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

Post » Wed Mar 30, 2011 1:55 pm

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)


How about other Kvatch mods (Kvatch Aftermath, Kvach Rising...)? Are there conflicts with them and if not are your changes going to be in the chapel of Akatosh they rebuild?
Sorry, if my questions annoy you. I'm not a moder and I have no idea how mods work. For me, there are little elves inside the computer that make it work by magic. :P
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James Hate
 
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Post » Wed Mar 30, 2011 12:41 pm

This. Is. A. Classic. Mod. Don't. Lose. Out. On. Your. Chance. To. Dowload. It.
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Lloyd Muldowney
 
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Post » Wed Mar 30, 2011 6:51 am

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


I believe it is possible. By making the player play the lute animation that's in Minstrels of Cyrodiil. Though that would have to come later. I'll focus on making the cities alive, then I'll give options to the player. :)

How about other Kvatch mods (Kvatch Aftermath, Kvach Rising...)? Are there conflicts with them and if not are your changes going to be in the chapel of Akatosh they rebuild?
Sorry, if my questions annoy you. I'm not a moder and I have no idea how mods work. For me, there are little elves inside the computer that make it work by magic. :P


My questions do not annoy me at all! I love questions. :D
I'm certain there are not conflicts with other Kvatch mods that rebuild the chapel. The thing I've added are Akatosh's statue and the second floor balcony. If the rebuilt chapels are the same concept as the original ones, they'll blend in perfectly.

Well now, time to make that KOTN patch for LMR, then move on to Oblivion Comes Alive! :P
I've just finished sound designing for OCA.
When you are close to the tavern, inside the basemant or in the renting rooms upstairs, you'll hear the tavern ambiance with a low frequency pass. What this means? You only hear the "bass" and the loudest voices. It brings a lot of immersion!

Or in a clearer way (Because I don't think I explained well :P) You hear only the "Boom Boom" of the music and the big male voices and some sound effects such as glasses of beer falling offf their table and splattering.
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Isabel Ruiz
 
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Post » Wed Mar 30, 2011 2:41 pm

I believe it is possible. By making the player play the lute animation that's in Minstrels of Cyrodiil. Though that would have to come later. I'll focus on making the cities alive, then I'll give options to the player. :)



My questions do not annoy me at all! I love questions. :D
I'm certain there are not conflicts with other Kvatch mods that rebuild the chapel. The thing I've added are Akatosh's statue and the second floor balcony. If the rebuilt chapels are the same concept as the original ones, they'll blend in perfectly.

Well now, time to make that KOTN patch for LMR, then move on to Oblivion Comes Alive! :P
I've just finished sound designing for OCA.
When you are close to the tavern, inside the basemant or in the renting rooms upstairs, you'll hear the tavern ambiance with a low frequency pass. What this means? You only hear the "bass" and the loudest voices. It brings a lot of immersion!

Or in a clearer way (Because I don't think I explained well :P) You hear only the "Boom Boom" of the music and the big male voices and some sound effects such as glasses of beer falling offf their table and splattering.



Hurray!

You are too good to us, Cliffworms. ;)
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Ashley Hill
 
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Post » Wed Mar 30, 2011 12:42 pm

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)


Hmm...can't you just adjust the Landscape so that the cave entrance is not buried and the tents and stuff don't float?
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Kevin S
 
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Post » Wed Mar 30, 2011 2:29 am

Hurray!

You are too good to us, Cliffworms. ;)


My pleasure!

Hmm...can't you just adjust the Landscape so that the cave entrance is not buried and the tents and stuff don't float?


I could adjust the terrain, but there's the cave entrance is made to be placed inside a hill. And it'd be pretty silly for a cave to be there and to have bandits doing a picnic 10 feet away from a knightly order hall. :P
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e.Double
 
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Post » Wed Mar 30, 2011 10:36 am

You could hide the cave behind bushes?

Ok in updating I found my own problem - with the Ambient Sound FX module. Wrye Bash/BAIN is refusing to install several of the wav files and here is what it says in the missing panel:
sound\fx\Oblivifall\Dungeons\AyleidRuinsHant?.wav
sound\fx\Oblivifall\Dungeons\CaverneDaedriqueMouill?e.wav
sound\fx\Oblivifall\Dungeons\CaverneHant?e.wav
sound\fx\Oblivifall\Dungeons\CaverneMouill?e.wav
sound\fx\Oblivifall\Dungeons\FortHant?.wav
sound\fx\Oblivifall\Dungeons\PetitTunnelDaedriqueMouill?.wav
sound\fx\Oblivifall\Dungeons\PetitTunnelMouill?.wav
sound\fx\Oblivifall\Dungeons\?go–ts.wav

I think basically it is not liking the french characters/accents and is adding commas. I will note this in the Wrye Bash thread and in the meantime install them manually.

