[WIP] The Oblivion Realms Project

Post » Tue Aug 24, 2010 10:40 am

Well I have another idea for a realm! Inspired by Aellis and that time he was being a smarty-whatzit. :lmao:

When you enter the realm, there is a single small area of land in the center of which is a pedestal with the Sigil stone. The stone is protected beneath a dome of some kind and surrounding it are many switches. One of them will raise the jar, allowing the player to grab the stone. The others will have consequences. For ex: The ground suddenly lowers into the lava for a minute, forcing the player to scramble for safety, another switch could set of a ring of dart traps again forcing the player to safety, another spawns a horde of daedra, etc...

What do you think? Would that require OBSE? You can add this one to the list of idea realms for anyone to grab. :D
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Tue Aug 24, 2010 5:30 am

Well I have another idea for a realm! Inspired by Aellis and that time he was being a smarty-whatzit. :lmao:

When you enter the realm, there is a single small area of land in the center of which is a pedestal with the Sigil stone. The stone is protected beneath a dome of some kind and surrounding it are many switches. One of them will raise the jar, allowing the player to grab the stone. The others will have consequences. For ex: The ground suddenly lowers into the lava for a minute, forcing the player to scramble for safety, another switch could set of a ring of dart traps again forcing the player to safety, another spawns a horde of daedra, etc...

What do you think? Would that require OBSE? You can add this one to the list of idea realms for anyone to grab. :D


Sounds like another good idea, will add it to the list :D

I don't think it would require OBSE, I think the only part that MAY need it would be the lowering of the ground, but then Im not 100% sure on that one. All other parts could be done without it though :)
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Tue Aug 24, 2010 5:38 am

Sounds like another good idea, will add it to the list :D

I don't think it would require OBSE, I think the only part that MAY need it would be the lowering of the ground, but then Im not 100% sure on that one. All other parts could be done without it though :)


Well I was thinking it could work like the corpse masher only instead of it falling instantly when you step on it, it would be triggered by the switch instead. Hell, you could even use a scaled up corpse masher over a lava field. :D
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Tue Aug 24, 2010 4:17 am

I love most of these ideas and the screenshots make me feel warm and fuzzy and slightly sweaty.

But a quick word on sigil stones. I thought the sigil towers were supposed to be a sort of twisted parody of the original towers and the fact that the sigil stone is housed in a tower is what gives it some of its strength. Wouldn't placing a sigil stone deep in a dungeon or underground violate one little tiny aspect of lore that no one cares about??
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Tue Aug 24, 2010 3:03 am

I love most of these ideas and the screenshots make me feel warm and fuzzy and slightly sweaty.

But a quick word on sigil stones. I thought the sigil towers were supposed to be a sort of twisted parody of the original towers and the fact that the sigil stone is housed in a tower is what gives it some of its strength. Wouldn't placing a sigil stone deep in a dungeon or underground violate one little tiny aspect of lore that no one cares about??


Please, don't use the words 'Lore' and 'violate' in the same sentence here. :lmao: You want variety in the realms or not? LOL

As for the Sigil stone setup, find me some Lore that says that please? I've done countless hours of research in the Library and UESP and I've never seen any reference to that. Perhaps I've just missed it. So far as I know, it is the Sigil stone that anchors the Oblivion Gate. The towers seem to be there for the Dremora and invading forces as staging areas.
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Tue Aug 24, 2010 11:49 am

As for the Sigil stone setup, find me some Lore that says that please? I've done countless hours of research in the Library and UESP and I've never seen any reference to that. Perhaps I've just missed it. So far as I know, it is the Sigil stone that anchors the Oblivion Gate. The towers seem to be there for the Dremora and invading forces as staging areas.


Agreed. There are already examples where sigil stones were used without towers. For example, there was a sigil stone in the great daedric war machine and Martin used a sigil stone in the middle of Cloud Ruler to open a gate. I believe the reasoning for having sigil stones in towers on some planes of Oblivion is to protect a weakness since the stone's power is an anchor and what allows the gates to open in Tamriel. By that reasoning, it shouldn't matter where the stone is kept so long as it's protected and challenging to reach by the player. :obliviongate:
User avatar
Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Mon Aug 23, 2010 10:48 pm

Please, don't use the words 'Lore' and 'violate' in the same sentence here. :lmao: You want variety in the realms or not? LOL

As for the Sigil stone setup, find me some Lore that says that please? I've done countless hours of research in the Library and UESP and I've never seen any reference to that. Perhaps I've just missed it. So far as I know, it is the Sigil stone that anchors the Oblivion Gate. The towers seem to be there for the Dremora and invading forces as staging areas.


