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Maskars Oblivion Overhaul


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#51
Nephenee13

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What precisely does this setting do?

; By default many items are NOT unleveled.


Thats rather vague.

#52
Maskar

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Turning the option on will unlevel all items in the game. Atleast when MOO.ini_update_equipment is set to 0. Otherwise grunt/boss equipment will remain mostly static. I'll improve the description a bit in the next update.

Edited by Maskar, 27 September 2012 - 05:55 PM.


#53
Maskar

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I somehow by accident uploaded a test version (testing leveled lists with other overhaul mods), rather than the final version in the latest update. Please (re)download version 1.2.1, which includes the correct version. Sorry for the confusion. Also, for whoever interested, the next update will include some nice new creatures.

Edited by Maskar, 27 September 2012 - 10:49 PM.


#54
spiffyman777

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are these new creatures passive or aggressive? Also, have you thought about doing something like Vacuity's Diverse Will of the Wisps, which adds many more wisps that the single vanilla one? Even just having different colors of them would make them more interesting (like how you handle the rats).

#55
Maskar

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The rats now also come in different sizes, but yeah, wisps is 1 of the creatures I'm planning on updating next. There are a ridiculous amount of them though. See the images section for another. I'm also looking into adding guardians to some locked containers (if I can get permission).

Edited by Maskar, 28 September 2012 - 09:37 PM.


#56
Nephenee13

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Holy crap Mimics.

Yes. YES. YES!

Edited by Nephenee13, 28 September 2012 - 03:10 PM.


#57
RebornAgain3

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Hello Maskar. I'm glad you decided to make an overhaul, and have chosen to comment on it. To be honest, I've not played the game with this mod yet, but I think I know what the idea behind this mod is. Anyway, I've been following the progress of this mod, so despite not playing it here are my words. I'm glad you chose not to clutter up your mod with tons of resources, from creatures to weapons and armor, although you do add some of it. There are too many mods, in my opinion, that add too many things which overlap with other mods, so it seems redundant to have even more of the same kind. Instead, you chose to also pay greater attention to enhancing the gameplay, and for that I wish you succeed in your intentions. That said, it would be good if you could somehow enhance the AI of enemies and other creatures/NPCs. I know it's not easy (perhaps not even possible with the engine?), but it's only my suggestion, which you of course aren't obliged to fulfill. It's just that too many times have I, for example, killed an enemy with one strike, and other enemies, instead of running away, kept attacking me... Despite me killing them all one by one, and with one blow... Also, those ridiculous situations: a group of enemies -> I kill one of them -> I use the invisibility spell (so I'm invisible) -> after a while (2 minutes max it seems) the others say something like "Nothing to worry I guess, just my eyes playing tricks on me." ->(Me) WHAT!!!??? I just killed his peer, so I don't expect something like that! I expect the battle (and the battle music) not to end until I leave the surrounding area. Also, it would be good if those bandits/marauders/others organised some patrols in their dungeons, to keep an eye out for intruders (myself for example), and that they patrol in groups of 2 or more, and that if they spot an intruder to sound the alarm, so that many others from the same dungeon run to the place they saw the intruder. And to stay alert for quite some time. That way, the player would truly be forced to stay quiet and to sneak if he wants to avoid large and potentially deadly situations. Also (the last one, I promise... for now :)), wouldn't it be good if a container (chest etc.) that is trapped, upon activating that trap the sound of the effect (if the effect is something like fire or lightning) alerts the nearby NPCs/creatures, so that they come to investigate? Anyway, I'm not a modder, and I don't know if such things are even possible to make (perhaps it is with scripting), and perhaps there are mods that address some of the things I've mentioned, but blah... I got tired of writing ;). Good luck to you in any case, and please don't think obliged to do anything what I've said, of course. Those are just a couple of ideas I have.

Edited by RebornAgain3, 28 September 2012 - 07:18 PM.


#58
Maskar

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Thanks for the feedback. You're completely right, dungeons are a bit of an unorganized mess. This is very high on the list of things to be fixed. Also, (explosion) traps should indeed alert npcs in the area. Expect it to be added in the next update.

#59
Nephenee13

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re: Traps

Successfully picking a trapped chest will not set off the trap, correct? Is there a way to tell if a chest is trapped beforehand? (perhaps a check against Security?)

I haven't done any dungeon diving since installing this, ftr.

Edited by Nephenee13, 28 September 2012 - 07:53 PM.


#60
RebornAgain3

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@Maskar: Oh, thank *you* for your efforts and time devoted to modding.




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