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The Evolving Society Mod


QQuix

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Damn haha, Oblivions my favorite game and building settlements and eventually cities would be amazing. I absolutely loved RTS for fallout but I'd prefer playing something like that on Oblivion rather then on fallout.

Well, if any pre-releases are made be sure to let me know!

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  • 3 weeks later...

Absolutely yes, still going steady (although slowly as I am the only one working on it).

 

In a few days I will finish the dynamic interior generation and resume working on the NPCs Artificial Intelligence (which I had to pause because it depended on the interiors).

 

No dates, thou.

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  • 2 weeks later...

Hi, I'm relatively new to the actual modding process, but I'd really like to help out with this mod. I've read thru this entire forum and would like to put in some work to this amazing mod.

 

Do you think you could PM me an updated progress report on this mod so I can see what I can do to help?

 

The only actual mod I've released is a little Easter egg for Oblivion, but I have a few mods I've made that have been yet to be released. I don't have much talent in texturing or modeling, but I can create decent interiors and NPC (minus their actual scripting, still having problems with that.).

 

 

To help with my chances, here's a sort of story that popped into my head for the intro to getting to the island:

 

"You are enjoying a glass of the Surille Bros. finest wine in the Bloated Float with the ever grateful Ormil. Both of you share some small talk, exchanging news. Ormil tells you of this rumor, which was told to him by the previous owner of his ship.

 

Ormil: ...I don't exactly know if this is true, but the man who gave me this ship? He told me about this island Ocato and the Elder Council have been trying to develop. It's pretty far west of Anvil. Hard to get to with the rough seas and all that... Well anyways, the guy told me that they, the Elder Council, have been shipping men, both mercenaries and private soldiers, there to try and pacify the natives there so they can build a colony. He used to be one of the men they hired to ship them there...

 

PC: What's so important about he island that they're willing to waste so much money and men for?

 

Ormil: Well, the former captain heard leaders of one of the groups arguing in their cabin one night. A lieutenant, I believe, didn't think it was worth the risk, despite all the money. But his leader felt that they would be the one's to pacify the natives, then take the island for themselves.

 

PC: But what was so imprtant!?

 

Ormil: I'm getting to that part! Apparently, the island has a vein of the stuff the Aeyleid used to use for their Welkynd stones there. They can't get to it because of the natives.

 

PC: But what's the use? No one knows how the Aeyleids make those stones. Anyways, there are veins of those stuff all over the ruins here! I've seen the stuff myself.

 

Ormil: I know that! But the veins there are special! ...supposedly... Back to what I was trying to say earlier, the Elder Council is still looking for people to send there! They're offering land! Actual land that would come with an official noble title and everything!

 

PC: If they're offering all that, why haven't I heard about it sooner?

 

Ormil: Because everyone that does hear about laready heard what happened to the previous expeditions! No one wants to die, especially on a suicide mission!

 

PC: So why are you telling me this?

 

Ormil: Because you succeed where others have failed! I heard how you saved Kvatch! You went into Oblivion and came out alive. You lead the charge that took back Kvatch from the Daedra! If you could do that, then you could do this!

 

PC: Why are you so desperate about me going there?

 

Ormil goes silent, looking sad and plays with his glass of wine...

 

Ormil: Because my brothers were killed going to that island. My father killed himself trying to get answers and my mother went mad with grief.

 

Ormil looks to PC with a inner fire in his eyes

 

Ormil: I want to be able to go to that island and find out what happened. But I know that I can't do it myself. My bouncer, Graman, wouldn't go anywhere near that place. So I need you to go with me. I'm no fighter, but you're strong. You could do it!

 

PC: What's in it for me? Why should I risk my neck for you? Again?

 

Ormil: Because I can get us there for free. I can get us some people to help, some soldiers even! But I don'tt have the charisma or talent to lead them. You, on the other hand, do. Please...

 

Ormil looks at the PC, silently begging

 

Ormil: You can even be the one to get the title. I just want answers.

 

PC thinks deeply then turns back to Ormil

 

PC: Give me until tomoorrow to think about it.

 

Ormil: That's all I can hope for at this point.

 

PC leaves

 

Morning comes

 

PC enters Bloated Float

 

PC: I'll do it.

 

Quest begins..."

 

What do ya think?

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Hi, Arturius

 

Thanks for the offer. Accepted as there are many things to do.

 

Better to report the status here, instead of PM, so others may get up to date as well

 

I got stuck on the dynamic interior generation for more time than I expected, but now it is almost over. I only have to do interior-to-interior door connections and this part will be done.

Next, I will resume the work on the NPC behavior I had to suspend. This part is more than 50% done.

 

Since the work done on the mod is not enough for the team getting the feeling of the mod and getting motivated, at the moment, the work to be done by team members is limited, but there are some important parts that could get going, if you like:

 

(1) NPC creation (important)

 

(2) Since NPCs will rise in status, I intend to change their wardrobe as they move up the social pyramid, so I will need a list o clothes that fit the lower, middle and upper classes. This is not that difficult, as vanilla clothes already hint it on the Editor ID, but it would be nice if we went a little further and had different clothed for different occupations Like a set of clothes for the lower class farmer, another set for the lower class smith, etc. Same for the other classes. I am OK with vanilla clothes, but it would be interesting to have some clothes resources that fit the requirements (simple clothes, not the fancy ones).

 

(3) Same work must be done with the buildings: which one should we use for which facility? Which one for a small farm. Which for a large farm? Which for each of the three Smith levels? Etc.

 

(4) I already mapped the 300 vanilla interiors, so interior building is low priority.

 

 

Your plot looks very good.

I don't know much about the lore, Aeyleids and such.

Are they complex enough to sustain a mystery and a challenge for a long time, so players keep motivated up to about half way thru the mod?

 

 

The VOX POPULI forums are hosted at The Wormhole

 

There we can have multiple threads to cover multiple aspects of the mod

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