[Relz] Large quest mod: The Hole

Post » Wed Dec 14, 2011 5:25 pm

THE HOLE


http://www.tesnexus.com/downloads/file.php?id=40950



One day, walking quietly along a road in Cyrodiil, you feel the ground shake beneath your feet. You keep your balance but an imperial legionnaire up ahead of you falls from his horse to the road.

An earthquake. Unusual in this area of Tamriel. What can have caused it? Before long you feel another tremor, stronger than the first. You almost lose your balance this time, but across the region many others are not so lucky.

Before long, talking to people, you can get an idea as to where the focus of the quakes is. And as you travel to the area, you start to hear rumours of something strange going on.

The Hole is a quest mod for The Elder Scrolls 4: Oblivion. It stretches the capabilities of Oblivion's game engine in ways no other mod has, with new never before seen environments and a plot-line that takes you to other realms, other times, and other realities, with warped space-time causing untold harm to the world. Solve the mystery, and you have started the quest. Once you know what is going on, you must prepare the world for the biggest change it has ever faced. But before you can warn the world, you must discover for yourself what lies ahead.

The Hole has multiple branching quest lines, with your actions determining how the story unfolds. A number of side quests, red herrings, and major choices will mean that you can play the game again and have a completely different ending than before. Not just a few words different in an end sequence, but different dungeons, different quests, and a completely different ending. Make the wrong choice, and you could undo the work of Martin Septim, and lead yourself on the road to evil.

With 14 hours of game play in its main branch, and another 6 hours available if you play other branches, this is not a small mod.
15 major new dungeons
Several non-dungeon based quests
2 new worldspaces
30,000 lines of script code
3,000 lines of fully voice acted dialog

Each dungeon is designed to do something new, something never been seen before in Oblivion. The whole game is Lore friendly, in fact it is very deeply rooted in the Lore of the game.


This has taken me 9 months of my life to create, and I was hoping to have it ready well in advance of Skyrim, but now, well, OK you have four days left to play it {:-) I really really do suggest people play it before playing Skyrim.

http://www.toomanysites.org/oblivion/thehole/
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Harry-James Payne
 
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Post » Wed Dec 14, 2011 11:30 am

Recommended level?

If starting the quest, am I stuck to finish it or can I come and go?

Always looking for new content so thanks for making this. ..now, to take a look at the download...
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Kim Bradley
 
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Post » Wed Dec 14, 2011 1:56 am

With a description like this, you got my attention, Michael.

And with this quote from your web site ("I won't be releasing the whole thing until it is complete. Call me a perfectionist/control freak/whatever you like, but I don't want to release a half-mod."), you got my download.

There are few things I admire more than a perfectionist mod maker. :biggrin:
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Nick Swan
 
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Post » Wed Dec 14, 2011 7:25 am

Looks like fun, I'll check it out. And no worries about Skyrim; I intend to wait at least a week or two until the inevitable driver/drm issues are sorted out! :brokencomputer:
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Flash
 
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Post » Wed Dec 14, 2011 9:02 am

first of all a big thank you Igpmichael, quest mods are always welcome. :foodndrink:

and a couple of compatibility questions, necessary in an overcrowded (modwise speaking) gameworld:

- are the dungeons you mention pinned around Cyrodiil?

- have you edited any vanilla NPCs?

tks again for sharing this with us
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Rebekah Rebekah Nicole
 
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Post » Wed Dec 14, 2011 1:48 pm

Congrats on the release :celebration:
Looks intriguing, and I will most likely try - would be great to have the questions above answered, specifically about the recommended level, ability to get out of the dungeon, and compatibility with other mods.
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Channing
 
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Post » Wed Dec 14, 2011 12:28 pm

To add to my post on nexus here is my load order just incase anything stands out
I have tried removing mods that effect the player but have still not found the mod that clashes with yours, i know its not a problem with your mod as quite a few other players have finished or gone a good distance in your mod on nexus.
Just to recap my problem a its something i have never come across before the effect is like a fireball hitting you the player has a red effect around them and it makes the fireball sound plus it does damage to any characters or creatures in the same area and this happens without reason about every 30 seconds give or take plus this is a fresh install and the character is still in the starter dungeon
I have tried your mod at different points in my load order but still the same thing happens and the effect goes away when i remove it
Looking through tes4edit there does not seem to be any major clashes with any of the other mods that stand out and i have cleaned the esp so that can't be the problem
Thanks for your help can't wait to get started on this as the feedback you have had has been very positive.