[edit] did that and in BAIN the files are still reported as missing. I'm wondering if there are other problems that might arise from these accents being used in a U.S. version of the game.
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brenden casey
 
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Post » Wed Mar 30, 2011 5:16 am

You could hide the cave behind bushes?

Ok in updating I found my own problem - with the Ambient Sound FX module. Wrye Bash/BAIN is refusing to install several of the wav files and here is what it says in the missing panel:
sound\fx\Oblivifall\Dungeons\AyleidRuinsHant?.wav
sound\fx\Oblivifall\Dungeons\CaverneDaedriqueMouill?e.wav
sound\fx\Oblivifall\Dungeons\CaverneHant?e.wav
sound\fx\Oblivifall\Dungeons\CaverneMouill?e.wav
sound\fx\Oblivifall\Dungeons\FortHant?.wav
sound\fx\Oblivifall\Dungeons\PetitTunnelDaedriqueMouill?.wav
sound\fx\Oblivifall\Dungeons\PetitTunnelMouill?.wav
sound\fx\Oblivifall\Dungeons\?go–ts.wav

I think basically it is not liking the french characters/accents and is adding commas. I will note this in the Wrye Bash thread and in the meantime install them manually.

[edit] did that and in BAIN the files are still reported as missing. I'm wondering if there are other problems that might arise from these accents being used in a U.S. version of the game.


I can't really hide the cave. It's too close to the fort. :P

Thanks for the heads up on the audio files. I'll correct it. Silly me and my silly French language! :D
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Farrah Barry
 
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Post » Wed Mar 30, 2011 1:03 pm

Well I know BAIN has had issues in the past with installing foreign language characters in file names, and the developers addressed a large portion of that.

Used to be that you could not install many German mods because of it. They may be able to address it on their end.

Thanks though
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Kill Bill
 
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Post » Wed Mar 30, 2011 2:11 am

Silly me and my silly French language! :D

French? Sir, I must inform you that you speak Quebecois. It is a thoroughly distinct language from French; just ask France!
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Matthew Barrows
 
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Post » Wed Mar 30, 2011 3:54 pm

Every language, if it is spoken in different parts of the world, is slightly different, because of accents, different word meaning etc...for instance, I live in Arizona, and was recently in an argument with Detroit hockey fans on facebook...in AZ, we use the term Skullf#%ked....they had no idea of the meaning. It means TOTALLY MESSED UP.
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WYatt REed
 
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Post » Wed Mar 30, 2011 5:45 am

French? Sir, I must inform you that you speak Quebecois. It is a thoroughly distinct language from French; just ask France!

No. No. No. It is really french. :)

We just kept more of it's old countryside pronunciation. From before the French Revolution. :P
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X(S.a.R.a.H)X
 
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Post » Wed Mar 30, 2011 2:58 pm

I have updated Oblivion Comes Alive's description (Formerly known as Better Inns)

There's some new stuff in there for those who already read about it. :)

I'll also take this opportunity to ask if some people would be interested to submit stories that the Minstrels can tell you about. Stories that must take place in the Elder Scrolls world. I'm French,and I really can't write a good story in English. :P

In the following days, I'll post pictures of the new NPCs introduced by OCA. I hope I'll have time to post pictures that is.
Now, you can find below OCA's new description:


http://www.invision.tesalliance.org/forums/uploads/1248566880/med_gallery_415_8_317750.png

What does it do?

Daggerfall’s streets and buildings were always busy, with many random NPCs walking around, going about their daily lives. Oblivion Comes Alive does this and even expands this idea.

Features

  • Around 1200+ NPCs who populate civilized areas


These random NPCs of different professions populate the wilderness inns, city taverns, temples, shops, streets, etc. Knights, hunters, vampire hunters, werewolf hunters, legionnaires, warriors, mages, assassins, healers, travelers, pilgrims, barbarians, archers, crusaders, knights, rogues and more populate those places anytime of the day. Some have schedules that make them travel around town, go shopping then go to the tavern at night to drink.


  • Loot!

The new NPCs carry/wear new loot inspired by Daggerfall's items. Every new item are ressources made by the wonderful community.


  • Atmospheric Inns

"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. You might see some people dance sometimes as well.

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, all thieves and rogues belong to the Thieves Guild, most warriors to the Fighters Guild and all 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. Don't be the last to read today's Black Horse Courier! 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?

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.


  • 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!

