[Relz] Reaction - A consequences and dialogue additions mod

Post » Tue Jan 19, 2016 12:50 pm

This translation project has been sitting on my hard drive for around four years now. With around 600 new lines of dialogue, it took quiet a time to translate! :)

Enjoy the added changes and additions and thanks to Shadow She-Wolf and Dorjé, the original authors, for this great mod!




Reaction

by Shadow-She-Wolf & Dorjé

translated from French by Cliffworms



=http://www.nexusmods.com/oblivion/mods/46676?=


=http://tesalliance.org/forums/index.php?/files/file/1917-reaction/



Current Version: 1.11 - 12-01-2016




Requirements


- Shivering Isles DLC

- http://obse.silverlock.org/

- http://www.nexusmods.com/oblivion/mods/16622/?



What does it do?



This mod's aim is to have more consequences to the player's choices to make each game unique and varied. That's nice and all, but what does it actually do?


  • Relations between factions have been reworked. You will not only make friends when joining a guild.

- Example: Disposition bonus towards the Nine Divines for a member of the Order of Virtuous Blood.


  • Depending on the race, class and birthsign of your character and also the quests completed, certain factions or people will react in a good or bad way.

- Example: Completing "Unfriendly Competition" gives a disposition bonus to the members of the Merchant Society.


  • Vampires (even when fed) no longer hide their true nature to mystics (Nine Divines, Mages Guild...)

  • Progression for the two official guilds (Fighters Guild and Mages Guild) depends on your statistics (when enlisting for the Fighters Guild and after having gained access to the Arcane University for the Mages Guild.)

- Joining the Fighters Guild requires at least 50 Strength and Endurance

- Joining the Mages Guild requires at least 50 Intelligence


  • Merchants who do not like you will not deal with you. Disposition of 30 and more required to deal with merchants.

  • For the Mages Guild, they will provide their services to non-members by default. However, you can turn on a setting to let them refuse to deal with non-members. Open the console and type the following line:

set ReactionDialogues.MGServiceRefusal to 1



  • The countess of Chorrol and the Count of Leyawiin will no longer ask the help of the first person they encounter. You need fame to help them.

  • Addition of 335 greetings, rumors (more than 200) and various dialogue lines about the world, its background and your actions to make Cyrodiil more alive and NPCs more varied depending on their class, race, hometown, etc... (this can be deactivated, see the "Compatiblity" part)

Mod Compatibility


Because of its design , there is an infinitely-small chance that it can conflict with another mod (all disposition changes are scripted and therefore do not touch directly to the game data). However, it can overlap with a mod that would do the same changes. Choose the correct version of Reaction depending on the mods you are running.


There are two versions of "Reaction":

1. Reaction

2. Reaction - Additions Only


1. Reaction is the original mod with all features described above. It changes some of the game's original scripts and adds scripts to the game's tombs to keep track of the number of coffins you have opened. The modified scripts are the following:


- Shivering Isles Gates of Madness' script.

- Daedra Prince Meridia's Statue script

- Shivering Isles' tombstones script

- Coffins involved in the Thieves Guild and

Dark Brotherhood quests


2. Reaction - Dialogues Only removes changes to the scripts and tombs to keep only content added by Reaction.

If you are running mods that bring changes to one or more of these scripts, it's recommended to use "Dialogues Only".



A significant number of responses , greetings and rumors depend on your birth sign, your race or your class. So if you play a custom-class or a modded race, you will not have access to much of the new dialogue.



If for reason X or Y you want to disable Generic greetings and rumors, open the console and enter " Set ReactionNoGeneric to 1". Replace 1 with 0 if you want to reactivate them later .


This mod runs well alongside "Lore Dialogue Expanded" and "Oblivifall - Let's Talk!".


Known bugs


From time to time , the mod turns into a ball and clears all contents of your computer . :)

Casting a fireball on the CPU sometimes adjusts the problem.

User avatar
Eire Charlotta
 
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Joined: Thu Nov 09, 2006 6:00 pm

Post » Tue Jan 19, 2016 1:56 pm

Ah that's a good mod, thank you! Will enjoy new rumors and greetings for sure!

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Eve(G)
 
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Post » Tue Jan 19, 2016 1:04 pm

Wow! Another gem from Cliffworms - instant download!

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Cash n Class
 
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Post » Tue Jan 19, 2016 10:23 am

Sounds awesome! :D



Hmm... I wonder if it would conflict with http://www.nexusmods.com/oblivion/mods/42870/? by dreamed1? I have that mod installed, so I can take a look and report back if you're interested :)



Thank you for your hard work, Cliffworms!

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W E I R D
 
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Post » Tue Jan 19, 2016 2:48 pm

Thanks! :)



Guild Advancement is compatible. I've just checked it out and it does not touch the "Join the Fighters/Mages Guild" topic. Reaction adds a new dialogue lines to that topic via its own quest, this way it does not conflict with mods of the same type.


