Oblivion

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glowplug

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  1. LordOfTheDucks
    LordOfTheDucks
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    Each of the dungeons was imaginative. A couple were huge. The implementation method was great. I really enjoyed it. Thanks
  2. Dahveed
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    I had downloaded your mods well over a year or so ago but then quit Oblivion and got a new rig, never bothered to reinstall. So I never did get a chance to actually play your mods.

    I just reinstalled on my new rig and grabbed your dungeons again, starting with this one. I'll eventually get around to checking them out. I tried out one dungeon and posted a video demo in your vids section. As you can see, with my mod setup I have my work cut out for me, haha.
    1. glowplug
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      Hi Dahveed, thanks for adding the demo.
      Molkadish Baal is the entry cave for Foyada https://www.nexusmods.com/oblivion/mods/46748
      but not to worry - I really appreciate the feedback.

      The cave is a duplicate of the first section of Fieldhouse Cave.
      The actors the original leveled lists.
      Your video gives me a good comparison for the Lich.

      I avoid leveled list actors as each jump erratically in difficulty as we level.
      The Lich is individually leveled for 0 offset.
      I based the stats on some vanilla bosses
      Your video is the first such feedback I've had.
      I now have a much better idea of what I need to do.

      I may not come back to my other mods for quite some time.
      My focus is now on my latest mod, Indornia https://www.nexusmods.com/oblivion/mods/48100
      I hope to have version 3 out in a few weeks from now.
      That adds 7 new quests and quite a number of new actors.
      Again, thank you for the feedback. I'll be going back over all of Indornia's actors before release.
    2. Dahveed
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      Oops, wrong mod, I downloaded them all at once. Oh well.

      Just to reiterate, all your npcs were greatly affected by my mod setup. I use combat overhauls and weapon and magic tweaks to make things much more difficult and dangerous. I die a lot.

      If you watch the average "Youtuber" Oblivion playthroughs you will see that the player character is usually a nigh-unkillable tank and the NPCs are damage sponges that take 20 hits or spells to kill. Thus combat is repetitive, easy and boring.

      Not so in my game... The dungeon experience in your first cave here was pretty standard for any of the vanilla dungeons I've done so far. So in that respect you have done well.

      The only real feedback I think you can really take from this video is that the boss ended up being very strong in comparison to the leveled scrub NPCs, which I suppose is just perfect. I have no qualms about not being strong enough to beat a boss, and having to improve myself and come back later. It adds to the challenge and makes the world feel more realistic and immersive... i.e. my player isn't automatically the most powerful being in all of Tamriel.

      Cheers.
  3. chambcra
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    Thanks so much for the great mod Glowplug. It seemed like a lot more than just a dungeon crawler to me. Maybe a dungeon crawler extraordinaire. It seemed like one big giant puzzle in completely unique areas. I passed this up the first time I went through the quest mod list because of the requirements but now I know the requirements are nothing to worry about. In fact I use obse all the time now for the Oblivion Stutter Remover mod. The MenuQue messages in this were pretty cool and appropriate for this uniquely designed mod.
  4. maczopikczo
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    I've played this mod and I think it's good. If I were to give it a short description, I'd say it's a solid arcade-style hack and slash.

    The dungeon is divided into distinct chambers - levels, and each of them is very different from others, which is great for variety, but may also be a drawback, because these levels seem to have quite little in common, and there's no apparent logic in their sequence. They serve as various type arenas for you to hack your way through, and the author hid a number of artifacts (idols) and books in each chamber for the player to find before they can leave the chamber and proceed to the next one.

