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About Cliffworms
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Cliffworms#1729
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Canada
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Constantly changes.
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Elder Scrolls 2: Daggerfall
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I'm surprised this old thread I created in 2009 and stopped maintaining a long time ago is still pinned, despite most of the links not working. I'm afraid I won't ever have the time to update it. I've been out of the loop of Oblivion's modding scene in a very long time. :D
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I don't think it causes crashes. Both mods use different scripts with different values. So at worst you'd hear dungeon sounds more often. I still recommend to remove Oblivifall's sounds and keep Sounds of Cyrodiil. It's one less mod on your list and you get to keep dungeon sounds. :) The configuration setup is found in the readme. You have to open the console and type StartQuest CliffSoCConfig It allows you to disable several categories of sound effects (Tavern chatter, town shouts, etc.) I totally agree with your points. I was listening to how it sounds a few days ago and was surprised that these were the settings I kept by default. Well, I did make the mod 4-5 years ago so I had a different mindset about sounds mods then. So I was thinking of updating it by balancing the volume, disabling tavern/town chatter and cat sounds by default (while still allowing the player to enable them via the configuration) and several other changes. Thanks for the feedback!
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The only conflict I remember is that Oblivifall's Ambiant Dungeon SFX and SoC add sounds inside dungeons. They use the same system too. So there's no real conflict, but the sounds will just play more frequently. If you want to keep Oblivifall's SFX, you can disable SoC's dungeon sounds by running its configuration setup. I'm curious to know what you recommend to improve it. I'm always open to new suggestions. :)
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Thanks for the link. I'll take a look. :) No, Last Call does not touch anything outside the taverns. The rumor about undead after dark is just to spice things up a bit. :) The two mods you talk about are very interesting too. Seems like Last Call will go well with them.
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No I did not try this game. Is there a court system in it? In Daggerfall, once the guard arrest you, you have the choice to surrender or resist. If you surrender, you are sent to court where the judge informs you of your crime, the number of gold to pay in fines and the days you'll stay in prison if found guilty. You then have the choice to plead guilty and get the fine and prison time reduced, or try to lie or debate why you are not guilty. (Using Speechcraft). Also, if you have a high rank in the Thieves Guild or the Dark Brotherhood, your friends can convince the judge to let you go or reduce your sentence time. (Convince? Hmm.. more like intimidate... :) ) There are functions to detect what crime the player committed. Shouldn't be too difficult.
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Yep! Last Call! may be the last module, though. I do have other modules I worked on a bit, but I'm still not sure if I'll finish them. Court/Justice system, new loot and Daedra Prince summoning like in Daggerfall. They're still at very early stage. I have several new screenshots, showing dialogue. There are around 800 dialogue entries, most of those being rumors and greetings spoken only in taverns. Drunks share ridiculous rumors and adventurers talk about artifacts. All the new NPCs don't really like to be bothered while they have a drink. If you greet them and their disposition is less than 30, they will get annoyed and their disposition will drop. The more annoyed they get, the more they'll insult you. Patron slightly annoyed by the player greeting him Orc barbarians tend to be slightly aggressive Nords can also have a bad temper A patron sharing a ridiculous rumor Minstrels don't like being interrupted while they play Just a typical nobleman recommending a good bottle of wine Paying 5 septims to a minstrel leads to quest-related rumor Another minstrel sharing a quest-related rumor One of the regulars' greeting
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That's what I was gonna say lol I see Oblivifall is a serie, IDK how I haven't heard of it before. Added to my (scarely growing) list of mods to try! Thank you for the comments. :smile: I was more active working on Oblivifall before Skyrim's release. I started Last Call...seven years ago. I restarted the project from scratch twice during that time, but third time's always best. It's been sitting so long on my computer that I have to finish it once and for all. I totally forgot to post links to the other Oblivifall modules. I've put them in the thread and also at the end of this post. Now should anyone have questions, I'm all ears. :smile: Losing My Religion - An expansion to Oblivion's religions, it splits the Nines in nine different factions, gives a unique atmosphere to each chapel, adds knightly orders and services unique to each religion. Something's Not Right - Adds descriptive messages when closing in on a dungeon's entrance Ambiant Dungeon SFX - 60+ sound effects played in dungeons from random directions at a random time, themed on the dungeons' inhabitants Let's Talk - A dialogue expansion where you can pay scouts for directions, ask about a Tamriel organization and new rumors. Closing Time - Modifies the shopkeepers' schedules depending on the shop type so that they are not all opened from 8 in the morning to 8 in the evening. Races and classes descriptions - Changes the game's races, classes and skill descriptions with those from Daggerfall and Morrowind, giving much more background information and lore.
