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

Post » Wed May 09, 2012 8:29 am

Is there a chance in the future, you will combine the two voice mods into one? That would be great...plus knock two mod spaces into one!
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Tue May 08, 2012 9:40 pm

Is there a chance in the future, you will combine the two voice mods into one? That would be great...plus knock two mod spaces into one!

What do you mean, two voice mods? Do you mean two Oblivifall modules?

I will make Oblivifall a one mod project/archive when I'll be done with it, wether the currently planned modules are released or not. :P
I'll at least try to finish Oblivion Comes Alive and Daedra Summoning. Hopefully Character Generation as well, but the others I'm not yet sure. That's far away, but I don't think about those. Better to concentrate on the present. :)
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Wed May 09, 2012 6:32 am

Let Us Talk is not an equivalent of Lore Dialogue. You see, Let Us Talk adds Daggerfall's dialogue system while Lore Dialogue adds Morrowind's dialogue system.
Gotcha, it sorta seemed like that from what I read, but I wanted to be sure. Of course, I could have just opened Let Us Talk up in Tes4Edit and seen for myself...

Well, these are getting added to my load order once I've got some progress done on II.
If there's anything I can do to help you with any of the future modules, feel free to ask: I actually have plans for a mod very much like Oblivion Comes Alive, as I had to drop Crowded Cities from my load order when it caused too much stress combined with Better Cities. As always, if the mods available aren't what you need, you make your own... And make it better.

Cheers for the answer.

Vac
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Tue May 08, 2012 10:54 pm

I mean combining LET US TALK and LORE DIALOGUE into one mod.
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Wed May 09, 2012 1:24 am

Silverlocks and the three Werewolves


Once upon a time in the Sentential countryside a little girl, Silverlocks, found a house. She went and side and boy she was hungry so she looked around, she saw three pots of Mandrake stew. she sip the first one, yuck too strong, she sopped the next, to weak, she sipped the next Just right. after that she decided to read a book, she saw three books. "Unholy Darkness", "Pocket Guide to the Empire II", and "Blue Big Of Jokes And Riddles" she read a part of unholy darkness, too scary, she read part of PGTTE II too smart. Then she read BBOJAR Just right. She was tired and decided to take a nap on one of the three beds, one was too hard for her, the other was to soft, the next was just right. Three Werewolves came into the house one said HEY MY SOUPS BEEN ETTIN' PA!!, Mine to son, MINE THREE! so they go to there books. pa my book got uh tear in it! mine to son, mine three! they then decide to take a nap, "Someones been in my bed other than that w-" he got slapped by he wife and is getting glared at. then she noticed her bed's covers where all wrinkled, "Hey whos been in my bed!"
then the son said "Someones in my bed" they all turn pick her up and place her in the fire pot for dinner.

TES twist
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Tue May 08, 2012 8:31 pm

Hey, any word on this? It's been... a few weeks since an update. :unsure2:

Introduces CorePC's Minstrels of Cyrodiil

Storytellers, singers, dancers or just all-around performers, Minstrels are often seen entertaining in taverns. Minstrels travel from city to city to entertain the patrons in taverns, to perform a street show or even to entertain the city's count/countess. If you are taking a flagon of ale and spot a new patron with a lute attached on his back, then sit tight. He'll most likely entertain you in a couple of minutes.

Minstrels are the only source of music in taverns. (Sorry, the dwemer have not built iPods stations). When the minstrel starts playing his music, though, you'll most likely see some patrons dancing to his music. Though in high class taverns, they prefer to ignore the minstrel and chat about the taxes.

Minstrels can be tipped for disposition bonuses. So be kind and encourage the poor guys! I would also like to have them do some storytelling. But I'm French, and I'm not good at writing English stories. Should you want to submit one, let me know!
This is the mod I have been waiting for since Oblivion's release!
You haven't really said anything specific about the music playing, only story telling. Can I hope that you have included the lute playing animation to play songs? You could find some free traditional lute songs online. I have DLed a few things like 3 Ravens and such that would be pretty good for Lute music (if only you were able to get permission to use songs from "Blackmore's night", that would be a dream!).

