[WIP] The Oblivion Realms Project

Post » Mon Aug 23, 2010 5:33 pm

The Oblivion Realms Project
A Community Based Project

1. Description
2. Working on the Project
2.1 File Structure
3. Resources
4. Current WIP Realms
5. Realm Ideas
6. ORP Modders


1. Description

http://www.gamesas.com/bgsforums/index.php?showtopic=973984

The Oblivion Reamls Project is a new collective project that aims to improve and diversify the most notebly lack-luster part of Oblivion, the Oblivion Planes. This is one of the most sort after improvements, but has yet to be modified.

ORP came to be when I stumbled upon http://www.gamesas.com/bgsforums/index.php?showtopic=883766 about this same idea, I loved the ideas the modders had and I just wanted to be a part of it. I decided it would be best for someone to at least offer to run the mod, in this case look after the ESP, ESM and resources the mod will use.

And here we are today, it was decided this type of project is best developed by a whole community rather than a small team, this way the realms get made in the modders own time, with no deadlines, no rush to get updates to the public, nothing but their imagination and spare time.


2. Working on the Project

Working on the project is rather simple, you post here and let us know you want to make a realm, you let us know your idea [Maybe not all :D]. And finally you let us know what resources you want to use. We will then attain the right permission for the resources to be used in the project.

Once we know you are working on the mod, it becomes an official part of ORP, you work in your own time, at your own pace and have no constraints.

If you know of a set of resources you would like to use, make sure to PM me so I can get the permissions set up correctly, saves you [The modder] some hassle.


2.1 File Structure

Some organisation is needed for this project, mostly to make sure ORP modders have the easiest time possible when making realms for ORP. That means we have a particular file structure:

Your folder structure should be set up like this, this is how our resource ESM folder structure will be, keeps everything tidy.

Oblivion\Data\Meshes\ORP\xxx.nif
Oblivion\Data\Textures\ORP\xxx.dds

Anything new in the CS should start with the following ID:

ORPxxx

XXX = this denotes anything after the ORP ID, this will be another folder (in the case of folder structure), or the other parts of the items ID in the CS.


3. Resources

A newer ESM is currently being planned, please do not use the older ESM when creating your realm.

4. Current WIP Realms

Aellis
Name: ORP Realm 1
Size: Large
Screenshots:

http://i429.photobucket.com/albums/qq11/aellis-photos/SS24.jpg
http://i429.photobucket.com/albums/qq11/aellis-photos/SS26.jpg
http://i429.photobucket.com/albums/qq11/aellis-photos/SS25.jpg
http://i429.photobucket.com/albums/qq11/aellis-photos/SS27.jpg

http://i429.photobucket.com/albums/qq11/aellis-photos/SS35.jpg
http://i429.photobucket.com/albums/qq11/aellis-photos/SS36.jpg
http://i429.photobucket.com/albums/qq11/aellis-photos/SS37.jpg

ZiggyX
Name: The Canyon [Temp Name :D]
Size: Medium - Large
Screenshots:

Mace132x
Name: Gertzwitch't
Size: Medium
Screenshots:

http://i188.photobucket.com/albums/z285/mace132x/ORPTRTortureChamber03.jpg
http://i188.photobucket.com/albums/z285/mace132x/ORPTRTortureChamber01.jpg
http://i188.photobucket.com/albums/z285/mace132x/ORPTRTortureChamber02.jpg

http://i188.photobucket.com/albums/z285/mace132x/Altar04.jpg
http://i188.photobucket.com/albums/z285/mace132x/Altar03.jpg

http://i188.photobucket.com/albums/z285/mace132x/CageWithOREChains.jpg
http://i188.photobucket.com/albums/z285/mace132x/TortureCagesWithOREChains.jpg
http://i188.photobucket.com/albums/z285/mace132x/LavaPit01.jpg
http://i188.photobucket.com/albums/z285/mace132x/LavaPit02.jpg

http://i188.photobucket.com/albums/z285/mace132x/NewCellDoors02.jpg
http://i188.photobucket.com/albums/z285/mace132x/NewCellDoors02Open.jpg

http://i188.photobucket.com/albums/z285/mace132x/daedricnotetop.jpg
http://i188.photobucket.com/albums/z285/mace132x/daedricnotebottom.jpg

5. Realm Ideas

If you would like to take one of these ideas and making them into a realm, and the author is not working on it and does not mind you doing so, please inform us so we can adjust our information.

