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MarkInMKUK

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Posts posted by MarkInMKUK

  1. If you have installed just Oblivion, and patched it to 1.2.0416, and THEN installed Shivering Isles, you have a sort of mongrel installation. You can't do Oblivion / Oblivion Patch / Shivering Isles / Shivering Isles patch as it just won't work right.

     

    Firstly, if you are on Vista or Windows 7, install Oblivion to C:\Games\Oblivion not the default location, it stops UAC mucking stuff up with mods and settings.

     

    You need to install Oblivion, then Shivering Isles, then apply any remaining Official patches by selecting the Shivering Isles versions NOT the Oblivion versions, before then applying any unofficial patches.

     

    If you do just the Oblivion and Shivering Isles install (and Knights of the Nine as that's part of the GOTY edition), make sure that is patched to 1.2.0416 (Shivering Isles patch, but the GotY edition should already be that version once installed), then run through the tutorial dungeon, you should get a pop-up message about a mysterious island. That shows that Shivering Isles is working correctly. Once you know THAT is ok, THEN continue with unofficial patches, etc.

     

    Also if you have added any quest delayer mods like SM Plugin Refurbish, they WILL delay the start of various DLC mods until certain points - I believe this is also true of the shivering Isles quest. If you haven't, then ignore the last bit.

  2. At day i'm a cute wanderer, at night i'm a ruthless killer.

     

    I should probably mention i'm talking about my female character.

     

    Oh, you almost scared me for a minute :)

    Yeah im not like that really hehehe

     

    *kicks dead body under bed*

     

    It's no good kicking it - you need to shift the other ones over a bit to make room :)

  3. Do you REALLY want your enemies to have target-seeking spells? After all, they have the same magic abilities you do. Personally i like to be able to dodge incoming fireballs ... I have no wish to be toast!
  4. This sounds like a fascinating idea. If done properly it would be an immense task though. Reuniting the Morag Tong and Dark Brotherhood would be an epic task, and would take a lot of very complex plotting and many stages to make it a believable event.

     

    You'd need to work on having access in the Oblivion world to Morrowind locations, so effectively adding the whole of a Morrowind landmass to the existing Cyrodiil landscape, with a travel method or methods which are believable. That would be possible, of course, because of the hard work of other modding teams, but would be very complex. You would also need Morrowind to eventually have its own side-quests which can be run while doing your main quest, as otherwise the effort which has been put into the landscape and people of Morrowind would be almost worthless.

     

    I suggest working out a stage-by-stage plot for the main quest, including locations needed. That will give you some idea of the number of new NPCs wanted, and the number of locations which will need to be populated. Then see if you can work on an introductory part to the mod. You could probably start the mod in Cyrodiil easily enough, and that would make it relatively quick to do. The later stages would then have to be more complex, but the way the intro mod is received will tell you how many people might be interested in playing the finished item. Also a successful intro mod will let you have something to show other modders who you may wish to help.

  5. I honestly can't remember which mod it was, and I haven't found it again since I reloaded Oblivion some months back. It may have been a pre-release one - I remember it was buggy as anything. If I find it again, or a similar working one, I'll let you know.

     

    Edit: I think it was probably this mod, but I used it ages back so I'm not sure, I just vaguely remember dragging ladders around by using the Z key. at the time it was Anvil only. The bugginess may well have been other mods I was trying.

  6. Just use the console to set the ingame time ratio - takes about 20 seconds

     

    Pull up the console using the ~ key if in the US, or the ¬ key on a UK keyboard (or check your manual for local key needed).

     

    Type set timescale to <qty> where 30 is the default, and 1 is a 1:1 ratio. For 12 hours real to 24 in game, use 2, for 6 hours use 4.

     

    Close the console again

     

     

    Altering the value of timescale can cause bugs to occur during various quests (e.g., A Brush with Death, Where Spirits Have Lease). Resetting timescale to the default value of 30 fixes the bugs.

  7. I didn't aim for any kind of realism on my first play-through, and that was fine, but by the second or third time I was beginning to realise what COULD be done. So now I run assorted realism mods to force me to eat/sleep / whatever, and to some extent the world around me is forced to work that way too. Playing a stealthy character, I'm always on the lookout for mods to add things like climbable walls, upper windows you can enter, etc.

