Septim741 Posted October 26, 2006 Author Share Posted October 26, 2006 I need some scripting help. I'm trying to make a script to get a faction (Daedric Legion) to go after an object. I wanted to use a script like the ones that bethesda made for the goblins, where the goblins will stop at nothing to get back their staff. Instead of the goblin factions fighting I want the other end to be the player faction. The script will come into play like this: In the quest you are teleported to a location with several daedric legion memebers in the cell. You have to guard an item from them, and they are going after it. The guarded item is what they will be trying to retrieve, and they have to get through you to get it. I need the object's script. Link to comment Share on other sites More sharing options...
agent0002 Posted October 26, 2006 Share Posted October 26, 2006 i've got a few suggestions tower shields: extremly large shields, and high defence male without a father swords: half longsword, half claymore. damage in between both and speed in between both greataxes: oversized battleaxes i have actually made all of these already in a mod that i have released, but people pretty much thrashed my mod (most without even using it). i'd like to see if you couldn't successfully use the above new types of equipment, because people appear to be taking a strong interest in your mod. (p.s., if any of these has been suggested already, im sorry, cause your threads a few pages and my dial up is painfully slow so im not gonna read all of the posts.) Link to comment Share on other sites More sharing options...
Septim741 Posted November 4, 2006 Author Share Posted November 4, 2006 Hi all. Sorry I haven't been around lately. Many things to address. i've got a few suggestions tower shields: extremly large shields, and high defence male without a father swords: half longsword, half claymore. damage in between both and speed in between both greataxes: oversized battleaxes i have actually made all of these already in a mod that i have released, but people pretty much thrashed my mod (most without even using it). i'd like to see if you couldn't successfully use the above new types of equipment, because people appear to be taking a strong interest in your mod. (p.s., if any of these has been suggested already, im sorry, cause your threads a few pages and my dial up is painfully slow so im not gonna read all of the posts.) First I want to ask agent0002: 1. is your mod still up? 2. how many kb is it? 3. and could you provide a link Second, does ANBODY know how I can contact Oscuro. I want to talk about OOO compatability. If somebody could post a full list of changes like he includes in the readme ( I don't have OOO) I would be able to tell if it is compatable. Third, I said in my new sig, that I want to put in waystations along the roads. I think I can do this. It would be inhabited by Imperial Legion guards, with new faces. The waystations (if you have I beter name, please tell me) would be wood, not stone forts. (again unless you have anything better) Any questiions, suggestions, or comments are always welcome, just don't PM me. ANY help is appreciated. Edit: I still need scripting help from post 31. Also I want to make skooma realisticly illegal, and was thinking about a script similar to that of the Indoril armor in MW. I don't have that script and don't know how to modify it to fit Oblivion. Thank you. Septim741 Link to comment Share on other sites More sharing options...
Abramul Posted November 4, 2006 Share Posted November 4, 2006 Perhaps you mean "Inns"? Often you'll find a trooper or two who've stopped by for a meal... EDIT: While having Legion outposts/wayposts/guard stations isn't a bad idea, you might not want it integrated, as it doesn't sound all that related. Link to comment Share on other sites More sharing options...
agent0002 Posted November 4, 2006 Share Posted November 4, 2006 1. is your mod still up?yes indeedy 2. how many kb is it? o_O you might see this as a problem, as the size is 30,749 kb. the reason that it is so big is because of the pretty massive number of new textures and meshes that it needs. 3. and could you provide a linkhttp://www.tessource.net/files/file.php?id=6598 ps: the items i suggested to you are not the only thing included in my mod...there's a few other things. for just the things i suggested it might be more like 5 MB file size. pss: maybe you would like to include my steel argonian and rock druid race in your mod as well. (these also have their own textures so the size would be kinda bigger.) Link to comment Share on other sites More sharing options...
Guest Tessera Posted November 4, 2006 Share Posted November 4, 2006 If someone has already said this, then I apologize... as I haven't read the entire thread... The issue I have with this mod is a simple one: It's very difficult to level up much beyond lvl 53 in this game, due to the limitations of the leveling system. The only work-around would be either the use of debug console cheats, or deliberately landing yourself in jail with the hopes of losing some of your primary skill attributes. Why bother..? Just to get more gear..? For what..? Also, it isn't necessary to go much beyond level 40 to begin with (some would even say level 25), as there simply isn't all that much left to do in Cyrodiil that you haven't already had enough of. I think it's a lot more fun to simply play through everything again, but as a different class and in a totally different playing style. On a positive note, I will say that mods such as this one are a testament to how enjoyable this game truly is... nobody wants it to end and you can get a bit attached to your characters. I'm currently playing my "Raven" character through for the fifth time... she's a serious cutie and I just can't stand the thought of putting her away in mothballs, so to speak. Let's see what Bethesda has up their sleeves in the future. 8) Link to comment Share on other sites More sharing options...
