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[RELz]/[WIPz] Oblivifall - Revenge of the Classic


Cliffworms
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OBLIVIFALL : Vengeance of the Classic

“People who play role-playing games need more than some pretty graphics and nonstop action to whet their claymores : they want depth and character and wit and drama. They want the thickest, most involving novel that they’ve ever read translated to their 15†screen, with themselves as the hero.†– The Daggerfall Manual

I. Introduction

II. Oblivifall Released Modules

III. Oblivifall Work-In-Progress Modules

IV. List of Recommended Daggerfallesque Community Mods

V. Videos (NEW)

VI. Credits

VII. Help Offers

I. INTRODUCTION

Welcome to Oblivifall, a project that includes and will include gameplay elements from the Elder Scrolls title many veterans and new Elder Scrolls gamers alike claim as the best title of the series and even the best role-playing game that ever existed.

As a gamer who started playing western RPGs by discovering Daggerfall, I’ve always thought that there are features and gameplay elements that are missing or need replacement in Oblivion. Features that improve the game. I consider Oblivifall to be my “flagship†project, for I would love, as a modder, to present to you, the gamer, things I loved the most about Daggerfall. I am certain Arena, Daggerfall and Morrowind players alike will feel right at home with this project.

Oblivifall is separated in modules to allow you to choose what you want, therefore avoiding possible incompatibilities. Some modules have already been released and some are in the making. In addition to what I’m making, you will find below a list of my highly-recommended mods made by the community that will also make your game feel closer to Daggerfall.

To see the latest and previous screenshots, head over to Oblivifall's gallery.

II. OBLIVIFALL RELEASED MODULES

(Note : Click on the mod's name to see its poster)

Races and Classes Descriptions– Latest Version: 1.2 Updated 16/07/2010

What does it do?

The races, classes and skills descriptions in default Oblivion are very bland. They only mention the strengths and weaknesses, but do not put the emphasis on the lore behind them. The descriptions found in the Daggerfall and Morrowind manuals are more oriented toward roleplay and say more about the races, gives more interesting details about the classes and skills you choose.

Features

  • Replaces the in-game class, race and skill descriptions with the ones found in the Daggerfall and Morrowind manual.
  • Adds two new classes that were in Daggerfall : the Burglar and the Ranger

Compatibility

No problems yet.

Download

TES Alliance

Something’s Not Right… – Latest Version: 1.0

What does it do?

One of the ways Daggerfall had for immersing you in its world was to describe your character's senses that you, the player, can't see/feel. As such, each time you approached a dungeon, messages would appear telling you the air was getting colder or that your character had a vague feel of unease. It was an excellent way of putting you, the player, even more in your character's perspective of things.

Features

  • Adds informative messages that pop up at the top left of your screen when you get closer to a dungeon.
  • Examples of messages include : "You notice goblin tracks", "You feel watched", "You smell a putrid odor"
  • 47 different messages available. They show up depending on the location of the dungeon and its theme. You will have more chance of noticing goblin tracks near a goblin cave, for example.

Compatibility

No known compatibility problems.

Download

TES Alliance

Closing Time! – Latest Version: 1.0

What does it do?

Each shop type in Daggerfall had different opening hours. This meant that while doing shopping, you had to plan your trip because the gem store where you wanted to sell your valuable diamond might have already closed its doors. It made shopping more dynamic.

Features

  • Changes the opening and closing times of every shopkeeper depending on their shop type. A clothing store closes earlier than a general store, for example.

Compatibility

Will not be compatible with any mod that changes the radiant AI schedules of the game's shopkeepers.

Download

TES Alliance

Let’s Talk! – Latest Version: 1.1 - Last updated September 14th 2009

What does it do?

In Oblivion, you get the compass markers which help you find easily your quest NPC's homes and location. Also, the guards are the only people in the city whom will give you directions when you ask them. Finally, Tamriel is a world full of organizations, yet no one knows anything about them. This is changed.

