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Arsonide
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Making Tombs Funner? Urns specifically...
      #2698753 - 06/16/04 06:23 PM

Ok, so everybody leaves exactly the same amount of bone dust behind in their urns, big deal. Where are the family heirlooms, the random loot? There is no point outside of quests to raid tombs. Are there any mods that make urns churn out some goods? Nothing overpowered, just the occasional enchanted sword or something. I'm using Disturb the Dead right now, but there's not reason to Disturb them. I already know what's in that urn over there, and the one over there, and the one over there, etc.

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Arsonide
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Re: Making Tombs Funner? Urns specifically... [Re: Arsonide]
      #2698769 - 06/16/04 06:28 PM

I think I'm just going to use the weapon randomizer and make a random levelled list, then attach it to all urns with a VERY small chance to drop something, but enough to be worth the risk of tomb raiding.

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Bladmand86
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Re: Making Tombs Funner? Urns specifically... [Re: Arsonide]
      #2698790 - 06/16/04 06:34 PM

Slightly on topic, search for the disturb the death on the summit

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Re: Making Tombs Funner? Urns specifically... [Re: Arsonide]
      #2698798 - 06/16/04 06:35 PM

Quote:

Funner?




IT'S "MORE FUN!" FUNNER is not a word! Why do you people use this non-word? I hate that!

sorry, that jsut really bothers me...

anyway, you'd need a leveled list thingy...or you could just add stuff to certain urns, but then you'd know which urns hold what, so it wouldn't be very effective...

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Arsonide
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2698807 - 06/16/04 06:38 PM

There's a program that generates a plugin that adds a levelled list. Inside the levelled list it takes all the weapons that aren't unique or enchanted already (regular weapons like spears, swords, etc) and randomly attaches suffixes and prefixes to them (like Diablo). I think I'll generate a massive levelled list with that and add a small chance to drop goodies on urns, and recommend that it be used with Disturb the Dead. Keep in mind, the enchantments on these weapons aren't wonderfully overpowered. They're just a "Ooooh look what I found, Ra Virr will like this." sort of thing. Not a "Ooooh this will get me through the rest of the game" sort of thing.

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Bladmand86
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2698818 - 06/16/04 06:41 PM

Quote:

Quote:

Funner?




IT'S "MORE FUN!" FUNNER is not a word! Why do you people use this non-word? I hate that!

sorry, that jsut really bothers me...

anyway, you'd need a leveled list thingy...or you could just add stuff to certain urns, but then you'd know which urns hold what, so it wouldn't be very effective...




He meant to spell funnier, it's a common typo miss pet-peeve

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Re: Making Tombs Funner? Urns specifically... [Re: Bladmand86]
      #2698833 - 06/16/04 06:43 PM

I don't know about you, but I don't think it's funny when I find a sword in a pot full of dead people dust...I think he meant more fun, but it doesn't really matter, I'm just being picky.

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Agouti
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Re: Making Tombs Funner? Urns specifically... [Re: Arsonide]
      #2698999 - 06/16/04 07:36 PM

what kind of program is this? I'm curious now, I love how diablo 2 handled weapons

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shannon_
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Re: Making Tombs Funner? Urns specifically... [Re: Agouti]
      #2699045 - 06/16/04 07:55 PM

It would make things even more fun if you could smash the urns to get the stuff out of them.

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Re: Making Tombs Funner? Urns specifically... [Re: Agouti]
      #2699051 - 06/16/04 07:57 PM

Well, honestly, I find it peculiar that one would find anything other than bone dust in the tombs. Where are the family heirlooms? With the living family members, I would suppose. At cemeteries and mausoleums you often find nice vases and flower arrangements, and in areas not open to the general public you will sometimes see a necklace, or a hat, or other memento left behind -- I once saw a painting even -- but certainly not small chests filled with jewelry and gold, and things like pieces of armor and weapons, or other valuables or heirlooms in public places would be rare. Heirlooms are typically handed down from generation to generation, not buried with the deceased.

Granted, if this is what you want, go for it - that's what Morrowind is all about, but it's always bugged me how much money you can make off these general tombs. Now, if we were talking the tomb of a pharoah or a king or something, then maybe I'd expect to find a lot more goodies.

Quote:

I think he meant more fun, but it doesn't really matter, I'm just being picky.




Yes, you are. But I admit I was also tempted.



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Re: Making Tombs Funner? Urns specifically... [Re: shannon_]
      #2699063 - 06/16/04 08:01 PM

I can't wait for those tombs to get funnosified

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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2699148 - 06/16/04 08:30 PM

Quote:

It would make things even more fun if you could smash the urns to get the stuff out of them.





thank you Shannon.


Smight_Plight - what is it with you people and non-words? Funnosofied? Now I know you're doing that on purpose...

p.s. Smight, you haven't started working on that white dress, have you?

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ManaUser
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2699162 - 06/16/04 08:33 PM

I agree that tombs a pretty dull. It's the bandit caves where you make out like a... Anyway those urns are are kind of disappointing. Not that I think there needs to be anything too valuable in there, just that there's so many of them and they're all exactly the same.

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Tatriya
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Re: Making Tombs Funner? Urns specifically... [Re: Arsonide]
      #2699236 - 06/16/04 09:07 PM

Take a look at Srikandi's alchemy mod - amongst other things (which you'll want to check before installing as it alters most of the ingredients in the game), it adds random lists to the urns - bone, lich dust, gravedust and various salts all turn up (as well as bonemeal, of course).

And as someone has already pointed out, Disturb the Dead makes actually opening the urns a more dangerous proposition than before. ( This is a link to the readme, if you want to know exactly what it does.)

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qarl
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Re: Making Tombs Funner? Urns specifically... [Re: ManaUser]
      #2699255 - 06/16/04 09:15 PM

lol! Effie, I too am often disappointed by the injudicious use of improper grammar making its way into American vernacular. Specifically in this case, making a comparative out of a noun. I guess we're both lexical geeks.

OK, back on topic. While not completely sound, I think it'd be cool for the urns to have an actual reason to be in the game, save aesthetics. Perhaps a book could be added to the MW library justifying the occasional treasure found in an urn, citing some historical tradition paralleling the ancient Egyptian practice of including objects with the dead because of the belief that they could be used in the afterlife.

