Oblivion

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Shadow-She-Wolf Dorje and Cliffworms

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Cliffworms

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39 comments

  1. Namea
    Namea
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    • 15 kudos
    Does this have complete voice acting?
    1. YngvieMalmsteen
      YngvieMalmsteen
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      • 3 kudos
      Mods dont need voice acting and are often better off without since good voice acting is hard to achieve...just play with general subtitles and dialogue subtitles on, and use Elys Universal Silent Voice OBSE plugin.
    2. anithinks
      anithinks
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      • 8 kudos
      And now it does! 

      Voices of Mods
  2. Death lok
    Death lok
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    You should probably check to see if this works with the Guild advancement mod and miguick's Vampire Power mod (The dynamic vampiric progression part) or Vampire mods that give the players a glamour.
    Also, in regards to vampirism, I was wondering how Elder council members would react to a player with high fame, given the alleged "Order" of Cyrodillic Vampires present within the government as alluded to in a few books in the game as some could be aware, or otherwise indifferent to it.

    Also, what about reactions to having summons present in cities? Scamps have a thing for smelling awful, wheras the undead would obviously cause a scene, either summoned or reanimated via spell.

    I'd think people would run to the high hills if you popped out a Lich in public (Fear aura, or you know, just generally being a monstrosity born of crimes unspeakable). and the guards would want words with you. Not so much for something like that performed within a mages guild location, or the Arena district (training) weapon or magic stores (Gotta try out a new spell somehow)

    I think Skyrim had a similar thing happen with reanimated corpses, and guards talking to you about using shouts.

    Also, what about making people react to weather (go indoors and under cover) and actually have them flee to hide?

    Racial stuff would be interesting too, though I think theres another mod that does that.
    1. MaeseAtorrante
      MaeseAtorrante
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      • 37 kudos
      I also want to know about compatibility with Guild Advancement.
    2. Sirinoeles
      Sirinoeles
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      • 0 kudos
      Which mod does that? Tell me please.
  3. bevilex
    bevilex
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    Hi,
    " If for reason X or Y you want to disable Generic greetings and rumors, open the console and enter " Set ReactionNoGeneric to 1".Replace 1 with 0 if you want to reactivate them later "

    Is there a way to do it with tes4edit so we don't have to do it in-game via the console?
    1. Cliffworms
      Cliffworms
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      • 620 kudos
      I've looked at it and yes it is possible. ReactionNoGeneric is found in the Global values section of the plugin. Editing it to 1 instead of 0 should work.
    2. bevilex
      bevilex
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      Thanks for the suggestion.
      I tried and unfortunately it didn't work. Some NPCs still have new rumors.
  4. ElRusoMods
    ElRusoMods
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    • 2 kudos
    has una version en español porfa
    1. JU4NC170
      JU4NC170
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      • 3 kudos
      estaría bueno, creo que con el construccion set se puede hacer, pero toma tiempo.
  5. zelazko
    zelazko
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    • 51 kudos
    Hey Cliffworm I want to patch Reaction mod with OOO but damn CSE won't let me save the scripts because of plenty of errors in original scripts as well as naming convention starting with digits of the OOO scriptnames. I used old CS and successfully saved the scripts but whenever I try to save the plugin the CS crashes.
    Patching OOO script is super easy you just need to paste:

    Activate
    If IsActionRef player
    Set ReactionDialogues.TombesOuvertes to ReactionDialogues.TombesOuvertes +1
    ModFactionReaction NineDivines PlayerFaction -2
    EndIf


    After

    Begin OnActivate

    You won't get the errors others than naming conventions of the script which starts with digits.
    OOO scripts that need to be edited:

    3DEJharvestOOODark13DeadDropScript
    3DEJharvestOOOCoffin02aHifi01NR
    3DEJharvestOOOCoffin02bHifi01NR
    3DEJharvestOOOCoffin02aHifi01NRStone


    3ContCoff02aTrapCrimeNoHiFi01
    3ContCoff02aTrapNoCrimeNoHiFi01

    3ContCoff02bTrapNoCrimeNoHiFi01

    3ContCoff02aTrapNoCrimeNoHiFi01Stone



    3ContCoff02aTrapNoCrimeNoHiFi01NRStone

    3ContCoff02aTrapCrimeNoHiFi01


    If anyone knows how disable error checking of the scripts in CSE please let me know.

