What About Inns?

Post » Fri Mar 18, 2011 1:47 am

Hey!

I was looking for something that would make inns and taverns more... inny and taverny.

Thus far, the one that seems the most advanced is http://www.tesnexus.com/downloads/file.php?id=29333.

I was wondering if it's compatible with Advanced Inns (that mod that allowed you to hire a room for an entire week). Problem is that I can't find Advanced Inns anywhere anymore, except on my own hard drive. So the question stands and begs another: what happened to that mod?

Another project one might one to keep an eye on is http://www.gamesas.com/index.php?/topic/1062090-relzwipz-oblivifall-revenge-of-the-classic/ that comes as a part of Cliffworm's great Obilivifall series. Naturally, this one probably won't be compatible with Inns Revised.

Finally, http://www.tesnexus.com/downloads/file.php?id=14853 adds some new inns to areas that lacked such comforts. I think this would be compatible with both the other two linked here.

12/04/10 - Edit
Inns Revised in Cyrodiil should work nicely with both OOO and CNRP (Cyrodiil NPC Remodelling Project), barring some minor conflicts. Load before both of them and use these Bash Tags:
Fot minimum number of conflicts I loaded it before CNRP and OOO and use the following Tags:
Actors.AIPackages
Actors.Anims
Factions
Invent

Thanks PetrusOctavianus!

http://tesnexus.com/downloads/file.php?id=24483 - adds more NPCs around the inns and taverns. Thanks Top killa!
This one will be compatible with Better Inns + Oblivion Comes Alive. Thanks Cliffworms!

http://www.tesnexus.com/downloads/file.php?id=31024 - for those who would like to own their own inn! It comes with facilities and clients too. Thanks karrakaz!

http://www.tesnexus.com/downloads/file.php?id=6416 - well, what the name says, only they come at you with anything from spoons to breads. Also adds more NPCs. Thanks Gankaku!
Anyone know of any compatibility issues with this one?

http://www.tesnexus.com/downloads/file.php?id=24602 is one that adds more sounds to these fine establishments as in-game music (that is, you must have music on to hear the stuff).

http://www.tesnexus.com/downloads/file.php?id=6463 - I'm mentioning this one for a great idea the modder had - hearing specific sounds not only when you're inside the inn, but also as you're walking past it! Unfortunately, the mod is quite old and only covers the Imperial City and Bruma.

Inns are such lovely places...

cc
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Lance Vannortwick
 
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Post » Thu Mar 17, 2011 10:57 pm

Corepc was also working on something that added minstrels to inns I think. I agree Inns are awesome.
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BethanyRhain
 
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Post » Fri Mar 18, 2011 9:28 am

thanks for posting this
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Aliish Sheldonn
 
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Post » Fri Mar 18, 2011 5:47 am





Another project one might one to keep an eye on is http://www.gamesas.com/index.php?/topic/1062090-relzwipz-oblivifall-revenge-of-the-classic/ that comes as a part of Cliffworm's great Obilivifall series. Naturally, this one probably won't be compatible with Inns Revised.



You can use this mod -http://tesnexus.com/downloads/file.php?id=24483 until Better Inns + Oblivion Comes Alive mod gets released.
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Jhenna lee Lizama
 
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Post » Fri Mar 18, 2011 1:56 am


Thus far, the one that seems the most advanced is http://www.tesnexus.com/downloads/file.php?id=29333.



