[RELz] ZuTheSkunk's Shivering Isles Overhaul v0.1

Post » Wed Mar 30, 2011 11:44 am

I've specifically decided to use recoloured McMuffin's Daedric Armor, since the Madness armor was already used for Fanatics, who were a completely different faction, as far as I can tell. Plus, personally I think that this armor better suits Zealots. ;)


I agree. Got the idea from mistaking McMuffins Daedric for Madness initially when the Zealot summoned it the first time, so it's a nice touch as it is already. :)
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Elizabeth Falvey
 
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Post » Tue Mar 29, 2011 11:52 pm

I've specifically decided to use recoloured McMuffin's Daedric Armor, since the Madness armor was already used for Fanatics, who were a completely different faction, as far as I can tell. Plus, personally I think that this armor better suits Zealots. ;)
Whoops! I'm afraid not. Because it's not a spell, but a scripted thing (I've been unable to make those guys using the spell properly, regardless of efforts), and I've forgot to include Dispel. Oh well, I'll fix that in newer version.

But! The Silence spell is included, as long as you'll cast it before Zealot starts combat. ;)

You tried using OBME? If you know how to use it.. then... use it :D
Also whatever you do don't reduce their difficulty :D pretty please
Good luck!
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Madeleine Rose Walsh
 
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Post » Wed Mar 30, 2011 12:52 am

You tried using OBME? If you know how to use it.. then... use it :D

Never heard about it... but as I see, it's something for OBSE, and I don't want to make my mod requiring OBSE. But thanks for suggestion.

I've even tried using tutorials for scripted bound armor, but no, nada, nein, nie, zilch, nothing works. The "cast" command seems to be buggy anyway, since there was a couple of times when I tried to force actors into casting spell on target, and it always ended up with just standing around, like being confused. For spells on self it seems to be buggy too...
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BEl J
 
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Post » Wed Mar 30, 2011 12:07 pm

Also whatever you do don't reduce their difficulty :D pretty please


Just want to say that I agree. They are awesome - and look very cool as well in their summoned armor. This session ended in my char getting killed again while fighting three of them. Must bring Dispel potions next time as their Silence casting is a bit detrimental to my Mage's health. Or start to use Silence myself, which I tend to avoid because it feels a bit cheap IMO, but what goes around comes around...

Never heard about it... but as I see, it's something for OBSE, and I don't want to make my mod requiring OBSE. But thanks for suggestion.

I've even tried using tutorials for scripted bound armor, but no, nada, nein, nie, zilch, nothing works. The "cast" command seems to be buggy anyway, since there was a couple of times when I tried to force actors into casting spell on target, and it always ended up with just standing around, like being confused. For spells on self it seems to be buggy too...


The script works very well. In fact, I've had the idea of a female sect of sort that would summon full armor and weapons on battle start - and I'd copy your setup if so. :)
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Johnny
 
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Post » Wed Mar 30, 2011 6:01 am


Hmm. First, you've mixed up those two factions - Heretics believe that Sheogorath is just a man who needs to be overthrown, so they definitely should stay hostile. Zealots, for the other hand, believe that Sheogorath is a living god and the avatar of Arden-Sul, so if any of those should turn passive once the main quest is completed, then it should be Zealots. And yes, this might be quite logical for them to not attack the god that they pray, but... think about it. What, if they're so completely focused on their pointless rituals and rules, so fanatical, so blind on everything around them, so mad after all those years of living in the Isles and breathing its mad aura and spores of demented trees, that they're unable to recognise Sheogorath, seeing only a strange guy in multicoloured suit who is not a member of their faction and therefore must be eliminated? It's also possible...