Nemetoad - Claimed by ZiggyX

It would be interesting to see Deadland areas that are not like the vanilla ones, aka islands. I mean, why not create a canyon area or something? Line the crevise walls with towers and other defenses. It'd be interesting to see something like that, or perhaps an area that takes place all in towers above a lava sea or something, rather than towers on land and whatnot.

inter connected towers on a sea of lava, no land at all! That's fantastic and visually would be really cool!
What would make this even better is if every tower contained a sigil stone, but only one is real. When the player grabs a "fake" stone, it vanishes. Could script some evil laughter at the player's expense. biggrin.gif Perhaps have some Dremora spawn after taking the fake.
Wonder if you could randomize that so it's never in the same tower twice when you enter that gate?


Segvirion

it would help to give a much needed variety to those pesky Oblivion realms.
Perhaps a different atmosphere too. I mean, the daedric realms are really diverse, and even if we're dealing with Mehrunes Dagon's realm here, maybe there could be different realms - frozen ones (think Pale Pass), dark voids (such as one in Henantier's quest), a large dungeon, no lava and no exterior areas... something like that.


Cliffworms

I, too, thought of expanding the Oblivion Gates once. I also had plans and ideas and the such. I wanted to start by making the eight City Oblivion Gates unique. (Those you need to close to get the support of the towns to help you defend Bruma)
For example, one of the Gates I thought of, would be the Anvil one where when you get in the gate, the landscape around you is the same as the Gold Coast, except the ground is dark as the realm of Oblivion, the skies are red and before you stands a burned and ruined Anvil. Where the Anvil Castle would normally be, would stand the Oblivion Sigil Tower. And you'd have to enter the ruined town of Anvil and witness a massacre.
You could enter some buildings, only to find them ruined and destroyed, etc.
For other Gates areas, it would be fun to speak with Dremoras who are not peaceful nor aggressive, only neutral. Since Dremoras don't care about dying, I suppose they'd like to"play" with mortals a bit. Like having a Dremora Town with an Arena where you can fight with other Dremoras.


Actually, this project could be community-based. Since the game chooses a random Oblivion Realm when the player enters a Gate (Or a Cave Door when inside the Realm), anybody could make realms, get them approved and then all that is needed would be to combine all plugins together. I think the game has about 100 Oblivion Gates in Cyrodiil. Can you imagine 100 Unique Realms? That would be awesome!


_Bonk_

How about some new external buildings or dungeons to explore. A vicious maze or something. Add a few new traps. Make it so there are a few new ways to get into the main building. Have the opening closed off from a rock fall or something and force the player to enter another way. Add a few evil looking statues and decorations.

A simple change would be to change the teleporter to transport you to a demonic floating island high in the gate in which you have to solve puzzles and beat enemies in order to get the teleport to the final boss area for the gate. You then just need to create different floating islands for each gate


WillieSea

I wanted to also put some randomness into each world. Where certain things are either enabled or disabled, so you may have to find a different path to the gatehouse than the previous time you visited that world.
The few oblvion realms that do exist get tiring after a while. I was thinking that perhaps the central tower with the stone could be underground sometimes too...


Durza

I'd like to see a whole forest of fleshy pods. They have to come from somewhere! This would be in the rural area of the Deadlands, so there would be no walls and only a few towers set up. The Sigil Tower should be hidden deep within the forest, so you'd have to really search. It'd be very, very easy to get lost!

