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Cliffworms

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  1. 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
  2. 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!
  3. 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. :)
  4. 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.
  5. 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.
  6. 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
  7. 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.
  8. 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 NPCs​Generic 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. Fistfights​While 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 & rats​Cats 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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!
  14. 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:
  15. 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:
  16. An update has been released: 1. Replaced several of the tavern songs and re-arranged the existing ones. 2. Turned down the volume on all sound effects. 3. Replaced the "Rain Hitting Window" sound effect. 4. Sounds of Cyrodiil's archive is now compressed in 7z format for smaller size. Thanks! While you can hear dogs or cats in a city where there is none in the game, it doesn't mean there's a not a single dog in the city in the world it takes place in. Oblivion's places are largely scaled down from how big and populated they'd be in the actualy world. And cats are found in a lot of places in Tamriel. It's not because you don't see one that they're not there. ;) 1) The looped tavern SFX will indeed play even if there are only 2 occupants. But this sound plays only between 18h and 4am (Or 2am for high class taverns) 2) No the dungeons sounds regardless if a dungeon has been cleared or not.
  17. Sounds of Cyrodiil Version 1.1 - 07/08/2011 Download @ TESNexus Instructions on how to install and uninstall are in the readme. Changelog: What does it do? Sounds of Cyrodiil adds around 200+ sound effects to the game world that are played from 5400+ hand-placed sound emission points. It affects every cell, region and more in the game. From Civilization to the Dungeons; From the Wilds to Special Events, No environment is left soundless anymore. 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 sawing things. 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 yell. In a daedric cave, demonic voices are heard around you. 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 never bored in cities and taverns. 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 tent, you’ll hear the wilderness 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. Sometimes you might hear a noisy drunkard who left the tavern and even neighbors yelling each other to shut up as they're trying to sleep. 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. There are also songs that are played in those fine establishments. Depending on the social class of the tavern (Low, Mid, High), you get a different song set and a different sound set. Patrons burp and yell more in low class taverns than in high class ones. In the Wilds, take a stroll on the Gold Coast and listen to the ocean waves hitting the shore. Climb mountains and listen to the wind becoming colder and louder as you get to the peak. 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 have received some audio goodness. See in the detailed soundlist below for more information, since it contains spoilers. Finally, this mod would never have been possible without the contribution of many sound recorders and artists from Freesound.org. There’s a file in the archive with the credits for everyone who made the sounds. A HUGE thanks to them, otherwise the sounds would not have been as high quality and as numerous as they are now. Sounds of Cyrodiil is about overhauling your Oblivion audio experience. It's about making the game pretty for your ears and immersion. You've got my ear citizen. Cliffworms :foodndrink: Trailers Before checking the soundlist, I invite you to view and hear the video trailers that show each part of Sounds of Cyrodiil in action: (Quest spoilers!) Detailed Soundlist All 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 sheep nearby at night, you’ll hear wolves or coyotes howling, owls, crickets and the sheep flock. Click the Spoiler Button to unleash the list. Recommended Mods for SoC and Compatibility Sounds of Cyrodiil affects most in-game areas but other mods do a wonderful job to get the best audio experience in Oblivion. There are also visual mods that blend perfectly with Sounds of Cyrodiil because of the area they affect. Storms and Sound by Deathless Aphrodite Download Why : Storm & Sound allows you to hear the rain and thunder from inside buildings. It’s even more immersive since SoC places sounds of rain hitting windows inside buildings. Oblivion Stereo Overhaul by Canderoc Download Why : Canderoc has provided an excellent sound mod that improves the quality of several sounds by tweaking them and enhancing their stereo. It also adds 42 new sound effects for thunder and wind. Atmospheric Oblivion by PirateLordX Download Why: Atmospheric Oblivion adds new sounds to dungeons and the wilderness which add even more immersion when combined with Sounds of Cyrodiil. Better Bell Sounds by Morbus Download Why : The default bell sounds emitted from the cities’ cathedrals only have a short range to hear them. This mod makes you hear them from all over the city and also from inside the cathedrals. Symphony of Violence by MigTheGreat Download Why : This mod merges the best combat sounds improvements from other authors for a better, more visceral combat audio experience. All Natural by Chong Li, WrinklyNinja, Arthmoor and Brumbek Download Why : Not only does it greatly improve the weather system and visuals, but it also gives natural lighting to the indoors, allows you to look at the sky and hear the weather from the windows. Immersive Interiors by SomeWelshGuy Download Why : SomeWelshGuy has done an outstanding mod that allows you to look at the city streets from inside, greatly enhancing the immersion when you enter buildings. Immersive Interiors gives the possibility of looking at the streets while Sounds of Cyrodiil allows you to hear the city life from inside. A must with Sounds of Cyrodiil! Note that All Natural is required to run Immersive Interiors. Compatibility Sounds of Cyrodiil comes with an in-game config menu that allows you