    Now, the good things about this mod are:
    - variety of different levels' design. From Ayleid ruins to caves, to an ancient tomb, to a huge open cave in its own worldspace.
    - variety of foes who pose just the right challenge without frustratingly overpowering you. It also has tough draugrs whom I hadn't seen anywhere else (except in jobra's dungeons, I guess)
    - cleverly hidden books and idols that you need to find if you want to proceed to the next level (apart from killing all enemies)
    - a number of new custom meshes and textures
    - I'd say the STEAM box detailing your progress is a nice touch, too. I liked it better than Oblivion's own message box. Contrary to other users' experience, in my game the box popped up and disappeared after a few seconds, so it was rather inobtrussive.
    - as you can't leave the dungeon before you complete it, the author made sure to provide everything you need if you play with survival mods. So, there are beds (you earn achievements for discovering and using them, and they're not terribly immersive, but sometimes humorous, and at other times clever), some basic food and drinks, so you can rest and heal whenever you need.
    - the strongest point (to me) was the balance of this mod. The number of enemies was just right, their level appropriate to your level, "amenities" were scattered, but they let you survive while keeping you constantly on the edge.
    - finding/reaching all secrets requires from you a variety of skills, sometimes good speed, sometimes high acrobatics, or water breathing, so make sure you come well prepared. Use your potions.
    - while your job in each chamber was repeatable, levels were short enough - as was the whole mod - to keep you interested, and the game ended before it got tedious.

    What could use improvement:
    - logic. Okay, as I said, this is an arcade-ish experience (levels, quick action, no storyline, variety), so don't expect a backstory. Variety in level design also means that sometimes you go through a door and find yourself in a totally different settings. Not very immersive, but this mod is not really about immersion.
    - each chamber/level has a set of enemies that live there for no apparent reason (I already told you about no logic here, yeah?). One level has undead knights, next one is full of skeletons, next one is trolls all over the place with some ogres thrown in, another has liches and draugrs, etc. Why are they there? The mod won't explain their presence.
    - its arcade character just begs for some boss fights in each level. It already gives you the sense of achievement because you need to complete/clear a level before the door to the next one even opens to you, but a boss at the end of each level would be a nice touch in this genre
    - while there's variety in the general idea for levels, each of them could use more details. As it is, it feels very oldschool. Something like Arena or TES Travels.
    - ...and this feeling is amplified by very low-res textures used by the author.

    All in all, I recommend this mod to anyone who needs a break from their regular roleplaying (or watching bouncy boobs, or decorating a castle, whatever it is you do in Oblivion) in favour of a quick hack and slash experience in ingenious - if not very detailed and logical - settings. Searching - and getting to - special perks and hidden items is a nice bonus, too. Low replayability, but a fun diversion from regular tasks in TES4.
    1. glowplug
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      I really appreciate the feedback you've given, you've put a lot into this and I thank you.

      Before I say anything I'll go back to a couple of months ago.
      After a period of illness, including chronic tinnitus, I was itching to keep something on track through to release.
      Foyada then Analen Daelkhun were each developed and released within the 2 weeks I'd scoped out for them (4 weeks in all).

      Out of the items mentioned for improvement they fall fairly much into 3 categories as far as I perceive.
      1. I just hadn't thought of it - I will be coming back through on a few of my mods to try and add these.
      2. Out of scope for this type of mod and/or development so far - I will consider these as best I can.
      3. Workarounds to keep my development schedule on target.

      Logic: while you've summed this up, the key point was effort versus result.
      Imparting the story involves things like quest entries, NPC dialogue and so on that were simply out of scope for what I had planned.
      Bear in mind that quest entries generate annoying popups unless suppressed by NPC dialogue - this adds programming time as well as voice acting etcetera.
      Bear in mind that more than a few lines of brief text can also detract from immersion.

      Enemy Location: as you say, is meaningless without the logic so...
      * Analen Daelkhun is based on an old order of necromancers who, all but their 'king', have forgotten their roots - the king may show up in a sequel.
      * The Ayleid ruins are used to protect the entrance to the necromancers hall of ritual - some zombies, skeletons and ghosts from experiments are used to patrol the ruins.
      * The king has an escape root through caves beneath the hall.
      * The caves that are infested with trolls and ogres, as are many in Oblivion, lead to an older hall of the order.
      * The older hall has earlier members in lich form, most stay hidden for this version of the mod.
      This still leaves the draugr unexplained but I'll leave it at that rather than spoil an update and/or sequel.

      Boss Fights - again, thank you for your feedback. This answers a number of questions in regard to what I have done for the next mod I will be releasing soon.

