[WIP] Morrowfied Oblivion

Post » Wed Oct 27, 2010 7:50 pm

Morrowfied Oblivion is a mod I am making which adds a lot of what made Morrowind so life-like into Oblivion. Political intrigue, corrupt companies, etc. I haven't been working on it long, but I am very proud of what I have currently completed. If you have any suggestions, please provide them. :)

DOWNLOAD
http://tesnexus.com/downloads/file.php?id=32194
Not much as of yet, but I'd like feedback. :)
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Veronica Martinez
 
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Post » Wed Oct 27, 2010 5:12 pm

The artifacts back from Morrowind. Chrysamere, Ice Blade of the Monarch, etc. all with new meshes and textures that exactly resemble Morrowind's look of the weapon. There are some mods out there that make these artifacts, but they either re-use Oblivion's meshes, or they don't look so similar.
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Lavender Brown
 
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Post » Wed Oct 27, 2010 3:21 pm

Any other ideas? :)
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Raymond J. Ramirez
 
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Post » Wed Oct 27, 2010 5:55 pm

Any other ideas? :)


Religions (Ie. Imperial Cult.) Must agree that the missing artifacts would be nice. Imperial Legion faction has been done in several mods, so not sure if you would like to tackle it.
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Katy Hogben
 
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Post » Wed Oct 27, 2010 8:09 pm

1. More factions: Imperial Legion is the obvious one; Blades with non-MQ quests is another; Merchants' Guild perhaps

2. Great Houses, Imperial style with inter-house rivalries.

3. 'Good thief' plot line for TG

4. Fleshed out MG vs Necromancers, FG vs Blackwood, TG vs ?,

5. Daedric shrines (not the little ones for quests - the big intimidating ones which defined the inflection point in MW: one's first constant effect soul gem). These were just so much more fun than Oblivion gates.

Some of the things I really miss (spears, sharp axes, more equipment slots, e.g.) are I presume not possible with the OB engine.

No levelled enemies (well, not all); some areas should just be no go until level X, like the above mentioned Daedric Shrines.

Not sure why, but there were a bunch of excellent MW guild mods (Five Toes Guild, Seekers, etc) that have largely not been replicated in OB.

This is a huge project but worthy so good luck with your endeavour.
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Kayla Oatney
 
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Post » Wed Oct 27, 2010 9:06 am

And I forgot Imperial Cult - but that is an obvious (if not necessarily to me) and excellent suggestion. This is the Imperial Province afterall.
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DeeD
 
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Post » Wed Oct 27, 2010 1:15 pm

I'd like to see more interaction between factions. Why is it just MG vs Necromancers? Why doesn't the Fighter's Guild lend them a hand? Why don't the Fighter's Guild/Mages Guild care about the Oblivion crisis?

Every joinable faction seems to be wrapped up in their own business way too much, isolated from everything that happens outside their little world. I'd like to see more cooperation or conflict between guilds.

Just tossing out some vague ideas, don't know if there's really anything that can be done with this.
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Louise Lowe
 
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Post » Wed Oct 27, 2010 7:44 pm

Why would anyone want to make Oblivion into a third expansion pack for Morrowind?
MW is still a great ride, and possibly superior in many aspects.
TES IV may have it's faults, but it was designed as a completely separate game. Let's try to keep it that way.
If you want nostalgia then play TES III.
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jadie kell
 
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Post » Wed Oct 27, 2010 7:09 am

Why would anyone want to make Oblivion into a third expansion pack for Morrowind?
MW is still a great ride, and possibly superior in many aspects.
TES IV may have it's faults, but it was designed as a completely separate game. Let's try to keep it that way.
If you want nostalgia then play TES III.

I'm not trying to make it into a third expansion pack for Morrowind. I am trying to add some of Morrowind's atmosphere. Let's face it, Oblivion svcked in the cultural, political, and lore department. Oblivion (vanilla) is a game, while Morrowind (vanilla) is a world. I plan to add some of Morrowind's world-like qualities to Oblivion. Oblivion (vanilla) just felt too much like an action-base game to me, instead of a roleplaying-based game.
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Eddie Howe
 
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Post » Wed Oct 27, 2010 12:31 pm

More alien-looking creatures like nix hounds and netches
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Sherry Speakman
 
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Post » Wed Oct 27, 2010 2:28 pm