Another one could be a small village of Dremora, hiding from attacking Legionaries. It'd be in between the Sigil Tower and the gate, where it would be beset from both sides - from the Legion and from the hostile Dremora. Think of a Vietnamese village in the Vietnam War, only with Dremora. The Dremora would be non-hostile and in hiding. Refugees. It would give you a look at the Dremora's side of the story, so they're not just some guys to kill, and would show how evil the Imperial Legion can be, trying to kill innocents because they're on the wrong side. You could have some fun here with the architecture, and add some culture to the Daedra.

Also, some place "in the rough". The gate leads to the mountains of the Deadlands, where the ground is rugged and there are frequent rock slides. Some defence towers would be set up in strategic areas, where Dremora would fire arrows at you from above. There would be several cave networks through the area. The Sigil Tower is in the middle of a lava lake in one of the valleys, to get to it, you must follow the caves until you find a route into the tower from below.

Yet another would be an archipelago with a tower built on each island. The towers are linked by bridges, so you'll be running from tower to tower, all while being careful not to lose your foothold as you head to the Sigil Tower at the furthest island. Fancy an alternate route? There are some boats that you can use to sail through the lava sea - but watch out for the sea life!


Plagorath

What about making :

- Part of some Oblivion Realms have Shivering Isles stuff and enemies, as if Sheogorath wanted to attack Mehrunes or something similar...
- Having random Knights and allies inside the Gates fighting evil, you can join them until you close the gate...
- More trapped prisoners in torturing chambers, you help, they reward you with something...
- Oblivion Islands separated by rivers of lava and maybe even waterfalls...
- Maybe some of the Oblivion cities and towers are in ruins, Dremora inside are dead, but strange creatures still roam the realm...

Some Ideas I had, I just posted this after reading the 1st post, so sorry If copied Ideas...


gatalis

since Oblivion, if you think of it, is a dimension then it is basically tamriel so why not take cheydinhal (or any other city) and make a oblivion dimension of it, you could have ruined buildings, and the tower would be hidden in the castle somewhere. The dremora may not like you but they won't attack you unless you provoke them like getting in their way... and perhaps take an ale and make it have oposite affects. The possibilities of it are endless! (this was a portion of my project to build an alternate oblivion version of Tamriel to explore)


6. ORP Modders

InsanitySorrow [Management]
WhoGuru [Management, Mod Idea, Realm Modder]
Aellis [Realm Modder]
mace132x [Realm Modder]
ZenBDog [Realm Modder]
ZiggyX [Realm Modder]
RedDragonDreamer [Realm Modder]

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Enny Labinjo
 
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Post » Mon Aug 23, 2010 8:53 pm

this looks awsome. i cant w8 for it :)
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Antony Holdsworth
 
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Post » Mon Aug 23, 2010 11:49 pm

this looks awsome. i cant w8 for it :)


Cool, gotta update the OP with some nice new progress thats been made :)
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Etta Hargrave
 
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Post » Tue Aug 24, 2010 3:54 am

Wow. Second thread already! :foodndrink: Makes me smile at the enthusiasm being shown for this project. I'm getting all warm and fuzzy. :lmao: I wuvs my fellow modders. :hugs:
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Emily Graham
 
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Post » Tue Aug 24, 2010 2:21 am

Wow. Second thread already! :foodndrink: Makes me smile at the enthusiasm being shown for this project. I'm getting all warm and fuzzy. :lmao: I wuvs my fellow modders. :hugs:


We wuv you too :lmao:

Its definately nice to see, I will be updating the OP with the latest screenies :D

Plus I will be focusing on getting the ESM and Resources started.
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Chloe Botham
 
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Post » Mon Aug 23, 2010 8:44 pm

Okay, I think I understand a little better now. The resources I'll be using would include the ones we previously discussed on here and the ORE Chains then. :)

