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

Post » Fri May 27, 2011 1:29 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.


the watered down spell sounds kind of cool. i recently switched cure disease spell to master level spell at 200 cost ( i have reeeeeeeeeeeeeally slow magicka regen so it actually hurts me alot to cast high powered spells like that. i have noticed a very big improvement in gameplay. i avoid close combat with vampires now whenever possible since i can only carry a few cure disease potions ( i upped their weight a long time ago to 10 units each) and any animal that says diseased or wild or whatnot i also try and kill with my bow or a spell.

i also tried another run through after i lowered my restoration skill to 75 or something so that i couldnt use cure disease. that was even more intense becuase i only carry 5 or so cure disease potions on me at a time. switching cure disease to master level might be something you want to look into since it allows someone who has really dedicated their time to healing to get a substantial reward out of it considering that usually the biggest benefits come from illusion and destruction normally.

alot of these modules are amazing and things i had completely forgotten about from earlier games i used to play. :) please keep up the excellent work.
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Kristina Campbell
 
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Post » Fri May 27, 2011 7:20 pm

Many mods do this already, but yes I'll include an optional plugin that does just that.

Awesome. :)
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Charity Hughes
 
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Post » Fri May 27, 2011 12:10 pm

Just tried downloading the new let's talk and the archive is corrupted/empty.

Will try again later.

maybe some mirrors? Or am I just being impatient?
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JLG
 
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Post » Fri May 27, 2011 9:45 am

alot of these modules are amazing and things i had completely forgotten about from earlier games i used to play. :) please keep up the excellent work.


Thanks! ;)

Just tried downloading the new let's talk and the archive is corrupted/empty.

Will try again later.

maybe some mirrors? Or am I just being impatient?


Works fine for me. Downloading it again might do the trick. :)

If it still doesn't work, it is also hosted on http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=42, but you need to be a member to download the file.

EDIT : I thought I'd post a progress report one what is going on right now.


Let's Talk!: The upcoming new version will include the following new features:

- People topic: Allows you to ask citizens about quest-related NPCs, when you get their related quests. Obviously, some citizens have no idea who that person is, so asking certain types of people is better. For instance, if you're asking about a noble, then ask members of the higher classes. But, always know that Inn Keepers are always the best sources of information in town. The answer you get will also change if you've completed the associated quest. That way, you can get a bit more info about what happened/changed in that NPC's life, depending on the actions you took during the quest. Asking about People can lead to the "Residences" topic, description below.

- Residences topic: Allows you to ask citizens where you can find the home of a quest-related NPC, if he has one. Again, Inn Keepers are your best source of information, but the NPCs living around that person's house also have this information.

These two topics are made to replace the quest arrows that point you to the NPC's home or to the NPC's himself. So it forces you to actually do a bit of information gathering to find your target.


Losing My Religion:

The re-decoration process is still going. There are 4 chapels left to finish, but they are almost done.
Only one Knightly Order has their headquarters. The Kynaran Knights.
StarX is designing the armors for the Knightly Orders.

What needs to be basicly done is completing the re-decoration and the knightly orders' headquarters. I will soon show you screenshots of the new outfits given to members of each religion. Outfits that are unique to their god and beliefs.
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Carlos Rojas
 
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Post » Fri May 27, 2011 7:16 pm

I vote for Clifford to become the top "Historian Modder" of all time.
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Jake Easom
 
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Post » Fri May 27, 2011 4:22 pm

Hi Cliffworms,

your mod sounds really interesting and I would really like to use it. However, I also plan to use Elsweyr:Deserts of Anequina and I was worried about possible inconsistencies or incompatibilities with the Let's Talk! module. The type of inconsistencies I'm talking about is, for example, asking an NPC in Elsweyr about directions in Chorrol for instance, that sort of thing. Are these NPCs going to be affected at all? Any possible feedback on this would be appreciated.

Thanks.
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Nuno Castro
 
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Post » Fri May 27, 2011 5:25 pm

Hi Cliffworms,

your mod sounds really interesting and I would really like to use it. However, I also plan to use Elsweyr:Deserts of Anequina and I was worried about possible inconsistencies or incompatibilities with the Let's Talk! module. The type of inconsistencies I'm talking about is, for example, asking an NPC in Elsweyr about directions in Chorrol for instance, that sort of thing. Are these NPCs going to be affected at all? Any possible feedback on this would be appreciated.

Thanks.