to disable or enable certain sound effects. Those include the temple music, tavern music, tavern chatter and city chatter. So if you already have a mod that adds one of those and you want to keep them, you can disable Sound of Cyrodiil's. If you use BetterMusicSystem or simply music in general, you'll need to de-activate SoC's tavern and temple music or they'll overlap. The following audio mods are not recommended to be used with Sounds of Cyrodiil as the sounds will overlap. Sounds of Cyrodiil already improves on what these mods offer so they are not needed: More Immersive Sound (And Edited) by Achanonier or Brumbek Ambient Town Sounds (And Edited) by Lendrik or Brumbek Oblivifall - Ambient Dungeon SFX by Cliffworms Sounds of Cyrodiil Add-Ons In this section, I will update the list mods that have been patched to integrate Sounds of Cyrodiil's sounds and scripts. Instruction on how to install those add-ons and what they do specifically are included in their respective archive on the page where you'll have downloaded Sounds of Cyrodiil. If you have a suggestion of mod you'd like to see with a SoC's version, let me know and I will gladly do it. - Open Cities Classic & Reborn (You must enable a setting in SoC's in-game config menu for it to fully work. Refer to the readme for instructions) - Heart of the Dead - Knights of the Nine - Mehrune's Razor - Thieves' Den Known Errors Sometimes, it’s possible that a looped sound will stop playing after you pause the game (Opening a menu, talking to people). Leaving the zone and entering again (Or reloading your game) will make the sound return. When the game is paused like above, no sounds will play except the weather or the NPC’s voice. This is engine-related and cannot be fixed. When loading a tavern, it is possible that the tavern songs will switch during the loading screen. It returns to normal once you enter the cell. Looped sound effects that play at specific time will sometimes start playing when you enter the area they're in even though they're not supposed to play. These sounds will quickly fade out as you enter the cell. Credits Sounds of Cyrodiil would never have been possible without the kind generosity of many authors on FreeSound.org. This website allows professionals and semi-professionals to upload sound samples under the Creative Commons Sampling Plus License, which allows users to download and use the sounds in their own projects as long as the author is credited for his work. In the spoiler tag are all the authors who contributed to Sounds of Cyrodiil. To know what sound effect they contributed, view the Credits file in the download. Duncan, Galeku, Sofie, Sithjwa, Acclivity, inchadney, Luftrum, Corsica_S, Mystiscool, Robinhood76, Jpnien, Coneybeare, HerbertBoland, LilyMarie, Audible-Edge, Dobroide, Reinsamba, DarkNinjaProductions, JFBSAUVE, Sazman, NoiseCollector, Ronfont, Santuccie, Tomlija, Delphiedebrain, Bowlingballout, Syna-Max, 3bagbrew, ERH, Morgantj, Kozos, Kyle1Katarn, Plingativator, TigerSound, Shades, DataSoundSample, Connum, Sagetyrtle, Klankbeld, Rutgermuller, Johansyd, FaireDesVagues, Jppi_Stu, Linako, BrotherProvisional, Dan Goodale, Eric Heberling, Kirill Pokrovosky, But, of course, this project benefited from the help of other people. Here they are: EruditeDragon for the testing Phitt for the sound script used in dungeons and city streets Duncan for his Atmospheric Sound Effects mod for Morrowind, which inspired me to do Sounds of Cyrodiil The OBSE team for passing through every barriers they see. The Construction Set Extender Team for bringing us an outstanding upgrade to the CS Bethesda Game Studios for the best open-world RPGs and Construction Set Mark Lampert for his superb job as Bethesda's Sound Director. ;)
  18. Greetings JMiller, I've been working on a project named "Last Call!" that does exactly this and a bit more. Last Call is part of my Oblivifall project, which introduces many elements from Elder Scrolls 2 Daggerfall. Populated and atmospheric Inns were part of Daggerfall's goodness. :) It greatly enhances the tavern/inn atmosphere by doing the following (copied from my WIP thread located here: Around 1200+ NPCs who populate taverns These random NPCs of different professions populate the wilderness inns and city taverns. Commoners, peasants, nobles, knights, hunters, vampire hunters, werewolf hunters, legionnaires, warriors, mages, assassins, healers, travelers, pilgrims, barbarians, archers, crusaders, knights, rogues and more go to the tavern at night to drink, chat or dance. Loot! The new NPCs carry/wear new loot inspired by Daggerfall's items. Every new item are ressources made by the wonderful community. Introduces CorePC's Minstrels of Cyrodiil Storytellers, singers, dancers or just all-around performers, Minstrels are often seen entertaining in taverns. Minstrels travel from city to city to entertain the patrons in taverns, to perform a street show or even to entertain the city's count/countess. If you are taking a flagon of ale and spot a new patron with a lute attached on his back, then sit tight. He'll most likely entertain you in a couple of minutes. Minstrels are the only source of music in taverns. (Sorry, the dwemer have not built iPods stations). When the minstrel starts playing his music, you'll most likely see some patrons dancing to his music. Though in high class taverns, they prefer to ignore the minstrel and chat about the tax raise. Minstrels can be tipped for disposition bonuses. So be kind and encourage the poor guys! Atmospheric Inns "You can get a room with relative privacy, 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 Inns are busy places filled many interesting characters. The type of patrons you'll see depends on the social class of the inn. Lower-class taverns, such as the Bloated Float, is home to thieves, assassins, rogues and poor peasants. While the high class inns are filled with nobles, wealthy traveling merchants along with the occasional knights and crusaders. Mid class inns have a variation of each patron type. From the traveling monk to the vampire hunters. You might see some people dance sometimes as well. If you are member of a faction, you'll be nicely surprised to see that you're not the only guild member traveling about. In fact, most thieves and rogues belong to the Thieves Guild, most warriors to the Fighters Guild and most Mages to the Mages Guild. The social class really affects your experience in these establishments. You won't find the best wines in the Grey Mare, nor will you find cheap beer in the Tiber