Cliffworms

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About Cliffworms

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  • Birthday 04/09/1987

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    Male
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    Québec, Canada
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    Modding, Video Editing, Reading, Exercising, Rollerskating, and other things that end in "ing" .

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    http://www.benjaminlegault.com

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  1. dialogue

    Version 1.12

    19 downloads

    Reaction by Shadow-She-Wolf & Dorjé translated from French by Cliffworms Current Version: 1.12 - 09-02-2017 Requirements - Shivering Isles DLC - Oblivion Script Extender version 0012 or above. - http://obse.silverlock.org/ - Elys Universal Silent Voice plugin for OBSE - http://www.nexusmods.com/oblivion/mods/16622/? What does it do? This mod's aim is to have more consequences to the player's choices to make each game unique and varied. That's nice and all, but what does it actually do? Relations between factions have been reworked. You will not only make friends when joining a guild. Example: Disposition bonus towards the Nine Divines for a member of the Order of Virtuous Blood. Depending on the race, class and birthsign of your character and also the quests completed, certain factions or people will react in a good or bad way. Example: Completing "Unfriendly Competition" gives a disposition bonus to the members of the Merchant Society. Vampires (even when fed) no longer hide their true nature to mystics (Nine Divines, Mages Guild...) Progression for the two official guilds (Fighters Guild and Mages Guild) depends on your statistics (when enlisting for the Fighters Guild and after having gained access to the Arcane University for the Mages Guild.) Joining the Fighters Guild requires at least 45 Strength and Endurance Joining the Mages Guild requires at least 45 Intelligence Merchants who do not like you will not deal with you. Disposition of 30 and more required to deal with merchants. For the Mages Guild, they will provide their services to non-members by default. However, you can turn on a setting to let them refuse to deal with non-members. Open the console and type the following line: set ReactionDialogues.MGServiceRefusal to 1 The countess of Chorrol and the Count of Leyawiin will no longer ask the help of the first person they encounter. You need fame to help them. Addition of 335 greetings, rumors (more than 200) and various dialogue lines about the world, its background and your actions to make Cyrodiil more alive and NPCs more varied depending on their class, race, hometown, etc... (this can be deactivated, see the "Compatiblity" part) Mod Compatibility Because of its design , there is an infinitely-small chance that it can conflict with another mod (all disposition changes are scripted and therefore do not touch directly to the game data). However, it can overlap with a mod that would do the same changes. Choose the correct version of Reaction depending on the mods you are running. There are two versions of "Reaction": 1. Reaction 2. Reaction - Additions Only 1. Reaction is the original mod with all features described above. It changes some of the game's original scripts and adds scripts to the game's tombs to keep track of the number of coffins you have opened. The modified scripts are the following: - Shivering Isles Gates of Madness' script. - Daedra Prince Meridia's Statue script - Shivering Isles' tombstones script - Coffins involved in the Thieves Guild and Dark Brotherhood quests 2. Reaction - Dialogues Only removes changes to the scripts and tombs to keep only content added by Reaction. If you are running mods that bring changes to one or more of these scripts, it's recommended to use "Dialogues Only". A significant number of responses , greetings and rumors depend on your birth sign, your race or your class. So if you play a custom-class or a modded race, you will not have access to much of the new dialogue. If for reason X or Y you want to disable Generic greetings and rumors, open the console and enter " Set ReactionNoGeneric to 1".Replace 1 with 0 if you want to reactivate them later . This mod runs well alongside "Lore Dialogue Expanded" and "Oblivifall - Let's Talk!". Known bugs From time to time , the mod turns into a ball and clears allcontents of your computer . Casting a fireball on the CPU sometimes adjusts the problem.
  2. Thank you very much for this utility, IS! It saved me a lot of time to come up with NPC names. What's more, I used Tamriel Rebuilt's name generator and I found it unfortunate that it did not have Daggerfall's names or Skyrim's. My NPC names are much more varied. Thanks!
  3. I have several new screenshots, showing dialogue. There are around 800 dialogue entries, most of those being rumors and greetings spoken only in taverns. Drunks share ridiculous rumors and adventurers talk about artifacts. All the new NPCs don't really like to be bothered while they have a drink. If you greet them and their disposition is less than 30, they will get annoyed and their disposition will drop. The more annoyed they get, the more they'll insult you. Patron slightly annoyed by the player greeting him Orc barbarians tend to be slightly aggressive Nords can also have a bad temper A patron sharing a ridiculous rumor Minstrels don't like being interrupted while they play Just a typical nobleman recommending a good bottle of wine Paying 5 septims to a minstrel leads to quest-related rumor Another minstrel sharing a quest-related rumor One of the regulars' greeting
  4. From the album Oblivifall Picture Gallery