The "Where is..." topic is only available to citizens of the cities and settlements in Cyrodiil, so you won't be able to ask a Corinth citizen where is Castle Chorrol. :)
But the info you'll get with "Regional Questions" will only get you locations found in Cyrodiil indeed.
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Penny Courture
 
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Post » Fri May 27, 2011 9:35 am

Would it be possible to get a "watered down" or "refined"version of Let's Talk or Lore Dialogues, with only the new rumours and unique dialogues? As it is I feel the NPCs are a bit too encyclopedic.
If not I guess it wouldn't be too difficult too tinker with it and myself and customize it to my own taste.
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helen buchan
 
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Post » Fri May 27, 2011 11:37 am

Would it be possible to get a "watered down" or "refined"version of Let's Talk or Lore Dialogues, with only the new rumours and unique dialogues? As it is I feel the NPCs are a bit too encyclopedic.
If not I guess it wouldn't be too difficult too tinker with it and myself and customize it to my own taste.


Let's Talk is much less encyclopedic than Lore Dialogue, since the NPCs sometimes don't know the answer to your questions. :P
And I'm afraid there's no unique dialogue for Lore Dialogue.

But either way, it could take much time to do such a version.
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Danielle Brown
 
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Post » Fri May 27, 2011 1:23 pm

Thanks pobuholo! By the way, "Let's Talk!" will go nicely with Kragenir's Death Quest. I believe that combining "Let's Talk!", "Lore Dialogue 300 Updated", "Kragenir's Death Quest" and "Persuasion Overhaul" should make the dialogue much more interesting. :D

The combination is also going to be hell for the people who generate silent mp3s for the dialogue with TES4Gecko instead of using the OBSE plugin. :hehe:
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Alex Blacke
 
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Post » Fri May 27, 2011 4:47 pm

The combination is also going to be hell for the people who generate silent mp3s for the dialogue with TES4Gecko instead of using the OBSE plugin. :hehe:


Indeed. That's the price to pay for having a lot of dialogue. :P
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Richard Dixon
 
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Post » Fri May 27, 2011 9:38 am

There's one thing I forgot to mention about Losing My Religion.

There will be an add-on for the users of Knights of the Nine, which will simply deal with how visually the House of Dibella is affected when KOTN starts.

But note that while there will be no conflict between the two, there will be a Lore conflict, Since in KOTN, you can become a Knight who's serving all gods.

Knights of the Nine says: "I'm a Knight of the Nine and I shall strike and protect the citizens, so is the will of the Gods."
While Losing My Religion says: "I'm a Knight of Iron, I serve and fight only under the banner of Zenithar and for His interest."

Also, the armor you get in KOTN is called "Crusader", while the Crusaders are in fact the knights serving Stendarr. So that will be another Lore Conflict.
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Astargoth Rockin' Design
 
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Post » Fri May 27, 2011 11:53 am

Most excellent.
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Sanctum
 
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Post » Fri May 27, 2011 8:49 am

Lore conflicts...you always have to be picky!
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Heather beauchamp
 
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Post » Fri May 27, 2011 10:47 am

I just realized, this is like http://www.gamesas.com/bgsforums/index.php?showtopic=722106&hl=\Dragon+Break\ It was never finished and it's dead, although it was doing great.
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jeremey wisor
 
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Post » Fri May 27, 2011 4:12 am

This looks fantastic! Great work, I am definitly getting this mod.
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TASTY TRACY
 
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Post » Fri May 27, 2011 4:25 pm

New screenshots for you to feast our eyes on :D
You'll notice on the screenshots that I've replaced every glass-stained window with clear ones. I didn't want the other gods to be present in the temples, in any way possible. Behind the statue is the stained window of the god worshipped in his temple.


http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_333036.jpg
http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_453950.jpg
http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_145843.jpg
http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_384380.jpg
http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_337180.jpg

http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_199086.jpg
http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_220945.jpg

http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_315903.jpg
http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_118118.jpg

http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_267456.jpg
http://www.invision.tesalliance.org/forums/uploads/1253369854/gallery_415_8_268189.jpg


Most excellent.


Thank you. :)

Lore conflicts...you always have to be picky!


Heh, I really hate the concept of having a knight being an avatar of every god. :P

I just realized, this is like http://www.gamesas.com/bgsforums/index.php?showtopic=722106&hl=\Dragon+Break\ It was never finished and it's dead, although it was doing great.


Ah yes the Lore Mod. I remember following the project with great interest for a while...until no news were given.

This looks fantastic! Great work, I am definitly getting this mod.


Thanks! ;)
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Amy Cooper
 
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Post » Fri May 27, 2011 9:24 am

Looking good! Keep up the good work!

