to the shrine, I will introduce a base for each faction, and I will be taking inspiration from Solace, although totally different, but I like the tree house concept thing, and I have the resources available now to do that for the new race which should be an indication of what they are, as well as a base for the Shinjii)
*Interiors and Dungeons! (WIP Watch out for those traps, lol!! Yes, as was done in the shrine, watch out)
*New Dynamic Game play (Permission Pending&WIP If I can do this, man, OB just got that much tougher, as the factions will hunt you depending on some factors as I hope to adapt one of my favourite mods which has a glitch which I can fix easily)
*New Riddles and Puzzles to figure out (WIPAs in Ver1.4, the consequences will be deadly, so think carefully, lol)
*New Landmasses (WIPAs stated above, I am toying with this idea, of having the bases of the factions in a different world space ideally, as this will allow more immersion IMHO - feedback sought as I will most likely do it anyway.)
*Mod will be converted into OMOD only and will be distributed via a 7zip (( WIPI should have done this for Ver 1.4, but I'll leave it for now)
*Looking at BSA perhaps or ESM for the material? (( WIPHere is where I get out of my understanding, however from what I have seen, I think this is a good idea, to keep everything separate from other mods. Anyone able to elaborate if this seems like a bad idea before I research how to do it? Especially as I will be using modders resources, I want to completely minimise conflicts to close to zero as possible with other mods that use the same resources, however, as in Ver 1.4, everything will be renamed anyway. FYI, I use the suffix for all models etc... I place into the mod "000Ninja".)
*Mirror site for downloading (Enter The Shinobi Ver 2.0 will also be uploaded to PES as a mirror, but as I am working on Ver 2.0, I will leave Ver 1.4 on Nexus and not mirror at this stage as I have had no requests to do this yet)
*Big update of the readme of course (To be done at the completion) - Any point of a WIP thread? I think not, too much clutter otherwise in the forums already...
*Finish the game!! (( WIPI never finished Morrowind or any of the expansions as I got distracted with mods, and alas, the same has happened with Oblivion. After this mod, I plan to do exactly that, now I have found my base mod set to be increasingly stable.)

Well, I think that is enough for now, I have plenty of resources to work with, and a few more permissions to seek as well.

Most importantly, this will allow for future expansions in the future with new world spaces allowing for more quest developments and adventures.

Happy to report almost 10500 downloads of Nexus, so that is encouraging to go onto Ver 2.0. Being my first mod, this mod is primarily for me, and those that enjoy the Akavari and/or Ninja concepts. I am making more of an attempt now to keep it as close to Elder Scrolls Lore as possible, and with a little more reading, I hope to incorporate this a little further for immersion. I am continually inspired by the UL and BC team. You guys are awesome, and I hope to be able to incorporate some of your ideas that you have done into Ver 2.0 with the new locations.

-Coors916 :ninja:
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Rhiannon Jones
 
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Post » Thu Apr 14, 2011 3:15 am

Nice list of features for 2.0 version keep up the good work :thumbsup:
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matt white
 
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Post » Wed Apr 13, 2011 10:32 pm

Nice list of features for 2.0 version keep up the good work :thumbsup:


Thanks Corepc!

To all, I just found a video that contains some spoilers here at... Part 1
Spoiler
http://www.mncast.com/pages/player/index.asp?mnum=6367747
and here...
Spoiler
Part 2 http://www.mncast.com/pages/player/index.asp?mnum=6367026
Enjoy. Btw, the video has been shot in a Japanese game as well, so no, my mod is not Japanese, lol ;)

-Coors916 :ninja:
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Cesar Gomez
 
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Post » Thu Apr 14, 2011 1:27 am

Alternative worldspace is a very sound idea, proven to work by GTA1 and GTA2 and Cybiades and so on...
Why not? Keeps game more stable, gives you opportunity to do in your worldspace more than just modify this or that ruin/dungeon.
Especially if you promise more and elaborate quests, I am for that version!

Once you release ETS2 it will be my day for Oblivion 2009, mind my word!
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Aaron Clark
 
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Post » Thu Apr 14, 2011 9:25 am

Alternative worldspace is a very sound idea, proven to work by GTA1 and GTA2 and Cybiades and so on...
Why not? Keeps game more stable, gives you opportunity to do in your worldspace more than just modify this or that ruin/dungeon.
Especially if you promise more and elaborate quests, I am for that version!

Once you release ETS2 it will be my day for Oblivion 2009, mind my word!


Good news.

I got permission for the new race implementation which will play a major part, also permission to use a kick ass Ninjato (new model) as well. And upon reading the readme of one of my favourite mods, my dream comes true to building a Shinobi village is that much closer.

So all is looking good to start modding towards a relz. I pretty much have everything I need, I just need to be 100% certain and test the world space itself with a vanilla pc, then one of my HGEC ones to check for conflicts/issues.

I'll post some screenshots of WIP with the new land soon.

EDIT: New worldspace is awesome!

