Shivering Isles unused

Post » Wed Aug 18, 2010 2:57 pm

Totally agree with that. Not so much about increasing the dungeon count though, one gripe I have with vanilla Oblivion is that there are way too many dungeons, so many that you run into one around every corner and I thought SI made a decent comprimise for size vs. amount of dungeons.

I don't think the problem with vanilla Oblivion was that there were too many dungeons, but that almost all the dungeons felt exactly the same and very generic. I think OOO and FCOM remedied that by making them all far more interesting, with FCOM in particular adding loads more creatures variety, and adding background info to some dungeons (not sure if it's FCOM or OOO that does that). If the dungeon count in SI was increased but the same done to them I think it would work well.
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abi
 
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Post » Thu Aug 19, 2010 3:15 am

As long as the count wasn't extravagantly increased (I'm not sure how much there is in the way of real estate in the isles to keep a good distance between them) and there were some interesting level designs it would be cool (and could possible give me a reason to go back there) otherwise it would suffer the same problems as vanilla OB with the feeling of repetitiveness.
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Tasha Clifford
 
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Post » Wed Aug 18, 2010 10:12 pm

I completely agree. Maybe 'double' was a bit too much, but looking at http://www.freewebs.com/neo5k/untitled.JPG picture you can see that there is plenty of space for more dungeons. Here, I took that picture and put a dot on the possible location of dungeons:
http://squidweb.co.uk/greatness/SIDungeons.JPG
If there were dungeons on half of those locations (especially the northern ones and central Dementia ones) it would be a lot more interesting to explore.
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Ella Loapaga
 
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Post » Wed Aug 18, 2010 1:51 pm

I really wouldn't want a huge infusion of creature variety in SI, and I really loved crawling through every dungeon there, as I felt they were well designed, with little touches of backstory making them more interesting. What I would like to see is a mod to increase the presence of the settlements, whether that meant more cluttering, ala BC, or a few more little quests tucked in them. Both together would be pure gravy. Also, I find the two factions of Zealots and Heretics pretty intriguing. I'd love to get involved in more conflicts between them. :D

Basically, I'd like to see more reasons to be there, besides loot opportunities and the MQ. It's a beautiful setting
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Philip Rua
 
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Post » Thu Aug 19, 2010 12:37 am

I agree those locations are acceptable and not to many in number now we just need someone to overhaul SI OOO style and build dungeons in at least half of those areas :) now we play the waiting game *flips hourglass*
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Trista Jim
 
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Post » Wed Aug 18, 2010 6:33 pm

I agree those locations are acceptable and not to many in number now we just need someone to overhaul SI OOO style and build dungeons in at least half of those areas :) now we play the waiting game *flips hourglass*

I'll... see what can be done...
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JESSE
 
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Post » Wed Aug 18, 2010 6:03 pm

If you're actually serious about doing some of this I might try my hand at a dungeon or two if it were needed. My skills are limited to dungeon building only though, scripting/quests and the like are just beyond my comprehension at the moment.
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Bambi
 
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Post » Wed Aug 18, 2010 8:31 pm

I actually think this is fairly doable, especially with some help. I've starting by setting up all the unlevelled levelled-lists (that does make sense) and removing levelling from creatures. I was thinking that once I'd done that I could make it into a master file and if people wanted they could make some dungeons using the creatures.
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Honey Suckle
 
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Post » Wed Aug 18, 2010 3:00 pm

There's some potential for quests that happen after both main quests are complete. What if Dagon decides that SI is vulnerable after Sheo/Jiggy hand over to the player and sends a scouting force there?
(My Daedra can beat your Daedra! No they can't!) Male-dominated Dremora versus Female-dominated Saints/Seducers should be an interesting plot.
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Rik Douglas
 
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Post » Wed Aug 18, 2010 3:35 pm

I think this thread started a pretty interesting conversation and would love to see what would happen in the future....im pretty ok at world building and interior design but thats about all i can do for the moment
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Scared humanity
 
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Post » Thu Aug 19, 2010 3:59 am

There's some potential for quests that happen after both main quests are complete. What if Dagon decides that SI is vulnerable after Sheo/Jiggy hand over to the player and sends a scouting force there?
(My Daedra can beat your Daedra! No they can't!) Male-dominated Dremora versus Female-dominated Saints/Seducers should be an interesting plot.




I LOVE THIS IDEA :)
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CArla HOlbert
 
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Post » Wed Aug 18, 2010 4:15 pm

MMM in Shivering Isles would be a very good thing.


MMMforSI already exist, I release it some time ago...Normal Faction Fighting, SI Creature Varations, New Types of Heretic and Zealot Npcs that have Item Leveledlist for Equipment from other Overhauls aka OOO, Frans, Arma, etc.

The Quest in SI are done really well and that was not touched with MMM. I only modified creatures and npc and leveledlist for creatures and faction's. Not a complete SI overhaul but enough to change up SI just enough to make it Madness sometimes. Right Along the Mania / Madness Border in particular. Faction Wars can happen between the Mania and Madness Creatures/Npc per say.

Has for a OOO SI - alot of thought would have to go into that and that is something that we do not have plan for at this time.

Corepc
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Reanan-Marie Olsen
 
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Post » Wed Aug 18, 2010 7:28 pm

MMMforSI already exist, I release it some time ago...Normal Faction Fighting, SI Creature Varations, New Types of Heretic and Zealot Npcs that have Item Leveledlist for Equipment from other Overhauls aka OOO, Frans, Arma, etc.