As for the lore conflict, you can always argue that the gods have got a pact to support work on common causes together (as per KOTN), but past frictions can allow a bit of inter-faith conflict...
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Kate Murrell
 
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Post » Fri May 27, 2011 8:16 am

Looking good! Keep up the good work!

As for the lore conflict, you can always argue that the gods have got a pact to support work on common causes together (as per KOTN), but past frictions can allow a bit of inter-faith conflict...


Thanks Jackstarr!

Well, I'm not going to give any explanation or new dialogue related to the Knights of the Nine for the NPCs. So the KOTN will be "just there". But the priests will not talk about them. :P

But I like your explanation. I believe there would be indeed many frictions between KOTN of different religions.
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james tait
 
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Post » Fri May 27, 2011 12:31 pm

Changing the temple windows? isn't that going to conflict heavy and hard with the diligent work put in by the All Natural crew?

Replaced inside and out?

Not trying to come off critical - just seems that it will undo a lot of that work and a great addition by AN.

I'm really liking the lets talk and messages mods. Really nice stuff. NPCs now have so much to say.
I get confused though by the messages mod - are they related to what kind of encounter. I've had large footprints message then met an imp.

Ever thought about co-opting Vows and Covenants?

thanks for working on the things you do.
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Andrea P
 
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Post » Fri May 27, 2011 1:14 pm

Thank you for the feedback! :)

Changing the temple windows? isn't that going to conflict heavy and hard with the diligent work put in by the All Natural crew?

Replaced inside and out?

Not trying to come off critical - just seems that it will undo a lot of that work and a great addition by AN.


I do not use All Natural so I didn't know it conflicted with it. In that case, there will be an optional plugin that will take care of replacing the windows, so that the main file has the original windows. :)
Though it will conflict with the Lore my mod provides (That each temple is dedicated to one god only, erasing all trace of the others), it will at least make it playable with All Natural.

I'm really liking the lets talk and messages mods. Really nice stuff. NPCs now have so much to say.
I get confused though by the messages mod - are they related to what kind of encounter. I've had large footprints message then met an imp.

Ever thought about co-opting Vows and Covenants?

thanks for working on the things you do.

You might have ventured in a cave in which the encounter were "Creatures" in the CS. In that case, you can indeed see large footprints outside, but inside you can get lower level encounters. Since the "Creatures" leveled list includes Imps, Bears and Minotaurs, that's why you can get the "Large Footprint" message.
Just imagine that a bear or a minotaur passed by the cave entrance and walked away. :P

Concerning Vows and Covenants, V&C works with the Nine Divines faction while in Losing My Religion, any Vanilla NPCs from the Nine Divines faction have had their factions changed to the god they worship (Through a script, so that there are no compatibility problems). So they could not work together.
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Ebony Lawson
 
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Post » Fri May 27, 2011 1:37 pm

Well thinking about the AN windows - mostly they are replacements - well actually the AN team should answer that.

Certainly another potential conflict would be with Animated Windows Lighting System: http://www.tesnexus.com/downloads/file.php?id=19628 Another common mod in today's load order that illuminates the windows of the cathedrals.

Again if it is all about mesh and textures then maybe it would work with them as it would just then redirect the windows to use different mesh/textures that will then be added by AWLS and or AN. Brumbeck would likely be the person to ask as he did the work on the windows for both mods.

Wait you mean the cathedrals when you say temples right?

Also your answer about V&C is not clear the last sentence said not compatible.
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Dalley hussain
 
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Post » Fri May 27, 2011 9:45 am

Well thinking about the AN windows - mostly they are replacements - well actually the AN team should answer that.

Certainly another potential conflict would be with Animated Windows Lighting System: http://www.tesnexus.com/downloads/file.php?id=19628 Another common mod in today's load order that illuminates the windows of the cathedrals.

Again if it is all about mesh and textures then maybe it would work with them as it would just then redirect the windows to use different mesh/textures that will then be added by AWLS and or AN. Brumbeck would likely be the person to ask as he did the work on the windows for both mods.

Wait you mean the cathedrals when you say temples right?

Also your answer about V&C is not clear the last sentence said not compatible.


