[relz] Never Die!

Post » Wed Sep 01, 2010 11:15 pm

Never Die!

-by Skycaptain



NOTICE: UPLOADED v1.02a!!!

See "History" and "Upgrade" sections for info.


Name: Never Die!
Version: 1.02a - !UPDATERS SEE THE "HISTORY" FOR CHANGES AND NEW INFO! CLEANSAVING REQUIRED ON UPDATE!
Date: 3/26/2010
Category: Gameplay Effects and Changes
Requirements: Oblivion Patch 1.2.0.214, Oblivion Script Extender(OBSE) v18 beta6 or higher(!) (http://obse.silverlock.org), Cobl (http://tesnexus.com/downloads/file.php?id=21104)
Author(s): Skycaptain
Source: http://tesnexus.com/downloads/file.php?id=30586
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 pushing forward 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.

NOTE: The Oblivion plain feature can activate itself only when you visit outside (more accurately: Tamriel exterior worldspace).


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).

The INI contains separate setting for equipment and loot lost for when you are saved by the beacon.

(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.


A quest is added to you the first time you die. This quest never advances, it merely points to your equipment chest until you activate it. Note that any new chests spawned before you find this chest wont get a marker.



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!
---
-Configure the mod! See "Oblivion\Data\INI\Never die\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-SHIFT + 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

-Don´t change "useOblivionPlain" option while in Oblivion.


Install
=======

NOTE! You should not activate this mod before tutorial dungeon is over!


1. Install the latest version of Oblivion Script Extender! v18 beta6 or later is REQUIRED.

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.

--

6. Open up Oblivion\Data\INI\Never die\Never die.ini to configure the mod.

--

7. Use OBSE_LOADER.EXE or an utility that detects Obse to lauch the game. Note that the mod wont activate itself before tutorial dungeon is over.

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\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.

This is referred to as "cleansaving". Only then install and activate this version.

NO EXCEPTIONS!


WARNING! All items currently in loot containers from this mod will be erased!

So first fetch back any equipment you have left behind when you died, before you deactive the old version and make the cleansave!


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. Sometimes player is in a location where you shouldn´t be removed from by a script, or the quest breaks. In these cases, just normally reload your last save.


History
=======

1.02a, changes
----------------

-FIXED: The INI is now actually re-read on every load of the game, so that any changes you make take effect.

-FIXED: The slowmotion is cleared when you enter menu or load a save, to prevent getting stuck in slowmotion if the sequence is interupted.

-FIXED: The mod now shouldn´t activate itself before Tutorial dungeon is over.


-UPDATE README: Soul Beacon altar activating keys were wrong in this readme: the correct keys are LEFT-SHIFT + LEFT CTRL.


-NEW: Ini setting to control how likely you end up in Oblivion without Soul Beacon.

-NEW: Custom mesh and three different "loot chest" looks by johnguydude! Different meshes are applied depending on location type; exterior, interior, Oblivion plain.

-NEW: A quest marker to lead you to the equipment chest. Only one chest is pointed to at a time though, and any chests spawned before you find this chest wont get a marker.


Possibly other small fixes. Cleasave required when updating! (see

-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. [EDIT: this was a typo, this is wrong]

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


-----------

-1.0b, 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 johnguydude for the new loot chest mesh and textures!


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.
User avatar
Andrew Perry
 
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Post » Wed Sep 01, 2010 8:39 pm

Couldn't leave before I said this - Keep up the bad work, mate :thumbsup:
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Soraya Davy
 
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Post » Wed Sep 01, 2010 10:12 am

This looks awesome, just saw your release thread earlier today and couldn't wait to try this out. Now if you'll excuse my I'm off to be owned.
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Jerry Cox
 
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Post » Thu Sep 02, 2010 12:43 am

Okay, now that the threads are straight, to continue with a thought from the WIPz thread.

RE: the idea of good people going to good places, considering what jerks the various deities of TES seem to be, I'd suspect the situation would be that good people (high Fame, low infamy) would get dropped in Oblivion without their armor/weapons to fight their way out past all the "evil" Daedra, and bad people would be dropped in a "Good" realm without their armor/weapons to fight their way out past a bunch of "good" beings. This would happen just because the Daedra Lords/Gods/Whatever would find it funny.

Now a somewhat serious question: Any detection of how you died? I wonder because I got my ass blown off twice earlier today by OOO traps, but there was no one around to have stolen my equipment when I died.
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Mimi BC
 
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Post » Wed Sep 01, 2010 10:01 pm

Okay, now that the threads are straight, to continue with a thought from the WIPz thread.

