[wipz] Never Die!

Post » Wed Nov 24, 2010 4:34 pm

EDIT: The evolved from the original, and I ended up making the mod.

If you read the original 1st post without following the thread closely, you probably have wrong information about the mod, that´s why the readme is copied here. :)


It´s being released right now in a couple of hours, here´s the copy of the first version of the readme (still correcting some mistakes, feel free to point them out).


Name: Never Die!
Version: 0.9
Date: 3/19/2010
Category: Gameplay Effects and Changes
Requirements: Oblivion Patch 1.2.0.214, Oblivion Script Extender (OBSE), Player-Created MOD(s): ???
Author(s): Skycaptain
Source: http://www.tesnexus.com/downloads/file.php?id=8440
Forum: http://www.gamesas.com/index.php?/forum/25-mods/

Description
===========
What happens to Heroes when they die? I personally can´t tell, my character has never died - that history has always been erased with a swift, usually annoyed reloading of a savegame.

Well that´s about to change now - defeats can be great adventures, and getting overwhelmed part of the game, part of the history of your character! All the best stories come from great defeats - and now the story will go on!


Details
=======
This mod introduces an alternative death system with great configurability via an INI file. The focus has been on creating an advanced but simple and reliable system that doesn´t feel like a punishment, but instead can provide a supprising twist to your daily adventures.

When you die you are actually knocked out. What happens then depends on how you configure the mod using the INI file. Most options can be totally disabled.


Where do you end up when you "die"?
***********************************

By default, the idea is that careful adventurers acquire a Soul Beacon item by making a donation at any "Altar of Julianos". The cost of the beacon is tied to your level (mult from INI), and it will save your life by fetching you to safety when you are knocked out.

The beacon works by you leaving it somewhere - outside of a dungeon, for example. It works only once, then you need to buy a new one. And you can only buy one at a time - it bonds to your very soul!

Those who are unfortunate enough to die without divine protection, will be terrified to find out that they have been acclaimed by the Javs of Oblivion. Defy your fate and fight your way out of a random Oblivion plain!

No, death wont save you there - dying only means ending up to where you started on the plain (your progress is NOT reseted), so keep fighting or adjust to your new home. ;)


Alternatively, the user may choose not to use Oblivion plain option, in which case he/she will wake up in the last location he/she slept in.


What about your equipment and money?
************************************

Yes, indeed. This is what makes everything above so much more exiting, and is 100% configurable.


1. You may lose random equipment (% amount from INI). The equipment is never totally lost - you can take on a revenge/retrieve mission to where you died, and acquire it back from a chest* placed there! (*it´s for safekeeping/performance reasons).

Note that quest items, scripted items or unplayable items are never removed from the player.


2. You may lose money (% amount from the INI), similarly as equipment. Another % configures how much of the money lost may be taken by the NPCs in the area where you died and/or placed in nearby containers.



To sum it up, death can become an adventure where you fight your way out of an Oblivion plain on your underwear and without your favorite weapon to help you out, while the bandits that killed you are living it up with your gold. But revenge is a dish best served cold...after returning back among the living of Tamriel, it´s time to plan how to best get your stuff back. And maybe invest in one of those Soul Beacons... :D



DO´S AND DONT´S!
****************

DO!
---
-to configure the mod, see "Oblivion\Data\INI\Never die.ini"

-To donate money and get a Soul Beacon, go to a chapel and find "Altar of Julianos". They should all have one. Target it like if you would activate it, but DON´T activate it. Press RIGHT-CNTRL + LEFT-CNTRL (at the same time) and answer the question. Wait until the charging is over (just sit back and watch).

-To use the Soul Beacon, simply drop it somewhere and leave it. You can fetch it later if you didn´t need it. If you lose one, buy a new one. But you can have only one.


DON´T!
------

-Don´t put Soul Beacon to a container. I have tried to prevent this.

-Don´t drop the Soul Beacon if you are on an Oblivion plain. I have tried to prevent this, and it wont intentionally work there anyways. On an Oblvion plain, you always simply wake in where you started on the plain, if you die. Eternal suffering and all, you see? :P


Install
=======

1. Install the latest version of Oblivion Script Extender!

Here: http://obse.silverlock.org/

--

2. Install Cobl.esm if you haven´t already. It´s a library that offers modders useful resources, and it´s REQUIRED by this mod.

