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Scripting a new dungeon quest mod


Ironman5000

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I've started a new quest horror mod for NV and there are a couple of scripts/events that i'm not totally sure about and could use a little help to get it working properly

  1. To make this a true survival horror mod I done players going in at level 500 armed to the teeth with nuke miniguns as it drains the whole point of the mod, so upon entering the starting cell I want all the players inventory to be removed and stored into a container which can be retrieved at the end of the quest. Throughout the mod I will allow the the player to find new gear and would prefer them to only use these to make it a real challenge, I know Oblivion has a similar system when you get arrested so i'm sure it wouldn't be a stretch to apply it here.
  2. I will be wanting to create 'jump' events where creatures will suddenly appear from nowhere, and in some cases disappear, so from what I remember the best way to do this will be to use activation boxes with a script attached and flagging the linked objects as disabled. Would be great if someone could clarify this, and maybe share some scripts to make some cool encounters such as timed events or random spawns so that the player is never safe?

There is other stuff I want to bring up but I can't remember right now, if anyone is cool with helping out in any way with this or anything else for the mod I have started another thread here for discussion on it, thanks :)

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I would guess you have FO3, Look at how the pitt takes your loot and places it into a box which you can only retrieve after you get out of the arena. That is where I would start on that one.

 

I used trigger boxes extensively in my mod NVInteriors to enable hidden baby Radscorpions. This worked well and I even added a sound to the enable scrip to increase the tension when the player was walking around the cell. Look at NVinteriors project the cells are in searchlight airport and feel free reuse the scripts if you want there not all that complicated.

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Sup dude,

 

I think you can find a lot of answers in this mod as it is a lot as you have described.

 

For the removing items I would just go with player.removeallitems XXXXX where XXXXX is the container ID. At the end you can add script to put all stuff back (I don;t remember that one) but you can just force the container to open using activation box or quest event. As for the sudden appearance of enemy behind the player just use activation boxes as you said. There you can go 2 ways. One you will use a timer in the script that will disable the NPC after certain times passes of simply another activation box when the player reaches "safety".

 

Effects and transportation the simpler the better I think. Fadeout/blackout effect and goto marker command. Cool environment would be to replicate the Stasis state from FO3 when your father was a dog. You know like black and white moments. Also in FO3 there is a vault where you have hallucinations and the environment and NPCs as spawning out of nowhere and disappearing I think that is what you are looking for.

 

Also a cool effect is directly at the beginning of FO3 where you get the picture taken after shooting the radroaches with the BB gun you get blind some sound plays then you are older and transported.

 

I don't have time for scripts right now but if you get stuck I will try to help ;)

 

Later D13

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@Chucksteel: I do have goty FO3 as a matter of fact and now remember the event where they take all the gear, i'll have to track that down. I've not tried your NV mod yet (the FO3 one was awesome though) but these type of spawns sound exactly like what i'm going for with maybe some shock sounds added for effect, i'll have a look at it asap cheers for the advice :)

 

@Darkangel: Timed scripts are something I haven't tried yet, if I used them it would be for a kind of 'run or die' event where first time around the player will likely waste ages killing creatures until they move around the dark room and spot an escape route, through which there will be an activator to disable all and maybe spawn a wall or door behind. All other spawn events will be to creep the player out mostly, such as seeing something lurking through a window in the next room then getting there to find it gone which should be simple enough.

 

Using the tranquility lane imagespace is a good idea, could maybe use it for temporary hallucinations like the vault events you referenced. The fade in/out effects will come in handy for a few occasions too ill certainly have to apply them.

 

Thanks for the tips guys if you come up with any ideas or anything let me know, there will a lot to work on and environments will vary quite a bit - will be a bit like how SH4 The Room works with lots of places to play through, almost like a living nightmare so not many boundaries to worry about :tongue:

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You can confuse the player with timer doors :D like you get somewhere where there is only one door and that is locked (timelock) and then spawn a NPC behind the player (The only way to kill the NPC will be to run away from it till the time expires and the doors unlock and the NPC gets disabled.) That way you can get player to waist a LOT of ammo :devil:

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