How about a skill requirements system for all guilds? Currently, only Choices & Consequences adds something like that, but it is only for the Fighters and Mages Guild, and it is not really Morrowindesque. (For example, having to go to some faraway city just to get your skill certificate is something you wouldn't see in Morrowind.)
All you'd have to do is translate the advancement system of Morrowind into Oblivion somehow. You could start with only the skill requirements, i.e. you need to have one skill at X and two skills at Y before the advancement topic becomes available, and then maybe proceed to add a reputation system, which would either require sidequests that add to your reputation, or some other way of simulating the loss or gain or reputation - for example, lowering the vanilla disposition bonus for fulfilled quests and then saying "X members of a higher rank than yourself need to have a good opinion of you before you can advance" (which basically means you'll have to sweettalk or bribe them).
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Luis Reyma
 
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Post » Wed Oct 27, 2010 4:39 pm

How about a skill requirements system for all guilds? Currently, only Choices & Consequences adds something like that, but it is only for the Fighters and Mages Guild, and it is not really Morrowindesque. (For example, having to go to some faraway city just to get your skill certificate is something you wouldn't see in Morrowind.)
All you'd have to do is translate the advancement system of Morrowind into Oblivion somehow. You could start with only the skill requirements, i.e. you need to have one skill at X and two skills at Y before the advancement topic becomes available, and then maybe proceed to add a reputation system, which would either require sidequests that add to your reputation, or some other way of simulating the loss or gain or reputation - for example, lowering the vanilla disposition bonus for fulfilled quests and then saying "X members of a higher rank than yourself need to have a good opinion of you before you can advance" (which basically means you'll have to sweettalk or bribe them).

:thumbsup: :thumbsup:
Yes.
Though there was a Guild Skill Requirements mod that did this, although it added notes to the inventory. Personally, I'd like a seamless integration of guild skill requirements without having to add anything to the inventory.
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Tiffany Castillo
 
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Post » Wed Oct 27, 2010 2:21 pm

How about simply diversifying the border regions. There are some custom tilesets in the Sheogorad mod; perhaps they would let you use those resources to add an Ordinator-guarded Velothi Monastery near Cheydinhall or an actual Dwemer ruin near the Hammerfell border. Similar ideas could be implemented using resources from any of the popular province mods.

If you really wanted to be ambitious, I'd actually suggest making some of the Shivering Isles creatures native to the normal world. Bolliwogs could work in the swamps near Black Marsh. Hungers could inhabit the northern mountains.

The best part of all this is that it would add a great deal of flavor without requiring any spoken dialogue work.
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Breautiful
 
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Post » Wed Oct 27, 2010 11:17 am

Port some of the daedra. Can we talk about how much cooler they were in Morrowind? (winged twlights, ogrims, golden saints, hungers, etc).
The sea creatures...dreugh?
CLIFF RACERS...(just kidding, oh god...)
I know you asked for more political/faction input but oh well
A morrowind style border city would be cool and you could flesh it out with the houses/morag tong etc
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saxon
 
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Post » Wed Oct 27, 2010 7:20 pm

You think I would be allowed to use some of http://www.gamesas.com/index.php?/topic/1090723-list-morrowind-and-older-tes-games-nostalgia-mods/morrowind%20armors in Morrowfied Oblivion? It sure would help...
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Carolyne Bolt
 
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Post » Wed Oct 27, 2010 8:52 am

1. More factions: Imperial Legion is the obvious one; Blades with non-MQ quests is another; Merchants' Guild perhaps - Agreed with Legion and Cult. Blades could be possible, but would take creativity as lore-wise we aren't certain what is going on with the blades after the MQ ends. Merchants guild could be fun.

2. Great Houses, Imperial style with inter-house rivalries. - To my knowledge there are no imperial great houses... this was a dunmer tradition.

3. 'Good thief' plot line for TG - TG plot was fairly neutral. I never felt it was "evil."
Spoiler
The grey fox merely wanted to return to his previous life... not to cause any harm to anyone (no murders on missions.)


4. Fleshed out MG vs Necromancers, FG vs Blackwood, TG vs ?, - Would probably TG vs Imperial Legion, but yes it would be nice to allow the player to join both sides of the fight; however, this would take a lot of work.