Septim741 Posted November 4, 2006 Author Share Posted November 4, 2006 thanks agent0002 - if I want to include things from your mod 1. I want to keep the kb as low as possible, so I could include either the races OR the three items, but you should pick. I'd prefer whichever is smaller. 2. I have trouble downloading large files you you would have to upload JUST the races or three items to TESSOURCE as their own file. If you have a better way to get them to me besides email and PM, please do tell me. 3. Remember, I don't want to include it if YOU don't, so YOU need to make that choice as well. To all: I cannot promise that I will include something right away. I will have to finish what I have myself, and THEN decide what I do or don't have room for. Unless I get high speed internet between now and when I release it (spring 2007?) It will not have Rens beauty pack, OOO, or any other HUGE mods INCLUDED. Compatability comes much easier. If you want your mod to be compatible, instead of included, it can be easilly(<<SP?) arranged. To tessera - If you think it best I can change the leveled items to a 50/55 tops, or a better level, but tell me. Or perhaps I can change the leveling as you get higher (maybe). Again I don't know what would be best, as I mod more than play Oblivion. Thanks. Abramul- I'm not sure I understand what you mean. Perhaps you are suggesting that "inns/wayposts/guard stations" are completely unrelated to the mod. Untrue. I am trying to bring back that fun and danger of the wilderness, like in MOrrowind. I plan to change the bandits and marauders to make it more difficult for tha player, or any NPC. The occasional spot to take refuge and restore health would be welcome in that situation. I have already made the highwayman respawn, something that may already present challenges to players. More highwayman would also threaten your character. If you, forum users, Abramul, anybody, would rather, I can make it more difficult on the player, and NOT add waystations. YOU choose again. Small questions: Can I put a pict from my PC onto my sig, instead of a website? If so how? Does anybody know where I can find/download/print a map that would compare cell location to a cyrodillic map? I need to know what cell the road is in if I want to put waystations down. (notice the "if") Thanks Sickle Yield, Abramul, Tessera, agent0002, and anybody else who has helped so far. I have made great progress this week. Septim741 Link to comment Share on other sites More sharing options...
Abramul Posted November 4, 2006 Share Posted November 4, 2006 Ahh, I see. I had been under the impression that this mod would take place in another worldspace. Link to comment Share on other sites More sharing options...
Septim741 Posted November 4, 2006 Author Share Posted November 4, 2006 Ahh, I see. I had been under the impression that this mod would take place in another worldspace. No. Most of the changes only affect Cyrodill. Where you were confused was the quest. The new faction quest takes place in a new worldspace. The new quest takes place in Aetherius and Oblivion. Aetherius will be very small, perhaps on an island, so that I don't have much to create. Most it will be in an interior, and I may not decide to make external cells. The new Oblivion world will also likely be an interior. Link to comment Share on other sites More sharing options...
Guest Tessera Posted November 4, 2006 Share Posted November 4, 2006 To tessera - If you think it best I can change the leveled items to a 50/55 tops, or a better level, but tell me. Or perhaps I can change the leveling as you get higher (maybe). Again I don't know what would be best, as I mod more than play Oblivion. Thanks. Septim741 Well again, this comes down to the way the leveling system works in Oblivion. Some people (like me) like the way it operates, others hate it. Be that as it may... If you choose to play one of the default character classes, you'll definitely level up fairly quickly (some would even say "uncontrollably" and they'd be right). Characters played this way will most likely hit a brick wall somewhere around level 20-ish and not feel a need to level much beyond that point. On the other hand, you can setup a custom character class as I do, in which you deliberately select least-used skills as "primary skills." This allows you to have complete control over how and when your character levels up. It's also the best way to get those juicy +5 bonuses at level-up that everyone hopes for. Your mod idea would be perfect for such custom classes, because the game lasts much longer when played this way (it can total as much as 200+ hours of playing time). I think somewhere between 40-50 are good levels to shoot for, so far as "uber gear" is concerned. I can't imagine too many players wanting to push much past that level range. Bear in mind that I'm talking about the default leveling system in Oblivion. I know there are mods that completely change the way leveling works and a few will allow you to pretty much go as high as you care to go. I never use them, myself... most make it too simplistic and I prefer to keep it complicated. :P Link to comment Share on other sites More sharing options...
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