Features

  • Ask directions! You no longer need to rely on the guards to know where to go. Ask directions to citizens for guilds, shops, temples, castles or other city landmarks.
  • Ask for regional locations. If a city does not have a particular shop or guild, you can ask the citizens if they know what city might offer the required service. Sometimes they know the answers, sometimes they don’t and sometimes they send you in the wrong direction.
  • A new “Tell me About†topic This sub-topic allows you to ask an NPC what he knows about a particular Tamriel or Cyrodiil organization, wheter it’s the Blackwood Company, the Mages Guild, the Knights of the Thorn or others. The NPC’s answer differs wheter he is part of that organization or not and if he’s a Savant. If you want to gather the best information, ask a Savant.
  • New rumors! 35 new rumors have been added. Some talk about how dangerous the streets are, others mention that the Empire might raise the taxes again. (Bastards!)
  • Use Scout services. You can pay a scout for geographic or regional information. A scout can mark landmarks, settlements and cities on your map or help you find a specific service in a city without mistakes.
  • Annoying Citizens: Be careful when asking directions or asking about organizations. If the NPC is not your friend (Disposition 60 and down), he will like you less with each question until he’s annoyed and ends the conversation.
  • Over 150 lines of dialogue, most of which is taken from Daggerfall and Morrowind.

Compatibility/Requirements

Requires OBSE v. 0012 or above

& Elys Universal Silent Voice V 0.93 or above

I highly recommend mods that remove the quest markers and the fast travel markers to each city, since the NPCs can identify the cities on your map.

Download

TES Alliance

Ambiant Dungeon SFX – Latest Version: 1.2 - Last updated May 15th 2010

Release Thread

What does it do?

Adds 17 new dungeon sound ambiances themed on the dungeon's occupants. Daggerfall had such ambiances, which made the dungeons much more creepier.

Features

  • 17 different ambiances: Hear zombies' moan inside a fort, be surprised to hear a door opening in the distance inside an Ayleid ruin, hear rats scattering about in sewers and more. (Listen to the samples below to get an idea.)

(Note: These samples are from the first version. Many changes have taken effect since then)

Narrow Tunnels: The tight, narrow tunnels inside caves, where rats, bats and smaller insects hide. Where you can hear the rock around you cracking.

Mines: Deep mines are sustained by wooden structures which make the rock stable. Thus, in mines, you hear the wood cracking and some pieces of stone falling. Bats also tend to live in the darker section of the mines.

Haunted Fort: Inhabited by the undead, haunted forts should not be disturbed. There's a constant, low moan in the distance while you hear movement ahead. Wait...was that a zombie's moan in the distance? And is this a door opening?

Sewers: Home of rats, bats, nuisances and darker creatures, the sewers are a wet and humid place. Some zombies even inhabit such places and may be heard in the distance.

Wet Cavern: When deep under the ground, an explorer will most likely stumble upon flooded sections of a cave. Water drips, bats flee when light is seen, rats scurry around in the shadows. Huh? Is that a boulder falling ahead?

Daedric Caverns: It should be easy to know when one explores caverns inhabited by daedras and conjurers. Dark voices can be heard, a mystical aura floats around and the wind does not sound natural.

Standard Ayleid Ruins: Standard ruins are homes of mystical creatures, bandits or nuisances. Yet, they still hold the Ayleid's mystical aura. Maybe it's the welkynd stones' chants?

Download

TES Alliance

Losing my Religion – Latest Version: 1.4

What does it do?

Cyrodiil is the heart of the Empire's religion, yet it is an aspect that is severely lacking. The only presence of the religion are the cathedrals in each cities.

In Daggerfall, each god had his associated regions, decoration for the temples and a better presence in the game. "Losing My Religion" is a module that restores the religion, overhauls it and allows you to join each god faction.

Features

  • Join one of the 9 god factions and 2 knightly orders.
  • Each chapel now has its appropriate Daggerfall name
  • Interior re-decoration overhaul of every chapel
  • Kynareth has her Temple
  • 96 New Radiant AI NPCs and services offered in every chapel
  • Knightly Orders
  • No more "Nine Divines" name.
  • Identified tombs in the undercrofts
  • 600 new lines of dialogue

Download

More info in the download link

III. OBLIVIFALL WORK-IN-PROGRESS MODULES

What does it do?

