[RELz][WIPz] Oblivifall - Vengeance of the Classic

Post » Tue May 08, 2012 4:56 pm

Thanks for the update on Races and Classes, Cliffworms.
Reading the descriptions made me remember a mod I downloaded some time ago: Skill Perk Descriptions Enhancement.

http://www.tesnexus.com/downloads/file.php?id=4061

Maybe you could take this mod (with permission, of course) or make your-own version and integrate it into Races and Classes. I believe they will complement each other very nicely.

Thanks Illusionist for the suggestion, but I prefer to add a link in the readme/download page suggesting to use Skill Perk Descriptions along with Races and Classes. Both work very well together, no need to merge them. :)
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Anna S
 
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Post » Wed May 09, 2012 2:26 am

Hey thanks for the update! All of your mods are great and I appreciate the effort to bring some of the daggerfall feeling back into oblivion.

I believe I've strumbled into a bug in the new update of the classes descriptions. Some of the skill descriptions are much bigger than in vanilla oblivion, specially the description for mysticism. I've found two issues, one is merely about looks, the other is a crash.

The description to mysticism is so big you can't see the bottom of the menu where it says your skill rank. This is not game breaking, I am just pointing it out.

When I try to bring up the mysticism training menu at the skingrad mages guiild, with jura, the game crashes. I haven't tested it by installing the old versions again, but I will in a few moments. It seemed fairly logical to me that, since this was the only mod I had installed, and it made that specific skill description so long, that the lenght of the description was the reason for the crash.

As a sugestion for future releases as well, maybe it could be found a manner where the skill desc. that shows in your char menu is different from the one in the training menu, just because there is less space in the training menu.
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Andy durkan
 
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Post » Tue May 08, 2012 10:26 pm

So I installed the older version of the mod and Druja doesn't crashes anymore when I bring up the mysticism training menu. I believe its the longish description of the skill that crashes it.
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Liv Staff
 
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Post » Wed May 09, 2012 2:16 am

Thanks for the headsup Haine3!

http://www.tesnexus.com/downloads/file.php?id=27144.
It contains an esp file for users who do not have mods that provide smaller fonts.

This special esp does not contain skill descriptions though, and the racial descriptions are only from Daggerfall's, not a mix of Daggerfall's and Morrowind's.

But the classes are the same as version 1.2, with a mix of Daggerfall and Morrowind.

I also fixed an evil typo in the Acrobat's description.
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+++CAZZY
 
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Post » Tue May 08, 2012 9:40 pm

Could you recomend a mod with smaller fonts that goes well with your mod?
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Charlotte X
 
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Post » Wed May 09, 2012 6:07 am

By the way, the mod name for Ambient Dungeons FX has a typo: it should be "Ambient", not "Ambiant", unless I am missing a pun somewhere...
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Claudia Cook
 
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Post » Tue May 08, 2012 5:58 pm

By the way, the mod name for Ambient Dungeons FX has a typo: it should be "Ambient", not "Ambiant", unless I am missing a pun somewhere...

I noticed that too, I guess that's just the french in him that got out...


By the way, Cliffworms, love your work!
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Nims
 
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Post » Wed May 09, 2012 12:03 am

Keep up the good work, man. :)
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Umpyre Records
 
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Post » Wed May 09, 2012 5:25 am

By the way, the mod name for Ambient Dungeons FX has a typo: it should be "Ambient", not "Ambiant", unless I am missing a pun somewhere...
I noticed that too, I guess that's just the french in him that got out...


By the way, Cliffworms, love your work!

Hehe, yep it is indeed my native tongue that took control on this word... :P
Thanks for noticing that, I'll correct that typo. ;)

Thanks mariedanj! (From Sherbrooke? Well, glad to meet another fellow player from Quebec! Are you french or english? Just curious. :) )

Keep up the good work, man. :)

Thanks Vereta! :D
The beta testing for LMR 1.4 is going very well, big thanks to EruditeDragon for trying to break anything I'm fixing! :celebration:
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sally coker
 
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Post » Wed May 09, 2012 12:08 am

The idea of the mod is great, but in my opinion stuffs should be lowered a bit in these chapels; there is a FPS hit and there not enough space that fit all these new introduced items and NPCs.
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Kayla Keizer
 
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Post » Tue May 08, 2012 5:26 pm

The Classic has taken total Vengeance on me...
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James Hate
 
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Post » Wed May 09, 2012 6:22 am

Thanks mariedanj! (From Sherbrooke? Well, glad to meet another fellow player from Quebec! Are you french or english? Just curious. :) )

Francophone... how should I put this: Tes mods sont full-super-débile-écoeurants!

