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

Post » Wed May 09, 2012 4:42 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1038866&hl=
http://www.gamesas.com/index.php?/topic/1062090-relzwipz-oblivifall-revenge-of-the-classic/

OBLIVIFALL : Vengeance 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


http://www.invision.tesalliance.org/forums/uploads/1248566880/med_gallery_415_8_247259.png
http://www.youtube.com/watch?v=mH0-RqPJwtI



I. Introduction

II. Oblivifall Released Modules

III. Currently In the Works

IV. List of Recommended Daggerfallesque Community Mods

V. Videos

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 and some are in the making. 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: 1.2 Updated 16/07/2010


What does it do?

The races, classes and skills 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 and Morrowind manuals are more oriented toward roleplay and say more about the races, gives more interesting details about the classes and skills you choose.

Features

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

Compatibility

No problems yet.

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


http://www.invision.tesalliance.org/forums/uploads/1264882098/med_gallery_415_8_119484.jpg – Latest Version: 1.2 - Last updated May 15th 2010
http://www.gamesas.com/bgsforums/index.php?showtopic=1072864



What does it do?

Adds 17 new dungeon sound ambiances themed on the dungeon's occupants. Daggerfall had such ambiances, which made the dungeons much more creepier.

Features

  • 17 different ambiances: Hear zombies' moan inside a fort, be surprised to hear a door opening in the distance inside an Ayleid ruin, hear rats scattering about in sewers and more. (Listen to the samples below to get an idea.)

(Note: These samples are from the first version. Many changes have taken effect since then)

http://www.onmvoice.com/play.php?a=13078: The tight, narrow tunnels inside caves, where rats, bats and smaller insects hide. Where you can hear the rock around you cracking.
http://www.onmvoice.com/play.php?a=13077: Deep mines are sustained by wooden structures which make the rock stable. Thus, in mines, you hear the wood cracking and some pieces of stone falling. Bats also tend to live in the darker section of the mines.
http://www.onmvoice.com/play.php?a=13076: Inhabited by the undead, haunted forts should not be disturbed. There's a constant, low moan in the distance while you hear movement ahead. Wait...was that a zombie's moan in the distance? And is this a door opening?
http://www.onmvoice.com/play.php?a=13075: Home of rats, bats, nuisances and darker creatures, the sewers are a wet and humid place. Some zombies even inhabit such places and may be heard in the distance.
http://www.onmvoice.com/play.php?a=13073: When deep under the ground, an explorer will most likely stumble upon flooded sections of a cave. Water drips, bats flee when light is seen, rats scurry around in the shadows. Huh? Is that a boulder falling ahead?
http://www.onmvoice.com/play.php?a=13072: It should be easy to know when one explores caverns inhabited by daedras and conjurers. Dark voices can be heard, a mystical aura floats around and the wind does not sound natural.
http://www.onmvoice.com/play.php?a=13071: Standard ruins are homes of mystical creatures, bandits or nuisances. Yet, they still hold the Ayleid's mystical aura. Maybe it's the welkynd stones' chants?

Download
http://www.tesnexus.com/downloads/file.php?id=29676
http://www.invision.tesalliance.org/forums/index.php?/files/file/318-oblivifall-ambiant-dungeon-sfx/


http://www.invision.tesalliance.org/forums/uploads/1248748972/med_gallery_415_8_272476.png – Latest Version: 1.4
http://www.youtube.com/watch?v=abG27GWB4Ik


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, overhauls it and allows you to join each god faction.

Features

  • Join one of the 9 god factions and 2 knightly orders.
  • Each chapel now has its appropriate Daggerfall name
  • Interior re-decoration overhaul of every chapel
  • Kynareth has her Temple
  • 96 New Radiant AI NPCs and services offered in every chapel
  • Knightly Orders
  • No more "Nine Divines" name.
  • Identified tombs in the undercrofts
  • 600 new lines of dialogue

Download
http://www.gamesas.com/index.php?/topic/1092445-relz-oblivifall-losing-my-religion/



III. CURRENTLY IN THE WORKS




http://www.benjaminlegault.com//photos/Elder-Scrolls-IV-Oblivion/LastCall01.jpg


What does it do?

Daggerfall’s taverns were always busy, with many random NPCs of different types and social class filling them. Last Call! does this and expands this idea.

