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Fiore1300

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Everything posted by Fiore1300

  1. I appreciate the complement. For the record, I love the vanilla Oblivion planes too. Its just that I've seen so many complaints about them, and valid complaints at that, makes me sad others don't enjoy them. To elaborate on the biomes bit: Fire Biome: Like I said, most similar to vanilla. Flame Atronach more common than other varieties. Not much to elaborate on. Famine Biome: This is based on the "deserts of rust and wounds" mentioned in the commentaries. Its freezing wasteland, sandstorm or hail weather if possible. Frost Atronachs are more common here, Hungers are also present perhaps. I can imagine new traps that disintegrate weapons and armor. Flood Biome: Dark water replaces lava fields. Caves are often flooded, water dripping from the ceiling. Weather is a roaring hurricane with frequent lightning. Perhaps some new vegetation would be needed to help sell it. Storm is the most common variant of Atronach. New traps probably needed, not sure exactly what to do here. Fissure Biome: Like I said, largely subterranean dungeon, in deep crags (sky visible above) and caves. Lots of traps - gas, crumbling bridges, cave ins, abyss drops. Frequent rumbling from earthquakes. Mix of other biomes, with lava and acid and water. Maybe feral daedra, like spiders and clannfear, are a bit more common here? Also, this biome might have the highest chance of encountering another gate that leads into another part of Cyrodiil.
  2. Thanks for bumping. So I've been thinking a lot about this topic lately. Not of Boethia's and Peryite's dungeons in particular, but concerning Oblivion Gates as a whole, which seem to have some problems. As far as I can discern, there are a few common complaints about the Oblivion Gate dungeons. For a sampling, I've seen and heard people describe the Oblivion Gates as boring, repetitive, too red, an aggravation, a pain, a nuisance, and a chore. This... isn't a good state of things. Oblivion Gates operate with a certain element of randomness not present in other areas and dungeons in the game. There are 100 fixed locations where Gates will appear, 90 of which are random, and of those 90 potential locations, up to 50 gates will spawn. All of the randomly spawning gates (and a few fixed ones) use 1 of 7 random worlds. Caves in these random worlds choose their layout from 6 possible caves, and the central keeps choose their layout from 5 possible keeps. So together (7*6*5) amount to some 210 combinations. The trouble is, people don't get excited by all these possible combinations. Who cares if World 1 is paired with Cave 2 and Keep 3 if the player has already experienced those dungeons, perhaps some of them even recently? I feel this is a source of the repetitiveness that many players feel when closing Gates. To that end, Oblivion Gates need greater variety. This can be accomplished any number of ways. I'll try to from least to most difficult, as I see it. 1) Expand the pool of random worlds, caves, and keeps. Have a script track the layouts a player has visited to make it more likely a player will encounter new layouts in the following Oblivion Gates they enter. I feel this solution would go a long way to keeping things as close to vanilla as possible while improving the sense of variety. 2) Remove the randomized element and create entirely handcrafted Oblivion Gates, replacing randomized gates with handcrafted ones as they're completed. This could operate something like Unique Landscapes, where different modders contribute new dungeons. There is more room for creativity certainly, with greater opportunity for quests, scripted events, and truly unique layouts. Alternatively, you could create one large Deadlands realm (ala Shivering Isles) and then connect all the Gates to that one landmass. 3) Randomize further. Instead of choosing between prefab keeps, caves, and even worlds, toss them out and make a truly randomized system where no two dungeons are alike. Have the game link tile sets together in new ways and somewhat randomly place items and spawns. This is very scripting/coding heavy (if its even possible with our current tools) and bugs will likely be common, but it'll draw in people looking for unique layouts and legendarily rare items and spawns. Aside from these three potential routes, there is another chance for variety in producing different biomes for the Oblivion Gates that might be present in any of these solutions. A lot of people have brought up the complaint that the dungeons are oppressively and overwhelmingly red. Now you don't really get similar complaints about other dungeons types which generally share the same color pallets between them (like the white-and-blue Ayleid ruins), so this might have less to do with a lack of variety and more to do with red itself. Nonetheless, I think we could introduce variety here. As an example, I propose four different potential "biomes" for the Oblivion Gates: Fire, Famine, Flood, and Fissure. Basically these biomes would offer different color pallets, lighting, scenery, and perhaps even traps and enemies. Based on Dagon's power over natural disasters, Fire would be most similar to vanilla - a red volcanic hellscape. Famine would be based on a desert with browns and oranges. Flood would be locked in a perpetual hurricane. Very wet with dark colors, lit by lightning strikes. And finally Fissure would be a mostly subterranean kind of dungeon, a bit of a mix of the other biomes. Earthquakes would frequently shake the dungeon, and things like rock fall traps might be common. That's all I have to say about the topic at the moment. This isn't really a request, or an announcement, or anything. Just playing with ideas in my head and interested in what more experienced modders and players have to say about what they think the most promising route(s) would be. I'm also open to hearing any other complaints people have with the Oblivion Gates, or anything they themselves would like to see.