5. Daedric shrines (not the little ones for quests - the big intimidating ones which defined the inflection point in MW: one's first constant effect soul gem). These were just so much more fun than Oblivion gates. - Need clarification on this, but I don't see a problem with daedric ruins in cyrodiil.


No levelled enemies (well, not all); some areas should just be no go until level X, like the above mentioned Daedric Shrines. - I have always liked this in oblivion (but with moderation)
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Petr Jordy Zugar
 
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Post » Wed Oct 27, 2010 8:32 am

Regarding the use of Great Houses: it's true that there are no "Great House" politics in Cyrodiil, but there are all those cities, each with a Lord or Lady. It'd be pretty awesome if the PC had the opportunity to choose a patron. Perhaps the Kvatch and Bruma parts of the main quest could even be tweaked into options there. (If you become the Hero of Kvatch, you pledge yourself to that city and her survivors. Perhaps the Great Gate could be changed to occur at whatever city you are loyal to, and instead of gathering support for Bruma, at that point in the main quest, you could be required to find a patron who will take serious action against the Oblivion threat.)
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MARLON JOHNSON
 
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Post » Wed Oct 27, 2010 9:58 pm

Regarding the use of Great Houses: it's true that there are no "Great House" politics in Cyrodiil, but there are all those cities, each with a Lord or Lady. It'd be pretty awesome if the PC had the opportunity to choose a patron. Perhaps the Kvatch and Bruma parts of the main quest could even be tweaked into options there. (If you become the Hero of Kvatch, you pledge yourself to that city and her survivors. Perhaps the Great Gate could be changed to occur at whatever city you are loyal to, and instead of gathering support for Bruma, at that point in the main quest, you could be required to find a patron who will take serious action against the Oblivion threat.)


Yes inter-county politics would be nice. Lots of things could be done with this concept.
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zoe
 
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Post » Wed Oct 27, 2010 11:08 am

This could be quite an ambitious undertaking depending on how general/broad your scope is. My advice is once you get your ideas together put together some kind of focus theme and outline for the mod and try to stay focused on it, breaking things up into pieces to work on so it doesn't get too overwhelming.

On that note for a few ideas: how about being able to play both sides of a conflict and generally have more options and dialogue choices for quest branches? I think Morrowind had more of this - even in Star Wars: Knights of the Old Republic and Sith Lords which weren't quite as "sandboxey" or open ended as TES games, there were alot more choices in how to play your character based on the choices you make. I miss wondering was this truly the right choice for my character? Or should I have done Or having that slight twinge of guilt if someone died that may not have needed to because of a choice you made(when playing a good char for example). These types of things really help immerse you in your char and make you feel like your choices matter - as opposed to being forced down a path.

I think Oblivion was probably limited alot in that dept because of the voice acting; there had to be a limit to how many hours of voice acting could fit in the budget and much much audio could fit on the disk. Not saying Oblivion was a bad game; it was breaking new ground, but there were limitations to what Bethesda could accomplish realistically with the tech and resources available.
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ezra
 
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Post » Wed Oct 27, 2010 1:01 pm

Tomitski - It would be nice if you could at least outline the type of mod you want to make. When I think of "morrowfying" Oblivion, I mostly think of gameplay aspects and cosmetic changes (like giving the Dunmer their rattling voice back).
"More politics" is something that you can't really "morrowfy" into a game. If you make a really good mod concerning the backstabbing, bribing, intimidating and intriguing between the noble houses and the Elder Council, it won't be a Morrowindesque mod at all... it will just be a very good mod that brings back an aspect that's been missing in the original game.

Right now you seem like you want to go both ways, but adding too much on your to-do list will simply result in you giving up one day. Just look at the "nostalgia mods" list and see how many people already tried to bring back Morrowind's feeling to Oblivion. You can't do it alone.
So yes, if you ask for permission, you surely can use those armors. Some of them are already resources, just check the readme. However, why do you need Morrowind armors if you want to make an interesting guild politics system? Sure, for certain characters you might need resources like that, and many of those MW-style resources are excellent and should definitely be used, but there's a huge difference between "my aim is to use as many Morrowind-style assets as possible so that Oblivion becomes more like Morrowind" and "I want to make a really good mod for Oblivion, and for that specific mod I have in mind I need some Morrowind-style assets".
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Jah Allen
 
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Post » Wed Oct 27, 2010 10:59 pm

