[wipz] Unnecessary Violence II

Post » Sat Feb 19, 2011 11:29 am

I wish I woulda had this mod a few minutes ago,
I started a new character and had just closed the gate at Kvatch...Then I went back to the camp to sell some things and noticed everybody gone,
Then I saw a bandit running after one of the refugees and killed her :(
Would've been nice if I could have made a grave site for the 3 refugees that died lol
As payback for the murders I managed to do a critical DR5 move with a dremora mace that smashed her skull into a million pieces :D
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katie TWAVA
 
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Post » Sat Feb 19, 2011 10:23 am

On the name, perhaps "UVII:TA" (Unnecessary Violence II:Taking Action) that way it satisfies all? just a thought.

I quite like that.


Looks like someone's been playing a little Red Dead Redemption. :P That's exactly what happens in that game. You can't surrender to them as the only want the bounty on your head and don't care about bringing you to justice at all.


It's quite often the case that when I propose something people say that's from but I"m afraid I don't really play other games. Stuff I propose just seems logical to me. If other games do it to, then that just confirms that other people see it as a logical happening as well.
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Kahli St Dennis
 
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Post » Sat Feb 19, 2011 8:43 am

It's quite often the case that when I propose something people say that's from but I"m afraid I don't really play other games. Stuff I propose just seems logical to me. If other games do it to, then that just confirms that other people see it as a logical happening as well.
Faithful to Oblivion I see? :hehe:
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Kayleigh Williams
 
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Post » Sat Feb 19, 2011 5:59 am

..There's an INI configurable chance that you'll disturb the spirit that's buried there and it will attack you for some seconds...


Could be cool if you add an INI command like that: "do you want a 101% Spirit appearing, of the innocent NPCs killed and buried ?"
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Joe Alvarado
 
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Post » Sat Feb 19, 2011 9:59 am

I love it...you are just like me...faithful to Oblivion. I have been since it came out in March 06.
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Austin England
 
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Post » Sat Feb 19, 2011 3:32 am

Seems to me that UV or UVII would both work admirably, but I can't resist taking a shot at this.
If you named it something like "Surely,The Final Unnecessary Violence" or "Seriously Totally Finished Unnecessary Violence" we could refer to it as S.T.F.U...V.
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Honey Suckle
 
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Post » Sat Feb 19, 2011 11:07 am

Seems to me that UV or UVII would both work admirably, but I can't resist taking a shot at this.
If you named it something like "Surely,The Final Unnecessary Violence" or "Seriously Totally Finished Unnecessary Violence" we could refer to it as S.T.F.U...V.

Where is the download link?
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Big Homie
 
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Post » Fri Feb 18, 2011 10:53 pm

@evok99:
It's a WIP...so it isn't released yet.
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Jonathan Montero
 
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Post » Sat Feb 19, 2011 7:58 am

Digging up graves is a major crime. You can learn that by the quest with Thoronir of the things coin (or something like that). In the quest log it's say death is what law give for the people who dig the graves so the "dark guy" (don't remember his name...) has been correctly sanctioned.
Sorry for my poor English... :bolt:


lol thats the quest i was thinking about on my last post :foodndrink:

Now that brings up another idea. Let's assume you have a bounty but the guards haven't caught you yet. How about the possibility of spawning bounty hunters intent on collecting the bounty on your head in lieu of the guards... I might have to think about that one a bit...


ive really been waiting for something like this. like have the bounty hunters only actively hunt you outside of major cities and in major cities the crime was not committed in(which would be nice for mods that separate town bounties) that way if you come back into the town you committed the crime in the town guard would have jurisdiction and would basicly tell bounty hunters to shove off that you were theirs for the picking :toughninja:

now what if you have a bounty in every town and your in one :evil: then they would still come after you!!! but only for crimes not committed in that town.
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Killah Bee
 
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Post » Sat Feb 19, 2011 4:30 am

Is it gonna be compatible with fcom?
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Nina Mccormick
 
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Post » Fri Feb 18, 2011 8:20 pm

Is it gonna be compatible with fcom?


