ub3rman123 Posted November 25, 2009 Share Posted November 25, 2009 Trying to start letting people know of my mod late this time, so it doesn't explode in my hard drive and people think I wasn't doing anything. Okay, finally letting out info on Blackscar Citadel. This is almost done, as all the rooms are built, lit, mostly pathgridified, and most have the clutter done. Only things left are a few odds and ends on the scripting for special functions in some cells, and the NPC's. I have yet to learn how to dialogue, and it seems quite confusing, but that's a definite must for the mod, so it's going to be included.So, my first question is: Is it worth the effort and delay time to attempt to implement a quest for this mod? I have no clue on how to make quests, and it'll probably slow the release date down a lot. Should I not do the questing, the mod should be released within the end of the month. So, does a quest involving the Citadel add much to the value of the mod? Aside from that, this mod is coming along nicely. I've got most of the amenities of a castle included, such as a barracks, cathedral, and dining hall. It also includes some other things, like a torture chamber based off Colin M.'s Aberwiin Manor, a hidden dock, and a whole (small) realm of Oblivion for honing your skills. Okay, I'm getting tired and about to fall asleep. I think I'll end this post here. EDIT: Just looked at a calendar.. Let's call it end of next month. Link to comment Share on other sites More sharing options...
3rdtryguy Posted November 25, 2009 Share Posted November 25, 2009 Sounds great. The need for a quest is probably best determined by the answer to this one question: Why does this mod exist, and what purpose does it serve? Is it a player home? Is it just a place to explore? If it's just a home, then while a quest to get it is always nice, it isn't really needed. You could just put the dead (former) owner in the front yard with the key in his pocket and a note , to him, explaining that his doom draws nigh if he doesn't hurry up and pay the money he owes.. Well, I guess it did, he's gone, and the place is yours without any need for a quest. Make sure you have all the ownership set to the player. If it's a place to explore, though, then something should probably happen while you're exploring. Link to comment Share on other sites More sharing options...
wastingtimeallday Posted November 25, 2009 Share Posted November 25, 2009 Hey, I think it's great that your mod is coming along nicely, personally when I search for mods I usaully search for mod's with completable quests (its just the most appealing thing for me in oblivion), however like 3rdtryguy said some description on the purpose of the mod would be nice. I have managed to create a few quest's in some basic test mods for morrowind and a personal morrowind project. Quest's arn't too difficult it's all just making sure everything references the correct conditions and stuff. If you give me a pm , or message me on [email protected] we could talk about quests and your mod. Since i'm bored and part of no team at the moment I'll more than likely help depending on what needs to be done. Link to comment Share on other sites More sharing options...
ub3rman123 Posted November 25, 2009 Author Share Posted November 25, 2009 Its primary function is to be a house mod, but I have added in a few substories and hidden plots, such as a renegade Beastmaster hiding in the foundations of the castle. I think I've added in enough small details to make an interesting quest chain built around it. I'm considering doing the quest in the style of Glenvar Castle, where some sections of the castle are closed up and you can travel through it. It's like converting the castle temporarily to a dungeon before the PC owns it. My idea of a plot for said quest could be where you wrest control of the castle from the current warlord by sneaking into the castle and assassinating him. Sound interesting? Link to comment Share on other sites More sharing options...
ub3rman123 Posted November 25, 2009 Author Share Posted November 25, 2009 I seem to be having a problem with the schedules of NPC's. As an example, the cook has a schedule to wander the dining hall an hour before dinner, then go into a tower and sit in a chair playing bones. For some reason, when I venture near him, it interrupts his package and he just sits there until the next package occurs. Any reason he's doing this? Link to comment Share on other sites More sharing options...
wastingtimeallday Posted November 26, 2009 Share Posted November 26, 2009 I'm not to sure , i'd have to have a look at the AI, yes it doe's sound interesting , however i'm curious as to how should the player get the quest?... should the quest simply appear in the quest log when the mod is loaded?, is there an npc who will talk of the castle owner?, also what features shall become avaliable to the player on defeat of the owner?.... motivation and reason make a quest alot more fun. Link to comment Share on other sites More sharing options...
ub3rman123 Posted November 27, 2009 Author Share Posted November 27, 2009 It appears I have spoken too bloody soon, once again. I was trying to add in dialogue for the quest, and now I can't save the mod without a crash.. Any suggestions?I'm going to try and find an old copy of the mod before I started on the quest, I have several copies lying in various places. I swore that Blackscar would not die like Deathcrag. So all I've lost is the quest bits. Anyone know what I may have done wrong to cause this? Link to comment Share on other sites More sharing options...
ub3rman123 Posted November 27, 2009 Author Share Posted November 27, 2009 Okay, now for some even worse news.. For some reason, now NONE of the copies of my mod are working, even those I had ferreted in different folder and hidden on flash drives. I think there might be something wrong with the CS on this computer, but it loads and saves the copies of my mod I made several months back, as well as other mods. Link to comment Share on other sites More sharing options...
ub3rman123 Posted November 27, 2009 Author Share Posted November 27, 2009 Ah, found the problem. My brother had reinstalled Oblivion on the computer, and preserved the data files. So now I'm working from another computer, which runs the CS just fine. Cheers. Link to comment Share on other sites More sharing options...
wastingtimeallday Posted November 29, 2009 Share Posted November 29, 2009 Okay, awesome, but did you want any help on creating quests for the mod? Link to comment Share on other sites More sharing options...
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