Daggerfall’s streets and buildings were always busy, with many random NPCs walking around, going about their daily lives. Oblivion Comes Alive does this and even expands this idea.

Features

  • Around 1200+ NPCs who populate civilized areas

These random NPCs of different professions populate the wilderness inns, city taverns, temples, shops, streets, etc. Knights, hunters, vampire hunters, werewolf hunters, legionnaires, warriors, mages, assassins, healers, travelers, pilgrims, barbarians, archers, crusaders, knights, rogues and more populate those places anytime of the day. Some have schedules that make them travel around town, go shopping then go to the tavern at night to drink.

  • Loot!

The new NPCs carry/wear new loot inspired by Daggerfall's items. Every new item are ressources made by the wonderful community.

  • Atmospheric Inns

"
You can get a room with relative privacy, 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

Inns are busy places filled many interesting characters. The type of patrons you'll see depends on the social class of the inn. Lower-class taverns, such as the Bloated Float, is home to thieves, assassins, rogues and poor peasants. While the high class inns are filled with nobles, wealthy traveling merchants along with the occasional knights and crusaders. Mid class inns have a variation of each patron type. From the traveling monk to the vampire hunters. You might see some people dance sometimes as well.

If you are member of a faction, you'll be nicely surprised to see that you're not the only guild member traveling about. In fact, all thieves and rogues belong to the Thieves Guild, most warriors to the Fighters Guild and all Mages to the Mages Guild.

The social class really affects your experience in these establishments. You won't find the best wines in the Grey Mare, nor will you find cheap beer in the Tiber Septim Hotel. Don't be surprised to see rats wandering about in your room in the Five Claws Lodge, or even catch a disease after an unconfortable night in dirty linens. You'll feel more relaxed with the sound ambiance of high class establishments. It's not very polite to yell and laugh out loud, unlike in The Flowing Bowl where you'd better have earplugs because the patrons won't care if you're sleeping or not.

Some high class inns offer you additional services, sometimes free. Such as free food at the Tiber Septim Hotel. Some owners have access to the latest Black Horse Courier issues. Don't be the last to read today's Black Horse Courier! Now you get what you pay for and deciding the play to stay might be more interesting. Rats/Disease and a bedroll or free food, entertainment and a real bed?

Another type of NPC present in taverns: Wenches and Courtesans. They serve for roleplaying purposes only and do not give any bonuses or benefit when you use their services. Wenches are present in most low class establishment and Courtesans are in most mid and high class inns. Wenches are one of the Thieves Guild many sources of income. As such, they live miserable lives, forced to work for Tamriel's organized crime guild. On the other side, Courtesans are men and women who have followed Erotic Instruction at one of Dibella's Cult of Physical Beauty.

  • Introduces CorePC's Minstrels of Cyrodiil

Storytellers, singers, dancers or just all-around performers, Minstrels are often seen entertaining in taverns. Minstrels travel from city to city to entertain the patrons in taverns, to perform a street show or even to entertain the city's count/countess. If you are taking a flagon of ale and spot a new patron with a lute attached on his back, then sit tight. He'll most likely entertain you in a couple of minutes.

Minstrels are the only source of music in taverns. (Sorry, the dwemer have not built iPods stations). When the minstrel starts playing his music, though, you'll most likely see some patrons dancing to his music. Though in high class taverns, they prefer to ignore the minstrel and chat about the taxes.

Minstrels can be tipped for disposition bonuses. So be kind and encourage the poor guys! I would also like to have them do some storytelling. But I'm French, and I'm not good at writing English stories. Should you want to submit one, let me know!

What does it do?

Summoning Daedric Princes should be available to everyone, but should also be more difficult to obtain these services. This module brings several features of Daggerfall's daedra summoning in Oblivion.