Anyone have expereince using that mod in a heavily modded game? It conflicts a bit with OOO and CNRP and takes a lot of tweaking with Bash tags to iron out most of the conflicts, but a quick test run gave me a very positive first impression. I always felt sorry for that nice little pvssycat all alone in her large inn in Chorrol, but now at last she has customers and company.
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Jeffrey Lawson
 
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Post » Fri Mar 18, 2011 3:39 am

I'm using it with an FCOM build right now. The conflicts with OOO seem mostly minor (mostly wimpifies some NPCs that OOO buffs), but there are some more serious conflicts with Salmo, The Baker Cobl.esp (including a moved door in Anvil that causes an issue). I've sent some information to the creator and I'm hoping he'll make some patches.
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jaideep singh
 
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Post » Fri Mar 18, 2011 8:19 am

I use it with 200 other mods, and I haven't noticed any problems (though I have noticed a problem with CNRP's clothing suddenly not appearing... I wonder if this is the cause?). What tags are you using, Petrus?
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Pawel Platek
 
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Post » Fri Mar 18, 2011 5:01 am

I use it with 200 other mods, and I haven't noticed any problems (though I have noticed a problem with CNRP's clothing suddenly not appearing... I wonder if this is the cause?). What tags are you using, Petrus?


Fot minimum number of conflicts I loaded it before CNRP and OOO and use the following Tags:
Actors.AIPackages
Actors.Anims
Factions
Invent
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XPidgex Jefferson
 
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Post » Fri Mar 18, 2011 7:47 am

I wrote a mod awhile back (over a year ago, actually) that would allow mod-added NPCs to rent rooms at inns throughout Cyrodiil on a first-come, first-served basis. The idea was to let modders give their NPCs have a place to stay, without introducing conflicts where different NPCs from different mods would try to use the same room. I got it to work for all the inns in the cities, but set it aside before adding support for the ones outside the cities, such as Wawnet Inn.

I didn't finish or release the mod because it would've been a bit cumbersome for modders to use (requiring ESP mastering, moderate scripting skills, and an AI package for each room where an NPC might potentially stay) and had some unresolved technical issues (the details of which I don't remember at the moment). If there's interest in this sort of thing, though, and people would actually use it, I might pick it up again.
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Stephanie I
 
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Post » Fri Mar 18, 2011 5:51 am

Did you ever try the Bar Fights mod? I can't get to TES now but if you search and don't find it send me a PM.
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Klaire
 
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Post » Fri Mar 18, 2011 1:06 pm

There is a promising new mod here, nice for roleplay, that let you own a inn. You should try it, it adds a lot of immerson, it's still WIP (though already stable), so suggestions are welcomed by the author. http://www.tesnexus.com/downloads/file.php?id=31024
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Queen Bitch
 
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Post » Fri Mar 18, 2011 1:58 am

You can use this mod -http://tesnexus.com/downloads/file.php?id=24483 until Better Inns + Oblivion Comes Alive mod gets released.


Both are compatible. :D
The taverns will be really filled up if both mods are activated, so it might hurt performance. But Better Inns comes with the option of reducing the number of patrons for better performance. :)
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Elena Alina
 
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Post » Fri Mar 18, 2011 3:10 am

Fot minimum number of conflicts I loaded it before CNRP and OOO and use the following Tags:
Actors.AIPackages
Actors.Anims
Factions
Invent


....but loading it before OOO causes cell conflicts, like floating objects in the side room of the Kings Arms Inn in Anvil.
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Nuno Castro
 
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Post » Fri Mar 18, 2011 5:40 am

I agree...Inns are a SUPER IMPORTANT part of Oblivion...just adds to the realism.
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Erich Lendermon
 
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Post » Fri Mar 18, 2011 6:56 am

I agree...Inns are a SUPER IMPORTANT part of Oblivion...just adds to the realism.


Heh, now I'm reminded of one of the best lines in Baldur's Gate: Don't touch me; I'm super-important!
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Nick Pryce
 
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Post » Fri Mar 18, 2011 12:45 pm

Hey!

Thanks for all the replies folks!

Corepc was also working on something that added minstrels to inns I think. I agree Inns are awesome.

I might have heard about that one as well, but I haven't been able to track it down. Is Cliffworms using it in his Better Inns + Oblivion Comes Alive mod?