RE: the idea of good people going to good places, considering what jerks the various deities of TES seem to be, I'd suspect the situation would be that good people (high Fame, low infamy) would get dropped in Oblivion without their armor/weapons to fight their way out past all the "evil" Daedra, and bad people would be dropped in a "Good" realm without their armor/weapons to fight their way out past a bunch of "good" beings. This would happen just because the Daedra Lords/Gods/Whatever would find it funny.

Now a somewhat serious question: Any detection of how you died? I wonder because I got my ass blown off twice earlier today by OOO traps, but there was no one around to have stolen my equipment when I died.


Not at the moment, simply cause it wasn?t needed. The fact that part of your equipment stays behind is more related to the idea of them, well, simply falling there etc.

But if you choose the option that part of them are dispersed to actors and containers nearby, well then it would admittedly make sense to at least check if there are NPCs around to do that.


I can easily add checks like that when I upload a non-beta version. Detecting who killed you, that?s not easy at all, or it wont be reliable. The moment you die, there can be NPCs attacking you, yet you maybe died of falling or poison. Or the NPC that killed you has stopped playing bow anim a while ago, so there is no hint it was him. And so on...it would require predicting combined with checks like above, and selecting the mod likely culprit.

And still it would fail often, I think. For now I would refrain from it, cause it?s not really needed.
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Robert Jr
 
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Post » Wed Sep 01, 2010 6:14 pm

As long as there's some check so that my money doesn't end up in the hands of some town guards, or worse yet, disappear, then I won't mind.

Just means that when I get back there it will be that much easier to retrieve my stuff. And hopefully not die from that stupid chest again.
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chloe hampson
 
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Post » Wed Sep 01, 2010 9:12 pm

Read about this mod sounds fantastic!! However, there's a slight problem. I'm a heavy Shivering Isles user, and like to stage fights in front of Sheogorath for his amusemant. Unfortunatly though sometimes I accidently hit Sheogorath which causes him to send me to a scripted death-point. Unless you mod that scripted death I'm pretty sure the player would end up stuck again, unless the difference between a scripted death and a normal death are actually the same. (then ignore this!) XD
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Jah Allen
 
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Post » Wed Sep 01, 2010 1:42 pm

As long as there's some check so that my money doesn't end up in the hands of some town guards, or worse yet, disappear, then I won't mind.

Just means that when I get back there it will be that much easier to retrieve my stuff. And hopefully not die from that stupid chest again.


Did you check the INI? You need to configure it so that no money took from you end up in any other container, or NPC, only in the "stash" that holds the equipment removed from you, to have it like that. :)

Read about this mod sounds fantastic!! However, there's a slight problem. I'm a heavy Shivering Isles user, and like to stage fights in front of Sheogorath for his amusemant. Unfortunatly though sometimes I accidently hit Sheogorath which causes him to send me to a scripted death-point. Unless you mod that scripted death I'm pretty sure the player would end up stuck again, unless the difference between a scripted death and a normal death are actually the same. (then ignore this!) XD


I haven?t played SI, so I have no idea about the whole deal. I have a faint feeling that Cobl?s death system handles that, cause it?s system takes "fake death" into account and doesn?t report it as real one. So my mod wont react.

had no idea what that was for when I saw it, but it would make sense. :)
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Budgie
 
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Post » Wed Sep 01, 2010 8:15 pm

It works! Here are the things I've noticed so far:

1. I have no idea how much gold I've lost when I die because it isn't stated anywhere. Maybe there should be a message like "death takes its toll of %f gold" when you retrieve your chest?

2. "useOblivionPlain" is set to 1 in the INI but when I die beacon-less I just get sent back to the last safe cell. I assume this is because I haven't done Kvatch yet so there are no oblivion gates in the world. You could fix this (and the problems that would arise from dying in the chargen quest) by using getStage to check the player's MQ progress before registering the death handler.

I'll let you know if I come across anything else
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Soku Nyorah
 
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Post » Wed Sep 01, 2010 11:38 pm

It works! Here are the things I've noticed so far:

1. I have no idea how much gold I've lost when I die because it isn't stated anywhere. Maybe there should be a message like "death takes its toll of %f gold" when you retrieve your chest?

2. "useOblivionPlain" is set to 1 in the INI but when I die beacon-less I just get sent back to the last safe cell. I assume this is because I haven't done Kvatch yet so there are no oblivion gates in the world. You could fix this (and the problems that would arise from dying in the chargen quest) by using getStage to check the player's MQ progress before registering the death handler.

I'll let you know if I come across anything else


1. A good suggestion! If you want, for now, you can see the amount "dispersed" from the console messages, if you have debugging set to 1 in the INI.

It says how much gold was "available for dispersing" (in other words taken from your pockets), and how much was dispersed from that amount, and in how many different containers/actors. Some debug print twice, the first such line then refers to containers and second to actors.


