View Full Version : Fablization of Oblivion Continues
Mochan
12-28-2005, 12:36 PM
This just in: it has been officially announced that there will be no levitating in Oblivion. What's next? No jumping?
BaneNWN
12-28-2005, 12:59 PM
I bet They will pull alot of things out and i bet the game will be more shallow then Morrowind.Could it be all graphics and no substance??i hope not im looking forward to this more then anything else other then maybe NWN 2
Mochan
12-28-2005, 01:05 PM
Yeah, same here. But the tidbits of knowledge revealed so far is overwhelming. At this point the game doesn't even look like it resembles the old Elder Scrolls. All I can hope is that it manages to pull off its own flavor in a good way, while at least retaining that "vast" feel of the Elder Scrolls.
Why no levitating? When something like that gets pulled, it's usually because they couldn't get it to work right with the engine (like rope arrows in Thief 3). Hell, levitating was essential to cutting down the travel time in Morrowind.
Mochan
12-28-2005, 01:18 PM
The devs refused to comment on why they pulled it out. Pete's exact words were like, "We're not into defending why we make decisions to make the best possible game."
Personally I think levitation broke certain quests or made them to easy or whatever. Well that is to be expected in a freeform environment. All in all I can't help but think that Oblivion is becoming less "free-form" and more "linear."
I am sure the modders will take care of some of thier changes.
Mochan
12-28-2005, 02:17 PM
First things modders will add in:
Spears
Crossbows
Throwing Weapons
My House. With Pool. And dancing girls
Levitation spell
We can expect these a little later on once the peeps figure out how to do the modelling and stuff:
Werewolves
My House with Armor Mannequins, Teleport Ring, & Training Dummy
Mounted Combat
You left out nudity. Modders will be quick to jump on that one!
BaneNWN
12-28-2005, 03:21 PM
Im thinking about reinstalling Morrowind and both expansions as i havent beaten any of them, yet i played it for 300+ hours.Other then better heads ,better bodies can anyone reccomend some nice mods for them??I might actually reinstall it tommorow.
There's so many mods I have installed I can't keep track anymore. House mods, clothes mods, head mods, you name it. I like to play campaign mods, they really expand the gameplay. I like the ones that add whole new areas to the game. I have three games with three different characters, and mods for each. It gets confusing. Haven't played Morrowind in months, though I must have logged 600 or more hours total on the thing. Check out Thelys and Morrowind Summit for mods.
Mochan
12-28-2005, 03:34 PM
Well those are the only real must haves in my opinion. Oh, and something like NPC Replace 3 so the better heads are placed on every NPC. Everything else is optional.
For a dungeon hack, get the Castlevania and Chrono Trigger mods
For a house, get A Good Place to Stay or Island Estate
If you like archery, Marskman Mod is a must -> Still my favorite mod ever
Quick Char Generation mod - If you're starting out
AMRP 1.2 - for mages that think the game is too unfair to them
Spellbook Salesman - nice for mages Very convenient
Wizard Isles - the only really big long adventure mod I can really recommend... yet even it is plague with bugs and crap
That's all I can really recommend
Suicides-by-Steve
12-28-2005, 05:29 PM
What's next? No jumping?
Jumping is still included... :)
Hey Mochan, you ever get Underground to work? I remember it kept crashing on you. That mod had some of the coolest stuff in it that was worth seeing (not to mention the smoking hot female NPCs) in spite of the bugs.
LOL whats next no cliff racerz?>???!
omg fabel
Suicides-by-Steve
12-29-2005, 06:01 AM
LOL They BETTER have the Cliff Racers... funny enough, I never minded the Racers. I liked walking around with my face to the sky scanning the heavens for the next attack.
Actually though, from the footage I have seen of the game, the enemy AI still looks just as stilted and stupid as the third chapter in the game. Here's a model of the creature, stick it in a room, and it'll activate when you get close enough to it...
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