Name the Oblivion Mod

Post » Tue May 15, 2012 5:03 pm

Firstly - Thanks to all the modders who helped make Skyrim a better, more enjoyable experience! I don’t know if this has been mentioned already but I’m sure it has been noticed: It’s apparent that the Skyrim team took a lot of the new game ideas from the Oblivion modding communitys work. So, kudos to all the people that worked on these and any other mods that gave the Bethesda team inspiration! Your hard work is much appreciated by me as I’ve downloaded hundreds of mods that made Oblivion much more fun. A lot of these modders could and should be working for Bethesda or another game company. It must at least make them a bit proud to see their idea make into a game.

Just to name a few of the Oblivion mod aspects that were stolen (legally, of course) and incorporated into Skyrim - the crafting system, denock arrows, improved combat, and working bear traps. I'm sure there are others.. can anybody else think of some?
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Lizzie
 
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Post » Tue May 15, 2012 6:12 pm

I'm sure they've been inspired by mods. Big overhauls like OOO and the positive reactions to those are probably what made Bethesda overhaul the level scaling system in Fallout 3 and Skyrim. They've also said that the archery and reduced backpedalling speed were inspired by Duke Patrick's Archery mod, specifically. The melee combat may have had some inspiration from Deadly Reflex.

Crafting or bear traps are hardly original ideas though. Just because an Oblivion mod added it and Skyrim has it too now doesn't mean they took their inspiration from the Oblivion mod specifically. And 'stolen' to me implies that they actually based their code on modder's work, which they didn't of course. :P
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Rhiannon Jones
 
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Post » Tue May 15, 2012 4:33 pm

The ones I mostly noticed (mainly because I worked on the original Oblivion mods) are the bookshelf and weapon racks. Very nice to see them implemented in-game right from the start.

Also, mannequins.
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Darren
 
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Post » Tue May 15, 2012 9:26 pm

The ones I mostly noticed (mainly because I worked on the original Oblivion mods) are the bookshelf and weapon racks. Very nice to see them implemented in-game right from the start.

Also, mannequins.
Those have been around since Morrowind. It's about time they added it in to a game of theirs.
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sam
 
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Post » Tue May 15, 2012 2:49 pm

Lydia reminds me of Vilja, although Vilja is a lot more detailed. I bet they took a lot of inspiration from the excellent companion mods that have been around for both Morrowind and Oblivion.
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Heather Kush
 
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Post » Wed May 16, 2012 1:30 am

Harvest Flora, of course! I really appreciate that picking flowers doesn't uproot the entire plant in Skyrim, or leave it totally unchanged. :D
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Lucky Girl
 
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Post » Tue May 15, 2012 6:26 pm

I'm sure they've been inspired by mods. Big overhauls like OOO and the positive reactions to those are probably what made Bethesda overhaul the level scaling system in Fallout 3 and Skyrim. They've also said that the archery and reduced backpedalling speed were inspired by Duke Patrick's Archery mod, specifically. The melee combat may have had some inspiration from Deadly Reflex.

Crafting or bear traps are hardly original ideas though. Just because an Oblivion mod added it and Skyrim has it too now doesn't mean they took their inspiration from the Oblivion mod specifically. And 'stolen' to me implies that they actually based their code on modder's work, which they didn't of course. :P


Points taken.. I actually meant to put "stolen" in quotation marks but whatever.. I'm looking forward to see what mods we get once the CK comes out :)
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Lady Shocka
 
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Post » Tue May 15, 2012 9:07 pm

Travelling NPCs
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Gwen
 
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Post » Tue May 15, 2012 4:22 pm

Less arrows and more damage output.

Wait... they said they were going to do that yet never did. :( and they even said they got that inspiration from an oblivion mod. :( :(
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Benji
 
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Post » Tue May 15, 2012 6:15 pm

Well archery is does more damage than oblivion. Most enemies go down in 1-3 shots - unlike in Oblivion where they were pincushions.

Other than that much of what is in Duke's Archery mod is not in this game - from what I can tell.

One thing I notice is NPCs yielding. I first saw this in Vows and Covenants and more refined by Kuertee.
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Ricky Meehan
 
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Post » Tue May 15, 2012 6:21 pm

Doesnt feel at all like DP's archery mod from what Ive seen. Do NPCs really yield? it seems that they play the animation and say the words but then they always get back up to fight again.
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Paula Rose
 
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Post » Tue May 15, 2012 10:38 pm

Doesnt feel at all like DP's archery mod from what Ive seen. Do NPCs really yield? it seems that they play the animation and say the words but then they always get back up to fight again.
Yeah they do after their health regenerates.

Still it is a yield - I've heard them say they surrender. No reason to let them live though.