Agreed. There are already examples where sigil stones were used without towers. For example, there was a sigil stone in the great daedric war machine and Martin used a sigil stone in the middle of Cloud Ruler to open a gate. I believe the reasoning for having sigil stones in towers on some planes of Oblivion is to protect a weakness since the stone's power is an anchor and what allows the gates to open in Tamriel. By that reasoning, it shouldn't matter where the stone is kept so long as it's protected and challenging to reach by the player. :obliviongate:


Agreed :D
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Tue Aug 24, 2010 7:15 am

Anyone have a thought on this? And please, not the usual knee-jerk 'meh hatez the SI why iz you using it stupidz' responses. :lmao:

Actually, up until this point so far, I've been avoiding using anything from SI like the plague :biglaugh:

I say yes, but I also have an idea on how this can work.

Any realms that use SI, could be merged togther with other SI enabled realms, so then if players dont have SI they can use the normal OB esp and enjoy the mod, if they do, then they can use the SI esp as well.

That way everyone is happy :D

Note: There will be a delay on the ESM, I was kinda busy all yesterday and most of today so far, hopefully I can get it sorted be the end of the weekend.



And that sounds like a good solution Insanity. I'm probably going to still avoid using SI resources unless absolutely necessary for whatever I'm trying to accomplish just because it svcks having to put limits on who can use a mod, or parts in this case, even with SI so cheap now. :rolleyes:

I'm probably going to have some screens of the start of another realm idea up here sometime soon... Couldn't help myself, already started on my second idea while waiting on resources ESM :lmao:

I've been experimenting with different tilesets trying to make a very large cave cavity and its finally coming together somewhat, but I've found there's some limitations to making giant rooms like this... For starter's, it's very hard to light properly as you can't see the lights until you're close enough to them, ruining any big lighting in the room other than the cell's ambient setting. The only solution for that so far would be to edit your Oblivion .ini settings for visible light distance but that seems like a poor solution, since I'm pretty sure that would affect FPS and the settings are only really useful for things like this. :shrug:
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Tue Aug 24, 2010 5:22 am

Actually, up until this point so far, I've been avoiding using anything from SI like the plague :biglaugh:

And that sounds like a good solution Insanity. I'm probably going to still avoid using SI resources unless absolutely necessary for whatever I'm trying to accomplish just because it svcks having to put limits on who can use a mod, or parts in this case, even with SI so cheap now. :rolleyes:

I'm probably going to have some screens of the start of another realm idea up here sometime soon... Couldn't help myself, already started on my second idea while waiting on resources ESM :lmao:

I've been experimenting with different tilesets trying to make a very large cave cavity and its finally coming together somewhat, but I've found there's some limitations to making giant rooms like this... For starter's, it's very hard to light properly as you can't see the lights until you're close enough to them, ruining any big lighting in the room other than the cell's ambient setting. The only solution for that so far would be to edit your Oblivion .ini settings for visible light distance but that seems like a poor solution, since I'm pretty sure that would affect FPS and the settings are only really useful for things like this. :shrug:



SI was something I forgot about with this, mostly becuase it never came to mind. After Red mentioned its use I thought it would be best to allow modders to use it, thats where my idea came from. Would be sad not to allow its use.

Another idea, damn Mace, two already :D
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Tue Aug 24, 2010 3:04 am

I've been experimenting with different tilesets trying to make a very large cave cavity and its finally coming together somewhat, but I've found there's some limitations to making giant rooms like this... For starter's, it's very hard to light properly as you can't see the lights until you're close enough to them, ruining any big lighting in the room other than the cell's ambient setting. The only solution for that so far would be to edit your Oblivion .ini settings for visible light distance but that seems like a poor solution, since I'm pretty sure that would affect FPS and the settings are only really useful for things like this. :shrug:


A darker lighting can seriously add to the creep factor of environment. :D I wouldn't worry over much if it's dark in there with just little islands of light here and there. I like that sort of thing personally. Makes me nervous when I can't see what's in front of me until I'm on top of it!
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Tue Aug 24, 2010 1:54 am

I have an Idea.

