[WIP] The Oblivion Realms Project

Post » Mon Aug 23, 2010 11:59 pm

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.


I've posted in the EW thread in hopes one of the experts will find time to stop in and offer advice on this. :D You'll get it sorted. I have faith. :foodndrink:
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Hussnein Amin
 
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Post » Tue Aug 24, 2010 12:51 pm

I've posted in the EW thread in hopes one of the experts will find time to stop in and offer advice on this. :D You'll get it sorted. I have faith. :foodndrink:


I was planning on do the same thing :P

Edit: For the weather Variable could you not do something like this:

Short TempVarIf GetCurrentWeatherID == 1Set TempVar to 1Elseif GetCurrentWeatherID == 2Set TempVar to 2Endif


Just remember I never scripted weather so the ID's may not be correct.
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Margarita Diaz
 
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Post » Tue Aug 24, 2010 11:46 am

OK, just got a heads up for this in the AN thread, regarding the weather and I've got some good news:

1. From 1.3.4, EW should be compatible with anything that adds new worldspaces, as I've made the blacklist of when not to run into a whitelist of where EW can run. So as long as you don't name your new worldspace with the same EditorID as an existing worldspace, it should be fine.

2. I think that AN has always had checks to ensure it only runs where it's supposed to, along similar lines as EW, though I'd need to check that to be sure.

And if anyone has any trouble scripting with weather, or just with weather in general, don't hesitate to send me a PM, I'd be glad to be helpful to this project if I can.

EDIT: Oh, and some bad news:

Other older weather mods probably won't be as nice to work with. You'd have to check how each of them work and create some sort of patch for them. I could probably find the time to help with that when it comes nearer release time for the first realm. I don't have the time ATM though.
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Deon Knight
 
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Post » Tue Aug 24, 2010 2:55 pm

OK, just got a heads up for this in the AN thread, regarding the weather and I've got some good news:

1. From 1.3.4, EW should be compatible with anything that adds new worldspaces, as I've made the blacklist of when not to run into a whitelist of where EW can run. So as long as you don't name your new worldspace with the same EditorID as an existing worldspace, it should be fine.

2. I think that AN has always had checks to ensure it only runs where it's supposed to, along similar lines as EW, though I'd need to check that to be sure.

And if anyone has any trouble scripting with weather, or just with weather in general, don't hesitate to send me a PM, I'd be glad to be helpful to this project if I can.

EDIT: Oh, and some bad news:

Other older weather mods probably won't be as nice to work with. You'd have to check how each of them work and create some sort of patch for them. I could probably find the time to help with that when it comes nearer release time for the first realm. I don't have the time ATM though.


Thats some good news, thank you :foodndrink:

The best idea atm is to be compatible with the most popular and most used mods, then once we are all good with them, find the other mods that are used and make sure we are compatible. At least we have a starting point.

The welcoming hand is definately welcoming :P, I may be send a PM your way sometime about this.

Thanks again.
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Nicholas
 
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Post » Tue Aug 24, 2010 3:36 pm

Resource Library [ESM] v0.1

Check OP for all info and link :)

Not all requested resources are in this release, instead an update will be available soon with the other stuff, most of the important stuff is there.
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Amy Cooper
 
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Post » Tue Aug 24, 2010 3:19 pm

OK, just got a heads up for this in the AN thread, regarding the weather and I've got some good news:

1. From 1.3.4, EW should be compatible with anything that adds new worldspaces, as I've made the blacklist of when not to run into a whitelist of where EW can run. So as long as you don't name your new worldspace with the same EditorID as an existing worldspace, it should be fine.

2. I think that AN has always had checks to ensure it only runs where it's supposed to, along similar lines as EW, though I'd need to check that to be sure.

And if anyone has any trouble scripting with weather, or just with weather in general, don't hesitate to send me a PM, I'd be glad to be helpful to this project if I can.

EDIT: Oh, and some bad news:

Other older weather mods probably won't be as nice to work with. You'd have to check how each of them work and create some sort of patch for them. I could probably find the time to help with that when it comes nearer release time for the first realm. I don't have the time ATM though.


Oh thank you Ninja! :foodndrink: We'd be honored to have your aide on the project when you can spare the time and I'm very glad to hear EW and AN should work alongside without issue! Thanks again!

@IS - Nice job on the first resource .esm!
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meghan lock
 
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Post » Tue Aug 24, 2010 7:21 am

Oh thank you Ninja! :foodndrink: We'd be honored to have your aide on the project when you can spare the time and I'm very glad to hear EW and AN should work alongside without issue! Thanks again!

@IS - Nice job on the first resource .esm!


