[WIPz] Invasion From Azeroth

Post » Wed Mar 09, 2011 6:02 am

By the Nine! Nirn has been invaded!
My name is Alessia Ottus, and I’d like to tell you all about Theramore. – From: Guide To Theramore by Alessia Ottus.

http://www.youtube.com/watch?v=pGyECzxhxYQ


This mod adds many World of Warcraft-related features to The Elder Scrolls IV: Oblivion. These features include custom races, a new city to explore, famous WoW-NPCs and much more. This mod is NOT, however, only for (ex-)WoW-players. All the lore will be explained in already existing dialogue or dialogue that will be added in the future when I make questlines. Read on for a more complete and detailed list.

A brief overview of the features
New playable races

This mod adds many new playable races. The following playable races are added:
- Blood Elves http://img202.imageshack.us/f/bloodelfmale.jpg/ / http://img269.imageshack.us/f/bloodelffemale.jpg/
- Darkspear Trolls http://img814.imageshack.us/f/darkspeartrollmale.jpg/ / http://img202.imageshack.us/f/darkspeartrollfemale.jpg/
- Draenei (female only) http://img693.imageshack.us/f/draeneifemaleu.jpg/
- Dwarves http://img580.imageshack.us/f/dwarfmale.jpg/ / http://img525.imageshack.us/f/dwarffemale.jpg/
- Forsaken (Undead) http://img823.imageshack.us/f/forsakenmale.jpg/ / http://img18.imageshack.us/f/forsakenfemale.jpg/
- Gnomes http://img824.imageshack.us/f/gnomemale.jpg/ / http://img15.imageshack.us/i/gnomefemaley.jpg/
- Goblins http://img37.imageshack.us/f/goblinmale.jpg/ / http://img408.imageshack.us/f/goblinfemale.jpg/
- Humans (from Azeroth) http://img21.imageshack.us/f/humanmale.jpg/ / http://img843.imageshack.us/f/humanfemale.jpg/
- Night Elves http://img716.imageshack.us/f/nightelfmale.jpg/ / http://img812.imageshack.us/f/nightelffemale.jpg/
- Orcs (from Azeroth/Draenor) http://img412.imageshack.us/f/orcmale.jpg/ / http://img820.imageshack.us/f/orcfemale.jpg/
- Tauren http://img85.imageshack.us/f/taurenmale.jpg/ / http://img408.imageshack.us/f/taurenfemale.jpg/
- Worgen http://img31.imageshack.us/f/worgenmale.jpg/ / http://img822.imageshack.us/f/worgenfemale.jpg/
Some other races will also make an appearance, but will not be playable.

http://img651.imageshack.us/slideshow/webplayer.php?id=screenshot16c.jpg
Invasion from Azeroth adds an entire new town called Theramore. Theramore has entirely retextured architecture to resemble it’s equivalent in World of Warcraft. Theramore has visiting traders, docks, shops, houses and anything else a town might need.
The town’s front gate can not be opened to prevent players from going outside the city on the mainland side of Theramore, but there are ofcourse other ways for players to go there anyway, like swimming around the Isle or using cheat codes. If you intend to do this, just let me have told you beforehand: there is nothing to see there, and there probably never will be.
To reach the town, all you have to do is start with the...

New Quest: Finding Your Ancestry
This quest will start automatically after leaving the prison when starting a new game. If you activate this mod and load a saved game where the tutorial has already been completed, this quest will start immediately. During the quest the story will be explained about why you started the game in prison, and how the worlds Azeroth and Nirn (the planet of which Tamriel is a part) are connected. At the end you will also get to choose between one of the...

Ten new classes and hundreds of class-specific Spells/Abilities
At the end of the quest, you will choose which class you want to become. You can choose between the following classes:
- Death Knight
- Druid
- Hunter
- Mage
- Paladin
- Priest
- Rogue
- Shaman
- Warlock
- Warrior
To help you in making your decision, short descriptions of every class are given during the quest. At the end of the quest, once you’ve chosen your class, you will be allowed to open a chest with the equipment you had before the game started (before you were sent to prison) according to the storyline (equipment based on class and for warriors also on race) and get an ‘’Update Spells’’ Spell in your spellbook.
Currently, the Update Spells ability will give you all Spells you could currently cast depending on your magical school skills. This means casting this every time you reach a new skill mastery (novice, apprentice etc.) in one of the magic schools, you will most likely learn a few new spells, or better versions of old spells.