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OBLIVIFALL http://static.zenimax.com/forums.bethsoft.com/public/style_emoticons/default/foodndrink.gif- Last Call! - http://static.zenimax.com/forums.bethsoft.com/public/style_emoticons/default/foodndrink.gif "There you can have a flagon of ale, enjoy the bard's versifications, and chat with the pub regulars. Some of the greatest adventures have had their starts in smoky, noisy taverns." - The Daggerfall Manual, p.58 What is it about? Oblivifall - Last Call should be the last module to complete my Oblivifall series of mods; a series that adds new gameplay elements that were found in The Elder Scrolls 2: Daggerfall (Links to the other released modules are found at the end of the post). Last Call is about enhancing the mood in taverns and inns by adding patrons like citizens, minstrels, bouncers, serving gals/guys, adventurers, prostitutes/courtesans and more along with drinking contests, fistfights and, possibly, dialogue-based gambling. This project is basically about making taverns feel like busy places where people from all social classes and professions come to relax, share rumors and perform shady deals while listening to the bard's songs and stories. Features Over 1600 new NPCsGeneric NPCs: Travelers from a leveled list of various professions and backgrounds who spawn inside Cyrodiil's inns and taverns. They are replaced anytime a tavern cell resets (Three days by Oblivion default). Includes Arena combatants, assassins, barbarians, warriors, crusaders, farmers, herders, pilgrims, thieves, etc. (Full list of NPC classes at the end) Regulars: Composed of named peasants, commoners and nobles, those citizens are the taverns' main customers. They fill the tavern during the busy hours (Dawn, Noon and Dusk). They arrive at the tavern during those hours to eat, drink, dance and chat. If you become a regular, you may start noticing a few faces you saw before. Minstrels: Minstrels travel around Cyrodiil to play their lute and learn the latest rumors. Some minstrels are entertainers to the courts of Cyrodiil, others play in the streets during the day and move to taverns at night. Other than playing their lute, they can also offer services to the player for some septims: Rumors: Bards are the best source of information. They hear and participate in the taverns' discussions. For 5 septims, they will inform the player of rumors and information they heard. There are more than 100 rumors, all based on quests the player has or hasn't completed along with other main events.Storytelling: For 75 septims, the minstrel can make up a story about your good or evil deeds each month. This will increase your fame or infamy by five points. When your fame or infamy is high enough, storytelling will no longer be possible.Tipping: You can also simply tip the minstrel while he's performing to show your gratitude. Tip enough and you'll put a smile on his face while he's playing his lute! (An unintended but very nice side effect)Special NPCs: These characters can interact with the player in interesting ways: Bounty Hunters: May recognize and confront the player if he has a bounty on his head. (Minimum 250 gold)Healers: For a fee, healers can restore the player's health, cure his diseases or perform a full restoration.Traveling Merchants: They carry around various miscellaneous wares for sale and can buy some loot from the player.Vampire Hunters: Armed with vampire-slaying weapons, they will spot and attack the vampire player after some time if the player stays in his sight for long enough.Serving Gals/Guys: These people are employed by some of the bigger/busier establishments. They will greet the player when he sits down, offering him drinks and food. They also give information about their establishment's services.Prostitutes/Courtesans: Prostitutes are found in some low-class taverns and inns and can provide a good night's rest for a small fee. Courtesans, on the other hand, are trained in erotic instruction at the House of Dibella and are found in high-class inns. An expensive night with a courtesan will grant the player a small bonus to his personality and endurance for a limited time.Bouncers: Mostly composed of Nords and Orcs, bouncers are there to throw out drunkards and undesirable patrons. Trained in hand-to-hand, they will try to break fights, hopefully before the city guards arrive.Fences: These freelance smugglers are direct competitors to the Thieves Guild. They appear at certain dates, at certain times and at certain places to sell or buy hot merchandise from other freelancers.Dancers: In low-class and mid-class establishments, some patrons will stand up and dance to the minstrel's moving songs. Real-Time Drinking ContestsA popular gambling game among adventurers and hard-working peasants, drinking contests test the contestants' alcohol resistance. The first to fall unconscious loses! Contestants can be found in several taverns, mug in hand. Rules: The two contestants agree to a bet. The first to fall unconscious loses his bet and the winner earns it. If both contestants fail, they get their bet back. (And they look funny, lying on the floor in the middle of the tavern until they regain consciousness) Alcohol resistance: The higher a contestant's Endurance, the more resistant he is. Orcs and Nords have a higher resistance than other races. Luck also plays a part. Being very lucky will increase your resistance. FistfightsWhile illegal, some taverns open their basement to fistfights for high-paying customers which are mainly comprised of nobles and other high class