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


Cliffworms
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Ok, spoiler for what happenes:

The chapel of Dibella is ruined, with all its priests dead, after the KOTN questline it is restored, the Mara chapel gets destroyed by the aurorans after one of the KOTN relic quests, once again all the priests are dead, and once again the chapel is restored after the KOTN questline, by restored it is fully repaired and new priests are hired to take on the job, also the Arkay and Zenithar chapels are attacked, and you get the chance to save the priests of those chapels, if a priest dies that priest will be replaced, so you can either make your Arkar/Zenithar priests essential to stop the chance of their death, or can make them like the other priests, where if they die they are replaced, note they are replaced after the KOTN questline.

:thumbup:

Ok, now another thing, the Order of the Lily and Maran knights would have protected the priests in their respective chapels, so they need some reason why they could not protect them, we have two choices there:

1, they were out crusading or something away from the chapel at the time.

2, they were defeated by the aurorans and fled.

hope I helped. :lmao:

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I was doing sound editing yesterday and I've created all the music and sound ambiances for the Better Inns module.

Here are three samples, (There are six in total) Notice the changes in the sound ambiances from one class to the next.

Low Class Tavern (There's an easter egg here. Can you notice it?)

MIddle Class Tavern

Upper Class Tavern

Credits for the songs:

Low Class Tavern

Mark Morgan, Copper Coronet Tavern, from the Baldur's Gate 2 soundtrack

Cuthroat Mods, CM Partners mod for Morrowind

Middle Class Tavern

Mark Morgan, Tavern 1, from the Baldur's Gate 2 soundtrack

Eric Heberling, Folk 2, from the Daggerfall Soundtrack

Upper Class Tavern

Mark Morgan, Harp, from the Baldur's Gate 2 soundtrack

Mark Morgan, Harp2, from the Baldur's Gate 2 soundtrack

Mark Morgan, Harp3, from the Baldur's Gate 2 soundtrack

Created a total of 15 loading screens so far, so I am gonna post a couple of shots to show them :pints:, All images used were already show by cliffworms :lmao:

gallery_378_5_48935.jpg

gallery_378_5_38891.jpg

Spoiler tags were used to help with page loading :dizzy:

I just checked them all in the pack you sent me. I love them! Thank you very much IS! I believe I'll a screenshot of every god statue in their chapels and will send them to you. They'll be perfect when entering chapels. :dizzy:

Ok, spoiler for what happenes:

The chapel of Dibella is ruined, with all its priests dead, after the KOTN questline it is restored, the Mara chapel gets destroyed by the aurorans after one of the KOTN relic quests, once again all the priests are dead, and once again the chapel is restored after the KOTN questline, by restored it is fully repaired and new priests are hired to take on the job, also the Arkay and Zenithar chapels are attacked, and you get the chance to save the priests of those chapels, if a priest dies that priest will be replaced, so you can either make your Arkar/Zenithar priests essential to stop the chance of their death, or can make them like the other priests, where if they die they are replaced, note they are replaced after the KOTN questline.

:pints:

Ok, now another thing, the Order of the Lily and Maran knights would have protected the priests in their respective chapels, so they need some reason why they could not protect them, we have two choices there:

1, they were out crusading or something away from the chapel at the time.

2, they were defeated by the aurorans and fled.

hope I helped. :cookie:

Thanks a lot for this information! Most useful indeed. I didn't remember the chapel of Mara was seriously damaged.

The priests will not be essential then. Like in KOTN, if they die, they'll resurrect.

As for your points:

The chapel of Dibella is the first to be attacked, and they were attacked by surprise. So the Order of the Lily could not intervene in time. So every NPCs I've added will also be killed in the chapel, including the two knights of the Lily who guard the chapel.

For Mara, you'll find their corpses as well. :P

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I just checked them all in the pack you sent me. I love them! Thank you very much IS! I believe I'll a screenshot of every god statue in their chapels and will send them to you. They'll be perfect when entering chapels. :dizzy:

I am glad you like them :lmao:, You can send me as many screenshots as you like and I will turn them into loading screens for you :dizzy:

Anyway, think I'm gonna start DL'ing this mod:D

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I am glad you like them :), You can send me as many screenshots as you like and I will turn them into loading screens for you :D

Anyway, think I'm gonna start DL'ing this mod:D

Excellent! Noted. :)

Let me know if you find any evil bugs in the modules. ;)

No no no, the dead priests dont "resurrect", a completely new NPC appears to replace them, dont get that wrong. ;)

hehehe, some free armor from the knights at those two chapels then. :wub:

oh and btw, the priests who die in the Mara/Dibella chapels are replaced as well. :)

:drool:

Why did I type resurrect? I meant "replace". :lmao:

For the dead knights, I'm thinking of making their armor unusable (Such as naming them "Broken Gauntlets, Broken Cuirass, etc". Because it would be too easy to get excellent stuff right from the start of the game. Every suit of armor from the knightly orders are as good as Dwemer.

