User:Takark

Revision as of 12:45, 12 September 2010 by imported>Takark (New page: ==Who's Takark?== Well, my real name is Daniel (some people call me Dan). I'm from Sandiacre, a little town in England between Nottingham and Derby. I've been playing Oblivion for about 2 ...)
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Who's Takark?

Well, my real name is Daniel (some people call me Dan). I'm from Sandiacre, a little town in England between Nottingham and Derby. I've been playing Oblivion for about 2 years now, and modding for almost as long. I've never actually released a mod as they are all mainly just things I wanted to add and I've often found there to be mods that do the same/more out there already. They just didn't suit my tastes. I don't think I'd consider any of my mods complete, as I tend to go back and alter or add things regularly.

Mods

Considering the nature of this wiki, why not go into a bit more detail about some of my personal mods, eh?

Dan's Minor Changes

This mod, as the name may reveal, makes some small changes to Oblivion. These are things from increasing encumbrance per Strength point, to adding a function to show the time or smash locks when you hit them. It's not a major overhaul, just adds or changes a few things I thought needed to be added or changed.

Dan's Magicka

Essentially the same as the above, but makes changes to magic effects and spells. These changes actually originated in the above, but got a bit too much and specific so I moved them to their own mod. It also adds some extras for the Arch-Mage rank.

Dan's Vampirism Changes

Again, makes some small changes to the Vampire system. Instead of the old way of feeding to go back to 25% Vampirism, this makes it so feeding removes the Sun Damage effect for 24 hours. It also takes 48 hours to advance a stage, which is reset when you feed. This means you have to put up with Sun Damage for at least a day to advance, but also have to keep feeding at 100% Vampirism if you want to go out in the day.

DJC Custom Races

This mod adds a few extra races (bet that's a shock). They tend to be aimed towards a very specific class idea I had at the time, but they still work for a variety of playstyles. They are far from special, mainly just bald, retextured Imperials. But they work.

There is also a Shivering Isles version that makes Dark Seducers and Golden Saints playable, but I don't have it enabled because I don't actually like those races much.

Dan's Goblin Follower

This is my most recent mod, and my current favourite. As the title suggests, it originally added a single, friendly Goblin that would follow you and fight with you. I liked the idea so much, I added an Imp too. Then a Troll. Then an Ogre. This carried on, and it now contains 10 different companion creatures. Each has their own "home" and special skill. There is also a very primitive Pet Level system involved, the experience for which accumulates whenever one of the creatures is following you. The levels offer various bonuses, from allowing you to command your companion, to enabling them to regenerate health or resist attacks. I'm still ironing out some wrinkles in this one (when I get chance to actually play Oblivion, that is) but it works quite well so far.

Others

I have at least 20 different mods I've made over the years, most of which have been put into a folder and forgotten. The above are my most-used and maintained mods though.

Future Plans

I have a plan to create a mod that adds sentries. If you've ever played World of Warcraft, then they're very similar to a Shaman's totems from that. At the moment though I'm occupied with Goblin Follower, my Open University course and, once in a blue moon, actually playing Oblivion.

Can Takark Speak?

If you want to say something or contact me for some reason, I think I have a talk page. I'm new to this whole Wiki business though so I could be wrong. Guess we'll see!