The first pic is a little hard to make out, but I like the new walls! In the third pic, those are the vanilla Oblivion 'ruined' walls retextured? From far away, they almost looked fleshy at first glance... I know that's not what you're going for, but that sparks an idea. Some retextured oblivion tilesets to look alive :o

Anyways, I salute you on learning more about texturing/modeling, as its still very alien to me! It already took me way too long just learning about how to implement images in books correctly. Size issues, filetype issues, formatting, how to use transparency in a ddr file... :biglaugh:

Looks like we're going to need a new thread already! :ooo:


Woot! Thread #2!

Yes, the detail is a little hard to make out. I still need to tweak the lighting and atmoshpere a bit I think, but you will need a torch or 3 or a light spell to really get through to the tower in this realm.

Alive and in one piece that is...

Yes, those are vanilla ruined walls re-texed. I didn't want to completely disregard the original realms.
All of the pieces I'm using / creating / retexing will be VWD. (well, almost all, can't have you mapping the maze from afar, can I...)

TY, the modeling was a bit difficult to get a handle on, but it is getting somewhat easier. At least I can take an existing mesh, change it, then map it to a texture so it doesn't look to bad.

I feel good about my progress...

Your Human Parchment looks awsome. Great work there!
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Music Show
 
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Post » Mon Aug 23, 2010 8:56 pm

-snip


Thanks! It took way too long to make, but the others should be quicker now that I know how to do it right :D

Hehe, same here. I actually don't mind the original realms gloomy, evil, hellish appearance, it just lacks any real epicness or variety to me... So far I have a few ideas for other realms already. :rolleyes: But I really should be forgetting about them until I get Gertzwitch't done :biglaugh:

Basically I don't mind keeping the realms looking pretty hellish, but what really interests me is trying to design realms like bases, or facilities even. The first thing that comes to mind is old school Doom I think :P , where the places you went all had some original purpose, but were infested with baddies. I picked the most obvious choice first, a real camp dedicated to what happens with the people captured from dremora invasions. After Gertzwitch't I plan to make a run-down base that's supposed to be the main Siege Crawler forging facility, but its having trouble with some cave-ins and creature infestations. :hubbahubba:
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Lewis Morel
 
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Post » Tue Aug 24, 2010 4:32 am

These are going to be some radical mods when they get done.
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josie treuberg
 
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Post » Mon Aug 23, 2010 8:04 pm

How about instead of guy in a cage with the bottom that opens you have the guy in some sort of catapult and launch him into the wild blue yonder when you pull the lever

:D
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Curveballs On Phoenix
 
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Post » Tue Aug 24, 2010 6:28 am

How about instead of guy in a cage with the bottom that opens you have the guy in some sort of catapult and launch him into the wild blue yonder when you pull the lever

:D

I would like both ideas!
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Matt Fletcher
 
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Post » Mon Aug 23, 2010 7:37 pm

Ran out allowed quotes in the OP, so here is more ideas :D

Aerophysics

First one is where you go through the portal toward a strip of land, that leads to another portal. You go through that and its a Daedric version of the Imperial City! The White Gold Tower is replaced with a Daedric Tower just as tall. The only way to get to the Tower is by going through a series of portals in the right pattern. Once you get into the tower you find Imperial Legion soldiers holding off against groups of Daedra/Dremora. You learn that they have been in this realm for 2 days attempting to close the portal. You work your way up the tower to grab the Sigil Stone, as you get up there you discover that the Sigil Stone is gone. The leader of the Legion soldier suggests that the Sigil Stone maybe at the bottom of the tower, rather than the top.

You work your way to the bottom and then fight a very powerful Dremora Mage. You grab the Sigil Stone and portal closes. You then appear back at the land strip leading to the portal to actually get out. The catch is that it's being guarded by groups of Daedra/Dremora and another Dremora boss is with them. You defeat the group and apparently another Sigil Stone holder appeared after you took the one from the Daedra Tower. You grab it and you finally make it out alive. The Imperial Legion Leader thanks you for the help and they return to the Imperial City.