Oopsie. That's what I get for speed-typing before I have to go somewhere :) Anyhow, you have a point about the Zealots. I wonder if there could be a note on the first Zealot you kill after the main quest, denouncing your character as a false Sheogorath, and implicating you in his destuction (which is technically true). It'd be a nice touch, methinks. I'd even be willing to try writing such a note, if you like this idea.
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Cheville Thompson
 
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Post » Wed Mar 30, 2011 1:18 pm

Just checked this with tes4edit and it says that it has 196 identical to master records and 218 deletions from the oblivion.esm

Can I assume they are safe to remove and undelete?
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Betsy Humpledink
 
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Post » Wed Mar 30, 2011 6:22 am

^^^ Actually, that might explain a rather suspicious CTD I had yesterday, which came just a minute or so after loading a save. Basically, I never have such CTD's - all my CTD's are connected to overload after playing for one hour or more. Might be caused by running Zu's SI overhaul and MMM SI together perhaps. Anyway, I'll try cleaning it and see how it goes. Can always roll back if ZuTheSkunk says it shouldn't be done for some reason.
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FLYBOYLEAK
 
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Post » Tue Mar 29, 2011 11:15 pm

It might be something with a little error I've made in Crucible during editing walkmesh - somehow I've selected entire walkmesh from Crucible and moved it a few pixels in some direction... it has no visible effect on NPCs' movement, but I must note that there was a few times when I've received BSoD(!) while being in Crucible for a longer while.

Does the removal of those records would fix the thing? Note that I was changing the walkmesh due to adding few shortcuts at the west side of the district (or maybe that's east? Anyway, that one with sewers).

I wonder if there could be a note on the first Zealot you kill after the main quest, denouncing your character as a false Sheogorath, and implicating you in his destuction (which is technically true). It'd be a nice touch, methinks. I'd even be willing to try writing such a note, if you like this idea.

It's a good idea - if you would like to add something like this, then feel free. :) I don't feel good enough in writing such notes and writing anything in English at all, there are always some grammar mistakes and so on.
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Marie
 
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Post » Tue Mar 29, 2011 9:43 pm

Should Syl continuously have a spell effect on her, like http://www.bluemelon.com/photo/18688/766112.jpg? Seems like one of those AoE spell effects you can get with certain mods - but it isn't removed by any of the AOE spell effect fixes that comes with the UOP.

EDIT: Using Duke Patricks - BASIC Script Effect Silencer doesn't fix it either.
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Lovingly
 
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Post » Tue Mar 29, 2011 11:08 pm

Should Syl continuously have a spell effect on her, like http://www.bluemelon.com/photo/18688/766112.jpg? Seems like one of those AoE spell effects you can get with certain mods - but it isn't removed by any of the AOE spell effect fixes that comes with the UOP.

EDIT: Using Duke Patricks - BASIC Script Effect Silencer doesn't fix it either.

That's Supreme Magicka's doing my dear friend!

I wonder if there could be a note on the first Zealot you kill after the main quest, denouncing your character as a false Sheogorath, and implicating you in his destuction (which is technically true). It'd be a nice touch, methinks. I'd even be willing to try writing such a note, if you like this idea.

It's a good idea - if you would like to add something like this, then feel free. :) I don't feel good enough in writing such notes and writing anything in English at all, there are always some grammar mistakes and so on


If I can say so myself I am very good with English and also I think that the madness should allow the Zealots too see if you are Sheogorath or not
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Princess Johnson
 
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Post » Wed Mar 30, 2011 9:15 am

That's Supreme Magicka's doing my dear friend!


Aha, thanks! What is it in SM that does it? What can I do about it? Sorry for OT.
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KU Fint
 
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Post » Wed Mar 30, 2011 8:47 am

Aha, thanks! What is it in SM that does it? What can I do about it? Sorry for OT.

