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Developments and Modding Team for ATDungeonKeeper
Deimos1313 replied to kingtitan's topic in Oblivion's Discussion
Fort Carcernus by SurfingApe had a teleportation system somewhat like Aberwiin. ATDK already has scripting to have NPCs walk to certain locations, and occasionally includes sitting on a chair. I wouldn't call this system perfect, but it could easily serve as a starting point. I don't know if it's the same thing, but ATDK also has a functional lava cage, which should make building the water cage a little easier. I have successfully implemented a proper resurrection staff, based on Dante's scripting advice. Contrary to what I thought previously, it doesn't seem to affect faction affiliation. I have an idea for fixing the wandering NPCs bug. It's sort of a brute force technique, bypassing the troublesome AI. -
Developments and Modding Team for ATDungeonKeeper
Deimos1313 replied to kingtitan's topic in Oblivion's Discussion
So I take this as a declaration that there is not really much torture in the mod, and if there does happen to be some that somehow slipped in, it is not very noticeable and important, and that its inclusion is not why people play the mod. This isn't a mod about fluffy bunnies. -
Developments and Modding Team for ATDungeonKeeper
Deimos1313 replied to kingtitan's topic in Oblivion's Discussion
Was there something you wanted, David? -
Developments and Modding Team for ATDungeonKeeper
Deimos1313 replied to kingtitan's topic in Oblivion's Discussion
Can NPC's actually drown? I'm not certain, but it seems like something that might only apply to the PC. -
Developments and Modding Team for ATDungeonKeeper
Deimos1313 replied to kingtitan's topic in Oblivion's Discussion
Thank you for that first statement. As for "defending the prison," wow. There's so much possibility there. Is the Legion cracking down on violent crime? Is the Dark Brotherhood offing the competition? Is the Twin Lamps coming to rescue the oppressed? Is the Thieves' Guild springing its members? You could go anywhere with that idea. As an aside, I have a rather strange suggestion. I don't really expect this to be implemented, because it makes NO sense whatsoever, but I am compelled to say it nonetheless. Maybe... just maybe... House Telvanni has something to do with the new administration of Carcernus. Sorry about that "suggestion." I just have a soft spot for those sorcerous, paranoid, backstabbing, brutal slavemasters. EDIT: It never fails. 5 minutes after I post, a great idea hits me. Such is the price of genius, I suppose. You mentioned something about "recommended third party mods." I know of something perfect for this project, even if it serves no practical purpose. "Chain It!" is a pose pack that utilizes... well, chains. Chain NPC's to the wall. Chain them to the floor. Chain them to a chair. As I said, there's nothing practical here, but it's perfect for this mod's atmosphere. Maybe one could get more use out of it if it were somehow expanded and incorporated into the mod. If it isn't on the Nexus, let me know, and I can upload it somewhere. EDIT: I believe you stated in the OP that you have added exterior guards, but I have yet to see any. On an unrelated note... kudos. -
Developments and Modding Team for ATDungeonKeeper
Deimos1313 replied to kingtitan's topic in Oblivion's Discussion
@kingtitan Have you examined "Fort Carcernus" by SurfingApe? It has scripted spells for moving prisoners, but it's more of a teleportation effect than a "go to." I'm no scripter, but the script suggested earlier containing the command "resurrect 1" seems promising. It causes a corpse to just stand back up as a living NPC without a time limit, with no changes to location or inventory, though I can only guess that it would reset the AI and remove the entity from the Prisoner faction. It seems logical that the command could be made into a spell effect and attached to the Staff of Eternal Pain; however, I have no clue as to how one might go about this. I must voice my approval on your current work with "The Bowels." At first, I was a bit irritated with the level of darkness, but as I explored the area, I discovered that the lack of light made quite the fitting atmosphere. By all accounts, well done. Concerning the prisoners' propensity to die much too quickly... perhaps one could attach a Fortify Health effect to the Prisoner faction or some such, but I suspect that this may be too ham fisted in the long run. As for the torture devices, such as the chair, "flame cage," the buttons next to that top level cell, etc., I suggest lowering the damage inflected, except for buttons and levers marked "kill." I don't know how you could lower the damage inflicted by the lava cage, unless you lowered the damage of all lava, which may or may not be a wise choice. I wholeheartedly endorse the earlier suggestion of a water cage for drowning, but can NPC's actually drown? If not, I suspect that further scripting would be in order. As for general suggestions, could there be a way to "mark" prisoners to be attacked by the guards, perhaps as another spell effect? At present, the guards seem to be little more than decoration. I suspect that torture could be made a bit more interactive and interesting, such as coercing prisoners to give confessions, information, the location of valuables, etc. Perhaps they would need occasional healing, if their bodies would break before their minds. Speaking of breaking minds, perhaps some prisoners could become insane and/or feral due to their plight. I suspect that this is too much information already, so I will reserve any further ideas for a future time. For the record, I'm not twisting your arm about anything. You said you could use ideas, but I'm just glad that the mod has, at last, been reborn. -
Developments and Modding Team for ATDungeonKeeper
Deimos1313 replied to kingtitan's topic in Oblivion's Discussion
It was never meant to be a literal interpretation of Dungeon Keeper. It was inspired by the theme of DK, specifically, that of playing an evil (and, admittedly, sadistic) dungeon overlord. No one ever suggested invading heroes, much less spells to create imps for tunneling and digging gold. The purpose of the mod is to recapture that je ne sais quoi that can only be achieved through playing as a genuinely evil monster, devoid of the trappings of that tired notion that would have to be resurrected to be considered merely stale and hackneyed, "be a hero and save the world." The DK series were among the few, if not the only, games that did justice to this evil approach, hence the loose association. At any rate, no one here named the mod. That burden fell upon the original creator, AlexTed, who long ago abandoned the work due to the collective cry of "Burn the witch!" issued from both the Nexus community and the Internet at large (QuarterToThree forums come to mind). -
Developments and Modding Team for ATDungeonKeeper
Deimos1313 replied to kingtitan's topic in Oblivion's Discussion
Where does that extra mesh go? I've put it in both the Meshes and Meshes/AT folders, but I'm still getting a missing mesh in the prison courtyard, opposite the main entrance.