Spoiler
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dean Cutler
 
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Post » Wed Dec 14, 2011 10:28 am

I too would like to know if there is a recommended level for starting this mod.
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John N
 
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Post » Wed Dec 14, 2011 3:29 am

I too would like to know if there is a recommended level for starting this mod.


From the nexus the author recommends around level 25 thou he said that it was tried at level 2 but he had to run away a lot.
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Natalie Taylor
 
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Post » Wed Dec 14, 2011 9:01 am

Regarding conflicts, he said:

The game tries hard to not interfere with other things, and most of the new content is in out of the way locations that are very unlikely to clash, and Ive had no reports of clashes. However one part deliberately makes major changes in a highly populated area, and one of the player goals is to fix what happened. However that whole section is also designed to not break anything if at all possible, but of course, it is never 100% certain.

He also said he tested it with about 100 mods. Looks promising. :)
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IsAiah AkA figgy
 
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Post » Wed Dec 14, 2011 9:55 am

Regarding conflicts, he said:


He also said he tested it with about 100 mods. Looks promising. :)


What mods, especially big mods (ULs, FCOM, etc)?
I hope he chimes in here instead of having other people relay the information :)
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Danger Mouse
 
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Post » Wed Dec 14, 2011 9:32 am

If that one location is where I think it is, it isn't going to be compatible with Arthmoor's Sutch Village, or any other Sutch mod.
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Talitha Kukk
 
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Post » Wed Dec 14, 2011 8:24 am

What mods, especially big mods (ULs, FCOM, etc)?
I hope he chimes in here instead of having other people relay the information :)

Well... I was curious myself, so I downloaded it and stuck it into TES4Edit. The readme says to load it as late as possible; I put it after Better Cities. I found only one conflict with the other 180 mods I've got, including the half-dozen UL mods: it uses a different parent worldspace for the IC Arboretum (BCIC uses Tamriel2, The Hole uses Tamriel, as does Oblivion - I'm not sure what this means, though).

From what I can tell on a quick scan, most of the cells are interiors (a couple FGs) and new cells; it also does something to the areas around Ft. Naso, Boethia's Shrine (but it doesn't appear to conflict with UL Silverfish), and Grayrock Cave.
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sophie
 
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Post » Wed Dec 14, 2011 1:17 pm

Well... I was curious myself, so I downloaded it and stuck it into TES4Edit. The readme says to load it as late as possible; I put it after Better Cities. I found only one conflict with the other 180 mods I've got, including the half-dozen UL mods: it uses a different parent worldspace for the IC Arboretum (BCIC uses Tamriel2, The Hole uses Tamriel, as does Oblivion - I'm not sure what this means, though).

From what I can tell on a quick scan, most of the cells are interiors (a couple FGs) and new cells; it also does something to the areas around Ft. Naso, Boethia's Shrine (but it doesn't appear to conflict with UL Silverfish), and Grayrock Cave.

Better Cities - Imperial City is built in a different worldspace, as I understand it (sounds like it's called Tamriel2 from your post). If you're not using that component of Better Cities, there shouldn't be a problem.
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Yvonne Gruening
 
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Post » Wed Dec 14, 2011 1:31 am

Better Cities - Imperial City is built in a different worldspace, as I understand it (sounds like it's called Tamriel2 from your post). If you're not using that component of Better Cities, there shouldn't be a problem.

That's what I figured. Unfortunately, I am. I might still give it a try later on - he said he's got some bugs to fix, and I've got a ton of other mods that I've never gotten to play already.
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M!KkI
 
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