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Old 13-11-07, 17:49
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post dunk, mod favourite kalian di sini di sini....

wa kasih beberapa list MOD yg wa bilang lumayan keren yah... 3 quest dulu, kay?


The Lost Spire (Quest)



Quote:
Uncover the mysteries of ancient Tamriel as only one can, through the Archeology Guild. Scale the guild's ranks and explore new, exotic locales to unravel a plot of sinister deceit, betrayal, and doom.

- Single climactic story-arc supported with 10 highly immersive dungeons
- New Archeology Guild, filled with dozens of collectable display items
- Two entire cave retextures
- Over a dozen retextured creatures
- 100+ new custom meshes
- Several new boss creatures
- Epic, heart-pounding battles!
- Powerfull new lore-soaked loot
- Functional Beartrap!
- Deep, characterized NPCs
- Over 15 hours of new gameplay


All images, videos, and downloads are on the official website!

More Info: What better way to explore ancient lore than through an Archeology Guild! That's right, a fully functional Archeology Guild is now stationed in Cyrodiil. The Archeology Guild is a support group for systematic ruin exploration--- and you can bet there are plenty of new ruins to explore. When you first join up with the Archeology Guild, you'll find everyone hard at work excavating an entirely original ruin: the Spire. I want to be careful what I reveal at this point because the entire mod revolves around discovering the sinister nature of these Spires and the Warlock beings who inhabited them. I will say this, however: Spires predate Ayleid ruins, and Warlocks are now extinct. Why? That's for you to discover. Oh, and did I mention that there are powerful new artifacts to discover along the way? That's right, Warlock artifacts await the resourceful archeologist. You can find powerful loot either through exploration, or by advancing through the Archeology Guild's ranks. You'll be doing both!

Follow the long (15+ hour) quest to unravel a cataclysmic plot that will surely leave you shocked. Interact with up to 7 Archeology Guild members who will have you piece together the mystery of the Lost Spires one clue at a time. Your journey will span 10 unique dungeons, from Spire ruins, to caves, to lost grottos, to a massive Ayleid Labyrinth, and beyond. Every dungeon has been painstakingly designed with the story in mind. The Lost Spires features many high-quality custom retextures, over one hundred unique meshes, hundreds of lines of deep dialogue, and of course, better loot.
The Lost Spires - Home




Tears of the Fiend. (Quest)

Quote:
Release 1.2 (Dated as of: 3rd October 2007)
By Paul 'Simyaz' Thomson


"A Demon whose entire existence thrives on manipulation.

A General whose entire existence is dictated by the Demon that drives him.

And You, whose entire existence has somehow manipulated and dictated the existence of those around you.

You have shaped Tamriel beyond that which is justifiable by your own existence.

Your Legacy will reveal to you why this is so, and why your past is intertwined with The Butcher of Armindale.

And only the Tears of the Fiend will bring about it’s conclusion…"


"The Legacy and The Butcher of Armindale Convergent Storylines"


TABLE OF CONTENTS:

I: Features
II: Premise
III: Update Details
IV: Installation
V: Quest Help
VI: Technical Help
VII: Editing and Distribution
VIII: Credits and Acknowledgements
IX: Additional Information


I - FEATURES:


The complete storyline behind The Legacy and The Butcher of Armindale merged together as one complex, interchangable, multi-pathed Quest/companion MOD.

The "true" conclusion to both The Legacy and The Butcher of Armindale (which takes place AFTER the existing events in both MODs.)

Complex quest involving a number of different encounters, 4000+ lines of dialogue, and a highly complex and engaging story.

Branching quest/dialogue line, resulting in varying encounters and endings depending on HOW you choose to progress through the quest itself.

Companion NPC packaged with all the features available to NPC Companion MODs at this point in time.

Complex and highly detailed guide featuring everything necessary to get you through the MOD with all manner of path variances and solutions, as well as a related story and trivia related to the MOD.


