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

Post » Fri May 27, 2011 3:59 am

OBLIVIFALL : Revenge of the Classic


"People who play role-playing games need more than some pretty graphics and nonstop action to whet their claymores : they want depth and character and wit and drama. They want the thickest, most involving novel that they've ever read translated to their 15" screen, with themselves as the hero."
? The Daggerfall Manual


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I. Introduction

II. Oblivifall Released Modules

III. Oblivifall Work-In-Progress Modules

IV. Oblivifall Planned Modules

V. List of Recommended Daggerfallesque Community Mods

VI. Credits

VII. Help Offers




I. INTRODUCTION
Welcome to Oblivifall, a project that includes and will include gameplay elements from the Elder Scrolls title many veterans and new Elder Scrolls gamers alike claim as the best title of the series and even the best role-playing game that ever existed.

As a gamer who started playing western RPGs by discovering Daggerfall, I've always thought that there are features and gameplay elements that are missing or need replacement in Oblivion. Features that improve the game. I consider Oblivifall to be my "flagship" project, for I would love, as a modder, to present to you, the gamer, things I loved the most about Daggerfall. I am certain Arena, Daggerfall and Morrowind players alike will feel right at home with this project.

Oblivifall is separated in modules to allow you to choose what you want, therefore avoiding possible incompatibilities. Some modules have already been released, some are in the making and others are still at planning stage. In addition to what I'm making, you will find below a list of my highly-recommended mods made by the community that will also make your game feel closer to Daggerfall.

To see the latest and previous screenshots, head over to http://www.invision.tesalliance.org/forums/index.php?app=gallery&module=user&user=415&do=view_album&album=8.



II. OBLIVIFALL RELEASED MODULES
(Note : Click on the mod's name to see its poster)



http://www.invision.tesalliance.org/forums/uploads/1248748972/gallery_415_8_1168476.png? Latest Version: 1.0

What does it do?

The race and class descriptions in default Oblivion are very bland. They only mention the strengths and weaknesses, but do not put the emphasis on the lore behind them. The descriptions found in the Daggerfall manual are more oriented toward roleplay and say more about the race and gives more interesting details about the class you choose.

Features

  • Replaces the in-game class and race descriptions with the ones found in the Daggerfall manual.
  • Adds two new classes that were in Daggerfall : the Burglar and the Ranger


Compatibility

Not compatible with any mod that changes the default race and class descriptions.

Download

http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=39
http://www.tesnexus.com/downloads/file.php?id=27144



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.


Compatibility

No known compatibility problems.

Download
http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=40
http://www.tesnexus.com/downloads/file.php?id=27145



http://www.invision.tesalliance.org/forums/uploads/1248748972/med_gallery_415_8_784968.png ? Latest Version: 1.0


What does it do?

Each shop type in Daggerfall had different opening hours. This meant that while doing shopping, you had to plan your trip because the gem store where you wanted to sell your valuable diamond might have already closed its doors. It made shopping more dynamic.

Features

  • Changes the opening and closing times of every shopkeeper depending on their shop type. A clothing store closes earlier than a general store, for example.


Compatibility

Will not be compatible with any mod that changes the radiant AI schedules of the game's shopkeepers.

Download

http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=41
http://www.tesnexus.com/downloads/file.php?id=27147


http://www.invision.tesalliance.org/forums/uploads/1248748972/gallery_415_8_587256.png ? Latest Version: 1.1 - Last updated September 14th 2009


What does it do?

In Oblivion, you get the compass markers which help you find easily your quest NPC's homes and location. Also, the guards are the only people in the city whom will give you directions when you ask them. Finally, Tamriel is a world full of organizations, yet no one knows anything about them. This is changed.

Features

  • Ask directions! You no longer need to rely on the guards to know where to go. Ask directions to citizens for guilds, shops, temples, castles or other city landmarks.
  • Ask for regional locations. If a city does not have a particular shop or guild, you can ask the citizens if they know what city might offer the required service. Sometimes they know the answers, sometimes they don't and sometimes they send you in the wrong direction.
  • A new "Tell me About" topic This sub-topic allows you to ask an NPC what he knows about a particular Tamriel or Cyrodiil organization, wheter it's the Blackwood Company, the Mages Guild, the Knights of the Thorn or others. The NPC's answer differs wheter he is part of that organization or not and if he's a Savant. If you want to gather the best information, ask a Savant.
  • New rumors! 35 new rumors have been added. Some talk about how dangerous the streets are, others mention that the Empire might raise the taxes again. (Bastards!)
  • Use Scout services. You can pay a scout for geographic or regional information. A scout can mark landmarks, settlements and cities on your map or help you find a specific service in a city without mistakes.
  • Annoying Citizens: Be careful when asking directions or asking about organizations. If the NPC is not your friend (Disposition 60 and down), he will like you less with each question until he's annoyed and ends the conversation.
  • Over 150 lines of dialogue, most of which is taken from Daggerfall and Morrowind.


Compatibility/Requirements

Requires http://obse.silverlock.org/ v. 0012 or above
& http://www.tesnexus.com/downloads/file.php?id=16622 V 0.93 or above

I highly recommend mods that remove the quest markers and the fast travel markers to each city, since the NPCs can identify the cities on your map.

Download
http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=42
http://www.tesnexus.com/downloads/file.php?id=27148




III. OBLIVIFALL WORK-IN-PROGRESS MODULES



http://www.invision.tesalliance.org/forums/uploads/1248748972/med_gallery_415_8_272476.png ? Progress : 85%

What does it do?

