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


Cliffworms
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  • 2 weeks later...
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I've just released Oblivifall's first video footage. This trailer is a showcase for the Losing My Religion module. Have fun watching it and bask in the light of the gods! :thumbup:

I have just seen it. Everything looks realy good, especialy the chapels. I can't wait. :poke:

Keep up the good work! unworthy.gif

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Nice Video Cliff... just one question, did some or all of that music come from Neverwinter Nights? I know one bit definatly came from the game as I played it a bit more then I played OB lol.

Question as well about the armours, I assume they are set for the regular body, or are they and the clothing set to work with a body mod?

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Thank you for the feedback on the video. :poke:

Nice Video Cliff... just one question, did some or all of that music come from Neverwinter Nights? I know one bit definatly came from the game as I played it a bit more then I played OB lol.

Question as well about the armours, I assume they are set for the regular body, or are they and the clothing set to work with a body mod?

The only song that comes from Neverwinter Nights is the one that starts with the Kynareth shrine, the last song before the credits.

The others are sound ambiances that come from Baldur's Gate 2 and from DarkNinja's Cathedral Improver mod. I never got into Neverwinter Nights. I'm a big fan of Baldur's Gate but there were many features of Neverwinter Nights that turned me off. Like the fact that companions are actually "henchmen" and that level design is built for online play (Taverns that are too big, houses with super wide corridors, etc.) :thumbup:

Yes the armors work for the regular body meshes. The Dibella male priest's outfit (The kinky chain one) is made for Robert's Body (the latest version). Though only the hands stand out odd as the chest and the rest of the body comes with the mesh itself. But I will fix it up for full compatiblity with the regular body mods.

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I see, I was curious because I use Roberts V5 and HGEC.

Then you'll be fine with the outfits. :clap:

Speaking of which, I have to go hunt again for more Dibella outfits. But outfits that show less skin, that are more exquisite and beautiful.

Every priest outfit are part of Oblivifall's Master File, the file that contains everything shared by more than one Oblivifall module. So every outfit/armor from Losing My Religion will be seen on Better Inn's NPCs as well. :pints: (And yes, Si-Shen, that includes Dibella's Red Outfit that you love so much. :santa: )

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Interesting video. Might I ask (a bit off-topic, but still... tongue.gif ), how did you take the video in Oblivion and did you edit it afterwards? I'm planning to record in-game Oblivion but unsure what software to use and how is the outcome?

I used Fraps to capture the in-game shots and then edited it with Adobe Premiere Pro.

There's a shareware version of Fraps available on their websites, but you are limited to 30 seconds for each clip you record, and there's a small "Fraps.com" in the upper corner of each recorded clip. If your editing software allows you to scale your video, you can zoom-in just a little bit to remove the annoying "Fraps", or make a fake widescreen effect by adding two black bars on the top and bottom. :clap:

For the flaming text in the intro, I copied

in '96 and remade it. :pints:
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  • 1 month later...

Yesterday, a thought occured to me while walking around an Oblivion dungeon.

Daggerfall had awesome sound ambiances when exploring dungeons. You'd hear doors opening in the distance, rocks cracking, switches being activated, moans and the likes, which greatly helped to make you on the edge.

So I launched my sound design software and created those ambiances:

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?

I have created variations of each dungeon theme. Undead, Daedric and Standard. Caves also has a "Wet" variation when a dungeon area is partially flooded.

There are 17 different sound ambiances, which are played in loop inside the dungeons, in addition to the game's sound effects that are already there. They mix perfectly.

Expect a release soon, since it's a quickie. I have to add the ambiance to each dungeon, but it shouldn't take too long. :hugs:

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OBLIVIFALL : Vengeance of the Classic

Ambiant Dungeon SFX

Download @ TES Alliance

Download @ TES Nexus

In Daggerfall, an element that added to the scare factor were the creepy sound ambiances. You could hear doors opening in the distance, zombies moaning, rock sliding, etc.