This realm has a huge volcano with a Daedra Tower and a series of towers and fortress surrounding it. There are atleast 3 towers surrounding the main tower, but they are not extremely guarded. You must take the Sigil Stones from these three towers to loosen the shield that surrounds the main Sigil Stone. Once you get to the Sigil Stone, you grab it...but nothing happens. A friendly Dremora appears and tells you that you must drop all of the Sigil Stones into the volcano in order to close the portal. He explains taht he isn't too fond of his boss so he is willing to help you out. You make your way into the volcano, and after going through many puzzles and enemies you reach a elongated balcony, where the main Daedra Lord awaits. After you defeat him you drop the Sigil Stones into the Volcano and the portal closes, all done.


Cliffworms

One of the Gates' Sigil Stone could be held by a Dremora Sorcerer whose realm is a complete puzzle. Upon entering his realm, you'd be knocked off by a spell and transported to a cell. You'd be prisoner of the realm and need to find a way to escape (And maybe find other prisoners like you to help). So you'd have to find weapons and armor along the way and try to complete the mad sorcerer's puzzles. You could either slay him or challenge him in a game of wits where, depending on your Intelligence and Luck, you could win or lose his game. Win and you get the Sigil Stone. Lose and die. Or, the Sorcerer could play with your character's alignment. Say he has a child captive with him and asks you to press a switch that will kill the child. Would you do it? Or would you be intelligent enough to see that the child is but an illusion?


In the vanilla game, the Dremoras are seen as complete evil demons with no morale. But if you look at the lore and Battlespire, Dremoras have honor and can have respect for some mortals. So it would be cool to interact with them and "beat" a realm with persuasion.... showing a Dremora that YOU are better than him and that he should hand over the Sigil Stone to you... bringing new ways to close Gates rather than killing everything you see.


WhoGuru

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...

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Anthony Santillan
 
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Post » Mon Aug 23, 2010 10:25 pm

quick post to let you know that this is an AWESOME idea. the Oblivion Gates REALLY need some spicing. this might become even better than UL when it's done :D
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Hilm Music
 
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Post » Tue Aug 24, 2010 8:05 am

quick post to let you know that this is an AWESOME idea. the Oblivion Gates REALLY need some spicing. this might become even better than UL when it's done :D


LOL Thank you! Though I doubt it will be better than the UL mods. This is too specific, as popular perhaps. :D Adding variety is always popular!
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dell
 
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Post » Tue Aug 24, 2010 9:29 am

Ran out allowed quotes in the OP, so here is more ideas :D

An idea might be to just add another post, post 2, and add them in. Next thread maybe. A quick way to do it is just finish posting your OP, then quickly make a 2nd post with just one character and enter it, so no one can beat you to the draw. Then copy the remaining paragraphs in at your own leisure.
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Alycia Leann grace
 
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Post » Mon Aug 23, 2010 7:51 pm

An idea might be to just add another post, post 2, and add them in. Next thread maybe. A quick way to do it is just finish posting your OP, then quickly make a 2nd post with just one character and enter it, so no one can beat you to the draw. Then copy the remaining paragraphs in at your own leisure.


Thank you, will do in the next thread :)

Got the ideas after this thread got on its way, so it was kinda late.
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Kim Bradley
 
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Post » Tue Aug 24, 2010 2:07 am

I was thinking it might be a good idea to define a directory structure for resources. This would save InsanitySorrow time in building the ESM for this project.
If everyone who contributes used the same structure, there would be no time lost editing the individual ESP's on merging.

I am using the following (but I can change it easily enough):

..Data\Meshes\Oblivion\ORP\ae\xxx.nif
..Data\Textures\Oblivion\ORP\ae\xxx.dds

Currently I have about 8mb of new and re-tooled meshes / textures. I'll probably add more.

