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Cliffworms

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Everything posted by Cliffworms

  1. I currently have an issue with the StartConversation function. The concept is simple. When the player sits in a tavern, the serving girl comes talk to him. After the conversation is done, the serving girl returns to her business. If an hour has a passed and the player is still sitting OR sits again, the serving girl greets him again. Below is my script. The issue I have is that the girl never stops greeting me when I sit. And I can't somehow see what's wrong. It's either me calling the variables in a wrong way, or the 1 hour wait not working. scn CliffBetterInnsTheCountsArmsSitOnChairScript ;This script makes the serving girl/boy greet the player to offer her/his services short HasServedPlayer float CurrentTime Begin GameMode If player.getsitting == 3 && HasServedPlayer == 0 StartConversation player, Greeting Set CurrentTime to GameHour Set HasServedPlayer to 1 endif If ( ( CurrentTime + 1 ) != GameHour ) && HasServedPlayer == 1 Set HasServedPlayer to 0 endif End Thanks!
  2. Thank you for the feedback both of you! I understand your concern Grond. I actually had the idea to do this when I while I was working on Oblivion Comes Alive, which adds around 1250 NPCs that randomly fill the civilized areas. Of course, they're not all at once, but it still fills it up a bit! If you stand in the middle of the street, you'll see that, indeed, there are way too few NPCs to produce such a crowd ambiance, but if you are walking in an Imperial City alley, it adds a lot to the ambiance! And should the taverns be some of your worries as well, fear not! Oblivion Comes Alive makes sure the taverns are filled to the fullest.
  3. Sounds of Cyrodiil I love to play Oblivion with music turned off to immerse myself in the world without having an orchestra following me. While Oblivion offers a superb sound atmosphere, it's always a good thing to expand it. The cities' sound ambiances are composed only of natural sound effects such as wind and birds. The interior of houses are soundless. So I launched my sound editing software, gathered sound effects and started playing with creating sound atmospheres. What started a while ago as a city soundpack has evolved into something much deeper in terms of sound experience. Welcome to Sounds of Cyrodiil, where the Wilds, the Dungeons and Civilization get an audio overhaul! What does it do? Sounds of Cyrodiil overhauls the audio of Cyrodiil's three main locations: The Wilds, The Dungeons and Civilization. SoC is about adding around 200 professionally recorded sound effects and sound atmospheres to immerse you in these locations. It's also about hearing sounds in areas you previously couldn't, such as hearing footsteps on the tavern's first floor while you're plundering the cellar or hearing what's going on in the streets while you're looking through the window. It's about keeping you on the edge in a tomb by hearing the echo of a zombie moan coming from far away. It's about these and more. Refer to the sound list below to learn more about the sounds covered in the Wilds, the Dungeons and Civilization. Also view the videos to see it all in action. Sound List The Wilds More animals (And new ones), water sounds and weather additions. Around 30 new frog or bull frog sounds for swamp areas. Around 20-25 new bird sounds for forests, mountains, swamps and plains. Rain hitting tents. Insects flying-by your character's ears. Birds flying away. Strong, constant heavy wind on high mountain tops. (Like Dive Rock) Cold, constant chilling gusts of wind in the Jerall Mountains. 6 new short gusts of cold wind for northern Cyrodiil. Rare occurance of hearing an avalanche happening far away in the Jerall Mountains. Rare occurance of hearing a strange creature's scream echo in the Jerall Mountains. Rodents running in the grass at night. Calm and strong Ocean waves on the Gold Coast and the coast south of Leyawiin. Water waves' impact on small embarkations. Wolves howling in the distance. Movements from small animals in the bushes/grass. Rope bridges' supports and railing squeaking/being unstable Bee nests in several locations The Dungeons Sounds are generated at a random position around the player with a random time between each sounds, keeping the player on the edge for danger. Depending on what type of monsters inhabits the dungeon (Undead, Daedras or Standard/Humans), the sounds are different. Caves 12 Cave Creaking sounds Rocks falling and hitting ground in the distance in caves Ayleid Ruins 6 mystical sounds All Dungeons/Sewers Bats flapping by your head Small rodents squeaking around 6-10 sounds of doors opened and closed in the distance. Small bugs running by. 7 chilling sounds for undead-infested lairs such as zombies moaning in the distance or wraiths screaming...somewhere. 