II - PREMISE:


Much to my surprise, the re-release of The Legacy attracted far more attention than I had expected. In fact, it attracted so much attention that a few gaming magazines featured blurbs on it, and with that my faith in Oblivion MODding was restored. I was already in the process of updating all three of the MODs to give them a more professional feel, but with this revelation that The Legacy (my personal favourite of all of my MODs) was what I would classify as a success I knew that I had to create something totally different.

A while back I had started work on a Convergent Storylines MOD entitled "A Tale of Two Worlds" which would have merged The Butcher of Armindale and Ruined-Tail's Tale. In short, the MOD was a failure due to the fact that at the time there were not the 3rd party tools necessary to complete the task to a suitable standard, and I was unable to convince Ruin's original voice actor to reprise his starring role. Now that merging .esps is a simple practice (TESGecko is a gift from the Gods) I decided that it was time to return to work on a Convergent Storylines MOD. Yet by this point Ruined-Tail's Tale was far too complex to even consider such a merging of storylines, so the solution had to come from elsewhere.

The Legacy built upon the lore I had created in The Butcher of Armindale, and more or less told the remaining 2/3rds of the story that the player gleans during his travels with Cleon. Thus, it was entirely logical for both stories to come together and create one complete tale that ultimately wrapped up both in a decisive manner. Furthermore, to add to the appeal of the project, it would be yet another "first-time" as far as Oblivion MODding was concerned, meaning that it would doubtless provide the challenge that has driven me during the creation of each of my MODs.

10 months after The Butcher of Armindale was first released (and almost a full year after Ruined-Tail’s Tale was first released) Arilita and myself released The Butcher of Armindale 1.0, the first REAL update for that MOD since it’s initial release. It was also the first of my MODs to harbour the unofficial flag “Tears of the Fiend compatible.” That is to say, that it –and The Legacy soon after- were completely ready for the merger.

So, why did I opt to use “Tears of the Fiend” as the title? Well, for one thing I’ve always liked the sound of that as a story-title. But more important is how it applies to the MOD itself. Since I don’t want to spoil anything, I will simply say this: Regardless of whether or not you have played The Legacy and The Butcher of Armindale, the Fiend whose tears have been shed is not who you expect…
Tears of the Fiend - Planet Elder Scrolls



RUINED-TAIL'S TALE (Quest + companion)



Quote:
Version 2.50 (Dated as of: 30 September 07)

By Paul 'Simyaz' Thomson


TABLE OF CONTENTS:

I: Features
II: Premise
III: Update Details (0.51 to 2.50)
IV: Known Bugs
V: Installation
VI: FAQ
VII: Troubleshooting
VIII: Editing and Distribution
IX: Credits and Acknowledgements
X: Walkthrough
XI: Other


I - FEATURES:


The Companion:

*NPC Companion "Ruined Tail" (Argonian Battlemage) who will follow you, fight, sneak, loot corpses and everything else you have come to expect from your Oblivion NPC companions.


The Story:

*Detailed character conversations/storyline. What the player says will directly affect Ruin's development as a character and an NPC, and determine the eventual outcome of his quest.

*Quest relating to the NPC - As Ruined Tail's tale progresses, he will become involved in a quest. The player can choose to take part in this (and develop the character further) or disregard it and use him as a "meatshield" NPC. The quest itself is long, detailed, engaging, and further enhances the concept that Ruin is not simply an NPC Ally, and more of a definitive companion, with his own personality, needs and fears.

*New encounters/fights - Using some "different" encounter techniques that I've always wanted to try in Oblivion I've incorporated a new fight that I hope can be considered "strategic." Previous players of this MOD will find this fight in the new section of Ruin's Quest.

*Multiple paths of progression - The story of Ruined-Tail's Tale features several paths, and the choices YOU make will ultimately determine how Ruin develops as a character.


II - PREMISE:


The Plan:

In my opinion, Oblivion is one of the most complete games ever, featuring some truly amazing visuals, interactive large-scale quests, a vast world to explore, and multiple path options to take. In fact, the only thing that I truly consider wrong with the game is how lonely it feels. From the outset, you really are the "one-man army," and even in the brief instances when you do side with an NPC for a quest or two you still know that you are in charge, and that in reality the NPC will be gone in a quest or two (Amusai).

