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Author Topic: Oblivion....PSYCH!  (Read 11285 times)

Deon

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Re: Oblivion....PSYCH!
« Reply #60 on: December 28, 2010, 01:37:54 pm »

Just backup your ini file.
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ein

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Re: Oblivion....PSYCH!
« Reply #61 on: December 28, 2010, 02:25:26 pm »

Wrong thread.
Nevermind.

dennislp3

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Re: Oblivion....PSYCH!
« Reply #62 on: December 28, 2010, 07:23:14 pm »

Spoiler (click to show/hide)

Spoiler much?
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Lordinquisitor

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Re: Oblivion....PSYCH!
« Reply #63 on: December 28, 2010, 08:17:02 pm »

Not. It isn`t death he`s talking about; And it`s just an optional side "boss".
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dennislp3

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Re: Oblivion....PSYCH!
« Reply #64 on: December 28, 2010, 09:05:54 pm »

Not. It isn`t death he`s talking about; And it`s just an optional side "boss".

Spose so but the dwarves/dimensions/explosions thing seems spoilery to me...oh well no matter...
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Solifuge

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Re: Oblivion....PSYCH!
« Reply #65 on: December 30, 2010, 01:10:19 pm »

With plans to Livestream some Oblivion, I've spent the last few days assembling the best Survival, Realism, and Graphics Update mods from all over the web. Sadly they're not all in one package; I've been primarily following mod suggestions from Delte's List, supplemented by some trawling of TES Nexus, and the Oblivion Mod Wiki. So far, what I have is an Oblivion with enhanced rendering, improved AI, major gameplay and immersion tweaks, and several completely new systems.

Game/Immersion Tweaks:
- Low fatigue and health hinder player stats and senses (blurred or tunnel-vision, ringing ears, etc)
- Fully-animating body is visible in 1st Person (you can look down and see your feet, etc)
- Helmets/hoods obscure vision appropriately in 1st Person
- Leveled monster lists are retooled; all encounters are challenge-rated by location instead of PC level.
- Caves and lairs are remastered; many have bosses, storylines, artifacts, etc.
- Improved stealth; NPCs can hide, and PCs can re-hide even after being spotted
- Locks may be picked or bashed open, and some containers are trapped
- Lighting is decreased; torches are necessary at night/in dungeons
- Lit Torches can be dropped during combat to provide light while fighting
- Arrows may be denocked from a bow
- Alchemy gear can be used when dropped/stationary. Ingredients visually reflect harvesting
- Various types of travelers wander the roads, with destinations in mind, camp/stay at inns, etc
- Other adventurers can be found, and may join your band
- Complex crafting system capable of creating a wide range of gear/equipment
- Food, water, and sleep are necessary to survival
- The economy is dynamic; prices fluctuate by supply/demand and region, merchant gold is finite, etc.
- Your inventory is a sack which can be dropped and recovered, to lighten your load quickly
- Persuasion is done by dialogue choices (modified and empowered by speechcraft) instead of the minigame
- Weapons may be dual-wielded; off-hand weapons parry and grant defense
- Weapons may be used in other fashions; bows and magic staves can be used to bludgeon, block, etc


AI Improvements:
- Peaceful creatures react to near-miss arrows/spells they detect
- Intelligent NPCs will react upon seeing the corpses of their allies
- NPC arrows/spells sometimes miss
- NPCs may steal from containers or corpses, and carry torches in dungeons/at night
- Persistent aggressive enemy NPCs (marauders, etc) band together, siege cities, etc
- Animals and NPCs behave more realistically

- Merchants travel and sell, Legion Officers travel in squads, Hunters hunt, etc.
- (Spoiler?) NPCs/guards actively form bands and enter Oblivion Gates, with the intent to close them

Playtests have been grueling so far, but highly enjoyable. That said, I think I might hold off on Streaming that, and give Nehirm a shot instead. I'll get back to my Survival-Horroblivion soon enough.
« Last Edit: December 30, 2010, 01:18:34 pm by Solifuge »
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Sowelu

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Re: Oblivion....PSYCH!
« Reply #66 on: December 30, 2010, 03:17:37 pm »

Hmm.  What are some good mods to broaden the Oblivion experience without changing it too much?  I've got a good friend who really likes the system as it is, and would probably enjoy new places/clothes/alchemy/quests/shinies...but plays on the lowest difficulty and wouldn't want to re-learn the game (so no retooling of the skill/experience system for example, and probably no big combat changes either).  The key here is "the same, but more of it"; it's her comfort game so she's seen everything in it a billion times over.
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Deon

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Re: Oblivion....PSYCH!
« Reply #67 on: December 30, 2010, 03:59:57 pm »

Nooo, stream that please! And give me a list of mods (just the list) please! :D
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Rakonas

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Re: Oblivion....PSYCH!
« Reply #68 on: December 30, 2010, 04:19:58 pm »


- Caves and lairs are remastered; many have bosses, storylines, artifacts, etc.
- Locks may be picked or bashed open, and some containers are trapped
- Persuasion is done by dialogue choices (modified and empowered by speechcraft) instead of the minigame
- Peaceful creatures react to near-miss arrows/spells they detect
- NPC arrows/spells sometimes miss

Are these.. really not in the original game? Lairs being filled with entirely generic mobs and no trace of story sounds expectable... but there was no such thing as a locked or trapped chest in vanilla oblivion? I just can't imagine a serious rpg without any lockpicking. Persuasion was done by a minigame!? NPCs don't notice when you fire an arrow and it soars past their face, and every single shot they make is on target?
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Deon

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Re: Oblivion....PSYCH!
« Reply #69 on: December 30, 2010, 04:22:12 pm »

They were there but you couldn't bash them open.

