Kained But Able
Aspirant
A generation standing with anger in their eyes...
Posts: 879
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Post by Kained But Able on Sept 22, 2006 10:35:27 GMT -5
Ok so university is going rather slowly right now so I decided to make a rather ambitious mod for MW. The idea is an island to the west of Gnaar Mok. Because I wasn't feeling too imaginative right now it's called Khost (ie. "coast"). The town was founded round a gold mine to the North East so, from this business point of view, it is largely Hlallu (never could spell that) influenced. Because of the large amount of wealth which could be generated (it does have a gold mine), however, there is a small contingent from the mainland (ie. Mournhold style). Also, a small contingent of Nords have come down from Solstheim to work the docks. The island has no fighters or mages guild, because there's nothing really of interest to them there. The sad thing is, aside from placing things in the CS, I suck at modding. Ideally I'd like a small independant thieves guild, and some of the NPC's to have schedules. This isn't really neccessary for, say, the baker because he works from his home anyway. The dockworkers and such however I'd like to retire to their homes at night. Any help or suggestions would be highly appreciated. There's some screenshots of the basic layout below. First is a top-down view of the whole island, second is the Nord district. Third is the, for lack of a better name, the "Mournhold" district. Fourth is the mine entrance, and last is a view looking over to the governers house.
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melchior1
Aspirant
Official PROTESF Necromancer
"This is my blessing, my curse."
Posts: 628
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Post by melchior1 on Sept 22, 2006 15:48:26 GMT -5
sounds good I don't know much about AI pathing though If the dockworkers houses mere right by the docks you could get a basic "schedule" without having to draw paths with minimal effort
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Kained But Able
Aspirant
A generation standing with anger in their eyes...
Posts: 879
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Post by Kained But Able on Sept 22, 2006 19:39:48 GMT -5
Well their houses are going to be fairly close to the docks. If you look at the first screenshot, the south docks will be run by one guy. That's basically the transport docks. His house will be the small nordic one closest to those docks. The west docks will be the "business" docks for the gold mine. The two dockworkers will live in one of the houses at the end of the docks.
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Post by Hunessai on Sept 23, 2006 15:16:39 GMT -5
Cool idea. Consider making the gold mine run dry and turning Khost into a ghost town. Or it can be an empty ghost town from the start, and the player manages to find a large vein of gold or whatever in it, bringing the people back.
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Kained But Able
Aspirant
A generation standing with anger in their eyes...
Posts: 879
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Post by Kained But Able on Sept 23, 2006 15:20:56 GMT -5
Cool idea. Consider making the gold mine run dry and turning Khost into a ghost town. Or it can be an empty ghost town from the start, and the player manages to find a large vein of gold or whatever in it, bringing the people back. Sounds like an interesting concept. I think if it's to come to anything like that I'll just pass it along to someone else to do. My knowledge of quest-making and scripting is pretty much non-existant. It's something I've always wanted to learn but never really found the time for.
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Post by lulu on Sept 23, 2006 23:02:05 GMT -5
Looking good so far.
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melchior1
Aspirant
Official PROTESF Necromancer
"This is my blessing, my curse."
Posts: 628
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Post by melchior1 on Sept 23, 2006 23:39:54 GMT -5
Cool idea. Consider making the gold mine run dry and turning Khost into a ghost town. Or it can be an empty ghost town from the start, and the player manages to find a large vein of gold or whatever in it, bringing the people back. Sounds like an interesting concept. I think if it's to come to anything like that I'll just pass it along to someone else to do. My knowledge of quest-making and scripting is pretty much non-existant. It's something I've always wanted to learn but never really found the time for. just wait till you get the island fleshed out a little before you pass it off scripting and dialogue are a lot easier than you think
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Kained But Able
Aspirant
A generation standing with anger in their eyes...
Posts: 879
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Post by Kained But Able on Sept 24, 2006 7:19:54 GMT -5
just wait till you get the island fleshed out a little before you pass it off scripting and dialogue are a lot easier than you think Yeah I'm filling it out just now. I need ideas for people's occupations though. I don't want an island full of commoners with nothing to do. There's going to be miners, dock workers, an armorer, some guards, a bakery, alchemist and all those kind of things.
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melchior1
Aspirant
Official PROTESF Necromancer
"This is my blessing, my curse."
Posts: 628
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Post by melchior1 on Sept 24, 2006 10:02:32 GMT -5
make a shoemaker there is a deffinite lack of those in MW
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Kained But Able
Aspirant
A generation standing with anger in their eyes...
Posts: 879
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Post by Kained But Able on Sept 24, 2006 10:03:42 GMT -5
Consider it done. I was wanting to fill the gaps in occupations. Hence why I'm putting in a baker. I never saw one of them either.
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Kained But Able
Aspirant
A generation standing with anger in their eyes...
Posts: 879
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Post by Kained But Able on Sept 26, 2006 8:25:44 GMT -5
Well this mod is coming along nicely if I may say so myself. I've completed the Nord district, the mine and a guard house for the mine guards. I'm now working on the main city huard building. Probably the most time-consuming thing is thinking up names and giving each character a little bit of unique dialog (mainly just the "background" topic). Incidently I made a thread about this over at TESF and it got completely ignored. Not one reply.
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melchior1
Aspirant
Official PROTESF Necromancer
"This is my blessing, my curse."
Posts: 628
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Post by melchior1 on Sept 26, 2006 10:49:21 GMT -5
The only place I ever posted about mods I was working on was the CS threads I actually got help and constructive criticism there opposed to flaming comments by stupid ten year olds who don't have enough intelligence to write their own names let alone script
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Kained But Able
Aspirant
A generation standing with anger in their eyes...
Posts: 879
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Post by Kained But Able on Sept 26, 2006 11:02:18 GMT -5
Well I've come across a little obsticle... For the city guards I wanted the dreugh cuirass, shield and greaves, and a medium armour somewhere between orcish and adamantium. Problem being there isn't one. Easily overcome though. Just fiddled with the adamantium textures then made my own armour. Just a shame I suck at modelling.
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Post by anebrd on Feb 20, 2007 22:05:20 GMT -5
This mod sounds interesting.
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Post by Alpha-B.tch on Aug 15, 2007 7:59:05 GMT -5
Create an NPC by the name of Bolulu that's the city whore you can beat up at will, and no one gives you a penalty for it xD
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Kained But Able
Aspirant
A generation standing with anger in their eyes...
Posts: 879
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Post by Kained But Able on Jul 15, 2008 16:57:24 GMT -5
I've restarted work on this mod Unfortunately all my textures for the custom armour, gold ore etc have completely disappeared. Less than ideal.
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