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

Post » Tue May 08, 2012 6:58 pm

This sounds great!
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Julie Serebrekoff
 
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Post » Tue May 08, 2012 11:20 pm

My most awaited mod makes a comeback! Yes yes yes :)

Thanks for the LMR release by the way - didn't get to it until tonight as was out on vacation last week. Time to get religious now :obliviongate:
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Auguste Bartholdi
 
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Post » Wed May 09, 2012 1:35 am

Whoah, this really sounds great! I think my mod that changes inns will retire once you guys finish "Last Call", the description seems amazing.
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Damien Mulvenna
 
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Post » Wed May 09, 2012 12:48 am

Im really looking forward to Last Call!

I am wondering tho, will the NPC's enter and leave the taverns and inns or will they be static within the inns ? It would be really immersion to see them coming and going, and maybe wonder/stumble off into the towns or wilderness or even follow them to another tavern pub-crawl style.
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Aaron Clark
 
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Post » Wed May 09, 2012 6:39 am

A new thread for Losing My Religion's Relz will come up as soon as I'm done patching the latest issues. (Especially the missing texture, caused by me packaging the AWLS patch files in the main file rather than the original non-AWLS ones. :P)

Whoah, this really sounds great! I think my mod that changes inns will retire once you guys finish "Last Call", the description seems amazing.

The more variety the better. No need to remove your mod when Last Call will be released. ;)

Im really looking forward to Last Call!

I am wondering tho, will the NPC's enter and leave the taverns and inns or will they be static within the inns ? It would be really immersion to see them coming and going, and maybe wonder/stumble off into the towns or wilderness or even follow them to another tavern pub-crawl style.

I'm still playing with how I'll handle it. My first way is to have them in an interior cell connected to the city's worldspace with a door so small that the player cannot reach it (But NPCs can). The door is placed at one of the city's gates. While it's nice to see them travel to the tavern (And the place filling up as the time passes), the door also creates a marker on the local map. Personally I don't mind since I never look at my map in cityspaces. Either this or I spawn the NPCs inside the taverns, but that's not as interesting. ;)
If there was a way to specify a door to not show the doormarker on the local map it'd be even nicer.

I guess I'll create a WIP thread for Last Call. It has too many features and warrants a thread of its won. :P
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brian adkins
 
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Post » Tue May 08, 2012 4:14 pm

Don't know if you started working on Daedra Summoning, but you might wanna take a look at http://www.tesnexus.com/downloads/file.php?id=34367
I think it could go great with the idea you had about makeing every shrine unique.
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Judy Lynch
 
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Post » Wed May 09, 2012 8:18 am

This is a great project. I've never played Daggerfall, but it seems to have so many things I want in an RPG!
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MR.BIGG
 
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Post » Tue May 08, 2012 10:28 pm

I never played Daggerfall, either, but I just love these Oblivifall mods.
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Vicky Keeler
 
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Post » Wed May 09, 2012 2:19 am

I'm loving this series of mods. I just did a quest for the mages guild that took me to the bleak flats, and yes, I was creaped out by the sound fx. I'll read through the posts more thoroughly to see if anyone else is taking the same performance hits in the chapel. Can't wait to play with Last Call. You're right, the taverns in vanilla Oblivion are too dry and tame.
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Jason King
 
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Post » Tue May 08, 2012 8:37 pm

Bump for awesomeness! Cliff: You still here. Really enjoying Sounds of Cyrodiil and LMR.

Any news on OCA? Super thanks!
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Stu Clarke
 
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Post » Wed May 09, 2012 3:31 am

I love this series of mods. Although I've never played Daggerfall, I've heard great things about it. My favorite mod of the series is "Losing my Religion". I was simply awed by the Chapel of Julianos.
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Miss K
 
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Post » Wed May 09, 2012 3:41 am

Bump for awesomeness! Cliff: You still here. Really enjoying Sounds of Cyrodiil and LMR.

Any news on OCA? Super thanks!

News I have indeed.