You see there is a feature that changes the frost, fire and shock shields from giving resistance and physical protection to frost shields that deal damage to attackers which is a very nice feature if you ask me
In the ini there is a line for that you can disable, I strongly recommend that you don't disable the effect its very cool! :D
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kasia
 
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Post » Wed Mar 30, 2011 3:28 am

You see there is a feature that changes the frost, fire and shock shields from giving resistance and physical protection to frost shields that deal damage to attackers which is a very nice feature if you ask me
In the ini there is a line for that you can disable, I strongly recommend that you don't disable the effect its very cool! :D


That was it, thanks! It explains http://www.gamesas.com/index.php?/topic/1101994-relz-roaming-npcs/page__view__findpost__p__16119290 as well. Even if I like the feature, which I do, I can't stand the sound effect that goes off every second - it's very annoying IMO. Anyway, that's OT. "Issue" fixed.
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Mistress trades Melissa
 
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Post » Wed Mar 30, 2011 7:22 am

If I can say so myself I am very good with English and also I think that the madness should allow the Zealots too see if you are Sheogorath or not

Or, eventually, they can be so much "blessed" by Sheogorath that they're living in totally different state of being, seeing something completely different than it actually is and therefore not able to recognise Sheogorath regardless of what happens...

But, it gives me an idea of Sheogorath's power that allows to turn into "ghost" state, being not seen by any creature and therefore able to wander peacefully around the Isles... but not able to talk, take items, attack, and so on. Although I don't have an idea how to do this (without OBSE)...

Should Syl continuously have a spell effect on her, like this?

She definitely not. First, her effects should be silent and not visible (she has constant ability with various things making her much more dangerous in combat). Second, I've gave her a different face and hair...
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naome duncan
 
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Post » Wed Mar 30, 2011 9:32 am

Or, eventually, they can be so much "blessed" by Sheogorath that they're living in totally different state of being, seeing something completely different than it actually is and therefore not able to recognise Sheogorath regardless of what happens...

But, it gives me an idea of Sheogorath's power that allows to turn into "ghost" state, being not seen by any creature and therefore able to wander peacefully around the Isles... but not able to talk, take items, attack, and so on. Although I don't have an idea how to do this (without OBSE)...


She definitely not. First, her effects should be silent and not visible (she has constant ability with various things making her much more dangerous in combat). Second, I've gave her a different face and hair...

Read the above I have already explained the issue about Syl

Look up on Oblivion Modular Enhanced Plug-in by thePostaldude, it has ethereal state spells http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=2000 I still use that mod even today
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Mariaa EM.
 
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Post » Wed Mar 30, 2011 7:22 am

Read the above I have already explained the issue about Syl

Yes, I read it, but I wanted to add few words from myself, as additional to yours.

Look up on Oblivion Modular Enhanced Plug-in by thePostaldude, it has ethereal state spells cick me :D I still use that mod even today

Looks promising - thank you very much! :)
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Gaelle Courant
 
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Post » Wed Mar 30, 2011 6:37 am

A couple of things that I've noticed/wonder about after playing some more:

1. ZuTheSkunk's Shivering Isles Overhaul is incompatible with Cobl Races TNR SI. Not so surprising perhaps as both change hairs and eyes on SI NPCs, but it seemed to work out nicely until I stumbled upon my first googly eyes in years on Cutter. Fixed by removing Cobl Races TNR SI. A bit of a shame as I like Cobl Races TNR SI a lot. Not sure if it can be circumvented by adding bash tags - didn't seem so though as I tried with the Eyes tag on Zu's overhaul, but that didn't fix it.

2. While the rats in Crucible is a nice touch they hit performance quite a lot, at least on my steampowered rig. (As does the added clutter.) It would be nice if they were optional, i.e. if there was an optional esp removing them or something like that. Meanwhile, would it be hard to remove them via the CS or TES4Edit?

3. Herdir's armor is very cool. Is that custom made for this mod? Also, is it available and playable for the PC?

4. Also, the Zealots again. I think the risk vs. reward ratio is a bit off on them. If they are going to be so challenging, which I think they should, there should be some rewards that makes it worth the risk to take them on when just exploring around. Perhaps some unique weapons or something that only they have?
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BRAD MONTGOMERY
 
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Post » Wed Mar 30, 2011 4:39 am

1. ZuTheSkunk's Shivering Isles Overhaul is incompatible with Cobl Races TNR SI. Not so surprising perhaps as both change hairs and eyes on SI NPCs, but it seemed to work out nicely until I stumbled upon my first googly eyes in years on Cutter. Fixed by removing Cobl Races TNR SI. A bit of a shame as I like Cobl Races TNR SI a lot. Not sure if it can be circumvented by adding bash tags - didn't seem so though as I tried with the Eyes tag on Zu's overhaul, but that didn't fix it.