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Re: Making Tombs Funner? Urns specifically... [Re: qarl]
      #2699283 - 06/16/04 09:26 PM

WHo is you caling "gek" kwarl? Im' just smat!

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qarl
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2699299 - 06/16/04 09:30 PM

He-he

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Re: Making Tombs Funner? Urns specifically... [Re: Tatriya]
      #2699301 - 06/16/04 09:31 PM

Thanks Tatriya for the link to the Disturb The Dead Mod .


Yes the tombs were a big disappointment for me.I was expecting huge crypts with coffins full of rotting dead bodies to loot and supernatural evil hauntings just like in DAGGERFALL.Oh and cant forget how many times i got lost in a huge crypt or dungeon for days in real time.Thank goodness for Modders like Blockhead and qwert who made some pretty humongous dungeons.

I always use Srikandis Alchemy Mod that adds a buncha of goodies to urns and creature corpses.

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jonrd463
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Re: Making Tombs Funner? Urns specifically... [Re: qarl]
      #2700114 - 06/17/04 02:08 AM

Heh... Good to see I'm not alone. See my mini-rant here:

http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Board=UBB1&Number=2699357&page=0&view=collapsed&sb=5&o=&fpart=2


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Ivza
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Re: Making Tombs Funner? Urns specifically... [Re: Arsonide]
      #2700288 - 06/17/04 03:25 AM

I second Tatriya's advice - Srikandi's alchemy mod is a good addition to fill out the urns.

<shameless ad>
I've made a mod (Amulet of Scrye) that adds some dead spirits around Vvardenfell, but only very few in tombs (and the player needs to cast a spell to see the spirits). The version 1.1 (not yet completed) will add more spirits in tombs (and elsewhere), though, but not to every tomb there is, far from it. So, you probably shouldn't bother with it yet but wait for the update and then see if you like it. And no, this mod does nothing to urns (but at least it's compatible with Disturb the Dead). </shameless ad>

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Re: Making Tombs Funner? Urns specifically... [Re: Ivza]
      #2700343 - 06/17/04 04:07 AM

Well, guess I'll have to stick to the majority opinion on this in my own mods... I appear to have been the only one that feels finding lots of goodies in general tombs seems peculiar.



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Varana
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2700385 - 06/17/04 04:36 AM

No. But many people don't post in threads on a plugin they probably won't use.
I get enough loot from elsewhere already, and I concur with JC's reasoning, so I guess I wouldn't install this mod.

Which shouldn't deter the author from making it in any way - *he*'s going to like it, a lot of other people have voiced interest, so go ahead.

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Tatriya
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2700405 - 06/17/04 04:50 AM

Quote:

...I appear to have been the only one that feels finding lots of goodies in general tombs seems peculiar.


Not really...I wouldn't be terribly keen on a mod that added completely random loot (in all honesty, Srikandi's throws out lich dust and ghoul hearts more often than I'd like), but bone and gravedust aren't hard to justify.

'Disturb the Dead' doesn't add loot as such - what it does is add the chance of being attacked by a guardian of some sort, or of falling victim to a curse placed on an urn - you may get something out of it, but it's not free.

Ivza :
I'm glad you posted - I remember seeing a thread about your mod, but I forgot to bookmark it. Having then lost most of my links and notes (computer crashed), it had fallen off my radar. Happy to hear you're still working on it.

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Re: Making Tombs Funner? Urns specifically... [Re: Varana]
      #2700408 - 06/17/04 04:52 AM

Oh definitely, any and all mod authors should always make whatever they want regardless of public opinion (assuming it's made legally at least) - the most important thing a mod can do is answer "Yes" to the question: "Do I like it?"

However, I was hoping to gauge what other people felt as I haven't gotten to my tombs and cemeteries as yet... if most people expect or enjoy this kind of loot in those locations, then there may be a lot of disappointment if I left them fairly empty of such items.



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jonrd463
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2700424 - 06/17/04 05:03 AM

Unless it's tied into a quest, or if the tomb belonged to a REALLY rich person/family, I think lots of loot in any old tomb you come across is just gratuitous.

Whoa... I've used that word twice today in as many posts.


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Varana
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2700434 - 06/17/04 05:14 AM

Hmm... well then, what are the usual burial practices in your world?
I'd go from there... speaking in MW terms, there usually shouldn't be a ruby in a poor man's tomb, as the family could feed off the selling of that gem for quite some time.
Except, if it's usual practice to put most of the family's wealth into the grave - which is possible (it's fantasy, after all), but afaik not the case in Morrowind.
Tombs of leaders or kings usually had quite some stuff within them; but also there it depends what's deemed most appropriate by the culture of the buried: do they stuff tons of gold, gems and trinkets into the king's tomb (ŕ la Egypt), or just his personal sword and armour, or not even that?
Imho, staying consistent within the game world leads to acceptable results more often than not. So, generally speaking - do what you think best, as long as you have some reason for it. If it's more believable than Bethesda's reasoning for Dwemer=Dwarves, all the better. *g*
Hmm. My 2 €-cent, highjacking the thread. *g*

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Re: Making Tombs Funner? Urns specifically... [Re: jonrd463]
      #2700459 - 06/17/04 05:39 AM

Quote:

Unless it's tied into a quest, or if the tomb belonged to a REALLY rich person/family, I think lots of loot in any old tomb you come across is just gratuitous.




Why are you assuming it has to be lots of loot? There just has to be a chance for some loot.

The default urns are boring because there's a 100% chance you'll only get bonemeal. If there's a 99.9% chance that you'll get bonemeal and a 0.1% chance you'll get something that's actually interesting, then it makes opening all those urns worthwhile.

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Ivza
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2700489 - 06/17/04 05:54 AM

I rarely loot tombs and urns, even if there were valuable loot (and not only because I don't want undead spawn behind me). So I wouldn't mind seeing the tombs empty of valuable items - besides, if there were such items, graverobbers would've been there long before you, I believe

There was in the main quest a visit to a Ashlander burial site, where you had to get a bow. Yes, Ashlander customs are quite different from the town dwellers. Regardless, I wouldn't be surprised if the burial ceremonies involved burying the dead in appropriate armor, especially if the dead was a warrior. But neither do I think they'd leave heaps of gold etc there.

Tatriya : Yep, I'm still working on it - but with a low priority and a severe lack of new ideas.

