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Everything posted by EmperorGarm
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Thanks Striker. I will look through all of this. For the moment, I need an Oblivion break. Been playing it for about a month strait and I have an itch to revisit some SNES games. Once I restart, I'm going to blaze through the remainder of the game then try some of these beautiful mods you've suggested. And not use poison apples anymore. :-)
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I chose the first, non-hunted version. A broader question, is there a mod that will make the entire game seem more lively? I know that Dragon Age: Origins was a mod that places a ton more nameless NPC's all with AI scrips, so that they walk somewhere, do something rather than just stand around, and it's for the entire game. I there a large, broad mod along this level? And thanks for all your responses, by the way.
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Imperial Legion Armor. :whistling:
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I had already finished it. I didn't like that there were only four people in there. It felt a bit lonely. The revived Brotherhood players are interacting with the new "Murderers" like they're all one big family. Vincent will go up to a Murderer and say "Excuse me brother, but I had a question about one of your recent contracts..." and they'll have a typical Brotherhood conversation. Without the old players, the new murderers never said anything to one another. I suggest giving it a shot. It's nice to have six (sometimes seven if the woman with the bow is visiting) and the three murderers plus the woman who gives you money for delivering the Night Mother's weekly contract, all walking around and doing things together. EDIT: I resurrected Lucien Lachance as well. He also interacts with the Brotherhood with the standard dialogue, but he stands in one place. I put him in the common room. Since your post explaining how the traveling characters often get killed, I've had an interest in going through the character lists and finding anyone who's dead and bringing them back to life. It's a bit of a chore, but if its as successful as repopulating the Sanctuary, then it'll be worth it, I think.
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Ongar is fine until I reenter the cell. If I do a normal "resurrect" his health will begin to deplete immediately, but if I do "resurrect 1" he's fine until I leave the cell and return. It's annoying to say the least. I like using him not just as a fence, but as a merchant to sell to because he's easy to find and available pretty much all day every day. Combined with the Burma house that's next door to the bar he frequents, he's very convenient. I'm about to give it a shot now. __________________ Okay, it seems to be working okay. At first, when made essential and you occupy the same cell as them, they fall unconscious over and over again. But once I left and returned, their health bar was at its lowest level, but was not going down and forcing them back to unconsciousness. I'd want to see how it works long term, but for now, this seems to be a workable fix. I did this with Ongar then brought back the Dark Brotherhood back to life in the Sanctuary. Three or four of the six were poison apple'd to death but it seems to be working alright with them as well. So long as it doesn't get annoying with them falling unconscious perpetually and getting those messages, this seems to work out nicely and now the Sanctuary has a lot of people in it. I'll post more when I have more interactions with both factions to see if it works, if there are any unintended consequences,
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I almost never spend time on actual roads so I don't come across dead characters, but you've left me wondering just how much I'm missing out this playthrough. I've found that the time I've spent on the guards has been wasted. For some reason after a few days they reset or respawn back to generic, which is a terrible shame. I had been going around bandit and vampire caves collecting large sums of clothing, armor and weapons to give these guys some personality, only to see them boring-downed back to normal. So yeah, I wish I had read your edited note before I found this out the hard way. I wanted to give it to the generic's specifically because they're so f***ing boring to look at each time you walk through the place. I had one of those "Oh, I missed two. How did that happen?" and then while going around to collect items for those two, everyone else reset. What a shame. Once I'm done with this playthrough, I'm going to have fun finding some mods that address issues as the vanilla game has some detriments to it. Ive played Civ IV: Beyond the Sword and Dragon Age: Orgins for about three years without ever feeling the "need" to spice it up, but this time around, for a game this large, it has the feel of being sparsely populated (partially due to the lack of voice acting variance), and when the game levels up with you, it levels out a fair number of the creates you encounter along with equipment. That means that you'll see a new batch of enemies, armor and weapons, but you lose the old batch in the process and so you get a little eye-bored. I'm sure these are all old complaints, but they are ones that I have now. It's doubtful that there will be much more to this run. Over 100 quests have been completed and the itch is growing to get to the end. I wonder if that "essential" trick you mentioned will help with my Ongar poison apple problem. As it stands now, if I want to use him, I have to "resurrect 1" him every time I see him (he's alive, but as soon as I enter the cell, his life bar diminishes to death). I'll give it a shot. I would like to bring back some of the Dark Brotherhood people I poisoned during the purification to give that place a bit more life, but not if I have to resurrect them every time I go back. And yes, I like your lady idea, but I figure to find something that will spice them up too.