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I just thought,

in the chapel of Julianos, what furniture was removed?, because the northern pew closest to the altar is used by the Shadowcrest Vineyard for a note, [ http://www.tesnexus.com/downloads/file.php?id=22810 ], and so there might be a slight conflict with that, so we just need a minor patch to move the note to a different spot, hiding it in among books on the bookshelves would be ideal, if you want I can make the patch. :)

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I just thought,

in the chapel of Julianos, what furniture was removed?, because the northern pew closest to the altar is used by the Shadowcrest Vineyard for a note, [ http://www.tesnexus.com/downloads/file.php?id=22810 ], and so there might be a slight conflict with that, so we just need a minor patch to move the note to a different spot, hiding it in among books on the bookshelves would be ideal, if you want I can make the patch. :question:

No worries, the pews have not been touched. The only furniture I've removed are the various altars dedicated to the gods that stand near the glass-stained windows. :unsure:

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I'm sorry, but I don't find the shrine of Kynareth so very fitting Cliffworm...

Remember, she's the goddess of nature. This means she wouldn't want buildings anywhere near her place of worship... Buildings destroys nature.

I think that's why Bethesda made her place of worship so small. But what I would like in an overhaul of her place, would have been a tranquil place. Flowers, nice looking fog around, light, tree's surrounding the while place, making it sort of hidden. And of course, the tame animals walking around the wole tranquil place. :unsure:

Well, that's just my opinion. (Yay, 100 posts! XD )

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I'm sorry, but I don't find the shrine of Kynareth so very fitting Cliffworm...

Remember, she's the goddess of nature. This means she wouldn't want buildings anywhere near her place of worship... Buildings destroys nature.

I think that's why Bethesda made her place of worship so small. But what I would like in an overhaul of her place, would have been a tranquil place. Flowers, nice looking fog around, light, tree's surrounding the while place, making it sort of hidden. And of course, the tame animals walking around the wole tranquil place. :unsure:

Well, that's just my opinion. (Yay, 100 posts! XD )

Thanks for the feedback, Zaldir! (And congrats for your 100 posts :P)

I added a lot more trees to make it feel like a sanctuary, a place where you can feel safe from harm. But I do agree that it needs more "natural beauty". I'll add more bushes and landscape items.

As for buildings, the chapel is used by the priests and followers when it's raining outside. (No one would like to stand in the rain for four hours, listening to the priests. :)

The Kynaran Order's headquarters is somewhat far from the Shrine (And is hidden by the trees), so it doesn't conflict too much with the landscape.

As for the farm houses, they are used by the priests when they do their research, eat or sleep.

Thanks to your feedback, I'll actually add more foliage and beauty to the Shrine itself, so it's more unique.

(Oh and tame animals are around by the way. Deer, bears and wolves walk around. If you attack them, not only do they turn on you, but so do the priests and the Kynaran Order. ;))

By the way, important information!

Losing My Religion will not be compatible with some of Unique Landscapes modules, because I do some landscape changes for the knightly order headquarters and the Shrine of Kynareth.

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Thing is, KOTN adds the shrine of Kynareth, and their cant be two shrines to the one god. :lmao:

Well Lore says that there are around a dozen cults devoted to Dibella in Cyrodiil. :wave:

And, there are dozens of wayshrines in the wilderness devoted to every god. So that doesn't matter. :D

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I would question why you could not have more then one shrine per god, are they not gods? If you were a god, would you not want many shrines to have many worshipers come to you Manni (although thats a bit scary to think about) ?

If you really think about it, each city would likely have several churches, much like in D&D, where 3 or 4 gods would have chaples, churches, etc in one city and then have several throughout other cities and the land. Its the limits of what is already in place that prevent that in Oblivion, you would have to completely change the cities and possibly enlarge them to encompass such a feel.

On this mod, it would make things interesting if you dropped in (if possible) small chaples here or there for followers to goto between cities.

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I would question why you could not have more then one shrine per god, are they not gods? If you were a god, would you not want many shrines to have many worshipers come to you Manni (although thats a bit scary to think about) ?

If you really think about it, each city would likely have several churches, much like in D&D, where 3 or 4 gods would have chaples, churches, etc in one city and then have several throughout other cities and the land. Its the limits of what is already in place that prevent that in Oblivion, you would have to completely change the cities and possibly enlarge them to encompass such a feel.

On this mod, it would make things interesting if you dropped in (if possible) small chaples here or there for followers to goto between cities.

Indeed, because of the small size of Cyrodiil, they were forced not to have chapels everywhere as it was in the original lore. In the world of Tamriel, Sutch most likely exists as a city, Dibella has her dozen cults and the other gods also have more than one chapel in the wilds. (And, yes, each city has a temple dedicated to more than one god I'm certain)

As for the idea of building small priories around shrine, I thought about it. I will most likely do it once I'm done with the rest of the project though. :book:

Sorry about the lack of updates on the night armors, but I've been busy doing a completely new install and mod setup and thought it was time do actually play the game instead of just making mods for it! But I'll get back on them ASAP!

Oh really, no problem at all! I've been enjoying the game itself for the last few days as well. I didn't play the game in a year. It was good to re-discover it a bit. (But I feel the urge of modding coming to me again! :D)

Take your time. I'm not even finished with the chapels and the knightly orders' headquarters.

:shrug:

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I suspect that not only would most PCs have cried horribly trying to run Cyrodil at its "proper" size, but the dev's would have cried when they realized how much work it would be to make and populate :shrug:

I do look forward to this mod, it will add some nice depth to the game.

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  • 4 weeks later...

On my trip to Rome I found some new inspiration for the knightly orders and maybe some of the interiors of the chapels/cathedrals as well! As soon as my katana's are ready I'll pick up the design of the armors again and start messing with textures on the cathedral interiors. smile.gif

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  • 1 month later...

On my trip to Rome I found some new inspiration for the knightly orders and maybe some of the interiors of the chapels/cathedrals as well! As soon as my katana's are ready I'll pick up the design of the armors again and start messing with textures on the cathedral interiors. <img src='http://tesalliance.org/forums/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt=':smile:' />

Great! I'm eager to see/hear about them. :lmao:

Here are new screenshots of the priests' outfits, some cathedral shots and the Order of the Hour's Headquarters.

To see who are the authors behind the many custom resources you see in the screenshots, refer to the Credits section.

There are a lot of screenies, so have fun browsing through them. :D

Enjoy!

Priests' Outfits

Priest of Stendarr, god of Mercy

Priest of Stendarr having a chat with a member of The Crusaders.

Priest of Arkay, god of the Cycle of Birth and Death, having a chat with a member of the Knights of the Circle.

Undertaker of Arkay, responsible for preparing the bodies of the deceased.

Priest of Julianos, god of Knowledge

Another priest of Julianos

Scholar of Julianos

Martin, priest of Akatosh

Cathedrals

Saint-Alessia's Statue in the Order of Talos

General Warhaft's Statue, bodyguard and close friend of the late Uriel Septim VII

Order of the Hour's HQ Exterior

From the road.

Closer look

Side look, with Kvatch in the background.

Inside the walls.

Battering rams and a lumber-filled wagon.

Taking a walk on the keep's roof.

Order of the Hour's HQ Interior

The planning room.

Kitchen

The higher-ranked knights' barracks.

The keep's dungeons.

Sometimes, brute force is required to retrieve information...

Servants' Quarters

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Oh nice work Cliff and great to see this thread pop back to life!

Hehe sorry for not having kept it updated for a while. I was busy conquering Europe, killing Supermutants and hunting down zombies. :thumbup:

I wonder whether you are interested with the Medieval Armor Resources? I think the variety of new armors offered by it will spice up the knights of each Nine Divines.

Thanks for the suggestion! The problem with these beautiful Medieval Armors is that most of them have the France/English/Holy Roman Empire symbols on them.

Concerning the Knightly Orders, I'll see how it goes, but I believe that for the first release I'll stick with showing only the Order of the Lilly, Order of the Hour and the Kynaran Order's HQs. I wouldn't want to keep the chapels waiting. :P

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Here are three new screenshots, showcasing three Dibella worshippers' outfits.

Dibella's Diviner, wearing Gizmodian's Sorceress Outfit

Dibella's Healer, wearing Kikai and AlienSlof's Kinky Chainmail Outfit

Dibella's Donation Collector, wearing Puff's Princess Leia Outfit

Concerning the Healer's outfit. Yes, the Healer is naked under the chainmail skirt and will show nudity, no matter if you have a body mod or not. And that will not be changed. Remember, in Daggerfall, some of Dibella's female worshippers were naked. In Oblivifall, he'll be the naked one. :thumbup:

For those who might be sensible to it, his family jewels are well hidden and unless you crouch to look under his sleeves, you won't see them.

Note that if I ever make an add-on to LMR that adds the beauty cults of Dibella around Cyrodiil, including the one about physical beauty, that nudity will be included. But that's an add-on I'll do as a separate file, depends if I have the time or not.

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