Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Cliffworms

Ambassadors
  • Posts

    654
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Cliffworms

  1. Very nice Cliffworms. I like those shots alot, and they both fit very well into where the end of the quest line plays out.

    You say you had them in mind as a sort of one or the other thing, but I think that your first one where the sanctuary is purged by a rogue silencer would be perfect for the beginning phase and the second functional one would be ideal for what you get after going in to clean out whatever infestation exists in the one with all the dead folk.

    Are the designs feasible enough to make that work? I think that would be truly a very cool thing and moving it to somewhere under the dock warehouse is fine so long as that's not going to involve an external worldspace edit.

    I'm glad you like the screenshots. aa_biggrin.gif

    I actually meant that using the two versions would be better than using only one of them. Like you, I also agree that having a rogue silencer who, out of paranoia of what happened in Cheydinhal, decided to perform his personal purification of his sanctuary. Having a paranoid person as the leader of a sanctuary can be destructive and it would be another way to explain how the Dark Brotherhood is truly going downhill in Cyrodiil.

    And, yes, it's easily done to switch from one version to the other.

    Simply add the same warehouse door on the same position as the one that leads to the purified version, but make it initially disabled. Then, when the player manages to restore the sanctuary somehow, use a simple script to disable the door leading to the purified version and enable the one leading to the restored version.

    As for the emplacement, in the Dark Brotherhood Chronicles project, the DB bribed the warehouse worker for keeping their location secret.

    May I send you the file? aa_biggrin.gif

  2. Response B, after 9PM, should have an hour at wich the 9PM response is not given and, thus, replaced by the Before 5PM one.

    If you put "Game Hour >= 21 ", the game will believe that any hour after 9PM will be fine for the condition.

    So, you'll need to do like Response C, and set something like this instead :

    Game Hour >= 21 AND

    Game Hour <= 5

    5AM value is just an example. So, that way the game will check between 9PM and 5AM

    Then you need to do the same thing with 5PM.

    Game Hour >=6 AND

    Game Hour <=17

    So the game will check between 6AM and 5PM.

    If it doesn't work, you can probably check how Azura's Statue Script is handled, since you can only speak to her at dusk or dawn.

  3. Thank you Arthmoor for planning/designing the new sanctuaries and making them more lore accurate. Because, indeed, some mods that add new sanctuaries don't take in account how the Dark Brotherhood has been seriously hit. :rofl:

    As for designing new sanctuaries, I would like to submit one I designed around 2 years ago.

    Back then, I was the lead level designer for The Dark Brotherhood Chronicles. I was part of the first team that attempted to complete it, but we got problems of members leaving or not responding and so we all went our way.

    Then the team was formed again by fans of what we had done and they asked me to join again. But I personally didn't really like the new administration and left.

    During my time as Lead Level Designer, I designed a sanctuary that was to be used in Anvil, accesssible by a trap door in one of the dock's warehouse.

    I can assure you that the current Dark Brotherhood Chronicles team is not using my level because they changed the whole storyline. As such, the works I had done didn't have any takers and I see your project as an opportunity to give my sanctuary a life again. aa_biggrin.gif

    The Anvil Sanctuary comes in two flavors. In the original story, every members of the Anvil Dark Brotherhood had been violently murdered by its silencer who decided to do his own purification of the sanctuary, because of what happened at Cheydinhal.

    So there's a "Purified Version", which is a dark, abandoned sanctuary with barely any lighting. Brothers and sisters who have died in most violent deaths. And cobwebs fill up some space also.

    th_Storage1.jpgth_SilencersRoom6.jpgth_MainHall6.jpgth_MainHall10.jpgth_LivingQuartersShot10.jpgth_AtorturedBrother.jpg

    Then, there's the "Restored Version", which is basicly a functionning sanctuary ready to be filled by Dark Brotherhood members.

    th_RestoredAnvilSanctuaryy4.jpgth_RestoredAnvil2.jpgth_RestoredAnvil12.jpgth_RestoredAnvilSanctuaryy3.jpgth_RestoredAnvil10.jpgth_RestoredAnvil1.jpgth_RestoredAnvil7.jpgth_RestoredAnvil5.jpg

    The sanctuary has the following rooms:

    - lodgings for the lower ranked members.

    - lodgings for the higher ranked members.

    - The Silencer's personal quarters

    - The Main hall with a statue to the Night Mother, a dining table and a reading area

    - Training room

    - Storage room

    So if you are interested in taking either (Or both :rofl: ) of Anvil's sanctuaries, I'll gladly hand them over to you. The only thing left is doing the pathgrid, if I recall correctly.

