Mods that improve realism in behavior, etc?

Post » Wed Aug 18, 2010 3:59 pm

I was fooling around with the eye candy mod and the alternate start revamped mod with a new female character and to my amusemant and chagrin no one around the ship's
food table showed any surprise/shock/said anything about my naked girl coming up to the table. :)

With vanilla Oblivion I wandered into the IC bathhouse during the day to at least see some activity there but the place was deserted. Even in a PG bathhouse there should be some people lounging around or swimming. Is there a mod that populates places logically? I know this Elder Council mod makes mention in their town people do take off their armor/outer clothes at their bathhouse and the default is PG unless you have those alt models.

Another thing I would like to adjust somehow is the ability for little rabbits in FCOM/MMM/OOO...etc to not even be able to kill you easily even at level 1 or fight back so aggressively when you shoot at them. I am looking for some Earthly realism in normal animals. That just isn't real.
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victoria gillis
 
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Post » Wed Aug 18, 2010 4:50 pm

With vanilla Oblivion I wandered into the IC bathhouse during the day to at least see some activity there but the place was deserted.


There's a bathhouse in vanilla? I've missed that for four years by now.

Another thing I would like to adjust somehow is the ability for little rabbits in FCOM/MMM/OOO...etc to not even be able to kill you easily even at level 1 or fight back so aggressively when you shoot at them.


LOL at getting killed by little rabbits. :toughninja: Stuff like this should be reported in the MMM thread (that is, report stuff in the release thread for the mod in question). Perhaps they could be set to always flee when attacked.

EDIT: Or do you mean that they should be able to kill you easily at Lvl 1? Not clear on that. Would that be realistic? :unsure:
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des lynam
 
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Post » Wed Aug 18, 2010 4:59 pm

http://www.speckproducts.com/blog/wp-content/uploads/2009/04/rabbit-montypython.jpg








:D
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Gisela Amaya
 
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Post » Wed Aug 18, 2010 1:51 pm

Never been attacked by a rabbit before :rofl: although I did notice deer don't run away like they did in vanilla OB is it supposed to be like that? I noticed rabbits don't either and most passive wildlife would realistically :gun: :ahhh:
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Colton Idonthavealastna
 
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Post » Wed Aug 18, 2010 1:09 pm

although I did notice deer don't run away like they did in vanilla OB is it supposed to be like that?


Almost all wildlife have differing, random reactions in MMM, so sometimes non-aggressive crits will flee and sometimes they will go on their business. That goes for aggressive crits as well, except they will of course attack as well. It makes for a more varied and more "realistic" world IMO.
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Veronica Martinez
 
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Post » Wed Aug 18, 2010 12:18 pm

There's a bathhouse in vanilla? I've missed that for four years by now.

I may have had at least BC installed at that time, the first time seeing it, but don't know if BC adds it. There are only two npcs I have seen there so far. I have only been in there twice.



LOL at getting killed by little rabbits. :toughninja: Stuff like this should be reported in the MMM thread (that is, report stuff in the release thread for the mod in question). Perhaps they could be set to always flee when attacked.

EDIT: Or do you mean that they should be able to kill you easily at Lvl 1? Not clear on that. Would that be realistic? :unsure:

I wasn't killed, but came near close as I was firing at it and had to use an arrow point-blank range (hate the you can't equip while fighting mechanic...I'm not fighting!!...stupid delay time...) or would have in one or two more hits.
Like I said, I am looking for Earthly realism, not Monty Python killers. :)


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Nicole Mark
 
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Post » Wed Aug 18, 2010 5:00 pm

Almost all wildlife have differing, random reactions in MMM, so sometimes non-aggressive crits will flee and sometimes they will go on their business. That goes for aggressive crits as well, except they will of course attack as well. It makes for a more varied and more "realistic" world IMO.



When was the last time you were walking in the wilderness and a rabbit came up and attacked you with zeal?
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Rhi Edwards
 
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Post » Thu Aug 19, 2010 12:41 am

I wasn't killed, but came near close as I was firing at it and had to use an arrow point-blank range (hate the you can't equip while fighting mechanic...I'm not fighting!!...stupid delay time...) or would have in one or two more hits.


Hehe, that just made my day. :gun: Anyway, I've asked Team MMM if they perhaps should always flee when attacked instead.

EDIT: Come to think of it, we had killer Rabbits at one point:

3.5.5b2

Updates & Fixes

...

- Rabbit aggression has been lowered to prevent attacks on players.


:)
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Michael Korkia
 
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Post » Thu Aug 19, 2010 12:22 am

Maybe you have vector installed and rabies is running rampant through cyrodiil? lol

edit: btw if you were still wondering BC does add the bathhouses.
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Bellismydesi
 
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Post » Wed Aug 18, 2010 1:29 pm

Ok then at least some more use out of these places would be nice.
The immersion factor I would like to get improved upon. I saw the towels and soap laying around and figured it was just there for show. I then found the bathing mod where you
have to bath every 24 hours or start suffering a personality penalty.
Hey...I can go a couple days without a bath and be fine. I am not working out here, just sitting at a computer. :)
I am finding so many questions about this game as I read, download mods, and play. Some fleeting through my mind I don't write down or stop and post so they may never be thought of again and answered...
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kelly thomson
 
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Post » Wed Aug 18, 2010 2:25 pm

The immersion factor I would like to get improved upon.