Could I ask a quick question about that actually- are the factions and scaling scripts in the esm file? Is MMMforSI.esp (or whatever it's called) only placement or does it include some of the behavior stuff?
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Mélida Brunet
 
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Post » Wed Aug 18, 2010 6:21 pm

Those of you who were asking for an unleveled overhaul of SI may wish to volunteer your skills to Veritas_Secreto. He is the maker of TIE, and his webpage says that he is still working on TIE for SI. I myself am holding out hope that this will come through while I am still playing Oblivion.

That aside, there are some things I would really like to see in SI:

1) Unique Landscapes. The UL team has contributed immeasurably to my gaming experience in Cyrodiil. The aspect of the game I enjoy most of all is exploration, and I wish there was more distinctive, unique terrain in the Isles.

2) More quests. I am quite greedy when it comes to quests. Thank you, bg2408, for helping spice up the Isles! However, my hunger is still unsatisfied. I love my stories, and quests are (very often) the primary means both of giving NPCs color and of providing structure to the game.

3) Better Cities. Crucible and Bliss are nice (well, Bliss is nice; Crucible is suitably creepy), but I trust the Better Cities team can lay some awesome on the madgod's capital if they tried.

4) This is sort of a minor thing - well, it's really a minor thing - but I'd like there to be a few treasure hunts a la Phitt's Artifacts and Ayleid Loot Extended in SI. The reason is, I actually don't like dungeons. I'm not that into combat for its own sake, and most official dungeons are pretty - boring. No puzzles. Too small and static to get lost in. No innovative, unique traps or hidden treasures. The promise that worthwhile treasures are somewhere in the world's dungeons is very helpful in keeping my morale up as I worry about my arrows running out and ration the poisons and potions I brought with me.

Asterai
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Neil
 
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Post » Wed Aug 18, 2010 6:38 pm

Veritas has already made a number of inroads into SI with TIE 1.35. There isn't going to be a separate "TIE for SI" mod as was originally planned, so users of TIE are already getting a good portion of what's expected.

Nobody is stopping anyone from doing landscaping mods in SI, the UL team doesn't have a monopoly on doing landscapes :) Besides, we're still trying to take care of Cyrodiil.

I certainly don't want to see the already crowded map get even more crowded with dungeons for the sake of having more dungeons. Some of that empty space on the map is ripe for village modding and should be used as such. Although there's a severe limitation on stuff to build them with in the SI tilesets.
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jason worrell
 
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Post » Wed Aug 18, 2010 5:42 pm

I certainly don't want to see the already crowded map get even more crowded with dungeons for the sake of having more dungeons. Some of that empty space on the map is ripe for village modding and should be used as such.


That seems highly subjective to me. Guess it's the word "should" that seems out of place. Personally, I'm completely uninterested in village mods - but very interested in dungeons. Wouldn't say that the SI areas "should be used as such" because of that.

And how can anyone say that the SI map is "crowded"? But we're already been there.
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saharen beauty
 
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Post » Wed Aug 18, 2010 9:18 pm

all i need for SI is an un-leveling mod. i wouldn'T need else.

Well wait a second here - there is an overhaul that unlevels SI and that is http://www.dreamingthepyramid.net/TNR-TIE.html.

Then also if you want to check out things to do in SI - check out mods by David Brasher:
http://www.tesnexus.com/downloads/file.php?id=30279
http://www.tesnexus.com/downloads/file.php?id=29651
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Emily Shackleton
 
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Post » Thu Aug 19, 2010 2:50 am

That seems highly subjective to me.


No more subjective than a dungeon lover wanting more dungeons, yes? :)

I don't mind dungeons either as long as they're not just more of the same, and as long as you can still move 3 feet without finding a new one on the map nearby.
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Emily Jones
 
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Post » Wed Aug 18, 2010 11:20 pm

No more subjective than a dungeon lover wanting more dungeons, yes? :)

I don't mind dungeons either as long as they're not just more of the same, and as long as you can still move 3 feet without finding a new one on the map nearby.


Then we agree. It was the "should" that threw me off. And, no, as I said in my first post - I don't want a dungeon every 50 meters or so. For some reason that always comes up in answers when wanting more dungeons, so I thought I should point that out from the start...
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Austin Suggs
 
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Post » Thu Aug 19, 2010 12:53 am

I think that roleplayers have a hard way to find an excuse to visit the realm of Sheogorath, -especially good characters-, and that's one of the main reasons it's so underused. I've barely been there, until I created Aedan, and I visited them only thanks to Fearsome Magicka, which makes mandatory to go to Crucible if you want to buy the new spells it adds.

I've installed SI all this time mostly because some mods that I use requires it. Little else...
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Victor Oropeza
 
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Post » Wed Aug 18, 2010 8:33 pm

There's some potential for quests that happen after both main quests are complete. What if Dagon decides that SI is vulnerable after Sheo/Jiggy hand over to the player and sends a scouting force there?
(My Daedra can beat your Daedra! No they can't!) Male-dominated Dremora versus Female-dominated Saints/Seducers should be an interesting plot.

This sounds like quiet a good idea, but Mehrunes Dagon? Yawn. How about Vaermina? Then we could visit the realm of Quagmire, a series of terrifying puzzles and fights. Or Azura, who could offer an alternate storyline for 'good' characters, and you could visit her realm of Moonshadow. Of course, that would be a massive expansion on its own.
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Shae Munro
 
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