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jonrd463
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2700499 - 06/17/04 06:03 AM

Well, I mean't ANY loot. Don't know why I said "lots".

After thinking about it a little bit, something occurred to me-- it doesn't have to be "conventional" loot, like jewels and coin. For that matter, the tomb needn't belong to a rich person... of course, those tombs scattered about the land aren't exactly low class.

Anyway, what I mean is, say the deceased had a favorite ring or necklace, or maybe even a book. What if one of the urns themselves were stealable? Surely, some evil character or one with darker tendancies might find a couple of 'em to be a nice occasional piece for the boudoir. Value can be in the eye of the beholder... assuming that the beholder isn't protecting the tomb from you.


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lizardwhoskiis
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Re: Making Tombs Funner? Urns specifically... [Re: jonrd463]
      #2700580 - 06/17/04 07:23 AM

Hrm, I have to wonder what tombs your guys are raiding... I certainly haven't hit them all, but I've found no lack of goodies that one might expect there. I mean, sure, I haven't found a Daedric Dia-Katana in one, but what do you expect?

"Oh, Franks dead. We burned his body and threw the ashes in an urn. We're gonna take it to the tomb, and we need you to grab his couch, mini-fridge, coin collection, cards, t-shirts, and anything else of value."
(for a cheap, unfitting (as far as time) example)

But I guess you are the first grave robber aren't you?

Don't get me wrong, there may be some things missing, but you just seem to be looking at it the wrong way.

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Olaf_Merchant
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Re: Making Tombs Funner? Urns specifically... [Re: qarl]
      #2700620 - 06/17/04 07:47 AM

Meh- More life to the tombs, I say. There ought to be flaming, floating skulls popping out of those jars, and malevolent semi-demi-goddie-thingamajigs holding vast treasures of forgotten times under those boring caskets. A few secret passageways etc. Meh. I know it's too much asked, but Bethesda's input on those tombs wasn't really big (just my humble opinion). When you've seen a family tomb, you've seen them all. A new, fresh bit of action to the tombs could be poltergeists, throwing jars and skulls at the PC. Or the olde king from Daggerfall yelling "Vengeance". He's a cheerful person.

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Re: Making Tombs Funner? Urns specifically... [Re: Olaf_Merchant]
      #2700666 - 06/17/04 08:16 AM

Now THAT would make tombs "funner." Have a random chance when looting urns for skeletal guardians or ghosts to pop up and attack the player... then maybe THEY could drop something (such as the armor or weapon buried with the person). Make them varied in toughness, but generally I would think they should be a little stronger than the average skeleton or ghost.



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Ronin49
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2700898 - 06/17/04 10:14 AM

"Funner tombs" - sure, why indeed not? I'm with Olaf on this one. One vote for funner tombs - 'Disturb the Dead' on steroids and urn findings as proposed here etc. It does not need to be massive wealth tho' as that would be unbalancing for starting players.

In my opinion, Varana's points are well taken - it depends on funeral practises of the culture in question. Essentially, the funning-up of tombs should be consistent with the rest of the game, in my view, without necessarily being lore purist.
Consider:
- Nords would almost certainly have bury the riches practises and in-game examples of this abound.
- some Dunmer family tombs do have items present, including Mentor's Ring, so precedent exists
- presumably Daedric custom might have influenced Dunmer culture? And if so, there is no lack of goodies in Daedric shrines
- other folk, including grave-robbers, use tombs for their cache.
- many Earth cultures included burial goods in part to propitiate the gods or spirits. We are waiting for field reports on Nirnian cultures!
- Ashlander culture definitely includes funeral goods and the urban Dunmer culture comes from the same roots, so it would be consistent for it to have similar or related practises.
That's enough for rationale from me.
[Edit: Almost enough: - virtually every human culture that we know of had funerary goods of some kind. We distinguish humans from pre-humans partly on the basis of burial practices. It is only in the most recent modern materialistic age that we start to find coffins without buried goods. End mild rant.]
Bottom line: these are my personal preferences - make the mod you want to make.

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Edited by Ronin49 (06/17/04 01:57 PM)

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Arsonide
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Re: Making Tombs Funner? Urns specifically... [Re: Ronin49]
      #2700955 - 06/17/04 10:55 AM

First of all, stop attacking my grammar, there's no point and it has nothing to do with the post. I punctuate all my sentences, capitalize proper nouns, and use commas where appropriate. That is a lot more than some other people I've seen online. Leave me alone.

Second of all, most if not all of the tombs in the game are rich people, if you haven't noticed. There are multiple occasions when I've found loot in them. This Diablo Randomizing mod will make a 1% chance to find some levelled loot, which may not make sense lore wise, but after you beat the game...and I know some of you have, there isn't much to do. Raiding tombs for random loot to sell would be FUNNER. I assume gameplay rules over lore here.

Third of all, I did mention Disturb the Dead in the original post for those that actually read it. Though I made a point that there is no reason to actually disturb them, since all urns simply have 1 bonemeal. If anything there should be extra alchemy items like in Srikandi's mod. However the occasional heirloom in an urn would make sense, Dunmer's burial practices do remind me of egyptian burials. They are much much more in touch with the afterlife than us. It attacks them regularly heh.

Anyway, if not weapons maybe something else, but tombs definately need to be FUNNER.

By the way, the mod is pretty much done...tweaking numbers now.

Edited by Arsonide (06/17/04 10:57 AM)

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Zappara
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Re: Making Tombs Funner? Urns specifically... [Re: Arsonide]
      #2701114 - 06/17/04 12:21 PM

Quote:

Third of all, I did mention Disturb the Dead in the original post for those that actually read it. Though I made a point that there is no reason to actually disturb them, since all urns simply have 1 bonemeal. If anything there should be extra alchemy items like in Srikandi's mod. However the occasional heirloom in an urn would make sense, Dunmer's burial practices do remind me of egyptian burials. They are much much more in touch with the afterlife than us. It attacks them regularly heh.



Btw, newest version of DtD also adds a random chance to find a ring or an amulet from urns. With Sri's alchemy mod and with Rings and Amulet Pack there can be quite much loot in a single urn. To compensate this I made the dead to attack the player so that things don't get too un-balanced.

With DtD there's also another reason to check those urns and to disturb the dead since for example Ancient Liches carry some powerful stuff with them.