By the way InsanitySorrow, out of curiousty, how are you defining size? You have my mod listed in the first post as medium.
I expect that if anyone playing my mod takes less than an hour to get through the maze, they would be dieing and reloding quite a bit simply because they didn't care about the traps and such.
Would that be medium? I don't have a name, just ORP.
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Melung Chan
 
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Post » Tue Aug 24, 2010 4:49 am

I was thinking it might be a good idea to define a directory structure for resources. This would save InsanitySorrow time in building the ESM for this project.
If everyone who contributes used the same structure, there would be no time lost editing the individual ESP's on merging.

I am using the following (but I can change it easily enough):

..Data\Meshes\Oblivion\ORP\ae\xxx.nif
..Data\Textures\Oblivion\ORP\ae\xxx.dds

Currently I have about 8mb of new and re-tooled meshes / textures. I'll probably add more.

By the way InsanitySorrow, out of curiousty, how are you defining size? You have my mod listed in the first post as medium.
I expect that if anyone playing my mod takes less than an hour to get through the maze, they would be dieing and reloding quite a bit simply because they didn't care about the traps and such.
Would that be medium? I don't have a name, just ORP.


That's a great idea, would definately save me time when merging the ESPs :)

I think that structure is best, I was using something similar myself for the ESM (which will be ready by the weekend)

Size, well I see a normal OB realm as medium, so I put yours down as medium since I am still unsure of how big it will be, so really medium is the default setting :D

I will have to rethink how it works, something like this:

Small - 15 minutes to half an hour
Mediun - 30 minutes to 1 hour
Large - 1 hour +

So the longer it takes to complete the bigger the size.

I will edit your realm info with this new update, also change the name too.

ESM Status Update

For anyone wanting to use the ESM for resources, especially Mace. This will be complete for the weekend, due to me being busy. I have most of what Mace mentioned already in the ESM, adding a few smaller things and making sure its all tidy.

When uploaded, it will have a nice shiny .BSA file to hold all our resource files :celebration:
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Ross Zombie
 
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Post » Tue Aug 24, 2010 5:33 am

-snip


Good to hear!

The size based on time makes sense, really depends on a lot of things, but I know I'll play through my realm with a stealth, mage, and melee character each a few times each once its almost finished to get a feel for it. I think its always important to keep at least those 3 basic character styles in mind when designing any type of gameplay for a game that spans those similar 3 character trees.

As for file structure, again I am a serious newbie :P But I assume this would be for any resources that aren't going to be in the ESM file? As for me, that would include all of... just my daedric notes' ddr files so far? I don't know if it matters much, but at least for defining things in the CS, anything new for my realm I've began with ORPTR(ORP Torture Realm) followed by whatever else. (I.E. ORPTR001TortureChamber)

As for the ESM file, great! I can tell just from looking at your and WhoGuru's sigs this definitely isn't the only project you're putting your hearts into :biglaugh: which all look very nice I must say.. I can't wait for Reclaiming Sancre Tor in particular! :tops: Actually, just got a new job myself, so I've slowed down a bit on Gertzwitch't, but still working on it when time is free. :)

P.S. I actually only recently saw the trailer for RST, was really impressed with the visuals, and the voice which I later found out to my surprise was yours Red :lmao: I swear, if I ever get the time, skills, and manpower together for my own large mod, you can bet I'll be begging for some VA skills :lol:
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Dona BlackHeart
 
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Post » Mon Aug 23, 2010 9:31 pm

An idea just popped in my head.