Link: http://www.tesnexus.com/downloads/file.php?id=21104

--

3. Extract this mod´s files to Oblivion\Data folder. Answer yes if asked to merge/overwrite.

--

4. Check your load order. You want to load Cobl.esm early, after Oblivion.esm esm but before any esms from actual mods. To see and change load order, you will need Oblivion Mod Manager or similar utility.

Link: http://www.tesnexus.com/downloads/file.php?id=2097

Never die.esp wont care where it loads.

--

5. Activate Never die.esp and Cobl.esm.

Use OBSE_LOADER.EXE or an utility that detects Obse to lauch the game.

OTHERWISE THE MOD WILL NOT WORK.


Thank you for reading my instructions! :)


Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the Never Die.esp file.
2. Delete the files/folders associated with the mod:

Oblivion\Data\INI\Never die.ini
Oblivion\Data\meshes\Never die folder
Oblivion\Data\Textures\Never die folder


Alternatively, just use Oblivion Mod Remover:

http://www.tesnexus.com/downloads/file.php?id=7557


Upgrade
=======

If this is not the first version of this mod, and you have used a previous version, it is required that you save at least once with both versions deactivated.

Only then install and activate this version.


Incompatibility
===============

Incompatible with any other death handling mods, unless explixitly stated otherwise somewhere else.


Known Issues or Bugs
====================
1. Dying while swimming will unfortunately leave player in swimming animation state. This is a loophole in the Oblivion itself, the animation state wont reset unless you go back to water and then back on land.

But, even then it resets to normal only for 3rd person if you are in 3rd person, and vice versa. It may be possible that both modes can be reset to normal, one by one, if you first go back to water in 1st person mode.

What this effectively means is that if you drown, you are forced to load a save - like you normally would without this mod.


2. Cobl´s "death handler" requires settings fEssentialHealthPercentReGain to 0. This means that any essential actor that gets knocked out will wake up with 1hp, instead of default 25%. Personally I think it´s rather realistic.


3. This is mostly information.

Oblivion is sometimes sensitive to quick transitions, in which case it gets stuck on loading screen. But this seems to happen only in *EXTREME* conditions.

I noticed this when I had internet radio eating 400Mb of memory, 3x Nifscope open and running around Skingrad with less than 10 fps. I noticed my memory load was 3.75Gb of 4gb.

To avoid problems, the ini contains a variable named "transitiondelayframes". This gives Oblivion some extra frames when the mod loads two places in a row. By default, it´s 10 which never gives me trouble.

But it can be set higher if needed, set it to for example 20 should you ever get stuck to loading screen after death. Again, this has only happened BEFORE I added the delay, and in crazy conditions.


History
=======
0.9, first beta release.

Contact
=======
Contact me on gamesas forums, either in one of my threads or via PM.

http://www.gamesas.com/index.php?/forum/25-mods/


Credits
=======

To the Obse crew - they are amazing and like all my mods this one owes it´s existence to them!

To Wrye - for the wonderful Cobl, as well as for those that helped him.

To the creators of Nifscope - a mesh editing tool even a scripter can understand and learn to love.


To the great people from who´s great suggestions most of implemented features finally originated from. Thank you everyone who brainstormed!

Also, here´s a few names I can directly connect to some features or decisions and thus want to give them credit for their participation in the WIP thread. :)


-showler: idea to store the last place you slept in as a possible return point.

-guyshall: idea to use Oblivion planes. The idea may sound given, but it was the fact that he posted it that made me research into it.

-waruddar: suggestion to distribute some of the gold to nearby containers/NPCs, making me realise I can do that even though I considered it too risky for equipment.

-garx: for his lore digging and suggestion to use Julianus, that was a nice catch, thanks.


Finally, thank you Bethesda for making Oblivion, and especially for making CS and allowing us to make Oblivion to what ever we want it to be! :)

ps. Thank you lHammonds, for the readme generator!


Tools Used
==========
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You are not allowed to reuse parts, redistribute the files or release modified versions of this mod without my permission.