-Coors916 :ninja:
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!beef
 
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Post » Thu Apr 14, 2011 11:29 am

Enter the Shinobi Ver 2.0 Progress

Well, I am happy as I am taking my very first foray into texturing; ever.

This will be the new Shinobi Temple. It will be situated on the highest point of Mehrunes Wake, a beautiful Island created by MooCow. These are only WIP shots, and in no way, in fact, not by any means (ref ver1.4 forgotten shrine), the finished product as it stands. I am pretty happy with the high res textures, (I used 2048x2048) for the temple, also it will have a village, ponds, bath house etc... for the Shinobi. The Shinjii Ninja :ninja: will be a bit more sinister, they too will have a village, but this one will be different.

Anyhow, time for some screenies of progress; yes I am doing something...

http://i125.photobucket.com/albums/p57/Coors916/Oblivion%20Screenies/ShinobiTempleWIP1.jpg

http://i125.photobucket.com/albums/p57/Coors916/Oblivion%20Screenies/ShinobiTempleWIP2.jpg

http://i125.photobucket.com/albums/p57/Coors916/Oblivion%20Screenies/ShinobiTempleWIP3.jpg

http://i125.photobucket.com/albums/p57/Coors916/Oblivion%20Screenies/ShinobiTempleWIP4.jpg

http://i125.photobucket.com/albums/p57/Coors916/Oblivion%20Screenies/Sunsetoverthenewlandmass.jpg

Please note, this is the first time I have done any texturing also, and I am following all the rules (normal maps included ftw ;) ).

Don't worry about the placement or anything yet, landscape issues or anything, as like I said, there is quite a way to go yet as I would like to do a little UL/BC style to my Japanese Ninja village.


As soon as I get more stuff (I have a whole swathe of resources now), I'll post some more.

Essentially the first priority is to get the world space and villages done first. One small village at a time. This includes the landscaping around an din said villages as I will look at BC/UL for inspiration.

Next will be the interiors and any dungeons (minimal dungeons at this stage unless they are tunnels into the village - mind you, there will be plenty of traps to contend with, and no one will be able to waltz in there.

I also had a thought too.

As well as my hand placed NPC's as I did in 1.4, I was toying with the idea of placing vanilla leveled lists around the landscape so that way MMM/FCOM can take advantage. Will this work with a new world space if I use vanilla lists?

Oh, and in case I forget to mention it, there will be Samurai of course, and they will oppose both Ninja clans. So their might be some interesting 3 way fights... which allows some creative work with the quests also...

And this edition will most likely not only be huge in size (MB+), it will also require Shivering Isles as well.

-Coors916 :ninja:
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jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Thu Apr 14, 2011 5:04 am

Wow, the Shinobi Temple looks absolutely fantastic! I'm eager to see it. Despite the MANY bugs of v. 1.4, I've always liked this mod...it offers a good ninja fight :)
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Rhiannon Jones
 
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Joined: Thu Sep 21, 2006 3:18 pm

Post » Thu Apr 14, 2011 12:33 pm

As well as my hand placed NPC's as I did in 1.4, I was toying with the idea of placing vanilla leveled lists around the landscape so that way MMM/FCOM can take advantage. Will this work with a new world space if I use vanilla lists?


Yes sir, if they are vanilla leveledlist then if one has mmm/ooo/frans/fcom installed it will pull it npc / creatures into your game world..

MooCow worldspace are great, glad to see you putting one of them to use..Love those pic of Shinobi Temple
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Melung Chan
 
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Joined: Sun Jun 24, 2007 4:15 am

Post » Thu Apr 14, 2011 2:39 pm

Wow, the Shinobi Temple looks absolutely fantastic! I'm eager to see it. Despite the MANY bugs of v. 1.4, I've always liked this mod...it offers a good ninja fight :)


Thanks Benrahir.

Would you be able to outline specifically what bugs there are?

I am aware of the balancing issues, but bugs? Should be pretty clean. Any bugs you're able to help out with would be appreciated. Some sytems may not be able to handle the mod, or due to load order. And definately Duke Patricks Archery Mod conflict with this one, and ETS should be loaded after his mods, but before deadly reflex as he also alters the game settings for archery (well from what I have gathered from others, but this needs to be confirmed 100% - but any mod that changes the archery will conflict with my mod).

If you would be so kind as to point out the bugs, I can make sure they are fixed for ver 2.0 relz asap. Balancing issues have been addressed with the $ of the items and the damage.

Cheers,

Coors916 :ninja:
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gary lee
 
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Joined: Tue Jul 03, 2007 7:49 pm

Post » Thu Apr 14, 2011 12:27 am

I just wanted to pop in and say I'm excited about the upcoming relz! I'm a fan of your 1.4, and I know I'll be a fan of 2.0! The pics look great! :) I think it's a great idea to set up a new worldspace!
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Alexander Lee
 
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Joined: Sun Nov 04, 2007 9:30 pm

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