Umm... are you able to show a screenshot of those "googly eyes"? I must say that I'm unable to understand how it can possibly collide with other mods, as Cutter uses separate race with custom mesh and textures for eyes, not altering any of vanilla.

2. While the rats in Crucible is a nice touch they hit performance quite a lot, at least on my steampowered rig. It would be nice if they were optional, i.e. if there was an optional esp removing them or something like that. Meanwhile, would it be hard to remove them via the CS or TES4Edit?

Load my mod in CS, find "SECrucibleRat" in Creatures and just delete the entry, save mod.

Perhaps they should be deleted by default, and added by separate ESP.

3. Herdir's armor is very cool. Is that custom made for this mod? Also, is it available and playable for the PC?

It's "Assassin's Creed" armor by Nexon with new textures by Decrepit Hawk. You can download it separately. I haven't set it as obtainable or playable for simple reason - there's no female version (and creating one is beyond my abilities). And if there's no female version, then (player's) males will not have it either! No in my life time! :toughninja:

But, if someone can add female version, then I'll be glad to add it and make the armor playable.

4. Also, the Zealots again. I think the risk vs. reward ratio is a bit off on them. If they are going to be so challenging, which I think they should, there should be some rewards that makes it worth the risk to take them on when just exploring around. Perhaps some unique weapons or something that only they have?

Perhaps greater amount of valuable loot would do the trick?
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Pumpkin
 
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Post » Wed Mar 30, 2011 7:13 am

Umm... are you able to show a screenshot of those "googly eyes"? I must say that I'm unable to understand how it can possibly collide with other mods, as Cutter uses separate race with custom mesh and textures for eyes, not altering any of vanilla.


http://www.bluemelon.com/photo/18688/766304.jpg - with Cobl TNR SI and Zu's SI Overhaul. Hey, you need a cool abbreviation, like ZUSIO or something. :)
http://www.bluemelon.com/photo/18688/766303.jpg - with Zu's SI Overhaul.


Load my mod in CS, find "SECrucibleRat" in Creatures and just delete the entry, save mod.

Perhaps they should be deleted by default, and added by separate ESP.


Thanks. I think so personally. That goes for clutter as well IMO.

It's "Assassin's Creed" armor by Nexon with new textures by Decrepit Hawk. You can download it separately. I haven't set it as obtainable or playable for simple reason - there's no female version (and creating one is beyond my abilities). And if there's no female version, then (player's) males will not have it either! No in my life time! :toughninja:

But, if someone can add female version, then I'll be glad to add it and make the armor playable.


Ah, right - I've seen it but as I always have female chars I can't use it. :(

Perhaps greater amount of valuable loot would do the trick?


Yeah, something that gives an incitement to take them on in the long run. It should ideally be worth the while. Sotobrastos was quite focused on Risk vs. Reward balancing in OOO. Not so good at lore stuff so I'm not sure what would be suitable in their case.
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Guy Pearce
 
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Post » Wed Mar 30, 2011 11:42 am

Maybe also keep an eye on compatibility with Integration - The Stranded Light. I have not played very far in it and almost nothing in SI, but I believe Arkngt has, haven't you Arkngt?

Giskard has a mod that affect SI. His main idea, I think, was to give Sheogorath more God like powers and a more challenging ride while on the throne; but I guess that is far in the future for this mod. But nothing much happens while you are the Mad God; no peasant uprisings, no recurring trouble of the greymarch (not that there should be as that would be against lore I guess but some left overs might still cause trouble?).

Eh, just venting some thoughts that cropped up while worrying about the Integration mod not fitting in.

Keep up the good work!