Imagine a realm that has a human outpost around the portal. When you gain enough trust from the humans there you find that their grandfathers were mages who accidentally opened a portal and became stuck after they could not find a spell that could lead them back to Cyrodiil. You also learn that one person, The Human, has found a way to rule over the Daedra. And when you enter the tower none of the Daedra attack until you get to The Human. The Human could be persuaded, killed, stolen from, etc. to get to the Sigil Stone. and if you kill him the Daedra will attack. If you persuade him the Daedra will continue to be pacified. When you gain entrance to the Sigillum Sanguis instead of there being a guardian there is the band of humans there. If you killed The Human then they will believe that you are an ally and they will return with you to cyrodiil. If you persuaded The Human to let you into the Sigillum Sanguis then they will believe that you betrayed them and attack you. If you grab the Sigil Stone with some of them alive, then you hear screams of horror from the survivors. If you are caught stealing from The Human he will send you to a jail overseeing a torture room, and you health will be halved. If you wait in your cell for a day, then you will be released and forced to apologize to The Human. If you submit then the Daedra will continue to be non-hostile, and if you keep your will then you will be jailed again. If you choose to escape the prison then the daedra will attack, and you will be forced to ether steal for kill The Human to enter the Sigillum Sanguis.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Tue Aug 24, 2010 11:46 am

I have an Idea.

Imagine a realm that has a human outpost around the portal. When you gain enough trust from the humans there you find that their grandfathers were mages who accidentally opened a portal and became stuck after they could not find a spell that could lead them back to Cyrodiil. You also learn that one person has found a way to rule over the Daedra. And when you enter the tower none of the Daedra attack until you get to the human leader. The Human could be persuaded, killed, etc. to get to the Sigil Stone, and if you kill him the Daedra will attack. If you persuade him the Daedra will continue to be pacified. When you gain entrance to the Sigillum Sanguis instead of there being a guardian there is the band of humans there. If you killed the human then they will believe that you are an ally and they will return with you to cyrodiil. If you persuaded the human to let you into the Sigillum Sanguis then they will believe that you betrayed them and attack you. If you grab the Sigil Stone with some of them alive, then you hear screams of horror from the survivors.


It sounds good, maybe the humans became corrupted, thats how they are able to have power over the daedra, possibly the effects of their dominance could be only temporary.
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Tue Aug 24, 2010 12:54 am

I think I may have stumbled upon something this Project may need to be aware of / compensate for.

In playing with the settings of my worldspace, I found I could get very interesting results with weather color.
I wrote a script that randomly changes the color and fog settings of my realm every 5 seconds.

Some of the results are very striking. Here are several screen shots:
http://i429.photobucket.com/albums/qq11/aellis-photos/SS38.jpg, http://i429.photobucket.com/albums/qq11/aellis-photos/SS41.jpg, http://i429.photobucket.com/albums/qq11/aellis-photos/SS45.jpg, http://i429.photobucket.com/albums/qq11/aellis-photos/SS47.jpg, http://i429.photobucket.com/albums/qq11/aellis-photos/SS51.jpg, http://i429.photobucket.com/albums/qq11/aellis-photos/SS58.jpg, http://i429.photobucket.com/albums/qq11/aellis-photos/SS60.jpg, http://i429.photobucket.com/albums/qq11/aellis-photos/SS62.jpg, http://i429.photobucket.com/albums/qq11/aellis-photos/SS65.jpg, http://i429.photobucket.com/albums/qq11/aellis-photos/SS73.jpg.

(I haven't figured out how to make the fog update correctly yet, but I'm still trying.)

Anyway, the issue is compatibility with weather mods. In paticular, Enhanced Weather (since that's what I use). EW checks for the default Oblivion Realm weather and disables itself when you are in a realm. I can write a patch or modify the script EW uses, but that got me to thinking about other mods that check for worldspaces, weather, interiors, etc.
But even if I don't play with the weather, since my worldspace isn't OblivionRD001 or OblivionRD002 etc., some other mod may break what I build.
And do we / should we build patches? I can see this being a major headache for IS.

If anyone else plays with weather or some other setting in their realm contribution that another mod attempts to control, we will get a bunch of posts saying the ever popular "your mod broke my game" or "wtf? your mod doesn't do anything".

Any ideas on how we should deal with this?
User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Tue Aug 24, 2010 12:32 pm

-snip


Wow, very trippy effect there. I like the idea of lots of fog in a maze :D

I really hadn't thought about weather mods and the like, but I know the first dremora I plopped down into the CS, I wondered how FCOM would work with it. I've just been focusing more on building before worrying about game balance and conflict stuff, but it will come eventually... The short answer is, even if do decide to make compatibility patches, there's probably always going to be some type of conflict with one mod or another that someone will find, or one realm might be way too hard or way too easy depending on if a overhaul is used, what combat mods, ect. ect.

