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

Post » Wed May 09, 2012 8:30 am

Clifford...

I am trying to send you PMs about my latest testing, but it is always blocked. Can you get it unblocked? The world is waiting like crazy for this mod!!!!

Sorry Richard!
My Inbox is full. :D
It's about time I clean it.

I just wanted to tell you that I downloaded all your mods from this series that have come out by now (and some others also), and to say thank you for improving Oblivion in the way you do.
Now a suggestion or two:

For Losing my religion you could
1. implement new ambient music inside the churches (maybe choirs). Also it would be nice if there are actually NPC that would "sing". Also there could be different music for different gods, or no music at all for some of them (School of Julianos comes to mind, as that is a place to study).
2. use these robes (if the creator gives permission). They are very nice and I think would fit the theme of the mod. http://www.tesnexus.com/downloads/file.php?id=15636

For Daedra Summoning the player could still search for the offering needed and give it (with the money) to the person who is to do the summoning for him/her.

P.S.
I don't know if and how difficult are my suggestions to realize in real life because I'm no moder.
Continue the excellent work.

Thank you Illusionist! :D

As for your suggestions:

1. Ambiant music is already implemented. There are 3 different sound ambiances that fit the gods. You can hear them in http://www.youtube.com/watch?v=GW8qEAv17u0 Except the last music used.
2. Each god's worshipper wear an outfit that represent the god. In addition, the head priest of each temple wears a unique outfit. You can see some of them in http://www.invision.tesalliance.org/forums/index.php?/gallery/album/415/8-oblivifall-picture-gallery/ The robes of Seraphim are there as well, worn by Mara's Matriarch. :)

For Daedra Summoning, I prefer to keep it only in gold. It's already a hell of a task to make 50 000 gold. :P



Losing My Religion's Betatesting is almost done. There's one last thing that needs to be checked (Meshes/Textures issues with the new resources) and then it's up for release. Hurray!

Big applause to YX33A & RichardRocket009 for testing! :celebration:


In other news, I'll make a nice change on Daedra Summoning. Right now, when the player pays the Summoner to speak to a Prince, the dialogue closes and you immediately hear the Prince speaking to you about his quest.
I found this not to be immersive enough. Here's what I'll try to do:

- The Summoner takes your money, goes on one side of the summoning circle and tells you to stand on the other side, facing him.
- All light sources turn off, ambiant sound of summoning
- After a few seconds, a light source appears in front of the Summoner who is playing the Lich Idle animation (Floating slightly above ground, arms extended on each side)
- The Prince's speech is said by the Summoner, as if the Prince possessed the body of the Summoner to talk to you.

Should be more immersive. :D
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Nathan Hunter
 
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Post » Tue May 08, 2012 5:50 pm

That summoning is going to be rad! Everything looked pretty good in the testing center...now it is time to please the masses!!! RELEASE THE MOD!!!!!
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Stephanie I
 
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Post » Tue May 08, 2012 4:38 pm

Is the Ambient Dungeon SFX mod compatible with other sound mods such as Audia Arcanum and the likes?

I know Arcanum modifies the sounds in the Ayleid Ruins as well, and was wondering if these two play well together?
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Sista Sila
 
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Post » Tue May 08, 2012 4:55 pm

Hi Cliffworms,

I am very interested in your Losing My Religion mod. Kudos to you, it looks several shades of awesome. However, it appears to conflict with another mod I may wish to play, http://www.tesnexus.com/downloads/file.php?id=20736. Vows and Covenants adds the ability for player characters to take Vows to the various gods that provide a specific prohibition, a bonus while that prohibition is upheld, a penalty for breaking the vow, and a means to atone for one's transgressions against the vow. Similarly structured Covenants may be formed with the Daedra. This seems to conflict because the topics Vows and Covenants adds are in many cases added to all members of the "Nine Divines" faction, which your mod will do away with in favor of individual gods' factions.

