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DMvO1

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Posts posted by DMvO1

  1. Sources of supply always make sense to me - I'm too much of an engineer to ignore the lack of a support structure I guess :) Now you need a blacksmith or two...

     

     

    There should also be logging for a wood source, probably a sawmill too, and then carpenters who can build custom furniture (from a list, takes time, more expensive but better than usual stuff)

     

    And lots of other ideas to add. There's a resource with a moving horse-drawn cart around someplace - could be nice just to see it travelling full to a sawmill and empty to the logger's camp. Pulling logs out of the forest with a horse is also a good idea, and again needs just a tweak to the cart mod - doesn't even need rotating wheels.

    Those are all good ideas, but I think I'd rather just build the facilites and use the oblivion crysis as an excuse for the lack of activity outside the city walls. I did find a tree stump resource though, and was already planning on turning the larger area around the mine and maybe around Bruma into a tree graveyard (the walls of Bruma are a wood palisade so there should be some tree stumps I figure.) Thanks for the support!

    edit: Thanks for the idea of adding blacksmiths who make stuff like doors and furniture. I hadn't thought of that, and I already have all the resources I need to decorate their shops. Really good idea.

  2. I just finished redoing the Dremoras for TIE 2. I don't have any screenshots related to TIE 2 yet because I'm just getting to the aspects that can be seen visually, but it's coming along. I still have some number stuff to sort out, particularly related to the inventory and setting the player's health to an absolute 100, instead of using a formula. If anybody knows anyone who can advise me in that, help would be appreciated and credited in the final release. The next major step in TIE 2 is going to be adding a bunch of new weapons and armor to the leveled lists. One of the new things I'm excited about are armor "addons" that use the jewelry slots. It allows you to further customize your outfit and bring it together, and NPC's wear them too. A lot of the addons indicate a type of character too, for example thief toolbelts and big straps for your weapons, and regular adventuring gear. There's also cool mage addons and some of the people at the Arcane University will be wearing them (wait till you see Traven's robe!)
  3. One of my goals with this mod was to add work-related items and machines all around Cyrodiil to make it look like the people were working. I've started by adding clothes-washing stuff and I'm almost done. Soon I'll be able to add industrial stuff to peoples' houses to imply a job for them and show the player where stuff comes from in the game, and add more atmosphere to the game, which is the main goal.
  4. This is the introduction thread for my WIP project called Cyrodiil Transformed. The mod will change the original Oblivion worldspace into a tropical climate and it incorporates a modified version of Open Cities Reborn so it will be overall a new and enjoyable experience. It also comes along with a weather modification. So far I've replaced the trees and edited the towns and done the textures that I want to replace. Next I'll use some of those beautiful resources people have out there to make the world come alive. I'll also edit some of the dungeons to use new tilesets, but that can be a separate esp in case you already have something that edits those dungeons. I'm also working on another mod that edits the NPC's and game mechanics, and hopefully I'll be able to release that to accompany this, because it does have an aesthetic side to it. It also redoes the game mechanics to make it more intuitive, such as redoing how the attributes work and making the player and NPC's always have 100 health. Keep in mind these are two seperate mods and you don't have to get the gameplay changes to get the tropical world. If anybody's interested in working on either project, please message me or email me at [email protected]. Without further ado, here are some screenshots:

     

    http://tesnexus.com/imageshare/images/1148342-1299783058.jpg

     

    http://tesnexus.com/imageshare/images/1148342-1309975365.jpg

     

    http://tesnexus.com/imageshare/images/1148342-1309976364.jpg

     

    http://tesnexus.com/imageshare/images/1148342-1309976613.jpg

     

    http://tesnexus.com/imageshare/images/1148342-1309986981.jpg

     

    http://tesnexus.com/imageshare/images/1148342-1310176889.jpg

     

    http://tesnexus.com/imageshare/images/1148342-1310177033.jpg

     

    http://tesnexus.com/imageshare/images/1148342-1310263369.jpg

  5. I'm in the middle of working on a really big and really sweet mod and I need help with scripts for creatures to make them hunt during certain hours of the day.

    I want to give them behaviors like running from certain factions or actively hunting certain factions or attacking the player on sight but only during certain portions of the day.

    I also need to make some of the smaller animals graze on alchemy ingredients, and I want to make them drink water.

    I also need help doing scripts to put on armor so it can only be worn by a certain gender or race.

    So if anyone could direct me to a good scripting tutorial I would be grateful.