I can also reveal that I have a sequel to DtD in the works which will be called 'Disturb the Dead: Nightmares'. This mod will introduce nightmares which player has to travel through before he/she can really wake up. You'll end up to the nightmare while sleeping if you have looted enough tombs and if you meet certain other requirements. Currently this is mostly just an idea and I've done just a little test version to see if these kind of nightmares can be made. Here's a pic from the test version: Nightmare: Walk among the dead. It will be sort of a "quest" mod.

--------------------
[WIP] Tombs Expanded
Disturb the Dead 3.31
Isle of Thumzand: Nerevarine's Castle 0.9beta
+ other mods
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Re: Making Tombs Funner? Urns specifically... [Re: Zappara]
      #2701314 - 06/17/04 01:44 PM

I think the biggest problem with the tombs, is that they are so small. if a tomb has five rooms and a hallway it's bigger then 90% of the tombs out there. If all you did was make the tombs longer and deeper it would improove the tombraiing alot I think.

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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2701339 - 06/17/04 01:51 PM

Yes am with Smight_Plight on the size thing.Just making the bloody tombs bigger would make it more interesting.Shoo even the small crypts of Daggerfall were bigger then the ones in Morrowind.

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Zappara
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2701350 - 06/17/04 01:55 PM

Quote:

I think the biggest problem with the tombs, is that they are so small. if a tomb has five rooms and a hallway it's bigger then 90% of the tombs out there. If all you did was make the tombs longer and deeper it would improove the tombraiing alot I think.


I agree although it would be a really big task since there are over 90 tombs in Vvardenfell. In Daggerfall tombs where freaky places with long dungeons and you could get lost there very easily and there were usually a nasty lich waiting in the last chamber. Those tombs had the correct atmosphere. If someone makes those kind of tombs for MW I'd be happy to download it right away.

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Re: Making Tombs Funner? Urns specifically... [Re: Zappara]
      #2701387 - 06/17/04 02:06 PM

Blockhead has done a ton of huge Daggerfall size dungeons.Also qwert has done like three or four level 100 dungeons aswell.I dont have their websites at the moment just do a search with their names in the past six months.

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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2701675 - 06/17/04 03:39 PM

Quote:

FUNNER.




I'm sorry you won't accept my lesson on vocabulary. Why not type perfectly instead of "a lot better than some other people around here?" I was just pointing it out, not attacking you. Sorry if you took it that way...

Edit: Edited that nasty "vacabulary."

Edited by Effie_Markavitz (06/17/04 06:07 PM)

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Ronin49
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2701815 - 06/17/04 04:24 PM

(Errmh . . .it might be better to leave the grammar stuff before we get told to do so, ne? Just a thought . . .)

So, Arsonide - on the basis of all that wonderful advice , when do you think you might have a beta out?

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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2701932 - 06/17/04 05:13 PM

Effie -
Before you get too excited about poor spelling, as far as I'm aware 'volcabuary' contains one A and two L's.
(Damn, I hate the deadpan delivery of text. That wasn't meant to sound nasty, which it probably looks.)

.... Back on subject, I agree that the tombs in MW need some thorough spicing up, and a Diablo-style random item generator sounds like a good way to go. You'd probably need to build a vast array of enchanted objects to randomise between, but it'd be a big improvement on 'Oh, more bonemeal' syndrome.

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Bladmand86
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2702000 - 06/17/04 05:42 PM

Quote:

Quote:

FUNNER.




I'm sorry you won't accept my lesson on vacabulary. Why not type perfectly instead of "a lot better than some other people around here?" I was just pointing it out, not attacking you. Sorry if you took it that way...




No, but you attacked his grammar, like he said..

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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2702035 - 06/17/04 05:57 PM

Crap...I ruined my point. (this always happens to me when I bother people about spelling) Oh well...I need to stop posting, I'm just derailing this thread all over the place..


Edit:
Quote:

I'm aware 'volcabuary' contains one A and two L's.





Um..."vocabulary" only has one L, and two A's...
and I spelled it "vacabulary," not "valcabuary."



Edited by Effie_Markavitz (06/17/04 06:15 PM)

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Arsonide
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2702329 - 06/17/04 07:47 PM

Lngg tombs...thats a big undertakin'. i remember Dagerfal tomb ; I got lost and got very clostrofobic Before i finally found my way out of the tomb i was a vamnbire.

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Re: Making Tombs Funner? Urns specifically... [Re: Zappara]
      #2702552 - 06/17/04 09:19 PM

Zappara frightening work!I just tried out your latest version of DISTURB THE DEAD and it really scared me senseless when the first time i heard a bone chilling moan as i read the horrifying text box only to turn around and be struck dead by a Bone lord. Very nice!My other encounters were fortunately with supernatural forces i could stand a chance against.I like also how the dead dont show up at the same Urn everytime and being able to find more trinkets now in Urns and chests. Thanks alot Zappara!This ones a keeper!Now the tombs feel just right

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Arsonide
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2702568 - 06/17/04 09:27 PM

Wow I'm an adept, I feel geeky now....anyway....speaking of Disturb the Dead, I went through 2 tombs looting every urn I passed with this mod on and nothing happened. I'm sure it works since there's been so much positive feedback but it doesn't seem to be. My random items are just a levelled list, no scripts...so that wouldn't interfere.

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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2702633 - 06/17/04 10:03 PM

Quote:

Crap...I ruined my point. (this always happens to me when I bother people about spelling)




So, umm, don't?

At any rate, it sounds like you've about got your idea ready to be released, or at least tested, is that right? If so, I think it'll be nice to at least see what you had in mind. Maybe a lot of us weren't understanding quite were you looking for; I look forward to the experiencing the clarification.



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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2702651 - 06/17/04 10:11 PM

Quote:

So, umm, don't?





So umm, mind your own business? Don't tell me what to do. I'm not a bad person because I tend to correct spelling errors, so I see no reason to stop. I really wasn't talkimg to you when this started, I don't know why you felt that you had to get involved. This was really not meant to be a big deal, I was just saying that I don't like "funner." It's been discussed already. It's OVER.

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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2702696 - 06/17/04 10:33 PM

It's fine for you to mind everyone else's business, however. No, playing grammar god isn't necessarily wrong, but the manner in which you do can be rude -- such as the manner in which you proceeded. It doesn't make you a bad person, but the action itself is nonetheless rude. I saw the title when it was first posted and I thought to myself "funner? hmm", but I didn't blast the poster for it.