My favourite RPG (and indeed, favourite game) of all time is Baldurs Gate 2, and for one simple reason: Depth of character. In BG2:SoA you are the hero, you are a demigod, yet despite this you depend on your companions, and serve as a teacher, friend and even father-figure to those in your party. They talk to each other, they get mixed up in past affairs, they go crazy and turn evil (at your manipulative advice) and some of them even share romances with you. In truth, the storytelling is what makes BG2:SoA unique.

With this in mind, I set about to make Oblivion the perfect game (in my opinion), by adding an NPC companion (only one at this point in time) who is more than just a henchman. He has a history (which his quest revolves around), he has questions for you -mostly along the lines of moral, philosophical and therapeutical-, he has flaws and can be a nuisance, yet he is still a loyal companion. He will respond to the things you say to him, and they in turn will shape his persona and eventually his status as a companion class. He is FLAWED, and that is what makes him a true character, and a story-driven companion.

When I began working on this, I knew what I wanted. I wanted to create an NPC companion with the depth and individuality of Solaufein in Westly Weimers SolaRomance mod for BG2:SoA (WeiDU.org: Infinity Engine Utilities and Mods). I wanted an NPC who players could genuinely like, and I wanted one who did not need you to make his choices for him, but rather simply asked for the players advice. To some extent, the player was to be his conscience, providing moral suggestions without giving specific commands. Westly Weimer captures this perfectly in Solaufein, and used poetry, philosophical references and parables to develop the character into a companion that you genuinely feel for. He is UNIQUE, and DEEP, and will not be forgotten in my gaming history.

Thus we have Ruined Tail (or Ruin for short.) Somewhat typically he has a dark past that he is tormented by, yet rather than come out and speak to the player directly he will ask subtle questions that tie together to form a coherent background. Your choices will make or break him (eventually) and whether or not you want to play a valiant Crusader, or a manipulative acolyte, Ruin will be YOUR companion, and no one elses.

The Demon that we fail to see is the Demon that lurks inside.


The Revision:

Ruined-Tail's Tale became a thorn in my side as time progressed. It was loved by so many (over 10,000 downloads and still counting) and yet it received so much criticism over such minor issues that eventually I gave up on it, and moved onto other things. I released The Butcher of Armindale as well as a few updates for that MOD, and more or less left Ruin to his own devices.

Any yet, those on the ElderScrolls forums simply would not let me. A few individuals in particular were truly excellent at restoring my faith in both the Oblivion community, and in the Ruined-Tail MOD. Some of those that spring to mind are: Rychek444, Marac, Trent Reznor, Samurai121, Deepfreeze, Cornicer, Ivy, Shoran, Triangulo, Greyfox4000, AndyW, Wizard of Thay, and numerous others. Their persistence in promoting the MOD, and continuing to support my work -not to mention enduring my mounting anger every time I received a negative review- drew Ruin and his story out of the shadows of Abandonment, and back into the light once more.

Thus, update 1.0 has at last been completed. Which resolves all of the minor niggling issues with the MOD that I had simply decided to ignore, as well as further deepening the immersion of the MOD, and adding the TRUE ending to the story as I had always planned it to be.

"Do not stand at my grave and forever cry.
I am not there. I did not die..."
Ruined Tail's Tale - Planet Elder Scrolls


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Old 13-11-07, 17:50
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Old 13-11-07, 17:51
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Old 13-11-07, 17:52
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Old 13-11-07, 17:53
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Old 13-11-07, 18:53
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Old 13-11-07, 19:10
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Old 13-11-07, 19:45
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Old 14-11-07, 15:41
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Old 14-11-07, 18:11
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Old 14-11-07, 18:56
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Old 14-11-07, 20:58
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Old 14-11-07, 21:10
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Old 14-11-07, 21:16
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Old 14-11-07, 21:20
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Old 15-11-07, 17:55
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