New Co-Op Mod for Oblivion!!
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Mazhaan
- Layman

- Posts: 4
- Joined: Sat Sep 10, 2011 3:06 pm
- ES Games: Morrowind, Oblivion, Redguard
- Platform: PC, Xbox
New Co-Op Mod for Oblivion!!
Mod can be found here: http://tesnexus.com/downloads/file.php?id=40325
A video of the Mod in action can be found by on You Tube by searching for 'Co-op play in Oblivion' or by looking for MelkiahMonkey's channel. I'd post a link but, well, you know.
Now some of you may have seen Co-op mods for 'blivion before but this mod enables two players to play Oblivion as two separate characters in the manner of Baldur's Gate I and II (console versions). While its still in its Beta stage it already includes full inventory managment options for both players, jumping, power attacks, target lock-on for ranged spells/attacks and a much improved 3rd person camera.
Here's the cut & pasted full list of features:
Both player characters can:
Use Blade/Blunt/Marksman weapons. Blade, Blunt and Hand to Hand power attacks can be done by holding the attack button.
Cast Self/Touch/Target spells
Jump
Open doors - load and animated
Loot dead bodies
Talk to npcs
Lockpick doors and containers
Access individual inventory, spell and stats screens
Set up and use shortcut keys (up to 6 shortcuts for player 1 and 4 shortcuts for player 2)
Buy and sell items and spells from shops independently (i.e. if player 2 buys a spell it will only appear in their spell list)
Ducking/sneaking work but not (yet) for pickpocketing and stealth striking
Give items and gold directly to each other.
(see the gameplay demonstration video)
Starting and Stopping Co-op mode:
The recruit and start spells are added to the player once the mod starts.
To start cast the Recruit Player 2 spell on the npc you would like to be player 2.
Currently any friendly npc can be recruited as player 2's character. To un-recruit them cast the spell on them again.
Then (in a clear area) cast the Start Co-op Mode spell.
To exit Co-op mode at any time press BACKSPACE. Player 2's character will revert to following player 1.
Features:
Attack Damage
Blade, Blunt, Hand to Hand and Arrow damage are calculated using a close approximation of the games standard formulae. In other words the damage your character does directly relates to your weapon, attribute and skill values.
Target Lock.
To assist with casting spells and firing bows use the Target Lock function. If they are fired without target lock they will fire directly ahead of the player character on a flat trajectory.
When the Target Lock button is pressed the targeted npc will briefly flash red (for player 1) and blue (for player 2)
The player character will now move relative to the targeted npc. If close enough all blade, blunt and hand to hand attacks will hit the target.
Arrows and Target spells will fire at the targeted npc.
Touch spells can only be used with Target Lock.
Press the target lock button again to switch off target lock. Target Lock will automatically switch off if the targeted npc dies.
Target Lock won't target the other co-op player character to do this press the Target Other Player button. Targeting the other player enables you to cast Touch spells on them as well as damage them with melee attacks.
Friendly hits:
Unless a Player is targeted by their co-op partner they will not take melee hits from them. Arrows and targeted spells will damage them as normal.
Activating:
To activate a door, npc or a container walk up to them, face them with your character and press the Activate button. Unfortunately this (currently) won't work for containers that are lower than the player characters chest level. Crouching can help in some situations.
Camera:
IMPORTANT - the camera will be jerky if the player is in third person view - change to first person.
The camera is intended to focus on a point between the two players.
The camera will move back the further apart the players move from each other - I haven't set a limit to how far apart they can go.
Moving the mouse left and right will swing the camera around the players.
Pressing up/down/left/right on the arrow keys moves the camera up/down and further away/closer. The angle is still controlled by mouse.
Pressing Right Control will revert the camera height and distance to the mod's default settings.
Pressing Right Shift will switch follow cam on/off
Whilst in interiors the camera will be closer and lower.
Getting knocked down
In Co-op mode both player characters are essential so cannot be killed only knocked unconscious. However if both players are knocked unconscious then the real player 1 will die.
Its still a little buggy, but hey, its only a beta. I just thought this is what I've always wanted in a mod. Co-opblivion at last! In fact I was so impressed I thought I'd do a little PR for Melkiah and his astounding Co-op Mod and try to tell the world, and by shear interest alone get him to polish it up so its bug free one day.
