macbauer Posted September 10, 2009 Share Posted September 10, 2009 This idea came to me spontaneously. It's a mod based on and will follow the first Act from Diablo II. As of now the current plan is to include: - Every NPC from Act 1 along with all their dialogue.- New Worldspaces, Sanctuary & Tristram.- All six quests from Act I.- A Follower you can hire after completing the second quest.- Every location from Act I. ie. Rogue encampment, Den of Evil, Dark Wood, Tristram, Catacombs, etc- The Bosses (Blood Raven, The Smith, The Countess, Andariel etc) and maybe some other unique monsters from Act I (Griswold, Bishibosh, Corpsefire).- A couple weapons with Diablo-like effects. - Shrines. Experience, Skill, Armor, Health, etc to temporary boost your skills.- A waypoint. although I'm still thinking over just letting you fast travel or forcing you to use waypoints to get from one area to another. Of course you can still walk anywhere you want without teleporting.- Secret Cow/Brahmin Level you can enter after completing the final quest. Been working on this for a couple weeks now. All in all I'd say it's less than 20% done. This is my first attempt at modding. Decorating the worldspace has probably been the most tedious part. I'm not an animator, modeler or texturer. However, if I learn how to do any of the three adequately I plan to include: - New animation and models for a Bow & Arrow type weapon as well as a Sword and Shield animation.- New models for enemies such as Fallen, Wendigos, Corrupt Rogues, Giant Spiders and Skeletons among others instead of using existing Wasteland creature, Ghoul and Raider models. Additionally, will create new armor and weapon models instead of reusing the FO3 ones.- NPCs will be given their own clothes so they look more like their respective counterparts from Diablo II. I realize this carries with it some legal issues so I'm contacting Blizzard to see if I can use some of their content (storyline, names of the npcs and locations, voices) in this mod. I reckon it's going to go one of two ways. If they say yes I carry on as normal, give Blizzard credit when applicable and release the mod when I feel enough content has been added. Meaning I won't wait until it's 100% before releasing V. 1 but probably around 60% just to gauge community reaction. If they say no then the mod turns from an inspired adaptation of Diablo II to simply something inspired by Diablo II. I'll change the names of the NPCs, quests, enemies, locations and tweak the storyline enough so that while the general idea remains the same it won't be a straight copy from the game. In this scenario I'd still like the NPC dialogue to be spoken so if anyone would like to lend their voice acting services that'd be much appreciated. Don't worry I'll have a game script to follow. All the original content I create will still be available in this version. That's about it. I do have one request, I try to learn the GECK on my own by figuring out how to script random encounters/spawns has been pretty tough. Right now I'm just placing lvled creatures in cells but sometimes they won't spawn. Can anyone point me towards a random encounter script or tutorial? Thanks. Link to comment Share on other sites More sharing options...
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