    Part of Oblivifall's Last Call! Module. A tavern overhaul adding 1600 NPCs, fistfights, drinking games and, most importantly, minstrels.
  5. From the album Oblivifall Picture Gallery

    Part of Oblivifall's Last Call! Module. A tavern overhaul adding 1600 NPCs, fistfights, drinking games and, most importantly, minstrels.
  6. From the album Oblivifall Picture Gallery

    Part of Oblivifall's Last Call! Module. A tavern overhaul adding 1600 NPCs, fistfights, drinking games and, most importantly, minstrels.
  7. From the album Oblivifall Picture Gallery

    Part of Oblivifall's Last Call! Module. A tavern overhaul adding 1600 NPCs, fistfights, drinking games and, most importantly, minstrels.
  8. From the album Oblivifall Picture Gallery

    Part of Oblivifall's Last Call! Module. A tavern overhaul adding 1600 NPCs, fistfights, drinking games and, most importantly, minstrels.
  9. From the album Oblivifall Picture Gallery

    Part of Oblivifall's Last Call! Module. A tavern overhaul adding 1600 NPCs, fistfights, drinking games and, most importantly, minstrels.
  10. From the album Oblivifall Picture Gallery

    Part of Oblivifall's Last Call! Module. A tavern overhaul adding 1600 NPCs, fistfights, drinking games and, most importantly, minstrels.
  11. From the album Oblivifall Picture Gallery

    Part of Oblivifall's Last Call! Module. A tavern overhaul adding 1600 NPCs, fistfights, drinking games and, most importantly, minstrels.
  12. From the album Oblivifall Picture Gallery

    Part of Oblivifall's Last Call! Module. A tavern overhaul adding 1600 NPCs, fistfights, drinking games and, most importantly, minstrels.
  13. Another question if I may. %r works great. No problem there. What's wrong in my script is that the variables do not reset correctly once the Messagebox closes. Even if I specify that the variables are set to 0, they do not get reset. The message closes and they stay at the same value. Here is the script: scn OCAMinstrelTales short Button short TaleSelection short TaleContinue Begin GameMode If TaleSelection == 0 return elseif TaleSelection == 1 If TaleContinue == 0 MessageBoxEx "Some patrons stop talking as they turn their head towards the minstrel, ready to listen to the story. %%r ''There is a story about the Thieves Guild Master and the skull that is probably fiction, but highly amusing. The Master used the skull on her enemy, creating a clone of him to fight. |[Continue]|[Leave]" set TaleContinue to -1 set button to -1 elseif TaleContinue == -1 set button to getbuttonpressed if button == -1 Return elseif button == 0 MessageBoxEx "After defeating the original, the clever duplicate snatched the Skull from the Master and used it on her. Although the cloned enemy could not directly attack the Master, it could use the Skull to create a duplicate Master. %%rThe two clones jointly ruled the Thieves Guild for years." moddisposition Player 2 set TaleSelection to 0 Set TaleContinue to 0 set button to -1 elseif button == 1 moddisposition Player -2 set button to -1 set TaleSelection to 0 Set TaleContinue to 0 return Endif Endif Endif End
  14. I tried the BR at first. I believe it only works in Skyrim's message boxes. %r did the trick! Thanks.