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''' | '''Underground Blacksmith (link coming tomorrow)''' | ||
UPDATED TO v1.1<br> | UPDATED TO v1.1<br> |
Revision as of 04:27, 8 June 2007
About Me
I am a college student majoring in biology. I left the modding community in the middle of last summer because I was struggling to prepare for college and develop better habits for success. During the school year I have little time for anything other than studying. Fortunately, Summer has come and I am back in the game. I started modding at the beginning of June 06 and have learned everything I have needed from this Wiki.
Last summer I was also doing some work with The Imperial Dragon, but I disappeared for the reasons mentioned above. To him I apologize for simply dropping out and not trying to finish my/our projects.
I have almost finished a Spell Pack project with about 9 new animation-based spells including my Meteorain spell. It was actually 90% finished last summer, but I never got around to releasing it. This Spell Pack is very eye-catching and could be compared in awesomeness (by new effects, not by the number of spells) to PJ's Spell Compendium.
My flagship mod is called Spell Deflection. See below for details.
Email me for feedback or if you have a general question or concern.
e-mail: osamarah@gmail.com (please do not spam or send me junk mail)
Mods Released
EDIT: I am now working on v2.0, which will include numerous game balancing additions and restrictions based on feedback I have received. These should make the mod truly fit into the rest of the game as if it were a feature missing in the original.
What's inside?
- This mod gives the player an ability that allows him/her to use any shield to deflect almost every targeted enemy spell. The player's current screen target (the location of the crosshair) determines the direction that the spell is deflected back. This means that if an enemy casts a spell at you, you could effectively deflect it with your shield back to the same enemy or even a different enemy, depending on where you are looking. Your shield actually becomes a spell mirror.
How do I get this ability after installing the mod?
- There is a flask of Magic Polish in the Imperial Palace Basement that you rub on your shield to give it reflective power.
How will this affect the Oblivion experience?
- As we all know, Oblivion's open-endedness gives it tremendous replay value. We beat it once and then return and play with mods to make the gameplay more unique and fun for us. This is one of those mods that will completely revamp the combat system by giving the player an additional tactical challenge that will make combat more interesting. If you become skilled with the shield you can actually improve your chances of survival by dispatching enemies more quickly with their own firepower. Suppose you are in a den of goblins that has a fire-casting shaman. You now have the option of hitting the shaman with an arrow from afar and deflecting his ranged spells back onto his companions. Doing this successfully requires good aim and well-placed combat maneuvers.
Any bugs?
- You tell me, I fixed everything that I saw. If you find any bugs that actually hinder the effectiveness of the mod, please do report them to my talk page and email. If you see something once in a blue moon that cannot be replicated and does not give reason for concern, consider it an egg and don't bother telling me about it.
Where did you get the idea?
- I took the idea from Zelda, Ocarina of Time's Mirror Shield. Don't worry, that doesn't mean this is a 'themed' mod, because it is not. The effect is there without all the advertising and drama. I was really impressed with the idea of the Mirror Shield and was even more impressed with what it might be like in Oblivion.
What was the development process like?
- You have no idea how much work went into this mod. It took at minimum 50 hours of painstaking scripting. Countless problems one after the other plagued the entire working process. There were many times when I simply gave up the goal but I found myself returning to it time and time again and now I have finally completed the difficult part. All I have to do is get the mod ready for release.
Is this an FAQ or something? Are you really that pretentious to ask yourself this many questions?
- Don't chastise me, I just felt like typing words instead of script functions for a while.
For more information download the file at the link provided above (the title of this section) and view the SpellDeflectionReadme.txt.
Release Date- June 6, 2007
Underground Blacksmith (link coming tomorrow)
UPDATED TO v1.1
A master blacksmith has setup shop southeast of the Imperial City on the Upper Niben. He has big rewards to offer the traveler who is worthy of his trials. Only the accomplished player should pursue the armor of the Underground Blacksmith.
- Includes:
- Underground dwelling of the Master Smith
- 5 newly textured Daedric-style armor sets
- A challenging, but concise quest
- NPC from Morrowind TES III
- Custom dialogue and voices
- Story that flows, with lore
- New additions:
- Better developed storyline
- More texture support
- Easier installation procedure
- Bug fixes
- Lots of aesthetic tweaks
- An entirely new option to allow your armors to have shader effects (special :effects like pulsating glow, etc)
This mod places a powerful spell in the Archmage's quarters upon completing the Mages' Guild quests. While the Meteorain spell commands great force, it does not unbalance the game to any significant degree.
- Includes:
- Book 'A Dark Gift'
- Awesome Meteorain Spell
- A reward when you deserve it most, Archmage!
Upcoming Mods
Can I test it?
- You'd better hurry, only a couple weeks left. Just click the link, load the mod, and the spells will automatically be added to your inventory. Post feedback on my Talk page.
What's inside?
- This mod contains up to 10 new and highly unique spells (9 are complete) that are given to the player (haven't figured out a method of presentation yet). This mod was actually completed last Summer and is finally being released. These spells aren't simply new versions of old spells that include uninteresting simple effects. They are each hand-crafted with creativity and tested to be stunning. Screenshots will only do them justice, so I will post some later, in the next two weeks.
Will this unbalance my game?
- One of my goals as a good modder is to be able to incorporate any of my mods into a game without deteriorating other aspects of gameplay. Unbalancing the game is not something that I would ever attempt to do in a mod. Most Spell Pack mods do unbalance the game by giving the player the ability to cast ridiculously high-powered spells at low-leveled creatures. I will ensure that the power of each spell is given by a leveled list and no single spell unbalances the game.
Will this leave new objects all over the place?
- Another one of my goals as a good modder is to be efficient and clean and not leave any traces that the player would be upset with. Therefore, before releasing the mod, I will take utmost care to remove any clutter created by the spell effects.
Release Date- Week of June 10th, 2007