Balzu is a dark, Gothic fantasy total conversion for Oblivion. The emphasis in Balzu is on role-playing, mood, and atmosphere with a strong horror element. Customize your character's attributes and skills and choose from a variety of character traits, perks, and starting origins then struggle to keep your sanity and your humanity in a world where men turn into monsters and unspeakable horror lurks in every corner. Custom creatures, sanity system, role-playing persuasion system, and enhanced NPC AI where NPCs actually observe and remember your character's words and deeds complement a painstakingly detailed environment spanning multiple dimensions. Open-ended quests allowing you to choose whether you want to play as a hero or a villain with consequences for future quests and the potential to make powerful friends and enemies ensure that your experience in Durs, the world of Balzu will be unlike any other.

Post news Report RSS Balzu has a composer!

Stratman1 has recently joined my team and is working on designing the soundscape for Balzu. I've also started writing the custom companion code that works in tandem with the new persuasion system to create truly dynamic and complex companions.

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Stratman1 has recently joined my team and is working on designing the soundscape for Balzu: ambient environments based on regions, custom battle music based on factions, and the main title theme are currently in the works. Look forward to samples in the not-too-distant future. I'm hoping to make Balzu's custom music compatible with vanilla, Sound Commands, Enhanced Music & Control, and Better Music System platforms. Partial support for BMS has been implemented which supports custom music for each region.

I've also begun writing the code for Balzu's custom companions. Companions in Balzu are not like other companions: they are much more fully developed than vanilla companions, and much more independent than CM companions or companions acquired through Companion Share & Recruit. Although all of the robust commands/mechanics that you may be used to from other companion mods will be included in Balzu's companions, they will not be the 'magic bullet' that traditional companions tend to turn into: companions will have realistic abilities and limitations, will attempt to preserve themselves, and may refuse your suggestions if you have not earned their trust and respect. They might even get fed up with your behavior and leave. They will demand food and sleep, and, depending on the nature of your relationship, payment for their services. Although they are quite hardy, they may suffer serious injuries requiring medical attention and may even die of their wounds if not treated quickly. In short: they will no longer unbalance gameplay and instead will provide the interest and companionship that they are meant to.

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Antiscamp
Antiscamp - - 515 comments

Nice, and congrats on finding a composer! I'm looking forward to hearing what he has created! I was thinking about adding music to my mod too. I might do that as an optional add-on when I release V1.0. I have this really excellent Greek composer whom I've worked with on another mod before, and he has some music material ready and waiting.

Your new companions also sound really interesting. Keep it up!

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Yithian Author
Yithian - - 24 comments

Thanks. Stratman1's been great to work with. I've been very fortunate. Keeps me on my toes. Asks lots of questions. :P

I've been following your mod as well. I have to say, I'm very impressed. It looks like it's coming along really well. I'll have to try it out when I find a free moment.

The NPC AI has been a crucial element of this mod from the start. By its nature, AI is one of the most dynamic elements of the game, and sorely handicapped in vanilla. I want players to be surprised by the NPCs they encounter, but in a way that makes sense to them as people. It's been challenging, but I'm making some real progress.

Thanks for the support.

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