One of the Gates' Sigil Stone could be held by a Dremora Sorcerer whose realm is a complete puzzle. Upon entering his realm, you'd be knocked off by a spell and transported to a cell. You'd be prisoner of the realm and need to find a way to escape (And maybe find other prisoners like you to help). So you'd have to find weapons and armor along the way and try to complete the mad sorcerer's puzzles. You could either slay him or challenge him in a game of wits where, depending on your Intelligence and Luck, you could win or lose his game. Win and you get the Sigil Stone. Lose and die. Or, the Sorcerer could play with your character's alignment. Say he has a child captive with him and asks you to press a switch that will kill the child. Would you do it? Or would you be intelligent enough to see that the child is but an illusion?

In the vanilla game, the Dremoras are seen as complete evil demons with no morale. But if you look at the lore and Battlespire, Dremoras have honor and can have respect for some mortals. So it would be cool to interact with them and "beat" a realm with persuasion.... showing a Dremora that YOU are better than him and that he should hand over the Sigil Stone to you... bringing new ways to close Gates rather than killing everything you see. :)

And I've started to plan more the Anvil Gate realm. It will be set in Anvil and its outskirts. The rest of the area around Anvil will be lava and there will be no way out except to beat the Gate. The town will be in ruins, in flames, and you will meet the same Anvil NPCs, but they'll serve the dremoras. You will arrive in town and will need to find a way to get inside the ruined castle, get to the realm's leader who will have possession of the Sigil Stone.
The citizens will engage dialogue and say things in the likes of : "What have you done!? Look at us...They...they killed Varel Morvayn yesterday..." or "The Empire is doomed! You did not save us...you were the cause of all this. Why have you waited so long to get to us?" etc. etc. Meeting the Dremora that has Sigil Stone could be done by "aiding" the Dremoras. They'd ask you to commit or assist in commiting atrocities to the citizens... corrupting your soul. Which would eventually get the attention of the Leader. In other words, Mehrunes Dagon would try to play with your mind and destroy your soul because you are a threat to his invasion.
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biiibi
 
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Post » Mon Aug 23, 2010 10:56 pm

For anyone wanting to use the ESM for resources, especially Mace. This will be complete for the weekend, due to me being busy. I have most of what Mace mentioned already in the ESM, adding a few smaller things and making sure its all tidy.

When uploaded, it will have a nice shiny .BSA file to hold all our resource files :celebration:


That's not as great of an idea as it sounds. The game will not autoload a BSA for an ESM file. That can only be done with an ESP, or by registering the file in the ini. So if you want to pack things in a nice neat BSA, it needs a dummy ESP file to go with it, like how Bethesda did for SI.
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Chloé
 
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Post » Tue Aug 24, 2010 3:04 am

As for file structure, again I am a serious newbie :P But I assume this would be for any resources that aren't going to be in the ESM file? As for me, that would include all of... just my daedric notes' ddr files so far? I don't know if it matters much, but at least for defining things in the CS, anything new for my realm I've began with ORPTR(ORP Torture Realm) followed by whatever else. (I.E. ORPTR001TortureChamber)

As for the ESM file, great! I can tell just from looking at your and WhoGuru's sigs this definitely isn't the only project you're putting your hearts into :biglaugh: which all look very nice I must say.. I can't wait for Reclaiming Sancre Tor in particular! :tops: Actually, just got a new job myself, so I've slowed down a bit on Gertzwitch't, but still working on it when time is free. :)


The resources in the ESM will be a library of sorts, so modders can have access to the files that someone else may want from that particular resource pack. All other stuff, like your note textures are only for that particular realm, but when a playable version is released they will be placed in to the .BSA files, so its best to have the same file structure.

the ESM items will have the ID ORP, followed by the next bit of in, E.G ORPTortureRack01. The ID's in you ESP can be whatever you wish, just make them unique, your naming convention fits really nice Mace :)

An idea just popped in my head.