Here´s the ini, crude but it´s not that complicated either: :P

set skycaptainsdeathquest.deathSlowMotionMult to 0.2 ;0-1 , defines slow motion dying speed, 1 is normal game speed.
set skycaptainsdeathquest.deathCameraSeconds to 5 ;0-> , how long you are displayed "dying"

set skycaptainsdeathquest.useOblivionPlain to 1 ;1 or 0, enable or disable Oblivion plain feature.

set skycaptainsdeathquest.percentGoldLost to 100 ;0-100 , how much gold you lose on death
set skycaptainsdeathquest.percentItemsLost to 50 ;0-100 , how much equipment you lose on death

set skycaptainsdeathquest.percentGoldLostBeacon to 0 ;0-100 , how much gold you lose if saved by the beacon
set skycaptainsdeathquest.percentItemsLostBeacon to 0 ;0-100 , how much equipment you lose if saved by the beacon

set skycaptainsdeathquest.percentGoldDispersed to 100 ;0-100 , how much of the *gold lost* will not be in the storage container, but in other containers/actors in the area

set skycaptainsdeathquest.beaconCostPerLevel to 100 ;0-> , how much gold per level is charged for the Soul Beacon. 100 means 1000, if you´re level 10.


set skycaptainsdeathquest.debugmode to 1 ;set to 0 to disable console spam
set skycaptainsdeathquest.transitdelayframes to 10 ;special, up this number if you encounter problems with transitions to Oblivion plane. Otherwise leave unchanged.

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Samantha Pattison
 
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Post » Wed Nov 24, 2010 4:18 pm

Sounds interesting... it wouldn't be useful to my current character (who has become Sheogorath and uses Wrye Shivering Death), but any character who hasn't yet beaten SI might find it useful... not sure, though. It might seem too MMO-y to me :shrug: I'm not one of those nutty crazy people who scrap a character who dies, but to me, death is the end of a save. Go back to a previous save, because, uh, the Dragon broke :shifty:

Anyway, whether or not I personally would use it, it does sound very intriguing, and might have other uses beyond what you've considered. I'm not one to suggest the cessation of progress in any direction :)
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joeK
 
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Post » Wed Nov 24, 2010 11:19 am

I think this is a great idea. I play at the moment with Alternatives to death and reload and I have to say I can't play without it. What of course would be nice is that you can configure what happens if you die. In my settings I loose all my money and all my inventory (Diablo like). Of course the main goal is not the punishment but the created fear of not loosing all stuff and money. But sneaking through caves with deadly traps and alway the fear of encounter some devilish FCOM creature (run run run) is so immersive.

So if there would be an alternative to Alternatives to death and reload I would very much appreciate it. The more if there is a way to configure the punishment.
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brian adkins
 
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Post » Wed Nov 24, 2010 1:05 am

Definitely sounds like a plan. At the least it would help alleviate some issues with some of the other No Die mods.

I bet it would encourage people to use Bank mods, as well. Maybe have the bad guys steal bank notes and promissory notes as well? I wonder if you could have the thieves try to go to the bank to cash them in?

I also wonder about an option to always jump back to a safe location (cell you own, or church in town). Give you a chance to re-supply, and a reason to keep your second best equipment stored at home.
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jenny goodwin
 
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Post » Wed Nov 24, 2010 10:06 am

Sounds interesting... it wouldn't be useful to my current character (who has become Sheogorath and uses Wrye Shivering Death), but any character who hasn't yet beaten SI might find it useful... not sure, though. It might seem too MMO-y to me :shrug: I'm not one of those nutty crazy people who scrap a character who dies, but to me, death is the end of a save. Go back to a previous save, because, uh, the Dragon broke :shifty:

Anyway, whether or not I personally would use it, it does sound very intriguing, and might have other uses beyond what you've considered. I'm not one to suggest the cessation of progress in any direction :)


Heh, I actually got the idea when I played GTA4 after a break. I noticed I enjoyed having to svck it up and live with my failures, with the loss of equipment and money. :)

I guess another similarity to the system in that game would be keeping the progress after death (in GTA4 you don?t usually have to replay the entire mission if you die), here if you cleaned half a dungeon, the dungeon would be half cleaned if you go back to try again.

I think this is a great idea. I play at the moment with Alternatives to death and reload and I have to say I can't play without it. What of course would be nice is that you can configure what happens if you die. In my settings I loose all my money and all my inventory (Diablo like). Of course the main goal is not the punishment but the created fear of not loosing all stuff and money. But sneaking through caves with deadly traps and alway the fear of encounter some devilish FCOM creature (run run run) is so immersive.

So if there would be an alternative to Alternatives to death and reload I would very much appreciate it. The more if there is a way to configure the punishment.


What kind of punishments do you have in mind? :)
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Mylizards Dot com
 
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Post » Wed Nov 24, 2010 4:29 am

Definitely sounds like a plan. At the least it would help alleviate some issues with some of the other No Die mods.

