sheepinchina Posted May 3, 2009 Share Posted May 3, 2009 Well, this will be my first mod that doesn't just involve tweaking things and adding buildings and NPCs.I intend to add a fully functional and re-playable arena with a quest. I know the DCL "The Pit" has it's own arena but I have been planning to make this since FO3 launch when it didn't have an oblivion style arena. The arena will be cyberpunk themed (hopefully) with inspiration from the movie Doomsday (only in atmosphere not story).My forte's in modding are story writing and sound creation and I can obviously create levels, items and NPCs. I have a full back story to the arena with all the dialogue written out. I have invented some nice characters who work well together. So far all of my notes on this mod come to about 2000 words so far and adding more every day but more importantly I know the limitations of modding games and I have a good idea of how the Fallout script works. I'm fairly sure that everything I want to do is possible. I have read lots of tutorials on the subject of scripting and I think i know how it could be done but I don't have the knowledge required to do it all.I can make all the maps and NPCs with the GECK but I can't write dialogue, scripts or quests Here is a list of the different tricks i want done with scripts. Player is transported to different area when they sleep or by talkig to NPCEvery time they make one teleport, their possessions are put into a container, once a quest has finished they can make the teleport without loosing items.When the return to the original place they can collect caps relative to a changing integer (eg they win 3 fights they get 300 caps)setting up the faction system in such a way that the player can engage in combat with some enemies without other NPC's woryingObviously there needs to be a system that spawns NPC's after dialogue.To get to the combat area there will be a two door system similar to Oblivion. One door will open when you talk to an NPC. The player walks through the door to a "holding pen" when you get to it you trigger next event. the door behind you closes and wav (audio) file plays. after file plays, front door opens along with 6 other doorsonce player kills specific 6 enemies (all frenzied fighting each other), triggers event to open the door to allow player out of the arenaA quest keeps track of how many of the fights the player has won. After certain number of fights a special fight is instigated (boss fight)change a character's dialogue trees after finished questChange ownership of items after finished part of quest If someone could at least give a vague idea as to a way that this could be accomplished then I would be very grateful.If you would like to work on this mod then contact me and I will send you my notes and the mod .esp As well as this. I am looking for a unique armor and knife to include as rewards for killing bosses and finishing quests. (not entirely necessary but it would be cool.It would also be nice to turn 2 characters in the mod into followers (mutually exclusive) once the quest is finished. Give me a yell if you want your mod to get some publicity in this one I know that this is a huge ask, but I think that this mod could be really good fun Link to comment Share on other sites More sharing options...
BadPenney Posted May 3, 2009 Share Posted May 3, 2009 Oblivion has an arena quest in the capital city. If you haven't played it, then you might check it out and look it over with the Oblivion Construction Set for tips on how to make your mod idea work. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted May 4, 2009 Share Posted May 4, 2009 I used the TES IV arena as a base for the one I'm working on for Sin City. Link to comment Share on other sites More sharing options...
woodrat Posted May 5, 2009 Share Posted May 5, 2009 I dunno if this would help you, but I ran across it when trying to do some reskinning of some armor. Link Appearently someone wrote a small tutorial for a potential arena. Link to comment Share on other sites More sharing options...
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