[relz] Never Die!

Post » Wed Sep 01, 2010 11:20 pm

Plays smoothly, sans a few issues.

1. No Shivering Isles compatibility. Haven't tested the soul beacon in there yet, but upon escaping from Oblivion, you end up outside the Mouth back in Cyrodiil. Just a little annoying.

2. In some caves, finding your equipment chest can prove to be excruciatingly annoying. I spent a good few minutes looking for my chest in a SI cave that was flooded, made especially annoying since I was afraid I'd lose my valuable things. I eventually found it, but I see this coming back later.

3. If you die in an outside cell, you stand a hefty risk of losing your money quite permanently, especially noticable in SI. Perhaps make it so that if you die outside, you don't lose your money, as there's less risk of your gold getting distributed in far flung caches.

Other than that, it's pretty fun escaping half-nvde through Oblivion.
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candice keenan
 
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Post » Wed Sep 01, 2010 6:22 pm

I?ll reply more later but...uhh...you can just go BACK through the gate you came through? I mean is this how it has always been in Oblivion??? That?s so...stupid!


EDIT: That said, easily fixed. :)

Also:

-Good suggestions, thanks!

-they are not on the enemy, but in the chest where you died

-scripted items should not be removed, I?ll doublecheck


Thanks for fixing the issue with the Oblivion gate. As for the items that were taken, I'll watch for a chest where I died. I probably overlooked it because I was just trying to get away from the lesser balrog as quick as possible.
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Kathryn Medows
 
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Post » Wed Sep 01, 2010 9:11 am

Hry guys, thanks for all the comments, and a question:

Why is the comments disabled on this mod?s Tesnexus page? And ratings, for that matter. I didn?t block them myself, and I can?t find a setting to turn them on! :sad:

Hey!

This is looking good indeed!

I've got two questions for you:

1. Would this be compatible with http://www.gamesas.com/index.php?/topic/1017467-rel-vector/? The said mod disables the healing/curing of the altars (might be just the Church ones, not the Wayshrines though). I'm not sure how shadeMe did it, but I thought i'd drop it in for consideration.

2. Wondering about compatiblity with T.I.E. Since that one disables level scaling, the creatures in the Oblivion plane could be of any level, right? I'm curious as to what chances one has of ever seeing Tamriel again with a fresh character :P

Of course, if you could add a bed and some food in there, it would be an entirely different matter.

On the tutorial dungeon thing, isn't it as simple as checking if that quest is done before activating the mod?

And the chests - say I don't want them to disappear immediately, but I don't want them to remain there forever either (it would look weird having the entire map full of chests. Could you add/is there already an option to have the chests disappear on a cell reset?

Great work Skycaptain!

Cheers!

cc


Compatible yes, on both. Of course, it could be a little harsh to end up on an Oblivion plain early on. Then again, Soul Beacons are cheap at level 1. :)

I guess part of the TIE experience is that it?s hard and unforgivable, so the Oblivion plain option on level 1 mostly just adds to that. :P But if it?s too hard, you could just disable the feature on early levels. :)


About the chests; good suggestion, I could make it so that if you select "decide later" it sets itself to disappear on cell reset, unless you activate it again and select to destroy it immeaditely or keep it.

Oh yeah, yes that quest stage would be an easy thing to do...[writes on the list]

Howdy SkyCaptain.

This is absolutely brilliant. I think it's one of the most clever game overhauls I've seen. Great job.


Not my place to offer suggestions, but I'll toss one out anyway:


If dying in tamriel / dungeons / etc without a Soul Beacon.... would it be possible to add a random chance of instead of dying and going to Oblivion, some other adventurer, good samaritan came along to rescue your mangled unconscious self and you would then wake up in the nearest inn?

So... let's say I'm fighting some nasty ogres near the Lost Coast and they knock out all my health... screen could go black and I wake up in a bed at Brina Cross Inn with all my gear, but armor and weapons badly damaged, and a bill from the innkeeper for nursing me back to health. Maybe even let a few days of gametime pass while the player is knocked out and healing.


Thought it might be a nice addition. Percentages of going to Oblivion or being rescued / nursed all configurable in the .ini file.


Thanks so much for all your wonderful mods! They make the game so much better!