Cyrodiil is the heart of the Empire's religion, yet it is an aspect that is severely lacking. The only presence of the religion are the cathedrals in each cities.
In Daggerfall, each god had his associated regions, decoration for the temples and a better presence in the game. "Losing My Religion" is a module that restores the religion and overhauls it.

Features

  • Each chapel now has its appropriate Daggerfall name.

The chapels are no longer called "Chapel of [Insert God]". Instead, they have been replaced with the name they had in Daggerfall:

Akatosh Chantry
Order of Arkay
House of Dibella
School of Julianos
Temple of Kynareth
Benevolence of Mara
Temple of Stendarr
Resolution of Zenithar
Order of Talos


  • Interior re-decoration overhaul of every chapel

Each chapel has been decorated according to the god worshipped there.

http://www.invision.tesalliance.org/forums/uploads/1248748972/gallery_415_8_767098.png, goddess of beauty, has been beautified.

http://www.invision.tesalliance.org/forums/uploads/1248748972/gallery_415_8_754770.png, god of the Cycle of Life and Death, has representations of the Cycle in his chapel.

http://www.invision.tesalliance.org/forums/uploads/1248748972/gallery_415_8_272476.png is filled with large bookshelves containing tomes of lore and wisdom
http://www.invision.tesalliance.org/forums/uploads/1252541795/gallery_415_8_302243.jpg
http://www.invision.tesalliance.org/forums/uploads/1252541795/gallery_415_8_371739.jpg


The Arkay Undercroft has been re-designed using Barabus' Crypt tileset. The god of the Cycle of Life and Death now has an Undercroft worthy of its name.

http://www.invision.tesalliance.org/forums/uploads/1252541795/gallery_415_8_452456.jpg
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Merges http://www.tesnexus.com/downloads/file.php?id=18407 for improved lighting effects and decoration.


  • Kynareth has her Temple

Kynareth was the only god who didn't have her temple. You can now find her shrine in the wilderness. Kynareth is the goddess of Nature and Air, as such, her sanctuary is peaceful and free from outside hostilities.


http://www.invision.tesalliance.org/forums/uploads/1249152037/gallery_415_8_306793.jpg
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  • New NPCs and services offered in every chapel

The chapels offer more services to the believers and lawful citizens of Cyrodiil. Every chapel has a potion maker, potion seller, an healer and a donation collector. Some chapels offer more. Julianos' Worshippers have a magic item merchant while Arkay's have a soul gem merchant.

Some NPCs who work at the temples but do not provide services to the player have also been added, such as librarians and writers, midwives, etc.


  • Knightly Orders

The knightly orders of every divine are back in Cyrodiil. They are the military arm of their god and the protectors of the worshippers.
Each knightly order possesses an outpost in the wilderness and a representing member guarding its associated city chapel.


Knights of the Circle : Protectors of the Order of Arkay
Order of the Lily : House of Dibella
Knights Mentor : School of Julianos
Kynaran Order : Temple of Kynareth
Maran Knights : Benevolence of Mara
The Crusaders : Temple of Stendarr
Knights of Iron : Resolution of Zenithar
Knights of the Dragon : Order of Talos


http://www.invision.tesalliance.org/forums/uploads/1249152037/gallery_415_8_15992.jpg
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  • No more "Nine Divines" name.


The divines are no longer unified under the "Nine Divines" name. Each chapel member is now part of his god's faction. Each god has different reputation with the other gods or organizations of Cyrodiil. Each god's knightly order shares the same reputation as its god's.

Since every god views things differently, some might not be in good terms with each other or, on the opposite, might be allies.

Although no religion is enemy with each other, if you encounter a conversation between two members of an opposing religion, it will be more heated than before.

Inside the chapels, each altar to a god other than the one worshipped has been removed. These empty areas will be make place for decoration and furnishing.



  • Identified tombs in the undercrofts


Each body found in the undercroft now has a name and an epitaph worthy of their fame. Most of the bodies have been identified as characters submitted by the players of Oblivion. My aim is to get to 150 bodies.
Thank you to those of you who submitted them!


  • New dialogue


Each worshipper of his god or goddess can tell you more about his religion's views.
The knights tell you more about their organizations.
You may also ask about the services offered in the temple you visit.


  • Misc Changes


The city guides have been slightly modified, mainly for the chapel names.

In the Thieves Guild quest where you have to steal a relic from the Order of Arkay's Undercroft, the guard got his armor changed to the Knights of the Circle uniform and has been put in the Knigts of the Circle faction.

The chapel altar found in the central area of the chapel no longer cures disease, heal you and restores your attributes. You need to seek the services of an Healer for this.

The Gottlefront Priory is associated with Kynareth. The altar in the priory gives Kynareth's blessing and the Sisters are part of Kynareth's faction

Weynon Priory is associated with Talos. Its members are part of Talos' faction and the Priory altar gives Talos' Blessing.

Cadlew Chapel is associated with Arkay. Its altar thus gives Arkay's blessing.

During the Siege of Kvatch quest, bodies of fallen Hour knights lie in Kvatch.




http://www.invision.tesalliance.org/forums/uploads/1248748972/med_gallery_415_8_40871.png ? Progress : 75%


What does it do?