In this version, after doing the first quest, you will immediately have access to all of your class’ abilities. The intention is that, in future versions, you will get these abilities as rewards for longer questlines.

The caster classes get many more new abilities than melee classes at this moment. That is because the casters have lots of options for new spells, which can be easily scripted. In my opinion, the coolest new additions for melee classes would be new moves, which are already much better implemented in mods like Deadly Reflex, Unnecessary Violence and Sudden Violence than I could ever do. Melee classes will, however, still get a few abilities, and also new armor/weapons. They will also get full questlines, just like casters will, in the future.

Many new items
Some examples:
- Many new armor, weapon and clothing sets
- Fist Weapons which increase your hand-to-hand damage
- Working Blunderbusses which deal damage following the same formulas as bows already do. Including different ammo types which affect blunderbuss damage in the same way as arrows do for bows
- Bandages, for roleplaying warrior-types who don't want to heal through spells or magical potions, but still need a way to heal themselves after combat
- Different types of bombs

More text would probably get boring though, and since they say pictures can say more than a thousand words...:

http://tesnexus.com/imageshare/images/2141257-1281968582.jpg
http://tesnexus.com/imageshare/images/2141257-1281968731.jpg
http://tesnexus.com/imageshare/images/2141257-1281968772.jpg
http://tesnexus.com/imageshare/images/2141257-1281968809.jpg
http://tesnexus.com/imageshare/images/2141257-1281968942.jpg

More screenshots will follow in the coming days!

EDIT: I promised more screenshots... so first the rest of Theramore, will probably post some screenshots of other stuff later today.

http://img689.imageshack.us/f/screenshot19v.jpg/ (that's the barracks for guards and the prison in one building)
http://img256.imageshack.us/f/screenshot18at.jpg/ The Fighter's Guild has sent some of it's members to check that new world out. That guy with the bow is exercising by the way, not killing Theramore residents :P
http://img401.imageshack.us/f/screenshot17o.jpg/ Jaina proudmoore is the ruler of this town, and a powerful mage.

EDIT: Also, I'm in need of suggestions for racial abilities for Gnomes! All other Races already have some, but I simply can't come up with good ones for Gnomes. The ones they have in WoW wouldn't work well or be useful at all in Oblivion.

Suggestions for all kinds of other stuff you can even think about are worth mentioning too! This doesn't mean I'm taking all requests, but it's better to ask and have a chance than not mention it! Keep in mind with this that the most important aim of this mod is to represent my impression of an Azeroth that's been magically linked to Tamriel/Nirn (of course, I have already totally made up the lore of who opened portals and why etc etc, but I'm afraid that won't be explained before many many months until I've had time to make quests). This means you can come up with your own spells too, as long as they fit the classes/races well and I like the ideas!
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Ryan Lutz
 
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Post » Wed Mar 09, 2011 1:29 am

Such and awesome and great-looking project, my eyes will be kept on this. Keep up the great work! :D
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Pants
 
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Post » Wed Mar 09, 2011 2:00 am

Exceedingly interested on my end. I reinstalled Oblivion after my WoW temporarily crapped out and now I split time between both.
I modded Oblivion full of WoW mods (Scarlet Monastery, Shadowfang Keep, etc) and this seems like a perfect addition.

As a kindly suggestion, I'd only pitch that you put together a few generic NPC companions. For instance:

"Tank" NPC with unusually high health and/or armor and a cheap innate illusion spell to pull aggro.
"Healer" NPC with AoE restoration spells (might be tricky - maybe combo a 1dmg offensive spell with AoE heals).

You get the idea. If you're building classes for PCs, might as well embed the same effects into some NPCs for dungeoning. :D
You'll get more mileage that way and players are more likely to see other classes and thus be tempted to play them.





Oh, and Hunter here - note pet-collecting is awesome for us. :D We're not spellcasters but we're not melee either.
Detect Life + Wood Elf Racial + Pet Buff + a show to buy Arrows (which can have our Marksman & Survival effects on them).

?

