A Quest For Understanding: The Last Beacons

Post » Tue Aug 30, 2011 3:39 am

A Quest For Understanding: The Last Beacons of Hope
An Immersive lore story line expansion, with Role Playing Game infused in its very core!
While we all enjoyed Oblivion, I think we can all agree that there was something missing from the formula. Choices and Consequences, memorable and interesting characters, quest diversity,more than one perspective, and a multitude of RPG elements. However with this mod there exists these beacons of light. They may be hidden by adversity, politics, stereotypes, fear, and hatred but.... If you can find these beacons and nurture their growth you can bring the light of diversity, intrigue, emotion, and understanding back to Cyrodiil!

This is a quest mod which takes elements from lore, past elder scrolls games, and quality western RPGs to bring you a completely new and improved questing experience!

FEATURES:
1: Proper implementation into your game world. No giant buildings suddenly popping up in populated areas of cyrodiil, no sudden quest updates, no NPCs hunting you down to tell you about some grand opportunity. This mod will have no immediate impact on your world, there are countless things for you to do in this mod, but they are all for you to discover... not be forced on you.
2: New join-able guilds with quests and advancement systems unlike any other Oblivion guild.
3: More than 15,000 lines of dialogue
4:New, and interesting characters to meet, and develop alongside through dialogue, quests, and their reactions to both. Also we understand that aesthetics important like dialogue and gameplay; as such seeing as how the mod centers around the characters you meet we offer several facial options so you can customize your new friends and enemies to your liking. :)
5:Massive replayability thanks to a very non-linear and responsive quest and story structure.
6: Dozens of quests with diverse objectives, and ways to achieve them so the mod remains fresh all the way through, and even after.

REQUIREMENTS:
The Shivering Isles DLC. Nothing else!

MEDIA:
Trailers:
http://www.youtube.com/watch?v=FhznUkaXIfY
2: http://www.youtube.com/watch?v=lP3XCgMg6DQ, http://www.youtube.com/watch?v=d04tbDRt7ws
http://www.youtube.com/watch?v=1KRhTvUwUY0 (Spoiler Warning!)
http://www.youtube.com/watch?v=_XYELIc1n5k
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_build.gif l http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_dialog.gif | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_place.gif |
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_ohmesraht.giflhttp://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_daedra.giflhttp://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_telvanni.gif l
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_poi.gif l http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_sanguinicarts.gif l http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_locart.gif | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_guilds.gif |
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_mystery.gif |http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_cityart.gif l http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_SEmanor.gif l
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/integration_zendria.gif
http://www.youtube.com/view_play_list?p=E8AF2FC38AAD6935 (EXTREME spoiler warning!)



COMPATIBILITY
Works with pretty much all known mods, With the exception of some issues that may arise with mods that make significant changes to cities. In most cases these are easily fixed, or a patch exists for it.

IMPORTANT NOTICE!:
Now that I got your attention, did I mention the name of the mod is Integration: The Stranded Light? You may have heard of it, it's that mod that had two big requirements that changed your gameplay. Well that's no longer the case, now the only requirement is Shivering Isles as I said above, and you can choose to have no gameplay changes. So if you haven't experienced the great quest experience of The Stranded Light yet there's little reason not to now!
Also I apologize if I got any Integration fans excited at the prospect of a similar mod :(

IMPORTANT NOTE TO OTHER MODDERS:
the esp name has changed. In this variation it is: "bgIntegrationIntegratedEV.esp" Patches and BOSS placement should be fine, just the esp name likely needs to be changed. For mod users with patches or add-ons you can do this with wrye bash by checking the esp's masters and changing RBP/LAME/Integration masters to the Integrated esp file instead.

http://www.gamesas.com/index.php?/topic/1184421-relz-integration-the-stranded-light/
http://www.gamesas.com/index.php?/topic/1184421-relz-integration-the-stranded-light/page__view__findpost__p__18436327

Download
http://tes.multimediaxis.de/?go=dlfile&fileid=441

Future
Possible isolated plugins with their own unique features and expansions on story/characters

Details, and background of features
Version 1.0 has been released as 4-11-11, with this the mod is finished, any further updates will be bug fixes, isolated add-ons, or technical updates.

