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Medieval Mod


timmmmmy

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I was wondering if a similar mod has been produced for FO or anyone has considered it for FONV? I realize it would be a monumental mod...

 

Game idea:

*Player starts with ruined castle and one faithful servant who essentially functions as castle interface once nursed to health.

*Through quests/random interactions/payment player recruits staff/soldiers/companions/fellows.

*Staff added to imaginary industries e.g. get miner, receive addition x amount of stone per tick but never actually seen again.

*Soldiers essentially can just be deployed e.g. when wall replaced opens positions to 'install' soldiers on them. Unsure how patrols currently work but possibility to implement.

*Companions travel with player,can be equipped and upgraded.Group and individual action menus.Addition of very necessary companions such as cargo mules, priests, siege equipment etc. Some companions will be essential but once unconscious will take a lot longer to revive and the player must 'collect' them from their castle.

*Fellows wander around castle using standard NPC pathing,some given specific locations e.g. bedroom :P/blacksmith etc and can offer quests/services. Also some are useful when under attack.

*As castle grows so too does it demands,every individual added, imaginary or visible has specific requirements per tick e.g. food thus need to 'recruit' staff farmers/hunters etc.

*As player wanders the land his interaction with towns and villages affects him and his castle. Reputation, global and among groups, can have a much more pronounced effect than in FONV. Allows players to simply wander into a town, butcher its defenders,pillage the village and press gang its population. Alternatively they can ally and receive tributes or people for their castle. May also get quests.

*Different factions are represented and all can not be satisfied at the same time. Some are based on reputation, some on your relations to other factions. The most powerful of the groups are the noble families.When major factions are angered by you they can attack not only you but your castle.When suffering different raids your industries could be affected requiring a particular action e.g. wiping out a specific group of people.

*The countryside is both hostile and helpful. You'll often be attacked by man and beast alike and be able to harvest much needed resources from them. On the other hand you can shepard friendly animals back to your castle(interact->shepard as opposed to walking all the way), claim resources (interact->claim) and complete quests all of which increase resource ticks at the castle allowing for more upgrades for it and its defenders or an expansion of its capacity.

*The basis for the game is to repair castle and overthrow a typical tyrant.It involves wandering the countryside, enslaving or saving all in your path and enlisting or butchering all who stand before you on your road to the throne.The development of the castle not only is essential for its own preservation but also as it will decide the capacity of your companions. So last battle could be player+companions+castle defenders vs Big Bad Evil King and his retinue.

 

Why FONV

*Possibility for large scale and diverse battles with humanoid and other creature conformations supported.

*Implementation of much of the necessary architecture already in place.

*Skilled modding community with established history thanks to the openness and ease of modding allowed by FONV.

*Grittiness of game with decapitation etc thanks to how the models are handled. Use of VATS when wading into a horde of enemies would be thoroughly enjoyable.

*Skill sets already roughly in place, Guns:archery, melee:melee, large guns:siege, energy weapons:magic staves?

*Game would include fantasy creatures which are already well presented in FONV, e.g. take death claw, add wings, demon. :P

 

Minor changes:

Pipboy: Magical Bracer

 

Essential note e.g. TLDR:

This will probably never happen but I enjoyed thinking about it while I typed. :P

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Porting things over from any of the Elder Scrolls games and uploading them here would be illegal due to violating copyright, so porting then uploading is a very bad idea.

 

Wait, is that why it hasn;t been done yet?

 

I've got Oblivion and all the Fallouts. I'd love to port over Oblivion stuff, but I figured since it hadn't been done, there were some serious conflicts I wasn't aware of. I'm fine just doing it for personal use, so do you know if it's possible?

 

Also, there are plenty of fan created stuff available for Oblivion. Sure, porting the whole game might be construed by certain parties as "illegal", but surely a community built sword or armor model wouldn't have the same problem, right?

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Porting and uploading for another game, sometimes known as ripping, is illegal, but only when it is uploaded and not used solely for personal use. If you were to create a mod like the one you want, you'd only be able to do it for your own use.

 

Newly created items wouldn't be breaching copyright because it's not the game company that made it, however, uploading it for the use of gaining money would be illegal.

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however, uploading it for the use of gaining money would be illegal.

 

Well, that goes without saying. How exactly are we going to make money off of NVNexus, anyway?

 

But you're saying it's technically possible, right? Know of any tutorials? I did a bit of poking around with Oblivion resources and Fallout 3 back when F3 first came out, but I remember I didn't have much luck.

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Please do remember that it's against the site rules to discuss porting as well as uploading it.

 

Now, community built things may be good. For example, Mr_Siika's Griffon Fortress, I believe, is custom made except for the textures. You may be able to port over some of the resources from that if you can get a hold of Mr_Siika for permission.

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I was wondering if a similar mod has been produced for FO or anyone has considered it for FONV? I realize it would be a monumental mod...

 

Game idea:

*Player starts with ruined castle and one faithful servant who essentially functions as castle interface once nursed to health.

*Through quests/random interactions/payment player recruits staff/soldiers/companions/fellows.

*Staff added to imaginary industries e.g. get miner, receive addition x amount of stone per tick but never actually seen again.

*Soldiers essentially can just be deployed e.g. when wall replaced opens positions to 'install' soldiers on them. Unsure how patrols currently work but possibility to implement.

*Companions travel with player,can be equipped and upgraded.Group and individual action menus.Addition of very necessary companions such as cargo mules, priests, siege equipment etc. Some companions will be essential but once unconscious will take a lot longer to revive and the player must 'collect' them from their castle.

*Fellows wander around castle using standard NPC pathing,some given specific locations e.g. bedroom :P/blacksmith etc and can offer quests/services. Also some are useful when under attack.

*As castle grows so too does it demands,every individual added, imaginary or visible has specific requirements per tick e.g. food thus need to 'recruit' staff farmers/hunters etc.

*As player wanders the land his interaction with towns and villages affects him and his castle. Reputation, global and among groups, can have a much more pronounced effect than in FONV. Allows players to simply wander into a town, butcher its defenders,pillage the village and press gang its population. Alternatively they can ally and receive tributes or people for their castle. May also get quests.

*Different factions are represented and all can not be satisfied at the same time. Some are based on reputation, some on your relations to other factions. The most powerful of the groups are the noble families.When major factions are angered by you they can attack not only you but your castle.When suffering different raids your industries could be affected requiring a particular action e.g. wiping out a specific group of people.

*The countryside is both hostile and helpful. You'll often be attacked by man and beast alike and be able to harvest much needed resources from them. On the other hand you can shepard friendly animals back to your castle(interact->shepard as opposed to walking all the way), claim resources (interact->claim) and complete quests all of which increase resource ticks at the castle allowing for more upgrades for it and its defenders or an expansion of its capacity.

*The basis for the game is to repair castle and overthrow a typical tyrant.It involves wandering the countryside, enslaving or saving all in your path and enlisting or butchering all who stand before you on your road to the throne.The development of the castle not only is essential for its own preservation but also as it will decide the capacity of your companions. So last battle could be player+companions+castle defenders vs Big Bad Evil King and his retinue.

 

Why FONV

*Possibility for large scale and diverse battles with humanoid and other creature conformations supported.

*Implementation of much of the necessary architecture already in place.

*Skilled modding community with established history thanks to the openness and ease of modding allowed by FONV.

*Grittiness of game with decapitation etc thanks to how the models are handled. Use of VATS when wading into a horde of enemies would be thoroughly enjoyable.

*Skill sets already roughly in place, Guns:archery, melee:melee, large guns:siege, energy weapons:magic staves?

*Game would include fantasy creatures which are already well presented in FONV, e.g. take death claw, add wings, demon. :P

 

Minor changes:

Pipboy: Magical Bracer

 

Essential note e.g. TLDR:

This will probably never happen but I enjoyed thinking about it while I typed. :P

 

There is a complete mod for this.

 

It is called oblivion and it is in platinum edition and GOTY edition.

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If you really want to make something like this, the Gambryo engine - used in Oblivion, FO3 & FONV is not very well adapted for it. You may want to look into this one for making your own game. - it's free - for non commercial use: http://developer.nvidia.com/object/udk.html
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