Whatever you do, best of luck, sounds like a lot of fun. =)
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Krystal Wilson
 
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Post » Wed Mar 09, 2011 1:17 pm

@CorvusDeus

As for the first of ur suggestions, about the tank and healer NPCs, these would be pretty hard to get to work fine I think. Simply giving a tank a ''taunt'' spell won't work since NPCs don't use scripted spells without being forced to do so through other scripts without also adding other effects to the spell to make them use it (like a simple damage health effect). That would probably make them taunt, but pretty often the wrong targets or accidentally hit other friends and the result would then be a war among your companions.

Healing NPCs are even worse, since NPCs don't even use any healing or buff-spells if they aren't cast with a range of Self. Talkie Toaster's Companion Share and Recruit (http://tesnexus.com/downloads/file.php?id=3066) mod does have pretty well working healer (and damage dealing, for that matter) companions already, and it wouldn't make much sense to attempt to remake what Talkie Toaster's done very well already.
His mod will be in the list of recommended mods in the readme for my mod though pretty much for the reasons you named though, and I might make some NPCs in the inn in Theramore for example with no purpose other than to be recruited if users have CSaR installed though.

About the Hunter class, you pretty much wrote down there what I already made. Hunters will be able to buy special types of arrows only available to them. About the Pets, I currently got a ''Tame Beast'' spell which attempts to tame beasts depending on multiple things (don't remember exactly, stuff like Personality of Player, difference in Level between Player and the beast etc). If the taming is succesfull, the tame beast script will attempt to discover what type of animal you were trying to tame through checking the beast's name for words like ''Tiger'' or ''Gray Bear'' or whatever, and estimate as good as possible which of the 20-ish pet types I've currently got should be added to your list of summonable pets.
You will also get a ''Summon Pet'' spell which will open a menu with all of the pets you've currently learned to summon, of which you can then choose one.

The way I currently got it for my 2 closed beta testers (Guildies of mine in WoW in case you're wondering :P) is that all the possible pets are automatically ''tamed'', because I didn't implement them in different areas in my mod yet, and it would otherwise be impossible to get them all without using other mods like MMM, Elsweyr etc. I think I'll try to get a way to make them all possible to be actually tamed when I release an open beta though, so I won't have to give the pets away in such a cheaty way. Already got something in mind for this anyways...

@Magirock
Nice to hear you like it :D
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sophie
 
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Post » Tue Mar 08, 2011 11:25 pm

Oh, look. A massive and highly ambitious mod still barely in its infancy and so bloated with promises that you have to scroll down just to read it all being presented to us on the forums.
How fresh.

I'm sure you'll see this through to the end. :]
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Karl harris
 
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Post » Tue Mar 08, 2011 11:26 pm

Oh, look. A massive and highly ambitious mod still barely in its infancy and so bloated with promises that you have to scroll down just to read it all being presented to us on the forums.
How fresh.

I'm sure you'll see this through to the end. :]


actually no, I've got everything pretty much completed apart from the quests which I'm already saying I wait with till future releases. Just need to fix some little bugs and wait till my brother's back from his holidays and made me a cool trailer since he's better at video editing than I am, and I want a trailer before I release. Just that I didn't post pictures of everything doesn't mean I didn't finish it already. It just means I decided to upload images to tesnexus and tesnexus has a limit of 5 images uploaded every 24 hours. And imageshack was slow like hell today, hopefully that'll be fixed tomorrow :P
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Emma Parkinson
 
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Post » Wed Mar 09, 2011 10:45 am

@CorvusDeus

As for the first of ur suggestions, about the tank and healer NPCs, these would be pretty hard to get to work fine I think. Simply giving a tank a ''taunt'' spell won't work since NPCs don't use scripted spells without being forced to do so through other scripts without also adding other effects to the spell to make them use it (like a simple damage health effect). That would probably make them taunt, but pretty often the wrong targets or accidentally hit other friends and the result would then be a war among your companions.