As for my progress... some WIP screens of what I've been working on lately :twirl:

http://i188.photobucket.com/albums/z285/mace132x/ORPSCRCavern01.jpg http://i188.photobucket.com/albums/z285/mace132x/ORPSCRCavern02.jpg http://i188.photobucket.com/albums/z285/mace132x/ORPSCRCavern03.jpg http://i188.photobucket.com/albums/z285/mace132x/ORPSCRCavern04.jpg

http://i188.photobucket.com/albums/z285/mace132x/ORPSCRLavaVent01.jpg http://i188.photobucket.com/albums/z285/mace132x/ORPSCRLavaVent02.jpg

http://i188.photobucket.com/albums/z285/mace132x/ORPSCRStairs01.jpg http://i188.photobucket.com/albums/z285/mace132x/ORPSCRStairs02.jpg

http://i188.photobucket.com/albums/z285/mace132x/ORPSCRClannfear01.jpg http://i188.photobucket.com/albums/z285/mace132x/ORPSCRClannfear02.jpg

http://i188.photobucket.com/albums/z285/mace132x/ORPSCRGate01.jpg http://i188.photobucket.com/albums/z285/mace132x/ORPSCRGate02.jpg

The gargantuan clannfear above might be the certain creature problem the dremora are having trouble with in this realm... the question is, where there's one, is there more? and maybe more importantly, how to get an oversized creature to not look silly and move around without any serious clipping issues... in play testing this gargantuan has ended up anywhere you can imagine every time he tries to use his signature clannfear charge attack :stare:

And the gate is but one blade in the gauntlet the player will have to run to survive the dremora's main base for the forging of their most feared machinations, the dreaded Siege Crawler... :P
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Tue Aug 24, 2010 2:51 pm



Yup a headache :P, What I suggest is to make patches for the commonly used mods, so all the major weather mods ect. Saying this, since your realm is different from OB's realms and has a unique ID, there is a good possiblity other mods will not actually touch your work since they are not aware of your realm. Which means it should be safe.

Since you brought it up, I will do some digging when I get chance, hopefully there is an easy way to settle this little problem.

Like what you have done btw :D



As longs as you stick with normal OB levelled lists ect, your realm should be perfectly compatible with the likes of OOO and FCOM. Its only when you use custom stuff, then a patch can be produced to add FCOM ect to your realm.

Your realm is definately making some sweet progress :D

Two great realms so far from you two :foodndrink:
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Tue Aug 24, 2010 1:08 am

Just dropping in to say I'm not dead :P RL just took me away from modding, but will be able to get back into it in the next few days :-)


This is looking fantastic! guys! looking at all those screenshots is making me drool! keep up the great work!
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Tue Aug 24, 2010 6:15 am

Just dropping in to say I'm not dead :P RL just took me away from modding, but will be able to get back into it in the next few days :-)

This is looking fantastic! guys! looking at all those screenshots is making me drool! keep up the great work!


I am sure sure they are thankful for those comments :)

Glad you dropped in, no problems with you being away, no rush back either. Just take ya time :D
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Tue Aug 24, 2010 6:47 am

Yup a headache :P, What I suggest is to make patches for the commonly used mods, so all the major weather mods ect. Saying this, since your realm is different from OB's realms and has a unique ID, there is a good possiblity other mods will not actually touch your work since they are not aware of your realm. Which means it should be safe.

snip


What makes EW compatible with all existing mods is the seasons script. If any weather or climate type active is NOT one of Oblivion Default Realms, the EW script overrides the weather.
Ever see snow in an Oblivion plane?

This will be an issue for any mod that uses a unique id for their realm weather or climate. It's easy enough to fix, but either you need a patch or you must change the EW script.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Tue Aug 24, 2010 4:18 am

What makes EW compatible with all existing mods is the seasons script. If any weather or climate type active is NOT one of Oblivion Default Realms, the EW script overrides the weather.
Ever see snow in an Oblivion plane?

This will be an issue for any mod that uses a unique id for their realm weather or climate. It's easy enough to fix, but either you need a patch or you must change the EW script.