Septim Hotel. Don't be surprised to see rats wandering about in your room in the Five Claws Lodge, or even catch a disease after an unconfortable night in dirty linens. You'll feel more relaxed with the sound ambiance of high class establishments. It's not very polite to yell and laugh out loud, unlike in The Flowing Bowl where you'd better have earplugs because the patrons won't care if you're sleeping or not. Some high class inns offer you additional services, sometimes free. Such as free food at the Tiber Septim Hotel. Some owners have access to the latest Black Horse Courier issues. Now you get what you pay for and deciding the play to stay might be more interesting. Rats/Disease and a bedroll or free food, entertainment and a real bed? Most taverns have a new type of NPC to add to the atmosphere: Waiters. Take a seat and you'll soon be greeted by the waiter who will take your order. If you're still undecided, wait a bit and she'll come back to you. Another type of NPC present in taverns: Wenches and Courtesans. They serve for roleplaying purposes only and do not give any bonuses or benefit when you use their services. Wenches are present in most low class establishment and Courtesans are in most mid and high class inns. Wenches are one of the Thieves Guild many sources of income. As such, they live miserable lives, forced to work for Tamriel's organized crime guild. On the other side, Courtesans are men and women who have followed Erotic Instruction at one of Dibella's Cult of Physical Beauty. I plan on releasing it before Skyrim, so probably by the end of Summer or start of Fall. :)
  19. The project is not yet released but almost is. All sound points have been placed, all scripts are working and functional. I have some more recording/editing to do and a bit of testing. After that, your Oblivion's audio experience should upgrade significantly. ;)
  20. Time go down deep in Cyrodiil's Dungeons, where monsters do not hesitate to make themselves heard when one trespasses in their lair. The Dungeons' sounds are scripted by Phitt. When exploring a dungoen, an invisible scripted activator moves around the player at random positions, playing a random sound effect with a randomized delay between each sound. As such, the atmosphere is more unique and you can never predict what creepy sound effect you'll hear next. Each dungeon type (Forts, Ayleid Ruins and Caves) have base sound effects such as rocks cracking or mystical sounds for ruins but, if the dungeon is inhabited by the Undead or Daedras, fitting sound effects are played in addition to the base sounds. If you don't know what monster lives in the dungeon you've just explored, listen around you. You might hear a zombie moan far, far away. This said, feast your ears on the sounds in action:
  21. Sounds of Cyrodiil I love to play Oblivion with music turned off to immerse myself in the world without having an orchestra following me. While Oblivion offers a superb sound atmosphere, it's always a good thing to expand it. The cities' sound ambiances are composed only of natural sound effects such as wind and birds. The interior of houses are soundless. So I launched my sound editing software, gathered sound effects and started playing with creating sound atmospheres. What started a while ago as a city soundpack has evolved into something much deeper in terms of sound experience. Welcome to Sounds of Cyrodiil, where the Wilds, the Dungeons and Civilization get an audio overhaul! What does it do? Sounds of Cyrodiil overhauls the audio of Cyrodiil's three main locations: The Wilds, The Dungeons and Civilization. SoC is about adding around 200 professionally recorded sound effects and sound atmospheres to immerse you in these locations. It's also about hearing sounds in areas you previously couldn't, such as hearing footsteps on the tavern's first floor while you're plundering the cellar or hearing what's going on in the streets while you're looking through the window. It's about keeping you on the edge in a tomb by hearing the echo of a zombie moan coming from far away. It's about these and more. Refer to the sound list below to learn more about the sounds covered in the Wilds, the Dungeons and Civilization. Also view the videos to see it all in action. Sound List The Wilds More animals (And new ones), water sounds and weather additions. Around 30 new frog or bull frog sounds for swamp areas. Around 20-25 new bird sounds for forests, mountains, swamps and plains. Rain hitting tents. Insects flying-by your character's ears. Birds flying away. Strong, constant heavy wind on high mountain tops. (Like Dive Rock) Cold, constant chilling gusts of wind in the Jerall Mountains. 6 new short gusts of cold wind for northern Cyrodiil. Rare occurance of hearing an avalanche happening far away in the Jerall Mountains. Rare occurance of hearing a strange creature's scream echo in the Jerall Mountains. Rodents running in the grass at night. Calm and strong Ocean waves on the Gold Coast and the coast south of Leyawiin. Water waves' impact on small embarkations. Wolves howling in the distance. Movements from small animals in the bushes/grass. Rope bridges' supports and railing squeaking/being unstable Bee nests in several locations The Dungeons Sounds are generated at a random position around the player with a random time between each sounds, keeping the player on the edge for danger. Depending on what type of monsters inhabits the dungeon (Undead, Daedras or Standard/Humans), the sounds are different. Caves 12 Cave Creaking sounds Rocks falling and hitting ground in the distance in caves Ayleid Ruins 6 mystical sounds All Dungeons/Sewers Bats flapping by your head Small rodents squeaking around 6-10 sounds of doors opened and closed in the distance. Small bugs running by. 7 chilling sounds for undead-infested lairs such as zombies moaning in the distance or wraiths screaming...somewhere. 