I'll probably make my own modifications to this (as in add songs to the playlists, etc.) or make my own mod like this if I have to wait forever for it, but I am patiently waiting and hoping this will be completed. :whistling:
What I would do is:
  • certain nights of the week/certain times of the day)
  • have a list of random tunes to play from if a Minstrel/Bard is present with a minute or two break in between songs (in case the player wants to make a request)
  • animations for lute playing have been created already
  • it should be possible to have the npc emit an mp3 song file which is locational (gets louder as you get closer to musician, etc.)
  • the player can talk to the Bard between songs and request (though dialogue) the next song that is played (from the aforementioned list)
  • the player cannot talk to the Bard while a song is being played! (he is not listening while playing a song!) That's just rude.
  • if the player is really rude and decides to attack, then the Bard and guards will retaliate, of course!
  • (optional/low priority) NPCs who are present may dance while song is being played and clap at end(?)
I kinda wish this had been a separate module b/c although I like all the other stuff you guys are adding, I really wanted this Minstrel mod to be finished. I know CorePC didn't have time to finish it though. Hopefully you guys can! :nod:
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Tue May 08, 2012 10:11 pm

I was just wondering...since there were fewer people who could read the written word in days of yore, is it possible to make a storyteller who could travel from city to city and actually read stories for the masses?
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Tue May 08, 2012 10:44 pm

Hey, any word on this? It's been... a few weeks since an update.

Cliffworms is on vacation this month.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Tue May 08, 2012 7:34 pm

Cliffworms is on vacation this month.
Well that explains the silence, I guess. I'll try to be patient. :whistling:
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Wed May 09, 2012 5:30 am

Yup...I can just see Clifford now...enjoying himself on a beach in the tropics...Oblivifall not even registering in his mind...
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Tue May 08, 2012 11:04 pm

This is the mod I have been waiting for since Oblivion's release!
You haven't really said anything specific about the music playing, only story telling. Can I hope that you have included the lute playing animation to play songs? You could find some free traditional lute songs online. I have DLed a few things like 3 Ravens and such that would be pretty good for Lute music (if only you were able to get permission to use songs from "Blackmore's night", that would be a dream!).

I'll probably make my own modifications to this (as in add songs to the playlists, etc.) or make my own mod like this if I have to wait forever for it, but I am patiently waiting and hoping this will be completed. :whistling:

I kinda wish this had been a separate module b/c although I like all the other stuff you guys are adding, I really wanted this Minstrel mod to be finished. I know CorePC didn't have time to finish it though. Hopefully you guys can! :nod:

Lute animations are definately in. Music wise, I have around 10 songs. I'll add more. The basic package of Better Inns will have lower quality sound for the music, but I'll release a separate package that have an higher quality.
Adding your own songs is easy, as long as they're in WAV format and mono. Then you just drop them in the right folder and the minstrel might play it randomly.

  • certain nights of the week/certain times of the day)
  • have a list of random tunes to play from if a Minstrel/Bard is present with a minute or two break in between songs (in case the player wants to make a request)
  • animations for lute playing have been created already
  • it should be possible to have the npc emit an mp3 song file which is locational (gets louder as you get closer to musician, etc.)
  • the player can talk to the Bard between songs and request (though dialogue) the next song that is played (from the aforementioned list)
  • the player cannot talk to the Bard while a song is being played! (he is not listening while playing a song!) That's just rude.
  • if the player is really rude and decides to attack, then the Bard and guards will retaliate, of course!
  • (optional/low priority) NPCs who are present may dance while song is being played and clap at end(?)

- Minstrels travel around towns and don't have the same schedule. So they're not always playing at the same time at the same place.
- There's a very short breaks between songs. You can't request songs.
- Yep, animations are there already. :)
- As mentioned above, songs are in wav format and, yes, they are locational.
- Yes, interrupting the Bard is not a good thing to do. The disposition towards the bard gets a -1 penalty each time you interrupt him.
- Bards, unless they have some fighting/magical skills, flee if attacked or if a fight starts around them. Of course, the song stops playing when that happens. When the fight is over and the minstrel is still alive, he'll restart playing songs... even if bodies are scattered around him. :D
- Some dance. Depending on the tempo of the song. For instance, a fast tempo song will have patrons dance more wildly. If the song is slow, you won't see people dancing. Clapping at the end is not possible, but I can add some clapping sound effects or some cheers at the end of some songs. :)

I was just wondering...since there were fewer people who could read the written word in days of yore, is it possible to make a storyteller who could travel from city to city and actually read stories for the masses?

If I ever decide to include storytellers, they would tell their stories via a descriptive message box with the option to continue listening to the story or simply leave in the middle of it.

Cliffworms is on vacation this month.
Yup...I can just see Clifford now...enjoying himself on a beach in the tropics...Oblivifall not even registering in his mind...

Actually replace the beach and the tropic by mountains and germans. :P
User avatar
JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Wed May 09, 2012 6:52 am

YAY!! Cliffworms is back! hope you enjoyed your holiday..... NOW GET BACK TO WORK :P
User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Tue May 08, 2012 4:13 pm

Off-topic garbaging about Nazis will cease under penalty of immediate suspension for flamebait and thread hijacking. Posts have been deleted.
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Tue May 08, 2012 4:20 pm

Just to keep this thread alive.... How the works proceed?
I'm looking forward expecially on daedra summoning and the "Planned" mods. Really great ideas!

Keep them up ;)
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Tue May 08, 2012 5:11 pm

YAY! An update! :celebration:
How did I miss this? I guess I have to watch this topic! (thought I already was)

Lute animations are definately in. Music wise, I have around 10 songs. I'll add more. The basic package of Better Inns will have lower quality sound for the music, but I'll release a separate package that have an higher quality.
Adding your own songs is easy, as long as they're in WAV format and mono. Then you just drop them in the right folder and the minstrel might play it randomly.

- Minstrels travel around towns and don't have the same schedule. So they're not always playing at the same time at the same place.
- There's a very short breaks between songs. You can't request songs.
- Yep, animations are there already. :)
- As mentioned above, songs are in wav format and, yes, they are locational.
- Yes, interrupting the Bard is not a good thing to do. The disposition towards the bard gets a -1 penalty each time you interrupt him.
Should be more like a -5! ;)
As a musician who regularly plays live music, I can't imagine how annoyed I would be if some dufus somehow managed to interrupt in mid-song! I was once almost interrupted by a couple of local law boys (who came into the bar to check out a noise complaint) while my band was playing "Killing in the Name Of" (Rage Against the Machine) and we never missed a beat! I did, however, change the words slightly after a couple of terrified looks and nudges from my bass player. :D

- Bards, unless they have some fighting/magical skills, flee if attacked or if a fight starts around them. Of course, the song stops playing when that happens. When the fight is over and the minstrel is still alive, he'll restart playing songs... even if bodies are scattered around him. :D
Maybe in that situation, he should play "Let the Bodies Hit the Floor"! :rofl: Haha, j/k ...mostly.

- Some dance. Depending on the tempo of the song. For instance, a fast tempo song will have patrons dance more wildly. If the song is slow, you won't see people dancing. Clapping at the end is not possible, but I can add some clapping sound effects or some cheers at the end of some songs. :)
That is just too cool! Will the tempo thing have to be scripted in for new songs like setting a tempo variable or something? It can't detect the tempo automatically, can it...? :ninja:

If I ever decide to include storytellers, they would tell their stories via a descriptive message box with the option to continue listening to the story or simply leave in the middle of it.
Maybe some voice actors would be kind enough to do some readings? I know I would. Don't have professional VA experience, but I have good sound equipment and a decent fake British silly Americanized Monty Python accent! :D

Actually replace the beach and the tropic by mountains and germans. :P
You lucky SOB! (Surveyor Of Brewhouses!) Man, I'd love to visit "das deutsche Vaterland" one day! (oops! Went over my emoticon limit!?!)
:-D
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Wed May 09, 2012 5:16 am

Just to keep this thread alive.... How the works proceed?
I'm looking forward expecially on daedra summoning and the "Planned" mods. Really great ideas!

Keep them up ;)

Works has restarted and progress is going well for Losing My Religion's new version.
The factions are now joinable, except for the Knigthly Orders who do not have headquarters. So if you want to join the Knights, you have to visit the Order of the Hour or the Kynaran Order.
The new factions come with a bit of new dialogue as well. But like mentioned, no quests.

If you guys plan to join a faction, make sure you make a pilgrimage to the god you want to worship/fight for. There are skill requirements, too.

I'm still having issues with the statues in Bruma. They show fine, but they seem to reset their stance every 5 seconds or so. I'm trying to find what's causing that in the scripts. But at least the postmainquest statues show fine and at the right places.


Answers in bold.
Should be more like a -5! ;)
As a musician who regularly plays live music, I can't imagine how annoyed I would be if some dufus somehow managed to interrupt in mid-song! I was once almost interrupted by a couple of local law boys (who came into the bar to check out a noise complaint) while my band was playing "Killing in the Name Of" (Rage Against the Machine) and we never missed a beat! I did, however, change the words slightly after a couple of terrified looks and nudges from my bass player. :D

Killing in the Name Of, I love this song. :)
You are right though, I guess I'll change that.



That is just too cool! Will the tempo thing have to be scripted in for new songs like setting a tempo variable or something? It can't detect the tempo automatically, can it...? :ninja:


That is all through the magic of scripting. But what I meant is that some taverns always offer the same type of music. (Same speed)
You won't see the royalty dancing like crazy when the minstrel visit them. The high class inns play slow-paced songs. The lower-class is pretty much always fast-paced. So most dancers are found in the lower-class inns.



Maybe some voice actors would be kind enough to do some readings? I know I would. Don't have professional VA experience, but I have good sound equipment and a decent fake British silly Americanized Monty Python accent! :D

Hehe thanks for the offer! But I'm afraid not. I have too many bards and, myself, I always skip through conversations because I read faster than the NPC talks.

User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Tue May 08, 2012 8:16 pm

The Oblivion Comes Alive module is very interesting.
I am now using http://www.tesnexus.com/downloads/file.php?id=29333 . It works very well. One part is that it adds new owners to houses vacated as one does Oblivion quests, or that are empty. For example, after Glarthir went of the wall I checked out his house and read the little paranoid notes (added by mod or original, I don't know anymore). When I got back to Skingrad a week later some other folks had moved in. Very immersive indeed.

Anyhow, there is an idea for you. Or make it compatible in some way, but that seems more work than the other way around :hehe:

Cheers!
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Wed May 09, 2012 5:57 am

Works has restarted and progress is going well for Losing My Religion's new version.
The factions are now joinable, except for the Knigthly Orders who do not have headquarters. So if you want to join the Knights, you have to visit the Order of the Hour or the Kynaran Order.
The new factions come with a bit of new dialogue as well. But like mentioned, no quests.

If you guys plan to join a faction, make sure you make a pilgrimage to the god you want to worship/fight for. There are skill requirements, too.

I'm still having issues with the statues in Bruma. They show fine, but they seem to reset their stance every 5 seconds or so. I'm trying to find what's causing that in the scripts. But at least the postmainquest statues show fine and at the right places.


