[Relz]/[WIPz] Oblivifall - Revenge of the Classic

Post » Fri May 27, 2011 3:14 pm


http://www.invision.tesalliance.org/forums/uploads/1248748972/gallery_415_8_587256.png ? Latest Version: 1.0


What does it do?

One of the ways Daggerfall had for immersing you in its world was to describe your character's senses that you, the player, can't see/feel. As such, each time you approached a dungeon, messages would appear telling you the air was getting colder or that your character had a vague feel of unease. It was an excellent way of putting you, the player, even more in your character's perspective of things.

Features

  • Adds informative messages that pop up at the top left of your screen when you get closer to a dungeon.
  • Examples of messages include : "You notice goblin tracks", "You feel watched", "You smell a putrid odor"
  • 47 different messages available. They show up depending on the location of the dungeon and its theme. You will have more chance of noticing goblin tracks near a goblin cave, for example.

Wow, what an amazing list of new mods. Well new to me, anyway. And they all look great. I love the idea of something not right. I think this could be an instant classic if you you have it voice acted instead of pop-ups. Imagine walking up to the front of a cave and hearing your hero whisper under his/her breath "I get the feeling like I am being watched" , "I hate that putrid goblin smell, it's everywhere here"
I do not know how easy it would be, however it would be great.
Good work Cliffworms
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gary lee
 
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Post » Fri May 27, 2011 5:12 pm

Wow, what an amazing list of new mods. Well new to me, anyway. And they all look great. I love the idea of something not right. I think this could be an instant classic if you you have it voice acted instead of pop-ups. Imagine walking up to the front of a cave and hearing your hero whisper under his/her breath "I get the feeling like I am being watched" , "I hate that putrid goblin smell, it's everywhere here"
I do not know how easy it would be, however it would be great.
Good work Cliffworms


Thanks for the feedback mm3000! :)

The problem with getting voice acted is that I force a voice on someone's character, while many players prefer (Me included) to have our own voices for our characters.

But with your feedback, I think what would be cool to do is to change the third-person perspective to the first-person.

"I feel being watched"

"Are these goblin tracks?"

"Your death, shall be avenged!"

"The sanctity of this place has been fouled."

"It is hot, down here."

(Okay enough Diablo 1 puns here. :P)

But switching from 3rd person to 1st person should do it. :)
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Sarah Evason
 
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Post » Fri May 27, 2011 7:11 am

Thanks for the feedback mm3000! :)

The problem with getting voice acted is that I force a voice on someone's character, while many players prefer (Me included) to have our own voices for our characters.

But with your feedback, I think what would be cool to do is to change the third-person perspective to the first-person.

But switching from 3rd person to 1st person should do it. :)

I see your point. Though while I would love to be able to have my own voice as well. I would have to ask though, is an immersive, (yet spoken under your breath-to yourself style) voice worse then having no voice to your hero at all. For me I would love a voice, any voice rather then complete silence. But thats just me, I suppose I am just just to that kind of banter form games like BG.
Though changing to first person I think would help alot too for the pop-ups.
Keep up the good work, I def be following these mods.
On a side note are there any other mods that let you you your own voice for your hero?
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Sophh
 
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Post » Fri May 27, 2011 11:03 am

I see your point. Though while I would love to be able to have my own voice as well. I would have to ask though, is an immersive, (yet spoken under your breath-to yourself style) voice worse then having no voice to your hero at all. For me I would love a voice, any voice rather then complete silence. But thats just me, I suppose I am just just to that kind of banter form games like BG.
Though changing to first person I think would help alot too for the pop-ups.
Keep up the good work, I def be following these mods.
On a side note are there any other mods that let you you your own voice for your hero?


Yup! http://www.tesnexus.com/downloads/file.php?id=12588
It works very good. If I recall, some of the sound sets have been taken from Baldur's Gate. (Jaheira in particular) I'm also a huge fan of the series. Baldur's Gate's my third favourite series after Fallout 1+2 and Elder Scrolls.