Check out http://www.gamesas.com/index.php?/topic/1053088-deltes-thread-of-immersion-mods/.
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Doniesha World
 
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Post » Thu Aug 19, 2010 12:34 am

Another thing I would like to adjust somehow is the ability for little rabbits in FCOM/MMM/OOO...etc to not even be able to kill you easily even at level 1 or fight back so aggressively when you shoot at them. I am looking for some Earthly realism in normal animals. That just isn't real.


I do not see anything wrong with the Rabbits. They only do 2 points of damage and only have 6 hp. But they have a script attached to them and make their stats randmon which affect their aggression etc. But should still easily go down without much of fight.

I have heard of this happening before and it random once again not something that everyone is affected by.

Sometimes you end up with a super tough mean rabbit, that if you attack it, the will attack you back. Script control their decision once again.

Try and find another rabbit and attack it most likely it will go down without much of a fight.

POST your load order with Bash so that we can see what else you are using. And what version you are using.

And with the crisis of Oblivoin gates opening up all across cryodiil some creatures are known to behave much differently then they would normally be, this is not earth once again.

http://www.speckproducts.com/blog/wp-content/uploads/2009/04/rabbit-montypython.jpg


yep you get the idea.
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Thema
 
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Post » Wed Aug 18, 2010 4:19 pm

I do not see anything wrong with the Rabbits. They only do 2 points of damage and only have 6 hp. But they have a script attached to them and make their stats randmon which affect their aggression etc. But should still easily go down without much of fight.

I have heard of this happening before and it random once again not something that everyone is affected by.

Sometimes you end up with a super tough mean rabbit, that if you attack it, the will attack you back. Script control their decision once again.

Try and find another rabbit and attack it most likely it will go down without much of a fight.

POST your load order with Bash so that we can see what else you are using. And what version you are using.

And with the crisis of Oblivoin gates opening up all across cryodiil some creatures are known to behave much differently then they would normally be, this is not earth once again.



yep you get the idea.



I am still waiting for a reply to my load order x/y question thread here before I start again. It is late and I need to sleep...
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naomi
 
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Post » Wed Aug 18, 2010 8:25 pm

Populated cities? I'm working on the http://www.gamesas.com/index.php?/topic/1027360-imperial-city-pack-%232/, also recommend http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3782 (be sure check out other extended cities).

Annoyed being aggressively attacked all the time by petty animals such as crabs, rats, and such? Check my http://www.tesnexus.com/downloads/file.php?id=19392 mod.
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Maya Maya
 
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Post » Thu Aug 19, 2010 1:54 am

Populated cities? I'm working on the http://www.gamesas.com/index.php?/topic/1027360-imperial-city-pack-%232/, also recommend http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3782 (be sure check out other extended cities).

Annoyed being aggressively attacked all the time by petty animals such as crabs, rats, and such? Check my http://www.tesnexus.com/downloads/file.php?id=19392 mod.



I wasn't asking for more NPCs, which wouldn't be too bad, but locations that should have activity have none, at least in BC (like the bathhouse). I see your mod is not compatible with BC and so I would have to remove mine. Like I said about the Elder Council mod that actually has people using the bath house, you could even add more realism with the underwear/nvde mods and have more "immersion" LOL (since the author states they do take off their clothes in it).

I do agree with a comment on nexus that boars should be a bit more aggressive. I don't know if there is a distance / level, strength, etc of player vs animal check and other things that determine if something attacks or not. Keep your distance and less chance of attack sort of thing.

If deer, especially stags, have some sort of chance to attack, at least attack back. that would be realistic. Just look at all those youtube / news videos :)
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Tyler F
 
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Post » Wed Aug 18, 2010 1:32 pm

BC has bathouse? Could you please just name the district where it is located, i would really like to review it. I am working on baths myself, and it would be interesting to see how they did it. Anyway, my mod is of course incompatible with BC, because it is meant to serve as an alternative to it. It's target group is people who are more reserved in changing the city and prefer improving the default rather than changing everything. It will also add a lot of new NPCs who will make the new infrastructure (vault, vendors, baths, library ...) more alive and interactive - that's why i suggested it to you. It is still work in progress though.

I have encoutered boars in real life, researched them, and altered my mod accodingly. I'm like a father of the boars. I'm am an internationally acknowledged authority on boars for over 50 years. People see me on the street and say: "hey, there goes that boar-y dude". So yeah.
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Sarah Evason
 
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Post » Wed Aug 18, 2010 10:20 pm

I believe the baths are located in the NE market district but I might be wrong, I don't use better imperial city anymore just impeREAL city.
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roxanna matoorah
 
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Post » Wed Aug 18, 2010 4:24 pm

I believe the baths are located in the NE market district but I might be wrong, I don't use better imperial city anymore just impeREAL city.



It is in the market area with the entrance stuck down a side "alley" / pathway. It is basically a pool shallow pool. I seem to remember reading that a mod making it have a deep end.