Yep. IIRC, UV RC1 was compatible with everything except for new attack animation mods. HeX is planning to keep it that way, me thinks ;).

Oh yeah, except for the very recent issue with a new release of Enhanced Economy.

Because everything is customisable in UV's ini, conflicts can be solved very easily anyway. :o New wink Emoticon :wink_smile: :D

Hmmm, HeX, did you ever end up fixing the hotkey bug?
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Roddy
 
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Post » Fri Feb 18, 2011 11:35 pm

Bountys's hunters seems to be good. You can kill has your wishes bandits, marauders, necromancers and all the outlaw of Cyrodiil. So it make sense there some people who want do the same thing... With the player too.
I was just asking myself with the guy who make me see that mod: it will be ok with Thievery Arsenal and Deadly Reflex? (In truth if UV can do every good things TA and DR do, it's good for me.)
:bolt:
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Emma louise Wendelk
 
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Post » Sat Feb 19, 2011 5:25 am

Thank you Tenzaku!
You made me go looking for the TA mod,
It reminds me of a mod I used to play for another game...
UV might be incompateble with it though if HeX decides to include the extinguishing light sources that he mentioned.
Other than that I don't think it will conflict with what I do know about UV ^_^
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Chavala
 
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Post » Fri Feb 18, 2011 8:37 pm

indeed adding all the cool arrows from thieves arsenal would be excellent. that mod is great, but is now showing its age and is incompatible with real lights...

Hex already said UVII will feature dowsing lights so dowsing arrows should make sense. rope arrows would go together with climbing EXCEPTIONALLY well. so adding the others would be awesome, also it would prevent incompatibilies with thieves arsenal by including the fancy stuff it gives in UV itself. oh man would that be the most awesome thing since dumbo the flying elephant.
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Mrs Pooh
 
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Post » Fri Feb 18, 2011 9:42 pm

indeed adding all the cool arrows from thieves arsenal would be excellent. that mod is great, but is now showing its age and is incompatible with real lights...

Hex already said UVII will feature dowsing lights so dowsing arrows should make sense. rope arrows would go together with climbing EXCEPTIONALLY well. so adding the others would be awesome, also it would prevent incompatibilies with thieves arsenal by including the fancy stuff it gives in UV itself. oh man would that be the most awesome thing since dumbo the flying elephant.


BTW thieves arsenal is a bit buggy :/
So will be better a debugging work for Thieves Arsenal with the new OBSE version / features.
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Dean Ashcroft
 
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Post » Sat Feb 19, 2011 8:07 am

BTW thieves arsenal is a bit buggy :/
So will be better a debugging work for Thieves Arsenal with the new OBSE version / features.



agreed. i remember first using that mod though andhow shocked i was to see a CHILD come up to me and give me a note and some such.
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james tait
 
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Post » Sat Feb 19, 2011 2:21 am

ive really been waiting for something like this. like have the bounty hunters only actively hunt you outside of major cities and in major cities the crime was not committed in(which would be nice for mods that separate town bounties) that way if you come back into the town you committed the crime in the town guard would have jurisdiction and would basicly tell bounty hunters to shove off that you were theirs for the picking

now what if you have a bounty in every town and your in one then they would still come after you!!! but only for crimes not committed in that town.


I consider local bounties to be the province of RGO. Reneer's done a great job on that and I don't feel the need to replicate it. My bounty hunters (assuming I decide to do them) Will be pretty simple. They'll spawn randomly in the wilderness and ty to kill you. I've got vague thoughts about them maybe taking you to jail if your bounty is less than a certain amount, but I haven't yet looked into the technical aspects of doing that. What I really plan for them is to be an infrastructure test for something i'd like to do with the arena.

Is it gonna be compatible with fcom?


Yes. It should be compatible with virtually everything this time. Most of the incompatibilities of the previous version were caused by the fake first person mode, which I'm not using this time around. There will probably be specific instances (like enhanced economy) but the INI configurability of both mods mean you can switch off the soul gem effects of one or the other (mine actually does what EE does to soul gems anyway).