Actually, for Losing My Religon, I've taken a bit of inspiration from Baldur's Gate as how to redesign the temples.
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Arnold Wet
 
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Post » Fri May 27, 2011 3:03 am

Great mod ideas. :)

I've just downloaded your SNR, LT, CT, and RaCD. I'm looking forward to the improvement these will bring. My wife especially liked the idea of the SNR module... and btw, we prefer it unvoiced so thanks! :D

I see two "Holiday" mods on the Nexus... Could you describe some of the unique features yours will have?
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Brian Newman
 
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Post » Fri May 27, 2011 6:46 pm

Feel free to edit the stats of the potions when the mod will be released. :) But like I mentioned the prices for potions will be higher along with the healing services. (If I recall correctly in Daggerfall, it costed 350 or 400 septims to be cured. If you were a member, it would be less expensive depending on your rank)


I really like the idea of Cure Disease being harder and more expensive to obtain, but how will potions you make with Alchemy affect things?
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louise tagg
 
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Post » Fri May 27, 2011 4:57 am

.... This looks incredible!! I am thoroughly excited about this!

I am just loving these mods coming out lately that are focused on adding depth and background and lore to the game!

Regarding diseases.. I like where you're going with making them more deadly. One thing I really miss when going through an OB phase is the distinction between a blight and common disease as far as true severity and methods of curing. Being halfway to nowhere and having my stats crippled right when I am about to reach the entrance to where some ancient artifact lies, and having to make a decision.. aah.. Good times.

I can't wait for this!! Oh let's be serious.. I'll wait as long as necessary. :)
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Javaun Thompson
 
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Post » Fri May 27, 2011 12:35 pm

Regarding diseases - yes deadly and progressive, but not too fancy.

I like the idea of what Realistic Health does but it is reliant upon obge and I cannot even get the fixed version of that as stable as I'd like. TIE In (and maybe main TIE) also made diseases stronger but yet another mod I've had trouble running.

I like the messages from the feedback module - very immersive!

The dialogue mod though seems to have doubled some entries, of course I could be wrong, that has been known to happen. But a lot of the lore dialogue options (from your lore mod) are now doubled up???

And thanks so much for reminding me about Oblivion Sound Sets. I totally forgot about those mods and just spent an hour or so downloading them and repackaging them into one bain package so that I can test them out easily. They really do mesh well.

thanks again.
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Emma Louise Adams
 
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Post » Fri May 27, 2011 2:32 pm

Since diseases are being discussed. The "cure disease" spell aught to be watered down, maybe it will only alleviate the symptoms but if you want to be properly healed you need to go to a dedicated healer at his shop. Maybe Master Restoration skill can give you healing power equal to a saint.

Cure disease potions same thing really - like taking aspirin and/or penicillin.

Is there any command, OBSE or otherwise, that allows the catching of certain effects and redirection them. I am thinking that the spell Cure is added in many ways by mods, and so is the potion effect. Would be nice if there was a catch all command.....

Coughing is not very good when you are sneaking - penalty.
Fever affects stamina most and then strength I believe?
If you don't rest and keep running around dungeon crawling you aught to get much worse.
If you rest and eat you aught to be able to recuperate from some diseases.

Stuff like that.
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Jeff Tingler
 
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Post » Fri May 27, 2011 3:46 am

Is it possible also to make it so there aren't any starting spells for characters who do not choose destruction and restoration as their major skills? It kind of bothers me how a pure warrior can just fling fireballs and heal themselves.

Also, if you don't choose alchemy as a major skill, is it possible to remove the first ingredient effect, so you can't make potions?
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helliehexx
 
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Post » Fri May 27, 2011 3:44 am

Is it possible also to make it so there aren't any starting spells for characters who do not choose destruction and restoration as their major skills? It kind of bothers me how a pure warrior can just fling fireballs and heal themselves.


There are several mods that makes spell casting harder, like Spell Failure Chance.
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carrie roche
 
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Post » Fri May 27, 2011 1:27 pm

There are several mods that makes spell casting harder, like Spell Failure Chance.

Well, I just don't want the character to have any spells at all if they don't choose any magic skills.
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Julie Serebrekoff
 
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Post » Fri May 27, 2011 6:57 pm

Great. :D
Sounds impressive. :D
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john palmer
 
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Post » Fri May 27, 2011 10:13 am

Great mods!