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That sounds like fun, actually. I should finish this game first though. This is my third attempt to play the game but through two separate complete computer failures, I've lost long game sessions. I'm one of those who likes to finish as many of the quests as I can find, regardless of the rewards. One of the biggest issues I have with the base game is how sparse the cities are, but in general, I find this true with most games. My other favorite fantasy game is Dragon Age: Origins, which have these big, beautiful cities but only about fifty people in them. I don't need them all to talk, but when you have this wide open space and virtually no people in there, well, it takes away from the game a bit. Oblivion is no different. One thing I've been having fun doing is killing generic NPC's (Mage Apprentice, guards...), stripping them down, then placing different clothes, armor on them, the "resurrect 1". I leave the cell and return and the game gives them the wardrobe upgrade. Now, the guards don't look like cookie cutter cut outs, which is nice, and you're not always sure who's a guard, which is also nice.
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Is it worth making a big mod fo Oblivion?
EmperorGarm replied to CrazyMotoka's topic in Oblivion's Discussion
I don't doubt it will be pretty cool to see my ideas come to life in the game, but I want other people to play it too. I don't think it's worth it to make a mod if only a few people will be playing it. Oblivion is not dead, nor will it be in the near future. It's just that Skyrim is the new toy, and is bound to be more popular -- remember that Oblivion has been around for many years, and Morrowind even longer, and people (many people) still play both. If you are only after popularity, then give up, otherwise go ahead and make your mod -- have FUN! Hickory is correct here. I'm an avid Civilization IV fan and somewhat recently Civ V was released. Plenty of people still play III and IV, but the new game demands attention. However, if you go to the boards for Civ IV, there are still plenty and I mean plenty of people who are discussing the game, strategies, variations and so on. I'm glad to hear that you're going through with you plans to build a mod. Make sure to link us when you're done so we can have a look. -
I myself have never seen fights breaking out in my own non UOP game. Even if Ongar pickpoketed the poison apples, how did he distribute them to the other NPCs? Or are ou saying that the poisoned and dead people were all the sneaky, pickpocket types? Is there any known fix for resurrecting dead poisoned NPCs?
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Is it worth making a big mod fo Oblivion?
EmperorGarm replied to CrazyMotoka's topic in Oblivion's Discussion
I can't speak for everyone else, but I know I'd at least look at it. As I mentioned in another post, I'm on my third playthrough, but I've yet to finish the game as two computer both died after logging many hours. Once I'm done, there's a bunch of mods I would love to try and I know that I would at least look at anything new someone decides to make. -
oblivion game of the year, I'm thinking of buying it
EmperorGarm replied to sinnerman69's topic in Oblivion's Discussion
I'm also a gamer from the Atari/NES days. I think Oblivion is a wonderful game. It's a sandbox game where you can play the storyline if you like or just run around like a maniac if you would like. There are some obvious shortcomings with the game. The biggest ones is that in a game this large, it's just impossible to work out all of the bugs. So if you're trying to jump over some mountains, it's possible to get stuck, or maybe fall off a ledge that isn't supposed to be there. Another issue is that there game voices are rather limited. But these are minor issues. I've had great fun going into random caves, killing bandits and undead, collecting things, buying houses and all that. I've never beaten the game due to two seperate complete computer failures (power supply going bad, kid spilling water into laptop) so I've been using cheats to help get me where I was, but I still have fun completing the quests I've already finished for the second or third time. So I recommend the game. I wont use mods until I finish it the first time, but from what I've seen, there's a lot that I'd like to try. -
Hello good people! This isn't a mod related question but I'm hoping for some help. I have a Nord character and I created a "createfullactorcopy" clone version of him in Olav's bar in Burma, just to fill the place up and to kind of give him a home. He didn't look the way I wanted to I console'd killed him and made another. I leave and do some quests and return to find that all the regulars, including the fence Ongar, the World-Weary are gone. I have no idea why they're gone so I go and console them back to life via... prid <reference ID> enable resurrect 1 moveto player I bring them back and their life bar is quickly depleting just like they had a poison apple and they die. I regular "resurrect" them and they quickly die again. I "resurrect 1" them back to life and they live for awhile, lifebar does not deplete, then die while they're in another cell. Sometimes the lifebar begins to deplete or they die immediately when I enter a cell they're occupying, even though there was no poison apple in their inventory. It's rather bizarre. As far as I know, there were never any poison apples in Olav's bar. However, my character clone did have them on his person. But how did all these NPC's get a hold of them? Anyhow, is there anyway for me to bring these characters back to life and keep them alive? I understand that the poison apple is essentially part of the script, so if there any way to cleanse it from there? Is there a mod that can help with this? I've looked around but can't find anything. I like using Ongar as a fence as he's easy to find. It's not a game breaker, but it does diminish my enjoyment a bit. I wanted a full bar of Nords and instead I've killed them. >:( Thanks in advance!