      Textures - being an old game I try to consider low end rigs by either minimalist hand meshing or optimal decimation.
      On that basis I tend to us 1024x1024 where I feel that many of the models do not justify anything larger.

      Detail - yes, I need to exercise a lot more patience. Clutter, it's selection and layout can tell stories in itself. This, again, was of low priority for a 2 week development time frame.
      On that note my next mod is sacrificing clutter at this stage. Having scoped 4-6 weeks I am focusing on quest and gameplay stability.

      I thank you once again for being so thorough in describing what you feel I have got right.
      This is a confidence boost well needed at a point where I was starting to feel burn out.
      The mod I will soon release is quest based and I will make sure to go over it with each of your points in mind.
  5. glowplug
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    Version 1.04 removes the first message that was causing the 'panel stuck open' bug.
    You still receive the achievement.

    There are changes to the text and html readme and description to clarify certain matters.
  6. glowplug
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    Please note that the STREAM achievement message panel is NOT supposed to stay open.
    Each message should fade in and out over 3 seconds.

    If you have a problem then you can change the Oblivion/Data/kvAnalenDaelkhun01.ini setting bShowMessagePanel.
    The settings are...

    0 Nothing - NOT recommended as you miss out on what you have achieved and/or should look for in the next dungeon/cave.
    1 STREAM - this should be semi transparent black and slide on and off the top of the screen in 3 seconds.
    2 Message - just an on screen message - top left of screen by default
    4 MessageBox- (popup) NOT recommended as it halts play and fails when regular game MessageBox alerts coincide.

    The panel uses the MenuQue command tile_FadeFloat for both show and hide routines - I think I have fixed the reason why the first call (show) would cause the next (hide) therefore all others to fail.

    If you are still having problems with this or any other then please let me know.
    1. glowplug
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      NOTE: if all else fails there is the book at the end.

      It does not take long to travel back through from Aedoth and the book will update with your progress.
      A know issue with the book is that it does not always update, just close and reopen it - this is an Oblivion limitation on inventory items, OBSE documents a way around this which I am looking into.
    2. Dahveed
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      Where is this book you speak of? I'm not sure I understood.

      EDIT You mention "Mara arrives with a book at the end" - Do you mean a book at the end of the first dungeon (Aedoth)? Is this the only book I need?

      Personally I'd use the Oblivion message style (top left) so that it feels consistent with the base game... But it would be nice to have this book to see everything there is to see.

    3. glowplug
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      Good points once again.
      I'll do the stand alone reply for the same reason.



    4. maczopikczo
      maczopikczo
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      I've installed Analen Daelkhun (haven't visited it yet), and the first thing I noticed is I like this Stream window. I wish it was used more often in mods. Looks quite neat and is not obstructive.
      Once I complete my current tasks in the area, I'll head down to this dungeon.

      Edit:
      I've only scratched the surface of the first chamber, but I already can say I really like the look of this dungeon. On to further discoveries...
  7. glowplug
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    After an amount of testing I have found version 1.03 to be quite stable.
    This includes changing the Message Type settings between saves on a given play through.

    Having repeatedly asked for feedback on the way I level actors I will consider no news good news.
    A number of the actors in my next mod, Kalosan, will be somewhat more challenging but there will be methods for equalizing this.

    In that light I will consider the development cycle of this mod, Analen Daelkhun, complete.
    1. Dahveed
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      The problem with balancing is that it's impossible to do in a modded game like Oblivion...nobody's game is the same.

      This being said, when I first tested it I ran up against about a half dozen enemies with a level 27 character, having Viconia DeVir as a follower... and I died. But it was a great fight, and seemed fair. I just kind of suck, lol.

      It felt challenging yet fair, so no complaints here.
  8. Dahveed
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    Quick update about achievements: I used option #2 (message on top left corner), and it works fine, except that it appears and disappears far too quickly. I didn't count but I barely had time to read it.

    IMO you should leave the message for at least 7 or 8 seconds, it's not terribly intrusive and I'd have enough time to read it. Or perhaps even include a new line in the .ini file to let me choose the delay?