Features

  • Around 1200+ NPCs who populate taverns

[indent]These random NPCs of different professions populate the wilderness inns and city taverns. Commoners, peasants, nobles, knights, hunters, vampire hunters, werewolf hunters, legionnaires, warriors, mages, assassins, healers, travelers, pilgrims, barbarians, archers, crusaders, knights, rogues and more go to the tavern at night to drink, chat or dance.[/indent]

  • Loot!
[indent]The new NPCs carry/wear new loot inspired by Daggerfall's items. Every new item are ressources made by the wonderful community. [/indent]

  • Introduces CorePC's Minstrels of Cyrodiil
[indent]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, 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 tax raises.

Minstrels can be tipped for disposition bonuses, can tell of your heroic or evil exploits to the patrons for a raise in fame or infamy and can share with you the tavern rumors; rumors about the quests you have completed. [/indent]

  • Atmospheric Inns
[indent]"You can get a room with relative privacy, have a flagon of ale, enjoy the bard's versifications, and chat with the pub regulars. Some of the greatest adventures have had their starts in smoky, noisy taverns." - The Daggerfall Manual

Inns are busy places filled many interesting characters. The type of patrons you'll see depends on the social class of the inn. Lower-class taverns, such as the Bloated Float, is home to thieves, assassins, rogues and poor peasants. While the high class inns are filled with nobles, wealthy traveling merchants along with the occasional knights and crusaders. Mid class inns have a variation of each patron type. From the traveling monk to the vampire hunters.

If you are member of a faction, you'll be nicely surprised to see that you're not the only guild member traveling about. In fact, most thieves and rogues belong to the Thieves Guild, most warriors to the Fighters Guild and most Mages to the Mages Guild.

The social class really affects your experience in these establishments. You won't find the best wines in the Grey Mare, nor will you find cheap beer in the Tiber Septim Hotel. Don't be surprised to see rats wandering about in your room in the Five Claws Lodge, or even catch a disease after an unconfortable night in dirty linens. You'll feel more relaxed with the sound ambiance of high class establishments. It's not very polite to yell and laugh out loud, unlike in The Flowing Bowl where you'd better have earplugs because the patrons won't care if you're sleeping or not.

Some high class inns offer you additional services, sometimes free. Such as free food at the Tiber Septim Hotel. Some owners have access to the latest Black Horse Courier issues. Now you get what you pay for and deciding the play to stay might be more interesting. Rats/Disease and a bedroll or free food, entertainment and a real bed?

Most taverns have two new types of NPC to add to the atmosphere: Waiters and Bouncers. Take a seat and you'll soon be greeted by the waiter who will take your order. If you're still undecided, wait a bit and she'll come back to you.

Another type of NPC present in taverns: Wenches and Courtesans. They serve for roleplaying purposes only and do not give any bonuses or benefit when you use their services. Wenches are present in most low class establishment and Courtesans are in most mid and high class inns. Wenches are one of the Thieves Guild many sources of income. As such, they live miserable lives, forced to work for Tamriel's organized crime guild. On the other side, Courtesans are men and women who have followed Erotic Instruction at one of Dibella's Cult of Physical Beauty.[/indent]



IV. LIST OF RECOMMENDED DAGGERFALLESQUE COMMUNITY MODS




For a more “Daggerfallesque” experience, take a look at my “Daggerfallesque Mod List” http://www.gamesas.com/index.php?/topic/1004917-list-daggerfallesque-mod-list/page__p__14540512__fromsearch__1&#entry14540512.





V. VIDEOS



Teasers and trailers. Oh my!


http://www.youtube.com/watch?v=mH0-RqPJwtI
http://www.youtube.com/watch?v=abG27GWB4Ik Updated 09/05/2011



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
PacificMorrowind for the Kvatch Keep Collision mesh


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.

None yet.


Thanks for reading the whole post. :) Feel free to add comments/feedback/suggestions and hate. :P
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Wed May 09, 2012 5:27 am

Yep, I'm using his bats. Should I use the sound effects from Daggerfall though?

Daggerfall sound effects? Sure, why not?
User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Tue May 08, 2012 7:39 pm

Continued from the last discussion:

Compared to the brief list of vanilla Oblivion topics available at each particular time, it seems weird that NPCs readily provide information on each and every subject in Let's Talk, even with occasional "Don't know, don't care" type of answer. Maybe it would be better to randomize the output so that a random NPC would only have about 5-6 lines in each category, maybe more for savants or somesuch... and it would be even better if NPCs had tendency to have answers in "socially close" categories - mages about magic, thieves about thievery, more like it's done in Morrowind, whose dialogue system, let's face it, is a huge leap forward compared to Daggerfall.

Also, what would this mod really need is a topic "Ask about people", providing information about more prominent citizens in each city... and, more practically, quest-important ones, so that when a quest requires you to find a certain NPC, you could by asking people around get an impression what to expect and where to look without turning on the compass.