2. No no, that´s just info missing from Readme. Sorry about that.

But you need to visit outside (outside, meaning not "city outside") for the mod to mark the first location for Oblivion plain handling. See you can only return from the plain to Tamriel world space, so the mod needs an exterior location marked. :)

EDIT: It´s always your last exterior location, not the same all the time.



This also kinda protects Tutorial dungeon, cause you simply wind up back in the cell, if you die before you get outside.

But I meant to put it in the readme you still shouldn´t use the mod before tutorial is over.
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J.P loves
 
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Post » Wed Sep 01, 2010 3:00 pm

Very awesome idea. I love it. I hope you somehow find a way to overcome the swimming animation problem if you die in water.
Suggestions:
1. When you die and wind up in Oblivion, you are right at the gate to just exit Oblivion...... doesn't that take all the challenge out of it?
2. When you click the chest to retrieve your equipment, you are presented with choices to allow the chest to burn and vanish, or remain... wouldn't this be a good thing to offer people to set in the INI so that if you just want it to always burn and vanish after you get your items you don't have to tell it each time?
3. I think it would be neat if the chest you retrieve your equipment from was less normal looking and a bit magical looking... perhaps a different texture, and maybe slightly transparent?
4. You have to press left Ctrl and right Ctrl on the keyboard in order to buy one of those soul beacons? What if you're on a laptop that doesn't have a right Ctrl?
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Krista Belle Davis
 
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Post » Wed Sep 01, 2010 10:31 am

Looking good :goodjob:

I happened to notice a typo in your readme. "exiting" -> "exciting".

As well, I took a (very) quick glance through the scripts (since I don't have oblivion in a playable state, this is the closest I can get to playing the mod atm :whistling: ).

You use a nameincludes "Altar of Julianos" check. This works fine for english installs, but it'll barf on any localized copies. If you grab the comparison name from a placed altar reference, the mod would be a little more portable. This way, the mod itself would work, it just wouldn't be translated.

However, if some mod adds an activator named "Broken Altar of Julianos", it wouldn't make sense for the altar to be usable. So, another (possibly better) way might be to skip the nameincludes, and use GetScript. Get the script formID from a placed altar reference, and see if its equal to the targeted activator's script. After all, it doesn't matter what the name of the activator is. If it has the AltarofJulianos script, it is an altar by definition.
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Tania Bunic
 
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Post » Wed Sep 01, 2010 5:58 pm

From the description, it reminds me a lot of God of War.

Kratos fighting his way back out from the depths of Hades.

Interesting Idea. Hope something great comes of it.

I'll be sure to try it out with the http://tesnexus.com/downloads/file.php?id=30051

Metallicow
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CSar L
 
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Post » Wed Sep 01, 2010 8:10 pm

i REALLY like this mod so far! Thanks for putting this together SkyCaptain!

One issue I've come across...

I was killed by a Lesser Balrog from MMM. I was transported to Oblivion plain.
I ended up right next to a Oblivion gate. When I transported back to Cyrodiil. The Lesser Balrog was
there ready to fight. I killed him after running towards Bruma where all the guards helped.
None of my items I had lost were found on the Balrog though. Where else do you suppose they would
of gone?

Also, some items I had were from Personality Idles 4. These items are equip items to perform animation on your PC such as sleep and pray.
These were some of the items the Balrog took. I wonder if there is a way to prevent items like these from being taken?


Thanks again! The mod is really awesome otherwise!
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lisa nuttall
 
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Post » Thu Sep 02, 2010 12:57 am

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
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jessica breen
 
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Post » Wed Sep 01, 2010 3:07 pm

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


I'm not sure if its possible to do this when you're creating new chest references every time, but it would be nice to have a quest marker that leads the player back to his corpse(s). I wouldn't mind having a "death quest" added to my quest list personally, as long as it serves this purpose.

I know that if you keep a pool of persistent actor references to place as death containers you can keep track of how many corpses have yet to be retrieved and where they are located. You could even set it up such that there is one quest marker visible at a time, pointing to your last corpse, and then when you retrieve a corpse it updates automatically.

Also, for the guy complaining about how the chest looks, maybe something like this would be better? http://www.johnaraujo.net/SK/wisprecolor.jpg
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josie treuberg
 
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Post » Wed Sep 01, 2010 3:09 pm

I?ll upload a quick update soon, to fix the fact you can just step back from the gate instantly when you end up in the Oblivion plain.

I didn?t know it was possible to do that, it defeats the whole idea.


@Cryonaut about the chest-destroy question:

I considered the ini option, but I just didn?t want people to accidentally close the container before they take their things, and then having their stuff vanish before their eyes. I could have a setting for having the question in the first place, so that it?s on by default.