Healing NPCs are even worse, since NPCs don't even use any healing or buff-spells if they aren't cast with a range of Self. Talkie Toaster's Companion Share and Recruit (http://tesnexus.com/downloads/file.php?id=3066) mod does have pretty well working healer (and damage dealing, for that matter) companions already, and it wouldn't make much sense to attempt to remake what Talkie Toaster's done very well already.
His mod will be in the list of recommended mods in the readme for my mod though pretty much for the reasons you named though, and I might make some NPCs in the inn in Theramore for example with no purpose other than to be recruited if users have CSaR installed though.
I much appreciate your response - I hadn't seen this mod, and if it has a good healer, I'll be grabbing it then. :) I've been trying to work my NPC companions in this direction and I'm excited to see someone got a healer going.

For tanks, however, I'll note that some of the companion mods I've seen are highly aggressively "protective", running ahead to smite anything that might harm me. I think the tank is easy to implement. Could be an enchanted weapon that procs the right effect (or like you said, combine a simple damage health into a taunt). Another thing could be a spell effect combo to either Burden the enemy or drop their Speed - one of those will force them to stand in place (meleeing the tank) rather than running off after a caster.

About the Hunter class, you pretty much wrote down there what I already made. Hunters will be able to buy special types of arrows only available to them. About the Pets, I currently got a ''Tame Beast'' spell which attempts to tame beasts depending on multiple things (don't remember exactly, stuff like Personality of Player, difference in Level between Player and the beast etc). If the taming is succesfull, the tame beast script will attempt to discover what type of animal you were trying to tame through checking the beast's name for words like ''Tiger'' or ''Gray Bear'' or whatever, and estimate as good as possible which of the 20-ish pet types I've currently got should be added to your list of summonable pets.
You will also get a ''Summon Pet'' spell which will open a menu with all of the pets you've currently learned to summon, of which you can then choose one.

The way I currently got it for my 2 closed beta testers (Guildies of mine in WoW in case you're wondering :P) is that all the possible pets are automatically ''tamed'', because I didn't implement them in different areas in my mod yet, and it would otherwise be impossible to get them all without using other mods like MMM, Elsweyr etc. I think I'll try to get a way to make them all possible to be actually tamed when I release an open beta though, so I won't have to give the pets away in such a cheaty way. Already got something in mind for this anyways...
Awesome. XD Most of my WoW friends either tank or cast (yet somehow never did Hunters) so I'm glad you got that kind of stuff down. :D Your pet approach sounds better than I could have hoped for.

In all regards, best of luck. :) Will definetly keep an eye out for this.
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Alyna
 
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Post » Wed Mar 09, 2011 5:46 am

Added three more screenshots to the first post, will probably add more later.

About the tank companions... well, I could some time try it, but companions are not the main aim of this mod (although some classes have healing/buff spells to assist companions and classes like warriors will get a taunt ability to save their companions). So I'd prefer to first finish what really is the goal of this mod, and maybe if I some time feel like trying to make tank companions I'll do it then.
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Mrs. Patton
 
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Post » Tue Mar 08, 2011 10:31 pm

I'm in on the "closed beta" testing or alpha testing whatever borgut calls it.

All i can say is that this mod will blow your minds away, atleast if your into wow.

The classes works very well. And are almost exact copies from wow converted to oblivion as close as only oblivion engine allows.


This mod is definitivelly worth waiting for.


For those that think this is only promises and the mod wont be completed i can say that this is very much real. Already as it is now it's very much playable. The only real thing that is missing from this mod is more quests related to it. But i'm sure those will come with time.

Edit: I made a small teaser about the mod. http://www.youtube.com/watch?v=stp8r969oI4
It's very fastly done and as Borgut pointed out to me i forgot to check my spelling, so a couple spelling errors snuck in there also.
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Rude_Bitch_420
 
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Post » Wed Mar 09, 2011 11:26 am

Add screenshots to the first post, links are in the features list behind the respective races.

Most of the races are not 100% perfect, and some (orcs and humans for example) look almost exactly the same as vanilla versions. I added them anyway for:
- New racials
- New eye/hair styles without having to change vanilla races and cause incompatabilities
- Completeness' sake :P

A couple of notes on the race screenshots:
- I made only one screenshot of Dwarf male now. In fact they have 6 different beard options (2 styles and 3 different colors) and a 7th option for beardless, which males can use if they don't want a beard for some reason, and which can also be used by female dwarves.
- Yes that Gnome male has pink hair. Hope he doesn't scare you too much.
- I gave the Human male in the screenshot the Death Knight eye type. This eye option will be available to all races added by this mod, since every player in WoW with Death Knight class also has this eye type. Of course, in Oblivion, it's not mandatory to pick this eye option as Death Knight, and you can also take it as non-Death Knight
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Susan Elizabeth
 