Thanks, I?m very glad you like it! :)


Hmm, yes a percentage chance could be nice, would add some extra excitement when you didn?t know for sure what happens.

But the alternative would most likely be the "last place you slept" option, cause that?s basicly what it?s for, to dynamically tag an inn or similar place for you to wake up in.

I know you use a chest which is placed at where you last died, but could you give the option for all lost possessions to go into the COBL Luggage? Also, have a check so it won't go to the Luggage if the player hasn't found it yet. Giving Luggage support makes the player's lost loot retrievable in many places.

Here's a few ideas for distinct containers:

1) Use the COBL Luggage, or at least an edited version of it's model. The red color makes it stand out.

2)Could you make a player duplicate and have all of the player's equipment on it--like coming back to your own corpse to get your things back.

3)Just add an effect to the container or near it, if that's possible. A sparkling treasure chest can stand out very well.

4)Use quest markers to guide the player to it, which should distinguish it from other chests

5)Get congratulated by the Grim Reaper and get back you things (check for a lore friendly version of this)

I'd really be happy with any of your decisions, but I'm just trying to add some positive input into the thread. I say the little glowing NPC johhnyguydude mentioned should do nicely.

I do have an important question to ask however: how would a Shivering Isles death play out? Besides the scenario, if the player moves from either world without the use of the blue portal, the game may not notice the player move across into the other one. So if you died in the SI expansion world and ended up in Cyrodiil, NPCs may say "I HAVE NO GREETING", a common bug that occurs when a player moves between the two realms without Oblivion toggling the necessary flag. Another common problem to watch out for is the Grey Cowl of Nocturnal. If the player dies with it on and losses it along with everything else, the player may be stuck with the Grey Fox's infamy and low disposition permanently. A common bug when moving to either realm in any manner whatsoever, and when items are pulled off your player forcefully, leaving behind the effects.

So far those are all the suggestions for I could think up. Hope to see more in the future!


Good suggestion, hmm...I?m not very familiar with the luggage, and I don?t know if it suits the mod very well to get your stuff back by any other means than actually going to where you died - but using the mesh could be a great idea.

I didn?t use a body, cause I think the game would clean it out on cell reset, it had to be a container - also I personally like to think you are in your body all the time, especially with the "non-Oblivion plain" option it would be strange, and even with it I like to think you are taken as a whole - after all you have (some of) your stuff and everything.

Anyways I?ll check the mesh, at least that would be unique. :)

Not a hundred percent sure, but I'm fairly sure that this mod only works with the altar of Julianos, which isn't a healing altar. Plus, it doesn't put a script on the altar, and you don't activate the altar, you just have to be looking at the altar so even if another mod alters the altar, it won't alter the functioning of this mod alter....er, at all.


Exactly. :)

Plays smoothly, sans a few issues.

1. No Shivering Isles compatibility. Haven't tested the soul beacon in there yet, but upon escaping from Oblivion, you end up outside the Mouth back in Cyrodiil. Just a little annoying.

2. In some caves, finding your equipment chest can prove to be excruciatingly annoying. I spent a good few minutes looking for my chest in a SI cave that was flooded, made especially annoying since I was afraid I'd lose my valuable things. I eventually found it, but I see this coming back later.

3. If you die in an outside cell, you stand a hefty risk of losing your money quite permanently, especially noticable in SI. Perhaps make it so that if you die outside, you don't lose your money, as there's less risk of your gold getting distributed in far flung caches.

Other than that, it's pretty fun escaping half-nvde through Oblivion.


1. Whoops, yes see I don?t have SI (or I have it in my drawer..). But there?s actually a function to check if you are in SI, so it?s a simple thing to take care of.

2. Is he Cobl luggage mesh Ok?

3. I would recommend to set the dispersion percentage to 0 then, cause it mainly exists to add such risk. You may find all the gold that was taken from the stash, but it?s intentionally not guaranteed (cause the NPC may wander off, the cave may reset especially with random respawn time mod etc..). :)

Thanks for fixing the issue with the Oblivion gate. As for the items that were taken, I'll watch for a chest where I died. I probably overlooked it because I was just trying to get away from the lesser balrog as quick as possible.


I made an explicit test to check that scripted items are not taken from the player, I set the equiment parameter to 100 and checked if for example DR?s config tool was left on the player. The result was that none of the scripted items I had got taken from me.