16 creepy sounds for daedric-infested lairs such as deep voices talking in an unrecognizable language or magical sounds. Civilization Basement Atmosphere People's footsteps walking by above your head Chairs being pulled/pushed Doors being opened and slammed shut "Window" Atmosphere - Hear what's going on outside from the inside of buildings depending on your location. When raining or during thunderstorms, listen to the rain hitting the building's windows when getting close to them. (Rain is only heard close to windows) In cities, listen to people shouting, cat fights, dog barks, drunkards leaving the tavern laughing/yelling/singing, doors being slammed. Different sound atmosphere for daytime and nighttime. Near beaches/docks, hear the ocean waves, ships rigging and seagulls In farms, hear farm animals if there are any nearby. (Sheep by default, but options for hens/chickens and cows) In stables, hear the horses. In the wilds, hear the wilderness animals. (Birds/Wolves/Crickets depending on time) Tavern Atmosphere Patrons talking, laughing, yelling, coughing, burping, Chairs being pulled, Ustensils and dishes falling and smashing on the floor 9 Tavern Songs (3 Tavern songs by social class of tavern) = Low Class Tavern Sample, Mid Class Tavern Sample, Upper Class Tavern Sample = Listen to the tavern's sound ambiance when closing on the door or windows connected to it. = Low Class Tavern Sample, Upper Class Tavern Sample = Street Atmosphere People shouting Cats fighting Dogs barking Doors being opened and slammed shut. Children laughing Workers sawing wood/using tools Listen to the Imperial City Arena's matches from the outside = Listen to Sample = Farm animals in the distance (Only farms that have animals) Blacksmiths hammering in their forge (Heard only when passing by a blacksmith shop) Temples Beautiful, godly atmosphere for Mara and Dibella's chapels Deep, godly atmospheres for the male Deities' chapels. Monk chants for Stendarr's Chapel Hall echo atmosphere during nighttime Other Civilization sounds Potions boiling in shops, houses and Mages Guild offices where alchemical appartuses are located. Snoring for 122 NPCs when they are asleep. The Arcane University's Pink Fire has been given a magical touch. = Listen to sample = All castles have a looping, echoed atmosphere. Looping Atmosphere for the Imperial Library in which you can hear books being taken and replaced, pages being flipped. A suitable, echoed atmosphere for the Temple of the One. Special Events (Quest spoilers ahead) Feel free to comment. I'm always open to suggestions. ;)
  22. Losing My Religion, the project that overhauls the looks, use and lore of each of the nine religions, has been updated. There are a lot of new additions in this one, along with bug fixes. See for yourself: Download Link With many things changing and added in version 1.4, I felt Losing my Religion needed a new trailer that better showed the mod's features. Compatibility Patches You'll find in the package a folder called "LMR_Patches". This contains the compatibility files for the following mods: - Atmospheric Window Lighting System (AWLS) - Better Cities - DC Sutch Reborn - Knights of the Nine Official DLC - Kvatch Rebuilt - Blood & Mud Also the Oblivifall Master File has been updated to support LMR's new version. It is included in the package, but if you still want to download it separately you can do so here. Have fun with the new stuff! It'll most likely be the last version where there are additions. The next releases will be aimed at compatiblity patches and additional bug fixes if needed. Full Changelog Additions - Each god faction is joinable. Two Knightly Orders, the Order of the Hour and the Kynaran Order, are joinable as well. - The Knightly Orders smiths use Shivering Isle’s smiting animation. - The Knightly Orders' horses use Zira's beautiful Medieval Horse Clothes. - Ambient sound atmospheres in some areas. Hear the wilderness birds and insects from inside Kynareth’s Shrine houses,the potions boiling in the alchemy lab of Mara or some NPCs who snore while they’re asleep. - Ask about the location of wayshrines to anyone belonging to god factions. - Akatosh worshippers at the Order of the Hour now offer the healing service. - The second floor of Skingrad and Cheydinhal’s chapels have been changed to be more unique. Changes - Mod is now cleaned. - The temples’ merchants now have their chests accessible. Meaning the player can steal from their stock. The merchants places their wares at the start of the day and bring them back with them when going to sleep. - Removed the chants from Gottlesfront Priory and the Temple of the Ancestor Moth’s catacombs. - The sound atmosphere in the Temple of Stendarr plays only when the priests are preaching, and will not continuously loop. - The healers will now accept to heal you during prayers. Zenithar’s Donation Collector will also accept your donations. - The preaching time for the priests have been reduced to 2 hours instead of 4, allowing the player to have more time dealing with services NPCs. - The lighting has been changed inside chapels. I have removed DarkNinja’s coloured lighting to replace with a more natural ambiance. - The Magic Item Merchant in Skingrad’s chapel, the Spell Maker Merchant in the Shrine of Kynareth and the Soul Gem Merchant in Cheydinhal’s chapel no longer offer their services to the public. You need to be a member to access this privilege. - Removed the hanging swords in Chorrol’s chapel. Bug Fixes - Fixed a texture issue with Kynareth’s shields. - Mara’s alchemists schedules have been fixed. - Some greeting problems in the Order of the Hour’s restricted areas have been fixed. - Fixed the schedules for some members of the Kynaran Order. - Kynaran Order’s horses have proper ownership. - Service NPCs no longer mention themselves when asked about the service offered. - Arkay’s Matriarch now wears her proper rank outfit. - The mage Bralsa Andaren staying near Kynareth’s Shrine will no longer attack the pacified deers. - Fixed the position of the ladders and statues inside the chapels. - Fixed two bookshelves in the School of Julianos that were not owned by the player when he subscribed to the library. - Assigned the right skeleton to Zenithar’s Khajiit healer. Her tail will show up correctly. - Fixed some conditions for the tresspassing dialogue concerning Akatosh’s worshippers and the Order of the Hour’s employees. - Several NPCs who had duplicate names now have unique ones. - Donation blessings now work correctly.
  23. Losing My Religion, the project that overhauls the looks and lore of the nine religions has been updated and a new trailer has been released. Download @ TES Nexus - Latest Version : 1.4 - Here is the changelog for the new version:
  24. Ambiant Dungeon SFX has been updated to version 1.1 In the update, I've lowered a lot the background noises and played with the volume and panning of every sound effect contained in the sound ambiances. The results are directional sounds for a more natural and realistic ambiance. :) I've also compressed the archive even more and dropped the size to 50 megs instead of 65! Wohoo! :P Grab the latest version on TES Nexus Have fun!