Summoning Daedric Princes should be available to everyone, but should also be more difficult to obtain these services. This module brings several features of Daggerfall's daedra summoning in Oblivion.

Features

  • Summoning a Daedric Prince comes at a cost...

The offering for summoning a Daedric Prince is now only gold. Purchasing this service from the worshippers requires you to be wealthy. 50 000 gold is required.


  • ...Or use an alternative route.

Alternatively, if you are high ranked in the Mages Guild, you can ask a http://www.invision.tesalliance.org/forums/uploads/1249152037/gallery_415_8_785684.png for his services. The higher your rank, the less gold it will cost to summon the Daedric Prince. The downside is that they can summon the Prince only on a specific summoning day.


  • No level requirements to perform the quests.

As long as you are wealthy, you will be able to trigger the quests.


  • Don't bother the Daedric Princes too much...

Never annoy a Daedric Prince. If you don't have the offering or if summon him/her for no reason, he/she will unleash his wrath upon you.




http://www.invision.tesalliance.org/forums/uploads/1248566880/med_gallery_415_8_317750.png ? Progress : 75%

What does it do?

The inns of Daggerfall were always filled up with a large diversity of NPCs and music. Better Inns aims to bring this feature along with other additions.

The streets and the inside of buildings were also filled up with NPCs of various classes and, as such, Oblivion Comes Alive takes care of the emptyness of some of Oblivion's areas.

Better Inn Features

  • Inn residents

30 new fully-scheduled NPCs who reside in the inns. You are not the only one to rent a room now.


  • 110 new NPC "regulars" who fill the taverns and inns

Nobles, peasants, commoners, thieves, warriors, healers, mages, Imperial Legionnaires and more spend their evening in taverns. As the evening fades and the night begins, more customers come to fill up the tavern. So don't arrive late or you won't have any places to sit on!


http://www.invision.tesalliance.org/forums/uploads/1248748972/gallery_415_8_227677.png
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  • Inns and taverns "social classes"

Inns and taverns are now classified by their social class (Low, Mid, Upper). Some are more suited for the low-classes, while others are more for nobles.


Low-Class : Low-class patrons (Peasants, commoners, thieves, assassins, rogues), a louder sound ambiance (Laughing and yelling), heavier music, rats, cheap food and drinks.
Mid-Class : Mid-class patrons (Commoners, adventurers, nobles, traveling merchants), a "normal" sound ambiance, relaxing and moving music, average food and drinks
Upper-Class : Upper-class patrons (Nobles, Knights, Crusaders, traveling merchants), a low sound ambiance (Lots of talking), relaxing music, excellent food and drink quality


  • New services and additions when renting a room


Get the ownership of the storage containers and food in your rented room. You can now safely store your items in the wardrobes, chests or drawers that fill your room. And safely eat the food provided by the Inn without getting arrested.


Some higher class inns can sell you a courtesan service, give you food or give you the latest Black Horse Courier article. Some also have butlers. Some lower-class inns provide wenches for their customers. But it's an additional expense.


  • Thinking of renting a lower class bed? Think again.

Some lower-class inns don't clean their beds often. Don't be surprised to find rats in your room or catch a disease after having slept in a dirty bed! Now you get what you paid for.

  • Ambient sounds and music!

Hear the people talking and the music playing as you get closer to the tavern, outside. When inside, a song is played in the background along with ambient tavern sounds such as people talking and laughing, drinks pouring, stools being pulled, etc.

http://www.onmvoice.com/play.php?a=8629
http://www.onmvoice.com/play.php?a=8630
http://www.onmvoice.com/play.php?a=8631

  • Darker taverns

A thin dark gray fog is added to those establishments to give a more "smokey" look. The overall lighting has also been toned down to make these establishments much darker.

  • Freelance fences

Freelance fences appear in some taverns at a specific time of a specific day. You do not need to be from the Thieves' Guild to sell them your stolen items. Fences also provide you with hot property such as lockpicks and skooma.


Oblivion Comes Alive features

  • 1200 random NPCs of different professions who populate the wilderness inns, city taverns, temples, shops, streets, etc. Knights, hunters, vampire hunters, werewolf hunters, legionnaires, warriors, mages, assassins, healers, travelers, pilgrims, barbarians, archers, crusaders, knights, rogues and more populate those places anytime of the day as opposed to the generic NPCs who only come during the evening.




Loot! Progress : 25%

What is it?
Adds various items that were present in Daggerfall.

Features

  • New clothing found in wardrobes and clothing stores
  • New armor pieces/weapons found in dungeons and blacksmiths
  • Paintings, which can be picked, stolen, sold, bought
  • Dungeon maps found on bandits, marauders, vampires, necromancers or conjurers. The maps identify a random dungeon on your world map.
  • Misc items (Holy tomes, holy daggers, bandages, lamp oil, gold bars, religious items, statuettes)




http://www.invision.tesalliance.org/forums/uploads/1248748972/med_gallery_415_8_292375.png ? Progress : 15%

What is it?

In Daggerfall, catching a disease could mean the death of your character. Especially when caught in the middle of a dungeon. In Oblivion, diseases are only a nuisance and do not affect much your character.

Features

  • Catching a disease is now something to care about.

Diseases will deteriorate your character's stats each day until they kill you. Some of them can kill you in one week or two while others can take your life after a few days. In other words, when you are diseased, get cured or DIE.


  • New diseases

Blood rot, brain fever, cholera, leprosy, dementia, swamp rot, etc.