You can see this person is already upset that you've made such a big deal out of it as is, not to mention that this is completely off-topic, and now here I am going off-topic to ask that you respect people a little bit more. Respect is everyone's business in this community.

I don't understand what you're being rude to this poster has to do with making tombs funner, specifically urns. Personally, I am still looking forward to a release of this mod. If nothing else, it will give me ideas on how to hopefully make my project funner as well.



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Arsonide
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Collection in terms of Replayability. [Re: ]
      #2702798 - 06/17/04 11:23 PM

This post is about DEAD PEOPLE, alright? Let's stay on that enlightening thought pattern.

First of all, I didn't say I was releasing a mod, this post was merely speculation about how tombs could be modified to be more enjoyable, and really, this should apply to any dungeon. The randomization of items only applies to weapons right now because of the way the program I found works, the only way to make it apply to armor and jewelry and stuff would be to ask Skyfire for the source code, or to ask him to add the other item types himself. For now my theory is simple.

Diablo 2 as a game is horrible, it sucks. People still play it. Why? One of the two rules that keeps a game going - replayability and...any guesses? Collecting stuff. Who was it above me that said they collect books? BOOKS? Ok, I'm not making fun of the person, I'm getting to the point: if collecting BOOKS can keep a person busy for most of their gamelife, what about collecting an INFINITE number of items and adding the very special ones to your display cases? Specifically randomized stuff, because that way you never really have the "best weapon". In vanilla Morrowind, weapons are stored in a list, so in theory you actually could have the best weapon. To increase replayability, I'd like to add a substantial amount of stuff to that list, since Morrowind really can't randomize on it's own, however putting a very very large amount of "randomized" weapons (made using a third party program which was originally programmed by SkyFire), it can be faked. The program essentially takes all the weapons that aren't enchanted or legendary in any way (ordinary weapons, steel daggers and stuff), out of an ESM you choose. Then it adds random prefixes and suffixes (Godly Daedric Battle Axe of the Tong) to the weapon and adds it to a levelled list with a ton of other randomized weapons in it. Voila, randomized weapons. The problem I have with this program is that it follows a strict ruleset that doesn't use anything but weapons, and I can't add my own enchantment types. I have to stick with the ones Skyfire put in there, which in it's own right is great, but still I'd like there to be an ungodly amount of stuff in Morrowind. I don't want the player to see the same "randomized" weapon twice. Another thing, when throwing weapons are "randomized" they are randomized 1 at a time, instead of in stacks which personally I'd prefer. Finding one arrow of doom isn't exactly a momentus occasion...unless you happen to be being chased by Dagoth Ur himself and you just ran out of broken chitin arrows.

I like replayability, games live by it, literally. I've played a lot of games in my time, and I see countless game after game fall to the ground because it was great the first time, but wasn't worth playing again (Half Life for instance). I have some general philosophies on how to keep this game going, and one of them is COLLECTIBLE GEAR. Now I know I'm very opinionated about replayability, and I might be stubborn about it at times, so the original purpose of this thread was to see if other people had some philosophies about it, originally I said tombs, but I guess I mean in relation to dungeons. If you want to talk about grammar, fine, do it in the "Let's talk about Grammar" post, otherwise, what are your philosophies to increase replayability in relation to dungeons? To get the discussion going further I'll whip up this running document of ideas I've kept over the months and post a few to get the creative juices going.

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JayProgrammer
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2702803 - 06/17/04 11:24 PM

Actually, Effie, if you hate non-words you need to change your signature. Neither screenie, nor screenies is in the dictionary.

http://dictionary.reference.com/search?q=screenies
http://dictionary.reference.com/search?q=screenie



And I hope tombs can become funomatic. I always consider them a real drag, at least compared to smuggler caves.

The only game I've played where tombs ever seemed creepy was Zelda OoT. That was of course because I went running into the King's Tomb as Child Link with only four Life Hearts and kinda got mashed by those mud zombie things.

Never mind that the tombs aren't even dark most of the time. The Nord Barrows in Solstheim are way more dark and dreary than most of the tombs in Vvardenfell.

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Edited by JayProgrammer (06/17/04 11:42 PM)

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Re: Collection in terms of Replayability. [Re: Arsonide]
      #2702842 - 06/17/04 11:39 PM

My apologies. From more recent posts, I was mistakenly under the impression you were working on and would release a plugin that improved tombs/dungeons.

Edit: I see. There were several other posts about other peoples' projects that involved some aspects of these suggestions and thoughts. Again, I apologize for having misunderstood your intention.



Edited by JCSpencer (06/17/04 11:41 PM)

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Ronin49
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Re: Collection in terms of Replayability. [Re: ]
      #2702865 - 06/17/04 11:52 PM

Same mistaken impression here.
Quote:

I think I'm just going to use the weapon randomizer and make a random levelled list, then attach it to all urns with a VERY small chance to drop something, but enough to be worth the risk of tomb raiding


There were some good ideas here - I hope they turn into something more tangible.

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Edited by Ronin49 (06/17/04 11:58 PM)

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Arsonide
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Re: Making Tombs Funner? Urns specifically... [Re: JayProgrammer]
      #2702894 - 06/18/04 12:00 AM

Ok, I am going to summarize my general thoughts about replayability in a few paragraphs, sans collecting stuff. Pay attention because no house mods or head mods are affiliated here, this is all original and unadulterated straight from my apparently feeble mind.

Generally, replayability is a synonym for wasting the player's time. The only difference between the former and the latter is that he is wasting time to some end, to some BALANCED end, may I clarify. To do this you find something that is localized, but useless, and make it worth something to somebody. That's a complicated sentence, but let me clarify. For example, in Tribunal they have localized Adamantium Ore, it can only be found in the sewers. On it's own, it's useless ore. It's heavy as heck, you can only carry 1-3 at a time depending on your character, and except for one instance, it has no use. However, Bethesda made the armorer guy that will craft you adamantium armor at the top, adamantium is worth something to him, but notice the travel time between where the resource is and where the person that needs it is. Down and up. Noting all the monsters in between, and the weight of adamantium will probably make for more than one trip. Bethesda has effectively wasted your time to a balanced end, adamantium armor. This is the beef of my theories of replayability, but let me put it in context in a few other cases.