I've just installed Let's Talk along with Darnified UI, Lore Dialogue 300 Updated and Kragenir's Death Quest, and love the additional topics. However, I now seem to have topics for "little advice" and "little Advice" along with "little secret" and "little Secret"! Seems odd having two versions of the same thing - any idea what's causing this? I'm running lots of mods and so have updated my bashed patch in wrye bash - could it be that one of the mods needs tagging to merge it properly?
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An Lor
 
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Post » Fri May 27, 2011 6:37 pm

Great mod ideas. :)

I've just downloaded your SNR, LT, CT, and RaCD. I'm looking forward to the improvement these will bring. My wife especially liked the idea of the SNR module... and btw, we prefer it unvoiced so thanks! :D

I see two "Holiday" mods on the Nexus... Could you describe some of the unique features yours will have?


Thank you.
I will ask SkyShadowing if he would give me the permission to use his script as the "skeleton" for my Holidays version. What I hope to bring in Oblivifall, are lore-safe decoration for some of the holidays, dialogue and basicly add some sort of "festive" feel for some of the festivals. I'm dreaming here but I'd imagine jesters walking around on "Jester Day" and using animations from the various animation mods where they perform acrobatic shows.
But, like mentioned, the mod is only in planning stage. Which means I don't even know if I'll do it or if it's even possible. :P

I really like the idea of Cure Disease being harder and more expensive to obtain, but how will potions you make with Alchemy affect things?


Hmm, to make things more difficult, maybe I could change some of the effects for some ingredients. I think that many ingredients have Cure Disease as first effect, maybe I could intervert them with its second effect. (But still keep a few ingredients with the effect as the first one)

.... This looks incredible!! I am thoroughly excited about this!

I am just loving these mods coming out lately that are focused on adding depth and background and lore to the game!

Regarding diseases.. I like where you're going with making them more deadly. One thing I really miss when going through an OB phase is the distinction between a blight and common disease as far as true severity and methods of curing. Being halfway to nowhere and having my stats crippled right when I am about to reach the entrance to where some ancient artifact lies, and having to make a decision.. aah.. Good times.

I can't wait for this!! Oh let's be serious.. I'll wait as long as necessary. :)



Thanks!

There are blight diseases in Oblivion, but I have no idea how to make them curable only with a Cure Blight Disease potion. (Since, I think, the Cure Disease effect is hardcoded to cure any "spell" you have that have the category "Diseases" in the editor, and the blight diseases are part of that.


Regarding diseases - yes deadly and progressive, but not too fancy.

I like the idea of what Realistic Health does but it is reliant upon obge and I cannot even get the fixed version of that as stable as I'd like. TIE In (and maybe main TIE) also made diseases stronger but yet another mod I've had trouble running.

I like the messages from the feedback module - very immersive!

The dialogue mod though seems to have doubled some entries, of course I could be wrong, that has been known to happen. But a lot of the lore dialogue options (from your lore mod) are now doubled up???

And thanks so much for reminding me about Oblivion Sound Sets. I totally forgot about those mods and just spent an hour or so downloading them and repackaging them into one bain package so that I can test them out easily. They really do mesh well.

thanks again.

Great mods!

I've just installed Let's Talk along with Darnified UI, Lore Dialogue 300 Updated and Kragenir's Death Quest, and love the additional topics. However, I now seem to have topics for "little advice" and "little Advice" along with "little secret" and "little Secret"! Seems odd having two versions of the same thing - any idea what's causing this? I'm running lots of mods and so have updated my bashed patch in wrye bash - could it be that one of the mods needs tagging to merge it properly?


Oh my, I must have packaged an "older" version of the mod by mistake! You see, originally, "Let's Talk!" was to include any topics Lore Dialogue 300 by Cleitanious didn't have, but then I decided to ask him if I could finish LD300 myself, and that way keep Let's Talk with only the 4 Daggerfall topics. I'll fix it up in a few hours. Sorry for the trouble!

Since diseases are being discussed. The "cure disease" spell aught to be watered down, maybe it will only alleviate the symptoms but if you want to be properly healed you need to go to a dedicated healer at his shop. Maybe Master Restoration skill can give you healing power equal to a saint.