Agreed, an honour it would be :D

Why thanks Red, I had a bit of trouble getting this far, to many distractions :embarrass:, but here we are :P
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Tai Scott
 
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Post » Tue Aug 24, 2010 9:55 am

OK, just got a heads up for this in the AN thread, regarding the weather and I've got some good news:

1. From 1.3.4, EW should be compatible with anything that adds new worldspaces, as I've made the blacklist of when not to run into a whitelist of where EW can run. So as long as you don't name your new worldspace with the same EditorID as an existing worldspace, it should be fine.

2. I think that AN has always had checks to ensure it only runs where it's supposed to, along similar lines as EW, though I'd need to check that to be sure.

And if anyone has any trouble scripting with weather, or just with weather in general, don't hesitate to send me a PM, I'd be glad to be helpful to this project if I can.

EDIT: Oh, and some bad news:

Other older weather mods probably won't be as nice to work with. You'd have to check how each of them work and create some sort of patch for them. I could probably find the time to help with that when it comes nearer release time for the first realm. I don't have the time ATM though.


Kewl! :celebration: and TY!
Looks like I need to upgrade to AN...
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matt oneil
 
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Post » Tue Aug 24, 2010 4:12 pm

Resource Library [ESM] v0.1

Check OP for all info and link :)

Not all requested resources are in this release, instead an update will be available soon with the other stuff, most of the important stuff is there.


Woot, thanks IS! :D

You rock :tops:
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kristy dunn
 
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Post » Tue Aug 24, 2010 11:11 am

I just got an idea...

Ever since the first time I ever saw a Blood Fountain or Magicka Fountain, I wondered what they were there for. There's not really anything lore-wise as to what fountains of blood are doing lying around inside these towers as far as I know. So that led me to ask, did Bethesda just add them simply for gameplay? Maybe they thought the realms were too difficult, so added these little freebies here and there for the player to take advantage of...

So my idea was, how about fountains that have the opposite effect? Or at least some form of detrimental effect? Who knows what strange effects toying with daedra machines and rituals would really do to a mortal of Tamriel.

For instance, let's say, make a tainted magicka fountain that actually silences you if you dare to touch it. Or a blood fountain that paralyzes you, or gives a medium duration drain effect on health. I wouldn't want the player to completely avoid them though with knowledge that some could be traps, so you could even retexture them slightly, to give them a small indicator for the diligent player to look out for. You know, red mushroom good, off-red mushroom bad :P

What do you think?
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Ross Thomas
 
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Post » Tue Aug 24, 2010 4:43 am

I just got an idea...

Ever since the first time I ever saw a Blood Fountain or Magicka Fountain, I wondered what they were there for. There's not really anything lore-wise as to what fountains of blood are doing lying around inside these towers as far as I know. So that led me to ask, did Bethesda just add them simply for gameplay? Maybe they thought the realms were too difficult, so added these little freebies here and there for the player to take advantage of...

So my idea was, how about fountains that have the opposite effect? Or at least some form of detrimental effect? Who knows what strange effects toying with daedra machines and rituals would really do to a mortal of Tamriel.

For instance, let's say, make a tainted magicka fountain that actually silences you if you dare to touch it. Or a blood fountain that paralyzes you, or gives a medium duration drain effect on health. I wouldn't want the player to completely avoid them though with knowledge that some could be traps, so you could even retexture them slightly, to give them a small indicator for the diligent player to look out for. You know, red mushroom good, off-red mushroom bad :P

What do you think?

i like it :) although honestly it always irked me that they restored health/magicka only...i think they should all have a random negative effect coinciding with the healing.
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Misty lt
 
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Post » Tue Aug 24, 2010 3:00 pm

I just got an idea...

Ever since the first time I ever saw a Blood Fountain or Magicka Fountain, I wondered what they were there for. There's not really anything lore-wise as to what fountains of blood are doing lying around inside these towers as far as I know. So that led me to ask, did Bethesda just add them simply for gameplay? Maybe they thought the realms were too difficult, so added these little freebies here and there for the player to take advantage of...

So my idea was, how about fountains that have the opposite effect? Or at least some form of detrimental effect? Who knows what strange effects toying with daedra machines and rituals would really do to a mortal of Tamriel.

For instance, let's say, make a tainted magicka fountain that actually silences you if you dare to touch it. Or a blood fountain that paralyzes you, or gives a medium duration drain effect on health. I wouldn't want the player to completely avoid them though with knowledge that some could be traps, so you could even retexture them slightly, to give them a small indicator for the diligent player to look out for. You know, red mushroom good, off-red mushroom bad :P

What do you think?


SHHHHHH!!!!!! Do you want to give away all my little tricks and traps? :whistle: :ahhh:

Seriously though, I had already thought to do something like this in my mod.
Like seeing one of these blood fountains near where several Dremora are loitering. (very small path-grid) After the fight, the unsuspecting, UNOBSERVANT player activates what appears to be a blood fountain. Only, this one drains like 25% speed for 60 seconds at the same time you get healed.
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KIng James
 
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Post » Tue Aug 24, 2010 1:57 am

SHHHHHH!!!!!! Do you want to give away all my little tricks and traps? :whistle: :ahhh:

Seriously though, I had already thought to do something like this in my mod.
Like seeing one of these blood fountains near where several Dremora are loitering. (very small path-grid) After the fight, the unsuspecting, UNOBSERVANT player activates what appears to be a blood fountain. Only, this one drains like 25% speed for 60 seconds at the same time you get healed.


Ooo that is a wickedly evil idea! I love it! :foodndrink: Could be even more evil and have some that drain a skill to nil for 60 seconds, like Blade or Marksman. :lmao: Ooo the scrambling to beat off the baddies with your fists until it wears off.
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Russell Davies
 
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Post » Tue Aug 24, 2010 5:07 pm

Ooo that is a wickedly evil idea! I love it! :foodndrink: Could be even more evil and have some that drain a skill to nil for 60 seconds, like Blade or Marksman. :lmao: Ooo the scrambling to beat off the baddies with your fists until it wears off.


Oooo, I like that. I think checking for the highest melee skill, zapping that and then silencing ought to provide an interesting challenge. Don't you think?
Although, I'm not quiite sure yet how I'll make the difference subtle. Since I'll be playing with the color and fog values, maybe something like "BloodFountain" or "Blood Fountian" instead of "Blood Fountain".
Got to play with it a bit.
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Josh Sabatini
 
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Post » Tue Aug 24, 2010 3:44 am

Woot, thanks IS! :D

You rock :tops:


Thank you, hopefully you find it helpfull :D

Ooo that is a wickedly evil idea! I love it! :foodndrink: Could be even more evil and have some that drain a skill to nil for 60 seconds, like Blade or Marksman. :lmao: Ooo the scrambling to beat off the baddies with your fists until it wears off.


:drool:, a challenge :lol:

Oooo, I like that. I think checking for the highest melee skill, zapping that and then silencing ought to provide an interesting challenge. Don't you think?
Although, I'm not quiite sure yet how I'll make the difference subtle. Since I'll be playing with the color and fog values, maybe something like "BloodFountain" or "Blood Fountian" instead of "Blood Fountain".
Got to play with it a bit.


That would work really well, good idea :thumbsup:

I wrote a couple of quicky scripts today, something becuase I was bored :lmao:, still be tweaked ect.

Scriptname ORPRandomFight; This script will allow you to set random fights based on the players level, so instead of using levelled lists, this script will act instead.; The best use is in the case of a boss fight or a unique encounter, which can be randomized to have it less predicatble.; Created by ISShort RandomShort ChallengeBegin Gamemodeif player.GetLevel <= 5		set Challenge to 1	elseif ( player.GetLevel >= 6 ) && ( player.GetLevel <= 10 )		set Challenge to 2	elseif ( player.GetLevel >= 11 ) && ( player.GetLevel <= 15 )		set Challenge to 3	elseif ( player.GetLevel >= 16 )		set Challenge to 4endif;If Player.GetInCell ORPCellIDIf Challenge == 1	set Random to GetRandomPercent	if Random < 40;ORPSpawnMarker.placeatme LL0Dremora4Kynmarcher100	elseif Random < 70;ORPSpawnMarker.placeatme LL0Dremora5Markynaz100			elseif Random < 90;ORPSpawnMarker.placeatme LL0Dremora6Valkynaz100		else;ORPSpawnMarker.placeatme LL0Dremora6ValkynazMage100		endifendifIf Challenge == 2	set Random to GetRandomPercent	if Random < 40;ORPSpawnMarker.placeatme LL0Dremora4Kynmarcher100	elseif Random < 70;ORPSpawnMarker.placeatme LL0Dremora5Markynaz100			elseif Random < 90;ORPSpawnMarker.placeatme LL0Dremora6Valkynaz100		else;ORPSpawnMarker.placeatme LL0Dremora6ValkynazMage100		endifendifIf Challenge == 3	set Random to GetRandomPercent	if Random < 40;ORPSpawnMarker.placeatme LL0Dremora4Kynmarcher100	elseif Random < 70;ORPSpawnMarker.placeatme LL0Dremora5Markynaz100			elseif Random < 90;ORPSpawnMarker.placeatme LL0Dremora6Valkynaz100		else;ORPSpawnMarker.placeatme LL0Dremora6ValkynazMage100		endifendifIf Challenge == 4	set Random to GetRandomPercent	if Random < 40;ORPSpawnMarker.placeatme LL0Dremora4Kynmarcher100	elseif Random < 70;ORPSpawnMarker.placeatme LL0Dremora5Markynaz100			elseif Random < 90;ORPSpawnMarker.placeatme LL0Dremora6Valkynaz100		else;ORPSpawnMarker.placeatme LL0Dremora6ValkynazMage100		endifendif;else;return; If not in realm, then don't execute;endifEnd


Scriptname ORPRandomWeather;This script allows you to set random weather for a specific ORP realm, this should shake things up a bit;);The script will be delayed (got to add that) and every few seconds will run and the weather will change; Created by ISShort RandomBegin Gamemodeset Random to GetRandomPercent;If Player.GetinCell ORPCellID	if Random < 20		SetWeather OblivionDefault 1	elseif Random < 20		SetWeather OblivionElectrical 1				elseif Random < 40		SetWeather OblivionMountainFog 1				elseif Random < 60		SetWeather OblivionSigil 1			elseif Random < 80		SetWeather OblivionStormOblivion 1		elseif Random < 100		SetWeather OblivionStormTamriel 1	else		SetWeather OblivionStormTamrielMQ16 1				endif;endifEnd


A got a couple of ideas on how they should be used, will fix up the scripts for these ideas :)
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Petr Jordy Zugar
 
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Post » Tue Aug 24, 2010 1:23 pm

Just a little friendly bump :P
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Tarka
 
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Post » Tue Aug 24, 2010 5:56 am

here's an idea for you peeps....maybe you could have different sigil-flame-beams to match the realm/sigil stones
i.e. http://www.tesnexus.com/downloads/images/23090-1-1236797141.jpg
keep up the great work :)
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Dominic Vaughan
 
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Post » Tue Aug 24, 2010 4:17 pm

here's an idea for you peeps....maybe you could have different sigil-flame-beams to match the realm/sigil stones
i.e. http://www.tesnexus.com/downloads/images/23090-1-1236797141.jpg
keep up the great work :)


Oooo that is very cool! Thanks! Definitely something we can use in some realms! Like the Icy oblivion realm someone was thinking about tinkering with. That would be brilliant!
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Ice Fire
 
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Post » Tue Aug 24, 2010 4:20 am

Also found http://www.tesnexus.com/downloads/file.php?id=8294 while diving through Buddah's List-o-links. Seems to be a good ice textured daedric armor for anyone doing the ice realm idea. :)
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meg knight
 
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Post » Tue Aug 24, 2010 5:00 am

here's an idea for you peeps....maybe you could have different sigil-flame-beams to match the realm/sigil stones
i.e. http://www.tesnexus.com/downloads/images/23090-1-1236797141.jpg
keep up the great work :)


Thats a good idea, it was something I thought of a while back but never done anything about it :embarrass:

Also found http://www.tesnexus.com/downloads/file.php?id=8294 while diving through Buddah's List-o-links. Seems to be a good ice textured daedric armor for anyone doing the ice realm idea. :)


I have seen that before, its not too bad at all :P, though first we should see if OOO etc add this in, since most players use overhaul mods.
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Lizzie
 
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Post » Tue Aug 24, 2010 11:28 am

I have also an idea. Perhaps there could variability in defenses such as for example freeze towers, freeze mines and freeze lava (they would of course produce freeze dmg, but u probably guessed it already). Actually I think there even was a mod that changes default oblivion realms to blue color. So I think this at least could be done (not by myself though as I have zero modding skills). Completely different matter is if it suits to common "deadlands is a fire-based realm" -theme...
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Jonathan Egan
 
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Post » Tue Aug 24, 2010 8:40 am

I didn't see this newer thread, as I said in the old one I'm going to talk to my friend and "idea guy" and see if he wants to put together some ideas for realms, that I can then throw together in the editor for this project.

I like cell building, I just can't figure out the damn dialogue/quest system.
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QuinDINGDONGcey
 
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Post » Tue Aug 24, 2010 6:30 am

I didn't see this newer thread, as I said in the old one I'm going to talk to my friend and "idea guy" and see if he wants to put together some ideas for realms, that I can then throw together in the editor for this project.

I like cell building, I just can't figure out the damn dialogue/quest system.


I posted what may be the last post in the other thread. I gave you a tutorial on how to create a base worldspace to start with and add it to the Oblivion Gate.

I forgot to mention, you can delete everything in the world space but the Gate and the XMarker for it. (You probably could delete those as well, but I felt uncomfortable doing that.)

Nice to have you aboard! :thumbsup:
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Caroline flitcroft
 
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Post » Tue Aug 24, 2010 6:29 am

Woot! Welcome to ORP :foodndrink:
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Alexander Horton
 
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Post » Tue Aug 24, 2010 6:35 pm

I didn't see this newer thread, as I said in the old one I'm going to talk to my friend and "idea guy" and see if he wants to put together some ideas for realms, that I can then throw together in the editor for this project.

I like cell building, I just can't figure out the damn dialogue/quest system.


Nice to hear, and Welcome : :goodjob:
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Blessed DIVA
 
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