Features

  • Summoning a Daedric Prince comes at a cost...

The offering for summoning a Daedric Prince is now only gold. Purchasing this service from the worshippers requires you to be wealthy. 50 000 gold is required.

  • ...Or use an alternative route.

Alternatively, if you are high ranked in the Mages Guild, you can ask a
for his services. The higher your rank, the less gold it will cost to summon the Daedric Prince. The downside is that they can summon the Prince only on a specific summoning day.

  • No level requirements to perform the quests.

As long as you are wealthy, you will be able to trigger the quests.

  • Don't bother the Daedric Princes too much...

Never annoy a Daedric Prince. If you don't have the offering or if summon him/her for no reason, he/she will unleash his wrath upon you.

  • Decorations to the shrines

Each shrine has a new look with the addition of objects to decorate it to look more unique. Beds and food have also been added for the worshippers. These new decorations are based on

  • Worshippers have schedules

Every worshipper have a new Radiant AI schedule. They pray together, eat and sleep instead of wandering around the shrine aimlessly.

IV. LIST OF RECOMMENDED DAGGERFALLESQUE COMMUNITY MODS

For a more “Daggerfallesque†experience, take a look at my “Daggerfallesque Mod List†here.

V. VIDEOS

Teasers and trailers. Oh my!

Updated 09/05/2011

VI. CREDITS

Here are listed everyone who helped me with any of my modules. Thank you very much to those who are listed. You guys rock!

General Credits

The Daggerfall Dev Team for the best cRPG ever created.

The Daggerfall Dev Team writers

The Devs who wrote the Daggerfall manual

Dave Humphrey and the contributors for The Unofficial Elder Scrolls Pages. http://www.uesp.net/wiki/Main_Page

Dave Humphrey’s DFText Hacking Tool.

The OBSE team for passing through every barriers they see.

Elys for his Elys Universal Silent Voice OBSE plugin. Because of you, we can now freely mod dialogue without worrying about creating hundreds of silent lip-synched voice files!

Bethesda for the Oblivion CS

Cabron for commenting and suggesting ideas of the modules.

Samtam99 for his support and feedback on Oblivifall

WhoGuru for her support and feedback on Oblivifall

Daedra Summoning

Rumpleteasza for linking me resources to create the Daedra Summoner

AlienSlof’s Oblivion Robe Trader for the Daedra Summoner’s robe and hood

Capucine’s Eyes for Daedra Summoner’s Eyes

Hel Borne for the Filled Bookshelf resource

Losing my Religion

DarkNinjaProductions for his Cathedral Improver mod.

Armors & Weapons

Trollf for his Divine Shields resource (Worn by all low-ranked members of the knightly orders)

Bad Andy for his Divine Armor resource (Worn by all low-ranked members of the knightly orders)

ADCK for his Kynareth Armor and robes resource. (Worn by High-ranked Knights of Kynaran Order)

Najaknevrec for the Mage Equipment resource (Worn by Julianos' Priests and Talos')

SoM3 for the Improved Robe resource (Worn by the Priests of Stendarr)

Cosmic-Banana for the Brown Hood resource (Worn by Priests of Stendarr)

KafeiDotour for his Silverthorn Robe (Worn by Arkay's Diviner)

Azumoth for his Red Robe of Seraphim (Worn by Mara's Diviner)

Kikai for his Book Belts (Worn by Julianos' priests)

AlienSlof and Kikai for their Kinky Chainmail (Worn by Dibella's Healer)

Puff for his Princess Leia Outfit (Worn by Dibella's Erotic Instructor)

Gizmodian for his Sorceress Outfit (Worn by Dibella's Diviner)

General Models

EuGENIUS for his Golden Gods resource

Hel Borne for his Filled Bookshelf resource, Alchemy Wall Chart, Alchemist's Sink, lumber pile and Kvatch Architecture

DarkRider for his Tapestries of the Nine resource.

David WhiteFang for his Nirn Globe resource.

