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Haxial

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Everything posted by Haxial

  1. Okay, just let me know if you'd like to try it. I am planning on continuing the development of the ideas and project design. I will probably re-post a new request when I have a name for the mod and a better and less vague idea of the mod. Haha, I was never planning on only assigning a single person to develop this mod. I was going to do a little head hunting. But for now, I am putting that aside to develop my ideas. Message me if you're interested. If I don't get a message by the time I am ready to start my hunt for modders then I will send you a message to see whether or not you're interested at that time. -Haxial
  2. So how do you think you could handle a mod like the one I'm requesting? I don't plan on doing any voice acting, as this doesn't involve questlines. Rather, just designing some places (for the thieves strongholds), NPC scripting, and scripting for the spell possibly (although that would probably be the easist to do), and lots of testing for balancing purposes and de-bugging. If you feel up to it just let me know. I will work through any issues, like the infamy issue, and test away. I have a nice system that can handle any mods. In fact, I have boosted the ammount of RAM that oblivion runs on with an editing program (to above the minimum 2 gb) because my system runs on 8 gb of RAM. Let me know if you would like to take this mod into consideration. -Haxial
  3. Compelling argument. But as I hope you see, I am not arguing. In fact, I agree. But you understand I am working with a "broken" game, in certain senses, so I am trying to make the best work of it. As the infamy issues are concerned, I was viewing it as, like you said, a word of mouth or "guilt by association" thing. Kind of like a bad person, who you know has done many bad things, but still roams about because no one has any evidence against him/her. Like a mobster (Al Capone). Or one of his associates. Even his lawyer was considered corrupt, along with many police officers who were actually innocent of any crimes. All in all, yes, it is a broken system. But I was just attempting to deal with what already existed within the game. I felt like the evil players would miss out if this mod only differs to players fame but never infamy. Ferryt, do you develop mods? -Haxial
  4. In response to Ferryt: I see your concern with infamy, but in many cases, word gets out. I know, of course, the player who never gets caught would not want infamy to affect the way others view or act towards them. This does make it broken. But in what way could an evil person ever possibly get to experience this mod? If they are evil (like I typically choose to be) and they would like the thrill of defending themselves against these anti-evil attacks then this mod would be very fun. What I'm about to say is totally hypothetical. But the issue is based on something that has no virtual value. It is simply a role playing issue. When a person does something shady, if even one person sees them doing something suspicious, then they may tell someone else. Even if they never get caught doing something wrong, they still might be known as the person who lingers in the graveyard past midnight and has been spotted by a beggar summoning a zombie. This person may have been spotted by a neighbor sneaking around the town at night with a dagger drawn and returning to their house in the wee hours of the night. Maybe after being seen doing something shady like this, a spy is hired to follow you the next time when you are doing something shady. Then a spy, being completely invisible, follows you and catches you doing something evil. After reporting back to whoever hired the spy, that person, maybe a paladin, will now try to hunt you down and kill you. That was completely hypothetical, and could be a role playing reason to explain why someone would hunt after you due to your infamy. Altogether though, this could be further thought out and constructed. At least to be less abstract. On a seperate note, the thief issue you brought up, of the IC Waterfront and being a part of the thieves guild could be easily dealt with. * First off, if you're part of the thieves guild then no one will steal from you. Plain and simple, that could be a part of the mod. * Secondly, if you onwed a the house on the IC Waterfront, as you stated above, then you wouldn't be stolen from, as it is protected by Gray Fox. Simple as that. That also, could be a part of the mod. You also brought up a good point about HAVING to have CM partners. No, I shall rephrase myself. I meant, it would be possibly more usful but far from neccessary. In fact, I agree. I think your house should only be broken into while you're there. I never mentioned this, simply becasue I forgot to, but I think it would be unfair to expect people to defend their homes while they aren't there. Although less realistic this way, I don't want things being stolen from players while they're out and about on their own business. -Haxial
  5. MOD # 1: The first mod I am requesting is an enemy related mod. I have always imaged what it would be like if someone snuck into my player house or guild hall and tried to steal something, or assassinate me, or even just ransack it. So for this mod, I would like to see some of this. But I will elaborate... Firstly -- I would like people to attempt to kill you randomly, wherever (I do truly mean wherever) you may be, based on your fame or infamy. The higher your fame or infamy is, the more often it will hapen (although never at a ridiculously high rate). The person or people who will attempt to kill you will be either hired freelance agents and bounty hunters or self-titled persons advocated by personal reasons. If the attacks are based on high fame, then the attackers will be dark. Maybe a dark brotherhood agent hired to kill you, or a character with dremora armor on motivated by personal succession. On the other hand, if the attacks are based on your high infamy, then the attackers will be light. Maybe a fighters