I bet it would encourage people to use Bank mods, as well. Maybe have the bad guys steal bank notes and promissory notes as well? I wonder if you could have the thieves try to go to the bank to cash them in?

I also wonder about an option to always jump back to a safe location (cell you own, or church in town). Give you a chance to re-supply, and a reason to keep your second best equipment stored at home.


Hmm, it might be hard to interact with specific items and locations, like bank notes and banks, from other mods. But you are right, it crossed my mind that this would add value to bank mods, which would be nice. :)

The safe location sounds like a good idea, the only problem is dynamically identifying and storing references to such cells. But last visited player home would definitely be doable, and might add extra value to having homes in multiple places. :)
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Roisan Sweeney
 
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Post » Wed Nov 24, 2010 8:44 am

Maybe an alternative for identifying safe locations is to send the player back to the last place they slept?
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Nathan Barker
 
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Post » Wed Nov 24, 2010 5:39 am

Maybe an alternative for identifying safe locations is to send the player back to the last place they slept?


That?s an awesome idea! That way it can be just as well some wilderness location, if you camped there. Perfect! :D
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Sherry Speakman
 
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Post » Wed Nov 24, 2010 3:03 am

I'm only interested in how your method works, nothing else :hehe:
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ezra
 
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Post » Wed Nov 24, 2010 5:06 pm

I'm only interested in how your method works, nothing else :hehe:


It?s not magic, really simple as stated. You actually WILL die, if your health is 25% and if you take more damage in one frame than that. There seems to be no preventing that. Then again, dying from extreme damage it makes sense in a way. :P

The threshold could always be higher, if a custom bar is used to display small health values anyway, but I would like to allow the health go pretty low, to prevent conflicts with for example DR, which calculates chance values reading the health. Between 0 and 25%, the difference is neglible.



So it?s no secret, just a script that monitors the health, corrects values below 25% back to 25%, while storing how much the health changed since previous frame. This is why I know exactly how much the health should be. The script is what...15 -20 lines? :P
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Silvia Gil
 
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Post » Wed Nov 24, 2010 5:36 am

I really like the loss of all money and some random equipment coupled with the chance to reacquire everything that was lost. This makes the punishment for death severe enough to add a real reluctance to engage in battle without sufficient preparation, while at the same time allowing for the pleasure of revenge :flamethrower: and the chance to recuperate losses.

As for where one ends up after death/near death (which is it?). I would prefer one specific location every time. A temple of some sort that belonged to some lore appropriate deity. With the whole reanimation mods function not available unless I had paid in advance for a single use. After reanimation I would need to withdraw gold from the bank or earn more to pay in advance for my next reanimation.
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Cameron Garrod
 
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Post » Wed Nov 24, 2010 1:21 am

I really like the loss of all money and some random equipment coupled with the chance to reacquire everything that was lost. This makes the punishment for death severe enough to add a real reluctance to engage in battle without sufficient preparation, while at the same time allowing for the pleasure of revenge :flamethrower: and the chance to recuperate losses.

As for where one ends up after death/near death (which is it?). I would prefer one specific location every time. A temple of some sort that belonged to some lore appropriate deity. With the whole reanimation mods function not available unless I had paid in advance for a single use. After reanimation I would need to withdraw gold from the bank or earn more to pay in advance for my next reanimation.


An interesting idea...but I fear that having to take extra steps in order not to die, could end up you being lazy and effectively just relying on saves again. After all, there would be no real incentive to pay, cause compared to loading a save you are actually rather punished than blessed. :)

I think the feature as such must take effect every time, otherwise it becomes an unused feature. But there could be added benefits if you pay in advance, instead. Altough I don?t know what these benefits would be. :P
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Charlotte Lloyd-Jones
 
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Post » Wed Nov 24, 2010 12:10 pm

This is something I've wanted to see for a LONG time! On top of your gold, perhaps your equipped weapon and a chance of them taking various armor pieces you have equipped?

EDIT: I see that was suggested already, but in terms of where to respawn, perhaps the nearest shrine or magical/god-revering location?
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Scarlet Devil
 
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Post » Wed Nov 24, 2010 4:12 am

An interesting idea...but I fear that having to take extra steps in order not to die, could end up you being lazy and effectively just relying on saves again. After all, there would be no real incentive to pay, cause compared to loading a save you are actually rather punished than blessed. :)

I think the feature as such must take effect every time, otherwise it becomes an unused feature. But there could be added benefits if you pay in advance, instead. Altough I don´t know what these benefits would be. :P


I certainly don't know for sure, Skycaptain, but I suspect that those players who would find the extra effort too punishing are the kind of players who are not going to be attracted to this type of mod in the first place.

