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Cliffworms

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Everything posted by Cliffworms

  1. 112 downloads

    1. Oblivifall Introduction 2. Mod Description 3. Requirements 4. Installing the plug-in 5. Playing the plug-in 6. Save games 7. Conflicts/Known Errors 8. Legal Stuff/Disclaimer 9. Changelog 10. Credits 11. Oblivifall modules and community mods 1. OBLIVIFALL INTRODUCTION Oblivifall "Revenge of the Classic" is a project that aims to bring many features from The Elder Scrolls 2 : Daggerfall to Oblivion. For many old fans of Elder Scrolls, Daggerfall is still the best cRPG Bethesda has ever designed or even the best cRPG ever made. I will be releasing many separate mods that will add new features and options to Oblivion. To see what modules have been released or are in the works, refer to section 11. Now let's see what this mod is about, shall we? 2. NEW CLASSES New Classes changes the text that describes each of Oblivion's classes to match the ones found in the Daggerfall and Morrowind manual. I found Oblivion's descriptions to be bland and thought they lacked depth that could help roleplay the chosen class. You will find Daggerfall's and Morrowind's descriptions to bring more detail about the role and occupations of the class you choose. In addition to the classes' description, it also changes the races and skills descriptions. Again, the text is more about the background of your chosen race and how the skill is applied in situations than what in-game benefits it brings. Classes Descriptions also adds two new classes that were found in Daggerfall: The Burglar and the Ranger. From the game manual: Burglars: A good burglar can strip a palace to its foundations without waking a soul. Let the vulgar delinquents mug and kill for their gold - the burglar is agile, silent and curious as a cat. Sometimes it is the challenge of a supposedly insurmountable lock or a tireless guard that sets their blood to burn. More often, it is simple greed. Rangers: Even as civilization slowly wins its battle with the wilderness, the woodland warriors of Tamriel, the rangers, are unchallenged in their environment. Rangers are hardly savages. They are supremely adaptive fighting men and women, sometimes guardians of the forest, sometimes protectors of travelers. For the rest of the new descriptions, refer to the other document that comes with the mod in the Docs folder. Enjoy! 3. REQUIREMENTS You need the latest version of Oblivion. 4. INSTALLING/UNINSTALLING THE PLUG-IN Simply extract the Data folder to your Oblivion/Data folder. To uninstall, remove the "Oblivifall - New Classes.esp" and "Oblivifall – New Classes Regular Fonts.esp" files. 5. PLAYING THE PLUG-IN If you have a mod that installs smaller fonts, like DarN UI, activate "Oblivifall – New Classes.esp". If you don’t, activate "Oblivifall – New Classes Regular Fonts.esp". The regular fonts version does not include the skill descriptions and the racial descriptions are only from Daggerfall, not a mix of Daggerfall and Morrowind. 6. SAVE GAMES You do not need to start a new game to see the changes. 7. CONFLICTS/KNOWN ERRORS - No conflicts. 8. LEGAL STUFF/DISCLAIMER Distribute this mod as you wish. Just give the credits to me for releasing the plugin. 9. CHANGELOG V1.2: - Added a Regular Fonts esp for players not using a mod that provides smaller fonts like DarN UI. - The Regular Fonts esp does not contain the skill descriptions and the mix of Daggerfall and Morrowind racial descriptions. Only Daggerfall’s for the races. - Corrected an evil typo in one of the descriptions. V1.1: - Added Skill descriptions from both Morrowind and Daggerfall. - Changed some of the classes' descriptions with additions from Morrowind. - Merged Daggerfall's and Morrowind's race descriptions. - Added R.Description Bash Tag V1.0: Initial release. 10. CREDITS - The Daggerfall Dev Team for the best cRPG ever created. - The Devs who wrote the manual from which I took the descriptions. - Bethesda for the Oblivion CS. 11. Oblivifall modules and Daggerfall-related mods by the Community The following modules have been released for Oblivifall. They are made to work together to bring a better gaming experience, Daggerfall-wise: - Ambiant Dungeon SFX (Download Page) This module brings audio atmospheres to dungeons with 17 varieties. Depending on the dungeon type and its inhabitants, a different sound ambiance is played. - Closing Time (Download Page) Changes the closing and opening times of every shop to match those of Daggerfall, providing a more dynamic shopping experience. - Something's Not Right (Download Page) Adds 47 random informative messages that show up when getting close to a dungeon, informing you how your character feels or what he notices. - Let Us Talk (Download Page) Adds Daggerfall's conversation features. Ask for directions at anyone for any building or regional locations. Ask about the various guilds and organizations of Tamriel, use scout services to pinpoint interesting locations. Also adds 34 new rumors. To know which Oblivifall modules are in the works, visit the project's official thread at this link: If you want to extend furthermore your Daggerfallesque experience, I recommend you to take a look at the Daggerfallesque Mod List in this link:
  2. Beth decided to isolate their cities in a separate world space to reduce the FPS hit. Now, with mods like Open cities, it is, I believe, clear that PCs can't get a FPS hit with open cities...which brings us to consoles which, I believe, would have not been able to run the game smoothly if cities were opened. Then, since cities have their own worldspace, levitation cas cut out. Otherwise, you would have been able to levitate over the poor renditions of the cities in the Tamriel worldspace, and you would have been able to leave a city by levitating over the wall. Thus, they created the Levitation Act...and the "Jumping spell" act, "Swift Swim" act, "Passwall" act, "Banish Daedra" act, "Lock door" act, and every other spells that have been cut out from the older Elder Scrolls games "act".
  3. Indeed! But sometimes a reference or an example of the sword to show some pointers as to what you want can be useful, such as shape, edge, size, etc.
  4. Oh yes, forgot to say that. Most of the buildings I've listed should not be the basics of every city. Many products are imported from other cities, afterall. But some basic food buildings should be there, such as the butchers, bakers, fishmongers (In Anvil, Leyawiin, Bravil and the IC Waterfront), grocers. As of right now, the meat in Cyrodiil is not produced. The only product locally produced are fruits and vegetables. You are right, HeyYou for Bethesda and their own lore. Cyrodiil lost a lot of lore in the transition between Morrowind and Oblivion. For jungles, Bethesda cut that out for a more attractive, colourful forest. In Redguard's Pocket Guide of the Empire : But then, Bethesda decided to invoke the holy god Talos to get rid of the forests... The Many-Headed Talos
  5. Such beautiful screenshots again, Floydian! Your character shots are pittoresque, as always!
  6. Not a lot is known about specific buildings that were left out, but many essential buildings should have been in cities. Buildings/Places like : - A place for public executions/public announcements - Carpenters, coopers, drapers, embroiderers, glovers, hosiers, furriers, potters, shoemakers, smiths, tailors and weavers, bakers, butchers, fishmongers, grocers, poulterers and vintners. (All buildings necessary for the city to meet its needs in food and cluttering)
  7. This is exactly the kind of Imperial City rehaul I am looking for. It is most beautiful and actually feels alive, in comparison to the ghost town that is Cyrodiil's capital. Thanks for doing this! A question : Are you building new interiors for White Gold Tower? Such as the Emperor's bedroom, his sons' bedrooms, kitchen, etc.
  8. If you want someone to take your request, you will need to post a reference picture of the artistic style you want the sword to look like, or post a picture of the exact model you need. This requires you to search for the reference in any product you know, may it be video games/movies/drawings/paintings, etc. Or you can indeed look through sword packs already released. There are huge swords that have been made, though I do not know the name of these mods. You can search on TES Nexus for "Sword" in Weapons category then list everything by downloads. Most of the best, huge, swords are the most downloaded.
  9. Well then, welcome to the Alliance. You just described one of the main aspects of TES Alliance. I hope you'll enjoy your time here, and we'll surely see each other in one of the modding classes/help sub-forums!
  10. DarkRider, those are perfect! They look so much like Morrowind's that I couldn't tell the difference between both models. Thank you very much for taking the time to do this! Oh and, of course, you may release them for public use. I'm sure I'm not the only one who wants Morrowind's god banners back.
  11. You've just invented it, so I have the right to use, yes?
  12. Here are other resources. Again, they were found in con-tu-reh's thread. Black Outfit Retexture - http://www.tesnexus.com/downloads/file.php?id=21890 Chess board : http://www.tesnexus.com/downloads/file.php?id=20185 Doom Hammer : http://www.tesnexus.com/downloads/file.php?id=20692 Carpets,Courtain,.Bed&drawers Retexture : http://www.tesnexus.com/downloads/file.php?id=20550 Modern Bed : http://www.tesnexus.com/downloads/file.php?id=22314 Modern House Retexture : http://www.tesnexus.com/downloads/file.php?id=20981 Necromancer Armor : http://www.tesnexus.com/downloads/file.php?id=20145 NTE - Nif Textures Exporter 1.9.5 http://www.tesnexus.com/downloads/file.php?id=26021
  13. Yeah, be sure to have some free time before starting Daggerfall. It takes some time to get used to the game. Once that's done, though, you'll be totally sucked into the game. By the way, what does "I'll sic my husband on it" means? Is it like "I'll ask my husband to play it" ?
  14. There are many active threads that you can reply to in the various forums. Wheter it's Oblivion/Morrowind genenral, here in the Tavern Steps, or in other sections. Personally, I'm mostly online at night, as I work/mod during the day. So if you start a discussion or reply to an already active thread, I'll most likely reply during nighttime if I can.
  15. Gorgeous! Gorgeous indeed! The village really has a "Here you'll be at peace" feel. I love it. Beautiful garden, as well!
  16. Did any of you tried it? What do you think of it? And how many times did you die in Privateer's Hold?
  17. The list has been reformated to the right html format and links to TES Alliance downloads have been added. As for mod updates, Lore Dialogue has been updated to version 2.2 : Changes/Additions - Endless thanks to Vacuity, who proofread every single dialog line and providing me with the necessary typos to fix. Bugfixes - Fixed the problem where an NPC with a Strength of 50 or more could refuse talking about security if disposition was too low.
  18. From the album: Oblivifall Picture Gallery