IV. OBLIVIFALL PLANNED MODULES




Daggerfall Character Generation

What would it do?
Optimizes the options when making a character.

Features
    • Answer 10 questions to define what class could fit you best.

  • Distribute/Deduct points in stats

  • Give starting bonus points to your skills

  • Select your advantages and disadvantages for faster/slower level ups

  • Edit your reputation with the social classes or leave it neutral.

  • Answer 12 questions that define your character's backgrounds, giving you bonuses/maluses to your skills/reputations, acquire starting items and more.

  • Choose your starting location, including Privateer's Hold, Daggerfall's starter dungeon.



Let's Go Banking!

What would it do?
Bring a banking service in all of Cyrodiil's cities.

Features
  • Each town has a bank where you can deposit, withdraw, take a loan, purchase the town's house or purchase a ship.
  • Counts and countesses no longer sell you a house. The bank takes care of this.
  • Exchange/deposit Letters of Credits
  • House costs will be much higher.



Daggerfall Vampirism

What would it do?
To bring some of Daggerfall's vampirism features in Oblivion, without overhauling it too much.

Features
  • After 3 days of having the disease, you die a normal death and are then resurrected one month later in the nearest town's graveyard or undercroft.
  • Vampire hunters will be after you and offer you a quest to get cured of vampirism.



HALT!

What would it do?

Bring a criminal/justice system in Cyrodiil.

Features
  • When caught by guard, choose to go to court instead of being sent to prison.
  • In court, either plead guilty of your crime for a shorter time in jail and lower fines or...
  • Plead not guilty and defend your cause by either lying or debating. (Speechcraft)
  • If you have friends in the Dark Brotherhood or the Thieves Guild, they can bribe the judges to let you go free.



Holidays

What would it do?
Bring Tamriel's holidays back in Cyrodiil.

Features

  • Some holidays reduce the shop prices, others are merely celebrations.
  • Decorations inside cities and buildings to celebrate the holiday.



V. LIST OF RECOMMENDED DAGGERFALLESQUE COMMUNITY MODS


For a more "Daggerfallesque" experience, take a look at my "Daggerfallesque Mod List" here on http://www.invision.tesalliance.org/forums/index.php?/topic/1346-list-daggerfallesque-mod-list/.




VI. CREDITS

Here are listed everyone who helped me with any of my modules. Thank you very much to those who are listed. You guys rock!

General Credits

The Daggerfall Dev Team for the best cRPG ever created.
The Daggerfall Dev Team writers
The Devs who wrote the Daggerfall manual
Dave Humphrey and the contributors for The Unofficial Elder Scrolls Pages. http://www.uesp.net/wiki/Main_Page
Dave Humphrey's DFText Hacking Tool.
The OBSE team for passing through every barriers they see.
Elys for his Elys Universal Silent Voice OBSE plugin. Because of you, we can now freely mod dialogue without worrying about creating hundreds of silent lip-synched voice files!
Bethesda for the Oblivion CS

Cabron for commenting and suggesting ideas of the modules.
Samtam99 for his support and feedback on Oblivifall
WhoGuru for her support and feedback on Oblivifall


Daedra Summoning

Rumpleteasza for linking me resources to create the Daedra Summoner
AlienSlof's Oblivion Robe Trader for the Daedra Summoner's robe and hood
Capucine's Eyes for Daedra Summoner's Eyes
Hel Borne for the Filled Bookshelf resource


Losing my Religion

DarkNinjaProductions for his Cathedral Improver mod.

Armors & Weapons

Trollf for his Divine Shields resource (Worn by all low-ranked members of the knightly orders)
Bad Andy for his Divine Armor resource (Worn by all low-ranked members of the knightly orders)
ADCK for his Kynareth Armor and robes resource. (Worn by High-ranked Knights of Kynaran Order)
Najaknevrec for the Mage Equipment resource (Worn by Julianos' Priests and Talos')
SoM3 for the Improved Robe resource (Worn by the Priests of Stendarr)
Cosmic-Banana for the Brown Hood resource (Worn by Priests of Stendarr)
KafeiDotour for his Silverthorn Robe (Worn by Arkay's Diviner)
Azumoth for his Red Robe of Seraphim (Worn by Mara's Diviner)
Kikai for his Book Belts (Worn by Julianos' priests)
AlienSlof and Kikai for their Kinky Chainmail (Worn by Dibella's Healer)
Puff for his Princess Leia Outfit (Worn by Dibella's Erotic Instructor)
Gizmodian for his Sorceress Outfit (Worn by Dibella's Diviner)

General Models

EuGENIUS for his Golden Gods resource
Hel Borne for his Filled Bookshelf resource, Alchemy Wall Chart, Alchemist's Sink, lumber pile and Kvatch Architecture
DarkRider for his Tapestries of the Nine resource.
David WhiteFang for his Nirn Globe resource.
Barabus and Razorwing for the Crypt tileset and the coffins.
jcd13 for the Marble Pedestal resource
Assassin_456 for the Medieval Resources
Khugan for the Torture Devices resource
MickTheMage for the Wooden Toys resource
Andysaurus for the School Lab Class resource
Fearabbit for his Forts of Cyrodiil resource
Omegacron for his Armory Clutter resource
Mr. Siika for his Balista & Ballista ammo


The following people for the character suggestions who got buried in the cathedrals:

Segvirion, Yevic, Jaden, HeX_0ff, RichardRocket009, Orbitor, Celestina, blackouTT-117, Tank1519, Gregasaurus, Timewalker,
ElDani, Zabre, Tanya, Mr. Bibliophile, Mishaxhi, Nextmastermind, Riveon, cobb, ArgonianPimp, IglooGreenhouse, bobbety,
Mutt, Synnoveance, Lokee, Siric, Koops-64, Mitchman, Arabian Knight, Hunter Parasite, DemonsShade, Barihawk, Dakorma,
Starwing, ElDani, NZdawghaus, Nightmare470, F0xHunter, Squirrel93, CryWolf, Pushkatu, Kylejustgot, Bodevanlot, RavinXX, StarX, Locksley, Jonarus_Drakus, obbob, Jaden, darkmast508, bionicle, Neo Matrix, Cold Steel, Seamus Finnigan, CorePC, paladin181, Wintercross, biulding3015, Ogemacron, Nanu Ra, xXAequitasXx, Redemption121, Ulmarik Oblivion, Darkom95, Jaguar Knight, Trademark, AyumiFan, Bites-His-Tail, acrb101, John123, Who Cares?, Marken-DK, jon7985, migck, Jonarus Drakus, Fiore1300, Allstarn08, Yorp, Mirelurk21,


Better Inns + Oblivion Comes Alive

Neoptolemus, author of Morrowind Comes Alive
Someone 1074 for his Capes and Cloaks
Eyren for his Vampire Hunter Armor
Kalia & Luchaire their Eyren's Vampire Hunter Armor Revised mod
Blue Destiny for his Paladin Armor
Kire for his Black Leather Armor
Karelceusters for his Dark Leather Armor
Ren for his Ren's Beauty Pack hairs


Daggerfall Character Generation

DarkRider for his Map of Tamriel resource


VII. HELP OFFERS

Here I will post any request I may have. It can be meshes, retextures or scripts.


Losing My Religion

Misc

As part of Losing My Religion, I'm replacing the bodies found in the Undercroft with bodies with a name and an epitaph. I'm also adding new ones. Should you have character ideas you'd like to submit (How about having your character buried there?), you can suggest them in http://www.gamesas.com/bgsforums/index.php?showtopic=1044133&hl=

Modeling/Retextures

Armors for the Knightly Orders:

- Should be highly based on Jeremy's Knights of Tamriel mod for Morrowind. In the best of worlds, I'd love to see them modeled after Jeremy's. But if that proves too complex, retextures of existing armor, with the symbol and colors of each god would suffice. :)
- Reference link: http://jw_mcguinn.rethan-manor.net/page1.htm

Note: The Kynaran Order armor has already been done by ADCK.


Thanks for reading the whole post. :) Feel free to add comments/feedback/suggestions and hate. :P
User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Fri May 27, 2011 6:07 am

Wow. This is very impressive. You can count on a download as soon as I finish The Vampire Hunter.
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Fri May 27, 2011 2:02 pm

Daggerfall Character Generation


What would it do?
Optimizes the options when making a character.

Features

o Answer 10 questions to define what class could fit you best.
* Distribute/Deduct points in stats


* Give starting bonus points to your skills


* Select your advantages and disadvantages for faster/slower level ups


* Edit your reputation with the social classes or leave it neutral.


* Answer 12 questions that define your character's backgrounds, giving you bonuses/maluses to your skills/reputations, acquire starting items and more.


* Choose your starting location, including Privateer's Hold, Daggerfall's starter dungeon.


So very similar to your RPC--New Beginnings that I repeatedly pimp out for you? :P

It will be interesting to see the atmosphere of the inns and how your ambiance interacts with All Natural's Real Lights--might be too dark, might be perfect :D

Oh, and :newpants:

Oh, why is it that in every one of your mod threads I always throw so many emotes around? :confused:
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K J S
 
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Post » Fri May 27, 2011 12:38 pm

Cliffworms, you are incredible. This is going to be an amazing mod. All we need now for the NPCs in "Oblivion comes alive" are new animations for them.
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Chloe Lou
 
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Post » Fri May 27, 2011 8:14 am

Cliffworms, you are incredible. This is going to be an amazing mod. All we need now for the NPCs in "Oblivion comes alive" are new animations for them.


Tissue, noticed you mentioning this in your REQ thread as well, have you tried Personality Idles (V4 I think)?
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Kahli St Dennis
 
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Post » Fri May 27, 2011 6:38 am

Wow. This is very impressive. You can count on a download as soon as I finish The Vampire Hunter.


Thank you very much Sulteric! :)

So very similar to your RPC--New Beginnings that I repeatedly pimp out for you? :P

It will be interesting to see the atmosphere of the inns and how your ambiance interacts with All Natural's Real Lights--might be too dark, might be perfect :D

Oh, and :newpants:

Oh, why is it that in every one of your mod threads I always throw so many emotes around? :confused:


Similar indeed. ;)
But RPC New Beginnings is much closer to Fallout's and Arcanum's than Daggerfall. Though it does have some Daggerfall features as well.

What I haven't yet tried with Better Inns is to try it with Bar Brawl mod. I'll have to try it. :D
ANd no worries about smileys, I'm also smiley intensive. :P


Cliffworms, you are incredible. This is going to be an amazing mod. All we need now for the NPCs in "Oblivion comes alive" are new animations for them.


