Oblivion

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Ardantalion

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Ardantalion

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TEST COM Part 1 - TEST MOD, this is NOT the full mod. Texts, dialogs and names are most incomplete and out of scope in regards of the finalized mod\'s storyboard and Lore. Benchmarking fps on different computers, one cell (the caves) having been loaded with active and scripted objects; Script and design validation

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*** FILE HIDDEN: TEST GOAL ACHIEVED ***
Caves of Marvels DEV is continuing, see you all soon..

TEST COM Part 1 - TEST MOD, this is FAR from the full mod. Dialogs will have different texts, and some naming will change (especially "Lord of Marvels" and many other "marvelous stuff" which sounds quite childish) - the whole storyboard finalization and Lore are currently under writing

*** FOR ALPHA TESTERS ONLY, THIS IS NOT A PUBLIC RELEASE ***
*** Does not need OBSE ***, but it contains a lot of scripting and active guyzmos

LICENSE:
This mod IS NOT OPENED FOR OTHERS TO USE ITS SCRIPTS, OBJECT, OR ANYTHINNG WITHOUT MY CONSENT: this is a TEST MOD, and I'd be most grateful for its content not to be shared or included in other mods - *yet*, not until a 1st release of the full mod. Several textures and meshes come from other mods, a full credit section will be there when the mod makes it to its official release.

This could be considered as a full mod of its own, it works flawlessly and nothing seems to be missing in itself... However, a lot of stuff is not there yet, the quests are not developed at all - only the first quest, which itself will change for the first release version. There are 2 new World Spaces that are almost empty and ugly (nothing to see actually), but there you'll be able to completely modify your character, like a new PC in a new world - This is on demand only, there's no risk if you just wish to visit the areas (I will also integrate a function to return to your original PC, if it can be done - and if the facials are not modified of course)...
*** FORUM ***
*** Project page soon on MOD DB ***

STARTUP, GOAL AND SCOPE OF THIS TEST MOD:
  • Testing this test mod will be more relevant if you start the mod with a new PC: it's greatly suggested to do so, since the caves will render new stuff at specific Player levels, namely: 1,5,11,16,21 and 27...
  • Set the difficulty level halfway on the gauge (Options), at least to the third else it'll be too easy, as is the Vanilla game - if you find this too hard or are tired of fighting your way through, just lower the difficulty level during the game - however, know that it's designed to be "battlelish" and tough.
  • Two contexts for starting up the TEST MOD:

    • With a new character (more fun): the mod starts right after Uriel's assassination.
    • With a current game/character: the mod starts when loading the saved game.
    • In both cases, a new quest dialog will show up and will tell you what to do...
  • Everything in this TEST MOD takes place around the Waterfront District: there's a cavern, where almost all scripted objects are deployed for testing. Most of them will later on get scattered in different locations of the final mod. As such the goal is to test these objects as well as the quest until the PC gets ownership of the caves: is it too hard? Are there glitches or bugs? ...?
  • The player must conquer the caves: when the player becomes the owner (a deed to be found on the main desk area), the cavern is much different from what the player could see while fighting for his life: there's a way to ACTIVATE that cave...
  • If the difficulty level is set as above-mentioned, then having a companion is almost a must (sometimes it enhances the experience), but it's still feasible alone: be patient and use some strategy; don't hesitate to step back! Take the time to loot any container you encounter on the way through, this will greatly help... ;-)

      Note: there's a chest in the next room after the entryway (w. 2-3 goblins), when you activate it a menu pops-up letting you select the ambient music: I forgot to remove the script (the music selector works flawlessly though), just select the last option "Pick up" (which was not meant for a container), this will open the container's inventory.
      Inside the chest you'll see an item named "Music Rifter", pick it up: this will allow you to change the ambient music anywhere, anytime, directly from your inventory, even in cells of type "default" and without the need to "reset" anything for changing music on the fly - without OBSE. All music files are included, but you can replace them with your own in folder Data\Music\CavesOfMarvels\Public - using the same file names, namely "town_01.mp3" to "town_05.mp3" (5 music files whatever their length).

  • MANY objects are SCRIPTED, almost all of them except a table, a chair an ingredients. There's lots of coding, but it's optimized. However, please tell me if the game lags too much, I can't know about this since I am using a high-end computer (however I began scripting this mod on a low-end machine without too much lags so it should be ok)...
  • There's a magic Anvil that will allow your character to repair any damaged gear, enchanted or not even if you don't have the required 51 armorer skill points (you'll need to provide 2 Varla Stones to a weird statue to do so): it will temporarily raise your skill level; after using the Anvil, not only will it lower your level back to what it was, it will also take into account those potential armorer skill points you could have gained while using the anvil, adding them up.
  • You'll discover many guyzmos having new or enhanced functionalities from what can usually be found. Touch/activate everything and discover, you'll know what to do, loot and look around - There's even a special "Shadowbanish Millésime" to be tried out...
  • Book stories ARE NOT included yet, some are still under writing since they explain the Lore itself. There's one book I've left near the main bed that's written in french and which is completely absurd (I was pleasing my buddy's little 8 year old girl named Camille, they were passing by at my office on that day).. However they're all "functional".
  • Star Rifter Network & Rifter's Faction - Read this forum post for an in depth look on the use of the new teleportation system (Star Rifter Network). A book was left on the secretary near the main guardian desk, it teaches a teleport spell to the caves, serving as a last recourse during the development phase. Same thing for the 7 rifter pads, each one of them can be summoned with its own spell: if you take a pad from the magic drawer, the spell is automatically added to your spell list; if you put it back in the drawer, the spell is automatically removed. Apart from these 7 Rifter Pads, there's a Crystal Rifter in the Magic Room, you'll need to find out how to summon and activate it...
  • A new NPC: Denis Foyatiers, Imperial Scuplptor. He's one of the main character of this mod, along with the "Tom Bombadil-alike" NPC and Titus Cubitus (from POTND). His role is central, he will help the player throughout the game and will even offer his companionship in due time. The player will discover that he actually is (...) ;-p


BUG:
Sometimes the rifter pads won't have their collision move after dropping or summoning the pad. Just get out of the cell and come back. Sometimes the spells for summoning the pads do the same (spells are temporary and will not be part of the final mod), swapping between using the spell or dropping the same pad can also render the bug, it's weird... If anyone has a lead for resolving this issue, please manifest yourself...