    Part of Last Call! module. An orc and a mage enjoying their drink at the Count's Arms.

    © Cliffworms

  19. From the album: Oblivifall Picture Gallery

    When getting close to a dungeon, a message will pop up, informing you, the player, how your character feels, what he smells, what he notices or other messages about the surrounding area.

    © Cliffworms

  20. From the album: Oblivifall Picture Gallery

    Replaces the in-game class and race descriptions with the ones found in the Daggerfall manual, which are more oriented toward roleplay. Also adds two new classes that were in Daggerfall : the Burglar and the Ranger.

    © Cliffworms

  21. From the album: Oblivifall Picture Gallery

    Overhauls the religion system and lore. Complete redecoration of the cathedrals and restores Cyrodiil's religion to how it was in Daggerfall. Separate factions for each gods, tensions between worshippers, knightly orders and more.

    © Cliffworms

  22. From the album: Oblivifall Picture Gallery

    Every painting can be picked up, transported and sold. Also adds new paintings to be found inside some nobles' homes and castles.

    © Cliffworms

  23. From the album: Oblivifall Picture Gallery

    Adds Daggerfall's conversation features. Ask for directions at anyone for any building, ask for regional locations, ask about the various guilds and organizations of Tamriel, use scout services to pinpoint interesting locations. Also adds 34 new rumors.

    © Cliffworms

  24. From the album: Oblivifall Picture Gallery

    Catching a disease is now something to care about. Diseases will deteriorate your character’s stats until they kill you. Some of them can kill you in one week or two while others can take your life after a few days. In other words, when you are diseased, get cured or DIE.

    © Cliffworms

  25. From the album: Oblivifall Picture Gallery

    An overhaul to the daedric Prince summoning system. Offerings at statues are now only in gold (50 000 gold) and the level requirement has been removed. Should you not possess the money and are high ranked in the Mages Guild, you can use the services of a Cabbal, the Mages Guild Daedric Summoners, who will summon a Prince on the right summoning date, at a lower price of course.

    © Cliffworms

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