[WIP] Oblivion Classes Reanimated

Post » Sat May 28, 2011 5:37 pm

Oblivion Classes Reanimated

This mod is my attempt to create a much more interesting class selection experience, it does this by completely altering all vanilla classes as well as introducing a set of new Classes. The aim of the mod is remove the users habit of clicking the ''Create Custom Class'' button as soon as the class selection menu appears. As I am very disappointed with the vanilla classes, I decided to give this a go myself. There aren't many mods out there which overhaul the vanilla classes, but they rather introduce new ones. So I aim to make this a valuable community addition. I also create this to introduce myself to the CS, to learn to work with it, but why not share my work..?

Features:

  • All vanilla classes renewed: No more boring useless classes.
  • Each class has their own advantages & disadvantages
  • Adds a set of new Oblivion Classes (Which are really needed) such as the Paladin, Warlock and Necromancer.
  • Enhances the atmosphere of choosing a Class


Trough the development, I may add some new features, such as a set of spells depending on which class you choose (starting spells) (not useless ones!!), to separate classes even more from each other.

In general, choosing a class now matters, as each has their own pros & cons. You won't see an image of a nightblade looking at a nasty potion while having no alchemy!
I will aim in creating this as balanced as possible, you will not find overpowered classes, But some classes may have a harder time in the beginning of the game than others...
It will certainly enhance the role-playing aspect of Oblivion, which, in my eyes, is a welcome addition.

Using this mod with RBP which takes care of the lame vanilla race differences and birthsigns would make the experience complete. But that, of course, is up to you.
I plan to make this mod modular, so you can customize which features you want to use and which you do not. If you want to see a certain class introduced just let me know.

As a bonus, I may want to include an extra optional plugin which alters the Birthsigns so that they can be used perfectly in conjunction with the Classes.

All suggestions are welcome.
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Laura Shipley
 
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Post » Sun May 29, 2011 1:08 am

Sounds great

Just a suggestion though... it would be nice if you would add different mage classes(mage,sorcerer,wizard)
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Arnold Wet
 
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Post » Sun May 29, 2011 2:31 am

It does indeed sound fabulous. Even if I never end up using any of the classes (a bit unlikely, but I can be very stubborn, when it comes to making characters exactly as I wish... ;)) I will still install this, because it will "feel" right, just going on the OP there.

And thank you, in advance. Modular modliness is next to godliness.

Sorry. :blush:

But it's true anyway!
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Roberta Obrien
 
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Post » Sat May 28, 2011 2:58 pm


Just a suggestion though... it would be nice if you would add different mage classes(mage,sorcerer,wizard)


There will be different mage-like classes.


I will still install this, because it will "feel" right


Yes, that's exactly also one of my intentions, even when not using the default classes, it still feels better when they're not messed up.
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Monika Fiolek
 
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Post » Sun May 29, 2011 1:23 am

Added a few new classes, revised a couple of vanilla ones.

These are the classes I plan on adding to the game:

Paladin, Necromancer, Ranger, Warlock, Priest and the Wizard.
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Curveballs On Phoenix
 
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Post » Sat May 28, 2011 5:41 pm

Are you also changing some of the races? the abilities and such...
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Benito Martinez
 
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Post » Sun May 29, 2011 2:44 am

No not at this time, I may add it at a later stage.
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Dezzeh
 
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Post » Sat May 28, 2011 12:27 pm

I believe you'll have to be careful when editing the default classes, because of all those NPCs that are using them. For example, in order to make the classes more efficient and useful for the player, you will probably want to reduce the number of weapon skills on the warrior type classes; for NPCs, however, this might mean that they lose the skill they need to use the weapon they have in their inventory. (Removing the Blade skill from the Barbarian class might seriously cramp the style of some claymore-wielding marauder.)

This is one of the reasons why I wouldn't use a mod like yours at first - simple suspicion that something in the background might stop working as intended. If you have thought about this, you should probably mention that, just to ease the minds of people like me. If you haven't, it might be something worth looking into (and afterwards mentioning your results in order to ease the minds of people like me).

By the way, it would also be great if you could give us the stats of the classes you've already edited/created. I'm especially interested in how you'll improve the default classes; also, you've only given us the names of your new classes, which might be suggestive in a D&D-based RPG, but in Oblivion, a "Necromancer" could be a whole lot of things (basically any set of skills that features Conjuration). :)
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I love YOu
 
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Post » Sun May 29, 2011 2:23 am

Ahh, your thread title mislead me for a split-second as another mod to add new idle animations for NPCs. :(
:P
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Albert Wesker
 
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Post » Sat May 28, 2011 10:55 am

So improvements is your goal? Might I ask, do you have intentions on improving the Illusionist and what they might be? I'm going to watch this topic.
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FABIAN RUIZ
 
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Post » Sat May 28, 2011 2:38 pm

Good luck on this...I hope you make a massive class list...maybe look in historical websites to find new classes!
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Emzy Baby!
 
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Post » Sat May 28, 2011 7:50 pm

It does seem to have an insurmountable potential of endless classes :D Anyway, on the illusionist, I know it's just a school, but maybe it can be improved as a single class?
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how solid
 
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Post » Sat May 28, 2011 11:30 am

I believe you'll have to be careful when editing the default classes, because of all those NPCs that are using them. For example, in order to make the classes more efficient and useful for the player, you will probably want to reduce the number of weapon skills on the warrior type classes; for NPCs, however, this might mean that they lose the skill they need to use the weapon they have in their inventory. (Removing the Blade skill from the Barbarian class might seriously cramp the style of some claymore-wielding marauder.)