I'm not sure if its possible to do this when you're creating new chest references every time, but it would be nice to have a quest marker that leads the player back to his corpse(s). I wouldn't mind having a "death quest" added to my quest list personally, as long as it serves this purpose.

I know that if you keep a pool of persistent actor references to place as death containers you can keep track of how many corpses have yet to be retrieved and where they are located. You could even set it up such that there is one quest marker visible at a time, pointing to your last corpse, and then when you retrieve a corpse it updates automatically.

Also, for the guy complaining about how the chest looks, maybe something like this would be better? http://www.johnaraujo.net/SK/wisprecolor.jpg


Hmm, but there is no corpse. :P Anyways I don?t think I?ll ever add the marker, to be honest, seems to me that people remember where they died, and then they start heading there, and if they die down the road, the chests will form a line of sorts anyways.

I just feel it complicates a rather robust and simple system to keep track of x-number of stashes, and I want to enjoy the freedom of not worrying about running out of persistent refs. Again keeps things clean and simple, I will not have much time for this mod when I release DR6 I?m afraid. So I just want to make sure things work reliably as they are, at least for now. :)


About the chest looks, well if someone wants to make me a custom model, I?ll happily use it. :)

I intentionally selected the most dull looking chest, cause the whole chest exists solely for technical reasons. But I can see the point, it could be useful to tell it apart from anything else.
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Add Me
 
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Post » Thu Sep 02, 2010 12:32 am

I have packed an update and uploading it now:

-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!)
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anna ley
 
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Post » Wed Sep 01, 2010 5:43 pm

Nifty mod. This may require extensive cell checking, but is it possible to configure that you wake up in, say, a jail if the dungeon has one? I know some of them do, and it's more likely that some bandits would dump you in a jail cell for further exploiting than simply leaving you outside to waltz back in and ruin them.

Of course, this could prove problematic to adventurers who lose their lockpicks or lack spells to get out. Perhaps always leave players with a single lockpick, if that's possible?

In these cases, you'd also have to lose all of your equipment. Not like the banditos would leave you with them in a jail cell. Plus, I'm endlessly amused by the prospect of fighting my way back to my equipment whilst naked.

While I'm on the subject, assuming there aren't any jails in the dungeon, why not add a random chance of waking up in a random room in the dungeon, under armed guard? Seeing as how that'd require some heavy duty scripting to unsure that they're not immediately hostile, we could say that they're finally killing you off, and you rouse just in time to defend yourself. After THAT, it's off to Oblivion for ye.

Lemme know what you guys think, or let me know if I'm heavily talking nonsense, lol.
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Katie Pollard
 
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Joined: Thu Nov 09, 2006 11:23 pm

Post » Wed Sep 01, 2010 10:53 am

johnguydude: That's not a bad idea... I kinda like the idea of having a wisp hold all my stuff for me after I die!

Skycaptain: Wow talk about a fast response! Between the idea to swap out the chest (which I can easily do on my own), and the changes you made, I think this mod is almost perfect now. The only reason I say almost is because of that darn swimming animation bug. Regardless though, this is probably going to become one of those mods that I refuse to play Oblivion without. It's going to be hysterical if I die at level 1 without a soul beacon while running my Creature Intensity mod... Level 1 naked character running for his life with an armada of daedra chasing him! :D
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Bloomer
 
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Joined: Sun May 27, 2007 9:23 pm

Post » Wed Sep 01, 2010 11:50 am

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
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Jason White
 
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Post » Wed Sep 01, 2010 8:02 pm

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!
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Angel Torres
 
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Post » Wed Sep 01, 2010 9:58 am

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


Yep just like what I was mentioning about using this with Creature Intensity. I was laughing hysterically last night as my level 1 character hopped around an oblivion realm being chased by 18 daedra including a Xivilai and a 2-story daedroth. :D

Then again... I like to play my game in a way that kicks my character's ass as much as possible because I figure if he's going to be the champion of Cyrodiil one day, he better pay his dues. :P

So the lesson is... always buy a soul beacon... or don't get yourself killed unless you can handle yourself in an Oblivion realm. I don't think there should be a check to make things easier on people in the Oblivion realm - that's babying them too much... Just like I think it's awesome that Sky Captain adjusted it so it locks you in to prevent you from using the gate to exit.

Hell what would make it even funnier is if, when you get your stuff from the chest and it bursts into flames to vanish, it also caught you on fire as well and knocks out a bunch of your health. :D
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Neil
 
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Post » Wed Sep 01, 2010 2:27 pm

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!
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Eoh
 
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Post » Thu Sep 02, 2010 12:39 am

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.
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.
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Avril Louise
 
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