Difference between revisions of "User:DragoonWraith/Mods"

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(hey, I figured out how to do this properly!)
 
imported>DragoonWraith
(removing badly outdated OMOD thing)
 
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These are the modifications I have made for The Elder Scrolls using the Construction Set (and maybe, someday, other tools). --[[User:DragoonWraith|DragoonWraith]] 00:21, 26 May 2006 (EDT)
__NOTOC__


== Oblivion ==
These are the modifications I have made for The Elder Scrolls. Please keep all discussion of these mods on the [[User_talk:DragoonWraith/Mods|Talk Page]]. Thank you! --[[User:DragoonWraith|<font face="Oblivion,Daedric" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 03:20, 29 May 2006 (EDT)


===[http://www.elderscrolls.com/forums/index.php?showtopic=398446 Fame, Infamy, & Bounty Notification]===
= Oblivion =
 
== Releases ==
 
===[http://www.elderscrolls.com/forums/index.php?showtopic=529367 Danger Sense "Feral Instinct"]===
with Addiktive
 
 
From the Readme:
· DangerSense "Feral Instinct" is an advanced mod for Oblivion designed to increase the immersiveness and role-playing possibilities by empowering the player with a 6th Sense type Danger Sensing ability.
 
· The ability is gained through the wearing of a unique item, the Wolfsbane ring. To obtain Wolfsbane you must travel to the Shrine of Hircine (Marked on the Map) and activate the Feral Instinct Journal. You can then decide to obtain the ring through the Questline or receive the ring and complete the quest later. If you decide to come back and complete the quest, the Wolfsbane ring will be removed before commencing.
 
· The questline features a unique and semi-professional storyline by Statue, with 6 Video Cutscenes between quest stages. You as the player become involved in a sinister and cursed plot to discover a cure to Lycanthropy, which inevitably leads to the discovery of the DangerSense ability.
 
· Full Voice Acted Dialogue is included and made optional via an inventory added setup item.
 
· The DangerSense ability is only activated during sneak mode; once sneaking, you have the ability to sense the hostility status of the surrounding targets. This is displayed with a Red Membrane Effect Shader for Hostiles, a Green Membrane Effect Shader for Friendlies and a Light Blue ‘Spirit Essence’ Particle Cloud Effect Shader for Corpses. The effect shaders pulse to signify the targets spirit pulse or life essence, this can be set to 4 seconds or it can level with your skill level, to signify your DangerSense ability increasing. There is also a feature to be able to detect your targets through walls and objects called X-Ray, this can be constant or leveled.
 
I did the scripting for the DangerSense ability, and the customization menu. I'm quite proud of it - it looks really good and is quite useful. But Addiktive deserves a lot more credit here than I do - the quest is absolutely brilliant. '''''Highly''''' recommended to anyone, and not just because I worked on it.
 
Discussion to remain in the ESF thread. PM me if you have a question about the scripting of the ability or the menu.
 
 
===Fame, Infamy, & Bounty Notification===
'''Obsolete''' - use [http://www.elderscrolls.com/forums/index.php?showtopic=402504 seorin's]
'''Obsolete''' - use [http://www.elderscrolls.com/forums/index.php?showtopic=402504 seorin's]


This mod notifies the player to changes in his or her fame, infamy, and bounty. It was released only as a .omod file, which caused something of an uproar. I link to the thread solely as a testament to what happened. The warning below was generated as a result of this mod, and the thread I've linked to.


Regarding seorin's mod, his will tell you what you did wrong, and works better with mods that cause bounty to decrease over time. I use it myself.


== Morrowind ==
== Works in Progress ==
 
None at the moment.
 
 
 
 
= Morrowind =
 
== Releases==


===[http://www.elderscrolls.com/forums/index.php?showtopic=279156 Assassination v2.0]===
===[http://www.elderscrolls.com/forums/index.php?showtopic=279156 Assassination v2.0]===


This mod allows a skilled assassin to sneak up on targets and snap their neck, knock them unconscious, or, if the assassin is also a Vampire using Cortex's Vampire Embrace, to bite them. I am done with this mod, however, great possibilities exist for it, if someone would like to, please [http://www.elderscrolls.com/forums/index.php?act=Msg&CODE=04&MID=29244 contact me].
This mod allows a skilled assassin to sneak up on targets and snap their neck, knock them unconscious, or, if the assassin is also a Vampire using Cortex's Vampire Embrace, to bite them. I am done with this mod, however, great possibilities exist for it, if someone would like to, please [http://www.elderscrolls.com/forums/index.php?act=Msg&CODE=04&MID=29244 contact me].


==Warning==
I am no longer interested in discussing this mod in a public setting - specific questions or issues, or interest in expanding the mod, should be PMed to me on the ESF.
I use [[Oblivion Mod Manager|omod]] file types rather heavily. My preference is to release mods only in this file type. This angers a great many people, because I also do not like other people uploading my mods (including those who wish to upload them as non-omod's for the sake of those who do not like [[Oblivion Mod Manager|OBMM]]) - you can see some (a lot) of that [http://www.elderscrolls.com/forums/index.php?showtopic=398446 here], the release thread for my first mod. Taking from the experience of that thread, I'm going to outline a few points below:
 
<ol><li>Modder Responsibilities:<ul>
 
<li>Modders work for free, of their own volition. They have complete and utter authority to do whatever they like, and it is ''your'' choice to download or not.</li>
 
