[RELz] Daggerfall Memories: The Liberation of Cybiades Versi

Post » Thu Mar 11, 2010 6:13 am

Thanks for the update to this great mod
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Alba Casas
 
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Post » Thu Mar 11, 2010 4:33 am

Sorry guys, I missed a lot of posts but I was on my honeymoon. Anyway, I'm glad Decrepit's problem is solved, but actually I don't remember making all those speeches with npcs mandatory for the quest to progress. This puzzles me.
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Richard
 
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Post » Thu Mar 11, 2010 11:37 am

Sorry guys, I missed a lot of posts but I was on my honeymoon.



Congratulations and may your love be made of unbreakable strength from all the joys and tribulations which is life :foodndrink: :cake: :foodndrink:
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Louise Lowe
 
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Post » Thu Mar 11, 2010 8:03 am

Congratulations and may your love be made of unbreakable strength from all the joys and tribulations which is life :foodndrink: :cake: :foodndrink:


Thanks, my friend!
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Blessed DIVA
 
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Post » Thu Mar 11, 2010 4:20 pm

As I promised Deathless Aphrodite a long time ago (when I though he was a she :D ) I'd comment on this mod once I tried it.
Well, so far I've played the first part and it totally blew me away!

The quest itself is nothing special, but the *way* it's made is impressive. Some very impressive visuals, especially The Temple and the whole Island has a special fell about it. Some parts remind me of the Xen portion of Half-Life. Coincidence?
Voice acting is generally good, although first impressions was not that good. The regular guys are good enough, with an accent that must be Cybiadic. ;)
The speech at the end of the first part was very good though and an impresive cut scene.

The companions was a competent one for a change. I was very worried when I couldn't tell him to Wait...
Battles were quite hard and the Blood Brothers were brutal. Had to use all my best spells, scrolls and potions in that battle at lvl 16.

The weakest part so far is the village, I think, with only three houses and most of the NPCs don't seem to have any AI packages, as they just hang around where I first found them.
Also, I couldn't speak with any of them. Most had a I HAVE NO GREETING.

The quest ended correctly, but the journal entry didn't make much sense.

Looking forward to trying the next part on my next trip to Cybiades!

EDIT: I spoke to soon about the village. After I got the journal entry and the first quest ended the NPCs "activated". Generally nice voice acting on them and I love how you avoid "Schizophrenia" and "talking with two tongues", which is one of my pet peeves.
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Erika Ellsworth
 
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Post » Thu Mar 11, 2010 5:08 pm

As I promised Deathless Aphrodite a long time ago (when I though he was a she :D ) I'd comment on this mod once I tried it.
Well, so far I've played the first part and it totally blew me away!

The quest itself is nothing special, but the *way* it's made is impressive. Some very impressive visuals, especially The Temple and the whole Island has a special fell about it. Some parts remind me of the Xen portion of Half-Life. Coincidence?
Voice acting is generally good, although first impressions was not that good. The regular guys are good enough, with an accent that must be Cybiadic. ;)
The speech at the end of the first part was very good though and an impresive cut scene.

The companions was a competent one for a change. I was very worried when I couldn't tell him to Wait...
Battles were quite hard and the Blood Brothers were brutal. Had to use all my best spells, scrolls and potions in that battle at lvl 16.

The weakest part so far is the village, I think, with only three houses and most of the NPCs don't seem to have any AI packages, as they just hang around where I first found them.
Also, I couldn't speak with any of them. Most had a I HAVE NO GREETING.

The quest ended correctly, but the journal entry didn't make much sense.

Looking forward to trying the next part on my next trip to Cybiades!

EDIT: I spoke to soon about the village. After I got the journal entry and the first quest ended the NPCs "activated". Generally nice voice acting on them and I love how you avoid "Schizophrenia" and "talking with two tongues", which is one of my pet peeves.