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Lucky Girl
 
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Post » Wed Mar 30, 2011 11:47 am

I'll also take this opportunity to ask if some people would be interested to submit stories that the Minstrels can tell you about. Stories that must take place in the Elder Scrolls world. I'm French,and I really can't write a good story in English. :P


You could use folklore and fairy tales. Just change the names to Oblivion ones.
Grimm brothers are a good start. It would be interesting to hear the tale of an Argonian made called Snow-white and 7 little Khajiits. :hubbahubba:
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Miranda Taylor
 
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Post » Wed Mar 30, 2011 6:05 am

You could use folklore and fairy tales. Just change the names to Oblivion ones.
Grimm brothers are a good start. It would be interesting to hear the tale of an Argonian made called Snow-white and 7 little Khajiits. :hubbahubba:


Ha! :D
I didn't think of this before. Of course, I wouldn't take wide known tales, such as Pirates of the Gold Coast with Captain Jauffre Sparrow. :P
But I do have a book about Quebec's folklore and legends. That might be nice to translate.
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Eric Hayes
 
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Post » Wed Mar 30, 2011 4:07 pm

Ha! :D
I didn't think of this before. Of course, I wouldn't take wide known tales, such as Pirates of the Gold Coast with Captain Jauffre Sparrow. :P
But I do have a book about Quebec's folklore and legends. That might be nice to translate.


One thing came into mind right now.

When translating whichever story you chose don't change only the names of people in the story, take it a bit further. For example, when describing a far away lend use references that we encounter in game, and create something like the quest "Lifting the Vale" where we have to follow clues so that we can find an artifact from the tale. Obviously there are no journal entries, no quest markers. Next, not all tales are real, some are legends and it is up to us to decide which story we believe and which clues to follow. Some will be wild goose chase, some will have nice rewards at the end.

What do you think? Is it possible to do something like that and most of all do you have time, energy and enough good will to do it? :angel:
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Elizabeth Lysons
 
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Post » Wed Mar 30, 2011 1:46 am

Aye, aye this what I do indeed.
Here's a quick one. Thankfully, the tale was already translated in English. Daggerfall players will notice locations they know about, since it takes place in the forests of High Rock.
Enjoy, the Bewitched Canoe, Tamriel Edition: :)



It’s the Old Life Festival, 3E 309, at a logging camp situated deep in the forests of High Rock, near the Anticlere river. The land is enveloped in another frigid winter, snow piled high up the sides of the logging shanties. The camp boss has passed out the customary small casks of potent ale, and Mebentie, the cook, has had too much and falls into a deep sleep.

After midnight Mebentie is roughly shaken awake by Varnan Elbert, who outlines his plans to go to Gavaudon to visit his sweetheart. It’s the Old Life Festival, after all, and he misses her. Varnan assures Mebentie that they’d be back by morning and wouldn’t miss work. Mebentie is amazed. How did Varnan propose to travel 300 miles through dark forest and deep snow, and then return in time for work?! “Why, in our canoe,” Varnan replies with a wink.

Mebentie realises there is but one explanation. His friend Varnan has made a pact with a Daedric Prince. He’s proposing they run the “Bewitched Canoe”. If they did, they had to carefully follow the conditions set down by the Daedric Prince, Sanguine: that they not mention one of the divine’s name and make sure no one touched the holy symbols on any of the temples’ steeples as they whisked by in their flying canoe. Just to be on the safe side, Varnan tells Mebentie, he’s made the other eight men who are going with them swear not to touch another drop of ale. They needed clear heads when dealing with Sanguine, otherwise he would trick them into selling their souls!


Mebentie and the rest of the crew barely take their places in the canoe when the ghostly form of Sanguine appears to carry them through the dark and icy night. Far below Mebentie sees the frozen Anticlere River, many villages, shiny temple steeples and then the lights of Wayrest. Soon the Prince craft nears its destination.

Moments later the witched canoe reaches Fasett Rielle’s house where the Old Life Festival’s festivities are in raucous swing. Fiddles play madly, dancers laugh and smile and swing their partners round the room. No one wonders at the loggers’ sudden arrival. They were embraced with open arms and soon dancing and celebrating as merrily as everyone else.

It's early morning and the men must leave if they are to get back to the logging camp in time for work. Mebentie searches for Varnan, and to his horror finds him drunk. This cannot be! Varnan had to steer the canoe! As they fly through the moonless night Varnan’s hand is dangerously unsteady. While passing over Wayrest he almost steers them into a temple steeple. They don’t get much further before Varnan lands them in a deep snowdrift.