    Cheers!

  4. Update! With screenshots too. aa_biggrin.gif

    First of all, I've re-structured my first post. I highly recommend to those of you who already read it to read it again, because lots of new information has been added on the WIP modules.

    Now, here are new screenshots of Losing My Religion. Below, you will see screenshots of the Shrine of Kynareth. The only god who didn't have her own sanctuary.

    Bird eye view of the shrine.

    Shrine to Kynareth

    On the way to the shrine's chapel.

    Inside the chapel

    A priest of Kynareth

    And here are screenshots of the Kynaran Order, the knights who protect and fight for Kynareth.

    The Kynaran Order's headquarters backyard.

    A knight of the Kynaran Order, Gallant rank.

    The leader of the Kynaran Order's outpost. Paladin rank.

    Kynaran knights at a meeting.

    Finally, here's a screenshot from Daedra Summoning. Meet the Cabal, the Mages Guild Daedra Summoner.

    Man I love this.

    I notice you want to make a Daggerfall Custom class type system. I have a half finsihed code for one of them that I was workingon before Red sucked me into doing An-Acane. If I remember, it had a working stat choosing, almost finshed advantages/disadvantages system (which worked slightly differently, you had to near balance your good/bad abilities). There was something else that hadnt been started yet, but I think it was to do with classes, but that isnt needed. I'll have to see what state it is in, it's been a very long WIP. I do still open it up sometimes, and have most of the documentation I used, so i could finish it one day.

    It's all done in OBSE coded messageboxs, but thats a bit of a game limitation for me.

    One thing I must ask, with the classes, do you have the restrictions and stuff that the generic daggerfall clases had? or is it just the skills and attributes?

    Thank you very much, DaMage!

    If you are ever interested in sharing the script, it would greatly help me. I'm still a beginner for scripting and, for now, I've taken a look at CDM's Character Generation script to see how stat/skill editing is done and the likes.

    Yes, if possible, I would like to add restrictions to the generic classes, since the custom classes can have them for better advantages. Do you know if it's possible with OBSE to recognize a weapon type and, therefore, prevent a class from using one?

  5. :pints: Me neither! Just masquerading as one temporarily while we update the downloads sections. tee hee. *swipes controller again and melvins Cliff* Woot!

    *Takes the controller, once again, from WhoGuru and licks it*

    Now it's mine. aa_biggrin.gif

    well, its totally understandable since you both have tags that no one else has. :rofl:

    but you get the idea.

    I don't have any special powers or anything. Nor do I know what is going on in the "backstage" of TES Alliance. aa_tongue.gif

  6. Hey I thought we always showed ewoks to the newcomers, not cookies? :pints:

    aa_tongue.gif

    Welcome Mishaxhi!

    Since you are a new modder, don't forget to check out our modding subforums, and if you need help in a particular aspect of modding and you have questions about the lessons, ask in the Study Hall and we'll gladly help you out.

  7. *grabs who, and cliffs ears*

    now come on, you two are ADMINISTRATORS. time to start acting like it. come on, im the youngest one in this thread and i have to keep you both in line. :smug:

    Err, I'm not an administrator. aa_wink.gif

  8. Your not the only one that has not played it, from what little I have seen, it reminds me heavily of Ultima Underworld (back when Ultima was just a first person single player game)

    Ultima Underworld was a spin-off that got released a couple of years after the first and second Ultima. The Ultima series has always been top-down view or isometric. aa_tongue.gif

    Daggerfall is absolutely huge. The most the the empire is available to explore. Problem being, it is all randomly generated, and that process can sometimes introduce problems, that aren't readily apparent for some time.

    Character creation is very good, and extremely customizable.

    Graphics are horrid, by todays standards.

    The world is HUGE. (did I mention that?)

    The game is buggy........ and can be extremely frustrating to play. The dreaded "The game has encountered an error, and you must reinstall" pops up far too often.

    Is it worth playing? Maybe just to experience it. It is, after all, Free. :smug:

    Daggerfall takes place in only two provinces, High Rock and Hammerfell.

    I never got the bug of reinstalling the game. aa_tongue.gif

    Try it, Zabre. It's free. "Prepare to experience your new obsession." - Daggerfall's punchline.

  9. I would also like to comment on this

    That's very correct indeed. Sadly, the same creator who wrote these seemed to have forgotten their own words as time passed. And I don't speak just about one creator, over the past few years many creators seemed to have "abandoned" their old depth creation and instead focusing on graphics and eye-candy stuff. I guess profit is the main reason, but we don't really know.