I have designed 17 sound ambiances that fit each dungeon theme that sound similar to Daggerfall's. Each sound is different and have a low volume so that you won't notice that it is played in loop.

The common ambiances, which include Ayleid ruins, forts and caves, have three variations each. Haunted, daedric and standard. Caves also have a "wet" variation when the place is submerged or near water sources.

The other ambiances include sewers, mines and narrow tunnels.

Have fun playing in a more Daggerfallesque dungeon experience!

III. AUDIO SAMPLES

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?

IV. REQUIREMENTS

You need the latest version of Oblivion.

V. SAVE GAMES

You do not need to start a new game to see the changes.

VI. CONFLICTS/KNOWN ERRORS

- Will not conflict with any sound mod.

VII. LEGAL STUFF/DISCLAIMER

Distribute this mod as you wish. Just give the credits to me for releasing the plugin.

VIII. CHANGELOG

V1.0: Initial Release

IX. CREDITS

- The Daggerfall Dev Team for the best cRPG ever created.

- Bethesda for the Oblivion CS.

X. Oblivifall modules and Daggerfall-related mods by the Community

To know which Oblivifall modules have been released or are in the works, either search for the word “Oblivifall†on the website where you downloaded this mod, or visit the project’s official thread Here.

If you want to extend furthermore your Daggerfallesque experience, I recommend you to take a look at the Daggerfallesque Mod List in this link: Here.

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Losing My Religion is getting even closer to release. Here are the news:

I've finished implementing the healing service and the donations.

Like in Daggerfall, giving a donation not only improves your relationship with the god's faction and its associated knightly order, but it can also result in receiving a blessing if you give a large amount of money.

Depending on how much you give, the blessing has three "versions". Minor, Normal and Major. The largest sum the player can donate at once is 1000 septims.

The blessings you get when donating are slightly better than the ones you receive by preaching at the wilderness wayshrines, and much better than the one at the Altar.

Changes to Oblivion's blessings have been done as well.

The wilderness wayshrines do not restore damaged stats, health and cures diseases anymore. They only give you the god's blessing.

Blessings now match Daggerfall's. Here are the replacements:

Akatosh: Speed (No Change)

Arkay: Health (No Change)

Dibella: Luck (Instead of Personality)

Julianos: Intelligence, Magicka (No Change)

Kynareth: Endurance (Instead of Agility)

Mara: Personality (Instead of Willpower)

Stendarr: Endurance (At the Wayshrine), Temp Fame Boost (Via Donation Blessing)

Talos: Strength (No Change)

Zenithar: Mercantile (Instead of Luck)

In another chapter, the Order of the Hour HQ will prove to be fun to explore for thieves and legal adventurers alike.

Visitors are allowed only on the first floor of the Keep, where Akatosh's chapel and priests are. The other areas are restricted to the members of the Order.

If the player is caught exploring the rest of the headquarters, the knight who engaged the conversation will escort him outside the castle. The player can refuse. Upon refusal, the player can be thrown the keep's dungeon. Again, the player may refuse and attack the knight. Which is not a really good idea, since you're then facing the whole Order against you.

Being sent to the Keep's jail does not add to your criminal record. When sent to jail, your equipment is removed from you (Except a lockpick, if you have one). Like cities' jails, you can "sleep it up" or evade. But know that your equipment is not stored in a chest located in the dungeon. It's somewhere in the keep and you have to find out.... Servants can sometime be excellent candidates to get the answer you are looking for... :)

If you choose to simply get escorted outside the keep by the knight, you then have one last change of getting caught inside the keep's restricted areas. If you get caught again, you are banned from the Keep and you'll be arrested (sent to the dungeon) on sight, if you do not decide to kill them all of course, even if you are in the areas where visitors are allowed.

But if you have Speech, or you are friendly enough with the Knight, you can convince him not to tell his friends that you've been caught, and so you still have your two chances left.