Bonemeal, useless for the most part, everywhere, and localized. It's like black gold to the thoughtful modder. Now I could take the easy route and say "WOOOHOOOOO NECROMANCY ROX D00D!" That would give it value, but to a select group, what we want is to give it value to most everybody. The best I can come up with off the top of my head is fertilizer, sell it en masse to plantation owners or drug farmers, Morrowind Comes Alive has farmers everywhere I believe, so there you go, value for everybody. Farmers pay for the stuff, but it's also considered contraband, therefore, we have a balanced end.

There are commoners everywhere after Morrowind Comes Alive, and they don't have anything to talk about, they are a wasted opportunity. They are commoners though, perhaps they are hungry? Sell'em some berries. Berries are everywhere, and for the most part I've never picked one and actually used it except in a trade.

You'll notice I'm not much into alchemy, but the same could go said for anything, like jewels and pearls, perhaps outfitters would want those useless bits of nothing, except for a little more gold than a usual pawnbroker would give. Or perhaps, if this randomized thing goes through, a nice ring, I mean he is a jeweller right?

There is my theory, take a wasted opportunity that is localized in a remote location (underwater for pearls, bonemeal in tombs, jewels in dwemer ruins, etc). The player needs to go get it and come back for a reward, a balanced end. Effectively you have wasted his time, and that is replayability my friends, in it's pristine condition, straight from my noggin', sans collecting stuff.

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Re: Making Tombs Funner? Urns specifically... [Re: Arsonide]
      #2703357 - 06/18/04 02:35 AM

Selling Uncle Henry's remains to farmers is bound to tick someone off. Wonder how that could be worked in?

Also, although I like some of your ideas, I can't think of a way to make certain people more interested (as in offer more gold) for certain items, such as with your example of jewels and pearls. Was that just a random idea you had, or do you have an idea how to implement it? If the latter, then there could potentially be a lot more use for it than just that example. It could also provide incentive for the player to seek out certain NPCs before just unloading everything on the nearest merchant with enough gold, and this would also "waste the player's time to a balanced end."

Hmm...

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Arsonide
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Re: Making Tombs Funner? Urns specifically... [Re: ]
      #2703450 - 06/18/04 03:32 AM

Hrm, just a sporadic idea, but I'm pretty sure it's possible. Either using a chat topic and a script, so it just takes the jewels and gives the gold, or maybe something involving disposition, but then you wouldn't get the gain if you were already at 100. It would make sense, Jewels and Pearls would sell for more if their disposition was higher, and if you think about it in a RP sense, wouldn't you be pre-disposed to someone who had something you wanted? Sure. In a script sense it's rather easy, disposition goes up when it detects either of these items, more per item.

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Zappara
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Re: Making Tombs Funner? Urns specifically... [Re: Arsonide]
      #2703498 - 06/18/04 03:50 AM

Quote:

Wow I'm an adept, I feel geeky now....anyway....speaking of Disturb the Dead, I went through 2 tombs looting every urn I passed with this mod on and nothing happened. I'm sure it works since there's been so much positive feedback but it doesn't seem to be. My random items are just a levelled list, no scripts...so that wouldn't interfere.


If you are using several plugins that change the urn object then only the most recent change will be applied to it. It's caused by the way Morrowind handles plugin files. That's why I had to make an addon file for Sri's alchemy mod so that DtD and Sri's mod would work together. So you'll have to merge all your active plugins with TESTOOL's option 'merge objects'. After that DtD, Sri's mod and your own mod will work together.

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Disturb the Dead 3.31
Isle of Thumzand: Nerevarine's Castle 0.9beta
+ other mods
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Ivza
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Re: Collection in terms of Replayability. [Re: Ronin49]
      #2703562 - 06/18/04 04:30 AM

Well, I can say I will take heed of some thoughts mentioned here in AoS1.1 (ie. summoned guardians with leveled equipment).

As a quick guess, it shouldn't be too difficult to launch objects at the player when the player is close enough and hurt the player if the stuff hit him (HurtCollidingActor?). The item would be removed once it crossed the targeted point by some distance or hit the player... if this was implemented within a single script, the script could then be added quite easily to pretty much anything. You'd have chairs, tables, books, kwama cuttles, ink wells, knives, daggers etc flying off the altars (at least in straight lines). Seems like I know what I'll be doing tonight I don't know if the occasional blocking is possible to implement, though.

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ManaUser
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Re: Collection in terms of Replayability. [Re: Ivza]
      #2703679 - 06/18/04 05:43 AM

Out of bordom, I whipped together a quick Urn Loot plug-in, which I call Grave Goods. Very quick and simple, no scripts, basically just leveled lists. Tell me what you think. For compatibility with DtD, you'll have to load both plug-ins in the editor with mine active and re-attach the script _zap_disturb_dead to the container urn_ash00.

There are no curses, traps or angry ghosts in this plug-in, as is. I may add my own take on that if I decide to update this. I hope you don't mind, Zappara, I wouldn't steal it if it wasn't a cool idea.

Download. (ESP only, you may need to right-click & Save As)

Here's the chances if anyone's interested:
60% Bone Meal
20% Gravedust
10% Nothing
10% Something else: Most likely ash salts, could be vampire dust at best (level 12+ PCs only)

Plus, 6% chance of one the following (1% each)
* Skull, Bone or Ghoul Heart.
* Gem
* Jewlry (25% magic)
* Gold (1, 5, 10, 25 or 100)
* Soul Gem (leveled)
* Junk, presumably of sentimental value to the deceased.

So I'd say about one item per tomb. That hardly turns them into treasure hoards, IMHO. But it makes it worth your time to look in the urns.

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Re: Collection in terms of Replayability. [Re: ManaUser]
      #2703696 - 06/18/04 05:52 AM

Very interesting, ManaUser. I'll check this one out. I like the chance breakdown... and then there's the fact that *any* chance would drive someone to at least check.



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Arsonide
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Re: Collection in terms of Replayability. [Re: ]
      #2703709 - 06/18/04 05:58 AM

Cool ManaUser, I'll see if I can't squeek the occasional random weapon in there too. Hey if not I don't care much, I just want to add random weapons SOMEWHERE, like maybe the random merchants that Morrowind Comes Alive adds, that would make sense.

