Cliffworms Posted September 11, 2015 Share Posted September 11, 2015 (edited) OBLIVIFALLhttp://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. FeaturesOver 1600 new NPCsGeneric NPCs: Travelers from a leveled list of various professions and backgrounds who spawn inside Cyrodiil's inns and taverns. They are replaced anytime a tavern cell resets (Three days by Oblivion default). Includes Arena combatants, assassins, barbarians, warriors, crusaders, farmers, herders, pilgrims, thieves, etc. (Full list of NPC classes at the end) Regulars: Composed of named peasants, commoners and nobles, those citizens are the taverns' main customers. They fill the tavern during the busy hours (Dawn, Noon and Dusk). They arrive at the tavern during those hours to eat, drink, dance and chat. If you become a regular, you may start noticing a few faces you saw before. Minstrels: Minstrels travel around Cyrodiil to play their lute and learn the latest rumors. Some minstrels are entertainers to the courts of Cyrodiil, others play in the streets during the day and move to taverns at night. Other than playing their lute, they can also offer services to the player for some septims:Rumors: Bards are the best source of information. They hear and participate in the taverns' discussions. For 5 septims, they will inform the player of rumors and information they heard. There are more than 100 rumors, all based on quests the player has or hasn't completed along with other main events.Storytelling: For 75 septims, the minstrel can make up a story about your good or evil deeds each month. This will increase your fame or infamy by five points. When your fame or infamy is high enough, storytelling will no longer be possible.Tipping: You can also simply tip the minstrel while he's performing to show your gratitude. Tip enough and you'll put a smile on his face while he's playing his lute! (An unintended but very nice side effect)Special NPCs: These characters can interact with the player in interesting ways:Bounty Hunters: May recognize and confront the player if he has a bounty on his head. (Minimum 250 gold)Healers: For a fee, healers can restore the player's health, cure his diseases or perform a full restoration.Traveling Merchants: They carry around various miscellaneous wares for sale and can buy some loot from the player.Vampire Hunters: Armed with vampire-slaying weapons, they will spot and attack the vampire player after some time if the player stays in his sight for long enough.Serving Gals/Guys: These people are employed by some of the bigger/busier establishments. They will greet the player when he sits down, offering him drinks and food. They also give information about their establishment's services.Prostitutes/Courtesans: Prostitutes are found in some low-class taverns and inns and can provide a good night's rest for a small fee. Courtesans, on the other hand, are trained in erotic instruction at the House of Dibella and are found in high-class inns. An expensive night with a courtesan will grant the player a small bonus to his personality and endurance for a limited time.Bouncers: Mostly composed of Nords and Orcs, bouncers are there to throw out drunkards and undesirable patrons. Trained in hand-to-hand, they will try to break fights, hopefully before the city guards arrive.Fences: These freelance smugglers are direct competitors to the Thieves Guild. They appear at certain dates, at certain times and at certain places to sell or buy hot merchandise from other freelancers.Dancers: In low-class and mid-class establishments, some patrons will stand up and dance to the minstrel's moving songs. Real-Time Drinking ContestsA popular gambling game among adventurers and hard-working peasants, drinking contests test the contestants' alcohol resistance. The first to fall unconscious loses! Contestants can be found in several taverns, mug in hand.Rules: The two contestants agree to a bet. The first to fall unconscious loses his bet and the winner earns it. If both contestants fail, they get their bet back. (And they look funny, lying on the floor in the middle of the tavern until they regain consciousness)Alcohol resistance: The higher a contestant's Endurance, the more resistant he is. Orcs and Nords have a higher resistance than other races. Luck also plays a part. Being very lucky will increase your resistance. FistfightsWhile illegal, some taverns open their basement to fistfights for high-paying customers which are mainly comprised of nobles and other high class characters. Participate in fights to earn money or place bets on contestants. These special VIP clubs are also home to drug dealing and other shady activities. You'll need to be a good friend with the owner to pay your way into the nobles' den of depravity. Cats & ratsCats have always been important to tavern owners. Do not be surprised to see a cat wandering about the inn's basement looking for their prey. On the other hand, some low-class establishments cannot afford cats, so do not also be surprised to see a small rodent or two in your room. Horses outside tavernsTo simulate the come and go of travelers on the road, different species of horses populate the stables and exteriors of roadside establishments. Generic NPCs class list (Click to unveil!) Arena CombatantAssassinBarbarianBattlemageBounty HunterCommonerCrusaderCity GuardImperial Legion guardImperial Legion captainImperial Legin BattlemageHealerHerderHunterKnightReligious Knightly Order memberMageMarksmanNoblemanPeasantPilgrimPriestRetainer (For each of Cyrodiil's counties)RogueSavantScoutSorcererThiefTravelerTraveling MerchantVampire HunterWarriorWerewolf HunterWitch Hunter Screenshots Environment The Feed BagThe Feed Bag, againThe King and Queen TavernThe Oak and CrosierThe Oak and Crosier, againOlav's Tap and TackOlav's Tap and Tack, again Dialogue Patron slightly annoyed by the player greeting himOrc barbarians tend to be slightly aggressiveNords can also have a bad temperA patron sharing a ridiculous rumorMinstrels don't like being interrupted while they playJust a typical nobleman recommending a good bottle of winePaying 5 septims to a minstrel leads to quest-related rumorAnother minstrel sharing a quest-related rumorOne of the regulars' greeting Progress Generic NPCs: DoneRegulars: Almost doneMinstrels: DoneSpecial NPCs: DoneDrinking contests: Done. Needs further testingFistfights: Halfway doneGambling 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 entranceAmbiant Dungeon SFX - 60+ sound effects played in dungeons from random directions at a random time, themed on the dungeons' inhabitantsLet'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. Edited September 13, 2015 by Cliffworms Link to comment Share on other sites More sharing options...