I agree about the archery - I'd bet Spook is glad this archery is not associated with his brand. It is nowhere near as sophisticated as his mods.
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willow
 
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Post » Tue May 15, 2012 5:09 pm

Now we need a yield mod that actually makes them stop fighting. :D So when i play a benevolent/honorable character, there's actually a reason for letting them live. the way it is now, you can't really RP otherwise, knowing they'll just try to kill you again.
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Susan
 
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Post » Wed May 16, 2012 12:56 am

Now we need a yield mod that actually makes them stop fighting. :D So when i play a benevolent/honorable character, there's actually a reason for letting them live. the way it is now, you can't really RP otherwise, knowing they'll just try to kill you again.
Yeah, having them actually yield would be great. Something where they stay down for a bit like they do, but instead of getting up to fight again they run off or actually do attack you again when you've already turned your back, depending on things like disposition, responsibility, and flee (or whatever the Skyrim equivalents are).
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Wayland Neace
 
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Post » Wed May 16, 2012 12:52 am

I get the impression that Beth took a cue from Unique Landscapes. There are a lot of little corners in Skyrim that feel like they could have been part of that compilation.
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Lauren Dale
 
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Post » Wed May 16, 2012 12:51 am

The one that i noticed right away was Illuminated Windows at Night.

First noticed it in the initial game trailer and was hoping that it would really be implemented.
(Games Devs tend to cut things off time to time for features that may be in trailer but not in actual game)
Very happy they did not cut it off the game.
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Thema
 
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Post » Wed May 16, 2012 4:12 am

Well archery is does more damage than oblivion. Most enemies go down in 1-3 shots - unlike in Oblivion where they were pincushions.

Other than that much of what is in Duke's Archery mod is not in this game - from what I can tell.

One thing I notice is NPCs yielding. I first saw this in Vows and Covenants and more refined by Kuertee.

They don't actually yield, though. They just say 'I yield!' and then, moments later, they get up and attack you again.
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kat no x
 
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Post » Tue May 15, 2012 9:02 pm

They don't actually yield, though. They just say 'I yield!' and then, moments later, they get up and attack you again.

Yeah, very annoying. Hopefully there will be a mod along to fix that soon.
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saxon
 
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Post » Tue May 15, 2012 2:53 pm

They don't actually yield, though. They just say 'I yield!' and then, moments later, they get up and attack you again.

Who said that couldn't be a 'tactic' to trick you? Yes, I know it's not, but it's fun to think about. I tend to enjoy quirks like that :)
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Kortniie Dumont
 
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Post » Wed May 16, 2012 2:45 am

Ones I noticed quickly, reminiscent of Oblivion mods (Including those mentioned):

Denock Arrows
Harvest Flora (plants disappear when picked.)
Harvest Containers (animated cues that objects are actually opened and closed on activation.)
Animated Windows (lighted windows at night making towns etc. look less deserted at night.)
Stackable Shelves (went under a number of names, but let you activate a shelf to stack items on it)
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George PUluse
 
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Post » Tue May 15, 2012 6:25 pm

I bet if you took away the NPCs own regeneration that they would remain in yield longer.

That is what the difference is I'd bet, so they yield but due the regen not for long.
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Christina Trayler
 
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Post » Tue May 15, 2012 8:52 pm

I like the idea of regenerating health but on a much slower ratio that spans across days. For instance they will if I were to sleep or wait it could take days to heal completely or you could play through in real time. Sorry if it's a little but off-topic but yeah.
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Johanna Van Drunick
 
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Post » Tue May 15, 2012 10:04 pm

Yeah, having them actually yield would be great. Something where they stay down for a bit like they do, but instead of getting up to fight again they run off or actually do attack you again when you've already turned your back, depending on things like disposition, responsibility, and flee (or whatever the Skyrim equivalents are).
I would love to be able to rob them if they yield, open their inventory so you can take things from them. This would work for disarming or you can play robber or even highway man and only take 100 gold :)
Drawback for robbing them is that they probably alarm the guards if they live in a city.
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Mistress trades Melissa
 
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Post » Tue May 15, 2012 6:36 pm

A subtle one, but it definitely appears that Skyrim is using the Detailed Terrain blending algorithm, right down to the horrible flickering at times :)
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Alyna
 
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Post » Tue May 15, 2012 8:15 pm

They don't actually yield, though. They just say 'I yield!' and then, moments later, they get up and attack you again.
Spoiler
Not in NPCs Yield.
In that mod, they actually do yell "I surrender!" or "I yield!".
Then they run away.
You can talk to them later to ask for their loot or tell them to get out of the area.
By letting 25 live, you gain 1 fame point.

I'm not sure if Picador developed Vows and Covenant further after my initial support of his mod.
I remember, at that time (2008?), the game features for Mara was incomplete.
We had some conversations about the yielding process between his mod and mine.

EDIT: Sorry, I didn't read the original post.
I just searched for "kuertee" and read the actual post
So in Skyrim, the NPCs yield?
Cool!
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Ernesto Salinas
 
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