Barabus and Razorwing for the Crypt tileset and the coffins.

jcd13 for the Marble Pedestal resource

Assassin_456 for the Medieval Resources

Khugan for the Torture Devices resource

MickTheMage for the Wooden Toys resource

Andysaurus for the School Lab Class resource

Fearabbit for his Forts of Cyrodiil resource

Omegacron for his Armory Clutter resource

Mr. Siika for his Balista & Ballista ammo

PacificMorrowind for the Kvatch Keep Collision mesh

The following people for the character suggestions who got buried in the cathedrals:

Segvirion, Yevic, Jaden, HeX_0ff, RichardRocket009, Orbitor, Celestina, blackouTT-117, Tank1519, Gregasaurus, Timewalker,

ElDani, Zabre, Tanya, Mr. Bibliophile, Mishaxhi, Nextmastermind, Riveon, cobb, ArgonianPimp, IglooGreenhouse, bobbety,

Mutt, Synnoveance, Lokee, Siric, Koops-64, Mitchman, Arabian Knight, Hunter Parasite, DemonsShade, Barihawk, Dakorma,

Starwing, ElDani, NZdawghaus, Nightmare470, F0xHunter, Squirrel93, CryWolf, Pushkatu, Kylejustgot, Bodevanlot, RavinXX, StarX, Locksley, Jonarus_Drakus, obbob, Jaden, darkmast508, bionicle, Neo Matrix, Cold Steel, Seamus Finnigan, CorePC, paladin181, Wintercross, biulding3015, Ogemacron, Nanu Ra, xXAequitasXx, Redemption121, Ulmarik Oblivion, Darkom95, Jaguar Knight, Trademark, AyumiFan, Bites-His-Tail, acrb101, John123, Who Cares?, Marken-DK, jon7985, migck, Jonarus Drakus, Fiore1300, Allstarn08, Yorp, Mirelurk21,

Better Inns + Oblivion Comes Alive

Neoptolemus, author of Morrowind Comes Alive

Someone 1074 for his Capes and Cloaks

Eyren for his Vampire Hunter Armor

Kalia & Luchaire their Eyren’s Vampire Hunter Armor Revised mod

Blue Destiny for his Paladin Armor

Kire for his Black Leather Armor

Karelceusters for his Dark Leather Armor

Ren for his Ren’s Beauty Pack hairs

Daggerfall Character Generation

DarkRider for his Map of Tamriel resource

VII. HELP OFFERS

Here I will post any request I may have. It can be meshes, retextures or scripts.

None yet.

Thanks for reading the whole post. :) Feel free to add comments/feedback/suggestions and hate. :P

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Fantastic Cliff and Congrats on the releases! :rofl: These are just amazing additions to the game!

and argh! I have to hold off downloading until I can clear up some space on this bloody drive. :lol: Good grief I've slipped under 700 megs again. Time to lose some non essential mods.

Edited by WhoGuru
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Fantastic Cliff and Congrats on the releases! :) These are just amazing additions to the game!

and argh! I have to hold off downloading until I can clear up some space on this bloody drive. :pints: Good grief I've slipped under 700 megs again. Time to lose some non essential mods.

Haha! No problem! 700 megs...that's.... low!

And to think that 15 years ago, my Hard Drive had a 2 Gigs capacity. :poke:

Congrats, they sound interesting, although the current relz dont appeal to me, some of the ones in the wings definatly do.

Thanks! This thread is also for the discussion of the coming releases, so feel free to ask questions/discuss about the upcoming mods. 932.gif

downloaded all the relzed. I'll let you know if I notice any errors... any specific areas that may want more testing than average?

Thanks for the Morrowindification (since I've not yet played DF, did download it recently but haven't installed it yet).

Pacific Morrowind

Thank you very much!

As for areas to test, I expect "Let's Talk!" to have some typos. If you ever run across some, let me know.

I believe that Let's Talk! is the module that needs the most testing. If you notice anything odd (Such as an NPC telling you to go to a tavern in Anvil while he's in Chorrol), let me know in this thread.