  25. Daggerfallesque Mod List Last updated : April 14th 2010 Have a mod suggestion? Broken link? Comments? Let me know by PM or post it in this thread. Want to play Daggerfall? On July 9th, Bethesda has released Daggerfall for free! As a gamer who started playing western RPGs by discovering Daggerfall, I’ve always thought that there are features and gameplay elements that are missing or need replacement in Oblivion. Features that improve the game. As such, I have searched far and wide for community-made mods that bring me a closer feel to the Elder Scrolls title many veterans and new Elder Scrolls gamers alike claim as the best title of the series and even the best role-playing game that ever existed. Mod Entries in GREEN are mods that have been added to the list on the last update. NOTES : Some mods might be incompatible with each other. I will mention if so in the mod's description, but be sure to always read the mod's readme and manual to see how compatible the mod is. On the list, you will see some mods which require OBSE. OBSE stands for Oblivion Script Extender, a program that adds many new scripting commands for modders and, therefore, countless possibilities for players. You can download the latest version of OBSE at the following link: http://obse.silverlock.org/download/ You will also see SI REQUIRED. This stands for the Shivering Isles official expansion. INDEX Items Races Places NPCs & Creatures Overhauls Quests Gameplay Misc Music Looks Lycanthropy/Vampirism Spells & Magic Modder's Resources Utilities Credits 1. ITEMS Items sorely missed from Daggerfall. All Capes, Cloaks, Clothes, Gloves and Robes (SI optional addition available) by Andro21 Combines 6 clothing addition mods that perfectly outfit a Daggerfallesque adventurer. The items are for sale at the Divine Elegance in the Imperial City. (Mods Included : All Normal Clothes Buyable, Capes and Cloaks, Extra Robe Pack, Cloth Gloves, Shivering Isles Clothes Buyable, Kafei’s Elegant Vests) 300_Brocade_Clothes by Cleitanious Adds various new clothing that ressembles Daggerfall’s for sale at the Divine Elegance store in the Imperial City. JB Catsuit Variants by jbrowne & dgrx Adds a much-needed Khajiiti-like suit for sale at A Warlock’s Luck in Bravil, along with backpacks, hoods, weapons and masks. The catsuit is female only. RavenWear Clothing by Ino Zenosis Robes and general clothing that, again, fit well in Daggerfall’s fashion. Items are sold at Borba’s Goods and Stores in Cheydinhal. Apophis: Armory of the Silver Dragon by LHammonds New armor and weapon sets that fit well in the style of Daggerfall’s armory and weaponry. These items are sold in the Imperial City. Bedrolls by aaaBors Adds bedrolls for sale by some merchants and the ability to pick up existing bedrolls. You may now freely sleep anywhere in the wilderness. 2. RACES Racial visual enhancements or additions of new races found in the Illiac Bay Race Balancing Project (SI Optional Additions available) by bg2408 A complete race, birthsign and magicka system overhaul which adds new playable races such as the Ohmes-raht, a the Khajiit breed found in Daggerfall, along with a Daedra Seducer, one of the daedric creatures also found in Daggerfall. The new magicka system is also closer to Daggerfall's mechanics. Be sure to get both the Core Files and the Installation Files, and carefully read the manual for installation. 3. PLACES Buildings, dungeons or locations that remind us of the past. Open Cities By Texian, godhugh and Arthmoor Provides a much more immersive way of entering towns. Cities are no longer in a separate world space. You can now freely enter cities on horseback, too! NOTE : If used with bg2408's Integration : The Stranded Light be sure to download the compatibility patch found in Open Cities download list. ]Better Cities By Bananasplit, Wolfslady ,Reckless, SilentResident, Nernie, Vorians and Ismelda Drastically improves the looks of every cities by adding new buildings, decorations and layouts. The cities now truly feel like cramped medieval towns instead of having so many empty green areas. Open Better Cities By Vorians Combines the best of both worlds by adding the changes and additions from Better Cities for use with Open Cities. Imperial City Library by Jagnot Adds a huge library in the Imperial City Arboreteum District that contains Daggerfall, Morrowind and Oblivion books. Plus a small quest to recover lost books in the library. Animated Window Lighting System and Chimneys (SI Optional Additions available) (OBSE REQUIRED!) by XMarksTheSpot, Brumbek and Ismelda At night or during bad weather, the windows of some buildings will show light inside, bringing more immersion when wandering around town during these times. Also, you will notice that smoke gets out of some of the chimneys. Bank of Cyrodiil By Zarkis Adds a bank in the Imperial City where you can deposit and withdraw gold. You can also perform these operations with traders in the other city at the cost of a 2% fee for each transaction. Also allows you to place items in a safebox for a fee. 4. NPCs & Creatures Additions or modifications of people/creatures related or closely related to Daggerfall’s NPC population and bestiary. Tamriel Travelers By CorePc Adds new merchants and their bodyguards/companions traveling the roads, from whom you can buy their wares. Crowded Roads by BkWyrm13 and MaXiMiUS Adds 263 NPCs of different professions and races who, like you, travel around Cyrodiil. Oblivion Cats By tegeal Adds many cats in the cities of Cyrodiil, bringing more life to the streets. Morrowind Style Spriggans By The White Dragon Adds 3 lives to the Spriggans, as it was in Daggerfall's books and in Morrowind. Slof's Dogs By AlienSlof Adds new variations of our canine friends in the cities. Can also be used as a modder's resource. Subspecies Variety Pack#1 (Dogs) By Cryonaut 8 new species of dogs that have been added to the cities. Can also be used as a modder's resource. 5. OVERHAULS Mods that change more than one aspect of Oblivion. Important Note 1 : Be sure to read thoroughly the readmes and manuals of every overhaul mod to avoid incompatibilities and problems during installation and gameplay. Important Note 2 : Even if you are a veteran player/modder, I strongly advise you to read bg2408's Scaling Overhaul Comparison guide for better understanding and valuable information about the overhauls. Martigen's Monster Mod (MMM) (SI Optional Features Available) By Martigen, CorePC, DevAKM, lillith Wrye Aside from the many optional plugins and new features MMM has, it also offers creatures who were present in Daggerfall. Namely, the Giant Spider, Gargoyles, Hill Giants, Bats and farm animals such as the cow and pig. Francesco's Leveled Items and Creatures (SI Optional Features Available) By Francesco Overhauls the level-scaling system by providing a non-leveled system so that you can encounter monsters and dangers far beyond your own strength. Also adds many new weapons and armor. Finally, also adds Daggerfallesque creatures such as Gargoyles and Hill Giants. 