I wrote a mod awhile back (over a year ago, actually) that would allow mod-added NPCs to rent rooms at inns throughout Cyrodiil on a first-come, first-served basis. The idea was to let modders give their NPCs have a place to stay, without introducing conflicts where different NPCs from different mods would try to use the same room. I got it to work for all the inns in the cities, but set it aside before adding support for the ones outside the cities, such as Wawnet Inn.

I didn't finish or release the mod because it would've been a bit cumbersome for modders to use (requiring ESP mastering, moderate scripting skills, and an AI package for each room where an NPC might potentially stay) and had some unresolved technical issues (the details of which I don't remember at the moment). If there's interest in this sort of thing, though, and people would actually use it, I might pick it up again.

That does sound like a cool feature. I'm wondering if either Marcos Alexandre - the creator or Inns Revised in Cyrodiil or Cliffworms would be willing to implement that change for the new NPCs that hang around the taverns. I mention those two because they are the only two mods that I know of that are still being developed.

There might be an issue of not finding rooms - ever - with so many people around. Perhaps have a random change (50%?) of keeping one room free?
Also, the feature from Advanced Inns would be nice - renting a room for a longer period.

cc
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Noraima Vega
 
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Post » Fri Mar 18, 2011 3:50 am

There might be an issue of not finding rooms - ever - with so many people around. Perhaps have a random change (50%?) of keeping one room free?

The room that's available to the player in vanilla is still reserved for the player and will never be given to an NPC, if that's what you're concerned about. Rooms inhabited by vanilla Bethesda NPCs are also off-limits to mod NPCs until the original occupants die or leave permanently for quest-related reasons.

Other than that, it's first-come, first-served. You'd write a script that asks the "inn manager" for a room, and it gives you back a room number, which you use to enable the appropriate AI package to make your NPC go there. That room number is reserved and won't be given to anyone else until you either explicitly relinquish it, or fail to renew it within a 24-hour period (a safety net to free up the room if the player removes your mod). If no rooms are available, you get back zero as the room number, so you don't enable any of your stay-in-room AI packages.
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Matthew Aaron Evans
 
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Post » Fri Mar 18, 2011 2:32 am

I found a mod that adds a bit of immersion to inns -http://www.tesnexus.com/downloads/file.php?id=25304
I also found a inn that has a quest -http://www.tesnexus.com/downloads/file.php?id=8714
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elliot mudd
 
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Post » Fri Mar 18, 2011 6:18 am

Found this and brought it back from the dead.

The former "Inns Revised in Cyrodiil" has had a major update sometime in August past. Now it's called http://www.tesnexus.com/downloads/file.php?id=29333 and looks really nice.

Compatibility-wise I'm not sure anything changed. If you know different, please let me know.

Of course, there's the New Home Owners feature that moves NPCs from the Inns into houses left empty throughout the game, but that's optional. Seems compatible with the major mods changing the cities though.

cc
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Dj Matty P
 
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Post » Fri Mar 18, 2011 4:09 am

You being interested in making both inns (here) and roads (another thread) more interesting, I've a recommendation. It's http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5771. The mod creates squads of road-patrolling legionnaires, mounted, on foot, or a combination of the two. These groups vary in size and can be quite diverse, containing some combination of officer, battlemages, archers, swordsmen and mounted trooper. They work quite harmoniously together, and are powerful enough to bring down most riff-raff, though legion deaths will occur. What's more, they take breaks in the various vanilla city and wilderness inns, where they can be found drinking and chatting away. Here's a screen capture of an evening http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/Crowded_Inn_2.jpg.
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Kira! :)))
 
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Post » Fri Mar 18, 2011 10:12 am

You being interested in making both inns (here) and roads (another thread) more interesting, I've a recommendation. It's http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5771. The mod creates squads of road-patrolling legionnaires, mounted, on foot, or a combination of the two. These groups vary in size and can be quite diverse, containing some combination of officer, battlemages, archers, swordsmen and mounted trooper. They work quite harmoniously together, and are powerful enough to bring down most riff-raff, though legion deaths will occur. What's more, they take breaks in the various vanilla city and wilderness inns, where they can be found drinking and chatting away. Here's a screen capture of an evening http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/Crowded_Inn_2.jpg.