Congratulations on the releases, Cliff! I've downloaded them all and will give them a run through asap. I'm especially excited about your dialogue improvements. Looking forward to the next modules too!

Thank you! I hope the dialogue pleases you.

There are some seriously excellent ideas at work here! This plus WAC will make my game feel deeper than ever, methinks. :)

Gracias!

Thank you very much! (What is WAC?)

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Now that I think about it, in Loosing My Religion (one im actually most interested in, due to the bland way it has been dealt with in game thus far), how will it intereact with Knight of the Nine? Also related, is the Shrine for Kynareth, they added a shrine in KotN, however being somewhat bland, are you using the same one or a new one with more features involved?

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Ah, pardons! WAC is Waalx's Animals and Creatures, a thorough re-imagining of Cyrodiil's ecological and factional diversity! It is a very beautiful work, and I have had the open alpha version in my game for a fair while now.

Sounds very interesting. I'll take a look at it.

These looks fantastic. 932.gifbb_Chinese.gif

Are you going to change the layout of interior too? I asked this to know whether new NPCs added by another plugin and placed inside tavern remain exist or it will result in their...'disappearance'? :rofl:

Thanks!

No the interior layouts have not been changed, so there won't be conflicts with NPCs from other mods.

Now that I think about it, in Loosing My Religion (one im actually most interested in, due to the bland way it has been dealt with in game thus far), how will it intereact with Knight of the Nine? Also related, is the Shrine for Kynareth, they added a shrine in KotN, however being somewhat bland, are you using the same one or a new one with more features involved?

The conflict that there will be with KOTN and Losing my Religion is a "Lore Conflict".

From what I remember (I haven't played KOTN in ages), the Knights of the Nine serve every deities, isn't? They do not serve a particular god, if I remember correctly.

In the case of Losing My Religion, every god is a seperate faction with different relationships toward each other. Some are allies, others are neutral and some are not in good terms.

So Knights of the Nine says " We are knights and worshippers who serve the Nine Divines! "

, while Losing My Religion says "We are knights and worshippers who serve only our god!"

Personally, I don't like Bethesda's idea of unifying the gods under one banner. Especially when they have different views on everything. It doesn't make much sense.

As for the Shrine of Kynareth, I don't remember how it was done in KOTN. Was it a chapel in the backyard of the KOTN outpost?

In my case, I have built the sanctuary around Kynareth's shrine located in the Colovian Highlands. (It's the Shrine where you can get master Destruction training from a Dark Elf woman)

I've turned the area around the shrine in a peaceful sanctuary devoted to the goddess of Nature, with 3 homes. One for the player to stay in and the other two for the priests.

There's also a chapel, which is used when it's raining outside and the people need to pray. (Who wants to stay outside at the rain?)

Finally, there's the outpost of the Kynaran Order, the knights of Kynareth.

I will post pictures of the area, pretty soon.

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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.

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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)

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I would also like to comment on this

“People who play role-playing games need more than some pretty graphics and nonstop action to whet their claymores : they want depth and character and wit and drama. They want the thickest, most involving novel that they’ve ever read translated to their 15†screen, with themselves as the hero.†– The Daggerfall Manual

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.

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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.

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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?

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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?

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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?

Its certainly not a script for a beginner, but I am very happy to share with you when I get it do or fully abandon it. While most of the abilities havent actually been scripted yet, I have made similar effects to what I need here in other mods. OBSE is a real gem for the functions that are needed, where would we be without it? The only hard ones to do are the "phobia"/"bonus to hit" and the "acute hearing" abilities.

One thing you can help me with, how to apply this to the races we have? I presume this cancels the birthsign guff, but do the races keep thier natural bonuses? The way my system works is that you can get a low level ability (resistance to something etc) for free, but higher stuff meansyou have to take stronger disadvangtages. It should work in well to replace birthsigns without overpowering/underpowering the player. However, I think there are globals that control the skill raising speeds, if so I could edit them to make a faster/slower level speed like Daggerfall.