It occurs to me that Vows and Covenants aims to accomplish many of the same goals that Losing My Religion (and Daedric Summoning) does, namely expanding and enriching the presence of the Aedra and Daedra in Cyrodiil, while employing entirely different means of doing so. Because of the potential synergy between these mods, you might have a motive to let the two "play nice" together. If so, a couple of solutions come to mind:

1) If it's possible for NPCs to belong to more than one faction (is it? I don't know), perhaps temple personnel could belong to two factions, Nine Divines and . This might help maintain compatibility with other mods that affect the Nine Divines faction as well.

2) It would probably be relatively easy to make a simple patch that changes the factions to which Vows and Covenants' new topics are added.

3) (My favorite option!) You might be able to incorporate Vows and Covenants into your Losing My Religion. Picador (the author) gives permission for re-use of his mod in the file's readme. If you were to do this, you might also wish to expand on the existing material (I wish!) - he only finished Vows for six of the Aedra, and Covenants for two of the Daedra.

Before you make a judgment on this, take a glance at the mod - it really looks like nice work, and is strongly oriented towards increased roleplaying value.

Asterai
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Floor Punch
 
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Post » Tue May 08, 2012 11:06 pm

That name sounds familiar...vows and covenants.
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Brooke Turner
 
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Post » Wed May 09, 2012 7:40 am

(snip)
It is possible for NPCs to have multiple factions. Faction membership also doesn't necessarily mean that they're all friendly towards each other. For example, there is a faction that all NPCs are in that live in the same city (IC Citizen, Bravil Citizen etc.).
So it would be very easy to keep both mods compatible, if that is the only potential conflict.

P.S. Yeah, Vows and Covenants is awesome. So is Sorcery's Toll. Picador was a really good/innovative modder.
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Elle H
 
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Post » Tue May 08, 2012 9:53 pm

Losing My Religion's Betatesting is almost done. There's one last thing that needs to be checked (Meshes/Textures issues with the new resources) and then it's up for release. Hurray!

YAY!!! finally one of the mods ive been watching is coming out :celebration: :liplick: :celebration:
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Charity Hughes
 
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Post » Tue May 08, 2012 11:44 pm

YAY!!! finally one of the mods ive been watching is coming out :celebration: :liplick: :celebration:
Yup...and she's coming out soon, and you will rejoice and give thanks to the Divines.
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helliehexx
 
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Post » Wed May 09, 2012 12:04 am

Losing My Religion's Betatesting is almost done. There's one last thing that needs to be checked (Meshes/Textures issues with the new resources) and then it's up for release. Hurray!
Oh, this is splendid news. :foodndrink:

My new install is on pause (paws? :) ) near the start position anyway, and hopefully its continuation will coincide with the RELz of this one. I've been waiting and hoping, as it's something I think is sorely lacking in the default game, and indeed, in modded games so far.
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Abel Vazquez
 
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Post » Tue May 08, 2012 11:31 pm

Losing my Religion looks awesome, I'll be sure to grab it (and check for potential KDQ conflicts) when it's out! :)
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no_excuse
 
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Post » Tue May 08, 2012 5:02 pm

Is the Ambient Dungeon SFX mod compatible with other sound mods such as Audia Arcanum and the likes?

I know Arcanum modifies the sounds in the Ayleid Ruins as well, and was wondering if these two play well together?

Absolutely. It's compatible with any sound mods. I recommend using it alongside other sound mods. Ambiant Dungeon SFX adds new sounds, it does not modify sounds already there. And since it's a low volume sound file, it plays perfectly with any other sound mods. :)

SNIP!

Thank you for your interest and suggestions. :)
I'll have to check if making a patch is possible. Someone already pointed me out that Vows and Covenants makes use of the small altars in the chapels, which I have removed. If Vows and Covenants adds new furniture/stuff inside chapels, then I'm afraid it'll most likely not be compatible.
The factions I can do though. But every members of the Nine Divines are friends to each other. (A member has a 80 Disposition bonus towards another member)

It is possible for NPCs to have multiple factions. Faction membership also doesn't necessarily mean that they're all friendly towards each other. For example, there is a faction that all NPCs are in that live in the same city (IC Citizen, Bravil Citizen etc.).
So it would be very easy to keep both mods compatible, if that is the only potential conflict.