@Fearabbit - By Morrowfying Oblivion, my original intent wasn't to add Morrowind creatures, items, etc. My original intent was to add the depth of politics and whatnot, to make it feel as real as Morrowind feels. Hence the name. But people are suggesting armors and whatnot, so I feel somewhat obliged to provide them with it. Perhaps add border forts or villages, such as a for near the Morrowind border with Ordinators. So yeah, I feel that people are taking the Morrowind part of the name too literally, but I want to make them happy.
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leigh stewart
 
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Post » Wed Oct 27, 2010 11:19 am

@Fearabbit - By Morrowfying Oblivion, my original intent wasn't to add Morrowind creatures, items, etc. My original intent was to add the depth of politics and whatnot, to make it feel as real as Morrowind feels. Hence the name. But people are suggesting armors and whatnot, so I feel somewhat obliged to provide them with it. Perhaps add border forts or villages, such as a for near the Morrowind border with Ordinators. So yeah, I feel that people are taking the Morrowind part of the name too literally, but I want to make them happy.


I think you should focus on your original idea. Seems like it will be a huge amount of work by itself. Looking forward to see what happens with this as I love the depth in Morrowind.
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adame
 
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Post » Wed Oct 27, 2010 11:19 pm

I am going to vote with Fearabbit on this one. This is your mod and your stated original intent was to bring back some of the missing MW atmosphere to OB. If people want Nix hounds, go ask MMM; if they want bone mould armor (why?), go to one of the big armor/weapons mods. If you try to take all this on i) you will have strayed very far from your original intent and ii) you will almost certainly end up on the road littered with failed total conversion mods. Look at some of the teams out there - SoVvM being the most relevant - a large team working for years and still at the beta or so stage on a hugely ambitious project. If you opt for total conversion, you would be much better off joining them. So my advice, start small, add a MWesque guild to the game or work within one of the existing guilds to create that missing flavour. I thought that your goal was content and ambience, not visuals. I agree that MW did that stuff better than OB and I miss it. Another set of armor, adding to the hundreds already available, nope, don't need it.
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JUan Martinez
 
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Post » Wed Oct 27, 2010 12:39 pm

@Fearabbit - By Morrowfying Oblivion, my original intent wasn't to add Morrowind creatures, items, etc. My original intent was to add the depth of politics and whatnot, to make it feel as real as Morrowind feels. Hence the name. But people are suggesting armors and whatnot, so I feel somewhat obliged to provide them with it. Perhaps add border forts or villages, such as a for near the Morrowind border with Ordinators. So yeah, I feel that people are taking the Morrowind part of the name too literally, but I want to make them happy.

I guess people were taking the Morrowind part of the name too literally because you didn't give any general idea of what your mod is going to be about. Atmosphere can be achieved in many, many ways. You said "I will make a mod that brings back Morrowind's atmosphere, but I need suggestions", so of course people will list everything they can think of that has to do with atmosphere. However, Morrowind was supposed to be alien and mystical - it's easy to create atmosphere when you got giant mushrooms, flying jellyfish and crazy gods on your side.
The difficulty with Cyrodiil is that you have none of these things, so how do you make a relatively generic medieval fantasy setting interesting and atmospheric? From your posts I understand that this is what your mod really is about. The people here (mostly) only offered ideas that come to their minds because they assumed that you didn't have any, but if you have such a detailed idea already, that is a whole other story, and the responses would have been very different if you had mentioned that right from the start.

This is not meant to be an attack or anything, I just want to explain why you shouldn't care what the people here suggested, because it kind of wasn't on topic.
If you had described your idea more exactly, I wouldn't have mentioned the guild advancement system. I would have said something about http://www.gamesas.com/index.php?/topic/1096460-politics-of-tamriel/page__view__findpost__p__16019413.
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Red Sauce
 
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Post » Thu Oct 28, 2010 12:35 am

Thanks for understanding guys. I hope my last post made it a little more clear on my intent. :)

I am in the midst of the mod, and it's coming along nicely. I've added a topic titled "Latest News" where you can get a scoop on the latest happenings in Cyrodiil. So far, there are about sixteen different responses to it, but I plan on adding more. So far, this dialogue thing really helps with the political factor, it talks about rivalries, alliances, the economy and more. I also plan to implement some of these rivalries and whatnot into the actual game, and not just through conversations with the player.
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Sharra Llenos
 
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