Cure disease potions same thing really - like taking aspirin and/or penicillin.

Is there any command, OBSE or otherwise, that allows the catching of certain effects and redirection them. I am thinking that the spell Cure is added in many ways by mods, and so is the potion effect. Would be nice if there was a catch all command.....

Coughing is not very good when you are sneaking - penalty.
Fever affects stamina most and then strength I believe?
If you don't rest and keep running around dungeon crawling you aught to get much worse.
If you rest and eat you aught to be able to recuperate from some diseases.

Stuff like that.


The idea of curing only part of the disease is interesting, but the "Restore Attribute" spell can restore some of the damaged by a disease, no? (Or at least, it was like that in Morrowind. I don't remember for Oblivion)
But what I'll do, is that Cure Disease will be available only to Experts in Restoration, and the cost for casting it will be much higher.
I'm also thinking of having "Spoiled Cure Disease Potions" like in Morrowind. So that these cheap potions can cure your disease, but they can also severly damage you.

For how the diseases affect your character, they only affect your stats. (But SEVERLY affect your stats, so your skills will take a serious hit.)
There's only one or two disease that will not be deadly. That are cured overtime. The rest will affect your character until they eventually kill you. Even the strongest hero may be killed by a disease caught from a rat. :D

Is it possible also to make it so there aren't any starting spells for characters who do not choose destruction and restoration as their major skills? It kind of bothers me how a pure warrior can just fling fireballs and heal themselves.

Also, if you don't choose alchemy as a major skill, is it possible to remove the first ingredient effect, so you can't make potions?


Many mods do this already, but yes I'll include an optional plugin that does just that.
For alchemy, I don't know if it's hardcoded. I haven't checked it. But it would not concern the project though. (But I'd totally download that would restore Alchemy like it was in Morrowind. With failures if you're not good at that skill)

Great. :D
Sounds impressive. :D


Thanks! :)
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Maeva
 
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Post » Fri May 27, 2011 2:09 pm

Hmm, to make things more difficult, maybe I could change some of the effects for some ingredients. I think that many ingredients have Cure Disease as first effect, maybe I could intervert them with its second effect. (But still keep a few ingredients with the effect as the first one)


I might be able help you out there, cliffworms. I've been working on a Ingredient Overhaul mod for ages. I think I'm on revision 5 because I want it to be just right. I began because of stumbling upon http://www.tesnexus.com/downloads/file.php?id=5172 and thinking that the mod was awesome yet it was still way to easy to get cured. What started as a few simple changes to a few ingredients is now a complete ingredient overhaul.
I can release it pretty soon but it changes every Ingredient effect not just the ones with Cure Disease effects. It covers SI and COBL so those are required.
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Sara Lee
 
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Post » Fri May 27, 2011 10:35 am

  • Adds informative messages that pop up at the top left of your screen when you get closer to a dungeon.
  • Examples of messages include : "You notice goblin tracks", "You feel watched", "You smell a putrid odor"
  • 47 different messages available. They show up depending on the location of the dungeon and its theme. You will have more chance of noticing goblin tracks near a goblin cave, for example.

This has me very interested and is a must have for me. Reminds me of all of the classic rpg's.
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Kortniie Dumont
 
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Post » Fri May 27, 2011 5:48 pm

Some of these seem absolutely brilliant, well done to those involved.
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Laura Mclean
 
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Post » Fri May 27, 2011 6:23 am

This has me very interested and is a must have for me. Reminds me of all of the classic rpg's.


Was playing The Witcher (again) yesterday and during Act I, Geralt approaches a dark cave, strewn with skeletons, and muses to himself (audibly for the player) along the lines of, "Whatever lives here certainly is not friendly". Reminded me of this :P
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Lauren Graves
 
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Post » Fri May 27, 2011 6:53 am

I just thought of this.
If you use ShadeMe's http://www.gamesas.com/bgsforums/index.php?showtopic=1017467&hl=vector mod, and you catch one of these "deadly diseases" couldn't just talking to a person kill a city? It would be like bringing the plauge down on the IC or something. Smaller cities like Bravil wouldn't even stand a chance.
But do you think it would work with your diseases?


