Steampunk Oblivion - Recruiting
#161
Posted 29 July 2010 - 03:25 PM
We need it for this project...
#162
Posted 29 July 2010 - 04:34 PM
#163
Posted 29 July 2010 - 05:08 PM
As I think I mentioned earlier, the time portals open at a relative locations in the past to where they were cast in the present, and appear at the nearest possible place when the closest location is filled. Layla creates her portal inside the windmill, and appears within the windmill in the past. The villain uses Crowhaven dungeon as a base of operations in the present day, which is where he creates his portal- he doesn't research the area well enough though, and doesn't realize that the tunnels under Crowhaven weren't dug yet 200 years ago (we can even say that the vampire family from the Gray Prince quest dug them, to have a place to hide their vampiric nature). So, instead of his portal appearing from far underneath Crowhaven, it appears in the next closest place- the bottom of the mineshaft (which will probably be completely collapsed in the present day). I think we should be able to safely add another secret tunnel to Crowhaven's dungeon, without interfering with the current quest. I'm not 100% on how world edits work, but it seems workable.
Your idea about the time limitations is definitely one we can work with. At the beginning of the mod, Layla goes to Oldtown with the intent to live the rest of her life there, so it would make sense for her to keep being from the present a secret to avoid becoming an anomaly. The people discover that Layla and the player are from the future further into the mod, since Layla doesn't close the portal like she originally planned, but even in the end only a few know.
Funny Kieran, I was actually planning on a clockwork bow already. It's only been mentioned in the character bios, but Cassandra fights using a custom bow, which will be pretty steampunked. I'm hoping we'll be able to work out complicated morphing for it (such as cogs spinning as the bow is drawn), but with the morphing troubles LHammonds was having, I'm not sure if it will be possible.
I don't think we'll be able to work in your last idea though, Tibato, for a few reasons. First is the nudity, since I'd like to keep this a fairly T rated mod, but that could be covered easily enough. The people are the real difficulty, since zombified people mean missing people. The sealed mine means people can't be taken in, and the plane of Hircine is devoid of mortals, so they couldn't really come from there. On the other hand, we could do a similar setup using beasts instead. I'm thinking of a weird oasis like room, with light pouring through a crack in the ceiling and plants growing around the walls. Simple herbivore animals, like bears and elk or such, could roam around contentedly, but a small mechanical trap in the center of the room would release the spell when you get to close. We may even be able to try having vines come to life, by making some sort of plant beasts appear with the spell.
#164
Posted 29 July 2010 - 08:36 PM
I don't think we'll be able to work in your last idea though, Tibato, for a few reasons. First is the nudity, since I'd like to keep this a fairly T rated mod, but that could be covered easily enough. The people are the real difficulty, since zombified people mean missing people. The sealed mine means people can't be taken in, and the plane of Hircine is devoid of mortals, so they couldn't really come from there. On the other hand, we could do a similar setup using beasts instead. I'm thinking of a weird oasis like room, with light pouring through a crack in the ceiling and plants growing around the walls. Simple herbivore animals, like bears and elk or such, could roam around contentedly, but a small mechanical trap in the center of the room would release the spell when you get to close. We may even be able to try having vines come to life, by making some sort of plant beasts appear with the spell.
oh, lol, no, I just meant without armor or clothing. Oblivion-nude, not real-nude. You're right about the people, too. We can work with the animal thing if we need to when we get there.
#165
Posted 29 July 2010 - 09:12 PM
press "f" key
watch points move to actually useful locations on the ground
there is a god.
(After making some landmasses I realized that the AI's pathgrids got all screwed up, and I was happy to learn there was a speedy fix.)
#166
Posted 30 July 2010 - 01:25 AM
#167
Posted 30 July 2010 - 03:22 PM
Sorry I havn't been functioning properly recently, I've had a lot of issues with university and such..
My new skype is:
likeclockw0rk
feel free to add me, and discuss the mod!
#168
Posted 31 July 2010 - 07:07 PM
#169
Posted 06 August 2010 - 04:19 AM
#170
Posted 06 August 2010 - 07:49 AM
The colours are really great too! Can't wait to see the new stuff, i can imagine them being absolutely stunning.
Are you using HD Textures?
don't forget some people do have over-powered gaming systems and it would be nice to please them also!



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