Terrified Sanguine is about to steal their souls, the men agree to bind and gag Varnan, then elect Mebentie to steer. All is well for a few miles. Suddenly Varnan breaks his bonds and swears like a sailor! The men are again horrified. Their friend has broken another rule! Shaken and terrified, Mebentie steers the witched canoe right into a tall pine. The men spill out and it is here that fellow loggers find them the next morning, none the worse for wear, and thinking the eight men had staggered outside to sleep off the effects of too much rum. Thankful that Sanguine had not collected his unholy payment, Mebentie and the others dare not tell their friends the truth...
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Lisa
 
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Post » Wed Mar 30, 2011 2:36 pm

You could use folklore and fairy tales. Just change the names to Oblivion ones.
Grimm brothers are a good start. It would be interesting to hear the tale of an Argonian made called Snow-white and 7 little Khajiits. :hubbahubba:

Kragenir's Death Quest the book? :D
Of course, I wouldn't take wide known tales, such as Pirates of the Gold Coast with Captain Jauffre Sparrow. :P

I would... I did. We used Jack Sparrow's name in latin for the name of a pirate ship. The Jean-Luc Picard, sailed by the bloodthirsty pirate Jedd Eye! :D



OCA sounds good. Will those with lower end CPUs have to worry though, with all the extra AI processing? I don't know all the ins and outs of the AI system though so maybe not...
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Victoria Vasileva
 
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Post » Wed Mar 30, 2011 2:31 pm

One other thing. :rolleyes:
Do you know of the mod "Myths and Legends"? http://www.tesnexus.com/downloads/file.php?id=5902
It adds 14 unique artifacts to the game, each weapon has a story that goes with it. The stories are found in 7 books that can be bought in different cities. If you can get a permission from the creator of the mod you could use his stories and weapons, and instead of books we can learn of those weapons from different bards. Also some clues of the weapons whereabouts are a bit vague and could use some changing.
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Erika Ellsworth
 
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Post » Wed Mar 30, 2011 3:03 am

Cliff my 2 pennies re: OCA minstrels.

Instead of having them tell actual stories I'd put a short summary in first person. "The bard tells you an inspirational tale of a poor farmer who used his charms to win the hand of the Count's daughter". Keep them short, sort of like the scenarios/questions they used when you were creating a character in Daggerfall/Morrowind. Then have the stories have a chance of giving a temporary boost to an appropriate skill or stat. So the tale of a crafty guy outsmarting someone or solving a riddle could give a boost to Int. A tale of someone being really lucky gives luck , someone who talked his way out of a tough situation gives speechcraft and so on.

I think that's more "Daggerfally" than just incorporating lots of pseudo-lore short stories, and it gives the minstrels some gameplay purpose making them more than scenery. Most players aren't going to stick around reading the same looped stories anyway, especially if they're just Tamrielised recountings of old Star Trek episodes or whatever.

/edit: actually, why not give the player a choice of stories to hear? The bards/minstrels are professionals after all. The player pays his gold and chooses from a selection of stories/songs the minstrel knows. Players can learn what story/song does what and use the system to select bonuses they might need that day, and it adds a decent money sink element in this way too.
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Soph
 
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Post » Wed Mar 30, 2011 6:48 am

Kragenir's Death Quest the book? :D

I would... I did. We used Jack Sparrow's name in latin for the name of a pirate ship. The Jean-Luc Picard, sailed by the bloodthirsty pirate Jedd Eye! :D



OCA sounds good. Will those with lower end CPUs have to worry though, with all the extra AI processing? I don't know all the ins and outs of the AI system though so maybe not...


:rofl:
I have not played the game a lot, I must admit. I did play many of your quests, though I think I still have a early version installed. Each time I see all those cool quest mods released, such as Adash, I think "Oh that looks so cool. I'm trying that one out!" Then I notice that my highest level character is level 5... :P

OCA will be an ESM file. Thus, I'll make two lite versions. But the current version seems to look fine, at least in Bruma, my "Test City". I notice some slowdowns when I have 2-3 NPCs entering the Bruma worldspace, otherwise it runs smoothly. Though I test it with only OCA active, and I have a pretty bad computer. (Everything at minimum.)


One other thing. :rolleyes:
Do you know of the mod "Myths and Legends"? http://www.tesnexus.com/downloads/file.php?id=5902
It adds 14 unique artifacts to the game, each weapon has a story that goes with it. The stories are found in 7 books that can be bought in different cities. If you can get a permission from the creator of the mod you could use his stories and weapons, and instead of books we can learn of those weapons from different bards. Also some clues of the weapons whereabouts are a bit vague and could use some changing.


I am afraid I will not add new quests. Maybe eventually, but not in the first release.
But I agree that Minstrels would be even more interesting if they told you stories about lost items that you can actually recover.