    Either way thanks for fixing this
    1. glowplug
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      I agree about the regular on screen message disappearing to quickly.
      As you suggest, I can put the setting in the ini file - the delay may fail now and then but it will be much better than not having it.
      Update coming shortly.
    2. maczopikczo
      maczopikczo
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      Thanks for this conversation. I've been about to install right now. I guess I'll hold back for a while until the new version.
    3. glowplug
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      If the STREAM panel was already working, as it should for most people, then a reinstall/update should take up on your latest save.
      Even still your progress is stored in it's own script and isolated from what I am doing to the messaging handlers.

      I'll get back to releasing this update - I have it ready but I need to change the HTML readme in accordance.

  9. glowplug
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    Rather than clutter the mod's Description page further here is the logic of the play through in detail...

    Edit: The reason for the Message Panel - there are a number of reasons why we can miss and/or get too little time to read the regular text message.

    SPOILERS ALERT - the post sections does not support code for this.
    ===============

    * You have to slay all enemy in each dungeon/cave to progress to the next.
    * You have to collect all relic(s) in each dungeon/cave to progress to the next.
    * There are bonus achievements, a few of them just for a laugh but none of them mandatory.

    A message should always appear when you achieve something - unless you choose "set bShowMessagePanel to 0" - some people may prefer that.
    That gives you an idea of what to look for in the next dungeon/cave - that does not make them any easier.

    As I have seen people complain about spoon feeding - this is why you don't get the Achievements Book (see below) until all enemy slain, all relics found for all dungeons & caves.
    If you miss anything you can simply go back through from Aedoth - you have the Achievements Book for reference.
    There is 1 achievement that if missed is harder by design - you will have to attract enemy from Tamriel - I'm sure you will work that out.

    Achievements Book
    ---------------------------
    The last area is Hla Mora cave.
    Once you slay all enemy and collect all relics a Statue of Mara appears near the exit from the cave.
    At around 2 stories tall and colored in blue she is hard to miss.
    The Statue IS a container which has the Achievements Book inside.

    Each time you take a book out it is replaced inside the container.
    Each time you have more than 1 the extras are taken off you.
    This is what I meant by "The hand that gives is the hand that takes."
    You can exploit this and I am not going to waste time fixing that.
    It is simply to allow if you accidentally sell or lose it.

    NOTE once again, the Achievements Book can fail to update due to an Oblivion/Inventory matter - just close and reopen it.
  10. Dahveed
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    Looks very interesting, but when I load it up in my game, I get this giant black box on my screen with "Stream" or something with the achievements displayed (the first one being "install" the mod)

    Personally I don't care about achievements, but I don't mind the message box... but I don't know how to get rid of it! I just run around in game and this hideous giant black box is in the middle of my screen permanently.

    How do I close it?
    1. Dahveed
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      I've included an image in your image section so you could see what I mean.
    2. Dahveed
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      I've solved the problem by setting a paramater to "0" in the included .ini file.

      Perhaps you could include this in the description page? If you have and I've missed it, I'm sorry
    3. glowplug
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      Thank you for your feedback, I appreciate you letting me know about this bug.

      It is strange that the message panel locks open - the MenuQue command is the same for show and hide (tile_FadeFloat) but simply reverses the parameters. The question is how it can fade open if not fade close.

      I put the ini paramater 'kvQstMsgAnalenD.bShowMessagePanel' for just in case of something going wrong.
      It is not a solution as anybody setting it to 0 now misses out on what they have to do.
      You will most likely get to the exit and find you've missed a whole lot of things.

      My problem with all of this is that tile_FadeFloat is not documented, I would have no idea of it were it not for Forli letting me know.

      For now I will overhaul and do an update for it to 1 - Stream panel, 2 - message, 3 - messageBox (popup) or 0 - nothing.

      For the long term I will find out about using a more reliable command, if that is what is required.

      Thanks once again,.
    4. Dahveed
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      A temporary pop-up which fades after five or even ten seconds seems fine. I appreciate you looking into this.

      Your mods all look really fun, I look forward to delving in there