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#161
spartalord66

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It seems to be working now I just added OSEB it still didnt work but now I have my graphics turned down its fine (my laptop is not very good for games)

Sweet I thought the "It began with one..." was saying that some random npc got sick lol looked the same as patient zero ima totaly try that! so im the zombie even tho I dont look like it and i just go kill someone?

Id love to see this in Skyrim and i will still be playing oblivion for this mod so you have atleast one person who will still use it long term after Skyrim comes out :)

#162
saadus

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Don't worry, this will be in Skyrim, the dragons will be amazing with this =). Think of all the stories on that.

#163
alec6694

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I have some ideas, maybe in the next verson (which will probably be the skyrim release :D) there could be crusaders or knights from other cities that will go on a crusade to destroy the zombies of an infected city, and the player can participate in the raids (for example bravil is infested with zombies, so if I enter the chapel in leyawin there will be knights recruiting for a bravil raid to kill off the zombies).

Maybe add bounty hunting missions that will be in towns that are not infected or provided by guilds to go out and destroy special infected creatures or even necromancers that are involved in the zombie apocalypse (just a thought).

I was also thinking about maybe giving cities tools to prepare themselves from incoming zombie threats, so that if another town is completely taken over by zombies, then the other towns will re-adjust their defenses and add more guards, or hire mercenaries to defend the town, or quarantine the town so that it makes it harder for the infection to breakout in that town, but it is still possible for it to happen.

Edited by alec6694, 09 November 2011 - 02:01 AM.


#164
Tehwardrag

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Perhaps it would be wise to prevent zombies from spawning from chapel exit doors. It's not a big issue with my level 48 zombie killing file, but it gets annoying to get taken from behind in first person mode in Chorrol by the chapel under heavy seige damage. The barricades are awesome, but zombies still come out of the safe zone... It doesn't help with the atmosphere of the mod for Zombies to spawn from supposed safe zones.

But it's still a very fine mod, don't get me wrong here.

Been with this mod since bit 2 and I'm still enjoying the zombie/NPC massacre.

Also, would it be possible to cause the zombies' attacks to push you AWAY from them when they hit you as opposed to PULLING you toward them? Last I checked NSL (Newton's Second Law), the acceleration is in the same direction of the net force, not opposite of it. It gets annoying.

One more thing: would it be possible to add more increase and decrease buttons on the horde growth rate and limit menus? I'm a hardcore survivor, expecting hordes to grow like crazy while I'm cleansing one town before moving onto the other and it'd be nice if I could get my standard 500 more zombies per day and 10k max capacity without spending 30 minutes clicking.

Thanks.

EDIT:
@spartalord66, are you standing in or near an infected town at night or is the game completely crashing? It gets completely dark during that time in the forced spooky weather.

Edited by Tehwardrag, 26 November 2011 - 01:03 AM.


#165
ddmlink

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Yes, I do believe that I can probably do some of that. I think that the part with the zombies' attacks probably lies within the mesh/skeleton/animations so I don't know if I can fix that, but I do see your point.

I'll also check the chapel doors. That shouldn't be happening.

Some type of crusaders, huh? I'll have to look into that...

#166
oderos1

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i've been thinking... would it not be nice if you could find insane travelers along the wilderness or roads, maybe some survivors that have found their way out of the city? then there is another thought... trying to make buildings to where trespassing is impossible, i don't know if i mentioned that before but its an idea

#167
ddmlink

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@oderos1
That would be interesting, huh? Like Red Dead Redemption: Undead Nightmare... Crazy...
And for the buildings, do you mean like a safe zone that you have to trespass to get into? I don't know if that would work as the player can safely trespass for a short while...

#168
dd15682

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I've been thinking of compiling some music for this mod. The vanilla music with screams+moans, assorted spooky music, and maybe a boss strain.

#169
oderos1

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i meant... somehow set the areas to the player's ownership.... it gets annoying when i cant sleep somewhere because im tresspassing

#170
Tank0123

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Ideas for my favorite mod (when no other mod will do)!

1) Well, this is more of a technical/compatibility suggestion; but to add an option for Kvatch in case a player is using one of those kinds of rebuilder mods. Otherwise, I really don't know if the Kvatch zombie levels are based off of Anvil or Skingrad...or neither. Or both. Or all of them. Oh and also, adding some sort of option for Elsweyr/Anequina, and for Morroblivion (not for every town, of course, but just stating how many zombies in general in case I wanted to flee south and be safe in Elsweyr).

2) No re spawning guards? But I guess there are mods for that.

3) If and when you end the infection, the fires in all the cities should go away, but there should still be ruins, siege damage, and barricades around everywhere.

4) A place to put the Survivors (ie Imperial City, or elsewhere).

5) Making a stronghold out of the castles; this should be optional, but the castles seem incredibly defensible, so the you should be able to decide if a castle is considered a "safe zone".

6) In thinking about an infection realistically, I'm not sure how this would work, but maybe allowing you choose which districts of the IC would get infected? The clean ones would, of course, wall up against the infected neighboring ones.




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