Jump to content

Usable / Mountable Boats


sixcarbxn

Recommended Posts

Excellent, though would it be possible to make random generated pirates that intercept your auto pilot route? (Excuse could be you hire out a pilot) so you could be transporting massive crates of Dwemer Ingots bound for Windhelm, when suddenly a group of pirates intercepts you, forces you to stop, a scripted plank drops, and fodder troops begin to cross and attack you, while looters try to run straight to your crates to steal goods, and then run back (If they get enough or start losing enough without their pilot being killed they can try to lift plank and flee with their gains/lives. You too in turn as a pirate could use a spell to sound a retreat?)

 

Sorry, just running with ideas here.

Link to comment
Share on other sites

Those are really good ideas. What I could do fairly easily would be to have the pre-set navigation route(s), then have pre-set encounters at several different places. These encounters would be scripted to occur at seemingly random times; but not all of them on one voyage.. only one per week or something like that. This way Player won't know where, when, or how until it happens. This of course would apply BOTH ways... with Player transporting the cargo and being attacked, or with Player as the pirate attacking certain supply routes. I LOVE the idea of transporting valuables, too... better immersion. Ideally, I would have a 'pursuit' ship (if Player is the merchant) which Player could pick off enemies on from afar (as it slowly approaches from behind or alongside... minimizing the impact of their boarding party. Scripting things of this nature is VERY easy compared to implementing true AI.

 

But getting AI hooked up to a ship like creatures and enemies are on land... that is something that would require a LOT of work; but I'm certain I could do it. I'm not sure if I'm willing to go through that much drama for a mod though. That would be adding all NEW functionality to the game, which I believe I should be hired (by Ma Beth.. or their competitors) to work on for DLC or future/other games; rather than working in my free-time (prob'ly for like a year straight) to complete and release as free content. If I DID do a mod with that, they'd probably just jack it up and include it as their own in TES6 without so much as a 'how do ya do'... since that's their legal prerogative; regardless of the moral implications.

 

Not for nothin', but this kind of thing (in ANY manifestation) is fairly distant in the creation process, and may take more than a month to implement. I need to update my other mods before I work on expanding THIS one. I also plan to work on the building and basic NPCs of the Gokstad mod before getting encounters involved. ALTHOUGH... I haven't touched dialog yet, so it may be easier to do the pre-set routes and encounters (which I already know how to do). We'll see after I get my SPODUM mannequin mod updated, and my Overlook Tower full of clutter/etc.

Link to comment
Share on other sites

Those are really good ideas. What I could do fairly easily would be to have the pre-set navigation route(s), then have pre-set encounters at several different places. These encounters would be scripted to occur at seemingly random times; but not all of them on one voyage.. only one per week or something like that. This way Player won't know where, when, or how until it happens. This of course would apply BOTH ways... with Player transporting the cargo and being attacked, or with Player as the pirate attacking certain supply routes. I LOVE the idea of transporting valuables, too... better immersion. Ideally, I would have a 'pursuit' ship (if Player is the merchant) which Player could pick off enemies on from afar (as it slowly approaches from behind or alongside... minimizing the impact of their boarding party. Scripting things of this nature is VERY easy compared to implementing true AI.

 

But getting AI hooked up to a ship like creatures and enemies are on land... that is something that would require a LOT of work; but I'm certain I could do it. I'm not sure if I'm willing to go through that much drama for a mod though. That would be adding all NEW functionality to the game, which I believe I should be hired (by Ma Beth.. or their competitors) to work on for DLC or future/other games; rather than working in my free-time (prob'ly for like a year straight) to complete and release as free content. If I DID do a mod with that, they'd probably just jack it up and include it as their own in TES6 without so much as a 'how do ya do'... since that's their legal prerogative; regardless of the moral implications.

 

Not for nothin', but this kind of thing (in ANY manifestation) is fairly distant in the creation process, and may take more than a month to implement. I need to update my other mods before I work on expanding THIS one. I also plan to work on the building and basic NPCs of the Gokstad mod before getting encounters involved. ALTHOUGH... I haven't touched dialog yet, so it may be easier to do the pre-set routes and encounters (which I already know how to do). We'll see after I get my SPODUM mannequin mod updated, and my Overlook Tower full of clutter/etc.

Well please try, If it helps, I would love you forever? :D I am sure if you got something like this done, showing it to bethesda could just very well get you a hire spot. Look at people like Wormgod :P Pretty much just a forum goer that got hired.

Link to comment
Share on other sites

  • 5 months later...

In addition to the request. It would be nice to see those large vessels "swing" on the waves of the river. Now they are rock solid anchored to the docks. In real live they swing on the waves.

Also sounds of squeeking wood and raising sails would make it complete.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...