characters. Participate in fights to earn money or place bets on contestants. These special VIP clubs are also home to drug dealing and other shady activities. You'll need to be a good friend with the owner to pay your way into the nobles' den of depravity. Cats & ratsCats have always been important to tavern owners. Do not be surprised to see a cat wandering about the inn's basement looking for their prey. On the other hand, some low-class establishments cannot afford cats, so do not also be surprised to see a small rodent or two in your room. Horses outside tavernsTo simulate the come and go of travelers on the road, different species of horses populate the stables and exteriors of roadside establishments. Generic NPCs class list (Click to unveil!) Screenshots Environment The Feed Bag The Feed Bag, again The King and Queen Tavern The Oak and Crosier The Oak and Crosier, again Olav's Tap and Tack Olav's Tap and Tack, again Dialogue Patron slightly annoyed by the player greeting him Orc barbarians tend to be slightly aggressive Nords can also have a bad temper A patron sharing a ridiculous rumor Minstrels don't like being interrupted while they play Just a typical nobleman recommending a good bottle of wine Paying 5 septims to a minstrel leads to quest-related rumor Another minstrel sharing a quest-related rumor One of the regulars' greeting Progress Generic NPCs: Done Regulars: Almost done Minstrels: Done Special NPCs: Done Drinking contests: Done. Needs further testing Fistfights: Halfway done Gambling games: Maybe? Still needs reflexion... ETA: I tend to disappear for some time. Hopefully I can finish it in the modding spree I'm having at the moment. http://tesalliance.org/forums/public/style_emoticons/default/aa_wink.gif Feedback Questions? Comments? Suggestions? Insults? Let me know! http://static.zenimax.com/forums.bethsoft.com/public/style_emoticons/default/thumbsup.gif Other released Oblivifall modules Losing My Religion - An expansion to Oblivion's religions, it splits the Nines in nine different factions, gives a unique atmosphere to each chapel, adds knightly orders and services unique to each religion. Something's Not Right - Adds descriptive messages when closing in on a dungeon's entrance Ambiant Dungeon SFX - 60+ sound effects played in dungeons from random directions at a random time, themed on the dungeons' inhabitants Let's Talk - A dialogue expansion where you can pay scouts for directions, ask about a Tamriel organization and new rumors. Closing Time - Modifies the shopkeepers' schedules depending on the shop type so that they are not all opened from 8 in the morning to 8 in the evening. Races and classes descriptions - Changes the game's races, classes and skill descriptions with those from Daggerfall and Morrowind, giving much more background information and lore.
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Thank you for the offer DarkSun, but I already have a lot of burial sound effects. :thumbsup: While it does stay cleared forever, I am sure there is a script function that checks when the place has been cleared. When you return to a dungeon that has respawned, you'll still hear the "cleared" music after you killed the last enemy. So there must be a function called "GetDungeonCleared" or something similar that triggers the music. The looped high peak winds are already in the game. They might be played not as loud as their source files, but they are there. There are very few sounds that get added to the game's default sound directories. Most sounds are additions and need scripts or hand-placed emission points to play.
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Thanks! I did worked as a video editor for some time and had to do some audio editing in the process. ;) Thanks! As mentioned in the videos, they will blend with the game's soundscape in-game. They were played louder in the videos only so you could clearly notice them.
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The trailers are now online. Select the trailer of your choice. At the end, you'll be directed to the other two trailers. Enjoy! :D It's puzzling me. Yesterday I killed the last enemy of the dungeon and the "cleared music" played. He was not as strong as the others but he was in the last room. So it be related with both the location of the player or the last enemy.
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The monster sounds played in dungeons indeed play randomly. But there might be a way to disable them once a dungeon is cleared. When the CK will be released, I will verify how the game can state that a dungeon has been cleared (Like when you look at your minimap). If it checks if no enemies remain in the dungeon, this will mean that it's possible to remove every monster-related sound once you've cleared it out. I'm keeping my fingers crossed. :thumbsup: For the cities, the sounds also play randomly. For instance, you'll never see the far away person who has just shouted "I won't pay money for that...it's garbage!!". Or there are even cats, while not present in the game, they are present in the cities in the world's lore and books. This said, Sounds of Skyrim can be customized so you can remove sounds you don't want to hear. For example, if you want to remove the dungeon's monster sounds you can replace them with a silent file that comes with the mod. It's a good way to keep only what you want in your game. :) Sounds of Skyrim will also come in a modular form; should you prefer to use the Wilds and Special Events sounds but not Civilization and the Dungeons for instance.