Thanks! :)
I haven't yet tried, but I'm looking into putting dance animations on some of the NPCs who go take a drink in the lower and mid class taverns. What I wonder is if it's possible to get those NPCs to be "locked" in place and not turn around to look at the player when he passes by.

I also recall a mod that added "The Wench" tavern (Or something similar) in Morrowind with the best tavern atmosphere I've seen. And there was a drunk Orc who would walk around with a drunk animation, mug in his hand. But the animation file is a .kif and I have no idea how it'd be possible to port it as a .nif file. (Though I have seen some of Morrowind's custom animation mods being ported to Oblivion)
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Katie Samuel
 
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Post » Fri May 27, 2011 1:27 pm

I also recall a mod that added "The Wench" tavern (Or something similar) in Morrowind with the best tavern atmosphere I've seen. And there was a drunk Orc who would walk around with a drunk animation, mug in his hand. But the animation file is a .kif and I have no idea how it'd be possible to port it as a .nif file. (Though I have seen some of Morrowind's custom animation mods being ported to Oblivion)


Blood&Mud had a drunken animation for the guards IIRC.
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KU Fint
 
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Post » Fri May 27, 2011 4:51 am

Tissue, noticed you mentioning this in your REQ thread as well, have you tried Personality Idles (V4 I think)?

It's been a long time since I've used it, and I've been waiting for the next version that was going to fix some things, but it never came.

But I hope there's a way to get some new animations in, such as that drunk animation.
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Tanika O'Connell
 
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Post » Fri May 27, 2011 8:09 am

Geez, this whole thing is mind boggling! I really, REALLY love what ya guys are doing! Good job; can't wait to see this whole project in their finest form!
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NO suckers In Here
 
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Post » Fri May 27, 2011 6:51 am

Wow a huge mod like this just suddenly being announced and worked on so much already... It really came out of nowhere and surprised me. Reading your name's thread a while ago I thought it was just gonna be some chapel overhaul or something... I had no idea I was only reading about 2% of what was actually gonna be done!

I took the time to read everything, and I think it's just... orgismic. When I first read the name, I thought it was going to be like... that one mod.... that no one talks about. That would look hilarious. Your walking around in Cryodill and then you go over the border and suddenly the world looks like Daggerfall. :biglaugh: (See? I use smileys too!)
But this mod is amazing. Once a little more of it gets done, I'll add a bunch of the modules in at the same time! When this is fully completed, I will install all of it even if it is not compatible with FCOM. I think I'd be able to uninstall FCOM for this. But reading through, it doesn't seem like there would be that many incompatibilities.
Anywho, I only played Daggerfall for a bit a few years back so I don't know much about it in way of suggestions.
Though, reading this I'm a bit tempted to download that free version on the Official Bethseda page and give it another go :P

Ravin
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roxxii lenaghan
 
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Post » Fri May 27, 2011 9:50 am

Blood&Mud had a drunken animation for the guards IIRC.


Thanks for letting me know. I'll check it out!

Geez, this whole thing is mind boggling! I really, REALLY love what ya guys are doing! Good job; can't wait to see this whole project in their finest form!


Thanks Qawsed! ;)

Wow a huge mod like this just suddenly being announced and worked on so much already... It really came out of nowhere and surprised me. Reading your name's thread a while ago I thought it was just gonna be some chapel overhaul or something... I had no idea I was only reading about 2% of what was actually gonna be done!

I took the time to read everything, and I think it's just... orgismic. When I first read the name, I thought it was going to be like... that one mod.... that no one talks about. That would look hilarious. Your walking around in Cryodill and then you go over the border and suddenly the world looks like Daggerfall. :biglaugh: (See? I use smileys too!)
But this mod is amazing. Once a little more of it gets done, I'll add a bunch of the modules in at the same time! When this is fully completed, I will install all of it even if it is not compatible with FCOM. I think I'd be able to uninstall FCOM for this. But reading through, it doesn't seem like there would be that many incompatibilities.
Anywho, I only played Daggerfall for a bit a few years back so I don't know much about it in way of suggestions.
Though, reading this I'm a bit tempted to download that free version on the Official Bethseda page and give it another go :P

Ravin


Thank you very much for the comment, RavinXX.
It, indeed, came out of nowhere. I've been working on it for almost a year on a regular basis but I kept it secret, in case I'd have stopped working on it half-way. All of this while releasing my other side projects, which mostly served as "training" for what I had planned in Oblivifall.

Oblivifall will be compatible with the overhauls mods, as it does not change the leveled lists. The only problem I can see is that the Daedric quests have been slightly altered and I believe OOO does some changes to them.

And I, indeed, fully encourage you to play Daggerfall again. Feast your eyes and sleep hours on THE game. :D
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Baby K(:
 
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Post » Fri May 27, 2011 3:48 pm

Very impressive project, you seem to have covered everything in Daggerfall... except for one thing: dungeons!

Daggerfall had the most despicable, devious, devilishly complex and deadly dungeons you'd ever dare to set foot in! To me, they define the entire experience of the game. Add to those dungeons the haunting, lonely music (which did not change in combat, keeping you looking over your shoulder all the time), creaking doors and screaming monsters that make you jump out of your seat and that makes for a far more thrilling experience than Oblivion IMO.
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Kaylee Campbell
 
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Post » Fri May 27, 2011 12:36 pm

Three letters: wow!

