{"id":1501,"date":"2006-09-07T10:32:40","date_gmt":"2006-09-07T17:32:40","guid":{"rendered":""},"modified":"2006-09-07T11:20:21","modified_gmt":"2006-09-07T18:20:21","slug":"","status":"publish","type":"post","link":"https:\/\/cesspit.net\/drupal\/node\/1501\/","title":{"rendered":"More on Oscuro&#8217;s Oblivion mod"},"content":{"rendered":"<p>I&#8217;m still messing with <a href=\"\/drupalx\/node\/1498\">Oscuro&#8217;s Oblivion Overhaul<\/a> and still discovering and pointing out its &#8220;flaws&#8221; or inconsistencies. Yet I think it still is a good base to work on. I wish I had the time to hack together a similar mod that is at least consistent with some well-thought design principles, also motivating the changes so that the players understand why those choices were made.<\/p>\n<p>Btw, I also found a &#8220;fix&#8221; to make the game run in windowed mode (I play at 1088&#215;616, that is very pretty) without the excessive stuttering and warping movements. It was also quite straightforward: just go in the taksmanager after the game started and rise the process priority to &#8220;high&#8221;.<\/p>\n<p>&#8212;<br \/>\nI found out the inconsistency in the Sideways cavern (again).<\/p>\n<p>All the &#8220;floors&#8221; of this dungeon use the same leveled list, so the probability of meeting a &#8220;mystical imp&#8221; are the same no matter if the spawn point is just past the first door or deep in the dungeon.<\/p>\n<p>Beside that leveled list there are also a couple of spots that reference to a &#8220;LL1MythicEnemyBossLvl100&#8221;. So a spawn point that is supposed to spawn a &#8220;boss&#8221;. In fact this is used exactly where I was suggesting: in front of the door to the third level and in the throne room.<\/p>\n<p>Now the inconsistency is that while all the other spawn points can spawn base imps as well as crazed and mystical ones, the two &#8220;boss&#8221; spawn points that are supposed to spawn the harder encounter instead spawn the EASIEST one. In fact, if the player is level 1, that &#8220;boss&#8221; spawn point can only spawn one base imp and nothing else. A mystical imp won&#8217;t spawn till the player is at least level 8.<\/p>\n<p>Simply put: the &#8220;standard&#8221; spawn points are spawning the weak imps as well as the super-buffed version, while the spawn points that are supposed to spawn &#8220;bosses&#8221; instead not only don&#8217;t spawn them, but spawn in their place the weakest type of creature present in the dungeon.<\/p>\n<p>Now I would try to fix that inconsistent behaviour and tweak that levelled list so that it can spawn properly &#8220;boss&#8221; encounters, but I think I&#8217;m looking at a widespread problem instead of a circumscribed one (which means that to correct it would require an insane amount of work).<\/p>\n<p>What I&#8217;m noticing is that Oscuro packed the &#8220;mythical&#8221; creatures all together. So it looks like that imps, trolls, ogres usually share the same spawn points.<\/p>\n<p>This means that, for example, the Sideways cavern isn&#8217;t *the* cave where the imps made their lair (as I hoped, with a world more static and consistent), but instead, at the higher levels, it&#8217;s a place where a random combination of imps, trolls and ogres would spawn.<\/p>\n<p>The ideal that I think many players could like better would be instead to break up the &#8220;Mythical&#8221; leveled lists (again taken as an example as it may be the case of other creature types) into a number of mob-specific ones. So that you have separated leveled lists for imps, trolls and ogres, with the possibility to have dungeons in the game that are &#8220;home&#8221; of that particular type of creature, instead of spawning a different types of creatures depending on the character&#8217;s level (which isn&#8217;t different from the standard Oblivion).<\/p>\n<p>But this would also mean to go through ALL the spawn points to readjust them and, honestly, it&#8217;s just too much work.<\/p>\n<p>So, again, I&#8217;m just pointing out to problems I&#8217;m noticing as I go. Hopefully helping to suggest some reasonable changes (which, again, are NOT aimed to make the mod easier. Quite the opposite).<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m still messing with Oscuro&#8217;s Oblivion Overhaul and still discovering and pointing out its &#8220;flaws&#8221; or inconsistencies. Yet I think it still is a good base to work on. I wish I had the time to hack together a similar mod that is at least consistent with some well-thought design principles, also motivating the changes [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[12],"class_list":["post-1501","post","type-post","status-publish","format-standard","hentry","tag-game_design"],"_links":{"self":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1501","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/comments?post=1501"}],"version-history":[{"count":0,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1501\/revisions"}],"wp:attachment":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/media?parent=1501"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/categories?post=1501"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/tags?post=1501"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}