[relz] Never Die!

Post » Thu Sep 02, 2010 12:26 am

Ok I worked on a daedric version for a while but wasn't satisfied at all with how it was coming out. Since it should glow, I decided to go with a glass theme and here's what I came up with: http://www.johnaraujo.net/SK/coloration1.jpg Then I fiddled with the colors a bit and came up with some variations: http://www.johnaraujo.net/SK/coloration2.jpg

I'll wait for feedback before putting together the normal map and glow map. So far I think the blue one might be my favorite

*edit: looking at it again, I'm really unhappy with this retex. Here's a simpler alternate texture I'm working on: http://www.johnaraujo.net/SK/coloration3.jpg Much better in my opinion.

The body is dark, but the gold banding will be glow-mapped so that it stands out. might try a bright silver banding also.
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Fam Mughal
 
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Post » Thu Sep 02, 2010 12:53 am

Looking good.
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Russell Davies
 
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Post » Wed Sep 01, 2010 4:27 pm

Yeah! Definitely go for the third one! Good work on it, by the way.

On the whole Never Die idea, I was thinking of adding another alternative with a low chance where you don't actually die but go right to the brim and then wake up in the place where you fell a certain amount of time later (one game hour? two?), eventually weakened (low health or some attribute damage perhaps?).

Let me know what you think!

Cheers!

cc
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Andrew Tarango
 
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Post » Wed Sep 01, 2010 3:17 pm

Has anyone else reported the incompatibility of OBGEv2 Support Plugin and COBL? COBOL causes the OBGEv2 support menu activate icon to disappear from a players inventory. I used the latest COBOL version with salmo the baker, COBL tweaks and all wrye bash filters etc. I will report to cobl thread as well. Only noticed this since using this mod, but found only cobl was the issue

EDIT - I was informed by people from the OBGE thread that the support plugin gets moved into COBL's options menu within the inventory. I guess this is a feature. Didn't remember reading about this in the read me.
Oh well, sorry if I mislead anyone.
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Kelly John
 
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Post » Wed Sep 01, 2010 12:31 pm

(*snipped to fit* )Here's a simpler alternate texture I'm working on: http://www.johnaraujo.net/SK/coloration3.jpg Much better in my opinion.

The body is dark, but the gold banding will be glow-mapped so that it stands out. might try a bright silver banding also.


The third one is better, but maybe the silver design and another possible texture can look good. The chest needs to look forlorn, foreboding, and even a bit threatening. Hard to do that on the stock model, but so far the black and gold design comes very close.
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Jacob Phillips
 
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Post » Thu Sep 02, 2010 12:18 am

Ok, I'm finished and I'm very happy with the results.

There are three variations to choose from, pictured here: http://www.johnaraujo.net/SK/colorations.jpg
I like the black and gold, my girlfriend prefers the black and silver, but it's up to you.
As you can see, all three of them are visible in complete darkness due to the use of glowmaps.

All of the necessary files are in this rar: http://www.johnaraujo.net/SK/Death Luggage.rar
Once you have chosen the chest you want to use, you can find the .dds files associated with that specific chest in Data\Textures\Never die\(only textures used by blah), and put only those in the Never die folder while deleting everything else.

Cheers
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KiiSsez jdgaf Benzler
 
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Post » Thu Sep 02, 2010 1:06 am

I hate to ask, but is there any sign of an update for this?

I got killed shortly after exiting the sewers at the start of the game, tried a reload, got stuck with the slow motion bug. Killed myself again, ended up in Oblivion and immediately fell into a lava pit (I appeared off the side of a bridge), died again, ended up in practically the same place but managed to survive but had a chest of stuff in the lava. Reloaded an earlier save, was in slow motion. Exited the game, reset the slow motion setting in the INI to 1, restarted and loaded a save from before I even died. Stuck in slow motion still.

Slow motion as in even the menus loaded slowly, so I'm pretty sure it was from this mod.

That slow motion bug can be pretty big apparently.

fake edit: Okay, I just figured out why fixing the ini didn't work. I mistook the setting in the Never Die.ini for the one in the Oblivion.ini.

Will setting the multiplier in the Never Die.ini to 1 prevent this bug from happening?
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Leticia Hernandez
 
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Post » Wed Sep 01, 2010 2:26 pm

I feel like I'm hijacking the thread here, but I had to say "Good Job johnguydude!" :icecream:

Cheers!

cc
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Thema
 
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Post » Wed Sep 01, 2010 4:44 pm

hi Cool Mod :tops: one thing when i get killed and taken to Oblivion whats stoping me from truning around and going out the gate who needs to run though oblivion when i can just go though the gate ! :rofl: :obliviongate:
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Zosia Cetnar
 
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Post » Wed Sep 01, 2010 2:51 pm

hi Cool Mod :tops: one thing when i get killed and taken to Oblivion whats stoping me from truning around and going out the gate who needs to run though oblivion when i can just go though the gate ! :rofl: :obliviongate:


You're welcome to try that! :)

cc
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Riky Carrasco
 
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Post » Wed Sep 01, 2010 4:34 pm

Killed myself again, ended up in Oblivion and immediately fell into a lava pit (I appeared off the side of a bridge), died again, ended up in practically the same place but managed to survive but had a chest of stuff in the lava.


