While we all enjoyed Oblivion, I think we can all agree that there was something missing from the formula. Choices and Consequences, memorable and interesting characters, quest diversity,more than one perspective, and a multitude of RPG elements. However with this mod there exists these beacons of light. They may be hidden by adversity, politics, stereotypes, fear, and hatred but.... If you can find these beacons and nurture their growth you can bring the light of diversity, intrigue, emotion, and understanding back to Cyrodiil!
This is a quest mod which takes elements from lore, past elder scrolls games, and quality western RPGs to bring you a completely new and improved questing experience!
1: Proper implementation into your game world. No giant buildings suddenly popping up in populated areas of cyrodiil, no sudden quest updates, no NPCs hunting you down to tell you about some grand opportunity. This mod will have no immediate impact on your world, there are countless things for you to do in this mod, but they are all for you to discover... not be forced on you.
2: New join-able guilds with quests and advancement systems unlike any other Oblivion guild.
3: More than 15,000 lines of dialogue
4:New, and interesting characters to meet, and develop alongside through dialogue, quests, and their reactions to both. Also we understand that aesthetics important like dialogue and gameplay; as such seeing as how the mod centers around the characters you meet we offer several facial options so you can customize your new friends and enemies to your liking.
5:Massive replayability thanks to a very non-linear and responsive quest and story structure.
6: Dozens of quests with diverse objectives, and ways to achieve them so the mod remains fresh all the way through, and even after.
The Shivering Isles DLC. Nothing else!
Possible isolated plugins with their own unique features and expansions on story/characters
Version 1.0 has been released as 4-11-11, with this the mod is finished, any further updates will be bug fixes, isolated add-ons, or technical updates.
In total, Integration: The Stranded Light offers more than 80 quests, five guilds, although of course not all quests are part of guilds. Additionally a whole lot of features, that will enhance Cyrodiil greatly.
An important aspect of Integration: The Stranded Light is discovery. A lot of mysteries and surprises are waiting for you to be found and solved. Over eighty quests. Five guilds, of which two are in direct conflict with each other. Choices and consequences. Very dialog heavy, including dialog trees, arguing and a lot more you won't see in Vanilla Oblivion. Use of the "Telvanni Tileset" and other resources for some unique places. The riddle of a lost city will play a role.
Changing the face of Cyrodiil sounds easy - just take a look at the smoldering ruins of Kvatch. How about changing the world for the better, for once? Every organisation begins small, with just a little headquarters somewhere. Though if you succeed in helping a guild to grow, attracting new members, an expansion may happen. Maybe an outpost here or there? What if their goal goes even further? There's enough unclaimed land on Cyrodiil's map for experiments!
(These are for the version with requirements, but they can easily be used with the Integrated version by changing the masters with Wrye bash)
As an additional gift there's also an Unique Clothes AddOn for EC available. Make sure to read the readme.
There's now another module: If you're unhappy with my faces, LazyMonk contributed an alternative to them. Use Wrye Bash's "Import NPC Face" feature for it. (Now if you're unhappy with both my faces and LazyMonks alternative faces, then I fear you'll have to edit the NPCs yourself .)
The Highly recommended Ohmes-Raht voice pack which gives Ohmes-Raht players and NPCs their own voice for greetings, combat grunts,etc.
3 small changes by Rylasasin. Read the readme for more info.
A dialogue mod by rylasasin adding race recognition and other such recognitions to the normal Oblivion quests. (Discussion topic)
I like to thank everyone who refrained from doing bloody frustrating things. It was you for whom I created Integration: The Stranded Light. I hope you'll enjoy the mod. And especially I like to thank everyone who had contributed resources, most importantly Bleral! !
In Oblivion most dialog is only used for "Rumors" and "Give quests". You can do a lot more. Dialog trees, which are common in other RPGs like NWN 2 are also possible to create with the Construction Set, but there are some pitfalls. I'm going to give a short introduction about how to create more complex dialog in Oblivion.
1. Use the quest window!
The CS offers both the filtered dialog and the quest windows to create and edit dialog. Problem is that dialog itself is part of a quest (even hidden ones). Dialog not being part of a quest isn't played. Dialog of a non running quest isn't played. You can't really control this in the filtered dialog window, so use the quest window. It lists all topics associated with a quest. You can easily add new topics by just right clicking into the topic list and choose "Add". To create new topics, in the now opened list rightlick and choose "new".