Cliff my 2 pennies re: OCA minstrels.

Instead of having them tell actual stories I'd put a short summary in first person. "The bard tells you an inspirational tale of a poor farmer who used his charms to win the hand of the Count's daughter". Keep them short, sort of like the scenarios/questions they used when you were creating a character in Daggerfall/Morrowind. Then have the stories have a chance of giving a temporary boost to an appropriate skill or stat. So the tale of a crafty guy outsmarting someone or solving a riddle could give a boost to Int. A tale of someone being really lucky gives luck , someone who talked his way out of a tough situation gives speechcraft and so on.

I think that's more "Daggerfally" than just incorporating lots of pseudo-lore short stories, and it gives the minstrels some gameplay purpose making them more than scenery. Most players aren't going to stick around reading the same looped stories anyway, especially if they're just Tamrielised recountings of old Star Trek episodes or whatever.

/edit: actually, why not give the player a choice of stories to hear? The bards/minstrels are professionals after all. The player pays his gold and chooses from a selection of stories/songs the minstrel knows. Players can learn what story/song does what and use the system to select bonuses they might need that day, and it adds a decent money sink element in this way too.


But... I wanted a story about how the captain who yells "KHAN!" :P

Seriously though, the story would be told via a message box. With the option to leave at any moment. A message box is way more immersive than listening to a silent NPC. :P
I won't add tempoary boosts though. While it could make the minstrel more useful to the player, I want minstrels to be all about adding atmosphere to the taverns. Not being something useful only for the player.

By the way, many of Daggerfall's books and legends are popular folk stories with name/location replacements. :)
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Céline Rémy
 
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Post » Wed Mar 30, 2011 10:39 am

If you go on UESP then you can find loads and loads of interesting people/places/events in the 'Lore' section. Maybe someone could write about that?

EDIT: i can write some stuff based on the Lore on there, but i do a film course not a literature course... which means im better at film scripts than at good old fashioned stories. But id be happy to give it a try, if there not good enough then you can just not use them :)

If you do want me to do some Minstrel stories then PM me :wink_smile:
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jason worrell
 
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Post » Wed Mar 30, 2011 7:50 am

Clifford...you are a true all-star modder!
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Kara Payne
 
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Post » Tue Mar 29, 2011 11:54 pm

OK, I've been playing a bit recently (shocking!) and having had a good deal of fun, so I've started looking at what mods have been released relatively recently (the last year or so) that seemed interesting. These ones are about top of the list!

One question, I am sure it's answered somewhere, so please forgive me: there's a lot to read here. Is Let us Talk equivalent to 300 Lore Dialogue? Does it functionally replace Lore Dialogue? Or is it covering alternative information and simply act as a compliment?

Thanks for these awesome-looking/sounding mods!

Vac
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JLG
 
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Post » Wed Mar 30, 2011 1:24 pm

If you go on UESP then you can find loads and loads of interesting people/places/events in the 'Lore' section. Maybe someone could write about that?

EDIT: i can write some stuff based on the Lore on there, but i do a film course not a literature course... which means im better at film scripts than at good old fashioned stories. But id be happy to give it a try, if there not good enough then you can just not use them :)

If you do want me to do some Minstrel stories then PM me :wink_smile:


Thanks for the offer MrSoprano!
I believe it could be for a future version, though. I already have enough modding on my hands for Better Inns. I prefer to have fully functional instrument-playing minstrels before having them do storytelling. I'll keep you in mind! ;)

OK, I've been playing a bit recently (shocking!) and having had a good deal of fun, so I've started looking at what mods have been released relatively recently (the last year or so) that seemed interesting. These ones are about top of the list!

One question, I am sure it's answered somewhere, so please forgive me: there's a lot to read here. Is Let us Talk equivalent to 300 Lore Dialogue? Does it functionally replace Lore Dialogue? Or is it covering alternative information and simply act as a compliment?

Thanks for these awesome-looking/sounding mods!

Vac


Thanks for the comments Vac! :D
Yes there's a lot to read, sorry about that. Heh.

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.

With Lore Dialogue, you can ask citizens about skills, land, lore, potions, etc. While Let Us Talk allows you to ask about services in a city, get directions to some locations and to ask about the known factions of Tamriel. They complement each other perfectly.

In Let Us Talk's next version, you'll be able to ask citizens about quest-related NPCs. For example, asking a tavern owner if he knows anything about one of your targets for a Dark Brotherhood mission. If you don't get the answer you want, try asking his neighbor, maybe he'll tell you his schedules. This topic is meant to be used with mods that remove quest markers. :)
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Sophie Payne
 
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