    Chris Weaver, founder of Bethesda and executive producer of Arena and Daggerfall, Vijay Lakshman, lead designer and producer of Arena, Julian Lefay, lead programmer of Arena and Daggerfall, and Ted Peterson, designer on Arena and Daggerfall, were the creative minds behind Arena and Daggerfall. None of them works at Bethesda anymore, and I believe that it had a big impact on witch the path the series took with the arrival of Todd Howard as Executive Producer.

    Morrowind had a bit of content sacrified for graphics, while Oblivion had a lot of content sacrified for graphics.

  10. As I come from a D&D background, the lack of distinction between the Nine did somewhat confuse me, but as I had never played any prior games for TES I was not tipped off about the "error" so to speak.

    Beth just put a statue of the god to the West of the IC, almost directly west in a stright line from Fanacasecul (Aylid Ruin).

    http://www.uesp.net/oblivion/map/obmap.shtml

    In truth it looks pretty much like a Daedric shrine set up, one statue, 3 worshipers, a couple benches and thats it.

    yep to put it bluntly the KOTN kynareth shrine was really really lame.

    Pacific Morrowind

    Oh yes, I remember now. Kynareth's shrine is indeed lame. I wonder how the worshippers manage to survive, without food or shelter.

    Losing My Religion

    I've decided to remove the gods' altars found inside the cathedral walls, under the stained glasses. If I want to make each god separate, I have to remove any "Nine Divines" affiliations inside the chapels. So if the player wants to benefit from a god's blessing, he'll need to donate an amount of money to the god by speaking with the donation collector. Only a high amount of money will do the trick, and a prior visit to the god's shrine of course. Since the player will need to spend more money to get the blessing, I'll make the blessings much better.

    Loot!

    (Updated the details)

    Adds various items that were present in Daggerfall.

    - New clothing found in wardrobes and clothing stores

    - New armor pieces/weapons found in dungeons and blacksmiths

    - Paintings, which can be picked, stolen, sold, bought

    - Dungeon maps found on bandits, marauders, vampires, necromancers or conjurers. The maps identify a random dungeon on your world map.

    - Misc items (Holy tomes, holy daggers, bandages, lamp oil, gold bars, religious items, statuettes)

  11. I agree Red.

    RP and Cooking. What's missing?

    (Me in the RP actually!) :poke:

    Welcome Glaedr! I saw you registering on the forums, changing your signature and profile, and then I was waiting for your first post. aa_biggrin.gif

  12. Welcome back, Will!

    I believe I would have enough free time next week and the week after to test/finish it.

    The only hiccup is that I'm still a very, very basic scripter. So if complex scripts need to be finished, I wouldn't be able to help.

    But if it's a matter of finishing up the quest structures, dialogue, interior designs, etc., I'd be more than happy to do this for you.

    About the silent dialogue, a suggestion. You could ask the players to get Elys Universal Silent Voice...it would save a lot of time and a lot of used space by the silent voice files.

    I do remember your mod, too. I saw it not long after I download your city clocks, so I was hyped when I saw Clocks for My Houses. :wizard:

    As such, it would be my pleasure to perform the last "touch-ups". :salute:

    Cliff

  13. Oh so every character has been submitted? That's great!

    Although you mentioned that you wouldn't add dialogue or quest, I personally believe it would be a great way to learn how these two CS elements work. Check up the lessons by Lingwei and also check the CS Wiki.

    I wish you good success on the project!

  14. Welcome to the Alliance Critterman!

    Yes, the Jukebox is my best friend as well. The computer I use to surf the web doesn't have the CS, so I use it while checking my websites. The songs are more than excellent!

    I hope you'll enjoy the new features of the website. 932.gif

  15. File downloaded!

    Congrats on the release and thanks for doing the mod.

    I do remember hearing Imperial Guard sound files recorded by the other races while browsing through them. It's excellent that this feature has returned.

    The lore says that Orcs are the finest soldiers to put on the front line, yet they are not present in the Imperial Legion of Cyrodiil. aa_tongue.gif

  16. Some great looking mods you have there XD

    Thanks!

    Oh and I'll take that beer. :pints:

    Indeed, these are simple yet substantial mods plugins, plugins which should have existed within the very original game. Thanks!

    Yes, most of my mods improve areas of the game instead of adding new contents. That's what I prefer to do. :smug:

×
×
  • Create New...