    1. Saw 613
      Saw 613
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      • 1 kudos
      Go to preferences (top right of the script window) => Validation.
  6. Yetu
    Yetu
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    • 7 kudos
    Thank you, love your mods. You really are a gem in the modding community. So glad you're back!
  7. Eyeronic
    Eyeronic
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    • 0 kudos
    First off: I'm running the german version so this might be the reason for my problem but I'm not sure.

    If I install this mod as far as I can tell all NPCs refuse to talk about rumors to me regardless of how much they like me or not and always respond with "I don't trust you enough blah blah" or similar. I'm sure it is caused by Reaction as the topic text has also been changed from "Gerüchte" to "Rumors" (which isn't much of a hassle) by this mod and everything works fine after I uninstall it (and resurrect characters I already talked to).
    I tried to find the cause of this by using the Construction Set but I can't find the corresponding condition or whatever causes this bug for me. Is there a way to fix this or at least someone who experienced the same thing?

    EDIT: Nevermind, I simply forgot to install Elys Universal Silent Voice which seems to have fixed it for me ^^'

    EDIT 2: Nope, still not working properly :/ Guess I'll have to live without it.
    1. Cliffworms
      Cliffworms
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      • 620 kudos
      I'm sorry for the delay of my answer. If you are still using Reaction, could you tell me which rumors you see and to which NPCs you were talking to?

      Thanks!
  8. fienyx
    fienyx
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    Hi, I have your mod merged into a realism tweaks compilation I have (would love to share, but have been denied permissions by 1 author) and was wondering, is it possible to, instead of the merchants refusing service, just end up charging a little more if they don't like you? Just seems odd that in a time of crisis, any merchant would turn away any septims coming in. Just a thought. Great mod btw.
    1. Cliffworms
      Cliffworms
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      • 620 kudos
      This is already in the base game.
      Your disposition towards a merchant affects the price at which you buy or sell. So normally below a disposition 30, he would still sell to you but at very high prices. Now, with Reaction, he will simply refuse because he doesn't like you at all.
  9. Jiopsi
    Jiopsi
    • supporter
    • 15 kudos
    I've 55 intelligence but can't join mages guild?
    1. motarx
      motarx
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      Can confirm, currently if you have intelligence of higher than 50 (according to conditions) you'll get denied entry.
    2. Jiopsi
      Jiopsi
      • supporter
      • 15 kudos
      I've read a mention of also 50 requirement for willpower in Bethseda-forums, could that be it? Problem is that I play with Atronach and I don't plan to upgrade willpower from 35, because it's useless for my build.
    3. motarx
      motarx
      • member
      • 6 kudos
      Nah just seems like a bug,right now it's flagged that if player's intelligence > 50 you get denied (rather than < 50).
    4. Jiopsi
      Jiopsi
      • supporter
      • 15 kudos
      Can that be changed with construction set?
    5. Jiopsi
      Jiopsi
      • supporter
      • 15 kudos
      Got it working:

      With Constructionset

      Quest ReactionDialogues
      Topic jointheMagesGuild
      Target GetActorValue

      You need to change

      Intelligence > 50
      Intelligence < 50
    6. CarlosS4444
      CarlosS4444
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      • 126 kudos
      Thanks for the info!

      Also consider opening a bug report in Bugs section.
    7. Mercer Meka
      Mercer Meka
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      • 61 kudos
      I tried this fix but it didn't work. My character can join FG and MG without meeting the requirements.
  10. MaeseAtorrante
    MaeseAtorrante
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    • 37 kudos
    I cant find "Lore Dialogue Expanded". Can you give a link, please??