6. QUESTS Epic adventures that remind us the scale and complexity of Daggerfall’s quests. Daggerfall Memories – The Liberation of Cybiades by Deathless Aphrodite Introduces a long and exciting quest that takes place on Cybiades, a small island located north of Hammerfell in the Illiac Bay; an island you could visit in Daggerfall. The island is home to a large, Daggerfallesque megadungeon. Integration - The Stranded Light (SI Required!) by bg2408 Seamlessly introduces 60+ new quests with a strong emphasis on thinking, character interaction, choices, consequences, and lore that enrich the existing game world. Quests that actually make you think and where you can take multiple paths to complete them. Requires Race Balancing Project and Less Annoying Magic Experience to be used. Be sure to get the Better Cities compatiblity patch if use it together with this mod. Kragenir's Death Quest by Povuholo & Malchik Adds around 75 new quests found in most cities/settlements (both for low and high level characters), new dungeons, 15+ new books and over 2500 lines of new dialogue. Combined with Integration, you are in for an exciting adventure, questing in Cyrodiil! 7. GAMEPLAY Elements that change the way Oblivion is played or that add new possibilities. Common Oblivion (Some modules require OBSE) by Wrye Common Oblivion adds books and ingredients from both Daggerfall and Morrowind along with Alchemical Catalogs & sorters, the ability to denock your arrow, several new beverages and foods, amongst many other things. Character Generation Overhaul by CDM Allows you to fully customize your character by modifying stats and skills, choose your own abilities, start as a guild member, have a pet, choose your starting location, alignment, items, and more options. Choices and Consequences by Lingwei Skill requirements for guild advancement, faction reputation to be maintained by taking minor jobs. Restores Oblivion’s guilds to work like Daggerfall’s. Enhanced Quest Roleplaying by Lingwei & wsrowland Changes Oblivion’s misc quests to have multiple endings, choices & consequences and skill checks in dialogue (such as speechcraft) Cyrodiil Transportation Network by Elessar_VPR Adds back Morrowind style travel including Mages Guild Guides, Ships, Horse Carriage, Divine Intervention and Mark & Recall. Persuasion Overhaul (OBSE Required!) by Eric Parsons & Strategy Master Gets rid of the persuasion mini-game and replaces it with a system that actually makes your speechcraft skill useful. Persuasion options are done through normal dialogue with new and better implemented mechanics. Realistic Fatigue (OBSE Required!) by Donovan Baarda Fatigue is now affected while running, when badly injured and or encumbered. If your fatigue drops to zero, you collapse. Fatigue Effects (OBSE Required!) by Tejon Includes many fatigue-related effects and mechanics changes such as fainting when fatigue drops to zero, hunger and sleep requirements with fatigue loss as the penalty, screen blurring when fatigue is low and the possibility of adjusting and changing Oblivion's fatigue mechanics. Also includes Tejon's Roughing It mod. NOTE : It is not compatible with Realistic Fatigue Robes Over(OBSE Required!) by mmmpld Allows you to wear robes over your armor. Roughing It by Tejon Allows you the sleep anywhere at anytime, if you meet the requirements that is. You naturally can't sleep in water, in an owned interior space, in combat, while sneaking or while in the air. Also, if you sleep in a city and you are noticed by NPCs, you can be accused of vagrancy. Lock Bashing Omega(OBSE Required!) by Tejon Using your weapons or fists, you can bash open any door and container at the cost of damage sustained to the weapon you use, your gloves or your health if using your hands. No Sneak Eye by Felic Removes the sneak-eye icon that allows you to verify if you've been seen sneaking by enemies. Wall Climbing (BETA)(OBSE Required!) by P-Froggy Allows you to climb vertical surfaces if you have an acrobatics skill level of 25 or higher. Several factors affect how good/fast you are at climbing and how much fatigue you lose while doing so. Skeleton Key Rebalance by IAmTheRad Makes the Skeleton Key work like in Daggerfall. The Skeleton Key is no longer used as a lockpick; instead, you can only use it once a day. Zumb's Lockpicking Mod (OBSE Required!) by Zumb Removes the lockpicking mini-game by allowing you to pick a lock in real time with new ways of picking a lock, may it be your bare hands, top quality lockpicks or bent steel wires. NOTE : Not compatible with IAmTheRad's Skeleton Key Rebalance. MD Saddlebags V3 (OBSE Required!) by Maboroshi Daikon Purchase saddlebags from various general stores to put on your horse. You can now store items in these saddlebags when you are out adventuring. Vector (OBSE Required!) by shadeMe Vector brings most of Daggerfall's disease factors back such as dying if a cure is not found, draining stats overtime and even the possibility of infecting NPCs. 8. MISC Countless possibilities and additions in this “pawn shop” of mod additions and modifications. Come on in and browse the wares! Drop Lit Torches Weight by Frugal & Strategy Master Not only can you drop lit torches on the ground, but these torches also now weight something. Reneer’s Gold Mod by Reneer You can drop your gold or stash it in your treasury. Plus, gold now has a weight, like in good ol’ Daggerfall! Reneer’s Guard Overhaul by Reneer Advanced guard behavior, disguises, bribe guards, criminal NPCs being arrested instead of killed, wanted posters for you, guards react to corpses, regional bounty, and more. 300 Lore Dialogue Updated by Cliffworms & Cleitanious Brings back around 400 dialogue topics from Morrowind that you can talk about with the NPCs. DarNified UI by DarN Gets rid of the Xbox interface by making the fonts much smaller and resizing many other elements. Also includes the possibility to toggle on/off quest markers, location markers on the compass and the markers on your world map. Journal Mod (OBSE Required!) by Kyoma Write your own