In total, Integration: The Stranded Light offers more than 80 quests, five guilds, although of course not all quests are part of guilds. Additionally a whole lot of features, that will enhance Cyrodiil greatly.

An important aspect of Integration: The Stranded Light is discovery. A lot of mysteries and surprises are waiting for you to be found and solved. Over eighty quests. Five guilds, of which two are in direct conflict with each other. Choices and consequences. Very dialog heavy, including dialog trees, arguing and a lot more you won't see in Vanilla Oblivion. Use of the "Telvanni Tileset" and other resources for some unique places. The riddle of a lost city will play a role.

Changing the face of Cyrodiil sounds easy - just take a look at the smoldering ruins of Kvatch. How about changing the world for the better, for once? Every organisation begins small, with just a little headquarters somewhere. Though if you succeed in helping a guild to grow, attracting new members, an expansion may happen. Maybe an outpost here or there? What if their goal goes even further? There's enough unclaimed land on Cyrodiil's map for experiments!

Integration: The Stranded Light offers even more than guilds and quests. You'll get to know a lot of people, some better than others. And you may also get one of them interested in getting to know you better - a reciprocal relationship, developing according to your actions, and your reactions to the actions of others. And a (con-)quest for itself, because just winning the friendship of a Daedroth* is not an easy task, even more so delving into dark secrets some may be hiding. Do not expect an easy or early victory, if you choose to walk on this path.
(* = singular of Daedra)

The quests in Integration: The Stranded Light are not your usual hack&slay business: One goal was to add those kind of quests to Oblivion, that I felt missing. Those that require some thinking. Or have to be solved by other means than swords. Offering a multitude of different solutions.
What can you expect when playing Integration: The Stranded Light? The most important goal of this mod is to bring in new (although some would say "missing") kinds of quests into The Elder Scrolls IV: Oblivion. Quests with multiple solutions, using skills and accomplishments in dialogs, riddles and other possibilities to think.

Spoilery features:
Spoiler
- a new joinable guild, which you can help growing. With visible impact on their headquarter.
- remember Morrowind's "Guild Guide" travel system? Now you can institute one in Cyrodiil too!
- memorable challenges and rewards, thanks to using LAME's resources and scripts.
- believeable unique NPCs. Your actions can even change some of their lifes!
- a lot of dialog, often taking into account your deeds, skills or other characteristics.
- similar to the "Guild Guide" other features are there to enrich the world, e.g. the new guild's HQ can also be used as a new home.
- a lot of unique quests, not following Bethesda's tired formulas.
- and, of course, even more. A lot more. Enough spoilers for now!



Acknowledges
-bg2408 for making the actual mod
- thanks to Bleral for all the new resources: Paintings, furniture, book arts, faction and quest icons, all are his work! Many thanks!
- JonSatriani, Plangkye and kalikut for the Telvanni Tileset Modders Resource
- Speckledguar, MEO, Razorwing for the updated Telvanni Tileset Modders Resource
- Phitt for the fishtanks
- Mur_Zik for the sixy Walk animation.
- trollf for his Solaris and Chrono Staffs.
- kalikut for the cauldrons.
- Xiamara and Dkhoster for the Teddy Bears.
- thanks to phoenix1213, Old Book, kyoma, Rubinchen, Bleral, YX33A, and Lingwei for testing
- dev_akm, lilith and daemondarque for helping to formulate a better introduction text
- Steve Carrow for making tes4gecko run with my mods (creating silent dialog files and all that)
- Mortazo for his "treatise on daedra of the lesser variety"
- the EVE team for the robe mesh.
- Harke the Apostle for inspiration to a certain dialog.
- proweler for his text about Sithis and Anuiel (in game "Two Faces")
- Super Llama for his rideable Land Dreugh.
- the visitors in guild halls were all donations. They came from: Theclonerman, greenwarden, garx, FallenWizard, WhoGuru, shadeMe, Celes, Ludicrous, PetrusOctavianus, orbitor, phoenix1213, Prime Monky, LFact, elizb, Helkalas-so-Tauna, Tekuromoto, NRN_R_Sumo1, Antique Miya.
- the visitors in the gallery were all donations. They came from: Fearabbit, Bodevanlot, garx, washington, maguskain, migck, UnknownK, Mishaxhi. The gallery keeper was a donation of greenwarden.