And yes it is very possible to block a weapon types (trouble is there is only 1 hand blade, 1 hand blunt, 2 hand blade, 2 hand blunt and marksman) and im not sure how that will effect the game (unfinishable quests? can you think of any?). Its also possible (with OBSE v16) for me to block materials aswell, I think waiting for string functions is what held me up previously.

Ill see what I can do to get this finished.

EDIT: Damn, I only have an old version of it on my desktop computer, Ill have to wait until until I get my laptop back to work on it. Its been a very long two weeks without being able to mod.

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Thanks!

I haven't placed them yet, but there will be tame animals in the shrine. Bears, deers, horses. They won't run away from you and, if the shrine is treatened, they will gladly open combat with the opponents to protect their sanctuary. In other words, I recommend you against fighting the shrine of Kynareth, because you'll have bears, deers, horses, priests and knights jumping on you.

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Its certainly not a script for a beginner, but I am very happy to share with you when I get it do or fully abandon it. While most of the abilities havent actually been scripted yet, I have made similar effects to what I need here in other mods. OBSE is a real gem for the functions that are needed, where would we be without it? The only hard ones to do are the "phobia"/"bonus to hit" and the "acute hearing" abilities.

Great! I'm a beginner for writing scripts because I never remember the functions and the likes. But I can decipher a script with a bit of ease.

For Phobia, since enemies are classfied as Creatures/Undead/Daedra/NPC, would it be possible? Is there an OBSE function that calls a "isUndead" or the likes?

Acute Hearing, that would be a difficult one to do indeed.

One thing you can help me with, how to apply this to the races we have? I presume this cancels the birthsign guff, but do the races keep thier natural bonuses? The way my system works is that you can get a low level ability (resistance to something etc) for free, but higher stuff meansyou have to take stronger disadvangtages. It should work in well to replace birthsigns without overpowering/underpowering the player. However, I think there are globals that control the skill raising speeds, if so I could edit them to make a faster/slower level speed like Daggerfall.

Races will lose their special abilities/skill bonuses/stat bonuses and birthsigns will be removed. The player is going to be able to create a much more unique character by choosing advantages/disadvantages.

For the leveling speed aspect, would it be possible to do it like Daggerfall where you can chose the bonus health you get at each level (In addition to your natural health bonus you gain), and choosing a higher value would mean that you'll level up slower? And, by choosing disadvantages, you could get a higher health bonus but benefit from a faster level up.

So for example, you choose 30 health points bonus in addition to your natural bonus provided by your Endurance. But you select many disadvantages. That would reduce the number of skill level ups needed from 10 to 7.

And yes it is very possible to block a weapon types (trouble is there is only 1 hand blade, 1 hand blunt, 2 hand blade, 2 hand blunt and marksman) and im not sure how that will effect the game (unfinishable quests? can you think of any?). Its also possible (with OBSE v16) for me to block materials aswell, I think waiting for string functions is what held me up previously.

Ill see what I can do to get this finished.

EDIT: Damn, I only have an old version of it on my desktop computer, Ill have to wait until until I get my laptop back to work on it. Its been a very long two weeks without being able to mod.

Hmmm, I can't think of a specific quest. But if one comes to mind, I'll simply block it, making the player fail the quest. That's a disadvantage, and it should stay that way.

Blocking weapons and materials is possible, I'm really surprised! :pints: And that is awesome as well!

No worries for the script right now, I'm focusing my work on Losing My Religion, Daedra Summoning and Better inns. But thank you very much for the script, I really appreciate it! aa_biggrin.gif

looking great... I'm hoping any changes you do to the anvil chapel will be compatible with knights of the nine?

really like your kynareth chapel, where is it? (I can tell generalized region but nothing specific)

Pacific Morrowind

Yes, there will be a compatibility ESP made for the users of Knights of the Nine. If I recall correctly, Cheydinhal's chapel is also attacked, yes?

Kynareth's sanctuary has been built around the Shrine of Kynareth where you can meet the Dunmer sorceress who will train you in master destruction. South west of Chorrol.

This is awesome :smug:

Thank you very much!

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