Thanks for the detailed review. Yes, never played Half Life so it is a coincidence. The reason NPCs were still is they were mesmerized and their souls were being drained by the floating black sphere (although this isn't explained in the quest, I like David Lynch movies so I guess I put some unexplained stuff in the quest). Go ahead, part 2 is preferred by most people!
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NAtIVe GOddess
 
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Post » Thu Mar 11, 2010 4:12 pm

Only problem from a role playing POV is that there is little incentive to go back to Cybiades after getting the reward from part one. I think it would have been better if part two started on your return to Cybiades. But next time my character is near the Dart of the Divines she'll book a passage. I have to check out that dungeon. :)
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Kelli Wolfe
 
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Post » Thu Mar 11, 2010 10:58 am

Only problem from a role playing POV is that there is little incentive to go back to Cybiades after getting the reward from part one. I think it would have been better if part two started on your return to Cybiades. But next time my character is near the Dart of the Divines she'll book a passage. I have to check out that dungeon. :)


Yes, that was probably a quest design fault on my part. Will do better next time ;).
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DAVId Bryant
 
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Post » Thu Mar 11, 2010 7:07 am

So here is a short and perhaps somewhat unfair review of the Cybiades (both parts).

The textures and new architecture (or new to me) were great. The story was engrossing enough and the voice acting was some of the best I've heard for a mod. The characters on the island were interesting. A volcano! Not active but the first I've seen in this game. Loved the new creatures and armors (well most of the new armors).

The first part was brief - very brief. The second part was amazing in its use of sets and settings. Very dreamlike dungeon and the paintings were great. Oblivion needs more of that.

Now the parts I scratched my head about. First, I'm a big David Lynch fan - love his stuff and movies like inland Empire are to me the best attempts at trying to portray true magickal (a la Crowleyian) states and I'd even say Bardo states (what the film was really about).

That said I didn't quite get the red lodge folks - a cross between the Red Wizards of DnD/NWN and Lynch's Black Lodge of Twin Peaks.

Spoiler
Why get a ring you can't get rid of? Marked - for what purpose? Doesn't seem to tie into anything in the main Oblivion quest. They play games for 100 of years and all they are interested in with this champion of Cyrodiil is a 6 layer dungeon? Wizards who toy with gods are amused by a dungeon? That lost me. Would have seemed better just to have rogue wizards (not god like) who have invaded the island of misfits. Maybe a faction of the Servants of the Dawn for tie in with the main quest.


The weapons your get are OK but in the long run I just completely disabled the mod once played through. The house was nice, but a real pain to access if you have no reason to return to the island.

The fantasticalness of it was actually detracting from the themes of most of the mods I have installed. Very engrossing in certain parts but cut off - the whole thing might have well just been a dream as it now affects nothing about my characters life at all. Marked for ever, but no reason for it.

I guess in short In wouldn't call it lore friendly plot wise, but I'm not a lore freak so maybe I'm wrong.
Spoiler
Would have been great if the wizards were not godlike and the plot had affect beyond two trips to an island.


Truth is - I had fun in the dungeon - it was a fun dungeon. For a dream. This mod was more of an escape from the themes and design of the main Oblivion/cyrodiil.

note - I'm no modder. Probably light years better than I could do.
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rolanda h
 
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Post » Thu Mar 11, 2010 6:44 pm

So here is a short and perhaps somewhat unfair review of the Cybiades (both parts).
...


I'm a huge Lynch fan too, although I never played DnD. The Lynch references were mostly just some names and not giving too many explanations.

The truth is, I had a much longer plot in mind, involving another island among other things, but real life got in the way so the mod is somewhat truncated.

What I didn't expect was so many people being disturbed by the undroppable ring, I guess I pay much less attention to my inventory (which is full of stuff I never use) than most Oblivion players. Anyway the console could have helped you in dropping the ring without deactivating the mod. And other mods could help you to create a teleportation spell leading to the new player home.

The mod is lore friendly, but mostly refers to past games' lore, especially Daggerfall. I wanted to deepen the ties with Morrowind and Oblivion in my original idea.

Anyway the mage you meet at the end of the second dungeon was inspired to me by a Marvel character, I think he's called Grandmaster. He is godlike and mostly plays games with inferior beings. That was my idea for that second quest character.