A video of the Mod in action can be found by on You Tube by searching for 'Co-op play in Oblivion' or by looking for MelkiahMonkey's channel. I'd post a link but, well, you know.
Now some of you may have seen Co-op mods for 'blivion before but this mod enables two players to play Oblivion as two separate characters in the manner of Baldur's Gate I and II (console versions). While its still in its Beta stage it already includes full inventory managment options for both players, jumping, power attacks, target lock-on for ranged spells/attacks and a much improved 3rd person camera.
Here's the cut & pasted full list of features:
Both player characters can:
Use Blade/Blunt/Marksman weapons. Blade, Blunt and Hand to Hand power attacks can be done by holding the attack button.
Cast Self/Touch/Target spells
Jump
Open doors - load and animated
Loot dead bodies
Talk to npcs
Lockpick doors and containers
Access individual inventory, spell and stats screens
Set up and use shortcut keys (up to 6 shortcuts for player 1 and 4 shortcuts for player 2)
Buy and sell items and spells from shops independently (i.e. if player 2 buys a spell it will only appear in their spell list)
Ducking/sneaking work but not (yet) for pickpocketing and stealth striking
Give items and gold directly to each other.
(see the gameplay demonstration video)
Starting and Stopping Co-op mode:
The recruit and start spells are added to the player once the mod starts.
To start cast the Recruit Player 2 spell on the npc you would like to be player 2.
Currently any friendly npc can be recruited as player 2's character. To un-recruit them cast the spell on them again.
Then (in a clear area) cast the Start Co-op Mode spell.
To exit Co-op mode at any time press BACKSPACE. Player 2's character will revert to following player 1.
Features:
Attack Damage
Blade, Blunt, Hand to Hand and Arrow damage are calculated using a close approximation of the games standard formulae. In other words the damage your character does directly relates to your weapon, attribute and skill values.
Target Lock.
To assist with casting spells and firing bows use the Target Lock function. If they are fired without target lock they will fire directly ahead of the player character on a flat trajectory.
When the Target Lock button is pressed the targeted npc will briefly flash red (for player 1) and blue (for player 2)
The player character will now move relative to the targeted npc. If close enough all blade, blunt and hand to hand attacks will hit the target.
Arrows and Target spells will fire at the targeted npc.
Touch spells can only be used with Target Lock.
Press the target lock button again to switch off target lock. Target Lock will automatically switch off if the targeted npc dies.
Target Lock won't target the other co-op player character to do this press the Target Other Player button. Targeting the other player enables you to cast Touch spells on them as well as damage them with melee attacks.
Friendly hits:
Unless a Player is targeted by their co-op partner they will not take melee hits from them. Arrows and targeted spells will damage them as normal.
Activating:
To activate a door, npc or a container walk up to them, face them with your character and press the Activate button. Unfortunately this (currently) won't work for containers that are lower than the player characters chest level. Crouching can help in some situations.
Camera:
IMPORTANT - the camera will be jerky if the player is in third person view - change to first person.
The camera is intended to focus on a point between the two players.
The camera will move back the further apart the players move from each other - I haven't set a limit to how far apart they can go.
Moving the mouse left and right will swing the camera around the players.
Pressing up/down/left/right on the arrow keys moves the camera up/down and further away/closer. The angle is still controlled by mouse.
Pressing Right Control will revert the camera height and distance to the mod's default settings.
Pressing Right Shift will switch follow cam on/off
Whilst in interiors the camera will be closer and lower.
Getting knocked down
In Co-op mode both player characters are essential so cannot be killed only knocked unconscious. However if both players are knocked unconscious then the real player 1 will die.
Its still a little buggy, but hey, its only a beta. I just thought this is what I've always wanted in a mod. Co-opblivion at last! In fact I was so impressed I thought I'd do a little PR for Melkiah and his astounding Co-op Mod and try to tell the world, and by shear interest alone get him to polish it up so its bug free one day.
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VirtualWeasel
- Master