  3. Just wondering if it was possible to retexture the Gower's Ring effect to look similar to Nadalia for a Raime/Fume Knight cosplay? And if someone would be interested in taking up the task? I imagine it wouldn't be to easy, especially since most of the Nadalia idols have more than two arms... Maybe just an overall ashy effect/retex would suffice?
  4. So recently the pyromancer Izalith was killed in my game after one of the rock-throwing fatties killed her (or maybe it was me? I dunno, the fight was quite chaotic). So since I took the mage route, I'm quite upset. Even though I've tended to stay away from most pyromancy spells. In any case, I was wondering if it was possible, through modding, to resurrect NPCs. Any chance we might see a mod like this?
  5. Just thought I'd send this up the list and let out a notice that I'm still looking for any takers.
  6. Oh, I wasn't saying the meshing and texturing would be simple. Just that my request wasn't a complicated one. I understand that it is quite difficult. Hence why I fail miserably at it. This poor image from Redguard http://www.imperial-library.info/bestiaries/redguard_large_sload-1.jpg And it looks like someone had an attempt already http://i182.photobucket.com/albums/x224/abstrusedesigns/nifs/Sload-2.gif
  7. Just a simple request for a good Sload creature mesh and corresponding textures. Message me if you are interested. Edit: Guess I should have added an image. http://upload.wikimedia.org/wikipedia/ru/3/34/Sload_Morrowind.gif
  8. I and the captain of the Kvatch guard fought my way through the daedric remnants within the city of Kvatch, slaying the foul beasts with sword and summon as our companions fell around us. Then, our bloody progress ground to a halt. The gates to the castle keep were down, and suddenly, Berich Inian became the most important person in the world: he was the only one with the key that could get us there. The Captain told me he was in the chapel, and so I returned to the sanctuary that had kept him safe---only to realize he wasn't there. So where was this man who held the key to Kvatch's future? Evidently, according to my amazing "sixth "quest marker" sense" that guides me on my journeys, he is languishing in the Imperial City! What a fool to abandon his post in such a dire time for his city, with such a valuable quest item! Shame on you, Berich Inian. Shame on you. Once I pray to the Gods for a divine copy of the key that you so selfishly keep, and clear Kvatch of the Daedric scourge, I will return to the Imperial City and find you. That's right, Berich Inian. Your crime of chronic absenteeism will not go unnoticed or unpunished. Oh, and Berich, I'd keep your night-light on if I were you. NOTE: Evidently some sort of glitch from uploading Kvatch:Aftermath then disabling it. The latest version of Aftermath claims it can be loaded before completing the Kvatch quests because it replaces those quests with its own. I tried this, and wasn't impressed. People walked around the city (going about their business) as I fought the daedra, and I wasn't able to complete the Castle Kvatch quest because Aftermath put a wall between me and the Count's chambers. After I went into the CS to remove the wall, I returned and entered the Count's chambers-only to find them in pristine condition complete with a dancer--and the count's body missing. So I disabled the Mod and went back to a save made a short time before arriving at Kvatch and replayed the missions. Unfortunately, Berich is MIA and currently resides somewhere in the IC.
  9. Hey, that's some nice stuff! I would request some things, but I'm not going to until I have the capacity and the time to mod the concepts into the game. *if I were, hypothetically, to request something, it would be a humanoid daedra inhabitant of Mora's Apocrypha realm. I picture cloaked figures with large orb-like eyes...but the rest of their anatomy is still pretty vague in my mind, leaving much room for artist creativity. ^ Anyway, that wasn't a request. ^ Just a "well, if you have the time and really want to" sort of thing. But again, great art you have there, Aredel.
  10. So I have a challenge ahead of me? Excellent. Just dreaming, but maybe by the end of this, a carriage for the countess of Leyawiin to visit her mum in Chorrol?