Yes, persuasion is a stupid minigame (click 4 buttons in the SAME order), it's not even a game.

Also NPC arrows always hit.

NPC do not notice arrows/spells hitting a wall in front of their faces, only direct hits are noticed.
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TwilightWalker

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Re: Oblivion....PSYCH!
« Reply #70 on: December 30, 2010, 04:22:53 pm »


- Caves and lairs are remastered; many have bosses, storylines, artifacts, etc.
- Locks may be picked or bashed open, and some containers are trapped
- Persuasion is done by dialogue choices (modified and empowered by speechcraft) instead of the minigame
- Peaceful creatures react to near-miss arrows/spells they detect
- NPC arrows/spells sometimes miss

Are these.. really not in the original game? Lairs being filled with entirely generic mobs and no trace of story sounds expectable... but there was no such thing as a locked or trapped chest in vanilla oblivion? I just can't imagine a serious rpg without any lockpicking. Persuasion was done by a minigame!? NPCs don't notice when you fire an arrow and it soars past their face, and every single shot they make is on target?

There were locked chests in vanilla, but no traps, and you couldn't bash them open either. But the rest of it is pretty on target. Except I do manage to get NPCs to miss with spells and arrows. Probably because I'm trying to dodge...

DAMN NINJAS
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Deon

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Re: Oblivion....PSYCH!
« Reply #71 on: December 30, 2010, 04:23:42 pm »

I think some patch could make NPC to miss with arrows, but I definitely remember that you couldn't dodge them when it came out. And yes, you can dodge spells easily.
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Solifuge

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Re: Oblivion....PSYCH!
« Reply #72 on: December 30, 2010, 05:46:43 pm »

Got done with the intro, and on to the first chapter of Nihrim. As a total conversion project it's nice, with considerable time and talent going into it. As a game in it's own right though, it's rather underwhelming. The opening plot is rife with logical holes and melodrama. Exploration is nearly completely railroaded to the point of forcing you to a single track with invisible barriers, and the occasional forking path. The story is railroaded to the point that it forces you to sit back and not save people without any reason on two separate occasions, by freezing you in place. Level design is such that I was trapped in places they didn't anticipate players to get at least 4 times, which required rolling back to an earlier save. My initial torch ran out before I was even 1/3 through the first dungeon, which made it completely unplayable; the only solution was to bump the Gamma up like crazy just to be able to continue. The dungeon design as a whole was pretty poorly done, with clutter that made it visually busy, extensive dead-end passages with nothing interesting to see or find, and constant reminders of railroading. The challenges you're presented with have 1 solution, and don't allow for, or involve, any creative thinking at all; every solution was handed to you. The instant-death falls were another reminder of railroading, and were difficult to see (one was triggered by literally hopping 1/2 meter off the trail, and down onto a rock 5 cm below the ledge).

Given a brief break, I may be willing to give the rest of it a shot. I understand it's a beta, and also a fan project, but my standards when it comes to things like this tend to be rather high. I fully support the dev-team's efforts, but I'm not quite feeling it.

Deon, I'd highly recommend going through Delte's List. I'll finish compiling a list of the mods I'm using later on, even with links if you'd like.
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Ioric Kittencuddler

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Re: Oblivion....PSYCH!
« Reply #73 on: December 30, 2010, 11:25:22 pm »

They were there but you couldn't bash them open.

Yes, persuasion is a stupid minigame (click 4 buttons in the SAME order), it's not even a game.

Also NPC arrows always hit.

NPC do not notice arrows/spells hitting a wall in front of their faces, only direct hits are noticed.

The persuasion minigame is this wheel where you have to move the mouse over four options, (Boast, Admire, Joke, Coerce) and see by the way the character's expression changes whether or not they'll like or dislike the option.  Inside the wheel are four segments corresponding to the four actions, and each segment has a certain amount of color in it that rotates into the next segment every time you choose an action.  Thus the idea is to try to get the pick the segments corresponding to the actions they like while they have a large amount of color, and pick the segments they don't like when they have a small amount of color.  Here's a tutorial someone made because apparently this simplistic concept was still too difficult for some people to understand even when the original game itself explains it the first time you use the feature.

http://www.youtube.com/watch?v=Oost6o7rd6w

So yeah, Joke, Boast, Coerce, and Admire all in one conversation with no discernible ingame rational behind it.  It's just a minigame tacked on for it's own sake because minigames are popular or something
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Deon

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Re: Oblivion....PSYCH!
« Reply #74 on: December 31, 2010, 04:12:07 am »

As I said you just find an order to click it within 1 round and then do it until you get max. possible disposition. It has no player skill requirements/thinking/character stats involvement/interesting elements at all.
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