[WIPZ] Radiance: A Simple Immersion Booster

Post » Sun May 27, 2012 9:23 am

Nitor: Thanks for the encouragement! I'm not sure I follow on your suggestions, though... My mod doesn't add any commissions? As it is, whenever possible I use notes and diaries on NPCs to tell the story. However, there are some situations in which I don't think this would work well, and rather than write around them, I'll try and scrounge up some VO volunteers. It'll be fun, I think (if a bit of work). :)

wkomarecki: I'm hesitant to have Imperial/Stormcloaks attack settlements directly, but I could certainly add more war time events. You're right; any contested area should FEEL like it's being contested. Though I'll probably only have these trigger if the player has picked a side in the civil war; no need to force war on players who'd rather avoid that subplot.
As for Nexus, the real release will go up there too. However, this is in pure alpha right now, so I'm going for the easier route. In this case, it's Workshop. :P


Now, I'm wondering what kind of events I could have that relate to pirates. There's a certain pirate-related quest chain near Winterhold, and I'm thinking the player should be able to encounter pirate attacks until that quest chain is wrapped up. However, since you're on land most of the time, I'm trying to figure out what I can do that would be feasible. Hm...

As always, feedback and ideas are appreciated!
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Iain Lamb
 
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Post » Sun May 27, 2012 7:13 pm

Nitor: Thanks for the encouragement! I'm not sure I follow on your suggestions, though... My mod doesn't add any commissions? As it is, whenever possible I use notes and diaries on NPCs to tell the story. However, there are some situations in which I don't think this would work well, and rather than write around them, I'll try and scrounge up some VO volunteers. It'll be fun, I think (if a bit of work). :smile:

No problem. It was just a thought. It seemed like waiting for Voice Actors was holding you up, so I just thought I'd suggest the dead drop method. Mod looks great!
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Chantelle Walker
 
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Post » Sun May 27, 2012 6:15 am

I really like the idea of this mod, but it seems to have corrupted my savefile for some reason :confused: . After I disabled the .esp everything went back to normal.
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katsomaya Sanchez
 
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Post » Sun May 27, 2012 8:46 am

@Nitor: Nah, I was just putting that off until I had more time/made sure the basics were working properly.

I really like the idea of this mod, but it seems to have corrupted my savefile for some reason :confused: . After I disabled the .esp everything went back to normal.
That's not what I like to hear! :( Mind telling me your load order? Did you encounter any of the new world events? What world events are you currently eligible for (based on the list in the Workshop details)?
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Amelia Pritchard
 
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Post » Sun May 27, 2012 3:12 pm

I'm eligible for Elite Agents, the Dragon Fanatic and Synod Zealots. I was attacked by a Dragon Fanatic in Riverwood after activating the mod. When I reloaded, my save file corrupted. Everything was working smoothly until then.

My load order:
Spoiler
Skyrim.esm
Update.esm
SoS - The Wilds.esp
SoS - The Dungeons.esp
HighResTexturePack01.esp
HighResTexturePack02.esp
FixedEyeAdaptation.esp
Tamriel Compendium.esp
Reduced Distance NPC Greetings.esp
WATER.esp
WATER - Get Wet.esp
Economics of Skyrim.esp
MoreCarriages.esp
Skyrim Spells Restored.esp
MarkRecallAlt.esp
Fixed Followers.esp
BetterQuestObjectives.esp
GM-Fletching Standard.esp
Open Cities Skyrim.esp
Cloaks.esp
Unofficial Skyrim Patch.esp
PISE.esp
Shadow Striping Fix.esp
Spells Cast Light.esp
Realistic Lighting.esp
Realistic Lighting Patcher.esp
Bring Out Your Dead.esp
Batch Crafting Recipes.esp
LeazerOpenLock.esp
radiance.esp
SkyrimSewers.esp
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Monika Krzyzak
 
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Post » Sun May 27, 2012 3:31 pm

I'll take a look this weekend. If it's a problem with the Dragon Fanatic, I was thinking about recoding that event anyway.