I haven't been able to come up with any reasonable way to handle loss of gear by death in unreachable places. However if you're really hardcoe, I assume you'd just accept permanent gear loss as one of the dangers of being around that kind of stuff. I'm pretty sure the mod can be fixed so you don't spawn in lava, though.

Another important contingency is that sometimes you will die in places that will break your game if you leave them. Hernantier's dream is one example. Probably Camoran's paradise too, but I've never made it far enough in the game to see what that entails. Maybe there should be a separate death handler for these spaces that puts you back in the cell where you died after coming out of the oblivion plane?
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Ross
 
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Post » Wed Sep 01, 2010 9:23 pm

You're welcome to try that! :)

cc


well i just did throw it makes it to eazy to Escape Oblivion :obliviongate:
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Chloe Botham
 
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Post » Wed Sep 01, 2010 8:26 pm

I wasn't overly worried about that except that it was a bug since I'm supposed to appear next to the gate, and that was off in the distance a ways. I have Auto Save and Time running, so I always have backups available.

It's the slow motion bug that is causing the real annoyance, though figuring out which INI I have to correct to fix that should help a lot.
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des lynam
 
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Post » Wed Sep 01, 2010 1:13 pm

well i just did throw it makes it to eazy to Escape Oblivion :obliviongate:
If you walked back out the gate, then you probably didn't update to the revised version that prevents that.
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Kim Bradley
 
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Post » Thu Sep 02, 2010 12:11 am

Haven't seen anyone else with this problem. I died in a inn in chorrol, long story, but I have it set so I'm not sent to a oblivion pane. So I was revived exactly where my corpse fell since the inn was a safe place, thing is my camera is stuck in the ground. In third person view I can see up to my shoulders, but once I switch to first person the camera is actually in the floor boards of the inn. This is the second time it happened, first time I died out in the wild and was revived underneath the imperial sewers.
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Mason Nevitt
 
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Post » Wed Sep 01, 2010 7:29 pm

Ok, I'm finished and I'm very happy with the results.

There are three variations to choose from, pictured here: http://www.johnaraujo.net/SK/colorations.jpg
I like the black and gold, my girlfriend prefers the black and silver, but it's up to you.
As you can see, all three of them are visible in complete darkness due to the use of glowmaps.

All of the necessary files are in this rar: http://www.johnaraujo.net/SK/Death Luggage.rar
Once you have chosen the chest you want to use, you can find the .dds files associated with that specific chest in Data\Textures\Never die\(only textures used by blah), and put only those in the Never die folder while deleting everything else.

Cheers


Excellent! I appreciate the variation. Here are my takes on them:

The black and gold chest matches with the Oblivion structures scattered across the planes of Oblivion. Very fitting if you die without the safety crystal.

The dark redwood and gold has a regal look to it that's very elegant.

The black and silver chest is the one I most closely associate with death in general--it's a dark chest, with a shiny yet cold colored trim.

As I've said before, well done! It's much better than the simple Luggage retexture I had in mind.

I haven't been able to come up with any reasonable way to handle loss of gear by death in unreachable places. However if you're really hardcoe, I assume you'd just accept permanent gear loss as one of the dangers of being around that kind of stuff. I'm pretty sure the mod can be fixed so you don't spawn in lava, though.


For the average death chest option only you can find the solution. If you add an INI option to add this chest dependancy to the Luggage however, there will always be a way to get your goods. Yes it can be abused, but having everything go to the Luggage means no worry to the player. Everyone plays how they want, whether they summon the Luggage to their side after death or choose to exit Oblivion out of a wilderness gate and run naked through the woods from Blackwood to Bruma.
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DAVId Bryant
 
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Post » Wed Sep 01, 2010 11:37 pm

@johnguydude - Awesome chest! Thanks for doing this!
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Siidney
 
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Post » Wed Sep 01, 2010 7:23 pm

I can think of something that might work for chests that aren't retrievable, but it'd add some complexity to the mod. May not be entirely feasible if the chests aren't persistent. Basically, track each chest after its placed.

Add an npc somewhere that offers to retrieve any and all chests that you've ...misplaced... in exchange for something. There would have to be some cost involved to prevent the player from always using the npc. Could be stuck in a really out of the way place that takes some time to get to, cost a respectable amount of gold, require an annoying quest (Go kill 50 rats! And bring me a pair of pink slippers!), etc.

