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[WIPz] Oblivifall - Last Call!


Cliffworms
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OBLIVIFALL



foodndrink.gif- Last Call! -   foodndrink.gif



 



"There you can have a flagon of ale, enjoy the bard's versifications, and chat with the pub regulars. Some of the greatest adventures have had their starts in smoky, noisy taverns.- The Daggerfall Manual, p.58



 


What is it about?
 
Oblivifall - Last Call should be the last module to complete my Oblivifall series of mods; a series that adds new gameplay elements that were found in The Elder Scrolls 2: Daggerfall. Last Call is about enhancing the mood in taverns and inns by adding patrons like citizens, minstrels, bouncers, serving gals/guys, adventurers, prostitutes/courtesans and more along with drinking contests, fistfights and, possibly, dialogue-based gambling.
 
This project is basically about making taverns feel like busy places where people from all social classes and professions come to relax, share rumors and perform shady deals while listening to the bard's songs and stories.
 
 
Features

  • ​Over 1600 new NPCs

​Generic NPCsTravelers from a leveled list of various professions and backgrounds who spawn inside Cyrodiil's inns and taverns. They are replaced anytime a tavern cell resets (Three days by Oblivion default). Includes Arena combatants, assassins, barbarians, warriors, crusaders, farmers, herders, pilgrims, thieves, etc. (Full list of NPC classes at the end)
 
Regulars: Composed of named peasants, commoners and nobles, those citizens are the taverns' main customers. They fill the tavern during the busy hours (Dawn, Noon and Dusk). They arrive at the tavern during those hours to eat, drink, dance and chat. If you become a regular, you may start noticing a few faces you saw before.
 

​Minstrels: Minstrels travel around Cyrodiil to play their lute and learn the latest rumors. Some minstrels are entertainers to the courts of Cyrodiil, others play in the streets during the day and move to taverns at night. Other than playing their lute, they can also offer services to the player for some septims:

  • Rumors: Bards are the best source of information. They hear and participate in the taverns' discussions. For 5 septims, they will inform the player of rumors and information they heard. There are more than 100 rumors, all based on quests the player has or hasn't completed along with other main events.
  • Storytelling: For 75 septims, the minstrel can make up a story about your good or evil deeds each month. This will increase your fame or infamy by five points. When your fame or infamy is high enough, storytelling will no longer be possible.
  • Tipping: You can also simply tip the minstrel while he's performing to show your gratitude. Tip enough and you'll put a smile on his face while he's playing his lute! (An unintended but very nice side effect)

Special NPCs: These characters can interact with the player in interesting ways:

  • Bounty Hunters: May recognize and confront the player if he has a bounty on his head. (Minimum 250 gold)
  • Healers: For a fee, healers can restore the player's health, cure his diseases or perform a full restoration.
  • Traveling Merchants: They carry around various miscellaneous wares for sale and can buy some loot from the player.
  • Vampire Hunters: Armed with vampire-slaying weapons, they will spot and attack the vampire player after some time if the player stays in his sight for long enough.
  • Serving Gals/Guys: These people are employed by some of the bigger/busier establishments. They will greet the player when he sits down, offering him drinks and food. They also give information about their establishment's services.
  • Prostitutes/Courtesans: Prostitutes are found in some low-class taverns and inns and can provide a good night's rest for a small fee. Courtesans, on the other hand, are trained in erotic instruction at the House of Dibella and are found in high-class inns. An expensive night with a courtesan will grant the player a small bonus to his personality and endurance for a limited time.
  • Bouncers: Mostly composed of Nords and Orcs, bouncers are there to throw out drunkards and undesirable patrons. Trained in hand-to-hand, they will try to break fights, hopefully before the city guards arrive.
  • Fences: These freelance smugglers are direct competitors to the Thieves Guild. They appear at certain dates, at certain times and at certain places to sell or buy hot merchandise from other freelancers.
  • Dancers: In low-class and mid-class establishments, some patrons will stand up and dance to the minstrel's moving songs.

 

  • Real-Time Drinking Contests

A popular gambling game among adventurers and hard-working peasants, drinking contests test the contestants' alcohol resistance. The first to fall unconscious loses! Contestants can be found in several taverns, mug in hand.

Rules: The two contestants agree to a bet. The first to fall unconscious loses his bet and the winner earns it. If both contestants fail, they get their bet back. (And they look funny, lying on the floor in the middle of the tavern until they regain consciousness)

Alcohol resistance: The higher a contestant's Endurance, the more resistant he is. Orcs and Nords have a higher resistance than other races. Luck also plays a part. Being very lucky will increase your resistance.

 

  • Fistfights

​While illegal, some taverns open their basement to fistfights for high-paying customers which are mainly comprised of nobles and other high class characters. Participate in fights to earn money or place bets on contestants. These special VIP clubs are also home to drug dealing and other shady activities. You'll need to be a good friend with the owner to pay your way into the nobles' den of depravity.

 

  • Cats & rats

​Cats have always been important to tavern owners. Do not be surprised to see a cat wandering about the inn's basement looking for their prey. On the other hand, some low-class establishments cannot afford cats, so do not also be surprised to see a small rodent or two in your room.

 

  • Horses outside taverns

To simulate the come and go of travelers on the road, different species of horses populate the stables and exteriors of roadside establishments.

 
 
Generic NPCs class list (Click to unveil!)
 


Arena Combatant
Assassin
Barbarian
Battlemage
Bounty Hunter
Commoner
Crusader
City Guard
Imperial Legion guard
Imperial Legion captain
Imperial Legin Battlemage
Healer
Herder
Hunter
Knight
Religious Knightly Order member
Mage
Marksman
Nobleman
Peasant
Pilgrim
Priest
Retainer (For each of Cyrodiil's counties)
Rogue
Savant
Scout
Sorcerer
Thief
Traveler
Traveling Merchant
Vampire Hunter
Warrior
Werewolf Hunter
Witch Hunter


 
 
Screenshots
 

Environment

 

The Feed Bag

The Feed Bag, again

The King and Queen Tavern

The Oak and Crosier

The Oak and Crosier, again

Olav's Tap and Tack

Olav's Tap and Tack, again

 

 

Dialogue

 

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

 

Progress
 
Generic NPCs: Done
Regulars: Almost done
Minstrels: Done
Special NPCs: Done
Drinking contests: Done. Needs further testing
Fistfights: Halfway done
Gambling games: Maybe? Still needs reflexion...
 
 
ETA: I tend to disappear for some time. Hopefully I can finish it in the modding spree I'm having at the moment. ;)
 
 
Feedback
 
Questions? Comments? Suggestions? Insults? Let me know!   thumbsup.gif

Edited by Cliffworms
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Thank you DarkRider!  :D

 

It's been such a long time. And when I think about it, I joined TESA no less than, what, 6 years ago? 

Oh my!

 

Last Call has been sitting so long for all those 7 years that it's about time I complete it. And it's on the right way, thanks to having worked on it from time to time during these 7 years. 

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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

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  • 5 years later...

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