adventures, take note of your latest potion recipe or take notes during quests in your personal journal in-game. Daggerfall originally planned to have this feature, but they had to cut it. Oblivifall - Races and Classes Descriptions by Cliffworms Part of the Oblivifall project Replaces Oblivion's races and classes' descriptions to fit those found in Daggerfall, which were more oriented toward roleplaying. Also adds two new classes: the Burglar and the Ranger. Oblivifall - Closing Time! by Cliffworms Part of the Oblivifall project Replaces the shopkeeper's schedules with the ones found in Daggerfall. Now, each merchant type has his/her own schedule. For example, General Stores are opened from 6am to 11pm while clothing stores open at 10am and close at 18pm. Oblivifall - Something's Not Right... by Cliffworms Part of the Oblivifall project Adds Daggerfall's informative messages that show up when getting close to a dungeon. These messages inform you about how your character feels, what he hears or what he notices around the dungeon's entrance. Oblivifall - Let's Talk! (OBSE Required!) by Cliffworms Part of the Oblivifall project Adds many features found in Daggerfall's dialog system. Ask citizens for city directions, regional information and ask them what they know of Cyrodiil's various factions. You can also pay a scout to know the locations of cities, settlements and landmarks. Sell Horses by PixelDragon When you upgrade your horse, you should be able to sell your previous one. And this mod does exactly this. 9. MUSIC & Sounds Daggerfall songs and sound ambiances Oblivifall - Ambiant Dungeon SFX by Cliffworms Part of the Oblivifall project Adds 17 different sound ambiances that fit each dungeon to recreate Daggerfall's dungeon sound ambiances. NOTICE : Although the following music packs were released for Morrowind, they can also be used in Oblivion. Daggerfall Music Pack by Zenogias Seven Daggerfall songs redesigned, remastered and remixed. This one includes mostly songs to be used with the "Explore" folder of your "Music" directory. Fireside Refrain by Zenogias Seven more Daggerfall songs redesigned, remastered and remixed. This one includes mostly songs to be used with the "Public" folder of your "Music" directory. Vengeance by Zenogias Six more Daggerfall songs redesigned, remastered and remixed. This one includes mostly songs to be used with the "Dungeon" folder of your "Music" directory. Round About the Illiac Bay by Zenogias Five more Daggerfall songs redesigned, remastered and remixed. This one includes songs to be used with the "Public" and "Exploration" folders of your "Music" directory. Ominous Cloud by Zenogias Three more Daggerfall songs redesigned, remastered and remixed. This one includes songs to be used with the "Public" and "Exploration" folders of your "Music" directory. Better Music System (OBSE Required!) by Side777 Customize your game's soundtracks by adding songs to specific locations, events and weather. Highly recommended to use with Daggerfall's soundtrack. Requires Enhanced Music & Control and SoundCommands 4.0 to work. 10. LOOKS Graphical changes/additions to match the beauty that was Daggerfall. Daggerfall-Style Sheogorath(SI Required!) by Durza Changes Sheogorath’s looks to match Daggerfall’s. Our favorite Mad God now has a banker coat! Mannimarco Revisited by Militiades First, it changes the looks of the King of Worms for a much better necromancer/ancient lich look. Second, it changes the looks of Mannimarco’s lair. Third, it makes the last quest of the Mages Guild much more difficult by making giving Mannimarco new powerful abilities. Daggerfallesque Uriel Septim and Ocato by Cliffworms Changes the looks of Uriel Septim and High Chancellor Ocato to match the one found in the Daggerfall intro video. Equipable Beards by taylorsd 37 new beards are added either at the Imperial Sewers exit or around the gameworld through leveled lists. These beards are equipped via rings and amulets. 11. LYCANTHROPY/VAMPIRISM Shall you be one of the man beasts? Or would you prefer to have a better "creature of the night" experience? Werewolves: The Curse of Hircine by Cid88 The werewolves are back. Hunt them for fame and riches, or become one. As a werewolf, spread the Curse of Hircine on the people of Cyrodiil and let them join you on your hunts. Are you prey or hunter? LG's Vampire Bloodlines by Lord_Gallant Makes Vampirism work like how it was in Daggerfall by adding vampire clans with their special abilities and other tweaks such as being weaker when you do not feed (Instead of gaining strength in default Oblivion) 12. SPELLS & MAGIC New spells, new mechanics and new powers await your magical experience. Note: It is recommended to read bg2408's Magic overhaul Comparison for more information about LAME, Supreme Magicka and the other magic overhauls. Note 2: LAME and Supreme Magicka are fully compatible together, but make sure to read their manuals to know how to make them work better together. Less Annoying Magic Experience (LAME) by bg2408 Easier spell identification, previously useless spell now more powerful, around 100 new spells, advantages for being a master of a school of magic (Such as the possibility to conjure an Oblivion Gate and much, much more. Supreme Magicka (OBSE Required!) by flyfightflea and Strategy Master New effects, new spells (Including Levitation), additional spell mechanics (Frost magic can freeze opponents) and game settings changed/added for a better magical experience. Midas Magic : Spells of Aurum by Xilver Adds more than 290 new and unique spells, such as summoning your own magic carpet, transforming bodies in gold, casting rings of fire to protect yourself and more. Extends the magic system of Oblivion without disturbing the current spell system. Spell Failure Chance (OBSE Required!) by Talkie Toaster Like in Morrowind and Daggerfall, there’s now a possibility that you fail casting your spell depending on your spell’s related skill and attributes. Also removes the limits for buying and using spells beyond your skill rank. Fizzle (OBSE Required!) by Tejon Removes mastery levels from spellcasting. Instead of simply being unable to cast a spell, you may always attempt to do so, but trying to wield magicks beyond your skill runs the risk of failure. Spell success depends on a variety of factors such as armor worn, staff equipped, fatigue, skill or governing attribute. You might lose the spell, or you might lose far more. NOTE : It is meant as an alternative to Talkie Toaster's Spell Failure Chance. They are not compatible. Morrowind-Style Enchanting and Spellmaking By Cliffworms Like in Morrowind and Daggerfall, you may now use the services of an enchanter and spellmaker in the Mages Guild halls rather than using those services only at the Arcane University. Willful Resistances (Optional OBSE version available) By Tejon Willpower now allows you to resist magical effects, as it was the case in Daggerfall. With a Willpower of 50, you will see no effect, but higher or lower values will give you Weakness or Resistance. 