Um... While I can identify most of places in original Privateer's Hold from given screenshots, it doesn't give a feeling that it *is* Privateer's Hold. Perhaps if it used less-Oblivion-like ornated wall meshes... Also, most of rooms and corridors in Daggerfall are much more cramped, while most of screenshots give more spacious impression.

And could we hope for at least few http://planetelderscrolls.gamespy.com/fms/Image.php?id=15126 http://planetelderscrolls.gamespy.com/fms/Image.php?id=15129 eventually? ^_^ :laugh:

I am indeed currently revamping how Let's Talk work. I'm going for a "Learn" system. For instance, faction-wise, the player must have entered the faction's guild hall, heard the faction's name in a conversation or simply by speaking to the faction member himself.
I need to find a way as well to "stick" the answer the NPC gives. What I mean is that there's still the problem of a NPC saying he doesn't know where to find an alchemist, yet if you ask him again he might say "Oh. Yes. Try Skingrad." :P
For Morrowindesque dialogue, you can take a look at http://www.tesnexus.com/downloads/file.php?id=25091. I am currently revamping it as well to integrate the "Learn topics" system.

The Ask About People topic will also be in the next release. It provides different answer depending on who you ask (The NPC's friend/wife/husband, the innkeeper, etc.)
You can also ask about the city's count. It's meant exactly to not use the quest markers, as you can acquire information on the NPC's schedule by simply asking the right people.

For Privateer's Hold, I do not have access to more Daggerfallesque meshes and textures. I'd be more than happy to re-do the dungeon if someone would be kind enough to do them though, as I'm also not satisfied with Oblivion's forts tiles. :P
Thanks for the good feedback and criticism Kir! Much appreciated. :goodjob:

Daggerfall sound effects? Sure, why not?

Heh, I've been thinking, since Oblivifall is getting close to its "first anniversary", to release a fun sound replacer packs that changes most sounds for those of Daggerfall's. Including the guards' Halt! :P
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Tue May 08, 2012 4:45 pm

Ha ha ha, that'd be awesome! :laugh: B)
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Wed May 09, 2012 3:45 am

I need to find a way as well to "stick" the answer the NPC gives. What I mean is that there's still the problem of a NPC saying he doesn't know where to find an alchemist, yet if you ask him again he might say "Oh. Yes. Try Skingrad." :P
You can do this with a couple of tokens. For each topic, create a "Has Already Answered" token and a "Gave This Answer" token. Then, create two versions of each dialog response: the random one which you already have, and a fixed-answer version. The random ones will all have a result script which add the "Has Already Answered" token, and the specific answer token for the result that was given. Set the condition for random results to never trigger if "Has Already Answered" is present, and each of the fixed-answer versions triggers only if both "Has Already Answered" and their specific answer token is present.

Cumbersome, but should be effective. :)
User avatar
suniti
 
Posts: 3176
Joined: Mon Sep 25, 2006 4:22 pm

Post » Tue May 08, 2012 9:29 pm

Lost... religion... need... to find... it. Someone... please help.





:hubbahubba:
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Tue May 08, 2012 4:30 pm

You can do this with a couple of tokens. For each topic, create a "Has Already Answered" token and a "Gave This Answer" token. Then, create two versions of each dialog response: the random one which you already have, and a fixed-answer version. The random ones will all have a result script which add the "Has Already Answered" token, and the specific answer token for the result that was given. Set the condition for random results to never trigger if "Has Already Answered" is present, and each of the fixed-answer versions triggers only if both "Has Already Answered" and their specific answer token is present.

Cumbersome, but should be effective. :)

I never thought of this. Whoa! Awesome. :D
It is cumbersove, yes, but I've done more cumbersome. Such as placing anbiant dungeon ambiances on each dungeon cell AND checking if there were narrow tunnels in which to place other ambiant sounds.
Thanks a lot tejon! :goodjob:

Lost... religion... need... to find... it. Someone... please help.





:hubbahubba:

It's coming,it's coming! RichardRocket is doing an awesome job at testing right now. :D
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Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Tue May 08, 2012 5:52 pm

Yes I am...have patience, Scarecrow.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Wed May 09, 2012 1:44 am

In Better Inns + Oblivion Comes Alive are all the NPCs respawning?
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Tue May 08, 2012 7:03 pm

In Better Inns + Oblivion Comes Alive are all the NPCs respawning?

Every random NPCs that you meet either on the street, in shops, temples, taverns, etc. They all respawn with different equipment and for the women, different hairs. So unless you are super good at remembering a NPC's face, you'll most likely never notice that you've met the same person a couple of times.

Some NPCs do not respawn though. The fences (Who do not belong in the Thieves Guild), the courtesans/wenches and the inn employees (Serving girl/boy, butler in high class inns).
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Wed May 09, 2012 12:56 am

Random side note: Reneer's NPC Name Mod looks like a perfect companion for that. Until you've spoken with an NPC, their hover text only tells their race. I'm pretty sure this is handled with a token placed on the NPC to indicate you've spoken with them -- which would be local to an individual reference, so if you remove and replace the NPC with a "different" copy, they should be anonymous again!
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Tue May 08, 2012 7:01 pm

  • Summoning a Daedric Prince comes at a cost...
[indent]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.[/indent]

  • ...Or use an alternative route.
[indent]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.[/indent]
Wouldn't it be more logical to have it the other way around - worshipers abide by summoning days that are part of their rituals (keeping the material part of payment - lion hide, daedra heart, etc. along with money also doesn't sound that bad), while Guild summoners are less pious and ready to perform the service any day but for a bigger price (and possibly each summoner can address only one or two specific princes)?
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OnlyDumazzapplyhere
 
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Post » Tue May 08, 2012 6:49 pm

Wouldn't it be more logical to have it the other way around - worshipers abide by summoning days that are part of their rituals (keeping the material part of payment - lion hide, daedra heart, etc. along with money also doesn't sound that bad), while Guild summoners are less pious and ready to perform the service any day but for a bigger price (and possibly each summoner can address only one or two specific princes)?
Logical? Yes. But that is how it was/is in Daggerfall.
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Eliza Potter
 
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Post » Wed May 09, 2012 2:29 am

My take on the subject of summoning:

Daedric Princes show up because they want to. The strict rules for summoning are not laws by which they are bound, but a game they play with mortals. A scavenger hunt, basically, and they give out prizes to those who succeed for their own inscrutable reasons... in most cases, probably because it's fun to watch so many others try and fail.

Those who directly worship a Prince, advancing its portfolio throughout the year, are recognized as something slightly more than playthings; they can call in the occasional favor without jumping through all the hoops.
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Josh Trembly
 
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Post » Wed May 09, 2012 6:52 am

Random side note: Reneer's NPC Name Mod looks like a perfect companion for that. Until you've spoken with an NPC, their hover text only tells their race. I'm pretty sure this is handled with a token placed on the NPC to indicate you've spoken with them -- which would be local to an individual reference, so if you remove and replace the NPC with a "different" copy, they should be anonymous again!

Ahh, I'm afraid the random NPCs do not have names. The text only tells their class. Still, it is indeed a great companion. So you do not know what that person job is until you talked to him. Some NPCs are easily can be easily recognized by their outfits. Such as Barbarians or werewolf hunters.

Wouldn't it be more logical to have it the other way around - worshipers abide by summoning days that are part of their rituals (keeping the material part of payment - lion hide, daedra heart, etc. along with money also doesn't sound that bad), while Guild summoners are less pious and ready to perform the service any day but for a bigger price (and possibly each summoner can address only one or two specific princes)?

For the shrines, my take on it would be that the the Prince shows up only when the offering is done, whatever the date and month. As long as a mortal offers the Prince gold, the Prince will agree to play the game with that mortal, giving him a task. In Daedra Summoning, if you do no have the right offering and you still try to summon the Prince, he sends daedras from Oblivion to punish you. The same happens when you have completed his quest and you wield his artifact. (Not all Prince punish the player though)

The Cabals are not directly involved with the Princes and how I see it is that with time, the Cabals discovered that if the summon was to take place outside the shrines, Princes would agree being summoned on a special day. Since the Cabals have the power to force the Prince to be summoned, they cannot do it everyday. And I assume that summoning a Daedric Prince must be costly in terms of energy, fatigue and magicka.

I'm trying to see if it would be easy, and not messy, to include Sheogorath's summoning mechanics. In Daggerfall, Sheogorath has a 5% chance to appear when a Prince is summoned, even if it was that Prince's Summoning Day. So you could pay the Mages Guild to summon Hircine and get Sheogorath instead. :P
If the weather is a thunderstorm, it would be 10% chance.

I wonder if I could include this mechanic at the shrines as well. It would provide funny stuff.
"Alright! Let's summon Azura so I can get the Star..."
50 000 gold has been removed

"Cheese for everyone! Shall I make you fall in love with a cloud?"

"Huh???"
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Tamara Primo
 
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Post » Wed May 09, 2012 4:22 am


"Cheese for everyone! Shall I make you fall in love with a cloud?"


Because, as even the least insane beings worth their crazy little saltlets know, you -cannot- have cheese without a bit of insanity mixed into the pot! It just tastes better that way, after all.

Anywho, pushing the Madgod in me aside, checking in on how thing's are goin'!

As Sheogorath would say "Get it done, or I'll yank out your bellybutton!...or fondle a kitten...No, bellybutton yanking it is! Hah!"

...Yeah it's breaking through, wrapping up, still looking forward to this while I run around breaking things!

"This is madness!" "This. is. OBLIVIFALL!!!" *calls forth the great cheese rain of 2010*
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Dorian Cozens
 
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Post » Tue May 08, 2012 5:25 pm

Hello Mr Cliffworms. I have been following these threads very closely for a while now. But lost track of the last one (so dont know whether you have answered this)... what stage is 'Losing my Religion' at? and if not at testing stage yet, what other stuff have you got to complete?

x

EDIT - ahhh just just read a few posts up and see that its already in testing :blush2: woops! so how far along is the testing??

x
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Bethany Short
 
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Post » Tue May 08, 2012 11:22 pm

I love the idea with Sheogorath, Cliffworms! If you do implement, make sure you have several mad and lunatic responses, and when lord Sheo calls for cheese, make sure it rains cheese! :D
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Jon O
 
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Post » Tue May 08, 2012 6:17 pm

I'm trying to see if it would be easy, and not messy, to include Sheogorath's summoning mechanics. In Daggerfall, Sheogorath has a 5% chance to appear when a Prince is summoned, even if it was that Prince's Summoning Day. So you could pay the Mages Guild to summon Hircine and get Sheogorath instead.
But will Sheogorath punish the player for repeated summoning if he invites himself to the party twice?
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Lily Something
 
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Post » Wed May 09, 2012 7:47 am

Any progress updates on the beta? I'm dying to play Losing My Religion and the rest. :ahhh:

If you plan on adding any mounted knights, then you might want to try getting permission for http://www.tesnexus.com/downloads/file.php?id=26788. There's quite a few things there which look like they may work, such as http://www.tesnexus.com/downloads/images/26788-5-1251448804.jpg for Zenithar, just as an example.
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Christie Mitchell
 
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Post » Tue May 08, 2012 9:09 pm

But will Sheogorath punish the player for repeated summoning if he invites himself to the party twice?
Why... that would be madness! :rofl: :toughninja: :spotted owl: limburger
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Melissa De Thomasis
 
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Post » Wed May 09, 2012 4:48 am

Hello Mr Cliffworms. I have been following these threads very closely for a while now. But lost track of the last one (so dont know whether you have answered this)... what stage is 'Losing my Religion' at? and if not at testing stage yet, what other stuff have you got to complete?

x

EDIT - ahhh just just read a few posts up and see that its already in testing :blush2: woops! so how far along is the testing??

x

Testing is going very well. Bug fixing also. I'll let you know when it's released. :)

I love the idea with Sheogorath, Cliffworms! If you do implement, make sure you have several mad and lunatic responses, and when lord Sheo calls for cheese, make sure it rains cheese! :D

I'm thinking of having Sheogorath punishing the player with random effects/things. So that an aggressive sheep may be summoned, or as you mentioned, cheese falling from the sky. :P


But will Sheogorath punish the player for repeated summoning if he invites himself to the party twice?

No, that would svck too much for the player. :P
The player already has to wait a long time to summon some Princes, making Sheogorath appear when his quest is complete would make the player mad at me.

Any progress updates on the beta? I'm dying to play Losing My Religion and the rest. :ahhh:

If you plan on adding any mounted knights, then you might want to try getting permission for http://www.tesnexus.com/downloads/file.php?id=26788. There's quite a few things there which look like they may work, such as http://www.tesnexus.com/downloads/images/26788-5-1251448804.jpg for Zenithar, just as an example.

Those horse armors are very nice! I did plan of doing it, but most of those I found required Horse Armor DLC, which I do not have and will never support. :P
This one seems like it does not require it... at least it's not written on the description page.
I'll look into them, thanks!
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Krystina Proietti
 
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Post » Tue May 08, 2012 8:52 pm

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!!!!
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lucy chadwick
 
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Post » Tue May 08, 2012 7:08 pm

The world is waiting like crazy for this mod!!!!
at least richard has common sense
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Avril Louise
 
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Post » Tue May 08, 2012 9:38 pm

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.
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Mari martnez Martinez
 
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