Oblivion

18 comments

  1. EleiMiShill
    EleiMiShill
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    Sticky
    Still problems with dialogues (it doesn't seem to apply correctly conditions and shows all the options) but it's working well enough. The bank is not completed yet, but should work well enough for now.
    If you have comments or suggestions, please feel free to write here.
  2. sandone
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    Thank you, this was just what I was looking for, since I had wanted to make a currency system so that Ayleid ruins had Ayleid coins, Shivering Isles had its own coins (as in the concept art), Dwemer ruins (in mods) had coins for them etc. *gives a virtual cookie*
    Even if it's buggy/unfinished, I hope you don't mind me looking through it to see how you implemented it. ^^;
    1. EleiMiShill
      EleiMiShill
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      I don't mind. And if you want we can work at this together. The 2 main problems right now is to change the leveled lists do that proper currencies are found in the right places (ayleid in ayleid ruins, dwemer in dwemer ruins, daedric in Oblivion and SI in Shivering Isles). And this mod really needs some dwemer coins (and perhaps some more decent ayleid ones).
    2. sandone
      sandone
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      Oh, that would be great! I'd love to help. I have university classes right now though, so I might be a little busy, but I can do my best to find time to contribute. I've also had a few emotional low points but I try to let people know that I'm not feeling so good so I don't suddenly go quiet. Modding helps though, it's nice to know I'm contributing something. Let me know if you do want the help though

      I think I could do the leveled lists; I have a general idea of where to look to change them. Would you want to remove septims from the Ayleid leveled lists at least? I could see Dremora having a combination of daedric/Dremora coins and some septims. For Dwemer coins, I don't think there's much in the way of Dwemer ruins in Oblivion (aside from the Orrerry), but there could be an addon esp for ones added by mods (I can think of David Brasher's "Dwemer Ruins" and argonianlord's "Ancient Dwemer Ruin Vornhuzduc" and maybe a few others that would. Perhaps even Nord coins for Nordic ruins.
      As for Dwemer and Ayleid coins, I know a few mods that have them (I would have to check the permissions on them though).
      Ayleid:
      http://www.nexusmods.com/oblivion/mods/10671/?
      http://www.nexusmods.com/oblivion/mods/4605/? (this one has some more things, including more grades of precious stones added as well)

      Dwemer:
      http://www.nexusmods.com/skyrim/mods/33812/?

      Another by InsanitySorrow: (Celtic coin)
      http://www.nexusmods.com/skyrim/mods/15513/?

      I also have some references of Morrowind's Dwemer coins. I also have the Shivering Isles coins somewhere, I think in concept artwork for grummites. If you need, I may be able to model/texture a set of coins for you.
    3. EleiMiShill
      EleiMiShill
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      I found a way to deal with dwemer SI containers and normal containers in Tamriel via scripting. I'll test it when the script is ready. But if you can do the lists for Ayleid containers that would be great! Just create a file with dependency from TrueBankinfSystem.esm and I'll merge them later.
    4. sandone
      sandone
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      Oh, how did you script it? Was it with "sv_construct"? And I'll do the Ayleid containers soon if possible.
    5. EleiMiShill
      EleiMiShill
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      I was thinking... in fact the system uses the ModID to identify what kind of currency to use. Because, yes, modders can add new currencies in their mod calling the right functions. As long as we don't have dwemer ruins, perhaps we shouldn't add those currencies. Well, we can add the models, but the actual currencies wouldn't be needed.

      Ah, if you are interested, I can send you a brief description of how I made this mod work via PM.
    6. sandone
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      Oh, okay, please do. I'll check after I wake up >.<
      And what do you mean by the ModID? Well, you can explain that in PM too if you'd like
    7. abibliboop
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      Just wanted to know if you ever got further with the updated concept you had. I'd be really curious to try it out (or beta test if needed).
    8. EleiMiShill
      EleiMiShill
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      Unfortunately I've some strange bug where it doesn't seem to create the arrays so I cannot select the currency. I'm really struggling with that bug right now. It's also a problem because I want to include currerncies from mods with their own workspace and the array problem is quite distruptive for that tooo.
  3. TurkeyShoot
    TurkeyShoot
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    testing mod
  4. EleiMiShill
    EleiMiShill
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    I'm really sorry I'm not uptading yet, but I've a couple of problems in the master file (that one is the most important because has all the scripts and dialogues). But I'm working hard on tthis mod.
  5. EleiMiShill
    EleiMiShill
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    I'm really sorry: it seems I added a bug to the banking script that I uploaded that disrupted the monetary system. Fortunately I found the problem and solved it. The new release will be distributed with the Bank in a few days
  6. jaked11
    jaked11
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    This seems really awesome. I will definitely use this when development is further down the line.
  7. EleiMiShill
    EleiMiShill
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    This is an early alpha (still it required a lot of work, so please be patient). I need comments, expecially bug reports.

    I know that a bank is required, and I'll provide one as soon as possible.
    1. JB.
      JB.
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      Very promissing mod, hope you achieve your targets, especially the Bank and the ability to add currency to custom worlds. good luck!
    2. Daniel_shougun
      Daniel_shougun
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      I second JB's comment.
    3. EleiMiShill
      EleiMiShill
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      Well, leaving the bank alone, it's just a problem of immersion. I studied it in a way that makes it work even if the levelled lists are not modified. Still I need some feedback to see if it works smootly or there're bugs I didn't see. Furthermore, I'll have to recalculate the cost of some items expecially silverware Well, time to go back to work or I won't be able to upload the bank tomorrow.