I can't use "Losing my religion" yet because of the Knights issue, but from what I could glance (multiple CTD) I will adore.

As for "Minstrels of Cyrodiil", may I suggest music from http://www.youtube.com/watch?v=AG0W4eHCcgc or http://www.strada.ca/pages/disques/extraits/carole-de-renart.php (plus, they're local talents). They both play medieval music with medieval instruments. I can see that copyright issues will not allow you to do so... unless you permit the mod user to put music files somewhere and make your troubadours play a basic animation... hmmm.
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Jason Rice
 
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Post » Tue May 08, 2012 6:56 pm

Such a brilliant project
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Lavender Brown
 
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Post » Tue May 08, 2012 11:03 pm

Cliff: Did you get a chance to work on Oblivion Comes Alive? How about the sounds mod that you were working on, trying to get the Ambiant Dungeons SFX incorporated into it as well? Really looking forward to your work, so keep it up! :goodjob:
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jess hughes
 
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Post » Wed May 09, 2012 5:28 am

After taking care of a couple of life business thingies, back to modding!
Thank you for your patience.

The idea of the mod is great, but in my opinion stuffs should be lowered a bit in these chapels; there is a FPS hit and there not enough space that fit all these new introduced items and NPCs.

I understand what you mean. The FPS hit comes with the amount of new NPCs and decoration and it is not something I am willing to change though. As they are essential to the mood of the mod. :)
I preferred to use the space available to build their service counters simply because the chapels are already big as they are and making them even larger by introducing new interior areas wouldn't make much sense (Else the chapels would have access to a bigger budget than the count's castle). :P

Thank you for your feedback!

Francophone... how should I put this: Tes mods sont full-super-débile-écoeurants!

I can't use "Losing my religion" yet because of the Knights issue, but from what I could glance (multiple CTD) I will adore.

As for "Minstrels of Cyrodiil", may I suggest music from http://www.youtube.com/watch?v=AG0W4eHCcgc or http://www.strada.ca/pages/disques/extraits/carole-de-renart.php (plus, they're local talents). They both play medieval music with medieval instruments. I can see that copyright issues will not allow you to do so... unless you permit the mod user to put music files somewhere and make your troubadours play a basic animation... hmmm.

Hehe! This confirms indeed that you're a Francophone just as I! :P
Thank your for your suggested music for the Minstrels, though the issue is that the Minstrel is alone. So I try to limit the number of instruments you hear to a maximum of 2.

Such a brilliant project

Thanks! :D

Cliff: Did you get a chance to work on Oblivion Comes Alive? How about the sounds mod that you were working on, trying to get the Ambiant Dungeons SFX incorporated into it as well? Really looking forward to your work, so keep it up! :goodjob:

For OCA, I'm still at the stage of using Bruma as a "test city" for the mod's features. So I'm still testing the NPC scripts and finding the best way to work with the random NPCs. Once these are done, I'll be able to move on to the other cities and finish the Minstrels as well!

FOr Sounds of Cyrodiil, I haven't touched it for some time but in my spare time I'm sound designing to find new sound effects and work on the existing ones. Most sounds are placed in the world though. :)
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Ymani Hood
 
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Post » Tue May 08, 2012 6:10 pm

Good to see you back and working on this Cliff - OCA and SoundsOfCyrodiil are two of the most awaited mods for me! :)
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Emma-Jane Merrin
 
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Post » Wed May 09, 2012 5:24 am

Hey there Cliffworms!

I was wondering if you where still working on Oblivion Comes Alive?
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Flutterby
 
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Post » Wed May 09, 2012 3:52 am

I have gotten into the habit of running cleaning on new files I get, especially before merging.