Let's start with http://www.benjaminlegault.com//photos/Elder-Scrolls-IV-Oblivion/LastCall01.jpg

After many experiments, I've decided to bring the 1200 patrons with the simplified way I used when I first started working on it. They're added in taverns and will not leave or enter the tavern regardless of the time of day. They disappear and get replaced every 3 days (Or more or less days if you have modified how long the cell respawn take)

Having NPCs that enter and exit the tavern at specific time of days would have required me to create individual NPCs associated to individual taverns and that takes way too much time. ;)

I've added another type of NPCs that work in taverns: Bouncers. Wearing black leather armor or black clothing, you'll notice these individuals looking at people arms crossed in most taverns, notably the ones with courtesans or prosttutes. Nords and Orcs are favored Bouncers in most taverns, except the high class ones. They do not have a weapon, but they are excellent at hand-to-hand combat.

In addition to rats, I've also added cats in many establishments. They're a great use for innkeepers at keeping rats out of their establishments. Where there's a cat there's no rat, and vice versa. Also, wilderness inns have horses outside that respawn like the random NPCs, simulating the come and go of mounted travelers.

And I don't remember if I mentioned it, but there are freelance and Thieves Guild smugglers that pop in from time to time to buy your hot stuff and sell you theirs.

For minstrels, I've added a new to use to them. You can pay them to increase your fame or infamy by asking them to tell a tale of heroism or fear with you as the protagonist or antagonist. For a low fee, they can also share with you the latest rumors they heard from the patrons. There are a lot of new rumors, many quest-related, and sometimes they don't make much sense. They are, after all, rumors from drunken men and women. :)


Don't know if you started working on Daedra Summoning, but you might wanna take a look at http://www.tesnexus.com/downloads/file.php?id=34367
I think it could go great with the idea you had about makeing every shrine unique.

I've decided to put Daedra Summoning on hold for now, but thanks for the link. :)
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N Only WhiTe girl
 
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Post » Tue May 08, 2012 10:52 pm

@Cliffworms: Super! Maybe you could add a random chance that the thieves/pickpockets steal from you if you get too close (this could be done through a status update)? Just a suggestion, not that you have to do it - Last call looks really good. Is that guy dancing in the pic you posted??
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Averielle Garcia
 
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Post » Tue May 08, 2012 9:00 pm

@Cliffworms: Super! Maybe you could add a random chance that the thieves/pickpockets steal from you if you get too close (this could be done through a status update)? Just a suggestion, not that you have to do it - Last call looks really good. Is that guy dancing in the pic you posted??

It could be interesting indeed. I'll look into it could be done. I'd see it as a very, very, very low chance of being pickpocketed. And a max of 20 gold too.

And yes the man is dancing though from the looks of it, it looks like he's about to land a powerful kick on Olav's buttocks. :biggrin:
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Katie Louise Ingram
 
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Post » Tue May 08, 2012 6:37 pm

Cool - if you do include it, it might be worthwhile to compare that chance of being pickpocketed with player's security skill, i.e. players with lower security skill have a higher chance of being pickpocketed. ;)

Also, will the tavern patrons/minstrels have names?
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electro_fantics
 
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Post » Tue May 08, 2012 11:43 pm

Cool - if you do include it, it might be worthwhile to compare that chance of being pickpocketed with player's security skill, i.e. players with lower security skill have a higher chance of being pickpocketed. ;)

Also, will the tavern patrons/minstrels have names?

I thought of this as well. I'll see what and how I can do it. :)

Minstrels, Waitresses, Courtesans/prosttutes, Bouncers and Smugglers have names. The patrons, since they spawn with random equipment/outfits in every tavern, do not have a name. Instead, they are named afteir their class/job. (Warrior, Peasant, Commoner, Nobleman, Werewolf Hunter, etc.)

Minstrels are the only named NPCs that respawn though. Since they move a lot on the road, they can get killed easily by wandering monsters. :P
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Anna Watts
 
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Post » Tue May 08, 2012 8:53 pm

Courtesans/prosttutes

This seems the appropriate time to mention http://www.tesnexus.com/downloads/file.php?id=38507 mod and http://www.tesnexus.com/downloads/file.php?id=17224 mod. Actually thought they fit the setting well, and they're made for the vanilla body. Never had a good excuse to use them yet, though. The only trick to this is that neither are resources, so permission will be needed. Otherwise, excellent stuff!
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Doniesha World
 
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Post » Wed May 09, 2012 12:19 am

This seems the appropriate time to mention http://www.tesnexus.com/downloads/file.php?id=38507 mod and http://www.tesnexus.com/downloads/file.php?id=17224 mod. Actually thought they fit the setting well, and they're made for the vanilla body. Never had a good excuse to use them yet, though. The only trick to this is that neither are resources, so permission will be needed. Otherwise, excellent stuff!

Thank you for these suggestions. Some courtesans will definately wear Roadstrokers' outfits once I obtain the permission. The Black Courtesan Dress will fit nicely on the others. :)
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kat no x
 
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Post » Tue May 08, 2012 8:05 pm

Not really related to the thread, but I use a couple of your mods, most recently Idle Dialogue and I have to say it is great. Some of the NPC's come off a little bat[censored] crazy, but it adds a lot to the world.

Kudos.

Sounds of Cyrodiil is great too.

:thumbsup:
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Mark
 
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Post » Wed May 09, 2012 7:45 am

Not really related to the thread, but I use a couple of your mods, most recently Idle Dialogue and I have to say it is great. Some of the NPC's come off a little bat[censored] crazy, but it adds a lot to the world.

Kudos.

Sounds of Cyrodiil is great too.

:thumbsup:

Thanks Mythgarrd. It is very appreciated. :D


I've just completed a new feature: Real-Time Drinking Mini-Game.
In most taverns are unseated NPCs that are drinking their ale. They can challenge you to a Drinking Mini-Game where you must outdrink them...or pass out.

You select how much you want to bet and the game begins. The rules are simple:
- Your opponent and you get 1 Resistance Point for each 10 Endurance.
- Your opponent or you get 3 additional Resistance Points if you're a Nord or an Orc.
- You gain 1 additional Resistance Point if you have 60+ Luck

When the game starts, you and your opponent are seen drinking. Each 9 seconds, a drinking point is added. The first to have his resistance points match the drinking point total passes out and falls unconscious. If both players have the same amount of resistance points, they both fall unconscious and your bet is given back.

In a nutshell, it works like in The Witcher where you see your character and your opponent drink until one passes out. :foodndrink:
I want to add more fun activities for the player to do at taverns and this is one such of them. I'll work on illegal fist fights in tavern basemants next. The Oak and Crosier being one of the main spots where you can participate or bet on one.

I've also added a new feature for the Bounty Hunters and Vampire Hunters NPCs.
If you're wanted (Bounty 250+) and you see a Bounty Hunter at a table, you have 20 seconds to leave the tavern before he notices you and confront you. (Or you can sneak/remain invisible to avoid his sight).
If you're a vampire, it's the same rules for the Vampire Hunter. He will take notice of you after around 20 seconds will fight you to the death.
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Javier Borjas
 
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Post » Tue May 08, 2012 10:37 pm

This is beyond cool! We are no longer in Kansas... :goodjob:

PS: Curious, does the drinking game might get into issues with thirst mods/mods that add inebriation. I play with one, Basic Primary Needs, that makes my player stagger while moving if I am too drunk. But just wanted t omake those inebriation effects don't double! Maybe Last Calls' inebriation effect should end as soon as the drinking game is over (as an ini option)?
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Roanne Bardsley
 
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Post » Wed May 09, 2012 4:00 am

This is beyond cool! We are no longer in Kansas... :goodjob:

PS: Curious, does the drinking game might get into issues with thirst mods/mods that add inebriation. I play with one, Basic Primary Needs, that makes my player stagger while moving if I am too drunk. But just wanted t omake those inebriation effects don't double! Maybe Last Calls' inebriation effect should end as soon as the drinking game is over (as an ini option)?

No the game does not. It has its own scripts and variables so it will not change the values from thirst/inebriation mods. ;)
The inebriation effect is used only during the mini-game, yep. :)
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No Name
 
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Post » Wed May 09, 2012 3:47 am

Is there a problem with merging 300 Lore, your Idle Dialogue and the Let's Talk mods to have one large dialogue-extending mod?

If you are going to revisit the 300 Lore mod, is there any chance you could put the new (old?) Morrowind topics in a menu, like you did with the Daggerfall topics? For instance, "Tell me about your job" or what have you.
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Rude Gurl
 
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Post » Tue May 08, 2012 5:01 pm

Paging Cliffworms! Love your mods, hoping to hear on Last Call! :)
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clelia vega
 
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