  6. can somebody change the amulets so they're either replaced with a seem-hiding choker, or the ones that have a jewel hanging off them would be remodeled so they sit on the skin instead of floating up, and they would include a choker in addition to that in the same model.
  7. i would like to see more warhammer influence in there, with the draping furs and beast skulls and suck. a lot of dark metals too, maybe wrought iron. maybe i should find a tutorial on making armor and do it myself, as i had a similar idea a while ago. i wanted bands of orcish bandits with special armor walking around cyrodiil.
  8. Edit: Give it to someone in the Alteration guildhall, I reckon. Is that Cheydinhall?

     

    --

     

    And on that note - I am now downloading Vampire Hunting - Order of the Virtuous Blood from David's signature... looks great. Also grabbing Verona House Bloodlines, which he linked to. Thanks!

     

    Back on topic - I like the idea of a Very Hard Lock converting down to a Medium one instead of an Easy. Bear in mind though that players are likely to just subsequently use Open Medium Lock on it. Is there a way that you could block this from happening?

    Yep. I set it one higher than it can unlock. (Average opens up to 41; I set hard to lock it at 42)

    As mentioned earlier, it seems important to have the spell "mark" the door/container as having already been decreased so that it can only be altered once. Otherwise you could cast Attempt Very Easy Lock 5 times on any lock to open it. Broken! If you can't open it by magic, you need to do it the old fashioned way ;)

    Mentioned above.

     

    Possible pattern:

     

    • Attempt Very Easy Lock --> Opens Very Easy + Decreases harder locks by 1
    • Attempt Easy Lock --> Opens Easy + Decreases harder locks by 1
    • Attempt Medium Lock --> Opens Medium + Decreases harder locks by 2
    • Attempt Hard Lock --> Opens Hard + Decreases harder locks by 2
    • Attempt Very Hard Lock --> Opens Very Hard, no additional effect. As Vanilla, maybe with luck component - either succeeds or doesn't. (If you can open VH locks by magic it doesn't make sense to decrease the lock difficulty)

     

    The best option would be to include an .ini file where these things can be edited by the player so they can choose their own settings. Are you up to that, LordFrostcraig?

    Nope. :P I don't do .ini files... as in I don't know how. If its a matter of quest scripts, then probably but.. not for now :thumbsup:

    I answered in the quote :P

     

    Anyways, you can find it here:

    http://www.tesnexus.com/downloads/file.php?id=36442

    you didn't really say what it does in the description, lol

  9. I had an idea for a pretty extensive mod that would make the landscape of cyrodiil more farmy and varied. I mean seriously, where do the people get there food? And besides, you'd think there would be a lot of subsistence farming. But the focus is mainly aesthetic, making the game look more rural and pretty. Here's an outline of what I have planned for different regions:

    colovian highlands: a lot of hunting, some small subsistence farms and a larger farm outside chorral. sheep.

    gold coast: mostly open wheat fields and nomadic herders with big herds of sheep and herding dogs.

    west weald: move one of the vinyards because if the wines are supposed to be different they shouldn't be right across the street from eachother. replace the moved one with a regular vegatable farm and add more of those.

    heartland: chock full of communal subsistence farming, lots of chickens and villages collectively keeping one or two cows.

    blackwood: the people here would mostly eat rotissery rats, which are already in the game. i would add a lot of rats running around and it's implied that they catch them. maybe add traps? that would be mostly by bravil, and leyawiin would have a spice farm or maybe some, and there would be traders bringing spices to the imperial city. of course there would be some that aren't shipped, either because they're only popular or even tolerable to certain beast races (catnip?) or the imperials don't know about them or don't think they like them.

    great forest: not changed

    jerall mountains: mostly meat farms, would research what historically has been eaten in cold regions because what comes to mind is ludafisk in norway and narwhal in alaska. if the jerall mopuntains are supposed to be perpetually frozen it might be harder to figure something out.

    nibenay basin: not sure, haven't played the game for a while and don't remember that part vividly. as i recall it's just grass and trees and stuff but i'm going to use unique landscapes as a base so that might change things. prolly similar to the heartlands but maybe some spice farms as you get further south.

    nibenay valley: nvm, spice farms go here. maybe also chickens?

    valus mountains: again, i don't remember this part vividly. might look to morrowind's farms for inspiration but it depends on what unique landscapes has done with the place.

     

    like i said i would use unique landscapes as a base and i might need some help with different bits. for example i'm not sure about lod, i think i would need to add lod object for blocks of wheat field which would probably be a row of planar meshes in either direction with a texture of blades of wheat. sort of like the wheat block in minecraft. i would probably also integrate parts of npc's with jobs as resources (animations mostly, maybe scripts) i would also integrate existing npc's into this mod, script-wise. for example bandits might steal food or maybe do some farming of their own, and highwaymen might be desperate farmers (kind of like the premise of onibaba but not specifically) and the townspeople, especially the poorer ones would probably become farmers who visit town every once in a while, and there would be more of them. i also had an idea that makes the guards less different from normal npc's and gives them activities to do when they're not on duty. maybe i would integrate that into this. i was even thinking of replacing them with concerned citizens but hat would probably take place in some cities more than others. there would be new food items too, with different ones to reflect each region's food tendancies. overall it would give cyrodiil a more diverse and pretty landscape instead of just forest, snow and gold coast, and it would add more immersion and probably make the gameworld more lively with the scripts. more travellers. so tell me what you think if you have any feedback. i would probably make compatibility plugins and welcome others to aid in that process. the unique landscapes compatibility mods might work or be able to be adapted to it but idk.

  10. Well, I don't know anything about chance, so sorry about that. I will when I figure it out, no worries. Vanilla effects I don't want to affect. Anyways, I'll go with Lyncor, thats a good pattern. My Attempt Very Hard Lock spell does exactly what you say by the way lol. I'll make it in the Alteration guild hall. Thats a good idea :thumbsup: Editing mod now.

    yay!

  11. I can make the very hard not make it under average. Want that? Also, where should I put it (Decided against Edgar; many mods already edit him) Should I add it through another NPC or some books buyable at Mystic Emporium (compatiable with anything that doesn't delete the seller guy)

    yeah that sounds good for very hard and other than that i like the pattern lyncor went over. could you make it replace the original effects/spells? if you can't i would go with the alteration guildhall as long as it's compatible. also on the topic of your idea of having luck influence it, for the more high-level ones i would make it so it might only take it down one level based on luck, but usually two. maybe more likely to only take it down one for open medium lock.

  12. In vanilla Oblivion, you can go to a spellmaking station and make a spell to make locks easier to lockpick. The effect is called Fortify Attribute Security. Locks are not picked in real time. Time freezes, so you can cast the spell for three seconds and that is long enough. You can make it as weak or powerful as you wish. If you make it Fortify Security 100, then you will hardly ever break a single lockpick opening very hard locks.

    yeah i agree with lyncor. but thanks for posting anyway because i'm enjoying the links in your signature. definitely going to use some of them when i reinstall soon.

  13. If only there was a SetLockLevel and GetLockLevel command in the CS/OBSE... Oh wait, there is.. lol, fail. this, this. lol, I could do this for you really quick I suppose, it should be simple... (I remembered setlocklevel is just "lock"... lol)

     

    Edit: Finished Attempt Very Easy Lock. It unlocks a Very Easy locked door, and lowers the others by one. Once per door it can be cast (still experimenting on that.) so you can't abuse it.

     

    Edit: Finished Attempt Easy Lock. I thought it would be "overpowering" (in a sense) to make it go down two levels. It only goes down one level, but unlocks all doors up to this level (in this case, up to Easy locks.) If you want that changed, I'll make it like that.

     

    Edit: Finished Attempt Average and Hard Lock. Although its pretty simple to make them advance lol Just deleting a line of code and changing a few numbers and variables... lol

     

    Edit: Added to Edgar's Discount Spells, but I would like to make it a 50% chance you fail. Multiplied by your luck (luck is 100%, it will unlock anyways though lol) If anyone can explain that part to me, I'll be thankful and hand them a kudo. (I know it has something to do with the *...)

    wow i'm excitedly surprised someone is working on it already. i like your idea about not making it overpowering. i wonder if the higher level ones could not make it lower than a certain level? idk. keep up the good work!

  14. One of my beafs with oblivion is that the unlock spells are all-or-nothing. you either have one that can unlock the lock or you don't. and the ones where you really need help are the ones where you can barely ever muster a spell that can unlock them. my idea is to replace the unlock effect with one that lowers the lock difficulty. for example a spell that in vanilla oblivion would unlock up to a level 3 lock would now reduce the level of the target by 3 levels, so if you cast it on a level 5 lock it brings it down to 2 etc. if the spell reduces the lock all the way, for example casting a level 4 unlock spell on a level 4 or lower lock, it would unlock it. or maybe you could just have it bring it down to a minimum of one if that's easier. i think it would be pretty easy to do but i don't know scripts and i think whoever made it would have a very popular mod.
  15. I have an idea for a mod that makes it so only your equipped items weigh you down. It would work by applying a feather effect of your total encumbrance minus the weight of your equipped items. The effect might have to be put on a ring or something but idk. I want this mod because you encumbrance affects a lot of things in the vanilla game and mods, and the effect is virtually unnoticeable because everyone's inventory is full by the end of a dungeon. This would make it so light armor wearers are actually lighter etc.
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