[WIPz] Into Oblivion

Post » Sat Dec 04, 2010 10:48 am

resit magicka is good. I will remove the fortify destruction and put in resist magicka.

As it stand there is no Mages guild memeber that is going to do this. That was the old idea. The new idea is the player just equips the stone once and the its remoeved and it grants these abilities ;)


I am not sure if its possible to do the recharge thing, As for repair - I know its possible but i really dont like that idea. I think I will stgick with the restore fatigue option for the time being.

I'm not sure about this, but you can have a static filled soul gem with some script to do this in the recharge option.
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Sat Dec 04, 2010 12:01 pm

I'm not sure about this, but you can have a static filled soul gem with some script to do this in the recharge option.

its my understanding that you cannot create new soul soul gems in the cs which is a shame :(.

I think to prevent complication of matters i will just keep it as a restore fatigue option. Nice and simple.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Sat Dec 04, 2010 2:46 pm

You should make the yellow fountain a daedric urinal. :rofl:
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Sat Dec 04, 2010 6:34 pm

haha i can just see the message box:
"You drink some of the foul smelling liquid wondering what magical properties it holds"
"Your personallity has been damaged"
"Your personallity has been damaged"
"Your personallity has been damaged"
"Your personallity has been damaged"
"Your personallity has been damaged"
"Your personallity has been damaged"
"Your personallity has been damaged"
"Your personallity has been damaged"
"Your personallity has been damaged"

User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Sat Dec 04, 2010 2:26 pm

The mythic Dawn are going to be involved right? You should see if some very kind moddeler could make some mythic dawn armor for this mod. Also, if you want to be lore friendly, the dragon fires are lit so the oblivion gate is fine, but large numbers of daedra cannot spill into tamriel however...
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Sat Dec 04, 2010 6:39 pm

The mythic Dawn are going to be involved right? You should see if some very kind moddeler could make some mythic dawn armor for this mod. Also, if you want to be lore friendly, the dragon fires are lit so the oblivion gate is fine, but large numbers of daedra cannot spill into tamriel however...

that would be nice lol, so if anyone is up for the task that would be great :D

I offer Icecream in exchange? :icecream: or maybe cookies? :cookie:


As for the oblivion gates: dont worry, its all lore correct so theres not hundereds of daedra lol. Theres just reports of increased daedra activity and there will be the odd one or two outside the gate. Inside the gate its mainly scamps and lower level daedrea. But there are some dreamoras - all inside.
User avatar
HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Sat Dec 04, 2010 5:38 am

I wish i could make 3d models. Every time i tried exporting the models were full of holes for some reason. After that, I gave up on getting better at modeling (because no matter how good it looked before, it's gonna look like swiss cheese). I wouldn't be surprised if someone had already made mythic dawn for morrowind, ima gonna look.
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Sat Dec 04, 2010 8:12 am

I dont think there is any out there.

If its any constelation, the Hood is light armor.
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Sat Dec 04, 2010 5:28 pm

its my understanding that you cannot create new soul soul gems in the cs which is a shame :(.

I think to prevent complication of matters i will just keep it as a restore fatigue option. Nice and simple.

I think Krovosos's idea is excellent and this fatigue option is a unique feature. :nod:


In my earlier suggestion about the sigil stone, I now reget it I didn't was specific enough to you. What I really meant was to have enchantment in the sigil stone with a proper name for it, which reflects the stones name and enchantment in the same time. My idea was a sigil stone (resist magicka 50%, fortify hand-to-hand 10pts, resist normal weapons 10%, fortify unarmoured 10%) named to Stone of Rain-in-Sand.
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Sat Dec 04, 2010 4:18 pm

I think Krovosos's idea is excellent and this fatigue option is a unique feature. :nod:


In my earlier suggestion about the sigil stone, I now reget it I didn't was specific enough to you. What I really meant was to have enchantment in the sigil stone with a proper name for it, which reflects the stones name and enchantment in the same time. My idea was a sigil stone (resist magicka 50%, fortify hand-to-hand 10pts, resist normal weapons 10%, fortify unarmoured 10%) named to Stone of Rain-in-Sand.



ahh i see. Well i guess i could always add an 8th stone :D
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Sat Dec 04, 2010 12:33 pm

If it were me, I'd just build a dome around it with inviso wall pieces. That would prevent the average player from leaving the island. Then you could go nuts with objects outside the dome, to jog the imagination with some ancient mysteries. Again, I'm sayin if it were me, which means from a more simple point of view. Looks great, I like what you're doing with those statics. Very clever.
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Sat Dec 04, 2010 5:40 am

ahh i see. Well i guess i could always add an 8th stone :D

Please do. :wavey:
User avatar
Bambi
 
Posts: 3380
Joined: Tue Jan 30, 2007 1:20 pm

Post » Sat Dec 04, 2010 8:05 pm

If it were me, I'd just build a dome around it with inviso wall pieces. That would prevent the average player from leaving the island. Then you could go nuts with objects outside the dome, to jog the imagination with some ancient mysteries. Again, I'm sayin if it were me, which means from a more simple point of view. Looks great, I like what you're doing with those statics. Very clever.