Thanks for the feedback! Hopefully none of the other events break the game. -_-
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Lily Something
 
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Post » Sun May 27, 2012 7:20 pm

Hello again all. I just thought I'd post an update to the alpha and share my current thoughts.

Alpha Update!
I made a small tweak to the Dragon Fanatic event. If anyone had trouble with this event before, please try it again and see if it still gives you trouble.


As for ideas...

As it stands right now, the way I'm implementing the radiant story system only shows impacts on the world in subtle ways. Subtle is good, but I'd also like this mod to show the world changing in big ways in response to your actions. Along the lines of my Forsworn idea a few posts back, I'd like to attach special events that have a high chance to spawn in certain holds, depending on what you've done.

Here's what I have so far. Note that these won't be the only events related to what happens in the hold; these will just be events that have a high chance of spawning when their conditions are met.

Morthal
Based on quest "Laid to Rest:"
Spoiler
Until this quest is completed, there's a high chance of encountering one of many vampire events in this hold at night.


Markarth
Based on quests that begin with "The Forsworn Conspiracy:"
Spoiler
As long as Madanach is alive and free, there's a high chance of encountering one of many Forsworn events in this hold.

Solitude
Based on quests that begin with "The Man Who Cried Wolf:" (???)
Spoiler
Could have increased chance of encountering necromancers until this chain is complete? This doesn't seem very realistic to me, though. Thoughts?

Windhelm
Based on quest "Rise in the East:"
Spoiler
Have a chance to encounter pirates? Need to figure out if this is feasible. Can I reliably spawn pirates only near water? What about their boat? Might be too hard to implement well.


This could also apply to certain "crisis" situations, so that it's harder for the player to trigger some cataclysmic event and then just leave it hanging.

Civil War
Anytime the Civil War chain is active (From Battle of Windhelm to taking the enemy's capital):
Spoiler
Increased chance to come across a skirmish.

College of Winterhold
After quest "Containment" and before "The Eye of Magnus:"
Spoiler
Increased chance to encounter Magical Anomalies.

Dark Brotherhood
After completed the DB quest line:
Spoiler
Penitus Oculatus agents and other Imperial loyals frequently hound the player. Is this too harsh? Commander Maro knew who you were. Even if you killed him, wouldn't he have passed this information on to his colleagues or superiors? Alternatively, perhaps this only happens if you spare Maro, and if you go back and kill him it will stop? Thoughts?

Thieves Guild
After completing "Speaking With Silence" and before "The Pursuit:"
Spoiler
Mercer Fray sends thugs, assassins, bandits, and anyone else he can muster after the player. Perhaps this is a little excessive. Then again, if anyone could pull this off, it's Mercer Fray.

What do you guys think? Are there any more events that should really rock the world but don't quite do it yet? (Or at least, any events that would rock the world that I could implement through random world events?)
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Charles Weber
 
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Post » Sun May 27, 2012 6:31 pm

for my personal taste this is one of the very few really interesting mods that improve Skyrim gamplay instead of creating tons of new stuff and features :goodjob: ....for the events...I would love to see more "normal life events" like in the intro when you're reaching Helgen you can see the two women with their baskets coming down the other road...I always imagine they were out in the woods collecting berries and mushrooms...the city gates for example would be a good location for such stuff...in the past city gates always have been busy places...merchants, courires, patrols, beggars...etc etc etc entering or leaving the cities....or simply hanging around....also would it be cool to have some kind of lepers (maybe small groups) which are not allowed to enter the cities and settlements.....such small events would be not too difficult to create and would need no new voice overs....

cheers
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Hazel Sian ogden
 
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Post » Sun May 27, 2012 6:59 pm

Please get this up on the Nexus!
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Jenna Fields
 
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Post » Sun May 27, 2012 8:11 am

onra - Some of those shouldn't be too difficult to implement, though I think I'd need a little VO for something like leper colonies and what have you. Unless I could make them just grown and leave the player to figure the rest out?

evok99 - When I have something more complete, at least something I can call a beta, then I'll upload it to the Nexus. Until then, I'm keeping it on Workshop to make things easier for me. Sorry. :(


[ADDENDUM]

Right, I forgot! Has anyone else been testing this? What's your experience been so far? Did anyone else experience save corruptions? (I've had 1 report of that; haven't been able to replicate it on my end, and at this point I suspect it's a conflict of some sort.)
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Lizbeth Ruiz
 
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Post » Sun May 27, 2012 6:53 pm

I've got heaps of ideas.

