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WIP Thread - Deathcrag Citadel


ub3rman123

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---Deathcrag Citadel---

 

 

I'm working on a mod I'm going to name Deathcrag Citadel at the moment. It's a large castle located very near to Hame and the Scorched grove of the eastern mountains. It's a sort of evil castle, because not all evil characters deserve to live in slimy mud holes. It's best suited for evil overlord-style characters. It contains a massive amount of unbalancing stuff, including spells for reanimation, evil armor, scrolls to give you abilities that make you a god (so far the optional perma-abilities are: Invisibility, 200% reflect damage & spells, resist normal weapons, elements, magic, restore health 9000 points),

as well as a scythe from tda's Scythe Mod to kill your enemies in the most excruciating way available.

I'm working on learing scripts and such to make proper guards, dialogue (maybe), getting everything to work, etc.

So far, here's the rooms I've built as of posting:

-Mausoleum (Keep your dead stuff in here)

-Deep Crypts (A mini dungeon)

-The Lost Citadel (Broken Oblivion Tower)

-Necromancy Chamber (Assorted apparati for necromancy, connected to the Mausoleum and another room)

-Corpse Storage (A small room with several corpse for you to reanimate at will)

-Main Hall (A circular room with statues of the Daedra surrounding it, with a nice pool of lava in the middle)

-Main Tower (A tall tower with a storage area at the bottom)

-Glade (No idea where it's going, a beautiful combination of Bliss's fountains and Mania's fauna)

-Stables (Take a good long guess what this is.)

 

I've got some other ideas, such as a bestiary for keeping the dangerous animals for study, a torture chamber, a cathedral of.. whatever god I choose (NOT those silly 'Nine' people. Don't like them.), and the usual anemities of a castle, like a smith and such.

 

If anyone has any other ideas to include into this mod as rooms, features, and other assorted things, post it here.

 

I'm using a number of different tilesets for the exterior and interior.

For the outside, it's about all from Mr_Siika's Dwarven Fortress, because it has the right elements that make a good evil castle (kinda kills the framerate with complex textures, though).

The Mausoleum uses Barabus' Crypt set.

That's about all I remember

 

I also have some requests for anyone who knows where I can find some resources. I need an evil statue, something like the Sithis statue from Vile Lair, or a retexture of the Clavicus Vile dog so it doesn't look like a Siamese Kitten. I also need to locate a circular hall, about the size and shape of the Oblivion Citadel's OuterRingRoom thingy.

 

I'll post other stuff here if I forgot anything, or need some help. If anyone has a suggestion for what to place in the castle, it'd be well appreciated (and don't bother saying a thing about a working Altar of the Nine. Me no like those.).

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I've run into a problem. I'm trying to create an NPC something like Creeper in Morrowind, a scamp that will barter and such. However, the game doesn't seem to like it when I use a creature skeleton for an NPC. I've tried 2 different approaches to this, but neither works.

1. Create a creature object and check off 'Trade', 'Train', and 'Repair'. This leaves him able to barter and the like, but unable to chat with the PC.

2. Create an NPC with the scamp skeleton. I haven't been able to even test how to works on Oblivion yet, as every time I go to 'Add a NIF file', and select the scamp skeleton, it just crashes the game.

 

Does this require me to make a custom race? If so, could anyone give a quick bit of basic info on how to do it?

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This sounds good, I like the idea of the Corpse Storage.

 

Regarding the crash are you using the latest CS?

 

Are you also using DirectX 9? Try changing your graphics drivers.

 

Good luck with the mod.

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Is it possible to create an NPC with the skeleton of a creature?

no

All NPCs have to use the same sort of skeleton and models in order to make the animations work. Creatures cannot barter, have dialogue, or anything like that. To my knowledge, there was never any good workaround to allow for talking creatures.

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I've run into another problem, this time with some scripting. I'm working on a small glassed-in area within the Bestiary where you can observe a pair of Gatekeeper model monster duking it out. Right now, here's the current script for the button to activate it.

scn 00DeathPitFighterSCRIPT

begin onactivate

 

deathpitwall1REF.activate

deathpitwall2REF.activate

 

Deathpitmarker1.placeatme DeathPitfight1 1

Deathpitmarker2.placeatme DeathPitfight2 1

 

end

'deathpitwall1/2REF' is a RFWSecretWall01 object, which I can't get to activate. Can anyone tell me what change need to be made to the script to make the wall open then close after about 5 seconds?

 

Next problem with the script.. I need to create two factions to put the critters into. I made two, DeathpitFight1/2. I then deleted all current factions and placed one into the player faction. Next, I made each faction have a -100 disposition to the other faction. In playtesting it out, they instead seem to opt to ignore eachother and run against the glass wall trying to kill my character. Any solutions?

-Sal

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Meh, nevermind with that. It seems that the fight pit works best without the doorways there, and on playtesting, they've now started to try to kill each other. Other than that, they also attack the fighters in their own factions. Insteresting.
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Does anyone know of a resource that adds in seige weapon meshes? All the seige weapons I could find were Midas catapults and Mr_Siika's Dwemer Cannons, but those don't really match the castle.
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mr silka has a whole bunch of siege machine meshes (catapults and the like)

 

also on the creature npc thing you could make clothes that make him look like a creature, but that would take alot of work.

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