Makes me proud having contributed to such a project just by providing a name.
I'm waiting for the inns and chapels. :)
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Tanya Parra
 
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Post » Fri May 27, 2011 9:23 am

Very impressive project, you seem to have covered everything in Daggerfall... except for one thing: dungeons!

Daggerfall had the most despicable, devious, devilishly complex and deadly dungeons you'd ever dare to set foot in! To me, they define the entire experience of the game. Add to those dungeons the haunting, lonely music (which did not change in combat, keeping you looking over your shoulder all the time), creaking doors and screaming monsters that make you jump out of your seat and that makes for a far more thrilling experience than Oblivion IMO.


Thank you.

I'm afraid that would not be possible to do in Oblivion (And time consuming). But I hope that Deadly Diseases will inspire a bit of fear in the player. Who wishes to catch a disease that will kill you in a day or two when you are in the middle of a dungeon, far from civilization? :hehe:


Three letters: wow!

Makes me proud having contributed to such a project just by providing a name.
I'm waiting for the inns and chapels. :)


Thanks! I thank you as well, again, for submitting Adrienne Demarr. I have fun fact about it, by the way. I placed Adrienne Demarr's tomb right beside the tomb of a vampire hunter. I didn't notice it until I went in-game to check the epitaphs. :D
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REVLUTIN
 
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Post » Fri May 27, 2011 7:53 am

Nice, these mods will definitly be must haves for me when they are released.
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Stryke Force
 
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Post » Fri May 27, 2011 10:35 am

I never played daggerfal, my introduction to RPG was through Darklands (or was Atari ST's version of Betrayal at Kondor?).

With Darklands I still remember studying the manual to take a grasp of the (at the time) complexity of the game - all RPG mechanisms were not yet assimilated at the time.

Although I'm a fan of graphical performace (broad term) I really miss the "complexity" that supported the idea of new worlds and new realities.

That said, I'm really looking forward to this mod and I'm glad that it seems progressing well.
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Janeth Valenzuela Castelo
 
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Post » Fri May 27, 2011 5:25 am

Um. Did I just drool all over your thread? Sorry about that.
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vanuza
 
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Post » Fri May 27, 2011 8:30 am

Wow, very interesting!
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Eliza Potter
 
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Post » Fri May 27, 2011 3:57 am

Nice, these mods will definitly be must haves for me when they are released.

I never played daggerfal, my introduction to RPG was through Darklands (or was Atari ST's version of Betrayal at Kondor?).

With Darklands I still remember studying the manual to take a grasp of the (at the time) complexity of the game - all RPG mechanisms were not yet assimilated at the time.

Although I'm a fan of graphical performace (broad term) I really miss the "complexity" that supported the idea of new worlds and new realities.

That said, I'm really looking forward to this mod and I'm glad that it seems progressing well.


Thanks! :)
Ah yes, manuals from our old classic games. Not only did they served to know the game mechanics, but they also gave many details about the world we were about to get ourselves immersed into. I'm often reading the Arena and Daggerfall and Ultima Underworld manuals, I simply love them.

Um. Did I just drool all over your thread? Sorry about that.


Haha! As a Daggerfall fan you certainly did. :P

Wow, very interesting!


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
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Matt Fletcher
 
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Post » Fri May 27, 2011 12:36 pm

im really really interested in the deadlier diseases one. is there any chance of making it so some of the diseases can only be cured at an altar. even if you make the diseases deadlier all one has to do is wave their hands or take a cheap potion. it would be nice to have some diseases that cant be so easily circumvented.

also alot of people run with slower timescales so a matter of weeks or days really means nothing in gameplay terms, perhaps changing it to hours would make more of an effect on gameplay. hell when i get infected with the vampire disease i dont even bother with it till after ive cleared the dungeon or im doing "maintenance" ie eating. after all i have three whole days to cure it and i run at timescale of 5 so thats an eternity away.
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Amy Masters
 
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Post » Fri May 27, 2011 12:09 pm

Wow - you've been busy!

Well this thread is going to blow up quick especially with more mods in the way.

Kinda reminds me of modular oblivion enhanced with it modular nature. Any plans to merge them later?

I can see mod conflicts coming down the stream though. I may want to try just one or two to get my feet wet.

so, first question - what overlap is there between your version of lore dialogues and let's talk?
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sarah
 
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Post » Fri May 27, 2011 6:48 am

im really really interested in the deadlier diseases one. is there any chance of making it so some of the diseases can only be cured at an altar. even if you make the diseases deadlier all one has to do is wave their hands or take a cheap potion. it would be nice to have some diseases that cant be so easily circumvented.

also alot of people run with slower timescales so a matter of weeks or days really means nothing in gameplay terms, perhaps changing it to hours would make more of an effect on gameplay. hell when i get infected with the vampire disease i dont even bother with it till after ive cleared the dungeon or im doing "maintenance" ie eating. after all i have three whole days to cure it and i run at timescale of 5 so thats an eternity away.


Prices for cure potion diseases will be higher. In chapels, using the altar does not cure your diseases or restores your stats. You need to seek an healer for that. The price for the healers' service is high. So on that side, it will be harder to be cured. (Will also give more sense with the Holiday mod, if I release it, where there are holidays where healing is half-price)

As for the time the diseases take to kill you, if I reduce the time to mere hours, those with a regular timescale will die way too quickly. :P
For now I'll stick to my plans, but if there's enough demand I might make an harder version.

