For what I'm trying to do I will need much time - more than I have in the short- or middle term. So instead of working for years, then release it, and let it be finished, I plan on something like an "ongoing development" - i.e. whenever there are a couple of new quests done, releasing them. These are the "slices". First slice had 12 quests, second one 8, third 7 (so there are currently 27 quests). New ones are already in development.
What's this about?
The first, and most important one, is to get a kind of quest back into Oblivion that I feel are missing. The best description would probably be "Temple" and "Imperial Cult" in Morrowind - not the "divine theme", but in their quests. A bit thinking, often multiple solutions, quite heavy on social skills. That's what I miss in Oblivion. Others are trying to overhaul the default quests - I'd like to include new ones instead.
Making social skills actually important. In default Oblivion you can pretty much ignore Mercantile, Speechcraft, Personality and all that. This is what I try to amend, a bit at least, with the new quests. Quite complicated dialog trees, in which you can actually use these skills if you have them. Also using your guild rank if it makes sense, or having your race taken into account. A couple of examples from Oblivion which bugged me: There's one quest in Oblivion where you should bring as a Fighters Guild member a Mages Guild member some ingredients - and she treats you like dirt, even if you're the Arch Mage. Or the quest where the quest giver rants about Bosmer, apologizes to Maglir but not to you, even if you too are playing one.
A better integration (that's where the development name comes from ) between Shivering Isles and Cyrodiil, but also between my mods and Cyrodiil. This integration now is mostly done with the above described quests, example given quests that span both Cyrodiil and the Isles. So you have reasons, if you're on the isles, to go back to Cyrodiil once in a while. And in Cyrodiil to revisit the Isles, even if you're long done there with the main quest.
That's not the only one, though. In RBP there are a few selected custom races - while all of them are lore based, for some reason they're still missing in game. At least as friendly NPCs, with some modules already included in RBP you can already meet some of them as enemies . Anyway, including a few of them as friendly NPCs, explaining both their presence or absence, that too is important. And yes, expect weasel lore. Lots of it. I think I even topped the infamous "levitation act".
You mean beside the new quests? Which are the key point of Integration? Alright...
- currently around four and a half hours of dialog. Silent, of course.
- a new guild to join, with an own unique guild hall (which gets more lively the more members the guild attracts).
- unique ways to gain access to some quests.
- despite the "normal" skill check heavy dialogs there is even a completely new system used occasionally, similar to NWN2's court quest.
- new NPCs, some of which you'll can influence where they're going to live.
- HEAVY spoiler, read backwards: Liidorycotthguorbebnacdniworromotralimisediugdliuga!
- oh and did I mention the new kind of quests?
Requirements and Installation
You'll need the English versions of
- Oblivion 1.2.0416 (= latest patch)
- Race Balancing Project 10.0 or later
- Less Annoying Magic Experience, 1.61 or later
- Shivering Isles
Currently there are no versions for other languages, nor are any planned. Neither is there are version planned without these requirements.
Installation is simple: Copy both bgIntegrationEV.esp and the Sound folder into your Oblivion\Data folder. Then check "bgIntegrationEV.esp" and make sure that it loads after both Race Balancing Project and Less Annoying Magic Experience.