Answers in bold.
Well, good to hear that work is progressing again. Good luck with that statue issue. I will definitely try Losing my Religion and make a devout pilgrimage to the god who has the best female dancers! :goodjob:

I will continue to wait patiently for news on the Bard module; I even got bored and wrote a song to add to one of the Bard's song list. I wrote the words down, but I haven't recorded the music yet. I will when the mood strikes me and I have time to. I was playing it on an acoustic guitar since I don't own a lute or mandolin, but I think I can make it sound pretty good.

The Oblivion Comes Alive module is very interesting.
I am now using http://www.tesnexus.com/downloads/file.php?id=29333 . It works very well. One part is that it adds new owners to houses vacated as one does Oblivion quests, or that are empty. For example, after Glarthir went of the wall I checked out his house and read the little paranoid notes (added by mod or original, I don't know anymore). When I got back to Skingrad a week later some other folks had moved in. Very immersive indeed.

Anyhow, there is an idea for you. Or make it compatible in some way, but that seems more work than the other way around :hehe:

Cheers!
Hmm. I was gonna check that one out, but it sounded like it changed a ton of stuff, and since I'm already running TIE, ImpeReal cities and a few other things like that I was kinda scared. :bolt:

I'm curious, though - it doesn't happen to change the bed ownership in taverns so that companions can use them, huh? I'm not even sure if it's possible, but you made me think of that since I had thought of trying that mod before. It's just a pet peeve of mine that the way inn beds are set up, companions never want to use them (they always try to go into the next room or something like that to sleep - if you have a companion with a sleep schedule, etc.).

It's not a big deal, but it would be cool if someone came up with a fix. Maybe this is something that can be worked into Oblivifall - that and being able to rent rooms at an Inn for more than a day, maybe.

And while I'm on the subject of time, I just thought of this: has anyone considered making armorers work the old way from Arena (and Daggerfall - I think) where you give your weapon to the smith, pay the gold and come back in a day or 2 to get your repaired item? And if that's too inconvenient for the instant gratification folks, maybe make it take at least a few hours or something like that. You could always pay more gold to get it back faster (with a minimum time of an hour or two).
Also, along those lines it would take time to repair stuff yourself (time passes each time you use a repair hammer) and obviously no repairing when enemies are near.

Just some thoughts on Daggerfall style play. :foodndrink:
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Wed May 09, 2012 12:05 am

[quote name='Locksley' date='07 July 2010 - 04:22 PM' timestamp='1278534165' post='16134707']
The Oblivion Comes Alive module is very interesting.
I am now using [src="http://www.tesnexus.com/downloads/file.php?id=29333 "]Inns Revised in Cyrodiil[/url] . It works very well. One part is that it adds new owners to houses vacated as one does Oblivion quests, or that are empty. For example, after Glarthir went of the wall I checked out his house and read the little paranoid notes (added by mod or original, I don't know anymore). When I got back to Skingrad a week later some other folks had moved in. Very immersive indeed.

Anyhow, there is an idea for you. Or make it compatible in some way, but that seems more work than the other way around :hehe:

Cheers!
[/quote]
It's not a big deal, but it would be cool if someone came up with a fix. Maybe this is something that can be worked into Oblivifall - that and being able to rent rooms at an Inn for more than a day, maybe.

And while I'm on the subject of time, I just thought of this: has anyone considered making armorers work the old way from Arena (and Daggerfall - I think) where you give your weapon to the smith, pay the gold and come back in a day or 2 to get your repaired item? And if that's too inconvenient for the instant gratification folks, maybe make it take at least a few hours or something like that. You could always pay more gold to get it back faster (with a minimum time of an hour or two).
Also, along those lines it would take time to repair stuff yourself (time passes each time you use a repair hammer) and obviously no repairing when enemies are near.

Just some thoughts on Daggerfall style play. :foodndrink:
[/quote]

Being able to rent a room for more than a day is something I'd love to do indeed. :)
For the repair thingie, I'm afraid I don't know how it can be possible. Or at least, I doubt I'd being able to do it.