Third-party optional add-ons:
(These are for the version with requirements, but they can easily be used with the Integrated version by changing the masters with Wrye bash)
____________________
As an additional gift there's also an http://tes.multimediaxis.de/?go=dlfile&fileid=365 available. Make sure to read the readme.

There's now another module: http://tes.multimediaxis.de/?go=dlfile&fileid=368. Use Wrye Bash's "Import NPC Face" feature for it. (Now if you're unhappy with both my faces and LazyMonks alternative faces, then I fear you'll have to edit the NPCs yourself .)

The Highly recommended http://theelderscrolls.info/?go=dlfile&fileid=432 which gives Ohmes-Raht players and NPCs their own voice for greetings, combat grunts,etc.

http://www.moddb.com/mods/integration-the-stranded-light/downloads/miscellaneous-rylasasin-plugins. Read the readme for more info.

http://www.moddb.com/mods/integration-the-stranded-light/addons/better-telvanni-normals-add-on by ishmaeltheforsaken. Improves tthe graphical quality ofthe telvanni tileset. (http://www.tesnexus.com/downloads/file.php?id=30497)

http://www.mediafire.com/?7yto99j6ohk68 adding race recognition and other such recognitions to the normal Oblivion quests. (http://www.gamesas.com/index.php?/topic/1143287-wipz-idea-addon-integration-tsl-stock-dialogue-integrated/)
____________________
http://www.gamesas.com/?showtopic=1032826
http://www.gamesas.com/?showtopic=1045701
http://www.gamesas.com/index.php?/topic/1089735-relz-integration-the-stranded-light/
____________________
I like to thank everyone who refrained from doing bloody frustrating things. It was you for whom I created Integration: The Stranded Light. I hope you'll enjoy the mod. And especially I like to thank everyone who had contributed resources, most importantly Bleral!
User avatar
Batricia Alele
 
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Post » Mon Aug 29, 2011 4:21 pm

*installing now*

Any word from Arthmoor for a merged OC patch? I'm having a hard time in trying to replace the current OC patch masters in WB.
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Ross Thomas
 
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Post » Mon Aug 29, 2011 10:47 pm

Are there any differences to the Stand alone version (needing RBP & LAME) & this Integrated version or is it the same?
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Maddy Paul
 
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Post » Mon Aug 29, 2011 8:28 pm

You had me all pumped up for a new mod! Not fair to play this cruel joke :stare:

Now I got to start the Integration storyline once and for all after reading all that... :sweat:
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Queen Bitch
 
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Post » Tue Aug 30, 2011 12:43 am

No requirements? Downloading.......
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Dorian Cozens
 
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Post » Mon Aug 29, 2011 9:45 pm

So, a question: I use RBP, but not LAME (i prefer Supreme Magicka). Should i use this version or the original with SM loaded after LAME?
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Carys
 
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Post » Tue Aug 30, 2011 1:38 am

Are there any differences to the Stand alone version (needing RBP & LAME) & this Integrated version or is it the same?

It's the same. The stand alone version needs RBP and LAME to run, while the Integrated version only needs Shivering Isles. The only big difference is that the Integrated version allows you to choose between having RBP's and LAME's gameplay changes or not.
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Chavala
 
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Post » Mon Aug 29, 2011 9:02 pm

It's the same. The stand alone version needs RBP and LAME to run, while the Integrated version only needs Shivering Isles. The only big difference is that the Integrated version allows you to choose between having RBP's and LAME's gameplay changes or not.


Got ya
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Jay Baby
 
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Post » Mon Aug 29, 2011 4:36 pm

Congrats on release - though I must say the title made me go "wow a previously unknown super mod!"

UL patches still needed - right?

If you don't opt for the game changes would you still need the dialogue mod by rylasasin?