Ravin
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Danger Mouse
 
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Post » Fri May 27, 2011 8:41 am

I might be able help you out there, cliffworms. I've been working on a Ingredient Overhaul mod for ages. I think I'm on revision 5 because I want it to be just right. I began because of stumbling upon http://www.tesnexus.com/downloads/file.php?id=5172 and thinking that the mod was awesome yet it was still way to easy to get cured. What started as a few simple changes to a few ingredients is now a complete ingredient overhaul.
I can release it pretty soon but it changes every Ingredient effect not just the ones with Cure Disease effects. It covers SI and COBL so those are required.


Thank you for the offer, Mercer Meka, but an ingredient overhaul is not in the plans of Oblivifall. :) (Though I'm sure both will work very well together! :goodjob: )
We'd be able to make compatibility patches regarding the cure disease effects on the ingredients both our mod modifies, I believe.

This has me very interested and is a must have for me. Reminds me of all of the classic rpg's.


My aim really. Bringing elements from our favourite rogue-likes to a modern game. :D

Some of these seem absolutely brilliant, well done to those involved.


Thank you very much FabMan!

Was playing The Witcher (again) yesterday and during Act I, Geralt approaches a dark cave, strewn with skeletons, and muses to himself (audibly for the player) along the lines of, "Whatever lives here certainly is not friendly". Reminded me of this :P


Which reminds Diablo 1's speeches upon entering a new level. ;)

I just thought of this.
If you use ShadeMe's http://www.gamesas.com/bgsforums/index.php?showtopic=1017467&hl=vector mod, and you catch one of these "deadly diseases" couldn't just talking to a person kill a city? It would be like bringing the plauge down on the IC or something. Smaller cities like Bravil wouldn't even stand a chance.
But do you think it would work with your diseases?


Ravin


Haha! That would be an evil deed, yes?
Fear not, the scripts work only on the player. Because even the animals who carry the disease would all die from them. ;)
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Josh Lozier
 
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Post » Fri May 27, 2011 2:33 pm

Haha! That would be an evil deed, yes?
Fear not, the scripts work only on the player. Because even the animals who carry the disease would all die from them. ;)


Oh yeah I guess that's true :biglaugh:
Well anyways, I don't think I can wait any longer so I'm gonna start adding these into my game. I'll post here either tonight or tomorrow with my results.

Ravin
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Brιonα Renae
 
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Post » Fri May 27, 2011 3:28 pm

Great ideaa. I love DF. Thanks for doing this.
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Princess Johnson
 
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Post » Fri May 27, 2011 8:49 am

For alchemy, I don't know if it's hardcoded. I haven't checked it. But it would not concern the project though. (But I'd totally download that would restore Alchemy like it was in Morrowind. With failures if you're not good at that skill)

Ohh... I really hope it's not hardcoded. I thought it'd be really easy to tweak. Yeah, it's not in the concern of this project I suppose, but this project just sounds so awesome that I'd want to throw this in there. :P
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Chris Guerin
 
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Post » Fri May 27, 2011 7:32 am

Let's Talk! has been updated to version 1.1:

V1.1:

Bug Fixes

- Conflict with Lore Dialogue 300 has been corrected. You won't see topics from LD 300 duplicated in the topics list. (If you still see the duplicated topics, disable both mods, save your game, and re-enable them.
- "Where's the Arcane University?" in the "Where is..." topic is now available only to Imperial City residents. Previously, you could ask anyone in Cyrodiil.

http://www.tesnexus.com/downloads/file.php?id=27148



Oh yeah I guess that's true :biglaugh:
Well anyways, I don't think I can wait any longer so I'm gonna start adding these into my game. I'll post here either tonight or tomorrow with my results.

Ravin


Thanks for the testing. :)

Great ideaa. I love DF. Thanks for doing this.


Thank you for the comment. :D

Ohh... I really hope it's not hardcoded. I thought it'd be really easy to tweak. Yeah, it's not in the concern of this project I suppose, but this project just sounds so awesome that I'd want to throw this in there. :P


It may not be in Oblivifall, but I've put it in my "List of cool ideas to mod sometimes" file. :P
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Jinx Sykes
 
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