As soon as Sounds of Skyrim's final updates are released, I'll be able to focus on my Oblivion projects. Maybe, just maybe, one day I will release Last Call. :P



A quick notice to let you know that I have released a tiny update to http://www.nexusmods.com/oblivion/mods/5392/? and http://www.nexusmods.com/oblivion/mods/24859/?. It's mainly mod cleaning for the last few dirty edits that remained. I will also update the rest of my Oblivion releases to crush the remaining dirty edits and small bugs.

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casey macmillan
 
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Post » Tue Jan 19, 2016 5:48 pm

Awesome news! :) Thank you very much for checking it and for confirming it's compatible.

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[ becca ]
 
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Post » Tue Jan 19, 2016 2:00 pm

This sounds great. I almost always play custom races, classes and Birthsigns though, so I'm not sure I would get a lot of benefit from this. Would there be much of this mod left if a player played a custom character?



Anyway, thanks so much for translating this. It sounds like a truly wonderful mod. :)

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Joe Bonney
 
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Post » Tue Jan 19, 2016 11:45 pm

There will still be a lot of greetings left. The rest of them are based on the player's fame/infamy, faction, faction rank, quests done, six and weather. The new rumors are not affected by custom characters so you'll get the 200 new ones as well. :)



Once I'll have the time, I'd like to put this project in Morrowind as well. New dialogue mods are a favorite of mine.




Edit: I will release an update later tonight to correct one thing. It appears that only one Mages Guild chapter head checks your character for Intelligence and Willpower upon joining. I will correct that.


I will also add the option to toggle on/off the restriction to Mages Guild services to the public. As Crackomint let me know, the new Mages Guild charter specifies that "all citizens of Tamriel benefit from this knowledge.".

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Christine
 
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Post » Tue Jan 19, 2016 7:38 am

Update released with the changes noted above.


By default, the Mages Guild will offer their services to the public, like it is written in its charter. Still, I have added the option to toggle on service refusal.


Open the console and type the following line: set ReactionDialogues.MGServiceRefusal to 1

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megan gleeson
 
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Post » Tue Jan 19, 2016 5:46 pm

This sounds truly great, Cliffworms. One question, just from idle curiosity: You say it keeps track of all the tombs the player opens. Does checking/loots tombs cause a rise in infamy? Or is it just to let us know how busy we have been in the darker arts or desparate to get stuff to sell? Will it adversely affect disposition from some factions?



Oh. Sorry. Three questions, but they are related.

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kirsty joanne hines
 
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Post » Tue Jan 19, 2016 10:05 am

For each tomb you open, your disposition towards the Nine Divines drops by two points.


For each five tombs you open, you gain one infamy point.



Being a graverobber has bit more consequences now. :)

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Amy Siebenhaar
 
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Post » Tue Jan 19, 2016 9:19 am

Indeed. Definitely a good idea to hold off on the tombs until at least you've joined the Fighter's Guild and made a name for yourself there (no infamy points allowed to join).



Does that include coffins in caves or forts or aeyleid ruins? They are not necessarily "tombs" in the architectural sense, but they do hold bodies. And, a few quest items are contained in some. (Such as a certain vanilla Mages Guild recommendation.)

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Tiff Clark
 
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Post » Tue Jan 19, 2016 10:39 am


The Fighters Guild will refuse you if you have an Infamy of at least 100 actually. Which is pretty damn high if you consider that doing the Thieves Guild and Brotherhood questlines will not give you that much infamy. :)



It actually affects all coffins. Now that you say it, it'd more appropriate if Ayleid tombs wouldn't give you infamy or penalties with the Nine Divines. But I still think that regular coffins should give you those penalties. As for quest-related ones, I think they should stay too. The Nine Divines and the Mages Guild must not always see eye-to-eye about their practices.



I will release an update to change those things. Also, while playing, I discovered that being a Nine Divines faction members prevents you from speaking with daedra worshippers at the shrines. Therefore, it prevents you from getting daedric artifacts quests and, thus, prevents you from completing the Main Quest. I will change this.

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Loane
 
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Post » Tue Jan 19, 2016 7:47 pm

I admit I find it a bit confusing that Mages Guild quests can skirt the boundaries of necromancy while still assuring the initiate that "No one practices Necromancy after Traven (the Mages Guild) banned it". Robbing coffins seems to me to be basic necromancy. Of course, since Traven issued the ban, he can require any member to break it at will. :P Such is the power and benefit of leadership.

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Kate Murrell
 
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Post » Tue Jan 19, 2016 11:16 am

I've 55 intelligence but can't join mages guild?

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Etta Hargrave
 
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Post » Tue Jan 19, 2016 12:06 pm

This sounds great, Cliffworms, but think I'll wait for the last-mentioned set of changes before trying it. In the meantime, thanks for updating Better Letters, it's always part of my standard install. As with your BHC Expanded, you can't have too much reading matter...

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Albert Wesker
 
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Post » Tue Jan 19, 2016 7:52 am

Double post, please delete.

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RaeAnne
 
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