So if items that are used to activate scripts WERE really taken from you, I wonder how they work without a script? It?s practically impossible to protect items that are technically 100% generic, not quest items, no script, etc, as they cannot be told apart from normal clutter then. :ahhh:
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Victoria Vasileva
 
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Post » Wed Sep 01, 2010 8:17 pm

ttp://www.gamesas.com/index.php?/topic/1017467-rel-vector/"]Vector[/url]? The said mod disables the healing/curing of the altars (might be just the Church ones, not the Wayshrines though). I'm not sure how shadeMe did it, but I thought i'd drop it in for consideration.
Popping in to second the Cap'n 's answer. Vector modifies the cure spells of each shire/altar, not the activator itself.
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BEl J
 
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Post » Wed Sep 01, 2010 5:48 pm

So if items that are used to activate scripts WERE really taken from you, I wonder how they work without a script? It?s practically impossible to protect items that are technically 100% generic, not quest items, no script, etc, as they cannot be told apart from normal clutter then. :ahhh:


So, even if I set items in my inventory to be quest items, you're saying that they would still get taken from me?
I mean, now that know to look for chests, it's not terrible that I can't use those animations for a short period of time.
I guess it just means I can't sleep in Oblivion, but then again... Who could calmly sleep there anyway? I think anyone
in there right mind would be moving as quick as they could to get the heck out of there.
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Christine Pane
 
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Post » Wed Sep 01, 2010 9:34 am

So, even if I set items in my inventory to be quest items, you're saying that they would still get taken from me?
I mean, now that know to look for chests, it's not terrible that I can't use those animations for a short period of time.
I guess it just means I can't sleep in Oblivion, but then again... Who could calmly sleep there anyway? I think anyone
in there right mind would be moving as quick as they could to get the heck out of there.


No, just the opposite - quest items, scripted items and unplayable items (these you can?t see but you might still have some as flags from some mods) are NOT removed, ever.

I was just saying that if some special items WERE taken from you, then they were NOT scripted or quest items. So I wonder I how they even work, and how could I protect them when there?s nothing special about them, technically?
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Jaylene Brower
 
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Post » Wed Sep 01, 2010 11:43 am

Amazing mod. Love everything about it, but I do have one problem. Not sure why it started to happen, but every now and then when I start up my game everyone(NPCs, myself, and monsters) all walk extremely slow. The only way I've found to fix it is to die, and then I can reload my saved game and it works like normal. I maybe the only one to ever experience it, since its my luck so it might be alright if I just reinstall it.
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Amy Smith
 
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Post » Wed Sep 01, 2010 3:23 pm

Amazing mod. Love everything about it, but I do have one problem. Not sure why it started to happen, but every now and then when I start up my game everyone(NPCs, myself, and monsters) all walk extremely slow. The only way I've found to fix it is to die, and then I can reload my saved game and it works like normal. I maybe the only one to ever experience it, since its my luck so it might be alright if I just reinstall it.


Check your ini. See [General] section, and setting fglobaltimemultiplier. If it?s not 1 (or 1.0), set it to 1.


If you quit when you die (during the slomotion), the slow motion is saved in the ini. So you should let the slow motion to run out (that?s why death fixes it for you, the part of the script that resets the slow motion runs then).

It?s my bad, I should have it reset every time you enter main menu or load a save.
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Jaylene Brower
 
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Post » Wed Sep 01, 2010 8:04 pm

OK, now I know that the new post count per page is 30.
Now, here's a question: If one uses this mod, but also uses Wrye Shivering Death for Post SI questline rewards, what happens?
I guess what I'm asking is, what does COBL's death detection do when more the one mod wants to use it? Does it allow the later one to function over the earlier one, or does it work backwards, or does it summon the Large Hadron Collider and make a black hole?
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Prisca Lacour
 
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Post » Wed Sep 01, 2010 4:55 pm

No, just the opposite - quest items, scripted items and unplayable items (these you can?t see but you might still have some as flags from some mods) are NOT removed, ever.

I was just saying that if some special items WERE taken from you, then they were NOT scripted or quest items. So I wonder I how they even work, and how could I protect them when there?s nothing special about them, technically?