This is one of the reasons why I wouldn't use a mod like yours at first - simple suspicion that something in the background might stop working as intended. If you have thought about this, you should probably mention that, just to ease the minds of people like me. If you haven't, it might be something worth looking into (and afterwards mentioning your results in order to ease the minds of people like me).


By chance I thought about this today, indeed altering the default classes could mess up NPC's that used the playable classes.

However, I will trick the system a bit. I will leave the vanilla classes alone, but make them non-playable instead, all of them. So NPC's still use the classes they did before, they just aren't playable anymore for the Player, but he/she won't notice it..

But instead, I'll create all new classes with the same name/art as vanilla, and make them playable instead, then change them to the new settings of the mod. The player will use classes from this mod, and NPC remain totally unaffected.

So, NPC used classes will not be altered in any way.

By the way, it would also be great if you could give us the stats of the classes you've already edited/created. I'm especially interested in how you'll improve the default classes; also, you've only given us the names of your new classes, which might be suggestive in a D&D-based RPG, but in Oblivion, a "Necromancer" could be a whole lot of things (basically any set of skills that features Conjuration). :)


I will post those stats tomorrow if everything will work out as I planned.

Good luck on this...I hope you make a massive class list...maybe look in historical websites to find new classes!


I said earlier today that I plan on adding these classes to the mod: Paladin, Necromancer, Ranger, Warlock, Priest and the Wizard.

However, I will expand the list. Suggestions are welcome.

It does seem to have an insurmountable potential of endless classes :D Anyway, on the illusionist, I know it's just a school, but maybe it can be improved as a single class?


I may consider to add the illusionist, yes. Improving him as a single class may prove to be difficult though..
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James Wilson
 
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Post » Sat May 28, 2011 1:38 pm

Alright here is the new Nightblade, I might post some other ones later today, depending on the time I can spent on it today. Click on the spoilers the compare the vanilla Nightblade with the OCR (Oblivion Classes Renanimated one).

Nightblade

Spoiler
Default Oblivion:

Primary Attributes:

Willpower
Speed

Specialization:

Magic

Major Skills

  • Destruction
  • Alteration
  • Light Armor
  • Blade
  • Athletics
  • Acrobatics
  • Restoration


The vanilla Nightblade has no sneak and Illusion, thus he cannot strike out of the dark, he will be noticed, and killed swiftly, he can only delay his death using alteration as a shield....
On the art picture, the Nightblade looks at a deadly poison potion, but is a complete novice in the skill of Alchemy, thus the hunter becomes hunted.....



Spoiler
OCR

Primary Attributes:

Intelligence (I may swap this for Willpower at a later stage)
Agility
Specialization:

Magic

Major Skills

  • Destruction
  • Illusion
  • Light Armor
  • Blade
  • Sneak
  • Alchemy
  • Alteration


The new Nightblade has sneak, Alchemy and Illusion added. The Nightblade needs no Lockpicks to break open doors and locked chests, instead he uses Alteration for this. With sneak and Illusion combined, the Nightblade can slip in anywhere unnoticed. He strikes out of the dark, hard and swift, with his blade poisoned with his own excellent Alchemy skills. This is a feared hunter of the Night, Master of the Shadows, combining Magic with Stealth to create his own deadly tactics.

The Nightblade wants to avoid close confrontations, he can't fight multiple enemies on his own. The Nightblade uses Illusion as the ultimate escape, and simply fades in the dark...

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Celestine Stardust
 
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Post » Sat May 28, 2011 2:42 pm

I have been working on the first new class The Wizard, it turned out to be a good alternative to the mage.

Here are his skills:

Blade
Restoration
Alteration
Mysticism
Illusion
Speechcraft
Alchemy

This is how I have set him up at the moment. The Wizard refrains from using destruction, but instead is good with the blade, and uses this as his offensive weapon. There is also some power in the Wizards voice, to persuade people and make them like him more. The Wizard is generally good by nature.

I will come up with a more detailed description on the Wizard soon, as I will continue working on him for now.
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Rachel Cafferty
 
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Post » Sat May 28, 2011 1:14 pm

Will you create new art pictures for the new added classes?
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Big Homie
 
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Post » Sat May 28, 2011 11:32 pm

That depends on how many new Classes I will add to the mod.

I am currently still learning how to create new art. So it totally depends on this.
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Cat
 
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Post » Sat May 28, 2011 10:20 pm

Bump.

Progress is coming along, but my thread gets buried...:P
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Tikarma Vodicka-McPherson
 
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Post » Sun May 29, 2011 2:19 am

Sounds cool! :) Can you give some examples on what the pros and cons will be?
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Georgia Fullalove
 
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Post » Sat May 28, 2011 2:56 pm

You should create a death knight or fallen paladin class
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Jeffrey Lawson
 
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Post » Sat May 28, 2011 9:20 pm

Sounds cool! :) Can you give some examples on what the pros and cons will be?


I am currently planning that feature of the mod, so I can't really give some examples of that yet. Currently, I am busy to design the new classes, after this I will look in the pros & cons for them.


You should create a death knight or fallen paladin class


Yes. There will be a dark version of the Paladin in any case.
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Spencey!
 
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Post » Sat May 28, 2011 10:54 pm

Bump to keep it an active topic.
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Shelby Huffman
 
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