Thanks though! :)
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Tue May 08, 2012 10:46 pm

Hail Cliffworms,

I wanted to write here to offer all of the encouragement I can muster. When I was a lad of 14, I read a sprawling article about Bethesda's new game in Computer Gaming World. The game they described was astounding. The most astounding parts of it involved the huge 3d world 4 times the size of Britain, impossibly deep dungeons, building your own classes, and living communities that somehow reacted to your personal life, like whether or not you raised skeletons in town, wore clothes, or kept to yourself too much. My brother and I waited, and waited. When it came out, we each scrounged $25 in change (requiring a trip to the bank for all of our coinage, and we picked up that box featuring the iridescent lich eagerly. It was buggy as hell, crashed every 30 minutes, and there were gross inaccuracies in that CGW article, but damned if that wasn't among the greatest RPGs we'd ever played. We could just choose where to go and what to do, and we'd do it until we got our fill, and then make a completely different kind of character. I've played it every few years since then, and for a few months, I believe I had the only guide online for getting Daggerfall to work in XP that actually worked the way the old game actually played.

Oblivion has followed a harsher trajectory as far as expectations/disappointments and forgiveness for being a great game. I didn't forgive Oblivion's transgressions until I had 100 or so mods in it. It wasn't a great game for me until I had FCOM and a host of other mods operational (and it is now, make no mistake). The reason it's so great now is because of modders like you. I love the purpose and I've enjoyed some of the released fruits of Oblivifall already. Something's Not Right is among my favorite mods to date. I'm actually happy when my lazy butt is denied entry to the weapon shop after hours in Closing Time, and I'm really looking forward to HALT like you wouldn't believe. It's amazing that in some ways Daggerfall's crime and punishment system was more sophisticated than Obliv's bribe or rot scheme. Can you imagine landing 100 days in the slammer when your lie fails or actually getting exiled from Cheydinthal? haha. I'd be Losing my Religion right now if I had a high enough level character to finish Knights of the Nine (FCOM...).

So, take this as one more voice as congrats and encouragement to keep up the modding, because some of us wish the game actually played like 2 sequels' worth of improvement after Daggerfall.
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Tue May 08, 2012 7:50 pm

Wow... :touched:
Thank you very much for that post Lucern!
It brings both great support and nostalgia to me. I was 9 years old when I first tried Daggerfall on the PC Gamer demo disk. I then asked the game for christmas, in 1996.

I share the same views regarding Oblivion. If no modding tools existed, I would have stopped playing the game a couple of months after buying it. And, it is ironic, but I'm addicted to Oblivion modding but not Morrowind modding. I did release some mods for Morrowind, but I've modded a LOT of Oblivion. Yet I prefer Morrowind by far. :P

Thank you again! :D


In Oblivifall news, Races and Classes Descriptions has been updated. Descriptions now include bits from Morrowind for even more role-playing goodness. It also changes the skill descriptions with those of Daggerfall and Morrowind.

Technical-wise, the following has been changed/added:


V1.1:

- Added Skill descriptions from both Morrowind and Daggerfall.
- Changed some of the classes’ descriptions with additions from Morrowind.
- Merged Daggerfall’s and Morrowind’s race descriptions.
- Added R.Description Bash Tag

Get it at http://www.tesnexus.com/downloads/file.php?id=27144! (And http://www.invision.tesalliance.org/forums/index.php?/files/file/39-oblivifall-races-and-classes-descriptions/ as soon as it is approved! :foodndrink: )
User avatar
X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Wed May 09, 2012 2:22 am

Thank you for the V1.1, Cliffworms :foodndrink:
User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Wed May 09, 2012 7:53 am

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.
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Wed May 09, 2012 1:52 am

What a genius idea, Illusionist!
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Tue May 08, 2012 10:35 pm

What a genius idea, Illusionist!

Thanks. Let's see if Cliffworms likes it.
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

PreviousNext

Return to IV - Oblivion