Yes I thought of AWLS as well. I'll check out how I could make them compatible. (And, for the optional clear-windows plugin, have them work with AWLS and All Natural)

Oh and, yes, when I say temples I also say Cathedrals. I get mixed up now, with cathedrals being temples, houses, benevolences, resolutions, etc. :P

Sorry for not having being clear about V&C, from what I checked in the read-me, both mods will work together. But since LMR places every Vanilla Nine Divines NPCs in the faction of the god they worship and in V&C you need to seek a Nine Divines faction member for Vows, it will be difficult. The only way to contact a Nine Divines faction member would be with mods that add members of that faction or if V&C adds new NPCs (Something I haven't checked yet)

Otherwise, I thinkthey can work together.
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kirsty williams
 
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Post » Fri May 27, 2011 12:13 pm

Since the chapels are almost done, I thought I'd list you what services each of them offer to the citizens, and what are the notable details:


Order of Arkay

For the Player: Donation Collector, Potion Maker, Potion Seller, Trainer, Healer, Restoration Spells, Soul Gem Merchant
For the Citizens: Undertaker, Coffin and mortuary services.
Notable Things: Contains a mortuary, an enbalming room/crematorium, and the largest Undercroft (Capacity of 43 bodies)
Notable Decorations: Plants and bushes symbolizing the Cycle of Life and Death
Outfit: Some priest wear black robes, others wear white robes. Again, symbolizing Life and Death.


House of Dibella

For the Player: Donation Collector, Potion Maker, Potion Seller, Trainer, Healer, Restoration Spells
For the Citizens: Art Studio, Erotic Instruction
Notable Decorations: Flowers are found in ivy plants which grow on the columns, butterflies fly around the chapel.
Outfit: Priests and priestesses barely wear any clothing, showing the physical beauty of their bodies.


School of Julianos

For the Player: Donation Collector, Potion Maker, Potion Seller, Trainer, Healer, Restoration Spells, Magic Item Merchant, Item Maker and Daedra Summoner (Not available, but present)
For the Citizens: None. Only members of the School may access the library.
Notable Things: Contains a small vault that has various relics and riches belonging to the School.
Notable Decorations: Large bookshelves containing countless tomes of lore fill the School, a Nirn Globe is available to the public as well
Outfit: Priests wear dark robes filled with designs and writings, some have book belts


Temple of Kynareth

For the Player: Donation Collector, Potion Maker, Potion Seller, Trainer, Healer, Spell Merchant, Spell Maker (Not available, but present), Lodgings
For the Citizens: A lodge to be used by pilgrims visiting the Shrine.
Notable Things: Not far from the Shrine lies the Kynaran Order's headquarters, who are tasked to protect its inhabitants.
Notable Decorations: The exterior shrine is filled with trees, grass and bushes, tame bears, wolves and deers walk around.
Outfit: Priests wear dark blue robes with the symbol of Kynareth on them: A white bird


Benevolence of Mara

For the Player: Donation Collector, Potion Maker, Potion Seller, Trainer, Healer, Restoration Spells,
For the Citizens: Midwife, a small area for children
Notable Things: The Maran alchemists are reputed to be the best and, as such, they have their own laboratory inside the Benevolence.
Outfit: Priests wear deep red robes, the colour of Mara.


Temple of Stendarr

For the Player: Donation Collector, Potion Maker, Potion Seller, Trainer, Healer, Restoration Spells,
For the Citizens: Surgeon, Free beds and food for the poor (Available to player as well)
Notable Decorations: Ceremonial swords that belonged to fallen legionnaires fill the upper arcs
Outfit: The priests' outfit is the same as the Franciscan Monk


Order of Talos

For the Player: Donation Collector, Potion Maker, Potion Seller, Trainer, Healer, Restoration Spells,
For the Citizens: None
Notable Decorations: Statues of past war heroes, generals, Emperors and figures who had an important role to play for the Empire decorate the whole chapel.
Outfit: Priests wear gray or white robes with the Imperial Dragon on them.


Resolution of Zenithar

For the Player: Donation Collector, Potion Maker, Potion Seller, Trainer, Healer, Restoration Spells, clutter merchants
For the Citizens: Merchants selling various clutter items for the benefit of the Resolution are present.
Outfit: Priests do not wear robes, but instead wear exquiste looking sets of clothing.
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Rhi Edwards
 
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Post » Fri May 27, 2011 3:21 pm

Well thinking about the AN windows - mostly they are replacements - well actually the AN team should answer that.

Making a patch for AN support won't be very hard at all I don't think. The new custom cathedral .nifs will just need to have alpha transparancies added to the windows and switched to AN window textures, plus the new cells (if there are any?) would need climate changes. That's all simple to do. I think that's all that will be necessary.

For AWLS, the new exterior cathedral .nifs will need to be run through the Illumination Animation tool, and that should be it unless you add totally new window textures? So this should also be simple.

Both can be dealt with when the time comes. I can look at the mod when it's done if any help is needed.

Edit: Oh, and if you're not using All Natural and AWLS currently, you should be! Haha.
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Amysaurusrex
 
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