Well, for my particular issue I should be able to just flag the items as "quest items" in CS so that they are skipped by your mod, correct? I suppose maybe patches could be created on per mod basis, but that could make for some lengthy support threads.
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helen buchan
 
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Post » Wed Sep 01, 2010 10:03 pm

Thanks for your quick reply, and my fglobaltimemultiplier = 1 so hopefully the last time I played it fixed it. Yea, I accidentally didn't let it load all the way at one point, but other then that little detail its an amazing mod.
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Chelsea Head
 
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Post » Wed Sep 01, 2010 9:58 am

OK, now I know that the new post count per page is 30.
Now, here's a question: If one uses this mod, but also uses Wrye Shivering Death for Post SI questline rewards, what happens?
I guess what I'm asking is, what does COBL's death detection do when more the one mod wants to use it? Does it allow the later one to function over the earlier one, or does it work backwards, or does it summon the Large Hadron Collider and make a black hole?


Death handlers "register" themselves to Cobl. It?s a clever system. So if done like it should (and I know Wrye did it so and I know I did it so), only one mod can be registered as the handler and the latter will fail to register and start to idle and wait incase the first mod is deactivated. :)

Well, for my particular issue I should be able to just flag the items as "quest items" in CS so that they are skipped by your mod, correct? I suppose maybe patches could be created on per mod basis, but that could make for some lengthy support threads.


Yes, that?s right. :)

There?s usually no problem, cause if an item is important in some special way (or has some special use), it?s usually

1. Scripted.

or

2. Quest item.


And neither are touched. Like I said I don?t understand how those items work without a script in them. :huh:
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*Chloe*
 
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Post » Wed Sep 01, 2010 1:29 pm

Oh. So, I'd be able to use this, but I'd have to turn off Wrye Shivering Death until I complete the SI questline, then turn off this mod and turn it on again.
Neat system. Yay for Wrye and everyone else who worked on COBL!
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natalie mccormick
 
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Post » Wed Sep 01, 2010 11:44 pm

Okay, let's see if this matches anyone else's experience.

I died. Frickin' Golem suddenly switched from fighting some bandits to killing me.

I ended up in Oblivion, level five, no Soul Beacon yet. In the entire exterior, only one thing was alive, a single Scamp. Other than that I found a bunch of Dremora Churls, all dead, no inventory.

Inside the buildings made was more lively, lively enough to die again. This time, my running animation continued and I sunk slowly into the floor, but didn't move back the start point.

I don't know yet if that's reproducible.
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Kira! :)))
 
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Post » Wed Sep 01, 2010 11:33 pm

The Luggage mesh would indeed be better. It's taller and brighter than the chest currently used, so that could definitely help in flooded areas.
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Helen Quill
 
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Post » Wed Sep 01, 2010 8:43 pm

The Luggage mesh would indeed be better. It's taller and brighter than the chest currently used, so that could definitely help in flooded areas.


True, plus it has a nice little theme that looks as though it's loosely inspired by the realm of Oblivion. I do think a minor texture change is in order to keep the two chests unique however. I say it should be textured black, with a bit of Daedric accent.
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XPidgex Jefferson
 
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Post » Wed Sep 01, 2010 2:43 pm

The Luggage mesh would indeed be better. It's taller and brighter than the chest currently used, so that could definitely help in flooded areas.


True, plus it has a nice little theme that looks as though it's loosely inspired by the realm of Oblivion. I do think a minor texture change is in order to keep the two chests unique however. I say it should be textured black, with a bit of Daedric accent.


Does anyone know of retextures that would suit the mesh off the bat, or is anyone willing to make the texture? :)

I can handle myself with nifscope pretty much on all accounts, but?s that?s very strictly it, I can?t model or make textures...
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Glu Glu
 
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Post » Wed Sep 01, 2010 1:23 pm

I tried two things with disappointing results...

1. Tried swapping out the mesh of the chest with a will-o-wisp mesh... Found that in-game it can no longer be activated by clicking on it... do creature meshes not work as containers?

2. Tried adding the ancient ghost shader to the chest by adding the lines from it's scripted spell to the script on the chest... it would appear that the CS can't handle that script at all... any time I open it and try to save it, even if I haven't changed anything, it says there are things that aren't valid. I'm assuming it's because it's an OBSE script which I have no experience with... how do you edit this and is it possible to apply a shader to it like the ancient ghost shader so it looks all ethereal?
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Beth Belcher
 
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Post » Wed Sep 01, 2010 4:11 pm

I tried two things with disappointing results...

