Oblivion

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  1. Sergio1992
    Sergio1992
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    hello,
    I enjoyed reading your train of thoughts. I think your way of reasoning is really similar to mine, but there are a few more requisites that have to be satisfied by house mods, to be in my game.

    > First of all, houses should not be free. I shouldn't be able to just start a new game and get it out of thin air. There is always a price for everything. Be it a quest, or whatever.

    > Second, I don't agree at all with you adding the skill books in the ruin. I know that you say that you should just avoid reading them, but it would have been way more likeable if you added your own story to how this ayleid ruin came to be, what was the impervious stuff that made it the way it is, and so on. I think there are a few book resources in case you aren't into writing inside the nexus, but I'm not totally sure.

    > Third (I didn't check your mod, so I don't know, for now), for a house to be added into my game there shouldn't be unamovable objects\items. Because they remind me I'm in a game, while I want to be totally immersed (and not thinking: why can't I move this potion or this gold coin?)

    These were my first thoughts. Good oblivion
    1. Linuxfan
      Linuxfan
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      Thank you for the detailed comment

      About the price/prerequisites for the house: Following your argumentation, you are definitely right. However, there are a few things to consider (reasons from my side for not doing it as suggested):
      First, I have never created a quest and good quests tend to use complicated scripting which in turn might affect stability. As stability is paramount, I normally do not add an fancy things Also in my opinion, mods are extensions to the game I tend to use only having finished the story of the unmodded game at least once, because even if I added a quest as a prerequisite the mod would still not entirely be balanced while on the other hand it would be much harder for people who just want to have a quick look from the inside (They would be forced to complete the quest first).

      About the skill books: I am also not 100%-satisfied with the current solution, but mainly for design/graphical reasons. When I find the time to work on the mod again, I will consider changing the situation (my current idea would be to have fewer books and more plants but that is just brainstorming).

      About the third point: This is the only point where I can dismiss your concerns: I have just checked and all items which you find there and could move in the regular Oblivion (i.e. Books) are also moveable in my mod. The only thing where I would like to remove the ability to move items are the large Welkynd stones which I consider to be part of the building (I have added light sources inside them and it looks a bit unrealistic if you remove the crystals).
  2. kenzee
    kenzee
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    great looking Ayleid Ruin, but my preference is a softer bed to sleep on. Why a concrete bed?
    1. Linuxfan
      Linuxfan
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      You have a choice And it is designed for everyone to also find a soft bed Have a look at the new image I have just added to show that there are actually two normal beds and one stone slab ... The reason for the stone slab being there in the first place is really just to get the design more Ayleid