Village Mob - A village mob seeks to purge a Necromancer's / Vampire den.
Witch Hunting - A Mage is driven out of a village by a mob.
Daedric Summoning - A Daedric worshiper seeks to summon a Daedra.
Daedric Sacrifice - A Daedric worshiper performs a sacrifice.
Suicide Pact - A man and woman are found dead on the road, with a suicide note on their bodies. Their respective families denied that they be married.
Makeshift Execution - A pair of guards executes a wanted criminal
Pickpocket - A beggar steals an item from you in a city (he will be attacked by guards so you'll be able to loot his corpse if he took something valuable)
Policing the Jarl's Realm - Guards march on a Bandit encampment.
Enforcing the Jarl's Law - Guards enforce the ban on poaching.
Skooma Addict - A Skooma Addict begs for the Moonsugar / Skooma in your inventory
Cripple - A cripple begs for a healing potion.
Gambler - A gambler begs for gold to pay off his debts.
Drunk - A drunk man assaults a woman on the road.
Dunmer Refugee - A Dunmer flees from the Stormcloak Advance
Argonian Refugee - Seeks a better life than what is offered at the Windhelm docks
Military Convoy - A military supply convoy is encountered on the road.
Merchant Convoy - A convoy of merchants is encountered on the road.
Thalmor Crackdown - The Thalmor finally remove Heimskrr from Whiterun
Religious Motivation - A Talos Worshiper attempts to assassinate Ondolemar in Understone Keep
Talos Worshiper vs Thalmor - Self explanatory.
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Chloe :)
 
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Post » Sun May 27, 2012 7:14 am

Sounds like a good project, we need this at the nexus please! :)
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Kevin S
 
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Post » Sun May 27, 2012 7:19 am

for the leepers...I imagine small groups of them wandering the roads and wilds being not tolerated neartz owns and settlements...they could simply be named as lepers and use beggar dialogues...if you come close to them there should be a high chance to get all kind of really bad diseases...on the other side ,if you give them a few coins you could get some nice blessings or useful informations ..something like that...of course they should look as poor and ill as possible....(no vo needed..would be cool though)

cheers
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Monique Cameron
 
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Post » Sun May 27, 2012 9:41 am

Is anyone playing the alpha? So far I haven't encountered any of the new events in my game, but then again, I'm only eligible for 5 of these, and there are over a hundred random encounters in vanilla Skyrim. I need to come up with a lot more of these if this mod will even be noticeable. -_-

I've added this quick guide to the Workshop description. You can use it to determine which encounters to look out for. I tried to avoid being too spoilery, but some minor spoilers are contained within.

Spoiler
Vampire --> Ambushed by Vigilants of Stendarr

Complete Battle of Whiterun, Civil War in Progress --> Ambushed by assassins from the enemy side

Complete DB questline --> Ambushed by Penitus Oculatus agents

Level 5+ --> Encounter Silver Hands fighting werewolf

Join Dark Brotherhood --> Ambushed by ex-Morag Tong

Someone witnessed your werewolf transformation since mod installation --> Ambushed by Vigilants of Stendarr

Became a werewolf (even if cured) --> Ambushed by Silver Hands

Defeat Alduin/Sided with Greybeards --> Encounter 2 dragons fighting for dominance

Dragons enabled/Not yet defeated Alduin --> Attacked by Dragon Fanatics in town

Rebuild the Blades --> Find Blades fighting a dragon in the wilderness

Defeat Alduin/Sided with Greybeards --> Bump into an old friend 'P' in the wilderness

Rebuild the Blades --> Find Blades fighting Thalmor in the wilderness

Complete College of Winterhold quest 'Revealing the Unseen' --> Ambushed by Synod agents

Collect 5+ Daedric artifacts --> Ambushed by Vigilants of Stendarr


Oh! And here's another idea I had: Once you complete the quest "The Blessings of Nature," you have a chance to encounter wandering healers. These healers were so inspired by the Gildergreen that they decided to become pilgrims, wandering the province and healing the sick. They will sell you potions and cure you if you are diseased. (I was on a sojourn through the Reach today with a bad case of witbane and thought that it sure would be nice to have a healer on hand.)