Cheers!
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Steve Smith
 
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Post » Wed Mar 30, 2011 7:10 am

Maybe also keep an eye on compatibility with Integration - The Stranded Light. I have not played very far in it and almost nothing in SI, but I believe Arkngt has, haven't you Arkngt?


Nope, I don't use RBP so can't play Integration.
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Tyrel
 
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Post » Wed Mar 30, 2011 7:40 am

That goes for clutter as well IMO.

Hmm? But which clutter? Except for some additional wooden boards lying around, I haven't added any in exterior of Crucible.

Hey, you need a cool abbreviation, like ZUSIO or something. :)

Yes, that's what I intended to use in a future. ;)

Cutter - with Cobl TNR SI and Zu's SI Overhaul.
Cutter - with Zu's SI Overhaul.

Ummmm... at least for me, her face and hair are definitely exaggerated and out of place in COBL (in this version, she's like taken out from some jRPG, not fitting TES style at all). Perhaps removing her from this COBL mod by TES4EDIT would do the trick?

Yeah, something that gives an incitement to take them on in the long run. It should ideally be worth the while. Sotobrastos was quite focused on Risk vs. Reward balancing in OOO. Not so good at lore stuff so I'm not sure what would be suitable in their case.

I'll think about it. :) In the meantime, have anyone checked the Heretics so far?...
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Ashley Campos
 
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Post » Wed Mar 30, 2011 2:17 am

Hmm? But which clutter? Except for some additional wooden boards lying around, I haven't added any in exterior of Crucible.


Yeah, I meant the wooden boards.

Ummmm... at least for me, her face and hair are definitely exaggerated and out of place in COBL (in this version, she's like taken out from some jRPG, not fitting TES style at all). Perhaps removing her from this COBL mod by TES4EDIT would do the trick?


Good idea. I'll try that. I just suspect that it might pop up on other SI NPC's as well - so it might be best to skip Cobl TNR SI. BTW, the faces in Cobl TNR are from http://www.dreamingthepyramid.net/TNR-si.html - Cobl adds new hairs/eyes.
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Krystina Proietti
 
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Post » Wed Mar 30, 2011 5:05 am

Load my mod in CS, find "SECrucibleRat" in Creatures and just delete the entry, save mod.

Perhaps they should be deleted by default, and added by separate ESP.


Amazing difference. I went from c. 10 FPS to c. 25 FPS after removing the 60 rats.

In the meantime, have anyone checked the Heretics so far?...


This has been a day of strange spell effects on NPC's, googly eyes and poor performance. Hopefully I can focus on actually killing some stuff tomorrow so I'll try to pay them a visit. :)
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Rebecca Dosch
 
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Post » Wed Mar 30, 2011 5:06 am

http://www.bluemelon.com/photo/18688/766304.jpg - with Cobl TNR SI and Zu's SI Overhaul. Hey, you need a cool abbreviation, like ZUSIO or something. :)
http://www.bluemelon.com/photo/18688/766303.jpg - with Zu's SI Overhaul.


Ummmm... at least for me, her face and hair are definitely exaggerated and out of place in COBL (in this version, she's like taken out from some jRPG, not fitting TES style at all). Perhaps removing her from this COBL mod by TES4EDIT would do the trick?


That is odd, First googly eyed problem I have seen with Cobl Races TNR..

Will have to check out Cutter and see what eye assignment she is using by default.

And ZutheSkunk

Great Job once again. Will have to visit SI with this loaded and MMMForSI myself.

And I noticed no bash tags

So here you go ..Post the name of your mod and these tags below to Boss Thread and it will get added.

Spoiler

Actors.ACBS
Actors.AIData
Actors.AIPackages
Actors.CombatStyle
Actors.Spells
Actors.Stats
Body-F
Body-M
Delev
Factions
Graphics
Invent
R.Head
R.Relations
Relations
Scripts
SpellStats
Stats


If you changed any ownership for cells or cell lighting or anything cell related then you may also need the cell tags has well.
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Ymani Hood
 
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