After all........, the payoff, the attraction, and what is gained when one uses this type of mod.......... is the added tension it gives to each battle, and that tension is a consequence of punishment (extra steps) involved in death. A requirement to pay in advance for reanimation does not seem to me so onerous as to dissuade the kind of player who would want this mod. I can't really speak for others, but my best guess is that the kind of player who would enjoy this type of mod is the player who has many, many hours of play behind them. The player for whom long hours of experience has lessened the challenge of battle and the number of times that battle results in death. This type of player is not going to easily give up the benefits of the mod by going back to saves.

The less experienced player, or one new to mods like FCOM that increase the difficulty of battle will be dieing so frequently and experiencing enough tension already. So I doubt that they are, at least for now, the audience who will want this kind of mod.

Also, I must admit that the chance to spend some gold in advance for each reanimation would for me be an additional benefit. I ,like I assume others, soon find myself with too much gold and too little to spend it on. The ideal for me would be an increase in the advance payment tied to my current level.

Thanks for the listen, Skycaptain. I appreciate your asking for opinions, but also recognize it is your mod, and you need to be true to your own vision.
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Nana Samboy
 
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Post » Wed Nov 24, 2010 1:56 am

Something like this would be cool. There are a couple of mods that do this on The Nexus, but none that I've liked so far.

I've recently become addicted to OBSE mods that allow configuration and customization through an INI file. If you could do that, I'd use it forever :P

Some ideas:

- If you "die", you respawn at the nearest Chapel or town
- if you "die" in a dungeon, you respawn at the beginning or perhaps get captured/have to escape another dungeon
- Sent into the afterlife (ala Prey - you have to fight a mini game through a short Oblivion plane or something along those lines)
- You lose your body and gear and have to go back to it (Diablo style)
- Save points! Not sure if this is possible
- A checkpoint marker that you could place anywhere once per "life". So in the middle of a dungeon you'd find a safe and defensible spot to tag to respawn (kinda like a "beacon")
- Companion comes and drags you away (like Far Cry 2)
- Gold/insuring body/insuring gear (like EVE, kinda - you spend money to ensure that if you die, when you respawn you get a certain % of gold/loots back)

I personally would use something like this. I constantly abuse quicksave/quickload, which is much less immersive or fun than a better death system :P... the afterlife system would be especially cool.
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Valerie Marie
 
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Post » Wed Nov 24, 2010 4:52 am

What happens if you die in town? Will you be able to distinguish whether you were the attacker or defender? If you were bad, you go to jail or dumped outside the city? If you died in self-defense, do you go to the chapel, inn, your house?
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Sunny Under
 
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Post » Wed Nov 24, 2010 4:06 am

I like the idea of respawning in the last place you slept. It could make the inns more useful.

Could you place the gold/lost equipment in the Boss chest closest to where you died? Seems logical.

How about losing a point of an attribute if you "die"? Probably should be optional.

Mara
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A Lo RIkIton'ton
 
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Post » Wed Nov 24, 2010 3:49 pm

In my opinion nearly all features should be configurable or optional because there are few other game mechanics with such a great diversity of subjective feeling than death handling. The attribute thing is integrated in Alternatives to death and reload also.

I think permanent (hardcoe) or temporary (Vanillapvssy) attribute punishments are a very nice touch. I would like to give the death an immersion touch, so that there are different scenarios for death.

1. An adventurer finds your nearly dead character (that has been robbed of course by these evil looting FCOM creatures) and brings you to the next tavern etc. It would be nice if this person is still around and says some sentences of finding and bringing you there.

2. Then the second time you have been teleported to the next chapel ( from the Nine?) where the local priests are very surprised to see you alive.

Atm I have no idea about more scenarios but it would be nice that at least 3-5 deaths have a different feeling.