I agree with this :thumbsup:
User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Sat Dec 04, 2010 5:15 am

If it were me, I'd just build a dome around it with inviso wall pieces. That would prevent the average player from leaving the island. Then you could go nuts with objects outside the dome, to jog the imagination with some ancient mysteries. Again, I'm sayin if it were me, which means from a more simple point of view. Looks great, I like what you're doing with those statics. Very clever.


well I have the "dome" skybox in place which is doing the job pretty well, but that is a neat idea you have there.

Please do. :wavey:

Oh i will, wont hurt to add an extra stone :D
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Sat Dec 04, 2010 7:07 pm

Wow, nice work.

I may be nitpicking, but I would say that there could be more landmass in the realms.

nothing much, just one of those things..


I like that bridge of skeletons. Real original. I may have to steal that idea :P
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Sat Dec 04, 2010 11:02 am

Wow, nice work.

I may be nitpicking, but I would say that there could be more landmass in the realms.

nothing much, just one of those things..


I like that bridge of skeletons. Real original. I may have to steal that idea :P


There could be more landmass - but in this particular area I just wanted a small landmass to work with. It means I can pay extra attention to detail, create a more unique and less generic landscape and plus keep it realivly lag free ( its an interior cell remember ;))

Perhaps in a future version/addon/the planned part II I could create a larger realm :D - though thats a while off yet. See how this one goes.....
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Sat Dec 04, 2010 5:33 am

Update: jsut some new screenies :)

http://i175.photobucket.com/albums/w152/Wolfsbane_89/TESConstructionSet2010-04-2617-32-3.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/TESConstructionSet2010-04-2617-32-2.jpg

started work on the Towers. Here is the tower of despair lower level:

http://i175.photobucket.com/albums/w152/Wolfsbane_89/TESConstructionSet2010-04-2617-41-5.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/TESConstructionSet2010-04-2617-41-4.jpg

Theres not much to see in the tower lower level as its just the stair way to the upper level. The upper level will be a small room with a possible tough enemy which will lead onto the upper causeway into the tower where sigil stone is being held.
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Sat Dec 04, 2010 6:48 pm

You know, the only thing I'm really iffy on is that big red field in pic 1 and 2. I dunno, it just really looks rather low-res to me :shrug: No offense Midget, the rest of the mod is great.
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Sat Dec 04, 2010 8:30 am

I' ve been followinf this thread for a while, and I think this is a great idea for a mod! If you need a beta tester, I'm always available :P Maybe I can write those books you were asking for? Please do understand that English is not my native language, I'm actually from the Netherlands :hubbahubba: so if I will write those books, they might have a few spelling/grammatical mistakes in them XD
User avatar
Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Sat Dec 04, 2010 7:40 am

Your tower of despair (lower level) looks promising from the pics, I'm already looking forward for a beta release.
Thanks for your mod update Midgetalien. :D
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm

Post » Sat Dec 04, 2010 7:15 am

Really like the look of this MA. And, yes, that is a lot of bones.

But...

http://i175.photobucket.com/albums/w152/Wolfsbane_89/TESConstructionSet2010-04-2320-53-0.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/TESConstructionSet2010-04-2320-49-4.jpg
That interior really doesn't look like it'd fit in the exterior (I assume the entrance is at the left of the interior screenie).
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Sat Dec 04, 2010 6:52 am

Really like the look of this MA. And, yes, that is a lot of bones.

But...That interior really doesn't look like it'd fit in the exterior (I assume the entrance is at the left of the interior screenie).

Well....

... It goes under the lava. The idea is that you go downwards then your led into a small room. I could add a more of a longer stairway going downwards.
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Sat Dec 04, 2010 2:15 pm

Well....

... It goes under the lava. The idea is that you go downwards then your led into a small room. I could add a more of a longer stairway going downwards.
Maybe it's the darkness and perspective of the screenshot, even after lightening it I can't see much change in the z-axis.

Anyway, your mod. Just thought I'd mention it as it might be a bit jarring to some...

[Edit: typo]
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Sat Dec 04, 2010 12:07 pm

Maybe it's the darkness and perspective of the screenshot, even after lightening it I can't see much change in the z-axis.

Anyway, your mod. Just thought I'd mention it as it might be a bit jarring to some...

[Edit: typo]

nah thats cool, I appricate it :) - It will make the mod seem more "complete". If you picked up on it then other might as well.

I will see what I can do :D
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Sat Dec 04, 2010 8:26 am

Since this is going into Oblivion during the Morrowind years, which takes place like, 6 or 7 years prior to TESIV, the characters would be different and things would look slightly different. Am I wrong?
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

PreviousNext

Return to III - Morrowind