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ManaUser
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Re: Collection in terms of Replayability. [Re: Arsonide]
      #2703765 - 06/18/04 06:37 AM

I think the random weapons is a neat idea, but to me it seems kind of strange to find them in urns, many weapons wouldn't even fit after all. I think it might be best as a stand-alone mod that added them to a few leveled lists, like the l_m_wpn_xxx lists. Then they should show up all over the place.

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Zappara
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Re: Collection in terms of Replayability. [Re: ManaUser]
      #2704190 - 06/18/04 11:16 AM

ManaUser, I don't mind at all. Use the idea as you want. This way we get more good plugins But there's no need to attach my script to the urn in your plugin file since you can combine plugins with TESTOOL (second time I mention this ).

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Isle of Thumzand: Nerevarine's Castle 0.9beta
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Ivza
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Re: Collection in terms of Replayability. [Re: Zappara]
      #2704277 - 06/18/04 12:00 PM

Well, the flying items script is still a bit rough around the edges (that is, the flying objects don't rotate and getting a sword to actually point at the player is something I haven't thought of yet) but it works. A small test script: an esp using it and the script. The "mod" really is just for testing/demonstration - it adds some 6th house bells in Vivec Foreign Quarter Plaza hanging in midair, waiting for the player to come nearby (and then launch at the player). Now, I'm not certain if this fits in AoS and just placing such projectiles in tombs hardly is enough of a mod alone... /me throws a questioning glance at Zappara

The projectiles reset when you exit the cell - I think. Requires Tribunal.

Somehow I've got the idea there might be demand for a "Life to Tombs" mod compilation/merging...?

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Ronin49
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Re: Life To Tombs [Re: Ivza]
      #2704683 - 06/18/04 02:11 PM

Quote:

Somehow I've got the idea there might be demand for a "Life to Tombs" mod compilation/merging...?



Ivza - good idea!

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ManaUser
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Re: Collection in terms of Replayability. [Re: Zappara]
      #2704933 - 06/18/04 03:35 PM

Quote:

anaUser, I don't mind at all. Use the idea as you want. This way we get more good plugins. But there's no need to attach my script to the urn in your plugin file since you can combine plugins with TESTOOL.



You could do it that way too. But then you get the loot from both mods, and twice as much "dust" (bonemeal etc) since my mod uses randomized dust and yours has ingred_bonemeal_01 directly. If I do keep working on this, I'll probably include a compatibility esp to make it easy. And thanks for giving me your blessing to use the idea.

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Re: Collection in terms of Replayability. [Re: ManaUser]
      #2705202 - 06/18/04 05:00 PM

Well, I'm glad to see everyone thinks I'm a complete @ss.

Jay - screenies and other such words are at least recognized words..."mod" and "npc" and other words like that aren't really words either...they're still recognized.

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Bladmand86
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Re: Collection in terms of Replayability. [Re: ]
      #2705237 - 06/18/04 05:11 PM

Quote:

Well, I'm glad to see everyone thinks I'm a complete @ss.

Jay - screenies and other such words are at least recognized words..."mod" and "npc" and othor words like that aren't really words either...they're still recognized.


They are abbreviations, such like rolf, omg and lol

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ManaUser
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Re: Collection in terms of Replayability. [Re: ManaUser]
      #2706006 - 06/18/04 10:26 PM

Woops, if any of you plan to use the little plug-in I made, please Download it again. I left "Calculate froma all level <= PC" unchacked on one of the lists, causing vampire dust (or void salts for lower level PCs) to show up way too often.

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Ronin49
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Re: Funner Tombs! [Re: ManaUser]
      #2709390 - 06/20/04 01:00 AM

Thanks for the Grave Goods beta, ManaUser.

This thread seemed to have lots of life and ingenuity going for it . . .then where?
So I thought I would nudge it to see if there is any continuing interest or collaboration. A review of the bidding might be a useful way to proceed - please point out where something needs to be corrected or modified and I will happily do so.

Morrowind Advanced - [Wormgod/Stromgarde]- already tweaks tomb inhabitants?

The Undead [Neoptolemus] - adds new, levelled undead to the tombs and elsewhere.

Disturb the Dead [Zappara] - scripts tomb and barrow chests and urns to provide the chance of additional Undead, jewellery loot and curses.

Haunted Tombs [Ivza] - alpha demo of a mod that could provide weapons or items hurling at the tomb raider and possibly other features.

Grave Goods [ManaUser] - beta of an urn loot plugin providing grave ingredients, gold, jewellery or sentimental junk. (Apparently some user feedback would be appreciated.)

'tomb weapons' ? [Arsonide?] - possible addition of random, levelled weapons loot to tombs?

'tomb extensions' [?] - proposed addition of more passages or secret crypts to existing tombs.

Hopefully that rough list can clarify where the discussions paused, be corrected where necessary and perhaps promote further collaboration.


--------------------
"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Mythic Mods ----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.

Edited by Ronin49 (06/20/04 11:27 AM)

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Zappara
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Re: Funner Tombs! [Re: Ronin49]
      #2709827 - 06/20/04 04:59 AM

The list Ronin provided shows that there are many mods that change the contents of the tombs but none actually change the interiors. So there's room for a mod that would make tombs larger and more complex.

I don't mean that all the tombs should be long dungeons but I suggest that some of the tombs could have secret passageways and secret burial chambers with additional loot (wealthy nobles' personal tombs), some tombs with (magically) sealed crypts which has a lich or some other powerful enemy inside, some tombs that have underground openings to natural caves, some ancient tombs that have large (Balmora sized) underground vampire cities and so on. It would be fun to find a secret lever or button that opens a new hall to already searched tomb.

Since all the tombs are rather small that can't hold the ashes of all that have died, there's also the question - where are the tombs/urns of the previous generations? Below the existing tombs? Tamriel has a history of many thousand of years but the tombs are still so small?

And who makes these tombs and takes care of them? Temple priests? Shouldn't there be a guild called Tomb Builders? How do they bury people if the tombs are full of undead?

--------------------
[WIP] Tombs Expanded
Disturb the Dead 3.31
Isle of Thumzand: Nerevarine's Castle 0.9beta
+ other mods
My Morrowind plugin pages

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Re: Funnier Tombs! [Re: Zappara]
      #2709841 - 06/20/04 05:08 AM

I know you can make collision planes and make them disappear from beneath you also. like the falling guy outside seyda neen. I'd like to have a tomb where if you activate a certain urn, the floor drops out from beneath you and plops you into the older tomb area, and you've got to fight your way out.