Watch out, though, the higher ranked members of the Order do not take too kindly to intruders, and some show no mercy, preferring to throw them in the dungeon right away rather than giving them a last chance.

As for what's left to do for LMR, here it is:

- Finish dialogue for the Order of the Hour's HQ. (A couple of lines left)

- Finish the Kynaran Order's schedules (4 NPCs left)

- Tombs and epitaphs (11 left)

- Outfits for Dibella (4 Outfits left to find)

- Finish Statues in the Order of Talos (3 historical characters to find/make up)

- Adding beards to some of Julianos' Worshippers (Because some really need to be beardy)

- Knights of the Nine integration (Will be done last)

Soon the citizens of Cyrodiil will bask in their gods true glory! :D

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Cliffworms, I am so looking forward to this! Playing an acolyte or at the least, a very pious adventurer has never been appealing in Oblivion because the chapels are all so generic. And playing someone who does not adhere to the teachings of the nine divines feels entirely cosmetic and innocuous in Vanilla. This mod will make piety (or impiety as the character dictates) feel so much more meaningful.

So cool!

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Thanks both of you! :cookie4u:

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. :cookie4u:

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. :cookie4u:

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It would be intersting to be able to join ONLY one order, the question is, how would the other temples react to you? Also how would they react to the Knights of the Nine? Also, would there be grounds for being "kicked out" of the order? If so would you be able to join others at that point or re-enlist?

Only need to do this for the Daedra after :cookie4u:

Edit: Umm how did you pull off that intro bit with the torch?

Edited by Si-Shen
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I like the idea of becoming a lay brother/sister and/or Squire for a particular gods chapel and knights respectively, I agree with Shen, should only be able to join one gods religion, with the normal sort of guild rules, although the churches would always accept someone coming back, even for murder, proof of this is in the book "Ten Commands Nine Divines". ;)

Ten Commands Nine Divines:

Yet the wicked and foolish are not doomed, for in their infinite mercies, the Nine have said, "Repent, and do Good Works, and the Fountains of Grace shall once more spill forth upon you."

Repent your crimes! Tender unto the Emperor the fines of gold, that they may be used to spread the Faith and its Benefits to all Men!

Do yourself good works! Redeem your infamy by shining deeds! Show to all Men and the Nine the good Fame of the Righteous Man, and you may once again approach the altars and shrines of the Chapel to receive the comfort and blessings of the Nine.

Will we get our gods priests robes/armor when we join a certain chapel?, just wondering. :cookie4u:

Wonderful work, wonder what it will be like stumbling on all the surprises you left for us to find, the chapels look very holy and sacred! :cookie4u:

Cliff, I also want to thank you personally for the sounds mod, some of those sounds will be very very useful to me, now and in the future. :cookie4u:

:)

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It would be intersting to be able to join ONLY one order, the question is, how would the other temples react to you? Also how would they react to the Knights of the Nine? Also, would there be grounds for being "kicked out" of the order? If so would you be able to join others at that point or re-enlist?

Only need to do this for the Daedra after XD

Edit: Umm how did you pull off that intro bit with the torch?

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. :P

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. :cookie4u:

although the churches would always accept someone coming back, even for murder, proof of this is in the book "Ten Commands Nine Divines". XD

Will we get our gods priests robes/armor when we join a certain chapel?, just wondering. ;)

Wonderful work, wonder what it will be like stumbling on all the surprises you left for us to find, the chapels look very holy and sacred! :cookie4u:

Cliff, I also want to thank you personally for the sounds mod, some of those sounds will be very very useful to me, now and in the future. :cookie4u:

:)

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! ;)

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So.. if you want to do the Deadric quests you cant join an order at all (question mark)

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. :)

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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.

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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. :)

Oh ok, thats cool, good from an RP stand point!

Your other additions sound most intersting, my only question is.. why dont you just buy out Bethesda and take right over since your pretty much making a new game lol :)

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