16 creepy sounds for daedric-infested lairs such as deep voices talking in an unrecognizable language or magical sounds. Civilization Basement Atmosphere People's footsteps walking by above your head Chairs being pulled/pushed Doors being opened and slammed shut "Window" Atmosphere - Hear what's going on outside from the inside of buildings depending on your location. When raining or during thunderstorms, listen to the rain hitting the building's windows when getting close to them. (Rain is only heard close to windows) In cities, listen to people shouting, cat fights, dog barks, drunkards leaving the tavern laughing/yelling/singing, doors being slammed. Different sound atmosphere for daytime and nighttime. Near beaches/docks, hear the ocean waves, ships rigging and seagulls In farms, hear farm animals if there are any nearby. (Sheep by default, but options for hens/chickens and cows) In stables, hear the horses. In the wilds, hear the wilderness animals. (Birds/Wolves/Crickets depending on time) Tavern Atmosphere Patrons talking, laughing, yelling, coughing, burping, Chairs being pulled, Ustensils and dishes falling and smashing on the floor 9 Tavern Songs (3 Tavern songs by social class of tavern) = Low Class Tavern Sample, Mid Class Tavern Sample, Upper Class Tavern Sample = Listen to the tavern's sound ambiance when closing on the door or windows connected to it. = Low Class Tavern Sample, Upper Class Tavern Sample = Street Atmosphere People shouting Cats fighting Dogs barking Doors being opened and slammed shut. Children laughing Workers sawing wood/using tools Listen to the Imperial City Arena's matches from the outside = Listen to Sample = Farm animals in the distance (Only farms that have animals) Blacksmiths hammering in their forge (Heard only when passing by a blacksmith shop) Temples Beautiful, godly atmosphere for Mara and Dibella's chapels Deep, godly atmospheres for the male Deities' chapels. Monk chants for Stendarr's Chapel Hall echo atmosphere during nighttime Other Civilization sounds Potions boiling in shops, houses and Mages Guild offices where alchemical appartuses are located. Snoring for 122 NPCs when they are asleep. The Arcane University's Pink Fire has been given a magical touch. = Listen to sample = All castles have a looping, echoed atmosphere. Looping Atmosphere for the Imperial Library in which you can hear books being taken and replaced, pages being flipped. A suitable, echoed atmosphere for the Temple of the One. Special Events (Quest spoilers ahead) Feel free to comment. I'm always open to suggestions.
  4. You might also want to place an XMarkerHeading, found in the Statics tab. Then add a Travek package to the NPC with the XMarkerHeading as destination. The NPC will then always stick to this location, assuming you don't want him to move elsewhere.
  5. Our country has tons of maples! And a lot more maple syrup.... yum yum! I like Quebec's Fleur de Lysée flag. Bright blue and white. On Quebec's national day, it's very beautiful to see all those flags around.
  6. Check out the List of Mod Lists. And check out Pheonix123's List as well. He compiled every topic on the official forums where people ask what are the recommended mods.
  7. Some keyboard company called me, begging me to stop making a certain Rider and another certain WhoGuru stop breaking their keyboards by spitting liquids on them. Congrats man!
  8. I know said it in page #2, but Morrowind is so immersive for me that walking around Suran near the coast brings the smell of sand and salt water to my nose. Morrowind is just so...relaxing. I can take breaks in-game and still have fun doing it. It's something I can't feel in Oblivion or Daggerfall. In OB or DG I seem to always be rushed, always running somewhere to do something as soon as possible. So when I want action, I switch to Oblivion or Daggerfall, when I just want to relax in another dimension I play Morrowind.