I've been testing the build you posted on Steam Workshop since yesterday. So far I haven't had any special encounters. I'll try completing Revealing the Unseen and Blessings of Nature as well as contracting vampirism.
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Rusty Billiot
 
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Post » Sun May 27, 2012 2:36 pm

for the leepers...I imagine small groups of them wandering the roads and wilds being not tolerated neartz owns and settlements...they could simply be named as lepers and use beggar dialogues...if you come close to them there should be a high chance to get all kind of really bad diseases...on the other side ,if you give them a few coins you could get some nice blessings or useful informations ..something like that...of course they should look as poor and ill as possible....(no vo needed..would be cool though)
For an addition like this, I think I'd really want to give them VO. Like you said, would be cool.

I've been testing the build you posted on Steam Workshop since yesterday. So far I haven't had any special encounters. I'll try completing Revealing the Unseen and Blessings of Nature as well as contracting vampirism.
Thank you for your help!

Blessings of Nature currently does not trigger any events--only events in the first section of the first post, "Implemented Events," can trigger. Revealing the Unseen and vampirism should trigger new events, at least, though they may be rare.


And P!nk! Thank you for the ideas!
Village Mob - A village mob seeks to purge a Necromancer's / Vampire den.
Daedric Summoning - A Daedric worshiper seeks to summon a Daedra.
Daedric Sacrifice - A Daedric worshiper performs a sacrifice.
Suicide Pact - A man and woman are found dead on the road, with a suicide note on their bodies. Their respective families denied that they be married.
Makeshift Execution - A pair of guards executes a wanted criminal
Policing the Jarl's Realm - Guards march on a Bandit encampment.
Military Convoy - A military supply convoy is encountered on the road.
Merchant Convoy - A convoy of merchants is encountered on the road.
Talos Worshiper vs Thalmor - Self explanatory.
I will try to implement these for the alpha release.

Pickpocket - A beggar steals an item from you in a city (he will be attacked by guards so you'll be able to loot his corpse if he took something valuable)
Skooma Addict - A Skooma Addict begs for the Moonsugar / Skooma in your inventory
Cripple - A cripple begs for a healing potion.
Gambler - A gambler begs for gold to pay off his debts.
Drunk - A drunk man assaults a woman on the road.
Dunmer Refugee - A Dunmer flees from the Stormcloak Advance
Argonian Refugee - Seeks a better life than what is offered at the Windhelm docks
Enforcing the Jarl's Law - Guards enforce the ban on poaching.
I think these will require VO to really do them justice. I'll plan these for the beta release.


Witch Hunting - A Mage is driven out of a village by a mob.
Thalmor Crackdown - The Thalmor finally remove Heimskrr from Whiterun
Religious Motivation - A Talos Worshiper attempts to assassinate Ondolemar in Understone Keep
I'm a little weary of these. The first 2 would almost certainly require VO for vanilla Skyrim characters (in my opinion), and I don't know if it's this mod's place to assassinate specific characters. I'll think about it.
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Rusty Billiot
 
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Post » Sun May 27, 2012 2:53 pm

I've updated the alpha on Workshop. There are 3 new events that anyone can encounter and a few minor bug fixes.

New encounters:
  • Village Mob: Encounter mob of villagers en route to a vampire den.
  • Makeshift Execution: A pair of guards execute a wanted criminal in the wilderness.
  • Policing the Realm: Guards march on a bandit encampment.
Miscellaneous fixes:
  • Friendly dragon AI tweaked. Hopefully they won't attack animals and the like now.
  • Fixed trigger for Blades-related events.
  • Fixed clean-up scripts for various events.