Here is a report for you Cliff:


[Oblivifall - Let's Talk!.esp]
Removing: FightersGuildTopic "Fighters Guild" [DIAL:00027F83]
Removing: BladesTopic "The Blades" [DIAL:00017611]
[Removing "Identical to Master" records done] Processed Records: 790 Removed Records: 2 Elapsed Time: 00:00
[Undeleting and Disabling References done] Processed Records: 788 Undeleted Records: 0 Elapsed Time: 00:00

[Oblivifall - Ambiant Dungeon SFX.esp]
Removing: OblivionMqKvatchSmallTower01 "Reapers Sprawl" [CELL:00033B5E]
[Removing "Identical to Master" records done] Processed Records: 2055 Removed Records: 1 Elapsed Time: 00:00
[Undeleting and Disabling References done] Processed Records: 2054 Undeleted Records: 0 Elapsed Time: 00:00
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Claire Jackson
 
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Post » Wed May 09, 2012 6:19 am

Hey Cliffworms

How's progress with v 1.4 of losing my religion (that is; the kotn patch :) )?
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Tessa Mullins
 
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Post » Tue May 08, 2012 8:15 pm

Hey Cliffworms

How's progress with v 1.4 of losing my religion (that is; the kotn patch :) )?
Bump to check progress for my most awaited mods - Sounds of Cyrodiil, LMR, and OCA.
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Schel[Anne]FTL
 
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Post » Wed May 09, 2012 8:00 am

Bumpah after 3 months. Please respond cliffworms :)
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Jade MacSpade
 
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Post » Wed May 09, 2012 4:41 am

I have gotten into the habit of running cleaning on new files I get, especially before merging.

Here is a report for you Cliff:

Thanks for those. Sorry for not having responded earlier. :D

Hey Cliffworms

How's progress with v 1.4 of losing my religion (that is; the kotn patch :) )?
Bump to check progress for my most awaited mods - Sounds of Cyrodiil, LMR, and OCA.

For the last couple months, I didn't have much time to mod I'm afraid, and that is why there was no progress, or updates to the thread. I apologize for this.

I have a bit more modding time now, and it's being put on LMR's compatibility patches. There's one or two issues with the main module I still need to fix. I believe I will release 1.4 with those fixes/additions and release the patches as they are finished. That way, those who do not need them need not wait to fix LMR's biggest bugs (Notably, Bruma's statues)

I believe 1.4's will be the final version as far as additions go. The other versions will be fixes and patches. :)

I hope, really hope, to be able to release OCA before Skyrim. We'll see...depending on my free time. :P

I strangely didn't receive any email notifications when my threads were updated, so I didn't your replies. Sorry about that.
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Mariaa EM.
 
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Post » Wed May 09, 2012 7:05 am

Good, you're still around! I assume you've gotten my PMs then? :)
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Miragel Ginza
 
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Post » Tue May 08, 2012 7:39 pm

Good, you're still around! I assume you've gotten my PMs then? :)

Yup, got Anithinks' PMs as well. :)
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Etta Hargrave
 
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Post » Tue May 08, 2012 6:58 pm

In case you did not notice, the latest version of Losing My Religion has been released two days ago.

http://tesalliance.org/forums/index.php?/files/file/876-oblivifall-losing-my-religion/ - Latest Version : 1.4 -
http://www.tesnexus.com/downloads/file.php?id=31668 - Latest Version : 1.4 -
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6634 - Latest Version : 1.4 -

http://www.youtube.com/watch?v=abG27GWB4Ik
With many things changing and added in version 1.4, I felt Losing my Religion needed a new trailer that better showed the mod's features.


Compatibility Patches

You'll find in the package a folder called "LMR_Patches". This contains the compatibility files for the following mods:

- Atmospheric Window Lighting System (AWLS)
- Better Cities
- DC Sutch Reborn
- Knights of the Nine Official DLC
- Kvatch Rebuilt
- Blood & Mud

Also the Oblivifall Master File has been updated to support LMR's new version. It is included in the package, but if you still want to download it separately http://tesnexus.com/downloads/file.php?id=31669.

Have fun with the new stuff!
It'll most likely be the last version where there are additions. The next releases will be aimed at compatiblity patches and additional bug fixes if needed.