  9. While fighting alongside NPCs, I like to call them over as I try to defend myself or when I rush to their aid. Yes, when playing games, I'm that crazy. I talk to the pixelated characters, ask them questions and answer them myself. Actually, when gaming, I'm kind of like Gollum.
  10. All hail BabyflcnRider! The legacy of the Alliance is now safe! No blood shall be shed for leadership when the time comes! *Lifts spear in the air* A-hoo! A-hoo! A-hoo!
  11. Goosebumps! My favourite series as a kid. I am currently reading The Road. Simply excellent. Very tense and depressing atmosphere. I feel bad for the father and the kid, stucked in a post-apocalyptic USA wasteland, trying to survive with nothing. After The Road, I'll go grab some Lovecraft and Poe at the library. Ahh.. if only I had a personal library room such as this in which to read my books! It's actually a dream of mine to have such a room in my house.
  12. I simply love that clip. Oh another favourite of mine from a band I love so much. (My favourite System of a Down song actually. )
  13. StarX, you rock! These two suits of armor are simply beautiful! Thanks for doing this!
  14. I am currently having problems with a Quest script that detects the current month and current time. What I did is that the script checks the months and declares which season the game is in. For the time of day, it checks the hour and declares if it's morning, day or night. What doesn't work is that my debug messages telling the time of day and the current season appear once only... in one Oblivion session. If I reload my game, the messages don't show anymore. Or if I reload another savegame, they don't show either. Weird indeed! Here's the script: SCN OblivifallEMSeason&TimeOfDayScript Short CurrentMonth Short CurrentTime short SeasonWinter Short SeasonSpring short SeasonSummer short SeasonFall short Day short Night short Morning Begin GameMode set CurrentMonth to GameMonth if Night == 0 && (GetCurrentTime >= 19) && (GetCurrentTime < 5) MessageBox "It's NightTime!" set Night to 1 set Morning to 0 set Day to 0 Endif If Morning == 0 && (GetCurrentTime >= 6) && (GetCurrentTime < 10) MessageBox "It's Morning Time!" set Morning to 1 set Day to 0 set Night to 0 Endif If Day == 0 && (GetCurrentTime >= 11) && (GetCurrentTime < 18) MessageBox "It's DayTime!" set Day to 1 set Night to 0 set Morning to 0 endif if SeasonWinter == 0 && CurrentMonth == 0 || CurrentMonth == 1 || CurrentMonth == 11 MessageBox "It's Winter!" set SeasonWinter to 1 set SeasonSpring to 0 set SeasonSummer to 0 set SeasonFall to 0 endif If SeasonSpring == 0 && CurrentMonth == 2 || CurrentMonth == 3 || CurrentMonth == 4 MessageBox "It's Spring!" set SeasonWinter to 0 set SeasonSpring to 1 set SeasonSummer to 0 set SeasonFall to 0 endif If SeasonSummer == 0 && CurrentMonth == 5 || CurrentMonth == 6 || CurrentMonth == 7 MessageBox "It's Summer!" set SeasonWinter to 0 set SeasonSpring to 0 set SeasonSummer to 1 set SeasonFall to 0 Endif If SeasonFall == 0 && CurrentMonth == 8 || CurrentMonth == 9Â || CurrentMonth == 10 MessageBox "It's Fall!" set SeasonWinter to 0 set SeasonSpring to 0 set SeasonSummer to 0 set SeasonFall to 1 endif end
  15. It is with great pleasure and honor that I announce that I've taken over the Minstrels of Cyrodiil project, by CorePC, and have blended it with Better Inns. The minstrels fit very well. I'll fine tune the dancing patrons and take a screenshot of tavern life, with the minstrel playing music and patrons dancing. Minstrels will appear from time to time in taverns and start playing their music. I am still discussing with CorePC what other ideas he had in mind with minstrels so I can incorporate them as well. There might be acrobats as well in the streets. We'll see how it goes. Oblivion is truly coming alive now. Thanks to CorePc, the tavern life now gets even better. Though, not only the tavern life, but the castle life as well. I believe it would be an excellent idea to have minstrels play inside the castle when the Count is sitting on his throne or when the royal family is having dinner.