Now those using OWC ND can have integration.

thanks
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Margarita Diaz
 
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Post » Mon Aug 29, 2011 10:04 pm

Ok, I don't use RBP, but, I do use lame.... I take it I should just have this load before LAME? ( I also use supreme magicka....)
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Doniesha World
 
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Post » Tue Aug 30, 2011 2:44 am

So, a question: I use RBP, but not LAME (i prefer Supreme Magicka). Should i use this version or the original with SM loaded after LAME?

Probably stay with the original version. there is some details on how to get RBP working along side the No-Gameplay version in the http://www.gamesas.com/index.php?/topic/1184421-relz-integration-the-stranded-light/page__view__findpost__p__18436327 link, but it seems like a bit of work when loading SM after LAME already gives the best of both.

@Psymon: You mean do the add-ons for RBP, LAME, And/or Integration still work with this? They do if you change the add-on's masters. For instance I have my revamped faces plugin working in my game by changing all three masters to the Integrated file. It doesn't work 100% correctly in all cases though. like the Unique Clothing add-on will add the clothes but the NPCs won't know when to wear it so most of the time they're wearing their vanilla clothes. A version of the Unique clothing will be made that works with the Integrated version.

Personally I uninstalled Oblivion and all of my mods shortly before Integrated version started beta because I wanted to start fresh. When the Integrated version had its first alpha I installed it and most of the optional plugins for LAME and RBP, and since the very beginning of testing the Integrated version worked fine with them so long as I changed the masters.

@ Hey You: The same issue as ToJKA except in reverse. You can run the game that way but according to the http://www.gamesas.com/index.php?/topic/1184421-relz-integration-the-stranded-light/page__view__findpost__p__18436327 bg posted in the other Integration topic there will be two sets of ther LAME spell merchants. One set that sells spells, and another that's involved in quests. The FAQ does have details on how to fix this and it does seem to me to be a little more simple than the "RBP without LAME" solution
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Jessie Butterfield
 
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Post » Mon Aug 29, 2011 3:04 pm

I was mostly referring to the UL patches as those seem essential - will those work by renaming the master?
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sarah simon-rogaume
 
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Post » Mon Aug 29, 2011 11:28 pm

I was mostly referring to the UL patches as those seem essential - will those work by renaming the master?

Both the Integrated file and the original integration file edit the exact same stuff. bg even managed to keep the FORMids for LAME and RBP the same so the UL patches should work fine after changing masters. For those that don't know here is how you change masters:
Open up wrye bash
scroll through your load order and left click the esp you want to change masters on
On the right side of the screen there's a box labeled "masters" with the masters listed in it. right click the master you wish to change.
An option saying "change to..." should come up, from there it's pretty straight forward.
After you change the masters remember to press the save button below the masters box.


The only add-ons, patch, or plugins I've seen have a problem with this method are:
The unique clothing add-on
and the LAME-ADDITIONS plugin in RBP.
LAME-glue plugin in RBP
Hopefully bg will make updated versions of these plugins for people like me who use the Integrated enhanced gameplay version. I already know there's plans to adapt the unique clothing add-on to the Integrated version.
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Cash n Class
 
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Post » Mon Aug 29, 2011 7:46 pm

I was always given the advice that it was safer to change the master's using Gecko.

But don't quote me on that. I've been known to be horribly wrong many times about this kind of thing.

That is what I'm going to use.
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Sammykins
 
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Post » Tue Aug 30, 2011 4:18 am

I was always given the advice that it was safer to change the master's using Gecko.

But don't quote me on that. I've been known to be horribly wrong many times about this kind of thing.

That is what I'm going to use.

It's worked for me (sans those few examples), but I personally wouldn't trust myself when it comes to any kind of technical advice. Seeing as how I am not really a technical person. Wrye bash is just the way I found out to do it, I didn't even know it could be done with other things.

Just remember everyone, I'm the fairly intelligent PR guy, bg2408 is the technical genius modder guy :)
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Dean Brown
 
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Post » Tue Aug 30, 2011 6:24 am

On actually trying to do the rename thing I find that the following mods:
- Unique clothes
- Lazy Monks faces
cannot be used with just the renamed masters as they each have RBP, LAME, and Integration as masters.

So while I can harshly remove the masters for them it isn't that simple as they do actually reference records in those mods (they don't seem to be masters in name only). If new versions were made that would solve the issue, but in the meantime it might help to note this after the list recommending them.

