why not use a crowed road mod? Get permission, modify it. and wala! you got refugees and zeds roaming the roads
Ideas
Started by
saadus
, Jul 15 2010 06:39 PM
175 replies to this topic
#31
Posted 01 September 2010 - 08:19 PM
#32
Posted 01 September 2010 - 09:28 PM
I like knsh14's idea if you decide to make a campaign. However, there would still be a familiar feel to it. If you decide to go with it, I'd like to recommend BadCo's modder's resource gore: http://www.tesnexus....le.php?id=32321
You can find pics and see it in-game with his mod "The Crimson Queen":
http://www.tesnexus....le.php?id=29172
You can find pics and see it in-game with his mod "The Crimson Queen":
http://www.tesnexus....le.php?id=29172
#33
Posted 30 October 2010 - 11:32 PM
Maybe you could add in a scary music sub folder? or add creepy ambience sounds to the cities? like screams or distant groans of zombies? A spooky wind constantly blowing across cyrodil would be nice too. and maybe even some more spooky weather visuals.
#34
Posted 31 October 2010 - 01:11 AM
Good idea. I was trying to think of more visuals, but couldn't think of anything. Didn't think of ambience sounds though...
#35
Posted 31 October 2010 - 05:41 PM
Good idea. I was trying to think of more visuals, but couldn't think of anything. Didn't think of ambience sounds though...
Well, in the area of visuals i was thinking like, if possible, an EXTREMELY heavy fog. so you can only see a few feet in front of you? and maybe along with the reddish sky, maybe some yellowish, and greenish skies. and maybe take some of these, and mix them up. Like say, a heavy red fog, or a heavy green fog with rain?
Im no expert on what you can, and cant do with the Construction Set, but if that can be pulled off, THAT could be downright scary sometimes. especially the fog.
#36
Posted 31 October 2010 - 08:05 PM
I'm no expert with the Construction Set either (for example I'm trying to make player infection toggleable but I can't seem to 'disable' it). I usually just do trial-and-error with scripts. Although I'm sure it can be done, most likely someone better at scripts than I will have to make it.
x.x
x.x
#37
Posted 01 November 2010 - 01:16 PM
I have been messing around with the Spooky weather and I am currently working on having it raining heavily and the wind howling like its nobodies business. However, the fog idea with screams and moaning (Hmm, sounds like my ex) will add a scarier ambiance.
#38
Posted 02 November 2010 - 03:18 PM
I have another idea. I sa win he comments your idea abouta 'desert'... I dont know about that. but maybe, you could make it so that there are also area infections.
Like, jerall mountains, 50 zombies, the great forest, 120 zombies.
AND, infected areas of the game world, will have the following effects. (or as many as can be pulled off.)
1. Undead animals.
2. The spooky weather.
3. Decaying of plant life over time.
4. inability to quick travel until safe.
Also, you should add like several doors (or something that operates like them, like a trap door under the snow?) but keep these invisible. and have each one in the wilderness spawn like, a large amount of zombies to simulate 'wander hordes'
Sound cool?
Like, jerall mountains, 50 zombies, the great forest, 120 zombies.
AND, infected areas of the game world, will have the following effects. (or as many as can be pulled off.)
1. Undead animals.
2. The spooky weather.
3. Decaying of plant life over time.
4. inability to quick travel until safe.
Also, you should add like several doors (or something that operates like them, like a trap door under the snow?) but keep these invisible. and have each one in the wilderness spawn like, a large amount of zombies to simulate 'wander hordes'
Sound cool?
#39
Posted 02 November 2010 - 04:48 PM
boy, go to eccentricinc.webs.com and sign up. Your an idea man and we can use ideas. I like the way you think. I am planning on having every grave in Cyrodiil replaced by a door grave that leads nowhere so zombies appear from graves.
Decaying of plant life over time will eventually lead to a desert.
Qucik travel disruption should be in the hands of other mods. Kinda not our place to judge in that area.
Like I said earlier, sign up and give out the ideas.
Decaying of plant life over time will eventually lead to a desert.
Qucik travel disruption should be in the hands of other mods. Kinda not our place to judge in that area.
Like I said earlier, sign up and give out the ideas.
#40
Posted 02 November 2010 - 06:03 PM
Ok. I signed up.



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