  16. Small (and long due) update to the list. I will stop giving notifications when mods that are on the list get updated by their authors, because it is a long process to check each mod each time to see if an update has been done. I have not been active for the last 2 months, if you feel a Daggerfallesque mod has been released, let me know. Here are the additions for this update: GAMEPLAY Vector (OBSE Required!) by shadeMe Vector brings most of Daggerfall's disease factors back such as dying if a cure is not found, draining stats overtime and even the possibility of infecting NPCs. MUSIC & Sounds Oblivifall - Ambiant Dungeon SFX by Cliffworms Part of the Oblivifall project Adds 17 different sound ambiances that fit each dungeon to recreate Daggerfall's dungeon sound ambiances.
  17. Thanks for the birthday wishes Push! I updated the list yesterday (It was about time!) Hasn't your list been updated on April 8th? For the Nexus files, I always check the date at which files have been uploaded. I wonder when the next update to the list of mod lists will be...
  18. Thanks, Push! Thanks Rider! Nice birthday card! I'll try to come more often, like in the good ol' days.
  19. Whew, I'm now back from a contract I got as an assistant-editor for the UFC 111 Primetime: St-Pierre vs Hardy shows, that aired on Spike TV for the last 3 wednesdays. That was my first official contract. St-Pierre is the current lightweight champion and comes from Montreal. So they sent an american shooting team in my city to capture images of his training, and I got hired to be the assistant-editor. Our HQ was in an hotel that's 40 minutes from my home, so I slept in the hotel and fed at my house. I spent the last 3 weeks with those crazy and odd english-speaking americans who were always going out downtown each evening while I worked at the hotel. They couldn't get enough of Montreal's crazy nightlife. So now I'm back and kickin! Time to work back on those mods, and actually release a beta to be tested! That is, if I don't catch another work opportunity!
  20. So maybe the player could bribe the daedra worshippers at Sanguine's shrine to be able to summon him, that way no one is blocked off from two quests which lead to the best skill boost book in the game. What do you think? Well that would be the consequence of joining the religion/order. You make enemies, yes. That's this religion's bad side, but think of the good ones! So, if I ever make the religions joinable, Dibella's worshippers and knights won't be able to perform Mora's and Sanguine's quests. You can still go worship the others though. Being in both the Mages Guild and the School of Julianos would prove interesting as well. They really, really don't get along together. They won't kill each other, but they hate each other. Think of how House Telvanni hated the Mages Guild, but a bit less extreme. Both are seen as "competition" to the other.
  21. I'll release another "quickie" feature that Daggerfall and Arena had to immerse you when entering buildings. Arena had descriptive messages when entering taverns, shops, guilds and castles that informed you about your character's feelings. For example: "You enter the West Weald Inn, rubbing your hands together to conserve heat as the winter's cold wind slow disappears behind you to make place for fireplace's heat...." The messages vary on the current weather, time of day, season and your location. For instance, Bruma has 4 seasons, but will always be a cold place. While Leyawiin will be more humid. Besides those, Daggerfall's messages when entering residences and shops are back as well. Daggerfall assumed that your character knocked at a door before entering, instead of just bursting in like in Oblivion. Now, when activating a residence's door, if it's unlocked, a message such as "Someone calls in : "It's opened" " appears. There are many different messages. For the shops, Daggerfall's messages described the shop's environment depending on the mercantile skill of the merchant. Your character smells incense and hears a sweet music when entering a wealthy merchant's shop, or he spots a mouse hiding under a sack in a poor merchant's shop. It's kind of like the "Something's Not Right" module, but for the public areas. They greatly help with immersion. So far, there are around 50 or 60 different messages. Also, more details about the Loot! module: As its name implies, it adds new items that were in Daggerfall. These items can be found in regular loot, on NPCs, in shops or just lying around. New misc items such as goldbars, holy tomes and holy daggers. New clothing includes cloaks and capes, pants, cloth gloves, anything that fit a medievalesque clothing. New armor pieces (few) Dungeon maps, There's a 5% chance that, on death, an enemy NPC will drop a dungeon map, Upon reading it, your character sees the location of a random dungeon in Cyrodiil, inscribes it on his map and throws it away. It includes all 255 dungeons. Paintings! All paintings in the original game can be stolen/taken and sold. Also includes 60 new paintings from Trollf's most beautiful painting resources. Like in Daggerfall, each painting has a title and the author's name. They are very, very heavy though. So if you plan on stealing from a noble's house, make sure you have enough space to carry the painting! Loot also includes all items and armors found in Better Inns. More details when I get all my permissions. Loot should be released shortly after Losing My Religion and before Better Inns.