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Post » Wed Mar 09, 2011 8:34 am

A little preview of a few of the Death Knight Spells:

http://img268.imageshack.us/f/screenshot37l.jpg/: Summons an Acherus Deathcharger, which is a fast horse. If cast when the horse is summoned already it will dismiss the Deathcharger.

http://img227.imageshack.us/f/screenshot38d.jpg/: Opens a menu with items the Death Knight can use to enchant his weapon (works like a Sigil Stone).

http://img651.imageshack.us/f/screenshot39l.jpg/: This Ghoul pet can be summoned through two different spells: Raise Dead - Corpse Dust and Raise Dead - Corpse. The Corpse Dust variant requires the Player to have Corpse Dust in his inventory (which can be bought) and the Corpse variant must be cast on a dead NPC. The Ghoul lasts 60 secondsd

http://img809.imageshack.us/f/screenshot40t.jpg/: To the right in this screenshot you can see the Ghoul from the previous spell again. Those 2 guys in the left are summoned by Army of the Dead though. Army of the Dead is a greater power which summons between 2 and 8 ghouls, depending on Conjuration Skill.
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Isabell Hoffmann
 
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Post » Wed Mar 09, 2011 12:18 pm

i thought at first this was going to be another new modder promising a big mod....

...but you have proved me wrong :goodjob: its looking really good, keep up the good work
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priscillaaa
 
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Post » Wed Mar 09, 2011 3:22 am

that's awesome to hear from the famous centaur project guy :D

more screenshots will slowly and steadily be coming anyways, don't want to release too big bunches of screenshots since slow and steady means I can keep the thread active for longer, so there will be more time to finish a cool trailer :D
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Jesus Sanchez
 
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Post » Wed Mar 09, 2011 4:10 am

The female Draenei character I'm currently playing, wearing her newly bought (in Theramore!) http://img295.imageshack.us/f/screenshot42e.jpg/. Very useful for the quests added by Thieves Arsenal mod in case anyone is wondering why I'd want to wear Night Eye-enchanted stuff :P

And a preview of a few of the new Druid spells:

http://img16.imageshack.us/f/screenshot43h.jpg/: Shapeshifts the Druid into a Mountain Lion. Can move around as cat in walking or running speeds. Can also toggle prowling (a chameleon effect), toggle aggression (to start attacking enemies automatically) and of course shapeshift back into normal form.

http://img14.imageshack.us/f/screenshot44k.jpg/: Same deal as the Cat Form, but this time a bear. Stronger in combat, but without the toggleable chameleon effect.

http://img576.imageshack.us/i/screenshot45z.jpg/: Area of Effect spell that launches lightning bolts from the air on all targets hit. Please not that it will most likely look like a normal Shock spell for others. The only reason I've got that white lightning effect is because I'm using the Storms and Sound mod, which also replaces the Shock Damage visual effects

I am, by the way, still trying to make it so that you can do the fighting yourself while shapeshifted, as opposed to the toggleable automatic attacking mode I described now.
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Marine x
 
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Post » Wed Mar 09, 2011 12:06 pm

A little preview of a few Hunter abilities this time:

http://img841.imageshack.us/f/screenshot47l.jpg/: Only works on non-Undead/Daedra creatures, like horses, bears, cats, wolves whatever :P Opens a messagebox naming the creature's name, Strength, Health, Fatigue and Resistances to all magic schools and normal weapons.

http://img52.imageshack.us/i/screenshot48g.jpg/: Summon Pet opens a menu with all of the Pets you've currently ''learned'' to summon. I explained how this works in greater detail already in the fourth post of this topic. Oh, and you might've noticed those weren't all the pets in first screenshot, you can scroll down! Here's the http://img580.imageshack.us/i/screenshot49y.jpg/.

Here's one of the pets, http://img713.imageshack.us/i/screenshot50j.jpg/.