  11. Not exactly. Something more like this: Although I guess that answers my first question, mrsiika (I believe its mr_siika on tesnexus) doesn't offer this up as one of his mods. Anyhow, I was asking because I wanted a small project to work on as I learned the ropes of modding. My other ideas are simply too large for a beginning modder like me.
  12. Since there are already static carts in the game, how easy would it be to simply make them movable, add a turning wheel animation, connect them to a horse, "mount" the cart, and have the horse drag your butt around Cyrodiil? Even better, and without any need for a wheel animation (just new meshes and textures), would be a sleigh that you could take through the snowy mountains of the north. Not too hard?
  13. I'm interested in working on this. I pretty much just learned how to mod yesterday (created my first room!) using the Construction Set. I'm moving through the tutorials, but I'm at a pretty amateurish level, to say the least. HINT: I would be a great person to assign to tedious detail jobs. =) A Question Though: In addition to Elsweyr: the Deserts of Anequina, are there any finished/close to being finished mods that also do this type of extension? (as well as 1-2 for Morrowind?) I know that I myself am very interested in working on one for Blackmarsh ---by far probably one of the most interesting regions, in my opinion. I typically imagine giant snakes falling on the player from the trees, Monstrous plants, giant insect-arachnids-crustaceans. Anyway, I digress. So, yes, interested. Skilled? No. Although I am a good writer/idea generator, if it counts.
  14. What about the Black Bows? They were becoming more of a threat in OOO, and after some serious campaigning by the Champion of Cyrodiil, they would be licking their wounds. But when they hear of the CoC (or Martin) becoming emperor, the Black Bows would panic. Could you imagine if the CoC or a friend of CoC's came to power? They would most likely launch a campaign against the Black Bows, bringing the full power of the legion to bear! That would only mean total extinction of the Black Bows....and that is unacceptable! Besides, Black Brugo's son is rapidly rising through the Black Bow ranks--and wants revenge. --Mazoga the Knight might be captured and held for ransom. --The Count of Bravil might team up with them in an attempt to seize the throne---or set up his own dominion. --The Count of Leyawin might be assassinated by the Dark Brotherhood--hired by the Black Bows, who have recently come across a fortune hidden somewhere on the border with Elsweyr. Just a suggestion. :)
  15. Just an update on my ongoing problem. I finished the quest finally, after the game gave me many good saves, went through some Argonian smuggler caves to up my speechcraft skills, then ran straight into a bunch of monsters and led them straight into the slavetrader encampments. Much chaos and fun was to be had, until my game began crashing on saves again. I had been frequently saving and crossing my fingers when I did so, but my luck ran out. I managed to get the saving working again by going back two or so saves, then making three saves in rather quick succession. After two or three attempts, I finally got the game saving again. Then, a few minutes later, I saved again, but the game crashed. When I attempted to reload one of the previous saves, my game crashed while loading those legitimate saves. It would do this about 75-80% of the time, for those save games. I am becoming increasingly frustrated at my situation, and I am searching the internet for answers. I suspect a broken connection somewhere, like the crash on startup bug that the game developed after installing/uninstalling it too many times. Luckily, that bug had a fix, so I'm looking for one to my current problem. Again, if anyone could help out, I would be most appreciative.
  16. I recently went back to the start of the quest, some time before my saves started crashing, and tried from the beginning. Like you suggested, it solved the problem, for a while. Then it crashed about 3/4 of the way through the quest on a save attempt. I thought it might have been an anomaly, so I reloaded and played, saving a couple more times, until another save crashed my game. I plan to go on and see if I can fight my way through, an then delete all the quest files once I complete the somewhat troublesome quest. If that fails, I might just skip Peryite's quest for now. I'll turn off autosave also. Thanks for the heads up.
  17. Recently, while doing Peryite's quest, my game (which usually crashes on exit [no harm done] and occasionally during gameplay [information/graphics overload usually]) it has began the extremely frustrating habit of crashing during saves, making game progress impossible. I've had crashes on autosaves, overwrite saves, and new saves. Only occasionally does it somehow miraculously perform a save without crashing. I originally thought it could have been my natural weather mod, which turned oblivion's blood red sky into a pretty blue with fluffy clouds. But after turning it off, I continue to get the relentless crashes. Naturally, I would like some aid on this issue. If anyone could help, I would be most pleased. Thanks,
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