I have been spending more time reading and finding more immersion stuff, seeing all the "real health/eating/sleep...and it gave me an idea for those even more 'anol', pardon the pun, about having every day things affect the game:

What about a mod, "Real Relief", where you have to relieve yourself, #1 and #2, and the longer you go that you don't. the rules I quickly thought up are:

1. You don't pee you start to lose agi, since you have have to concentrate on holding it; you lose fatigue: its tiring trying to hold it! It will get to the point where you just eventually can't hold it any longer and lose endurance (all those toxins building up) then bam!...you just have to let go and become immobile as you breath a big sigh of relief! :)

2. #2 - really bad. You don't want to get backed up! (which brought to mind another mod with the real eating: Eat your vegetables/grains/fruits or risk constipation - but don't eat too much fiber all at once or risk losing personality for you know what! LOL) You lose agi, have to take merchant sold relaxers (can be alch made), etc.

On top of all this it can have sound files for the appropriate "relief" actions :), and maybe even animations (I saw a sixy girl bank mod that one of the pictures seemed to show a girl squatting over a floor urinal; I don't know what that would be doing in a bank unless the author was into that sort of wierd stuff). I thought the sneaking animation for squatting if there is no squatting animation. An idle animation for standing male urination...

The imagination runs wild :)

Too bad I am not a modder with time on his hands. I don't know anything about this stuff.
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Miguel
 
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Post » Wed Aug 18, 2010 6:07 pm

.... that's just waaaaaaay too immersive.......
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Rachell Katherine
 
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Post » Thu Aug 19, 2010 12:53 am

.... that's just waaaaaaay too immersive.......

That too. And yeah, really, there's some stuff I'd just rather not be immersed in, if it's all the same... :yuck:
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Stace
 
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Post » Thu Aug 19, 2010 1:45 am

heh. I thought it was amusing given the eating/sleeping mods. People turning Oblivion into Sims.
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NeverStopThe
 
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Post » Wed Aug 18, 2010 6:07 pm

When you run out of water and/or food in the deepest part of a dungeon then you realize this is not The Sims, believe me.
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LADONA
 
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Post » Thu Aug 19, 2010 12:24 am

"Physical needs" mods aren't always about simulation of biology; properly implemented, they have side-effects on your in-game behavior far beyond "click once an hour to not die" (which IMO is the downside to such mods).

Hunger places value on time: you can't stand around for three days waiting for a respawn without paying some cost for that time period. And since the time is worth something, you're better off using it in a more lucrative way even if the cost of standing around is fairly low. As Elvaillie comments above, it can also be a very real concern while adventuring. (Anyone else play Nethack?)

Sleep serves a similar purpose in providing a sense that time is passing, and also forces you to plan your dungeon expeditions in advance to an even greater degree than hunger does; you don't want to wind up caught in the middle of nowhere, exhausted and with no safe place to rest. This is not mere tedious busywork: just as doing nothing has a price, doing something should too, forcing a risk/reward anolysis on both options so that neither is always obviously better.
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brian adkins
 
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Post » Thu Aug 19, 2010 1:18 am

"Physical needs" mods aren't always about simulation of biology; properly implemented, they have side-effects on your in-game behavior far beyond "click once an hour to not die" (which IMO is the downside to such mods).

Hunger places value on time: you can't stand around for three days waiting for a respawn without paying some cost for that time period. And since the time is worth something, you're better off using it in a more lucrative way even if the cost of standing around is fairly low. As Elvaillie comments above, it can also be a very real concern while adventuring. (Anyone else play Nethack?)

Sleep serves a similar purpose in providing a sense that time is passing, and also forces you to plan your dungeon expeditions in advance to an even greater degree than hunger does; you don't want to wind up caught in the middle of nowhere, exhausted and with no safe place to rest. This is not mere tedious busywork: just as doing nothing has a price, doing something should too, forcing a risk/reward anolysis on both options so that neither is always obviously better.

I don't fully understand your sentences but I decided to just agree with you.

Also my opinion on this "immersion" is that I think many of these mods are played with timescale set to 10, 12, or more and therefore become more like nuisance. Perhaps -I've personally never tried many of these "immersionist" mods- , if you set the timescale to 1 (representing to 1 minute game-time equal to 1 minute real-time) you won't have to do the repetitive task (eating, drinking, sleeping, etc) every fifteen minutes or so (in real-time). Perhaps.
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leigh stewart
 
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Post » Thu Aug 19, 2010 2:33 am

I usually play with a timescale of 1 (I speed it up when I want to pass the time or change the weather) and use hunger/thirst mods. It is not repetetive - I do not even ordinarily carry food with me. Instead, I dip up some water whenever I pass a well and drink it, and buy a meal when I reach civilization after a long, dusty trip, or when I wake from a night's sleep. It feels like the right thing to do, in context. And in-game hunger is often similarly timed to real-life hunger, for an added bonus.

But all this is off topic. The original question wasn't about "needs" mods (as far as I can tell), but more about NPC responses and behavior making sense.
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Josh Lozier
 
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