A screenshot of exactly the same location, but this time the Player is http://img801.imageshack.us/i/screenshot51e.jpg/. Note how the name ''panther'' is still there? Some pets (mainly the cat-like ones) enter stealth-mode when the player sneaks, so they don't draw attention when you're attempting to sneak around your enemies. For other pets where this wouldn't make sense there's also a simple Dismiss Pet spell to send them away while you're sneaking.
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Solina971
 
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Post » Tue Mar 08, 2011 11:34 pm

Screenshots of one Mage and one Paladin spell today:

http://img59.imageshack.us/f/screenshot53w.jpg/: Transforms the target into a sheep. This sheep used to be a priest in the little chapel in Theramore. If polymorphed targets are damaged they automatically change back into their original form. You can also polymorph only one target at a time.

http://img829.imageshack.us/f/screenshot54g.jpg/: Just like Death Knights, Paladins also get to summon cool horses! This will be only one of the versions though, Blood Elf Paladins will get another type with red, black and gold decoration.

Also, I'm in need of suggestions for racial abilities for Gnomes! All other Races already have some, but I simply can't come up with good ones for Gnomes. The ones they have in WoW wouldn't work well or be useful at all in Oblivion.

Suggestions for all kinds of other stuff you can even think about are worth mentioning too! This doesn't mean I'm taking all requests, but it's better to ask and have a chance than not mention it! Keep in mind with this that the most important aim of this mod is to represent my impression of an Azeroth that's been magically linked to Tamriel/Nirn (of course, I have already totally made up the lore of who opened portals and why etc etc, but I'm afraid that won't be explained before many many months until I've had time to make quests). This means you can come up with your own spells too, as long as they fit the classes/races well and I like the ideas!
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Amy Cooper
 
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Post » Tue Mar 08, 2011 9:16 pm

Priest and Rogue previews today:

http://img267.imageshack.us/f/screenshot55t.jpg/ wearing the robe most Races get as starting robe for priests.

''Most races'' means not http://img153.imageshack.us/f/screenshot56y.jpg/ of them like wearing white robes.

Here's a Priest casting http://img251.imageshack.us/i/screenshot57f.jpg/, which heals targets in an area in touch range

This http://img816.imageshack.us/f/screenshot58.jpg/ sells all the special http://img217.imageshack.us/f/screenshot59c.jpg/ to which only Rogues will have access.
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Alba Casas
 
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Post » Wed Mar 09, 2011 10:58 am

If you can accurately recreate characters like Thrall or Jania, that would be awesome.

Will variants of the playable wow races be in here? (Like brown or red orcs, blue eyed High Elves, leper gnomes)
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SWagg KId
 
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Post » Wed Mar 09, 2011 4:42 am

Jaina is currently in there, but I'm not that good at creating faces. Since she also seems to change appearance a lot when made by blizzard anyway (for example, if u compare the Warcraft 3 version to the current version in WoW and to the version in the trailer for the Ulduar patch, she looks pretty different in all 3 versions) I just tried to make her at least a bit recognisable :P

Thrall wouldn't really make much sense in Theramore at the moment, though he might make an appearance later if I ever get to finish cool questlines.

The Races I mentioned in first post will be the only playable ones. There are already 2 High Elves walking around though (unplayable race) and other of those races you mentioned might come later if I ever need them in the storyline :)
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no_excuse
 
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Post » Wed Mar 09, 2011 12:53 am

2 screenshots today as a preview of some Shaman abilities.

Shaman get many different types of Totems. Some of these work just like staffs in Oblivion, with offensive enchants. Most, however, are held in the shield-hand and give powerful buffs. Here are 2 of the totems:

http://img827.imageshack.us/f/screenshot60i.jpg/: actually, you don't see the totem itself in this picture, but you can see the effect! It summons a Fire Elemental to follow you around and assist in combat.

http://img291.imageshack.us/f/screenshot61p.jpg/: Same idea as Fire Elemental Totem, but this time with an Earth Elemental!
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Cool Man Sam
 
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Post » Wed Mar 09, 2011 1:34 pm

Today a preview of a couple of Warlock spells.

http://img820.imageshack.us/f/screenshot63z.jpg/: Summons a Hellhound pet which is immune to fire, is skilled in melee combat comparable to vanilla Wolves and can Dispel magic. For those that play WoW or have played WoW, this Pet is instead of Felhunters, since I lack good models for those.