Or, with a little more complexity, if a chest hasn't been interacted with after a set amount of time, then do something depending on how fancy Skycaptain wants to get:
  • Play a messagebox with the coordinates of the chest. Wouldn't help if the chest is truly not retrievable.
  • Just dump the chest into a basic lost&found container. I'd place it in the imperial city with the guards. Made up fiction that they came across it somewhere.
  • Have a npc show up and mention that he found your belongings and offer them to you in exchange for something. Gold, minor quest, whatever. Chest contents would be dumped onto the player, or the chest moved to near the player. Could have a random chance of the npc that shows up. A saint that gives it for nothing, a scavenger that wants a couple hundred gold, a thief that wants rival thieves eliminated, a blackmailer that wants an exorbitant amount of gold but could be dealt with by other means, etc.

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Rob Davidson
 
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Post » Wed Sep 01, 2010 2:36 pm

an idea may be to tie this mod to COBL. you get th eir Death Handling features AND have the option of spawning your gear in the actual luggage.
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Charlotte Henderson
 
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Post » Wed Sep 01, 2010 8:44 am


[*]Have a npc show up and mention that he found your belongings and offer them to you in exchange for something. Gold, minor quest, whatever. Chest contents would be dumped onto the player, or the chest moved to near the player. Could have a random chance of the npc that shows up. A saint that gives it for nothing, a scavenger that wants a couple hundred gold, a thief that wants rival thieves eliminated, a blackmailer that wants an exorbitant amount of gold but could be dealt with by other means, etc.[/list]

Or maybe some obscure merchant in some inn or place in a corner of Cyrodiil ends up with it.
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Laura Shipley
 
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Post » Wed Sep 01, 2010 9:37 am

I'm trying to activate the Altar of Julianos in the Bravil chapel and nothing seems to be happening, Cobl.esm is loading directly after the Oblivion.esm and the Never Die.esp is just a few before the bash patch the ini is where it should be Oblivion\Data\INI\Never die\ but still I'm getting nothing...is there something I've missed??

EDIT:

I am also using the Left Ctrl + Right Shift so its not the buttons I'm getting mixed up.
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Stephanie I
 
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Post » Wed Sep 01, 2010 4:43 pm

I'm trying to activate the Altar of Julianos in the Bravil chapel and nothing seems to be happening, Cobl.esm is loading directly after the Oblivion.esm and the Never Die.esp is just a few before the bash patch the ini is where it should be Oblivion\Data\INI\Never die\ but still I'm getting nothing...is there something I've missed??
Target the altar with your crosshair and push L-ctrl and R-shift.

The trigger keys were altered to compensate for some laptops.

Does that help?

edit: Whoops, caught your edit. Never Die has a debug mode option in the Never Die.ini. Does that report anything at all?

Do any of your other mods also use either of those keys?
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bimsy
 
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Post » Wed Sep 01, 2010 9:10 pm

I?ll post more a bit later tonight, but this one caught my attention:

I'm trying to activate the Altar of Julianos in the Bravil chapel and nothing seems to be happening, Cobl.esm is loading directly after the Oblivion.esm and the Never Die.esp is just a few before the bash patch the ini is where it should be Oblivion\Data\INI\Never die\ but still I'm getting nothing...is there something I've missed??

EDIT:

I am also using the Left Ctrl + Right Shift so its not the buttons I'm getting mixed up.


Sorry that would be a bug in the README - I changed the keys for 1.01b. It seems to be only mentioned in the history section.

Here?s the whole list of changes;

-1.01b, changes:
----------------

-FIXED: Now Oblivion plain cannot be escaped simply by using the gate (if there because of death)

-FIXED: The INI option "percentItemsLostBeacon" wasn?t used at all ("percentItemsLost" applied even with beacon)

-CHANGED: THE KEYS to activate the altar (laptops don?t have r-ctrl). New keys are LEFT-CTRL + RIGHT-SHIFT.

OTHER:

-message to inform how much gold is missing from the stash

-gold goes missing only if actors are around AND alive (can go both in containers and in the actors? pockets)

Note: creatures never play role in this, why would they take gold? To go shopping? :P

-option to disable destroy chest question, in which case after first activate the chest will always destroy itself (careful with it!)

-made better detection for Altar of Julianos, now it should work with non-English versions. (thanks Waruddar for tipping the method!)


-updated README:

* the Oblivion plain option activates only when you first visit an exterior

* you should not change useOblivionPlain option while in Oblivion

* you should not use this mod before tutorial dungeon is over

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bonita mathews
 
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Post » Wed Sep 01, 2010 10:28 pm

I did check the changes list because I was still using both ''Ctrl'' buttons up untill ten minutes ago but I was still geting the same result, and no none of my mods use those keys if they do its not to my knowledge. The debug option is enabled so I'll check the console to see what comes up.
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Shelby McDonald
 
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Post » Wed Sep 01, 2010 11:45 am

Okay unless the console is the wrong place to be looking its giving me no information about it what so ever.
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Nick Tyler
 
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