P.S. Yeah, Vows and Covenants is awesome. So is Sorcery's Toll. Picador was a really good/innovative modder.

Every city faction don't share disposition bonuses/maluses, they're used only for dialogue (City rumors and the such). But guild members always have a big disposition boost toward other guild members.

Oh, this is splendid news. :foodndrink:

My new install is on pause (paws? :) ) near the start position anyway, and hopefully its continuation will coincide with the RELz of this one. I've been waiting and hoping, as it's something I think is sorely lacking in the default game, and indeed, in modded games so far.

Thank you very much Breton! :)

Losing my Religion looks awesome, I'll be sure to grab it (and check for potential KDQ conflicts) when it's out! :)

If you have dialogue where the condition is for Nine Divines members only, there'll be a conflict, or if you add new meshes inside the chapels. New NPCs should be fine. :)
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Stacey Mason
 
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Post » Wed May 09, 2012 2:39 am

Okay, stupid question: Why not just remove the disposition modifier of the Nine Divines faction? That would sure reduce the possibility of mod conflicts.
I mean, if I wanted to create a religious NPC, I'd place him in the Nine Divines faction, and if I wanted all religious NPCs to have a certain dialogue topic, I'd take the Nine Divines faction as a condition. Both wouldn't work properly if nobody (else) was in that faction anymore. And I'm sure there are other situations where something similar applies. :shrug:
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jessica robson
 
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Post » Tue May 08, 2012 7:24 pm

Okay, stupid question: Why not just remove the disposition modifier of the Nine Divines faction? That would sure reduce the possibility of mod conflicts.
I mean, if I wanted to create a religious NPC, I'd place him in the Nine Divines faction, and if I wanted all religious NPCs to have a certain dialogue topic, I'd take the Nine Divines faction as a condition. Both wouldn't work properly if nobody (else) was in that faction anymore. And I'm sure there are other situations where something similar applies. :shrug:

:lol:
That makes sense, and I believe no mod changes the disposition bonus. Actually I could lower it to 5, so that members at least don't insult each other. (I can easily imagine the Orc priests insulting their boss :P)

EDIT:
Actually.. I totally forgot I did not get rid of the Nine Divines faction. I simply removed Vanilla NPCs from the Nine Divines faction using a script. So it's compatible with any mod that add NPCs with the Nine Divines faction. Still, I'll keep the Vanilla NPCs in the Nine Divines faction, in case a mod adds new dialogue for them, but I'll lower the disposition bonus.
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Sophie Louise Edge
 
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Post » Wed May 09, 2012 6:21 am

Mmmm, good news. This will be a nice addition to Tamriel.
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Alister Scott
 
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Post » Tue May 08, 2012 7:08 pm

If you have dialogue where the condition is for Nine Divines members only, there'll be a conflict, or if you add new meshes inside the chapels. New NPCs should be fine. :)
Coincidentally, all my changes are done in the Cheydinhal chapel, all for different quests. I've placed a trigger box in the Cheydinhal chapel near the thing where you can get a blessing, there's one NPC in there as well, and there's one jewelry box in the undercrofts near Llathasa's crypt (Where you find Llathasa's Bust in a Thieves Guild quest). But yeah it's probably fine, worst case scenario I have to move the NPC a few meters across the chapel hall.
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Steph
 
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Post » Tue May 08, 2012 9:58 pm

Coincidentally, all my changes are done in the Cheydinhal chapel, all for different quests. I've placed a trigger box in the Cheydinhal chapel near the thing where you can get a blessing, there's one NPC in there as well, and there's one jewelry box in the undercrofts near Llathasa's crypt (Where you find Llathasa's Bust in a Thieves Guild quest). But yeah it's probably fine, worst case scenario I have to move the NPC a few meters across the chapel hall.