13. MODDER'S RESOURCES Meshes and textures created by the community to be used in Daggerfallesque mods. Creatures Daggerfall-style Slaughterfish (Currently Offline) By IceFlame542 A retexture of the slaughterfishes with a blue skin and red eyes. Daggerfall-style Imp (Currently Offline) By IceFlame542 A retexture of the Imps for a greener skin and red wings. Mr. Siikas' Farm Animals By Mr. Siika Farm animals were present in the streets of Daggerfall's cities, villages, plantations and farms. For use in-game, they have been added to Cyrodiil with Martigen's Monster Mod (MMM) Mr. Siikas' Bats By Mr. Siika One of Daggerfall's most annoying creatures makes a comeback, should you chose to add them in your dungeons. The creature has been added to Cyrodiil with Martigen's Monster Mod (MMM) Subspecies Variety Pack#1 (Dogs) By Cryonaut 8 new species of dogs for you to fill your towns with. Spider Creatures By Malo, elevon, mikal33, and AlienSlof 11 retextures and 4 new spider meshes. Bring back the arachnophobia to your dungeons with the giant spiders. Argonian Skeleton and Khajiit Skeleton By Dominick Cryomonde Add variety to the skeletons encountered. Furnishing Filled Bookcase By Hel Borne A bookshelf filled with books and scrolls. Useful for creating libraries or wizards' homes. Filled UpperWallShelf03 (SI optional addition available) By JDFan Another bookshelf filled with books and scrolls. Also includes Shivering Isles items in one of them. Large Nirn Globe By David Whitefang Useful for furnishing a wizard or scholar's home. Or recreating a Mages Guild hall like Daggerfall's. Nirn Globe By David Whitefang Same as above, but smaller. Piano Improved By David Whitefang Some houses in Daggerfall had pianos. Useful if someone wants to recreate a Daggerfallesque house. Piano Lid Open Improved By David Whitefang Same as above, but with the lid opened. Torture Devices By Khugan Fill your dungeons with various torture devices. Gallow Modder's Resources By Phitt A gallow with an hanging corpse and a sway animation. Blood and Shadows By Qarl Various blood splatters and shadow resources for building a creepy dungeon. Mr. Siikas' Siege Engines By Mr. Siika Some of Daggerfall's fortresses had siege engines sitting on the outskirts of their walls. Khajiit Skull and Argonian Skull By Dominick Cryomonde Add a bit of variety in the skulls that fill your Daggerfallesque dungeons. Vampire Skull By JDFan and Pacific Morrowind Fill your vampiric crypts with their own skulls. Hel Borne's Lumber Pile By Hel Borne Lumber pile can be useful for furnishing the roads of woodland villages. Armory Clutter By Omegacron Useful if used as a container and placed in Weapon Smiths/Armor Smiths' shops. Items Metallicow Book Resource By Metallicow 86 new book resources, complete with their icons and a tutorial on how to make your own. Many of those books remind of me of those that filled the bookshelves and the Holy Tome items. Spangen Helm By Sasquatchewan A new helmet that was found amongst Daggerfall's armory. Landscaping Tree Resource Pack By Disturbed Around 20-25 new trees for you to fill up your wildernesses of High Rock or Hammerfell. Many of those trees were found in Daggerfall. Tile Sets and Architecture Barbarus Crypt Set By Barbarus A tile set and objects used to create spooky crypts and graveyards. Old School Dungeons By Phitt Catch the art style of Daggerfall's dungeon design with this new tileset. Nordic Tomb Tileset By Alasdair Although this these Nordic tombs were found on Solstheim, they do fit perfectly with Daggerfall's dungeons. Buildings Medieval Resources By Assassin_456 Contains items to fill up a Daggerfallesque, medieval town. Including siege rams and wagons. Big Modders Resource By Senten New tilesets, buildings, clutter and landscape that would fit perfectly in a Daggerfallesque town. Big Modders Resource 2 By Senten New tilesets, buildings, clutter and landscape that would fit perfectly in a Daggerfallesque town. Nordic House Tileset By Alasdair New Nordic-style home that reminds me of those found in the north-eastern parts of High Rock, in the Wrothgarian Mountains. Dune Part III By Darkness Eternal Those buildings could very well be implemented in cities found in northern Hammerfell like Sentinel. 14. UTILITIES Machinery and technology offered to the players for better control of one’s game. Oblivion Script Extender(OBSE) by Ianpatt, Behippo and Scruggsy A modder’s resource which expands the scripting capabilities of Oblivion, bringing many new possibilities for both modders and players. Many mods on this list require this utility. OBSE Elys Pluggy by Elys Adds even more scripting functions to OBSE. Some mods you download will require this OBSE addition. OBSE Elys Universal Silent Voice (Elys_USV) by Elys This useful utility removes the problem of silent voice text that’s rapidly displayed in many un-voiced mods. Oblivion Mod Manager (OBMM) by Timeslip This utility is used to manage your oblivion mod collection. Handles the installation and uninstallation of mods and can even detect some conflicts between them. (Deals mainly with mods saved in the OMOD format) Wrye Bash by Wrye Wrye Bash is a general mod and savegame management tool like OBMM with several important special purpose functions. You can use it to: reorder your mods; sync your modlist to your savegame; get a load order list of your mods; switch between character profiles and most importantly, create a Bash Patch. For more information, visit Wrye’s website. BOSS - Better Oblivion Sorting Software by Arthmoor, Random007, Wrinkly Ninja, Pacific Morrowind, Vacuity and ZiggyX A simple and must-havce "one-click" program for users to quickly optimise and avoid detrimental conflicts in their Oblivion mod load-order. Supports over 8000 mods and counting. Requires Microsoft Visual C++ Runtime Library 2008 15. CREDITS Thank you to the following people who helped with the list. The authors of the mods listed PacificMorrowind bg2408 tejon Ashven IAmTheRad Arthmoor con-tu-reh WhoGuru
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