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A somewhat big update, considering that I haven't given updates yet! All sounds have been found, edited and are ready to be put in the game once the CK is released. SoS will add around 470 sound effects to all areas of the game. Here are the links to samples from the Dungeons, Civilization and Special Events sound sets: The Dungeons Civilization Special Events About the project's distribution....Sounds of Skyrim will be released in modular form and a Full version. There will be a module for Civilization, The Wilds, The Dungeons and Special Events so the users will be able to install the module they are interested in. The Full version is simply all modules put together. Sounds of Skyrim will come with an in-game config with which the user can enable/disable certain sound effects such as looped chatter in cities or taverns. The folder structure also allows the user to remove or add his own sound effects so they can be played in Skyrim. For example, a user can record himself shouting insults and place it in the "CitySoundsReverb" folder to hear his voice in the game's cities. :P At the moment and I am not changing the game's sound effects. Sounds of Skyrim is a sound addition. A project like Oblivion's Symphony of Violence would be great. :D Thank you for the suggestion. At the moment everything's fine and dandy. I'll keep you in mind for future projects though!
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Sounds of Skyrim What does it do? Like my Oblivion project, Sounds of Cyrodiil, Sounds of Skyrim adds around 450+ sound effects to the game that are played from thousands of hand-placed sound emission points. Sounds of Skyrim affects most cells and regions. From Civilization to the Dungeons; From the Wilds to Special Events, all situations will benefit from sound additions. The time of day gives you a different atmosphere. So when walking in the city streets during the day, you’ll hear the echo of people shouting in the distance, doors opening and closing, workers hammering roofs. While at night, cats fight for territory, dogs bark, drunkards yell. In dungeons, the enemy type that lives in them will make itself heard. In an undead infested dungeon, zombies moan and spirits shriek. In Dwemer Ruins inhabited by the Falmer, their screams alert you of their presence. Like most sound effects, there is a random delay between each sound and a random direction when it happens so you can never guess what sound will play next, when and where it will come from. Thus, keeping you on the edge in dungeons and creating a nice audio environment in civilized areas. The other main feature is being able to hear the outside from the inside. If you get close to windows inside buildings, you’ll hear what’s going on outside. If you’re in a wilderness cabin, you’ll hear the nature sounds around you. If you’re in the entrance of a cave and look outside, you’ll hear the birds and other animals going about their lives. If you're in your house and you look outside, you'll hear what's going in the street. If it's raining, you'll hear the ripples hit the windows and if there's a thunderstorm raging outside, you'll hear the occasional lightning strike. In taverns, patrons chat, yell they want more wine, burp, cough or laugh out loud. When wandering on the city streets in the evening, walk by a tavern and you'll hear the activity from outside. In the Wilds, climb mountains and hear a monster's screaming echo or a far away avalanche. Take a walk in the forest and hear small mammals running from you in the bushes and grass. In Special Events, certain quests or events will have received some audio goodness/additions. For instance, when a dragon flies above a town, you'll hear the soldiers sounding the battle horn and the villagers screaming for their lives. Sounds of Skyrim is about overhauling your Skyrim audio experience. It's about making the game pretty for your ears. For your ears' pleasure Civilization Sounds Samples Dungeon Sounds Samples Special Events Samples As the sounds get designed and edited, I will be adding them to a setlist on Sounds of Skyrim's SoundCloud page. You can easily select which sound compilation you want to listen to on the same page. Enjoy! Trailers Detailed Soundlist Most of the sounds included in the list can be heard from inside if you’re in a building where you can hear them. For instance, if you’re in a farmhouse that has cows nearby at night, you’ll hear wolves howling, owls, crickets and the cows. Have a suggestion? Share it. If it's about a quest, please put in spoiler tags. ;) Click the Spoiler Button to unleash the list. You have sound addition ideas, suggestions and comments? I'm all ears. :foodndrink:
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There's an in-game config menu that allows you to disable the looped sfx should you find it immersion breaking. The config also allows you to disable other looped sound effects. ;) You'll find information on it in the readme. :thumbsup: