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New Factions in OOO.


Megatarius

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I reinstalled Oblivion about two months ago with OOO, but recently I haven't had time to play it at all due to work. I'm anticipating next week I'll be able to start again. Maybe in two weeks, but soon. (I intend to crack open the CS asap, I've been reading tutorials all week in anticipation for it.)

 

 

Anyway, I'm right in thinking that it's possible to join the new factions in the game? Raiders, Amazons, Necromancers, even animals.

 

 

Without completely spoiling it, how can I go about doing this? I stumbled upon some Raiders and they just attacked me outright. I once encountered a lone Marauder walking through the forest and he talked to me, but it was just standard rumors.

 

My main character is a female, and one of her major skills is Conjuration, and another is Blade. If I stumble upon the Amazons or Necromancers, will they speak to me, or attack? Do I have to have a certain level in those things first?

 

I'm guessing they are encamped in various caves or forts or ruins. The Raiders I found were in Fort Wooden Hand I think. I stumbled across some nasty Necromancers in Vilverin, but I don't know if they were OOO or Vanilla, as I didn't realize just how deep Vilverin goes until after I got OOO.

 

 

Anyway my two questions are:

 

1. Are the new factions situated in various dungeons scattered about? (Don't spoil which ones please.)

 

2. What will make them talk to me instead of killing me?

 

 

Thanks.

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1. yes

 

2. nothing, sorry :(

 

So you can't actually join them?

Factions are used so it's member will be friendly one to another and yet be hostile, indifferent or even friendly toward another faction the member do not pertain too (any actor in game can have more than one faction or even none, beyond the main). Most aren't meant to be joined by the player. And factions aren't the only factor to govern the hostility, there are the disposition and aggression. See as example the deer, with very low disposition toward the player as lower aggression too, so it will always run away (yet it characterize them as hostile and low 'morale').

 

The hostility arises when the NPC/Creature disposition drops (or is lower from start) under the aggression. Those three factors decides the friendly/hostility and behavior in all encounters interaction.

 

In time: Albeit the faction will weight to enhance the disposition among their members, they yet go hostile if the disposition fall under the aggression by enough ratio.

 

PS: If someone is interested this link shows how it works

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