1. Tried swapping out the mesh of the chest with a will-o-wisp mesh... Found that in-game it can no longer be activated by clicking on it... do creature meshes not work as containers?

2. Tried adding the ancient ghost shader to the chest by adding the lines from it's scripted spell to the script on the chest... it would appear that the CS can't handle that script at all... any time I open it and try to save it, even if I haven't changed anything, it says there are things that aren't valid. I'm assuming it's because it's an OBSE script which I have no experience with... how do you edit this and is it possible to apply a shader to it like the ancient ghost shader so it looks all ethereal?


Well you need to start CS with command obse_loader.exe -editor. Make a shortcut to obse_loader.exe, right click it, and add the " -editor" to the path.


Don´t just randomly copy script into another, unless you know what you are doing, you could end up breaking something. :)

You could add this whole new block (before other "begin" blocks) in the script:

begin onloadstopmagicshadervisuals [ghostshadername] ;this is to avoid stacking multiple effects of the same shader, just incaseplaymagicshadervisuals [ghostshadername] 99999end


Should be sufficient edit, now it plays the shader 10000 seconds every time the 3d object loads - which is hours. Don´t ask why I didn´t just use number "10000". :P


EDIT: Added missing "end" to the script block
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Robert Bindley
 
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Post » Wed Sep 01, 2010 2:15 pm

Does anyone know of retextures that would suit the mesh off the bat, or is anyone willing to make the texture? :)


I actually made the luggage for wrye a couple of years ago. I'll see what I can do about retexturing it and get back to you later today, no exceptions. Digging the idea of a darker version of the existing model.
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Sunnii Bebiieh
 
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Post » Wed Sep 01, 2010 11:46 pm

I actually made the luggage for wrye a couple of years ago. I'll see what I can do about retexturing it and get back to you later today, no exceptions. Digging the idea of a darker version of the existing model.


Wow, thanks man! :foodndrink:
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Danny Warner
 
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Post » Wed Sep 01, 2010 7:10 pm

Long as there's the option to keep the bright red one, that sounds right and shiny. Thing's hard enough to find as it is. Hell, if you can make it glow a bit, that'd be even better, if that's even possible and not asking for too much.

Edit: Also, I endorse the idea of a 'I died' sort of quest that you can optionally use to direct you to your loot. I am NOT looking forward to the idea of dying out in the wilderness and having no idea where my stuff ended up.
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Chris BEvan
 
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Post » Wed Sep 01, 2010 4:38 pm

I actually made the luggage for wrye a couple of years ago. I'll see what I can do about retexturing it and get back to you later today, no exceptions. Digging the idea of a darker version of the existing model.


Will the chest only have new textures and normals, or can we see a slightly different mesh? Also, what will we name it?

1) Trunk of Treachery
2) Chest of the Dead
3) Baggage of the Reborn
4) Oblivion Chest
5) Gravekeeper
6) Coffer of the Crypt
7) Demonic Dowry
8) other names

There is no order of preference for this list, just some random ideas. Who can come up with a better one?


Long as there's the option to keep the bright red one, that sounds right and shiny. Thing's hard enough to find as it is. Hell, if you can make it glow a bit, that'd be even better, if that's even possible and not asking for too much.

Edit: Also, I endorse the idea of a 'I died' sort of quest that you can optionally use to direct you to your loot. I am NOT looking forward to the idea of dying out in the wilderness and having no idea where my stuff ended up.


Agreed. A togglable INI option is all that's needed to satisfy both the hardcoe gamer and the occasional gamer; just turn the quest marker on and off at will.
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yessenia hermosillo
 
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Post » Wed Sep 01, 2010 11:57 pm

For those that don't catch the reference, http://en.wikipedia.org/wiki/Rincewind#The_Luggage is rather appropriate for this, imho :ninja:
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Alexandra Ryan
 
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Post » Wed Sep 01, 2010 11:57 pm

I noticed that when I die, I see my character stand back up like everything is fine, then collapse in slow motion... what's up with that?
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Bryanna Vacchiano
 
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