I really like this mod and have been using it for years.
Leaving a comment here to warn others about a very strange interaction/incompatibility I noticed when doing some mod testing. When using this mod with OCOv2 (Oblivion Character Overhaul) the heads of orcs turns to the vanilla green colour and shape, but only the head (ears and body look the way they should with OCOv2 installed. Other races seem to also be affected, but the orc side-effect is the most jarring.
Placing DID3_DoubleTrouble.esp before Oblivion_Character_Overhaul.esp in the load order seems to fix this unusual issue.
I remember using this mod extensively back in like, 2010. Ahhh those were the days... Didn't know what I was doing... my computer wasn't all that good... Just downloaded everything and hoped for the best.
Now it's 2021, I got a beast of a machine, and I'm glad that the modding scene is still going and that this is part of it still.
While I'm not using it CURRENTLY in my current modlist (Going for a more realistic, hardcore survival style game based around MOO), I would highly recommend this for people who want to Roleplay as good guys or want another way to get some decent loot when dungeon delving. It's simple, and it works great.
I'm so happy that I stumbled across this great mod once again. I remember having a great time while helping these NPCs. Once again, many thanks for sharing!
Still works great after all this time. Always nice to find a captive NPC in a dungeon and lead them to safety. It's a nice mod to add to your list if you want to stop things being so repetitive and boring. Never had any serious conflicts for me personally, a couple of times I have found an 'alter' in a dungeon without an NPC laying on it, and no NPC from this mod in that dungeon either dead or alive, but really it doesn't matter too much because 5/10 when I go in a dungeon I find a new NPC from this mod who I can rescue. Definitely worth installing this mod if you're trying to make ESIV more fun.
And yet again, more comments I didn't see until way, way after the fact. Again, my apologies.
Thanks to Lucern1 and Malachi Delacot! I'm afraid I still don't know enough about combining mods to try putting the captives in chains; how about we just agree that as unarmed civilians, they're too terrified to try to escape?
chaospearl - I don't have the CS in front of me, but IIRC, the message is dependent on your mysticism skill, although the appearance of the captives is not.
That probably shouldn't be funny, but I admit I laughed anyway. Talk about bad luck!
I love this mod. Just a quick question. The first time I installed the mod, I recall that when I entered a dungeon with a captive inside, I'd get a message to that effect. It's been awhile, I totally don't remember what the message said, I just know that when I entered the dungeon there WAS messaging and it told me that there was a captive in there. I just got around to installing the mod in my latest game and had forgotten about it. This character doesn't dungeon crawl too often. Well, yesterday I was exploring a cave as part of another quest and suddenly I find a random gentleman in jeopardy in the cave. Out of nowhere. There'd been no messaging, no indication, no hint at all. Actually when I first saw him I assumed he was a bandit; he's lucky I didn't shoot first and ask questions later. So what gives? Why didn't I get the messaging when I entered the cave? Is that somehow skill dependent?
Love the idea, and I played the first one a few years ago. I'll rate when I'm strong enough to enter a dungeon this time around (FCOM setup).
Someone at the Dungeon Poses mod suggested that that mod and this mod would be really awesome together. I agree fully if anyone can make it happen. That way you don't have to wonder why they didn't scamper off, save for the justifiable fear they'd have of the denizens of the dungeon.
Could you incorporate the chains and poses from "Chain It Pose Pack" (by Cha0s_lord) into your modification. This would allow for the possibility of having a realistic captivity environment (they just wouldn't sit there, some of the would at least attempt an escape). It would give you the challenge of having to find other things needed to save them. The wall fixing for the chains would need to fixed to the wall all during the mod and visible even if they are empty (the restraints that is).
21 comments
Leaving a comment here to warn others about a very strange interaction/incompatibility I noticed when doing some mod testing. When using this mod with OCOv2 (Oblivion Character Overhaul) the heads of orcs turns to the vanilla green colour and shape, but only the head (ears and body look the way they should with OCOv2 installed. Other races seem to also be affected, but the orc side-effect is the most jarring.
Placing DID3_DoubleTrouble.esp before Oblivion_Character_Overhaul.esp in the load order seems to fix this unusual issue.
Now it's 2021, I got a beast of a machine, and I'm glad that the modding scene is still going and that this is part of it still.
While I'm not using it CURRENTLY in my current modlist (Going for a more realistic, hardcore survival style game based around MOO), I would highly recommend this for people who want to Roleplay as good guys or want another way to get some decent loot when dungeon delving. It's simple, and it works great.
Once again, many thanks for sharing!
Always nice to find a captive NPC in a dungeon and lead them to safety.
It's a nice mod to add to your list if you want to stop things being so repetitive and boring.
Never had any serious conflicts for me personally, a couple of times I have found an 'alter' in a dungeon without an NPC laying on it, and no NPC from this mod in that dungeon either dead or alive, but really it doesn't matter too much because 5/10 when I go in a dungeon I find a new NPC from this mod who I can rescue.
Definitely worth installing this mod if you're trying to make ESIV more fun.
Thanks to Lucern1 and Malachi Delacot! I'm afraid I still don't know enough about combining mods to try putting the captives in chains; how about we just agree that as unarmed civilians, they're too terrified to try to escape?
chaospearl - I don't have the CS in front of me, but IIRC, the message is dependent on your mysticism skill, although the appearance of the captives is not.
That probably shouldn't be funny, but I admit I laughed anyway. Talk about bad luck!
Someone at the Dungeon Poses mod suggested that that mod and this mod would be really awesome together. I agree fully if anyone can make it happen. That way you don't have to wonder why they didn't scamper off, save for the justifiable fear they'd have of the denizens of the dungeon.
austinrocks - Glad you enjoyed it! I loved the original so much, I couldn't resist a remake or two.
ChampionofCyrodiil - I hadn't realize they were. Ooops. I'll have to go back at some point and fix that. Thanks for the note!
arigon - Nope. Although that's really kind of a cool idea. Maybe for DiD4: Beaus and Belles in Hell?
GrailQuest - That's both deeply spooky and kind of awesome. Go for it!
MrGrymReaper - I'm a very, very low-level modder, and I'm afraid I've got no idea at all how this would work. Still, it's an interesting idea.
Goldblock - Thanks! I only wish I'd come up with the idea myself.