<li>That said, there are some responsibilities modders have, out of courtesy - these are things like not stealing others' work, not changing things without warning the user before installation, etc etc.</li>
== Works in Progress ==
<li>This does not include, however, using a given user's preferred archive format.</li></ul></li>
 
<li>.omod File Format:<ul>
===[http://rotd.silgrad.com Realm of the Damned]===
<li>is incredibly useful to all users, experienced or not, and should be used by every single person who can</li>
'''Dead''' - haven't been updates in months, if not over a year, and I've moved on to Oblivion
<li>is incredibly useful to modders, and can make their lives much easier</li>
 
<li>requires the [[Oblivion Mod Manager]]</li></ul></li>
 
<li>[[Oblivion Mod Manager|OBMM]]:<ul>
 
<li>provides vast amounts of incredibly useful functions</li>
Was to be a massive undertaking by a pretty talented and not-so-dedicated team to create a sanctuary for the darker characters in Vvardenfell.
<li>requires Microsoft .NET 2</li></ul></li>
 
<li>Microsoft .NET 2:<ul>
My contribution was a retextured Undead race, a retextured Scythe, and scripted magickal circles that could be summoned to the player. I also created the website.
<li>Does not work for some people</li>
 
<li>Causes others problems with some programs</li></ul></li></ol>
Discussion is a moot point, let's not waste space more than I already have.
Basically, this means, to me, that my mods that do not require .omod functionality (do not need to replace original data files, does not need to be scripted for conflict detection/fixing) ought to be uploaded in whatever non-omod format is most convenient for me, in addition to the omod. This is for the sake of those for whom .NET causes distinct problems, or will not install, ''not'' for those who simply do not wish to use OBMM. I still remain quite adamant that OBMM ought to be used by everyone who can, and I give absolutely no consideration to anyone who does not use it because they hate Microsoft, don't trust Timeslip, or feel they are too "elite" to use such a handy and time-saving program. However, if and when I create a mod that uses some .omod unique functionality, I will not support a non-omod version of it. My interest in modding is the challenge of getting a given thing to work, ''not'' to deal with the hassle of conflicts, distribution, etc etc.

Latest revision as of 02:52, 14 September 2006


These are the modifications I have made for The Elder Scrolls. Please keep all discussion of these mods on the Talk Page. Thank you! --Dragoon Wraith TALK 03:20, 29 May 2006 (EDT)

Oblivion[edit | edit source]

Releases[edit | edit source]

Danger Sense "Feral Instinct"[edit | edit source]

with Addiktive


From the Readme: · DangerSense "Feral Instinct" is an advanced mod for Oblivion designed to increase the immersiveness and role-playing possibilities by empowering the player with a 6th Sense type Danger Sensing ability.

· The ability is gained through the wearing of a unique item, the Wolfsbane ring. To obtain Wolfsbane you must travel to the Shrine of Hircine (Marked on the Map) and activate the Feral Instinct Journal. You can then decide to obtain the ring through the Questline or receive the ring and complete the quest later. If you decide to come back and complete the quest, the Wolfsbane ring will be removed before commencing.

· The questline features a unique and semi-professional storyline by Statue, with 6 Video Cutscenes between quest stages. You as the player become involved in a sinister and cursed plot to discover a cure to Lycanthropy, which inevitably leads to the discovery of the DangerSense ability.

· Full Voice Acted Dialogue is included and made optional via an inventory added setup item.

· The DangerSense ability is only activated during sneak mode; once sneaking, you have the ability to sense the hostility status of the surrounding targets. This is displayed with a Red Membrane Effect Shader for Hostiles, a Green Membrane Effect Shader for Friendlies and a Light Blue ‘Spirit Essence’ Particle Cloud Effect Shader for Corpses. The effect shaders pulse to signify the targets spirit pulse or life essence, this can be set to 4 seconds or it can level with your skill level, to signify your DangerSense ability increasing. There is also a feature to be able to detect your targets through walls and objects called X-Ray, this can be constant or leveled.

I did the scripting for the DangerSense ability, and the customization menu. I'm quite proud of it - it looks really good and is quite useful. But Addiktive deserves a lot more credit here than I do - the quest is absolutely brilliant. Highly recommended to anyone, and not just because I worked on it.

Discussion to remain in the ESF thread. PM me if you have a question about the scripting of the ability or the menu.


Fame, Infamy, & Bounty Notification[edit | edit source]

Obsolete - use seorin's


Works in Progress[edit | edit source]

None at the moment.



Morrowind[edit | edit source]

Releases[edit | edit source]

Assassination v2.0[edit | edit source]

This mod allows a skilled assassin to sneak up on targets and snap their neck, knock them unconscious, or, if the assassin is also a Vampire using Cortex's Vampire Embrace, to bite them. I am done with this mod, however, great possibilities exist for it, if someone would like to, please contact me.

I am no longer interested in discussing this mod in a public setting - specific questions or issues, or interest in expanding the mod, should be PMed to me on the ESF.


Works in Progress[edit | edit source]

Realm of the Damned[edit | edit source]

Dead - haven't been updates in months, if not over a year, and I've moved on to Oblivion


Was to be a massive undertaking by a pretty talented and not-so-dedicated team to create a sanctuary for the darker characters in Vvardenfell.

My contribution was a retextured Undead race, a retextured Scythe, and scripted magickal circles that could be summoned to the player. I also created the website.

Discussion is a moot point, let's not waste space more than I already have.