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 Possible new DLC could be Planned 
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Draconic Admin
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Post Re: Possible new DLC could be Planned
like the egine stuff, and key mapping right?

thats bout all we cant change with the cs... am i right?

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Sun Oct 11, 2009 2:13 pm
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Acolyte

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Post Re: Possible new DLC could be Planned
I remember there was a mod that changed engine stuff and key mapping

But theyve gone underground cuase they had to hax the .exe and otehr stuff to manage it, and bethesda is pissed.

Doesnt help that on the site they had (before disapering) their 'thanks to' page was quite rude to bethesda (even by my standards)

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Mon Oct 12, 2009 2:19 am
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Draconic Admin
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Post Re: Possible new DLC could be Planned
oh shit, well that must be out right attacks on beth... so thats... pretty shity.... if u turn up anything on it, might be itnersting to look at, not to use for any reason... haha

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Mon Oct 12, 2009 10:59 am
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Acolyte

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Post Re: Possible new DLC could be Planned
well in my opinion they were fully justified. They didnt change any of the security stuff (IE: requiring the CD be in the CD drive) and they actualy PREVENT the use of a cracked .exe to remove the CD requirement, since you need the mod .exe to run the mod.

Bethesda was just mad that someone made them look bad. As I recall from the screencaps (Id share but never saved em and dont know were theyre at now) they had gotten the game looking a LOT better, supposedly they also made large numbers of NPCs possible w/o causing massive lag, one of the vids they had on their site was the battle of the Bruma great gate. It was a HUGE battle, and included a whole Legion that Ocato diverts to assist.

Of course, it may have been the realism for a midevil period they added that pissed off bethesda, IE: that countess in leyawin that was just recently married (or was it bruma, cant recall offhand) had her background expanded a lot, with a plotline involving her essental 'sale' to the count, and it stated that she was 14 (which for the IRL era the game is emulating wouldnt be out of the ordinary, but apparently thats part of what tee'd bethesda off)

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Mon Oct 26, 2009 8:00 pm
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Draconic Admin
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Post Re: Possible new DLC could be Planned
hm... sounds like an intersting mod to say the least... to bad its "baned" by beth....

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Mon Oct 26, 2009 9:02 pm
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Acolyte

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Post Re: Possible new DLC could be Planned
Meh, beth cant really ban anything despite how much they try.

With luck this team will finish up their TC of oblivion eventualy and release it. Propper horse combat, dialouge re-done so as to matter for RP, stats actualy matter for RP, etc etc.

Plus they were planning on total revamps of every town, village, cave, and a lot of the wolderness cells, plus re-doing the heightmap, redoing the map (basicly, the map will be a litle bit larger..... vanilla cyrodil will fit on the IC Island in their new version, IC island will be a hueg island coverd in legion forts (not abandoned ones) and farms, lots of farms.

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Mon Oct 26, 2009 9:25 pm
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Post Re: Possible new DLC could be Planned
dang, i wish that would be relased, i would really like to see that :)

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Mon Oct 26, 2009 9:28 pm
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Kinsman
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Post Re: Possible new DLC could be Planned
Sounds a little over-ambitious. I'd like to see some info on this if you know of any links.


Tue Oct 27, 2009 1:20 pm
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Acolyte

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Post Re: Possible new DLC could be Planned
Actualy now that I think back to this, I actualy had SOME of their stuff, including a
'teaser' they had released (basicly, you started with a pre-leveld characther, in a closed worldspace that was a copy of the area of the battle for bruma).

Basicly, from what I recall, they disabled the radiant AI for the majority of critters (IE: anything thats there just to fight). Dialouge however was still possible so you could for example issue orders to someone.

Basicly, you just got to sit back and observe a hueg battle, as you were locked up in a cage in the air for the demo.

Unfortunitly, near as I can tell Id accadently deleted it since not long afterwards Id gotten tired of the game and deleted everything, accadently including mods (Id forgotten my mod storage folder was in the oblivion folder).

From what I can recall tho, they basicly rationd the use of radiant AI. It was used for NPCs in citys, NPCs that wanderd but were actual NPCs. I cant recall exactly how/what they said theyd done, but basicly they lobotomized radiant AI, and set flags of some sort so that heavy combat basicly shuts down ALL AI elsewere in the game that normaly would run on its own. Not 100% sure how that worked out, but it looked great in what I had seen. Also, they turned away from using the current forms of 'AI' the game has, and programed weekly schedules instead. Apparently the main differnce was that instead of a dynamic schedule based on AI scripts, teh AIs just follow pre-planned weekly/montly schedules, if you're a certain distance from them they get deleted from ingame, and run automaticly or some such (I may be describing it wrong, I suck at coding, and have never really modded oblivion indepth like I have with other games). Apparently tho their changes were such as to make large scale combat actualy worthwhile (IE: you get more than 1frame every few seconds).

Past that, apparently they re-did things to make a tad more sense. Guard units for towns dont re-spawn as before, so if you wipe out a towns guard, it STAYS wiped out for some time (however it will slowly recruit new members).

Badits were supposed to have been done far more logicly, however if they are wiped out, they STAY wiped out, however they are mostly in larger numbers and far stronger, so at lower levels you basicly HAVE to be careful and use stealth to sneak by them, however once you wipe out a bandit base (the retarded bandit camps on the side of a road were moved or deleted) it STAYS gone (and also improves the econemy of that region).

Past that, apparently theyd reprogramed a lot of hardcoded stuff, they had working spears ingame (Not just with a basic spear thrust animation, but as a new class of weapon you have a skill in, polearm) and were working on crossbows and thrown weapons, plus adding levitation back, as well as adding necromantic arts (basicly, if you choose to be a necromancer, those bandit hoardes suddenly become a source of power for you, send your hoarde of undead to attack them, yeah some of your units will get re-killed, and if you necromance them again they'll return as a weaker unit, but if you brought enuf to start with (and assist yourself) you'll gain more fresh corpses than you loose. From what I can recall they planned to do necromancy like this: Fresh corpses, you had 2 options, skeleton or mummy. If you turnd them into a skeleton it is MUCH cheaper (in terms of time and skill required), if you go the mummy route, you take the corpse and mummify it (much more costly).

The skeletons would all start as the top level skeleton units, armed with whatever supplies you buy for them, each 'death' however, results in a downgrade in their level. You could also armor them in any plate armor, which protected them and would have a %chance to prevent a downgrade on death.

The mummies are much more expenseve and generaly harder to create, apparently a new model would be used, and the lower level mummies would be zombies. Basicly, they're a lot better combatants than the skeletons all around. When resurrecting them they eventualy get downgraded enuf that they cant be anything but a zombie, also the option exists to convert them into a skeleton warrior if the flesh is damaged too much.

Past that, I dont remember too much else. Apparently theyd set up plans to give the game a true RP aspect, IE: you can tell the mages guild were to go with their rules, set up as a necromancer, then wind up choosing what to do with manimarco, and the guild itself. Apparently they were gona have multiple options. I distinctly remember one of the devs mentioning theywere makign it possible to bring your necromanced army to bruma and assist in the battle (and have tact supprot/approval of the throne, basicly causing the guild to get of your back unless youd been wiping them out).

Other options, post main quest I remember them mentioning included a 'necromancer cyrodil' Basicly, you wipe out or conquor EVERYTHING, with similar options for other characther types.

Dunno past that, just happend to remember that @ random.

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Sat Nov 21, 2009 7:32 am
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