I should have mentioned this sooner, but this mod is a little dirty: I use certain nodes to test event functionality, and I don't clean them before I upload the alpha. Don't worry, I will clean this before I upload beta/final release.
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amhain
 
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Post » Sun May 27, 2012 11:20 am

Really really interesting and if well made it will be a hell of a mod...no sorry not a mod but a patch!!!

Keep up the good work and take all the time you need to test all you can.

I will try it now and i will give you some feedbacks as soon as possible.
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Patrick Gordon
 
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Post » Sun May 27, 2012 12:59 pm

and I don't know if it's this mod's place to assassinate specific characters. I'll think about it.
Yeah I'd say potential users would probably find it a bit off-putting if unique vanilla NPCs end up being assassinated.
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Annika Marziniak
 
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Post » Sun May 27, 2012 7:33 pm


Yeah I'd say potential users would probably find it a bit off-putting if unique vanilla NPCs end up being assassinated.

That's cool. Ondolemar and Heimskrr have practically no interactions anyway, Ondolemar just gives a tiny fetch quest that nobody does.

Thanks for the inclusion of my ideas. And do they REALLY need VO? I'm satisfied with subtitles. Besides, the quality would be sub-par anyway (no offense).
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sw1ss
 
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Post » Sun May 27, 2012 7:19 pm

And do they REALLY need VO? I'm satisfied with subtitles. Besides, the quality would be sub-par anyway (no offense).
So true. With the voiced mods that I played in Oblivion, only one did not make me fast-forward through the dialogue as quickly as I could, and that's Servant of the Dawn, and only for one or two of the characters.
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Nicole Mark
 
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Post » Sun May 27, 2012 7:28 pm

Again, thank you to all for your support. I know I'm not going too terribly quickly, but your patience is appreciated. :smile:

So true. With the voiced mods that I played in Oblivion, only one did not make me fast-forward through the dialogue as quickly as I could, and that's Servant of the Dawn, and only for one or two of the characters.
I've heard some pretty decent amateur voices. I'll probably still get VO just to suit my own preferences, though I may release a VO-free version for those who prefer silent dialogue.


Anyhoo, updated the alpha with all the Forsworn events. If you let Madanach free, expect the Reach to be swarming with his people. I should warn you: in my hurry to get this out the door, I didn't have time to make sure each individual event works properly. They're mostly pretty standard, but if you see any strange behavior, let me know!
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ijohnnny
 
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Post » Sun May 27, 2012 4:01 pm

Updated alpha available on Steam Workshop!

This update doesn't add any new events. I'm trying out a new event node structure that should cut down on the possibility of conflicts; I think I'm close to making this mod completely conflict-free, so you can throw it together with Skyrim Live and Occupy Skyrim and any other mod that plays with world events in fun ways (at least, I assume those mods would conflict with Radiance as it was).

Please play the new alpha for a while and let me know if you notice more or fewer of the new Radiance events as you play. Since the update I didn't encounter any, but as usual, that could just be luck of the draw. If Radiance events stop spawning for everyone, then I'll know we have a problem. (I have a back-up from before this change, so don't worry about that.)
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asako
 
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Post » Sun May 27, 2012 5:04 pm

I had this on, but I found that it gave me freezes. I'll try without the mod to see if it still happens.

By the way, great mod idea.
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Charlotte Lloyd-Jones
 
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Post » Sun May 27, 2012 2:31 pm

I'll see if this works for me now. :)
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Elisha KIng
 
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Post » Sun May 27, 2012 11:57 am

Thingy Person--Still having freezes with Radiance turned off? What is your load order?

broseph27--I still don't know what caused your save issues. I've changed the way the Dragon Fanatic event worked a little, but I have no confidence that it provided a fix. :(


I'm still just testing what I've got. Since updating to the new system, I haven't been getting any standard Radiance road or wilderness events, though I have gotten Radiance-unique dragon events. Is anyone else having this problem? If not, then it could very well be bad luck on my part. Tonight I'll mess with the settings to see if it is, indeed, just luck of the draw.
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Emma Copeland
 
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