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Zombie Sandbox


BurzGroKhash

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I want this mod to be a zombie mod!

 

You wake up in that Summitist Manor (the manor from the DB quest) and an imperial guard is in your room and tells you about the zombie invasion. he says to follow him and when you get outside you see loads of zombies, the guard dies, and you see a chest in front of your door, you open it and it has armor/weapons etc.. Then you kill as many zombies as possible.

 

HERE IS THE HARD PART.

 

 

Make a kill counter, and at 500 kills you get a mission objective to go to the Temple of the One and you see a zombie in Uriel's emperor robes show up with a modded flaming sword. (ANY MODDED FLAMING SWORD) and you gotta fight him, and you kill him and that counts as another kill him. then you kill more zombies and at 1000 kills you gotta fight 2 uriels and it keeps going on.

 

sorta a fun zombie mod imo.

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You would need to place scripts with Begin Ondeath blocks on all the different zombie types. Each time a zombie died, it would increase the kill count, which would be a variable in a quest script, by 1.

 

Zombies are creatures, not NPCs. So they cannot wear clothes designed for NPCs. Zombies use a model that cannot use weapons. So the most difficult part of constructing the mod would be that you would have to find a modeler who could make a zombie look like it was wearing emperor robes and wielding a flaming sword. (The robes and sword would be part of the zombie's body and could not be looted. This means that existing flaming swords could not be used as they are, although parts of them could be merged into the new zombie model.)

Edited by David Brasher
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There are also two zombie costumes out there somewhere, meaning you could make an NPC look like a zombie...

 

The movements, speech, and indeed wielding of weapons and armour would be a bit weird though.

 

Just sayin'...

Edited by GreatLucifer
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Well not necessarily. You can have a normal NPC and replace the head with a zombie head. They do that in MMM and OOO. This means they use weapons and armour, but make the robes unplayable so that you can't see the normal body underneath.
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If you used a custom unplayable race for the zombies, they would not talk about mudcrabs with other zombies when idle, and would not say taunts like, "You move like a pregnant cow" during battle. That would be good. But on the other hand they would not automatically moan and make zombie sounds. They would be utterly silent unless actions were taken to give them sounds.

 

One problem with using NPCs instead of creatures is that they would move in an agile, smooth, and graceful manner. They would not hobble and stagger and drag themselves from place to place like zombies in movies do. That is, unless a highly-skilled modder made new walking animations to be used by the new zombie race.

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About the sounds... Is it possible to use the vanilla zombie sound files? So they would moan like zombies when in combat, and (hehe) chat among themselves like zombies? There is a mod that enables the NPC's idle comments. Maybe if you add something like that to make them moan when idle, and increase the idle talk frequency (I have the mod installed, works really nice, but actor's don't talk to themselves all the time).

 

Still, I don't know really if this is possible, but what about using the vanilla zombie animation files for the custom race? (maybe there is a limit and NPCs can't use creature animation files).

Edited by Candex
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NPCs are not rigged the same way as creatures. They do not have the same bones in their skeletons, so it does not automatically work if you put a creature animation on an NPC.

 

Oblivion is a real pain as far as sound is concerned. Sound is not my specialty. In the sound department, much is possible if enough time, effort, and skill are brought to bear.

 

I kind of think the whole project idea is designed wrong and is sidetracked.

 

This first part is easy. A modder like me might be able to build it in a single day:

 

You wake up in that Summitist Manor (the manor from the DB quest) and an imperial guard is in your room and tells you about the zombie invasion. he says to follow him and when you get outside you see loads of zombies, the guard dies, and you see a chest in front of your door, you open it and it has armor/weapons etc.. Then you kill as many zombies as possible.

 

Make a kill counter...

 

This part of the idea is so difficult and strange that it is probable that no one will ever make the mod because of it:

at 500 kills you get a mission objective to go to the Temple of the One and you see a zombie in Uriel's emperor robes show up with a modded flaming sword. (ANY MODDED FLAMING SWORD) and you gotta fight him, and you kill him and that counts as another kill him. then you kill more zombies and at 1000 kills you gotta fight 2 uriels and it keeps going on.

 

Issues:

(1) Zombies are creatures that can't wear robes. Elaborate work-arounds needed.

(2) Zombies are creatures that can't use flaming swords. Elaborate work-arounds needed.

(3) Two Uriel Septims at once at 1000 kills? That is not lore friendly at all. Where did the second emperor come from? I can understand his undead body reviving over and over and never really dying, but he only has one body.

(4) Kill count 500? Kill count 1000? Would anyone actually play the mod long enough to get that high of killcounts? Fighting the same enemy continuously with very little variety can get dull quickly. I can imagine many gamers deactivating the mod when they get a kill count of 50 or 100.

 

So I am thinking that there is a higher chance of the mod being made if the request is changed to only require current and existing technology, changed to be lore friendly, and changed to have the kill counts match what a more average gamer would enjoy.

Edited by David Brasher
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(4) Kill count 500? Kill count 1000? Would anyone actually play the mod long enough to get that high of killcounts? Fighting the same enemy continuously with very little variety can get dull quickly. I can imagine many gamers deactivating the mod when they get a kill count of 50 or 100.

Well, on the one hand I would agree with you, but....

 

In one of the earlier tests for the mod I am currently making, I created 'cannonfodder-zombies', very weak which come in hordes. This was accompanied by a wave-generator (like a primitive director), which spawned hordes and specials every so often, including a killcount.

 

Now, though it has little to do with this request, I would like to point out that these numbers may not be as steep as they appear. As in these 'tests' I got the killcount over 140 (on average) within the 7-minute mark.

 

So, as long as you just balance it and test it, you should be able to get a high killcount. For instance, making zombies even weaker and spawn faster, the killcount would rise steeply in the same amount of game-time.

 

This part of the idea is so difficult and strange that it is probable that no one will ever make the mod because of it:

Indeed a bit off-track from the normal game. Only a select number of people disregard lore, making it quite unlikely.

Edited by GreatLucifer
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Weaker zombies are probably better. I just absolutely hate fighting Dread Zombies. One hit and I usually catch Astral Vapors. Zombies hit so hard that I usually get staggered, and that makes me vulnerable and I often get hit a second or third time before I can break away. And they regenerate as fast as Trolls! Some lower level characters of certain classes and play styles find it impossible to kill a single Dread Zombie because they cannot deal enough damage fast enough to lower the zombie's health faster than it regenerates. I cannot imagine reaching a kill count of 500 if most of them were Dread Zombies. (Unless maybe I was using my level 56 pure mage.)

 

So it would probably be best to have hordes of regular Zombies with a very few Headless Zombies and Dread Zombies thrown in for spice.

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