Surilindur Posted September 11, 2015 Share Posted September 11, 2015 Hey, I have a witty insult for you... No, I do not. Sorry. I just had to do it. :P Sounds terrific! Having played Skyrim a bit, the taverns/inns of Cyrodiil surely could do with some additional content to spice them up a bit. Currently, they are depressing more than anything. Even Assassin's Creed Rogue had more life in taverns, despite them feeling unfinished in my opinion. Glad to see someone is about to fix this obvious oversight. Good luck and/or lots of motivation for you. I have not yet used any of the Oblivifall mods, but if their content is anything as creative and necessary as that of this final installment, I wonder why I have not checked them out before. :) Link to comment Share on other sites More sharing options...
HikariWS Posted September 11, 2015 Share Posted September 11, 2015 Good luck and/or lots of motivation for you. I have not yet used any of the Oblivifall mods, but if their content is anything as creative and necessary as that of this final installment, I wonder why I have not checked them out before. :smile: 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! Link to comment Share on other sites More sharing options...
Cliffworms Posted September 11, 2015 Author Share Posted September 11, 2015 (edited) Hey, I have a witty insult for you... No, I do not. Sorry. I just had to do it. :tongue: Sounds terrific! Having played Skyrim a bit, the taverns/inns of Cyrodiil surely could do with some additional content to spice them up a bit. Currently, they are depressing more than anything. Even Assassin's Creed Rogue had more life in taverns, despite them feeling unfinished in my opinion. Glad to see someone is about to fix this obvious oversight. Good luck and/or lots of motivation for you. I have not yet used any of the Oblivifall mods, but if their content is anything as creative and necessary as that of this final installment, I wonder why I have not checked them out before. :smile: Good luck and/or lots of motivation for you. I have not yet used any of the Oblivifall mods, but if their content is anything as creative and necessary as that of this final installment, I wonder why I have not checked them out before. :smile: 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 entranceAmbiant Dungeon SFX - 60+ sound effects played in dungeons from random directions at a random time, themed on the dungeons' inhabitantsLet'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. Edited September 11, 2015 by Cliffworms Link to comment Share on other sites More sharing options...
Guinefort1 Posted September 12, 2015 Share Posted September 12, 2015 (edited) So the Oblivifall series is still on-going? That's a pleasant surprise. :smile: I hope the rest of the development goes well, because I look forward to seeing this in my game. Edited September 12, 2015 by Guinefort1 Link to comment Share on other sites More sharing options...
Cliffworms Posted September 13, 2015 Author Share Posted September 13, 2015 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 himOrc barbarians tend to be slightly aggressiveNords can also have a bad temperA patron sharing a ridiculous rumorMinstrels don't like being interrupted while they playJust a typical nobleman recommending a good bottle of winePaying 5 septims to a minstrel leads to quest-related rumorAnother minstrel sharing a quest-related rumorOne of the regulars' greeting Link to comment Share on other sites More sharing options...
Surilindur Posted September 13, 2015 Share Posted September 13, 2015 The court system sounds veeery interesting. If I find the time, and the crime system is not hardcoded to the game (so that it can be changed), I might try to do it myself, too. It should not require much building, either. I like scripting more. Have you played The Guild 2 by any chance? Link to comment Share on other sites More sharing options...
Cliffworms Posted September 13, 2015 Author Share Posted September 13, 2015 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. Link to comment Share on other sites More sharing options...
Deathlocked Posted September 13, 2015 Share Posted September 13, 2015 If I recall, Modular Oblivion Enhanced (M.O.E) did something similar to this, you might want to take a look at it for reference.Also, do you plan to have the occasional monster roaming around after dark? I have a crowded citites mod which makes it so that at night there's a chance of something like a thief, bandit or vampire to spawn at night to attack you, and the Dynamic Levelled Lists tool, which makes Enemies patrol a dungeon and it's multiple levels, makign it so that they may not always be in the same place where they spawn, which sometimes causes them to leave the Sewers they inhabit and cause trouble in the IC market district, so if something similar were to be in this mod, it would probably increase immersion further or the like. Link to comment Share on other sites More sharing options...
Cliffworms Posted September 13, 2015 Author Share Posted September 13, 2015 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. Link to comment Share on other sites More sharing options...
Recommended Posts