guild member sent on a mission, or a blades member sent on a mission, or simply a paladin trying to vanquish all evil dwellers in the world. Secondly -- I would like NPCs to attempt to ransack or disrupt guild halls randomly. Not often, but every once and a while. So that if you are a part of any certain guild, and in attendance, one or many of your opposers of that guild may come in and try to ransack the building. For example, if you were a member of the Mages Guild and you were in one of the guild halls, necromancers may show up and try to kill everyone in the hall. You would then have to defend the your guild. Another example would be the Blades defending themselves from the Mythic Dawn. Thirdly -- I would also like to see random theives attempt to steal things from your player house or guild hall (making it more important for you to have CM partners to guard your player houses). The thieves that try to steal things from your guild hall will be completely random. The theives that come around and try to take things from your player house will come randomly, but the rate at which they come will be based on how high your fame or infamy is. Whichever is highest (either fame or infamy) will be the determining factor in how often theives attempt to steal from your player house. For example, if your fame is 5 and your infamy is 30 then your infamy will be the determining factor in the rate at which the thieves come. I do not want the rate at which the thieves come to be too overwhelming. And I don't want any thieves to ever have 100% chameleon, or to be 100% undetectable for their entire time attempting to steal from you. For example, if they use an invisibility spell or potion, once they touch something or attempt to steal from you they will become visible to anyone around. Thus, not being 100% undetectable for their entire time attempting to steal from you. Also, the thieves shall have a carry weight limit just like a regular character, so they can't steal everything in a house. On a similar note, to make it less "annoying" (because thieves are little bitches sometimes), and to get back something important that may have been stolen from you, there should be a shady person who dwells outside one of the cities and sells things (like lockpics etc...) but most importantly sells very expensive whereabouts to 3 thieves camps locations. These camps will be strongholds for the best thieves of the thieves guild! There, at these very well protected strongholds, you can find a main containment building for the best items. This main containment building, inside the thieves stronghold camp, will have a basement with a guarded chest. Since there will be 3 thieves camps locations, there will be 3 of these chests (1 at each location, in the basement of the main containment building). If a thief successfully steals an item (or items) from your player house and gets away, the item(s) will be randomly placed in 1 of these 3 chests. The items in these 3 chests will NEVER disappear! Fourthly -- I would like this mod to have random bandits, or necromancers, or pirates, or whoever else could possibly show up to hurt people or ransack OUTSIDE locations, to show up at cities, towns, and outside locations to do their evils to anyone who dwells there. I think these evildoers should be stronger than those which would show up at your player house or guild halls (as mentioned above) because there are guards and other NPCs around to help defend the city or town in which they would show up. Also, the evildoers that would show up in the cities or towns would come in greater numbers (not too great) for the same reason. MOD # 2: First of all, I prefer to use non-essential CM partners. But if one dies, I do not always want to rely on earlier saves. I am requesting a mod which incorporates a spell that can revive (NOT REANIMATE) any non-essential characters in the game. Of course, someone might then say, "Then why don't you just use essential CM partners"!? Well, I want the option to kill any of the other CM partners in the world if I so choose, and I also want the ability to revive anyone who IS a non-essential and non-CM based character. This, altogether, sounds cheap. And I don't want that. So, I want the mod (which contains the revive spell) to require the users character to have a high conjuration skill level, cost a lot, and have a decently hefty toll on the users magika. To be more immersive, too, the mod shall incorporate the characters disposition in the equation. For example, if an NPC is killed or dies for ANY REASON BUT YOU and you revive them then that NPC will have a dramatically INCREASED disposition towards you. And if an NPC is killed or dies from YOU KILLING IT and you revive them then that NPC will have a dramatically DECREASED disposition towards you. Please contact me further if you would like to develop either of these mods. I would like to talk about specifcs and answer any questions a mod developer might have. Thanks, -Haxial
  6. Alright, I'll try this. Thanks. If it doesn't go well or if I don't get any results I'll be sure to report back.
  7. http://tesnexus.com/downloads/file.php?id=29087 The mod: Return of the Shadows - Chapter 1 v.1-1 will not start for me. I know the mod is supposed to take some time before it starts (and that it is random), but it has been quite a long time and it still hasn't started yet. I am running the most current version of Oblivion on steam and I do have OBSE. The only thing I could think of that would possibly cause it to not start, would be the fact that when I started running this mod I didn't know that it required me to be running OBSE in order for it to work. After running the mod and saving it with the mod 'on' I found out I need to be running OBSE so i downloaded it and installed the .dll files in the correct directories. I have been following the main quest while I've been waiting for this quest to start. I hope it starts soon, but with every hour it doesn't grow more and more reluctant. I truly hope that I won't have to start over, but if I have to, so be it.
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