Any other compatibility issues should be solvable by just selectively turning off features in the INI - though I can't imagine there would be any anyway.

Hmmm, HeX, did you ever end up fixing the hotkey bug?


Yes. It was an FFP issue so never appeared in this rewrite

UV might be incompateble with it though if HeX decides to include the extinguishing light sources that he mentioned.
Other than that I don't think it will conflict with what I do know about UV


It won't be incompatible with TA. Though it may do many of the things that TA does, it handles them in a very different way. I'll not be replicating the arrows from TA. Light dousing is done in UV by throwing (non-explosive) liquids over the light source, then relighting by hitting the source with a torch. I don't need to do the vine/rope arrows beacuse climbing covers that base nicely. You don't need a rope when you can just climb up the wall. And as for noise making arrows, throwing stuff (if the player isn't detected will see NPCs going off to investigate the thrown object - so that should cover that base. UV's got it's own knock out blow system so that renders the blackjack mostly unnecessary - though the TA system is quite a bit more sophisticated than mine. The last thing I think was grease arrows. Maybe i'll have a look at how he did that.

BTW thieves arsenal is a bit buggy :/
So will be better a debugging work for Thieves Arsenal with the new OBSE version / features.


I think scruggs has enough on his plate developing OBSE these days. I wouldn't hold your breath for an update of TA.
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Rachael
 
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Post » Fri Feb 18, 2011 8:33 pm

Which reminds me...... I was going to download RGO! Drat! Well, off to the Nexus. :bolt:
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Isabella X
 
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Post » Fri Feb 18, 2011 10:32 pm

How's progress going Hex. I might have to wait to release my mod until yours is finished. :foodndrink:
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Jennie Skeletons
 
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Post » Sat Feb 19, 2011 7:47 am

Please continue, my good sir....V = A pretty funny acronym.
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Matt Bee
 
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Post » Fri Feb 18, 2011 10:45 pm

Please continue, my good sir....V = A pretty funny acronym.



Yeah I pretty much See UV in that V as in the V is just a pointy U :D name it V.

It represents my Arms in the air as a sign of how this mod turns Oblivion on its head

It represents the Pointy end of a down facing dagger upon the hapless npc's

it represents the bottom of a bouqet that will probably flood your doorway once this is released :D

name it V
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carly mcdonough
 
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Post » Sat Feb 19, 2011 4:17 am

I see what you guys mean about TA being buggy...
Oh well looks like I'm gonna have to wait for UV2 :wacko:
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Reanan-Marie Olsen
 
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Post » Fri Feb 18, 2011 10:51 pm

Hex an interesting idea could you possibly make it so we can extinguish lights with a frost spell and relight them with a fire spell for those of us who want to be sneaky :ninja: .
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Marine Arrègle
 
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Post » Fri Feb 18, 2011 10:35 pm

I hope we will be able to use left hand attacks repeatedly like a right hand yes?
If NPC's armors is broken it stays broken for ever I think it will be great if they repair their armor and regenerate their health over time.
Can you please add these features to UV 2??? I think it's not hard to do
Thanks for your attention...
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naome duncan
 
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Post » Sat Feb 19, 2011 11:19 am

It won't be incompatible with TA. Though it may do many of the things that TA does, it handles them in a very different way. I'll not be replicating the arrows from TA. Light dousing is done in UV by throwing (non-explosive) liquids over the light source, then relighting by hitting the source with a torch. I don't need to do the vine/rope arrows beacuse climbing covers that base nicely. You don't need a rope when you can just climb up the wall. And as for noise making arrows, throwing stuff (if the player isn't detected will see NPCs going off to investigate the thrown object - so that should cover that base. UV's got it's own knock out blow system so that renders the blackjack mostly unnecessary - though the TA system is quite a bit more sophisticated than mine. The last thing I think was grease arrows. Maybe i'll have a look at how he did that.

Speaking of throwing items to get NPCs to investigate.... shadeMe's enhanced grabbing already does that.... would the 2 be compatible?

O wait, probably toggle-able in the .ini right?
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Nicole M
 
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