The UL patch for Silverfish river works as is because it only has Oblivion.esm as a master.

[edit] I thought the dialogue mod has multiple masters, but I didn't look clone enough - it only has bgintegration.esp as a master and renaming to integrationintegrated didn't throw any errors in gecko.
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C.L.U.T.C.H
 
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Post » Mon Aug 29, 2011 9:56 pm

No idea if I'm doing it right but I've managed to replace each master of the Open Cities patch with the Integration ESP. This is my very first run through Integration, how can I tell if the patch is working as intended? Could you point me to some specific quest which involves going into a city?
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Sista Sila
 
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Post » Tue Aug 30, 2011 5:20 am

@Psymon: Yeah, best to avoid those plugins for now, but Wrye bash can fix any issues thanks to the bashed patch. Just merge the faces plugin and unique clothing into your bashed patch and let wrye bash disable the esp files. You can't do this with LAME glue or LAME ADDitions though because those edit more than graphical stuff, and if you do turn the masters all into the one Integrated esp there will be problems. FCOM additions seems to work fine though, because you only have to change one master.

@dAb: There should be people or lodgings at the following locations:
Spoiler
Imperial City, on the bridge connecting the market and the prison district
waterfront, a house along the outer edge of the island. its occupant wanders all around the city. Sometimes visiting the king and queens tavern.
Arcane University, A bedroll and a table by the entrance, its owner also wanders the city
Cheydinhal, there's a new fighters Guild member
Cheydinhal, A woman golden saint, I've mostly noticed her in the two inns.
I think that's about it at the start of the mod, later on there's a bunch more that show up.


By the way, is there an open cities patch for less annoying magic experience? You'll probably need that too since LAME adds a handful of spell merchants to some cities, and they are involved in some of the quests.
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ILy- Forver
 
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Post » Tue Aug 30, 2011 6:11 am

I'm going to travel to the IC and see how it goes, thanks.

No OC patch available for LAME as far as I can tell.
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Mrs shelly Sugarplum
 
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Post » Tue Aug 30, 2011 2:13 am

Oh yeah I forgot to mark mergable. Duh

dAb-
I'd imagine if you could load these new versions and the old ones (might have to rename a few things) into edit and load them all up - you'd be able to examine record by record (or with filter) what is the same and pointing to the right things or not.

Also I'm not the one to elaborate on the difference between using bash versus Gecko in renaming masters, but I will give it an uneducated shot. As I understand it bash will allow you to do this but it is in name only and if the records match up then it is good, but doing it with bash does not check if they do. On the other hand Gecko does try to check and will give errors if records do not match up.

Where is that thread ... oh http://www.gamesas.com/index.php?/topic/1068317-a-guide-to-merging-with-tesivgecko-second-thread/ it is.
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Josh Dagreat
 
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Post » Mon Aug 29, 2011 5:59 pm

Ok, I'll give it a try.

That wall of yellow text has set my eyes on fire, I need eye drops :ahhh:
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Ray
 
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Post » Tue Aug 30, 2011 6:17 am

Well that was just for download and basic instructions - it requires java and http://www.gamesas.com/index.php?/topic/1182531-need-help-with-tes4gecko-problem-in-windows-7/, but once done is easy to use.

Start -> edit masters -> choose plugin -> highlight a master -> then change or delete -> done.

Again don't take my words as gospel - I don't a more talented (real modder) may jump on any minute and correct everything I'm writing.
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Isabella X
 
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Post » Tue Aug 30, 2011 4:05 am

Sneaky :ahhh: !

I haven't looked at the thread starter for once, and thought "wheee, a new quest mod!", and then... *sad*

:twirl:
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Jack Walker
 
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Post » Mon Aug 29, 2011 5:46 pm

You had me all pumped up for a new mod! Not fair to play this cruel joke :stare:

:angry: lol
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Enny Labinjo
 
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Post » Tue Aug 30, 2011 1:53 am

Awesome to see this integrated version released! :D

EDIT:
Also I apologize if I got any Integration fans excited at the prospect of a similar mod
You kinda did get me excited, but I'll survive. :P
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x a million...
 
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