Thank you for your very detailed review, I'm very pleased so many people liked the voice acting, since I'm Italian it's an even bigger compliment.
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Tania Bunic
 
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Post » Thu Mar 11, 2010 6:13 pm

Thank you for your very detailed review, I'm very pleased so many people liked the voice acting, since I'm Italian it's an even bigger compliment.


Personally I'm not that concerned with the *quality* of the VA, as long as it's consistent. Few things break immersion more than characters talking with both vanilla and modded voices, but you avoided that. :tops:

If you are ever going to upgrade the mod, it would be nice to have some "real" light sources in the player home (it's all ambient) and to make the island more detailed, with some encounters here and there. Morrowind had some great islands in Lothavor's Legacy and JOG's Booty Island: about the same size as Slart Island (Bartholm) and Cybiades, but more detailed and thus more fun to explore.

BTW, this is off topic but I thought it was kinda funny. Some girls I knew were on holiday in Italy (Rome, I think) and met some Italien guys. They were out all day and the guys kept asking the girls "are you hungry", only they though they said "are you angry?". Used to work with an Italian guy and the way he omitted the "H" from the beginning of words occasionally led to hilarious results. :lol:
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Taylor Thompson
 
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Post » Thu Mar 11, 2010 7:38 pm

I'm glad to see this update, even if it's only a small fixing of bugs. I've yet to actually play the quest, but the mod looks very promising, and it's nice to know that when I get to it, those errors will be addressed, and those goblins in the Imperial prison have always annoyed me.
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Causon-Chambers
 
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Post » Thu Mar 11, 2010 12:00 pm

Personally I'm not that concerned with the *quality* of the VA, as long as it's consistent. Few things break immersion more than characters talking with both vanilla and modded voices, but you avoided that. :tops:

If you are ever going to upgrade the mod, it would be nice to have some "real" light sources in the player home (it's all ambient) and to make the island more detailed, with some encounters here and there. Morrowind had some great islands in Lothavor's Legacy and JOG's Booty Island: about the same size as Slart Island (Bartholm) and Cybiades, but more detailed and thus more fun to explore.

BTW, this is off topic but I thought it was kinda funny. Some girls I knew were on holiday in Italy (Rome, I think) and met some Italien guys. They were out all day and the guys kept asking the girls "are you hungry", only they though they said "are you angry?". Used to work with an Italian guy and the way he omitted the "H" from the beginning of words occasionally led to hilarious results. :lol:


Heh, latin languages have no aspirated h, so that's difficult for us.
Removing all possibilities of vanilla voices being used by the npcs was very tedious, I'm glad you noticed it. There are a lot of small things like this one which took me a long time to implement in the mod, but sometimes they're so "behind the scenes" that people don't even notice.

I'm glad to see this update, even if it's only a small fixing of bugs. I've yet to actually play the quest, but the mod looks very promising, and it's nice to know that when I get to it, those errors will be addressed, and those goblins in the Imperial prison have always annoyed me.


Ooooo, that goblin bug was pesky! I had forgotten about it. Oblivionish absurdity to the nth power.
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Ray
 
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Post » Thu Mar 11, 2010 9:25 am

Just a post to make sure all my threads don't get deleted...
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Mrs. Patton
 
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Post » Thu Mar 11, 2010 5:38 pm

Well the mod sounds great, but have a serious issue. Made it to the island, got the old mage in the temple, fought back to where I meet the evil guy. He does his speech and the game crashes. Tried changin load order, restartin the quest, reinstallin and it still happens. Any ideas as to why? I am not runnin any mods that should interfear. The only one ah am runnin is knight of the nine and ah have the fix for that.
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R.I.P
 
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Post » Thu Mar 11, 2010 5:19 pm

With all due respect to DA - there really is not much more to the mod. the salient points - serious spoilers:
Spoiler
you get marked for life by the god like people - although there is no consequence to it, you get small thanks from the people, you get a house - that is so out of the way why would you use it. Basically you are at the end anyway.


A pretty good mod but it does show its age. There is just no reason to ever go back there. A linear quest that once done is done.
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Rachel Tyson
 
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