Full Changelog

Additions

- Each god faction is joinable. Two Knightly Orders, the Order of the Hour and the Kynaran Order, are joinable as well.
- The Knightly Orders smiths use Shivering Isle’s smiting animation.
- The Knightly Orders' horses use Zira's beautiful Medieval Horse Clothes.
- Ambient sound atmospheres in some areas. Hear the wilderness birds and insects from inside Kynareth’s Shrine houses,the potions boiling in the alchemy lab of Mara or some NPCs who snore while they’re asleep.
- Ask about the location of wayshrines to anyone belonging to god factions.
- Akatosh worshippers at the Order of the Hour now offer the healing service.
- The second floor of Skingrad and Cheydinhal’s chapels have been changed to be more unique.

Changes

- Mod is now cleaned.
- The temples’ merchants now have their chests accessible. Meaning the player can steal from their stock. The merchants places their wares at the start of the day and bring them back with them when going to sleep.
- Removed the chants from Gottlesfront Priory and the Temple of the Ancestor Moth’s catacombs.
- The sound atmosphere in the Temple of Stendarr plays only when the priests are preaching, and will not continuously loop.
- The healers will now accept to heal you during prayers. Zenithar’s Donation Collector will also accept your donations.
- The preaching time for the priests have been reduced to 2 hours instead of 4, allowing the player to have more time dealing with services NPCs.
- The lighting has been changed inside chapels. I have removed DarkNinja’s coloured lighting to replace with a more natural ambiance.
- The Magic Item Merchant in Skingrad’s chapel, the Spell Maker Merchant in the Shrine of Kynareth and the Soul Gem Merchant in Cheydinhal’s chapel no longer offer their services to the public. You need to be a member to access this privilege.
- Removed the hanging swords in Chorrol’s chapel.

Bug Fixes

- Fixed a texture issue with Kynareth’s shields.
- Mara’s alchemists schedules have been fixed.
- Some greeting problems in the Order of the Hour’s restricted areas have been fixed.
- Fixed the schedules for some members of the Kynaran Order.
- Kynaran Order’s horses have proper ownership.
- Service NPCs no longer mention themselves when asked about the service offered.
- Arkay’s Matriarch now wears her proper rank outfit.
- The mage Bralsa Andaren staying near Kynareth’s Shrine will no longer attack the pacified deers.
- Fixed the position of the ladders and statues inside the chapels.
- Fixed two bookshelves in the School of Julianos that were not owned by the player when he subscribed to the library.
- Assigned the right skeleton to Zenithar’s Khajiit healer. Her tail will show up correctly.
- Fixed some conditions for the tresspassing dialogue concerning Akatosh’s worshippers and the Order of the Hour’s employees.
- Several NPCs who had duplicate names now have unique ones.
- Donation blessings now work correctly.


And also, there's been some modifications on Oblivion Comes Alive.
I had started this project in 2008 and didn't really mod it with a specific plan in mind. The result is that the file I was working on was very messy. So I started from scratch 3-4 months ago.

The project is now called "Last Call!" and is focused only on taverns/inns. The new NPCs do not show up at other public places than these establishments.
As for what's done so far:

- CorePC's Minstrels of Cyrodiil are fully implemented.
- Most taverns have a barmaid who will greet you when you take a seat in the establishment.
- prosttutes in lower-class inns and Courtesans in Upper Class inns offering their services to the player. (It is done Fallout: New Vegas style. No visual advlt content)
- Rats can be found in some lower-class inns.

And what's left:

- Street/Castle Performers and Acrobats (Also found in some taverns)
- The 1200 random NPCs to populate the establishments. (there might be less. Much less)
- Dancers and drunkards.
- Sound design for the tavern atmosphere.

For the Minstrels' songs, it is with pleasure that it will include songs from the Stronghold 1 and 2 soundtracks. The composer, Robert Euvino, had made them freely available on Stronghold's most popular fansite. The songs may be used in any projects as long as no money is earned doing so.
So those are some of the songs you'll hear from the Minstrels:

http://www.youtube.com/watch?v=W7cGgWAjBuk&feature=related
http://www.youtube.com/watch?v=fUmzkSmbKi8&feature=related
http://www.youtube.com/watch?v=ZN17x2P3ctM

There are more songs from different composers who also generously freely share their works. I'll post more about those. :)

Those are the Oblivifall news.
Signing off. :thumbsup:
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matt
 
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