Also don't forget that your stats degrade overtime when you catch a disease. So if you don't have a potion or a spell and you catch the deadliest disease, in less than a day your character will barely be able to lift his equipment, resist magics and hits, fight well and move.
I belive I could disable Fast Travel when you are diseased as well.... :whistle:

Wow - you've been busy!

Well this thread is going to blow up quick especially with more mods in the way.

Kinda reminds me of modular oblivion enhanced with it modular nature. Any plans to merge them later?

I can see mod conflicts coming down the stream though. I may want to try just one or two to get my feet wet.

so, first question - what overlap is there between your version of lore dialogues and let's talk?


Yes I plan to merge them...if I ever manage to finish them all. :P
As for conflicts, one thing's for sure is that every modules are compatible with Overhauls. Except OOO and Daedra Summoning.... both change how Daedric Quests work.

As for your question, Let's Talk works perfectly with Lore Dialogue. Both mods do not conflict and, instead, complete each other. I designed Lore Dialogue with Let's Talk in mind, which was already finished when I started working on LD.
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Invasion's
 
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Post » Fri May 27, 2011 7:23 pm

Thanks, Clifford, for putting me into the credits. I haven't been in the credits of a mod since years ago, when I was in my Unique Landscapes days...under a different title. This is going to add SO FRIGGING MUCH to the game...I am freaking out! Or let me say it in a more unique way...I...am...freaking...out!!!!
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Alycia Leann grace
 
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Post » Fri May 27, 2011 3:40 am

Prices for cure potion diseases will be higher. In chapels, using the altar does not cure your diseases or restores your stats. You need to seek an healer for that. The price for the healers' service is high. So on that side, it will be harder to be cured. (Will also give more sense with the Holiday mod, if I release it, where there are holidays where healing is half-price)

As for the time the diseases take to kill you, if I reduce the time to mere hours, those with a regular timescale will die way too quickly. :P
For now I'll stick to my plans, but if there's enough demand I might make an harder version.

Also don't forget that your stats degrade overtime when you catch a disease. So if you don't have a potion or a spell and you catch the deadliest disease, in less than a day your character will barely be able to lift his equipment, resist magics and hits, fight well and move.
I belive I could disable Fast Travel when you are diseased as well.... :whistle:



thanks for the response...... i really like the idea of using healers instead of altars thats makes it even more difficult. i can change the prices of the cure diseases and make them really heavy like i currently have (10 units each) so that i cant carry many of them. as for the timescale thing for diseases, is that something that can be easily changed in the CS myself or is that a complicated 80 line script. :) also something else i did myself was to make cure disease an expert skill so that you really have to work for it as opposed to a journeyman skill where anyone can get it pretty early on. im even thinking of making cure disease a master skill since it so overpowered. i just have this really huge problem with being able to cure anything, cancer, aneurisms, the common cold......i mean anything by simply waving your hands around for a couple of seconds. takes the fun completely out of the game when its that easy. i even tried unsuccessfully awhile back to remove the stupid spells in the game like cure disease and lockpick etc but unfortunately it just made my game crash. :(

edit: also i would go with your idea about disabling fast travel for certain disease.......hell all of them would be welcome to me. i used to use the other disease mod but even that was too easy to circument with stupid cure disease spells and the millions of potions you could get.
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Emma Copeland
 
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Post » Fri May 27, 2011 4:37 pm

thanks for the response...... i really like the idea of using healers instead of altars thats makes it even more difficult. i can change the prices of the cure diseases and make them really heavy like i currently have (10 units each) so that i cant carry many of them. as for the timescale thing for diseases, is that something that can be easily changed in the CS myself or is that a complicated 80 line script. :) also something else i did myself was to make cure disease an expert skill so that you really have to work for it as opposed to a journeyman skill where anyone can get it pretty early on. im even thinking of making cure disease a master skill since it so overpowered. i just have this really huge problem with being able to cure anything, cancer, aneurisms, the common cold......i mean anything by simply waving your hands around for a couple of seconds. takes the fun completely out of the game when its that easy. i even tried unsuccessfully awhile back to remove the stupid spells in the game like cure disease and lockpick etc but unfortunately it just made my game crash. :(

edit: also i would go with your idea about disabling fast travel for certain disease.......hell all of them would be welcome to me. i used to use the other disease mod but even that was too easy to circument with stupid cure disease spells and the millions of potions you could get.


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)

And for fast travel, I really think I'll disable it when diseased. In Daggerfall, you needed fast travel because of the distance you had to travel. But in Oblivion, it's not necessary when diseased. It will force the player to spend gold on potions and force him to draw back from a dungeon to go to town to be cured. That, I believe, will make the dungeons much more dangerous.

In other news, concerning the bodies in the Undercroft.
The Primates of the chapels told me that there are many empty slots needed to be filled with fresh bodies. :D

Especially in the http://www.invision.tesalliance.org/forums/uploads/1252541795/gallery_415_8_91279.jpg. Since the crypt has been extended, so are the number of slots to fill with coffins.
In the other chapels, I've decided to use the cathedral altars found in the Undercroft to stash Urns. In the vanilla game, I've always wondered what was the purpose of those small altars in the Undercroft. Then I noticed that an Urn containing the ashes of someone important fits perfectly on the Altar.

Head over to http://www.gamesas.com/bgsforums/index.php?showtopic=1004950&hl=to submit one of your own characters or someone you came up with. :)
Arkay blesses thee!
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Music Show
 
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