     

    I'm running a low level female Bosmer character having just restarted. During the day (when not adventuring) she dresses in "nice" clothing, to blend in. "At work" she currently wears a nightblade armor (I'm running a full FCOM install so get the pick of the OOO armors), which she "liberated" from a dead body in the tutorial dungeon (he was duelling with a mythic dawn assassin in the sewer, and when he lost she shot the victor before she could heal). She always changes back out of the nightblade stuff before interacting with non-enemy characters, as a real person would. She even returns to her house to change if possible, before selling loot off, as a real person wouldn't lug excess clothing around when adventuring, unless they expected to HAVE to be interacting.

     

    One mod I intend to try (if I can find one I like) is one to change the way npc's react depending on how you are dressed. Social status should change their reaction, as should armor type - Dark Brotherhood clothing should drop Imperial disposition to a VERY low level ideally, and even if they then see you in vanilla clothing, it should take a long time to recover, if ever. Of course, the problem there is if ONE imperial sees you, they ALL have their disposition changed instantly, rather than the information spreading slowly (say at shift change within a city, or at distance-related intervals if travelling), but implementing such a radical change would (I believe) involve each and every guard being a separate named npc not a generic character as a bare minimum. NOT a simple, easy mod.

     

    OK, ok - I'm a pseudo-realism freak.

  8. For the economy stuff, having a quiet word with TheNiceOne will probably pay dividends - he might already have worked out how to add in smaller value coins.

     

    The clothing we have is late 1300's leading into 1400s at it's earliest - the sleeve as a separate part of clothing didn't come in til nearly 1400.

     

    Housing is timber or half-timber in many of the rural areas - but not a bay-type construction very often, so it's a later developed style than about 1650. Before then you'd have a series of cross-sections joined into one structure, each one being raised separately and fixed on with wooden pegs. Thatch is a very early development, so the roofing could be any time. The fittings on doors would appear to be some very solid wrought iron, so could easily be earlier than 1400. Glass blowing for the alchemical stuff would be rather later though, to get the quality of glass shown - Renaissance era maybe?

     

    Pick and choose, I guess :)

  9. A suggestion for any cosmetic mods like armors - make versions for the popular body mods too, as otherwise your entire comments page will be full of people whining that you didn't do them for Exnem's / BAB / HGEC / DMRA / TGND / whatever

     

    ... and weight them for BBB or you'll get that faction nagging too

  10. Telyn,

     

    I think you may do better looking at the Tudor period for a representative economy - other than the Legion, almost everything else fits better as 15/16th century or a little later. Elizabethan/Shakesperean England would probably be a lot easier to research too, given we have so many more records regarding that time.

     

    There are a couple of TV series you might want to look for as well - "Tony Robinson's Crime and Punishment" looks at the historical foundation of the English legal system from the Romans onwards, and "What the Tudors did for Us" looks at the impact the Tudors had on modern life, which is a good way to see which items may be anachronistic and which are just unexpected.

     

    One thing that may take a little tinkering in the Oblivion engine is coins, and getting the correct "change" in the minimum number of gold, silver and copper coins. Also exchanging coins for higher or lower denomination with no profit or loss on the trade - unless it's "foreign" coins (do Elsweyr/Morrowind/Skyrim coins have a different value and need an exchange rate, hence buying and selling at different costs?)

     

    However, if you DO decide on a medieval setting, I'll certainly give it a try - the economic changes and challenges would be interesting to say the least. I'd also love to try and play a Cadfael-type character - an ex-warrior cleric puttering about his herb garden, but also doing detective-type stuff on quests, which a medieval background would be FAR better for than the later setting. Maybe I'll have to learn modding myself... :(