We'll have to make a patch then. :)
The Undercroft has been redesigned and Llathasa's tomb has changed location. Is it there with the latest KDQ version? I'll make include it with the release of LMR. (Which should be tomorrow or Saturday)
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Myles
 
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Post » Wed May 09, 2012 7:01 am

We'll have to make a patch then. :)
The Undercroft has been redesigned and Llathasa's tomb has changed location. Is it there with the latest KDQ version? I'll make include it with the release of LMR. (Which should be tomorrow or Saturday)
The jewelry box isn't in the current KDQ version, it is part of the new 'Death and the Maiden' quest coming in V2.0. If you want I can PM you a link so this can be settled before the KDQ update is even released (hopefully next week). :P
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Danny Blight
 
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Post » Wed May 09, 2012 8:30 am

We'll have to make a patch then. :)
The Undercroft has been redesigned and Llathasa's tomb has changed location. Is it there with the latest KDQ version? I'll make include it with the release of LMR. (Which should be tomorrow or Saturday)

:drool:

Also, I'm sorry Cliff that I couldn't help out, finals + papers + OT at work burned me out :(

The jewelry box isn't in the current KDQ version, it is part of the new 'Death and the Maiden' quest coming in V2.0. If you want I can PM you a link so this can be settled before the KDQ update is even released (hopefully next week). :P

Too. Much. http://www.youtube.com/user/thelonelyisland?blend=3&ob=4#p/a/f/2/4pXfHLUlZf4 /dead

You two are to be separated from now on, I shouldn't be subject to so much good news in a short span.
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Kristina Campbell
 
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Post » Wed May 09, 2012 5:05 am

:drool:

Also, I'm sorry Cliff that I couldn't help out, finals + papers + OT at work burned me out :(



Too. Much. http://www.youtube.com/user/thelonelyisland?blend=3&ob=4#p/a/f/2/4pXfHLUlZf4 /dead

You two are to be separated from now on, I shouldn't be subject to so much good news in a short span.

Rejoice Aequitas. Losing My Religion http://www.gamesas.com/index.php?/topic/1092445-relz-oblivifall-losing-my-religion/
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Motionsharp
 
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Post » Wed May 09, 2012 7:09 am

Yes YES YEEEEEEESSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!! BRING. ON. THE. GIRLS.
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Lily
 
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Post » Tue May 08, 2012 8:05 pm

AHHHHHH ITS BEEN RELEASED>>> BUT I HAVE TO GO TO COLLEGE!!!! as soooon as i come back im on it!
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Christine Pane
 
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Post » Wed May 09, 2012 12:50 am

At last, I can't wait to fire it up now. This mod will add so much more lore and depth to the game.
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Cheryl Rice
 
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Post » Wed May 09, 2012 5:58 am

Rejoice Aequitas. Losing My Religion http://www.gamesas.com/index.php?/topic/1092445-relz-oblivifall-losing-my-religion/

Yes!!!
Already downloaded and installed.

A couple questions.
Is a pach for Kvatch Rebuilt planed for some future date?
I haven't read it in the conflicts section, but just to check, Unique Landscapes is compatible with your mod?

Let the games begin. :obliviongate:
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Add Meeh
 
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Post » Wed May 09, 2012 2:05 am

Yes!!!
Already downloaded and installed.

A couple questions.
Is a pach for Kvatch Rebuilt planed for some future date?
I haven't read it in the conflicts section, but just to check, Unique Landscapes is compatible with your mod?

Let the games begin. :obliviongate:

It'll be complicated to patch Kvatch Rebuilt. LMR really messes up the landscape around one of the new bandit caves Kvatch Rebuilt adds. This mean I'd need to make a plugin to reposition Kvatch Rebuilt's caves, but by doing so I could place it in another mod-conflict location.
You can still access the cave, but you need to use "TCL" console command to get to it. (And it looks odd. :P)

One of the users has reported that so far, no Unique Landscapes issues have been found. I'm keeping my fingers crossed! :)
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sw1ss
 
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Post » Wed May 09, 2012 8:00 am

Cliffworms will the ability to play musical instruments as a player be in the mod somewhere? Just wondering :)
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Nancy RIP
 
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