http://img826.imageshack.us/f/screenshot64p.jpg/: Another of the possible Warlock pets. This guy is also immune to Fire, has a Fire Shield and can cast Fireballs. He can also fight in melee, although he is a bit weak on that side of combat. In this screenshot I'm sneaking for a better view of him. He's a bit small otherwise :)

http://img819.imageshack.us/i/screenshot66e.jpg/: Voidwalkers are creatures existing of almost pure Shadows. They are strong in melee and constantly regenerate a small amount of Health. A Voidwalker also has a Light effect around it (this may seem weird at first, but you should see it this way: it consumes all nearby shadows, causing the area around it to become light. And yeah I realise this is physically very wrong, but I don't care, Magic itself is physically wrong too :P)

I have, of course, also made Succubus and Felsteed summonable, but today I've decided to remake them a bit since I wasn't 100% happy with the way they looked. Screenshots of these 2 fellows will therefore follow tomorrow!
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Rachael
 
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Post » Tue Mar 08, 2011 10:29 pm

Will this mod require OBSE?
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Connie Thomas
 
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Joined: Sun Nov 19, 2006 9:58 am

Post » Wed Mar 09, 2011 3:02 am

Yes it will, the latest stable version (0018). This shouldn't be a problem though. OBSE is very stable (that is, if you don't use the beta versions), has no impact on performance at all, opens tons and tons of new possibilities for scripting and is very easy to install if you just follow the installation instructions on the download page. I know some people are afraid of using .dlls like OBSE, but OBSE is really well made and tested and it works just fine for hundreds and hundreds of people using many mods.

The mod will also require a few other mods (like Cobl) and Shivering Isles, but everything it needs is stable and safe, and it doesn't need anything that most mod users don't already use anyway.

Today it's also time for part 2 of the Warlock spells preview:

http://img534.imageshack.us/f/screenshot68i.jpg/: Just like Paladins and Death Knights, Warlocks will be able to summon and dismiss their own, quality horse.

http://img203.imageshack.us/f/screenshot72u.jpg/: Summons a Succubus, who is powerful in melee combat and able to maker herself invisible. She also has some unique dialogue (this pet works just like NPCs).

http://img827.imageshack.us/f/screenshot71p.jpg/: Area of Effect spell that launches fireballs from the air on all targets hit.
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Hannah Whitlock
 
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Post » Tue Mar 08, 2011 11:37 pm

Screens all look awesome! Can't wait for this mod to be released, seems you've done some intense work on this and it looks great thus far. One quick question thou, will the WoW classes and spells be available to all races plus custom races or just the custom races from this mod? I'll be watching for this mod in then future for sure.
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Killah Bee
 
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Post » Wed Mar 09, 2011 2:16 am

they will generally be available to all races, with a few tiny exceptions:

- Only the Blood Elves will get a special Black and Red version of Paladin chargers, every single other Race will get the normal blue/white/gold version. Also, players with a relatively small scale (mostly dwarves and gnomes, but might be some other races too from other mods? or maybe even vanilla male wood elves, not sure) still get blue/white/gold version of Paladin horse, but with less armor. I made it this way because the decoration on horses seems to move a bit from the horse model depending on the rider's scale, and with small races like those the saddle kind of flew in the air :(

- In the chest with starting gear at the end of the short quest you get some armor/weapons/clothing/other items depending on the class you picked. Warriors also get special types of gear that fit their Race (most Races added by my mod do anyway, only some (like Worgen/Goblins) which dont have a very typical style there Race often wears just get regular Chainmail, and so do male Night Elves since they are outcasts if they pick the profession of a Warrior according to lore. Of course, I can't check for every single mod-added Race here, so most vanilla Races and Races from other mods just get Chainmail armor here too.

Also, some NPCs greet you in their native language instead of just understandable English if you are the same race as them (this greatly adds to immersion in my opinion while only losing the ability to understand that NPC you're talking to said something like ''hello'', which you could've realised yourself just fine anyway), so you won't be able to notice this with any NPCs if you use a custom Race or vanilla Race not from this mod :P

Anyway, these are all hardly noteworthy exceptions, so yeah, other Races should work just fine :)

P.S.: no screenshots today since I'm pretty busy today already. You can expect new screenshots tomorrow again!
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chinadoll
 
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