  11. I tend to get the message when I've taken a pot-shot at someone in a dungeon and skewered a poor orcish adventurer. Not the best way for a stealthy but "good" character to behave, so I now try VERY hard to identify my targets properly first.
  12. From a practical in-game viewpoint, the only place you MIGHT get problems with Exnems and HGEC is if you have a really extreme sized lower body, and use an exnems top clothing option and a HGEC LL-sized lower one, things might clip a bit. Basically, hands, feet and heads fit between the two, the body just fits between those and bulges more or less depending on size chosen. A large top half and small lower half is less problematic as the upper clothing will conceal the join at the waist. Of course, if you replace a H or K cup top body with an Exnem's bikini top, you WILL see a massive chest size reduction, as you've effectively made the character about a B-cup.
  13. You might want to have a look at whatever they do in Two Worlds - that has animations for the player which represent the stages between walk and gallop - that might be a good basis for the "player animations" section. With npc's, it seems to me that you'd only need two speeds unless you start playing about with their AI to introduce more - so a walk and a gallop would be all you'd need.
  14. If you are after increasing realism, you might want to keep an eye on our mod thread entitled "Proper" khajit and argonian bodyshapes/animations" . We're trying to improve the bodyshapes (and creating matching clothing) so they look more like beast races and less like "men in makeup". While not directly linked to the things you list above, some of the ideas at work may come in useful for your improved werewolf section.

     

    Wildlife - one thing which is massively unbalanced in vanilla Oblivion is the ratio of predators to prey animals. Obviously it's hard for the system to render dozens of creatures all the time, but having things like rabbits that form groups and then ALL run for cover as you or a predator approach would add a lot to immersion. Also bird alarm calls (even if you don't see the bird in question) when a non-concealed predator is around would be a useful heads-up for danger approaching, or could trigger increased wariness in your enemies if YOU spook the birds. (If you DO put rabbits in, PLEASE make them move like rabbits - one mod adds them and they hop when running, but WALK when moving slowly and rabbits just DON'T do that!)

     

    As far as the arena goes, it might also make a good place for formal duels - adding a way for upper class characters to settle disagreements in a formal way.

     

    There's also a small discussion thread which touches on aspects of economic realism here - you may find it interesting and it might spark more ideas - or help to rule some out.

     

    I also recall a thread a while back discussing "blocking animations for magic" - not sure whether that ever came to anything but it might be useful to look at.

  15. Anybody else thinks the Night Mother is a big fat liar? I get the impression she's just a ghost able to hear the prayers to Sithis. She didn't predict all this mess and came up with a terribly cheap "they were weak" explanation to remain the powerful and wise leader.

     

    Now THERE is an idea for an extension to the DB quests - be visited by Sithis himself in a dream to reveal the Night Mother is a fake. Your mission would be to find and rescue the true Night Mother, and arrange the swap back without the rest of the DB becoming aware - so you'd have a search and rescue mission, the true NM as a escortable companion who you had to protect, a stealth mission with assassination or kidnap, and even possibly a way apparently "kill" the Night Mother while leaving her and the organisation intact (might in turn lead into a mod that expands the Imperial Watch attempts to close the DB down)

  16. @David Brasher - most of the information is culled from the book I recommended to Telyn a few posts back - it's just a very boiled-down version of a few chapter summaries. The rest comes from watching history- and archaeology-related programmes on TV - mostly Channel 4's "Time Team" and Tony Robinson's "Worst Jobs in History" series, plus reading a few well-researched historical series like Ellis Peter's "Cadfael" novels.

     

    History is fascinating stuff, but not always directly applicable to something like Oblivion. Because there's no "cause and effect" in the game world, there are some very odd happenings - like why are there sewers but no drains for storm water or toilets? Where does the sewer water COME from? All you can do when thinking about a mod, and aiming for realism, is which aspects of the approximate time period are relevant, and which just get in the way.

     

    In many ways, Nehrim is far closer to a "real feel" for the RPG world. Probably because it IS a total conversion mod, and the choices have been based a little more on realism and less on console-based hack-and-slash. I'm just hoping that Skyrim allows a more realistic feel to the game world, without wrecking the gameplay or story in the process.

  17. Part of the problem is that preferred animations are a very personal thing. Everyone is going to want a different mix of items from that list to make their own preferred setup, and that makes for installation complexity. Plus you are wanting to custom define levels within "sneak", for instance - that means a script has to run and check EVERY character in the game for EVERY level you define in animations and select the correct one, both for npc s and yourself, and change those on-the-fly as characters and yourself change their settings. I'm not saying it couldn't be done, but it is a LOT of work for someone, and that may be why no-one has done it yet
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