One of the Gates' Sigil Stone could be held by a Dremora Sorcerer whose realm is a complete puzzle. Upon entering his realm, you'd be knocked off by a spell and transported to a cell. You'd be prisoner of the realm and need to find a way to escape (And maybe find other prisoners like you to help). So you'd have to find weapons and armor along the way and try to complete the mad sorcerer's puzzles. You could either slay him or challenge him in a game of wits where, depending on your Intelligence and Luck, you could win or lose his game. Win and you get the Sigil Stone. Lose and die. Or, the Sorcerer could play with your character's alignment. Say he has a child captive with him and asks you to press a switch that will kill the child. Would you do it? Or would you be intelligent enough to see that the child is but an illusion?

In the vanilla game, the Dremoras are seen as complete evil demons with no morale. But if you look at the lore and Battlespire, Dremoras have honor and can have respect for some mortals. So it would be cool to interact with them and "beat" a realm with persuasion.... showing a Dremora that YOU are better than him and that he should hand over the Sigil Stone to you... bringing new ways to close Gates rather than killing everything you see. :)

And I've started to plan more the Anvil Gate realm. It will be set in Anvil and its outskirts. The rest of the area around Anvil will be lava and there will be no way out except to beat the Gate. The town will be in ruins, in flames, and you will meet the same Anvil NPCs, but they'll serve the dremoras. You will arrive in town and will need to find a way to get inside the ruined castle, get to the realm's leader who will have possession of the Sigil Stone.
The citizens will engage dialogue and say things in the likes of : "What have you done!? Look at us...They...they killed Varel Morvayn yesterday..." or "The Empire is doomed! You did not save us...you were the cause of all this. Why have you waited so long to get to us?" etc. etc. Meeting the Dremora that has Sigil Stone could be done by "aiding" the Dremoras. They'd ask you to commit or assist in commiting atrocities to the citizens... corrupting your soul. Which would eventually get the attention of the Leader. In other words, Mehrunes Dagon would try to play with your mind and destroy your soul because you are a threat to his invasion.


More cool ideas, the puzzle idea sounds really fun and challenging which is always a good thing.

I will add your ideas to the post up above, since I got no more OP room for the ideas, next thread will use the OP and SP.

That's not as great of an idea as it sounds. The game will not autoload a BSA for an ESM file. That can only be done with an ESP, or by registering the file in the ini. So if you want to pack things in a nice neat BSA, it needs a dummy ESP file to go with it, like how Bethesda did for SI.


Yup, I know this :P, for modding it may be best to just register in the ini, but when it comes to a playable release there will be an esp file to load it :D
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Yvonne
 
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Post » Tue Aug 24, 2010 11:29 am

Morning! :D I can't remember if we discussed this already or not but...requirements for ORP realms. This is an important one. Shivering Isles resources or no? Normally I would say no but, we are striving to add variety here and access to SI resources will greatly expand what we can do. What do you all think?
So ideally, the requirements for ORP would look like this:
Oblivion
Official Patch
Shivering Isles

and that's it as we'll be compiling our own resources into the mod for the players. :foodndrink: 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:
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Shelby Huffman
 
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Post » Tue Aug 24, 2010 12:43 am

Morning! :D I can't remember if we discussed this already or not but...requirements for ORP realms. This is an important one. Shivering Isles resources or no? Normally I would say no but, we are striving to add variety here and access to SI resources will greatly expand what we can do. What do you all think?
So ideally, the requirements for ORP would look like this:
Oblivion
Official Patch
Shivering Isles

and that's it as we'll be compiling our own resources into the mod for the players. :foodndrink: 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:


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.
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rebecca moody
 
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Post » Tue Aug 24, 2010 5:40 am

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.


Oh good idea IS! :foodndrink: Hadn't even thought of that! That should keep everyone happy from modders to players! Nice!
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Emma Pennington
 
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Post » Tue Aug 24, 2010 2:54 am

Oh good idea IS! :foodndrink: Hadn't even thought of that! That should keep everyone happy from modders to players! Nice!


That is the idea :D

It should mean realms using SI resources will be even more unique. Should be good :nod:
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Tiffany Carter
 
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