Looks like we will need to patch it :D, or possibly ask the authors to include a section in the script which ignores our realms.
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Tue Aug 24, 2010 8:40 am

Aellis! Mace! Your realms are looking fantastic! :drool: The weather in yours Aellis makes for a stunning look! Players wont know what hit them!

and Mace that giant Clanfear is great! LOL You're gonna give someone a heartattack. Nice claustrophobic feel in your dungeon as well. :foodndrink:

Good to see you back Ziggy! RL is always a good excuse for vanishing for a while! Just glad you're back with us and soon to be modding again! :D

LOL http://images.zaazu.com/img/cl06-cheerleader-cheerleading-smiley-emoticon-000526-design.gif! :lmao:
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Tue Aug 24, 2010 4:48 am

I think I've come up with a way to avoid having to do a patch for weather mods. But I need to do some testing.

Triggerzones!

I've sort of worked it out in my head. It should be do able and be less script intensive. I'll use the player's movement to trigger various effects.
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Tue Aug 24, 2010 2:35 am

I think I've come up with a way to avoid having to do a patch for weather mods. But I need to do some testing.

Triggerzones!

I've sort of worked it out in my head. It should be do able and be less script intensive. I'll use the player's movement to trigger various effects.


Triggerzones are an easy way to trigger evens, even a change in weather. Though you will have to plan exactly when a player would hit one, but yeah its goood :D

And is definately less script intensive.

I can help with the scripts if you need it.
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Tue Aug 24, 2010 3:37 am

I think I've come up with a way to avoid having to do a patch for weather mods. But I need to do some testing.

Triggerzones!

I've sort of worked it out in my head. It should be do able and be less script intensive. I'll use the player's movement to trigger various effects.


Would you actually need to do that? you might want to look into the mod heart of the dead, i just actually played through it, and at the verry end theirs an area that has its own weather type, i use All natural with EW Enhanced seasons and it never changed from its unique weather, to my knowledge at least.I havnt looked into it tho, so maybe im wrong, just thought id try and give u guys a heads up
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Tue Aug 24, 2010 1:05 am

Would you actually need to do that? you might want to look into the mod heart of the dead, i just actually played through it, and at the verry end theirs an area that has its own weather type, i use All natural with EW Enhanced seasons and it never changed from its unique weather, to my knowledge at least.I havnt looked into it tho, so maybe im wrong, just thought id try and give u guys a heads up


Well, I certainly could be wrong about my findings. I mean I did not tear apart the EW scripts line by line.

After seeing it begin to snow in my realm, I found this in the EWSeasonScript:
scn aeORPWeather;This script controls the random chaotic weather pattern.short rshort gshort bfloat timefloat timerref typeshort wcshort triggeredfloat wsfloat cslfloat csushort lfbegin OnTrigger Player		;set colors for the current time period and type of weather	if triggered == 0		set r to rand 0 255		set g to rand 0 255		set b to rand 0 255		set time to GameHour		set type to GetCurrentWeatherID		label 1		if time > 3.83 && < 7.00			SetWeatherColor r g b wc type 0		elseif time > 7.00 && < 16.99			SetWeatherColor r g b wc type 1		elseif time > 16.99 && < 21.17			SetWeatherColor r g b wc type 2		else 			SetWeatherColor r g b wc type 3		endif		If wc < 11				set wc to wc +1				goto 1		endif		set ws to (rand 0 100) / 100		SetWeatherWindSpeed ws type		set csl to (rand 0 1000) / 1000		SetWeatherCloudSpeedLower csl type		set csu to (rand 0 1000) / 1000		SetWeatherCloudSpeedUpper csu type		set lf to rand 1 255		SetWeatherLightningFrequency lf type		printc "WeatherType: %.f, Time: %.2f, CloudSpdLower: %.4f, CloudSpdUpper: %.4f, Lightning Frequency: %.2f", type, time, csl, csu, lf		set triggered to 1		set timer to 5	endifendbegin gameMode			if triggered == 1 && timer <= 0		set triggered to 0		set wc to 0	endif	if timer >= 0		set timer to timer - getSecondsPassed	endifend

User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Tue Aug 24, 2010 1:14 pm

Since my weather was named aeORPdefault, EW didn't disable itself.

IS, thanks. I've got the fog triggerzone script down and working. Do you know if I will need to create a unique id for each zone I lay down? Or do multiple same zones each trigger on its own?


You will need unique ID's for each triggerzone, since a triggerzone using the same ID will be triggered along with any others with that ID.

Definately need to do something with EW.
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

PreviousNext

Return to IV - Oblivion