Slawter500 Posted August 16, 2009 Share Posted August 16, 2009 Ahhh! Name change! lol I was thinkin maybe the occasional slaver revolt, Nothing to big, the mages would quickly be able to squash it, just to add a little more flavour to them, Maybe the could be contaminating whatever it is they're doing for the mages, and something big goes wrong Link to comment Share on other sites More sharing options...
Deleted771212User Posted August 16, 2009 Author Share Posted August 16, 2009 Maybe they start a rebellion in the mines and kill a few Telvanni guards with pickaxes. Then you could chose you're side. Go with the Blood Paladins and help the slaves flee or with the telvanni kill the hostile ones. :D The haunted Asylum exterior is allmost ready. I wonder if it is possible to change the weather around the Blackspine Isles. Like making one part of the landscape foggy and other sunny. Link to comment Share on other sites More sharing options...
Deleted771212User Posted August 16, 2009 Author Share Posted August 16, 2009 Ok, I need links for all kind of ghostly. Blood, shadows etc. Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted August 16, 2009 Share Posted August 16, 2009 I don't really know where this is at exactly, but I like what I'm seeing here, with all the creepy stuff and whatnot. It made me think that maybe you could add some sort of insane asylum to the mod, maybe abandoned, where some of these strange outcasts you (Jason) have thought up would have been kept until they would have broken out and killed everyone else there, or something like that. I like the idea of an insane asylum in Oblivion because I've never seen one before and it would make good use of Oblivion's creepy side. Link to comment Share on other sites More sharing options...
Deleted771212User Posted August 16, 2009 Author Share Posted August 16, 2009 Oh Razorians are just a bunch of savage barbarians. But the Asylum is long abandoned and haunted. The Inmates turned hostile and slaughtered the guards. Survivors locked the gates and the madmen were trapped inside. There they suffered from starvation and of course maddness and eventually died. Now their ghosts haunt the Asylum. When the player is asked to fetch an item from there. And when the player finds an entrance to the asylum he or she is trapped inside. It should be really haunted not with vanilla oblivions ghosts. Like I mean strange noises everywhere, Writings appearing to the walls, moving objects etc. And I got this idea where some of the ghosts are Npc's and when the player tries to talk to them they just disappear and spawn into another place. And also small child runs behind a corner and when the player follows it, it is gone... Link to comment Share on other sites More sharing options...
Deleted771212User Posted August 16, 2009 Author Share Posted August 16, 2009 I need someone to write a journal of a cleric who lived in the asylum. It should contain information about the inmates. And in the later stages strange behaviour of the guards and strange noises from the attic... Link to comment Share on other sites More sharing options...
Peppez Posted August 16, 2009 Share Posted August 16, 2009 The haunted Asylum exterior is allmost ready. I wonder if it is possible to change the weather around the Blackspine Isles. Like making one part of the landscape foggy and other sunny. It is possible, you'd just need to change the region around the Blackspine Isles, and go into weather and only enable the weathers you want to be in that region (like around the asylum it is dark and misty and only the occasional thunderstorm change the weather :) ). I need someone to write a journal of a cleric who lived in the asylum. It should contain information about the inmates. And in the later stages strange behaviour of the guards and strange noises from the attic... I'll try it. Link to comment Share on other sites More sharing options...
Deleted771212User Posted August 16, 2009 Author Share Posted August 16, 2009 Cool! Oh if I get enough ideas and someone to script those hauntings this is going to be spooky... Link to comment Share on other sites More sharing options...
Peppez Posted August 16, 2009 Share Posted August 16, 2009 Cool! Oh if I get enough ideas and someone to script those hauntings this is going to be spooky... I could (attempt) to make the scripts I guess. Heres what I'd do for a script that moves an item around, first place a bunch of X markers around the asylum around different spots. ScriptName aaPeppezScript ref aaItemref XMarker1ref XMarker0 Begin GameModeif ( player.GetDistance aaItem >= 40 )endifif ( player.GetDistance aaItem<= 39 && aaitem.GetDistance XMarker0 <= 10 )aaItem.moveto Xmarker1endifif ( player.GetDistance aaItem <= 39 && aaitem.GetDistance XMarker1 <= 10 )aaitem.moveto Xmaker 0endifend Notes: It should only play when the player i within 39 or so feet so you can SEE it happening, and you will actually have to make the Xmarkers persistant. Here are some things you might also like:Bloody ApronGorier Blood :yucky: Link to comment Share on other sites More sharing options...
shadowace Posted August 16, 2009 Share Posted August 16, 2009 Cool! Oh if I get enough ideas and someone to script those hauntings this is going to be spooky... I could (attempt) to make the scripts I guess. Heres what I'd do for a script that moves an item around, first place a bunch of X markers around the asylum around different spots. ScriptName aaPeppezScript ref aaItemref XMarker1ref XMarker0 Begin GameModeif ( player.GetDistance aaItem >= 40 )endifif ( player.GetDistance aaItem<= 39 && aaitem.GetDistance XMarker0 <= 10 )aaItem.moveto Xmarker1endifif ( player.GetDistance aaItem <= 39 && aaitem.GetDistance XMarker1 <= 10 )aaitem.moveto Xmaker 0endifend Notes: It should only play when the player i within 39 or so feet so you can SEE it happening, and you will actually have to make the Xmarkers persistant. Here are some things you might also like:Bloody ApronGorier Blood :yucky:Sounds like it might work, that script looks ok and all. Link to comment Share on other sites More sharing options...
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