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*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 MOD companions. (Thanks to Blocky and Aridale for direct inspiration in this regard.) Using Reznod's companion share MOD Ruin is now also able to have his equipment upgraded and to serve as a "pack mule" for the player.
*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. (Note, at the moment there is only one ending. However the dialogue trees change based on how he regards you. Other changes will occur with future releases.)
*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.
RUINED TAIL'S TALE (AKA: Ruin Companion MOD) ============================================ Version 0.52 (Dated as of: 17 April 06) By Paul 'Simyaz' Thomson E-mail: Simyaz@Bigpond.com MSN Messenger: Simyaz@Hotmail.com AIM: Simyaz0 PREMISE: ======== 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 theraputical-, he has flaws and can be a nuisence, 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 (http://weidu.org/). 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 parabols 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 coherant 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. FEATURES: ========= *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 MOD companions. (Thanks to Blocky and Aridale for direct inspiration in this regard.) Using Reznod's companion share MOD Ruin is now also able to have his equipment upgraded and to serve as a "pack mule" for the player. *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. (Note, at the moment there is only one ending. However the dialogue trees change based on how he regards you. Other changes will occur with future releases.) *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. 0.52 UPDATE DETAILS: ==================== 1) Added compatability for Reznod's companion share MOD, allowing the player to give Ruin specific items, and also serve as a "pack mule" to some extents. This has been thoroughly tested with all aspects of the NPC and his associated quest, thus far I have found no major problems. All credit for the COMPANION share MOD (and the associated script used on this NPC) goes to Reznod. Kudos to him for going out of his way to make a modders life easier. Reznod can be contacted on email@example.com 2) Fixed up a bug where a certain wall in Anvil was being disabled as a result of a typing mistake. 3) Added several lines to the existing scripts which has set up the MOD in a way so that it is ready for the main quest to continue when I get around to adding the dialogue for it. These changes don't mean much to you guys, but at least it is a sure sign that the next installment of the quest is en-route. 4) Performed a bit of NPC balancing on Ruin in order to make it "fairer" on players who are still using fairly low characters. Additionally, some of the opponents no longer where equipment that will make the game way too easy for lower players once looted. 0.51 UPDATE DETAILS: ==================== 1) Improved two specific encounters towards the end of the mod-so-far. Specifically, better scripting for the final encounter, and a certain group of enemies advancing out of a hiding place in the water rather than simply appearing. Seriously, this is a major improvement over what was there before, and makes it much more enjoyable to play. Even if you have already made good progression through the MOD so far, I suggest checking out the updated version just for the better final stages. 2) Mode_Locrian pointed out a minor inconsistancy regarding Ruin's name. I fixed that up. STILL TO COME: ============== *Progressive Story - I'm still not done yet. Ruin's tail (pun intended) still has a long way to go (even though the current ending seems contary t that) and as I get more time to continue crafting his story, I will release further updates. (Two versions of the file will be released, one of which will allow players who have reached the current ending to continue on from there.) *NPC updates - More realistic AI functions that can make full use of the Radiant AI in Oblivion. *Voice Acting - Okay, I'm Australian, so an Argonian with an Australian accent probably wouldn't sound particularly realistic. If anyone is willing to put in the hard yards to do the voice acting, I'll go out of my way to include it in game. BUGS: ===== *Pathing - There are some weird pathing bugs that occur occassionally (especially if you are running along with high SPEED over a long distance. If Ruin runs to slow and gets left behind, when you zone-into another area or quicktravel he should come back. *Quest - Okay, so the quests towards the end are a bit weak, but alas scripting is not my forte. If someone wants to take over scripting for it they are more than welcome to, but I prefer writing. INSTALLATION: ============= 1. Extract the contents of the .zip file to your Oblivion directory. If for some reason they don't go into the correct folders, the Ruin.esp and Easy_Companion_Share.esm files need to go into the Oblivion/Data directory, and the Folder containing the sound files (Ruin.exp folder) needs to go into Oblivion/data/sound/voices/ directory. 2. Start Oblivion, go into "data files" and tick the "Ruin.exp" file, AND the the "Easy_Companion_Share.esm" file to activate the MOD. 3. Load a saved game or start a new game to test it out. I wouldn't reccommend starting in the ARENA since that is where Ruin is located, and I've had some problems with him not spawning if you don't start OUTSIDE of the Arena. 4. Go find Ruin (by the statue in Arena) and start destroying his lively persona (or cheering him up, if you prefer.) FAQ: ==== Q: Ruined Tail keeps on pathing all over the place, what's going on? A: Good question... Answer: I don't know. Lots of companion MODs have been having similar problems, and modders with more scripting skills that I have are also being challenged by this. We'll figure it out eventually. Q: Ruined Tail is too deep, he's giving me a headache. A: Then don't talk to him. He won't care. Q: What is with the ending mate? A: Yeah so I ran out of time to get a bit more creative. Besides, my scripting skills with the TES:CS are not exactly up to scratch, so I had to keep it simple. In time that will change, the story will continue after that particular scene (because it will pan-out somewhat differently) and you will get to keep your questing companion. Q: Ruined Tail tried to crack on to me. I'm playing a male character mate, that's just messed up... A: I couldn't be bothered being selective based on gender. And someone on the Elder Scrolls forums was talking about marrying off her female character to a male Argonian, so I thought that she would probably get kicks out of this concept. Q: How come he hasn't talked to me in X minutes? A: There is a time delay on most of the conversations. Others need to be triggered by events or even resting (Hint hint) Q: I upgraded Ruin's gear but it isn't showing up any changes, why is this? A: Something to do with the way the CompanionShare MOD interacts with Ruined Tail's Tale is resulting in his attire only being upgraded when you zone into city areas. As a habit I try and avoid changing his gear when I am outside of any city zone, and if you find it isn't upgrading just make a quick trip back to Imperial City and switch zones in there to update it. EDITING, USING, DISTRIBUTING: ============================= I really don't care where or how you distribute this MOD provided that you don't change this ReadME or take credit for it. Feel free to use my script and NPCs all you want, but PLEASE don't plagiarise my story/dialogue. Obviously I can't do anything to stop you, but seriously, there can be no justifiable reason to steal my writing. CREDITS: ======== Paul 'Simyaz' Thomson - Scripting, Writer. Josh - Playtester Scott - Playtester THANKS TO: ========== Westly Weimer - Creater of the SOLAUFEIN MOD for BG2. The greatest RPG Modification ever created in my opinion. (Actually, two conversation topics with RUIN were taken directly from his MOD. Check out the masterpiece at: Weidu.org ) Robert Frost - Whose poetry is used in this MOD. William Shakespeare - A quote or two of his were also purloined. Blocky - Companion MODS - Providing inspiration Aridale - More companion MODS - Providing inspiration
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