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Age changes over time and eb and flood (tides)


Myuym

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Last night I was thinking about how the oblivion world was kinda static, even if you would have ventured in every dungeon there is, you are still just as old as you started. And the npc's are too. I believe it will too much trouble to make all npc's ageing, but wouldn't it be able for generic npc's like imperial guard bandits and stuff. (And when they would reach the end of their age they would die?)

 

And tides, I would like to see tides based on the moon (or just normal time, since I don't believe the moons are waning and waxing) Anyway, this would mean the waterlevel would change during the game, could that happen or is the waterlevel something static that can't be changed.

 

And lastly, Algorithm based dungeons, I often kinda know where enemies are, seeing as it isn't likely that it is my first time entering. So I wondered if it would be possible to make random dungeons based on an algorithm. like:

 

Exit/entrance, Hallway to Room 1, Room1, number of hallway's based on Room 1, New Room with a number of possibilities of connecting to other rooms with a hallway/ Dead end room, etc.

 

Problem would be to make sure there would be no collision between rooms, But I think it might be quite interesting to see if it could be made.

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Problem with the aging idea is that games not normally last long enough to make any difference. Time passes by only 30 times faster than normal (and possilby even slower if you change the TimeScale setting).

 

Concerning changing water level, this should be possible (haven't tried it though). Also the random dungeon idea is possible with some limitations. You'll probably have some compatibility issues with overhaul mods though.

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With the dungeons, the different random things you mention would need to be in different cells, because architectural tile placement in Oblivion is a tricky thing that has to be done statically or by placing multiple things all within the same space on top of each other and clipping but with some enabled at some times and others enabled at different times with all the scripting that entails.

 

To make what I am saying clearer, think about tile seams. Modders who don't know what they are doing, don't care, or don't adequately inspect their work leave gaps between floor tiles and you can see out into space, or else they run them too close together and you get a flashing seam. So with the Oblivion game engine, you can't just tell the computer to put a 3 X 2 room at the end of a 7 X 1 hall, you have to manually go in there and set up the tiles, the path-gridding, the lighting, etc.

 

So the variation would have to be in what door lead to what other door, and this would be controlled by scripting and enabling and disabling.

 

The game engine does support random enemy placement though. A modder could go into a dungeon and remove all the 100% spawn points and replace each one with four 25% spawn points. This would give you 0-4 monsters in a room where there was one before, and if one monster spawned, it might be in any of four possible locations.

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Problem with the aging idea is that games not normally last long enough to make any difference. Time passes by only 30 times faster than normal (and possilby even slower if you change the TimeScale setting).

 

Another problem is, there is no known script function to manipulate Facegen sliders.

Edited by LFact
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