  22. The only religion that is enemy with a daedric prince's worshippers is Dibella and the Order of the Lilly, enemy with Sanguine. Being a member of one or the other would make the worshippers attack you on sight. Every other religion and knightly order are neutral toward the Daedric Princes.
  23. Yes, one religion/order only. And if you join a religion, you can't join its associated knightly order. So there's a faction for the priests, and one faction for the knights. The reactions you get from other temples/factions would be the same that I set for the NPCs. For example, the School of Julianos, is not in good terms with the Mages Guild. (Both seek knowledge, but view it differently), so Mages Guild members would not like you. Or, Dibella is enemy with Sanguine's worshippers, so joining the House or the Order of the Lily would make you enemy with Sanguine's worshippers. Meaning you can't complete this Daedric side-quest. The Knights of the Nine are treated differently. I had to adapt the lore to fit with Daggerfall's. The Knights of the Nine share a neutral relation with every god/order and are not accepted within the priests' quarters of every temple. They can wander inside the Undercrofts safe and sound, but are not allowed where the priests sleep, eat and study. As for being kicked out, there are the obvious ways, such as stealing, killing, assaulting. That would get you kicked out forever. No second chance. And you could not join another religion/order since you were already affiliated with another one. Or maybe you could join only the religion's friend/ally only. Daedra Summoning does not allow you to be a worshipper though. It only makes it more interesting to visit the Shrines. The trailer's intro is Daggerfall's introduction video, when Uriel Septim VII and Ocato speak to you about the task ahead. And, luckily, he says "Close shut marble jaws of Oblivion" in it, so I could take the "Oblivi" part and stick it to "Fall" so make him say the project's name. Well the Nine Divines are not unified anymore, and I pretty much scrapped the "commands" that all religions share, with Losing my Religion. Each religion view things differently and have their own commands. Well, Stendarr, god of Mercy, would most likely give a second chance. But the other gods would not. And the knightly orders never give second chances, whatever the crime. And yes, that would get you the robe/armor of the chapel/order. The full equipment. Of course, being first rank would get you a low-rank robe or the basic chainmail of the order. IF I ever do quests for them (And I mean IF), they'd not consist of fighting a greater enemy, like the Fighters Guild or Mages guild questlines. And there would be no way you could become the "leader" of the faction. Surprises in the chapel? Yes there are. It is rumored that one of them has a vault where the gold and sacred items are stored... Glad you like the sounds mod. And, yes, feel free to use them in your mod. They are free for the taking!
  24. Thanks both of you! Yes, the religions now have a bigger impact on GamePlay. I'm still thinking if I should allow the player to join one of the religion/knightly orders as a novice/recruit only and then allowing the use of the temples' best services to faction members only. This way, there would be an even better reason to be a believer. The player would have to choose his religion well, since they all don't offer the same service and some are rivals... Maybe in a future version. THis being said, I have released Oblivifall's first Trailer. It shows visual shots from Losing My Religion, Something's Not Right, Better Inns and Daedra Summoning. After having watched the trailer, make sure to watch Daggerfall's Official Trailer released in 1996... and spot the similarities between both videos.
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