2. Prefixes are of the utmost importance!
If you only add stuff like "Rumors", it doesn't matter that the dialog topics are ordered alphabetically. If you want to create something like a dialog tree though, this will become a major pain. Simply for finding topics I suggest to use an individual prefix (e.g. I'm using "bg" for obvious reasons), followed by the questid (makes it easier to assign topics to the right quest). And then I usually use something like a quest stage, and option numbering.
Quite obscure, so an example. Let's say I've got a "towngeneral" quest, and I want to have a conversation with someone about the weather. Then I would use something like
Sounds constructed, I know. Problem is, that the benefit is mostly visible when you've seen an actual example - and they can easily have fifty or more topics. That would be a bit much for a small text . If they're not ordered (which is only possible through using prefixes) you'll likely lose your mind. Keep in mind that the internal "names" of topics are not the topic name in game. Example given Rumors have the internal name INFOGENERAL.
This is one of the keys to complex dialog. If you want to include something like dialog trees, persuading NPCs or similar, the CS will not order the topics for you. That is something unfortunately you must do.
3. Beware of bugs!
There are two major bugs with Oblivion's dialog system you should be aware of. First of all, don't use the "AddTopic box" in existing topics. Only the last loaded mod can use them, which e.g. causes some of KotN's bugs. Instead use the Result Script box and write "AddTopic TopicID". Yes, takes more time, but it is necessary.
Second if you add new topics to a quest, make sure to not click on any topic which has any flag, result script, or choices. They will be deleted, then. I'd suggest simply adding a dummy topic without actual text, so you've got a place to click to. This is less of a concern as long as you've got enough space to click, but once the list is full, you need a dummy or safe topic.
I know, being aware of both bugs is annoying. My personal experience, as the unfortunate soul who discovered the second bug, is that this bug alone caused most (easily over 90%) of problems in my mod, and the few seconds it takes me now to work around it saves me hours of debugging later.
Before I forget, there's another oddity: If you duplicate a reply, the CS marks (until you restart) the wrong reply as new (which means the Vanilla one is looking like a newly created one, while the new one is looking like the Vanilla reply). This can create severe compatibility problems if you pick the wrong reply for further editing. So if you duplicate a topic, expand the "FormId" row to see which is actually new. If you pick and edit the Vanilla reply all kinds of weird stuff can happen (aside from compatibility problems also mismatched or missing dialog files).
4. Condition everything correctly!
Dialog usually has conditions. If you add a topic without conditions, every NPC will say it. That's usually not intended ;-). Also when it comes to quest stages, that's also important. Otherwise an NPC may tell the player something long after the actual event is over. Example given you've included a rumor regarding a danger in Bruma, forget to include a check if the quest isn't finished, then it may be played even if the quest is long since completed.
Remember that you can copy & paste dialog conditions by using right clicks. This is especially useful for making sure that only the intended NPC plays the response.
5. Use scripts to store variables!
Now here's a funny one. In Oblivion dialog can't directly store variables. Example given you're creating a multiple dialog tree for a quest in which you need to persuade someone. How to make it so that you don't need thousands of interconnections between the topics? The trick is, you can store and evaluate variables through use of a quest script. They are only there to store variables, they don't actually do anything. Example given a quest script for persuading someone can look like this:
As you see, there's no actual code running. It's just several declared variables. But if this script is applied to a quest (e.g. bgMyPersuasion) you can do stuff like this with the result script:
Now the last one evaluates successes and failings. And this then can be used as a condition for later dialog checks (e.g. if it is set to 1 -> "you've convinced me!", if it is set to 2 "get lost!"). Normally you cannot store the outcome of a dialog for later, unless you create the same paths over and over again for every branch. This method is a lot more effective, easier, and less time consuming. With it you can create some very interesting dialog challenges.
Hope that helps,
The Stories of the Stranded Light can now be experienced by anyone with Oblivion and the Shivering Isles Expansion. no more mod requirements, or gameplay...
Testing for the version without mod requirements(Race balancing project, and less annoying magic experience) is now reaching it's release. Just one more...
Due to high demand a version of Integration that does not require the gameplay mods: Race Balancing Project(RBP) or (Less Annoying Magic Experience) will...
Just when you thought a diamond couldn't get any brighter the final polish has now been applied to Integration, but fear not there's still more to come!
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A large quest mod by bg2408. This mod integrates your race, attributes/skills, and achievements into how you can go about doing its quests. Of which there...
Replacement normal maps for Jon Satriani's Telvanni Tileset.
Three Small edits: One removes the 'Sexy walk' animation from the romanceable NPC, and the other two allow you to decorate all of the Stranded Light outposts...
There's now another module: If you're unhappy with my faces, LazyMonk contributed an alternative to them. Use Wrye Bash's "Import NPC Face" feature for...
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