OBLIVIFALL
- Last Call! -
"There you can have a flagon of ale, enjoy the bard's versifications, and chat with the pub regulars. Some of the greatest adventures have had their starts in smoky, noisy taverns." - The Daggerfall Manual, p.58
What is it about?
Oblivifall - Last Call should be the last module to complete my http://www.gamesas.com/topic/1088895-relzwipz-oblivifall-vengeance-of-the-classic/; a series that adds new gameplay elements that were found in The Elder Scrolls 2: Daggerfall (Links to the other released modules are found at the end of the post). Last Call is about enhancing the mood in taverns and inns by adding patrons like citizens, minstrels, bouncers, serving gals/guys, adventurers, courtesans and more along with drinking contests, fistfights and, possibly in a later update, dialogue-based gambling.
This project is basically about making taverns feel like busy places where people from all social classes and professions come to relax, share rumors and perform shady deals while listening to the bard's songs and stories.
Features
- ?Over 1600 new NPCs
?Generic NPCs: Travelers from a leveled list of various professions and backgrounds who spawn inside Cyrodiil's inns and taverns. They are replaced anytime a tavern cell resets (Three days by Oblivion default). Their random loot varies depending on their class. Includes Arena combatants, assassins, barbarians, warriors, crusaders, farmers, herders, pilgrims, thieves, etc. (Full list of NPC classes at the end)
Regulars: Composed of named peasants, commoners and nobles, those named citizens are the taverns' main customers. They fill the tavern during the busy hours (Dawn, Noon and Dusk). They arrive at the tavern during those hours to eat, drink, dance and chat. If you visit the same tavern often, you may start noticing a few faces you saw before. Regulars do not appear outside the taverns. Indeed, they stay in their own cell until they enter and leave the taverns via a tiny invisible door located at the same position as the door that leads to the streets.
?Minstrels: Thanks to CorePC's Minstrels of Cyrodiil, Minstrels travel around Cyrodiil to play their lute and learn the latest rumors. Some minstrels are entertainers to the courts of Cyrodiil, others play in the streets during the day and move to taverns at night. Other than playing their lute, they can also offer services to the player for some septims:
- Rumors: Bards are the best source of information. They hear and participate in the taverns' discussions. For 5 septims, they will inform the player of rumors and information they heard. There are more than 100 rumors, all based on quests the player has or hasn't completed along with other main events.
- Storytelling: For 75 septims, the minstrel can make up a story about your good or evil deeds each month. This will increase your fame or infamy by five points. When your fame or infamy is high enough, storytelling will no longer be possible.
- Tipping: You can also simply tip the minstrel while he's performing to show your gratitude. Tip enough and you'll put a smile on his face while he's playing his lute! (An unintended but very nice side effect)
Special NPCs: These characters can interact with the player in interesting ways:
- Bounty Hunters: May recognize and confront the player if he has a bounty on his head. (Minimum 250 gold)
- Healers: For a fee, healers can restore the player's health, cure his diseases or perform a full restoration.
- Traveling Merchants: They carry around various miscellaneous wares for sale and can buy some loot from the player.
- Vampire Hunters: Armed with vampire-slaying weapons, they will spot and attack the vampire player after some time if the player stays in his sight for long enough.
- Serving Gals/Guys: These people are employed by some of the bigger/busier establishments. They will greet the player when he sits down, offering him drinks and food. They also give information about their establishment's services.
- Bouncers: Mostly composed of Nords and Orcs, bouncers are there to throw out drunkards and undesirable patrons. Trained in hand-to-hand, they will join fights if there is one, trying to knock out their target.
- Fences: These freelance smugglers are direct competitors to the Thieves Guild. They appear at certain dates, at certain times and at certain places to sell or buy hot merchandise from other freelancers.
- Dancers: In low-class and mid-class establishments, some patrons will stand up and dance to the minstrel's moving songs.