What of course would be nice but maybe a little bit difficult is to create a new sphere where you can wander around as a ghost. The you have to fulfill different quests to become alive once more. For every death the quests become harder and harder. At the beginning just little immersion quests like helping another ghost to become free and for a more difficult task maybe to free a soul that is deep in cave guarded by some evil Necromancers etc.
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Matt Bigelow
 
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Post » Wed Nov 24, 2010 2:28 pm

I like the idea. As far as where you are, I think if you die inside you should find yourself outside and not far from the dungeon (simulates the fact that you've been tossed out of the dungeon, or that you used your remaining strength to get out). If you die outside, you wake up some time after at the same spot, or in the next cell (if that's at all doable). It would make things much more interesting to have the player near where he died since he would have to travel to a safe location, restock and go back for revenge.
Having all your money plus some gear robbed is a nice touch, but do you plan on adding a marker on the creature/NPC that took your money/gear? Or do you plan to dynamically add chests inside the dungeons with all your stolen equipment? This wouldn't work outside though.
As far as stat/attribute penalties are concerned, I'm not too fond of those. In an FCOM setup, the game can be hard enough and if you don't use trainers getting a level up can take a long time. The shame of death should be enough on its own :D
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Stephani Silva
 
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Post » Wed Nov 24, 2010 4:12 pm

Please,please make this mod. It sounds exactly what I'm looking for, a clean simple way of avoiding the die and reload problem.

I agree that waking up where you last slept would be a neat solution, and would encourage those without a sleep mod (But why would anyone not use Simple Essentials?) to get thier head down occasionally. I like the idea of losing all your gold and some gear, but having the opportunity to retrieve them.

I'm not sure however that the missing loot should be placed on the NPC/monster that killed you. I don't fancy hunting throughout Cyrodiil for the random wolf that landed the 'killing' blow in order to get my Awesome Hourglass of Awesomeness back. Also what would happen to the gold/loot lost in a dungeon which then resets after 3 days (or whenever). And another also, what happens if you are 'killed' by a trap or a fall? Adding a persistant chest with the loot in where you fell would, I feel offer the best solution for this, with pewrhaps some sort of a guardian to defend it.

Maybe, when you do recover your gold you could find that it's been dipped into. for example you only get back 75% of what you lost. The rest has been utilised by whoever killed you, or by a passing bandit who found the chest in the wilderness.

Finally, if you go for the 'waking up in the last place you slept' option I would like to see some in game explanation of how you got there, even if it is just a pop up message along the lines of 'You awake from the deepest of sleeps, troubled by vague memories of intolerable pain , an eternity lying helpless, then kindly hands healing you and bringing you to safety. You realise with mounting horror that you have been robbed; your carefully hoarded gold has been spirited away by your assailants. Perhaps it's not too late to retrieve it.'

Perhaps you should factor in some time passing between 'death' and 'awakening', say 24 hours?
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luis dejesus
 
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Post » Wed Nov 24, 2010 12:12 pm

Okay, who's going to tell me where I can find information on this "Simple Essentials" mod?
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Reven Lord
 
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Post » Wed Nov 24, 2010 1:53 am

Okay, who's going to tell me where I can find information on this "Simple Essentials" mod?


It's an eat/drink/sleep mod (IMO the best one) made by Skycaptain about a year ago. It got as fas as beta before the WIPz thread got a bit unpleasant and Skycaptain pulled the mod.

There was discussion about it a few weeks ago (I'll see if I can find the thread) when quite a few people said how good it was. Skycaptain posted in the thread a few times saying how surprised he was that people still remembered and used the mod, andf that he would reiisue it.

The beta works perfectly and just needs a readme, so hopefully it will be available again soon..
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Kitana Lucas
 
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Post » Wed Nov 24, 2010 9:49 am

Okay, who's going to tell me where I can find information on this "Simple Essentials" mod?


It's an eat/drink/sleep mod (IMO the best one) made by Skycaptain about a year ago. It got as fas as beta before the WIPz thread got a bit unpleasant and Skycaptain pulled the mod.

There was discussion about it a few weeks ago (I'll see if I can find the thread) when quite a few people said how good it was. Skycaptain posted in the thread a few times saying how surprised he was that people still remembered and used the mod, andf that he would reiisue it.

The beta works perfectly and just needs a readme, so hopefully it will be available again soon..
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lolly13
 
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Post » Wed Nov 24, 2010 2:04 am

Okay, who's going to tell me where I can find information on this "Simple Essentials" mod?



You can find the http://www.gamesas.com/index.php?/topic/1069984-simple-essentials-question/page__hl__essentials
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Hella Beast
 
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Post » Wed Nov 24, 2010 3:08 am

Cool. Thanks. I had come across that thread, but since it was a question about Simple Essentials, I didn't realize it had all the basic information and the download link in it.
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J.P loves
 
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