Thanks! I didn't know about this one and it really looks interesting!

cc
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Jade Payton
 
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Post » Fri Mar 18, 2011 1:28 pm

You being interested in making both inns (here) and roads (another thread) more interesting, I've a recommendation. It's http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5771. The mod creates squads of road-patrolling legionnaires, mounted, on foot, or a combination of the two. These groups vary in size and can be quite diverse, containing some combination of officer, battlemages, archers, swordsmen and mounted trooper. They work quite harmoniously together, and are powerful enough to bring down most riff-raff, though legion deaths will occur. What's more, they take breaks in the various vanilla city and wilderness inns, where they can be found drinking and chatting away. Here's a screen capture of an evening http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/Crowded_Inn_2.jpg.

How is VOILA's compatibility, with, say FCOM? BCs. ULs etc.?
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TOYA toys
 
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Post » Fri Mar 18, 2011 11:21 am

How is VOILA's compatibility, with, say FCOM? BCs. ULs etc.?

I'm curious about that myself. I did read on PES that it is compatible with Reneer's Guard Overhaul, so that's good. :) But I, too, wouldl ike to know how it does with stuff like FCOM, UL, BC, and perhaps New Roads & Bridges Revised, among others...
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Vicky Keeler
 
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Post » Fri Mar 18, 2011 9:37 am

Found this and brought it back from the dead.

The former "Inns Revised in Cyrodiil" has had a major update sometime in August past. Now it's called http://www.tesnexus.com/downloads/file.php?id=29333 and looks really nice.

Compatibility-wise I'm not sure anything changed. If you know different, please let me know.


There are some major conflict issues with the mod and a number of others, as you can tell if you read the comments section for it at TES Nexus. The mod's designer didn't take any conflicts into account, and abandoned it when it was evident the whole thing would have to be rebuilt from the ground up. I myself had one major conflict that resulted in the Drunken Dragon Inn vanishing, with just me and one of the Hemingway's Capes merchants hanging around morosely. (He was supposed to be inside, as well.) You can http://www.gamesas.com/index.php?/topic/1146301-the-drunken-dragon-inn-is-gone-news-at-11/page__p__16755426__hl__better__fromsearch__1#entry16755426.

It's a shame, because the modder had some very good ideas, and a lot of ambition. But inns are something that a lot of mods use, and changing things in them has to be done carefully.
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Alexx Peace
 
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Post » Fri Mar 18, 2011 5:38 am

I'm curious about that myself. I did read on PES that it [VOILA] is compatible with Reneer's Guard Overhaul, so that's good. :) But I, too, would like to know how it does with stuff like FCOM, UL, BC, and perhaps New Roads & Bridges Revised, among others...

Wish I had a good solid answer for ya, but I don't. I don't use any of the major overhauls, FCOM included. Nor do I run BC. I do use three ULs, but one of those don't count, Lost Beaches not coming in contact with any major road. As to the others, Imperial Isle and Skingrad Outskirts, I've noticed no oddness. Then again, I don't think any vanilla wilderness taverns are affected by those two. Patrols will wander off the roads at times, but so do vanilla legionnaires. After having VOILA installed all this time (I added it when the most recent version was first released) I can't recall if patrols take advantage of the roads added by Arthmoor's NR+B. I want to say that I definitely saw a patrol or two or three traverse the Imperial Isle via Arthmoor's roads, but might be confusing VOILA patrols with something Arthmoor himself added. I'd go so far as to say that my not remembering compatibility details is a testimony to how well VOILA blends in with the game world. It has no issues with any of several other Legion-centric mods I run, such as The Elder Council and Fort Akatosh Redux.

I hope one or more of you try in out and let us know about overhaul compatibility and the like.

-Decrepit-
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Charlotte Buckley
 
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