You might also be able to do this by making several DLOD versions of the town/city and by using some clever scripting to change the way it looks from outside, by binding the DLOD version in use to some specific buildings and changing up everytime a specific building is created/upgraded, with the best part being that depending on how the city is designed, this might only be required to be done a few times and the binding to be done on the tallest buildings/buildings near the city wall only. You can also further alleviate this problem by making the area surrounding the city/town a big plain(Hills possibly, but none so high you could see inside the city.) with a huge wall surrounding it.(Again, only after one has been built, or if the town has a palisade wall to start with, so it can be created in a separate cell and not in the same worldspace, to reduce possible FPS hit.)
On a complete side note; If you're aiming to fill the island with trees etc. I think you'll be likely to exclude the lower end PC:s from the plans and focus on the mid range ones as making this too low quality won't be good either. Many might not like it, but I think the majority of us have at least a mid range PC with lots of high end PC:s in use aswell. A further reduced(Mainly in the amount of trees in the outside area/lowering the DLOD quality of items and the size of textures in general.) version could be offered to lower end users.
Second side note; Using scripts on the DLOD changes would likely(Not certain, not a scripter myself.) require OBSE and thus make the users of D2D version of the game unable to use the mod. This could be used as an added feature for those that can have OBSE running, but if the script creation is far too complex, it could simply be added later after the actual release of the mod. If someone knows anything of changing DLOD objects or how to create/bind and remove them, I think there would be plenty of modders who would love to have that information. This is something that I will keep an eye out for in this thread and in general when browsing other mods and threads.
Now(How many times have I said that already?) I'll be moving onto further suggestions;
---Multiskilled NPC:s, I think this could be done by giving the player an option to change the jobs of an NPC once every 'phase' of the settlement/town/city and giving the NPC a boost in the stats/skills used in the job after every phase change. Just to throw out an example;
John Doe works as a smith for the first growth phase of the town towards the city. He would gain +5-15 to armorer and +5-10 to endurance/strength(Possibly some lesser stat gains to other stats/skills used in his job on a lesser degree.) for every phase he works as a smith, while assuming there would be 5 phases before the town grows into a city. The player, Homer Simpson, after assigning John Doe as the smith, would let him to do that job for three phases before re-assigning him into the town Militia, where he recieves combat training. Now, since John Doe has worked as a smith for a while, he'd be familiar with hammers and recieves blunt weapon and heavy armor training.(Bound to the highest weapon & armor skill the NPC has, a smith would gain a small boost to blunt weapons.) Now Homer Simpson leaves John Doe to work in the town Militia for the remaining two phases before the town grows into a city. From the Militia Training he would gain similar amounts of experience in the skills he will be focused training on.(Also the amount of skill levels gained could be lowered after each phase, to simulate the NPC:s getting older and less prone to learn new stuff, while it would also simulate that things do get harder to learn over time as it will also be harder to find someone with more knowledge to teach you.)
Now let's >assume< John Doe was a complete buffoon with no knack in any skill before he started working in his jobs, so the base skills/attributes would look something like this;
Attributes;
Agility 30
Strength 30
Speed 35
Intelligence 35
Willpower 30
Personality 50
Endurance 45
Luck 45
Relevant Skills(Based on the training he gains from his jobs.);
Armorer 25
Heavy Armor 25
Blunt Weapons 25
Mercantile 25
Speechcraft 25
Attributes and skills, after the five phases of training in the assigned jobs;
Attributes;
Agility 30 + 5 from two phases of combat training ->35
Strength 30 + 10 from three phases of smithing work + 10 from two phases of militia training -> 50
Speed 35 + 0 -> 30
Intelligence 35 + 0 -> 35
Willpower 30 + 5 from two phases of combat training -> 35
Personality 50 + 5 from three phases of smithing work -> 55
Endurance 45 + 15 from three phases of smithing work + 10 from two phases of militia training(Character is starting to be quite good in physical endurance already, which starts slowing the training.) ->70
Luck 45 + 0 -> 45
Relevant Skills;
Armorer 25 + 30 from three phases of smithing work -> 55
Heavy Armor 25 + 5 from three phases of smithing work + 15 from two phases of militia training(Learning gets slower after time.) -> 45
Blunt Weapons 25 + 10 from three phases of smithing work + 15 from two phases of militia training -> 50
Mercantile 25 + 5 from three phases of smithing work -> 30
Speechcraft 25 + 5 from three phases of smithing work + 5 from two phases of militia training(Militia does need to get along with the townspeople afterall.) -> 35
The figures above are completely thrown out of my head and do NOT account for the skill gains through the NPC levelling, so some NPC:s might attain two or three master level skills and thus the figures above would need to be adjusted to fit in with the skill gains of the NPC during their level ups.(Which are based on the major skills of their class and the items they are provided with.)
Also the NPC:s do have a list of skills of skills, you would simply have to implement things in a way that you give each of them a 'custom class', disable level dependancy and add levels/stats/skills to the NPC:s in a script that runs during every phase and adds specific amount of stat & skill levels, while lowering the levels gained from that during each phase.(Separate scripts for this might be easier.) You could then add a general script that adds some health & magicka to all NPC:s, changes their level higher and changes their inventory if it is necessary.(If certain skill goes above a certain point, preferably high so it won't happen by accident.) It would also add a few skill levels to all their skills, I'd say either +1 or 2, so it wouldn't break the balance when combined with the training possibilities. This needs to be calculated after the amount of phases the complete city will have had, so the scripts can be stopped, to prevent the NPC:s from becoming godlike should Homer Simpson snap and want to go berserk there.
---Cash; This could be handled by creating a new item that has no weight, but is used in trades and purchases. Another option would be to use a script to move all the cash the player has to some container in an unreachable place, thus requiring the player to earn the cash again and when the player leaves the island the cash would be returned. Although there will always be a way to cheat the system(Bringing items to sell, console codes etc. Removing the whole player inventory might not be feasable due to quest items etc. and possible bugs, not to even speak of players wanting to use their customized armour in the new island.), this would likely be the best solution to avoid any issues that might come from trying to trade an item for an item or in the way of creating a separate currency.
~Elraine
P.S.Now on a personal note; If this mod ever gets finished, I'm more than willing to create a few custom companion plugins for this mod by using Blackies CM Partner-mod. Creating companions and plugin dependancy are the few things I'm actually good at while using the CS and adding several normal companions with a few 'HERO' types appearing once a month/week somewhere isn't all that hard, although they might be found wandering somewhere else.
P.P.S. Sorry about the long post again, you're right about brainstorming being fun, I'm not so sure about implementing all of this being as fun though.



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