- Real-Time Drinking Contests
A popular gambling game among adventurers and hard-working peasants, drinking contests test the contestants' alcohol resistance. The first to fall unconscious loses! Contestants can be found in several taverns, mug in hand.
Rules: The two contestants agree to a bet. The first to fall unconscious loses his bet and the winner earns it. If both contestants fail, they get their bet back. (And they look funny, lying on the floor in the middle of the tavern until they regain consciousness)
Alcohol resistance: The higher a contestant's Endurance, the more resistant he is. Orcs and Nords have a higher resistance than other races. Luck also plays a part. Being very lucky will increase your resistance.
- New dialogue
There are around 800 new dialogue entries, most of those being rumors and greetings spoken only in taverns. Some drunks share ridiculous rumors and adventurers like to talk about artifacts. Not all the patrons like to be bothered while they have a drink or a meal. If you greet them and their disposition is less than 30, they will get annoyed and their disposition will drop. The more annoyed they get, the more they'll insult you and refuse to talk to you.
Much of the new rumors and greetings come from Arena and Daggerfall.
- Fistfights
?While illegal, some taverns open their basemant to fistfights for high-paying customers which are mainly comprised of nobles and other high class characters. Participate in fights to earn money or place bets on contestants. These special VIP clubs are also home to drug dealing and other shady activities. You'll need to be a good friend with the owner to pay your way into the nobles' den of depravity.
- Cats & rats
?Cats have always been important to tavern owners. Do not be surprised to see a cat wandering about the inn's basemant looking for their prey. On the other hand, some low-class establishments cannot afford cats, so do not also be surprised to see a small rodent or two in your room.
- Horses outside taverns
To simulate the come and go of travelers on the road, different species of horses populate the stables and exteriors of roadside establishments.
Generic NPCs class list (Click to unveil!)
Arena Combatant
Assassin
Barbarian
Battlemage
Bounty Hunter
Commoner
Crusader
City Guard
Imperial Legion guard
Imperial Legion captain
Imperial Legin Battlemage
Healer
Herder
Hunter
Knight
Religious Knightly Order member
Mage
Marksman
Nobleman
Peasant
Pilgrim
Priest (For each of the Divines)
Retainer (For each of Cyrodiil's counties)
Rogue
Savant
Scout
Sorcerer
Thief
Traveler
Traveling Merchant
Vampire Hunter
Warrior
Werewolf Hunter
Witchhunter
Screenshots
Environment
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Dialogue
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Progress
Generic NPCs: Done
Regulars: Almost done
Minstrels: Done
Special NPCs: Done
Drinking contests: Done. Needs further testing
Fistfights: Halfway done
Gambling games: Maybe? Still needs reflexion...
ETA: I tend to disappear for some time. Hopefully I can finish it in the modding spree I'm having at the moment.
Feedback
Questions? Comments? Suggestions? Insults? Let me know!
Other released Oblivifall modules
http://www.nexusmods.com/oblivion/mods/31668/? - An expansion to Oblivion's religions, it splits the Nines in nine different factions, gives a unique atmosphere to each chapel, adds knightly orders and services unique to each religion.
http://www.nexusmods.com/oblivion/mods/27145/? - Adds descriptive messages when closing in on a dungeon's entrance
http://www.nexusmods.com/oblivion/mods/29676/? - 60+ sound effects played in dungeons from random directions at a random time, themed on the dungeons' inhabitants
http://www.nexusmods.com/oblivion/mods/27148/? - A dialogue expansion where you can pay scouts for directions, ask about a Tamriel organization and new rumors.
http://www.nexusmods.com/oblivion/mods/27147/? - Modifies the shopkeepers' schedules depending on the shop type so that they are not all opened from 8 in the morning to 8 in the evening.
http://www.nexusmods.com/oblivion/mods/27144/? - Changes the game's races, classes and skill descriptions with those from Daggerfall and Morrowind, giving much more background information and lore.