The idea behind this mod is great, too bad the execution is half-baked. For example, 'The Gravefinder's Repose ends abruptly if you decide to side with the necromancer - Roxy doesn't give you any reward; I'm guessing the dev made it so because the necromancer gives you an enchanted amulet, and it's a balance decision, but it's still badly executed. 'A Brotherhood Betrayed' breaks completely when you side with the "vampire-hunter" - you can't talk to the wife about the amulet. And so on.
I really wish someone who actually knows their way around quest-making would pick it up and fix it.
I doubt anyone still checks this mod, but for some reason it doesn't seem to be functioning.
I did one quest where I saw noticeable difference (Unfriendly Competition), but since then I haven't seen one option in any other quest. Does anyone know what I'm doing wrong?
It only changes the outcome of certain quests. The full list of quests can be seen in the Readme file. For anyone who's curious but don't want to download the file due to worry/bandwidth, the changed quests are:
Unfriendly Competition Caught in the Hunt The Potato Snatcher Revenge Served Cold The Sunken One The Gravefinder's Repose Bear Season (minor edit) Raid on Greyland When the Vow Breaks No Stone Unturned A Brush With Death Two Sides of the Coin A Brotherhood Betrayed
This is awesome and something that should have been included in the original game anyway. I mean, I hate the way the game bullies you into doing things. Sure, I'd like to help people out, but at least give me the option to refuse! The Daedric shrines do and yet Martin doesn't?
I installed the Lingwei version using OBMM and everything seemed to work OK but when the corrupt imperial watchman escaped from prison and came to kill me every guard in Anvil attacked me. This mod is overwriting the UOP fixes.
?? Of course you can change your mind! Only fools never change their minds.... And by the way, if I was in Jauffre's robe, I would organize a huge party just for the fact that I've changed my mind from "no" to "yes".... However the opposite should not be "possible" or should involve some penalty, like a rise in infamy and/or a drop in fame: you've engaged yourself toward others, they've prepared their strategy considering your presence, and as such, honor and civism makes you responsible for any bad outcome that follows if you've negatively changed your mind!...
I don't know anything about Oblivion "under-the-hood", but what I do know is that simple console commands permit you to end or activate a quest. Other commands permit you to readjust character's attributes and skills. So, while being highly probable that what follows would involve more stuff to do, basically it would be as such : 1-save character's attributes/skills/etc in some kind of temporary profile buffer or variable (maybe by making a temporary "invisible" naked copy of the character floating southmost of Topal Bay waters, if using and assigning a variable would be too complicated to manage? Also, does the quest completion in itself modify some of the character's attributes, making it simpler to only save the relevant attributes/skills instead of the whole character?); 2-end or stop quest line (you can change your mind only ONCE); 3- reassign the character's profile, and maybe add penalties to specific skills/attribute for NEGATIVELY changing your mind, like your infamy being raised by 10 or even 20; 4-delete the character buffer variable or copy. If you change your mind positively, as I said Joffre should do a party, or you could have your fame rise a little, unless this happens right after a refusal - in which case it would be like some kind of cheat. For the later matter, assign a global flag variable containing the time of the last conversation and the choice involved. If another conversation takes place then after, verify that variable dictating the relevant coding involved, and also if it is the one time "mind-changing feature" you are using before displaying the conversation to do so - else the default conversation would be used).
29 comments
I really wish someone who actually knows their way around quest-making would pick it up and fix it.
I did one quest where I saw noticeable difference (Unfriendly Competition), but since then I haven't seen one option in any other quest. Does anyone know what I'm doing wrong?
Unfriendly Competition
Caught in the Hunt
The Potato Snatcher
Revenge Served Cold
The Sunken One
The Gravefinder's Repose
Bear Season (minor edit)
Raid on Greyland
When the Vow Breaks
No Stone Unturned
A Brush With Death
Two Sides of the Coin
A Brotherhood Betrayed
Nevermind, something else is doing it
I have given this file a rating of 10
Comment
?? Of course you can change your mind! Only fools never change their minds.... And by the way, if I was in Jauffre's robe, I would organize a huge party just for the fact that I've changed my mind from "no" to "yes".... However the opposite should not be "possible" or should involve some penalty, like a rise in infamy and/or a drop in fame: you've engaged yourself toward others, they've prepared their strategy considering your presence, and as such, honor and civism makes you responsible for any bad outcome that follows if you've negatively changed your mind!...
I don't know anything about Oblivion "under-the-hood", but what I do know is that simple console commands permit you to end or activate a quest. Other commands permit you to readjust character's attributes and skills. So, while being highly probable that what follows would involve more stuff to do, basically it would be as such : 1-save character's attributes/skills/etc in some kind of temporary profile buffer or variable (maybe by making a temporary "invisible" naked copy of the character floating southmost of Topal Bay waters, if using and assigning a variable would be too complicated to manage? Also, does the quest completion in itself modify some of the character's attributes, making it simpler to only save the relevant attributes/skills instead of the whole character?); 2-end or stop quest line (you can change your mind only ONCE); 3- reassign the character's profile, and maybe add penalties to specific skills/attribute for NEGATIVELY changing your mind, like your infamy being raised by 10 or even 20; 4-delete the character buffer variable or copy. If you change your mind positively, as I said Joffre should do a party, or you could have your fame rise a little, unless this happens right after a refusal - in which case it would be like some kind of cheat. For the later matter, assign a global flag variable containing the time of the last conversation and the choice involved. If another conversation takes place then after, verify that variable dictating the relevant coding involved, and also if it is the one time "mind-changing feature" you are using before displaying the conversation to do so - else the default conversation would be used).