- Posts: 1197
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Re: New Co-Op Mod for Oblivion!!
I have heard of this mod, and I know it has the reputation to destroy your game.
Re: New Co-Op Mod for Oblivion!!
This is actually well done. I wouldn't play it at the moment, but with further refining I think it could become a very good mod.
I would love it if there was a way to play Co-op with two separate monitors with a friend. Of course, that would be almost impossible to make.
I would love it if there was a way to play Co-op with two separate monitors with a friend. Of course, that would be almost impossible to make.
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Mazhaan
- Layman

- Posts: 4
- Joined: Sat Sep 10, 2011 3:06 pm
- ES Games: Morrowind, Oblivion, Redguard
- Platform: PC, Xbox
Re: New Co-Op Mod for Oblivion!!
You are mistaken. I know this cannot be the mod your refer to.VirtualWeasel wrote:I have heard of this mod, and I know it has the reputation to destroy your game.
- ZombieMonkeyNZ
- Journeyman

- Posts: 372
- Joined: Mon Mar 07, 2011 10:40 pm
- ES Games: Daggerfall, Morrowind, Oblivion
- Platform: XBox 360, PC
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- Location: SSV Normandy SR2
- Contact:
Re: New Co-Op Mod for Oblivion!!
I don't see the point of this mod.
I mean, if you actually have someone to play with, you've got a life! 
"Your mother was a hamster!
And you father smelt, of Elderberries!"
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OblivionDuruza
- Grand Master

- Posts: 6881
- Joined: Tue Apr 19, 2011 7:44 am
- UESPoints: 5
Re: New Co-Op Mod for Oblivion!!
This isn't Oblivion Online is it? So it only involves on PC, and you have to share the keyboard? It's an interesting concept, but I'm somewhat sceptical about how well it works, looking at a video on the web, which showed some very odd jumping, but nothing really indicative of co-op
.
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Mazhaan
- Layman

- Posts: 4
- Joined: Sat Sep 10, 2011 3:06 pm
- ES Games: Morrowind, Oblivion, Redguard
- Platform: PC, Xbox
Re: New Co-Op Mod for Oblivion!!
So the whole individual inventory stuff and the target locked combat and the buying stuff seperatly, NONE of that looked co-opy? No sadly its not two pcs linked but it makes for a pretty fun hank n' slash baulder's gate type romp anyway. I think the jumping is in there to try to show that its not just another follower but rather another human as the npcs don't jump like that, if at all.OblivionDuruza wrote:This isn't Oblivion Online is it? So it only involves on PC, and you have to share the keyboard? It's an interesting concept, but I'm somewhat sceptical about how well it works, looking at a video on the web, which showed some very odd jumping, but nothing really indicative of co-op.
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OblivionDuruza
- Grand Master

- Posts: 6881
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Re: New Co-Op Mod for Oblivion!!
The only clip I could find was about 20 secs of jumping around a store, with only one NPC. Could you maybe post a link to the one your talking about please? Like I said, a great idea, I just need to see it in action. (you may have issues posting a link, so replace the fullstop in the url with [dot] or something).
Thanks in advance
.
Thanks in advance
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Mazhaan
- Layman

- Posts: 4
- Joined: Sat Sep 10, 2011 3:06 pm
- ES Games: Morrowind, Oblivion, Redguard
- Platform: PC, Xbox
Re: New Co-Op Mod for Oblivion!!
ah sorry about that, ok try: http://www.youtube[dot]com/watch?v=1RyhkJ5m-e8 hope this is alittle better. vid is about 8 mins long but its worth at least one full watch
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OblivionDuruza
- Grand Master

- Posts: 6881
- Joined: Tue Apr 19, 2011 7:44 am
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Re: New Co-Op Mod for Oblivion!!
Thanks you the link, that looks a lot more like the description. I'll stay tuned for sure. It looks like it has real potential to be an awesome addition to the Oblivion experience
.