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Ivza
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Re: Funner Tombs! [Re: Zappara]
      #2709949 - 06/20/04 06:29 AM

If I remember correctly, the Dunmer don't bury their dead into the tombs as often as they used to - their remains are used to fortify the Great Ghostfence. Temple hardly is the instance to care for the tombs. For the same reasons, there are at most few tomb builders. (See "Ancestors and the Dunmer")

Of course, I might be mistaken here.

The throwing script is in pretty good shape now - the sharp objects now rotate around Z axis so that the pointed end points at the player. I do not plan to rotate them around X and Y axes - the player moves mostly on XY-plane. Besides, I think I might run into nasty problems if I begun working with that, too. The objects pass right through anything else but the player. What is still missing: damage dealt to player completely disregards armour level, projectile type, class etc. I'll try to come up with some solution for this.

The working name for my mod will be Haunted Tombs. There are a few screenies available already. I will probably start a new thread for this mod within a week - once I come up with something else than just flying objects

--------------------
"Ago, ergo sum."
-- Not me

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Ronin49
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Re: Funner Tombs! [Re: Ivza]
      #2710312 - 06/20/04 10:13 AM

Zappara, Ivza, Smight_Plight - list edited accordingly, thanks.

--------------------
"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Mythic Mods ----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.

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ManaUser
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Re: Funner Tombs! [Re: Ronin49]
      #2710545 - 06/20/04 12:12 PM

Don't forget the ash pits. You could fit alot of dead people in one of those. I think some secret areas would be great though. I would take a some creativity of course, since only the imperial fort building set has an actual secret door model, but that shoudn't be to big a problem.

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Re: Funner Tombs! [Re: Ivza]
      #2710932 - 06/20/04 02:58 PM

Nice Ivza!Good luck on Haunted Tombs.

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ManaUser
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Re: Collection in terms of Replayability. [Re: ManaUser]
      #2712590 - 06/21/04 01:27 AM

Quote:

Woops, if any of you plan to use the little plug-in I made, please Download it again. I left "Calculate froma all level <= PC" unchacked on one of the lists, causing vampire dust (or void salts for lower level PCs) to show up way too often.



Double Ooops. It looks like ALL my leveled lists had that defect. So once more, if you plan to use it, download it yet again.

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ManaUser
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Re: Collection in terms of Replayability. [Re: ManaUser]
      #2715654 - 06/22/04 02:50 AM

Okay, to make up for that little mishap, here's another idea. Doesn't it seem strange that you can sleep in a tomb with no problem (provided the monsters are really close of course)? At best, it would be really creepy, and at worst something nasty could "wake up" while you're asleep. And then there's those "tomb diseases" to worry about too. I made a fairly simple demo of the idea, but it would definitely need some more work to be a complete mod.

To represent the creep factor, you randomly get woken up with some kind of creepy message (bad draam, weird sound, etc) from time to time. Especially at lower levels. The only bad effect aside from the fact that your sleep is interupted (easy enough to hit Rest again) is that you wake up with only 1 fatgue. Any ideas how I could make it a little more interesting?

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Ivza
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Re: Collection in terms of Replayability. [Re: ManaUser]
      #2715760 - 06/22/04 03:57 AM

That is a good idea indeed. Zappara's addon for DtD covers the part of living your nightmares and the task of waking up from them (although only if you're a graverobber!). If he gets the scripts working, maybe you can collaborate with him on this? I mean, maybe the player is transported to a dream (albeit a rather short one) from where he'll have to get out alive. Or at least the damage the player receives there should drain his mana.

But maybe you should let vampires sleep there anyway without harm - even though the skeletons etc might not like them, the vampires seem to like the tombs well enough.

--------------------
"Ago, ergo sum."
-- Not me

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ManaUser
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Re: Collection in terms of Replayability. [Re: Ivza]
      #2716667 - 06/22/04 12:08 PM

I know, about the vampires. Like I said, it needs some work. People with high willpower probably would have problems at light with the nightmares either. I'll have to check out what DtD does for nightmares, I didn't know it included that that.

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Ivza
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Re: Collection in terms of Replayability. [Re: ManaUser]
      #2716685 - 06/22/04 12:17 PM

That version hasn't been released yet, as Zappara mentioned in this thread. Actually, I doubt there's any more information available of it outside that one post on the 3rd page of this thread.

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-- Not me

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Zappara
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Re: Collection in terms of Replayability. [Re: ManaUser]
      #2716940 - 06/22/04 02:04 PM

ManaUser, DtD has some sort of nightmares currently ie. if you're a gravedigger with an unclean soul (you've been looting urns lately) then your sleep will be most likely disturbed by the undead and there's a chance that they'll attack you also.. I've heard some creepy stories about those encounters Priests can cure you and after that you can sleep safely.

DtD: Nightmares is WIP project which makes player "wake up" inside their nightmares. I can't say (or reveal) much more or I would spoil the fun in it.. I don't have any release dates for this since I'm just gathering some resources for this addon and there's only an early test version done.

--------------------
[WIP] Tombs Expanded
Disturb the Dead 3.31
Isle of Thumzand: Nerevarine's Castle 0.9beta
+ other mods
My Morrowind plugin pages

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alexandrian_librarian
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FUNERALS! [Re: Zappara]
      #2796812 - 07/12/04 02:27 PM

who knows if anyone is reading this anymore -- but my two cents consist of 1) look at all these tombs, they must really care about them, somebody must light these candles and leave these offerings, probably their descendants and 2) it would be cool to run now and then into a *big-ass' dunmer funeral and boy, would they be pissed at you for showing up to loot the remains of uncle henry, llevule, whomever. maybe the more prominent the family of the tomb (some active npc's have the same family names as these tombs, n'est ce pas?) the more likely a guard or two might be attending the funeral. your grave-robbing could be a crime and reported as one -- easy to justify in game terms even if you wipe out the party -- the officiating priest works for the temple and almsivi's outta there when ya get busy.

--------------------
ewww....how'd the bandersnatch get all frumious?

Edited by alexandrian_librarian (07/12/04 11:55 PM)

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Ronin49
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Re: FUNERALS! [Re: alexandrian_librarian]
      #2796832 - 07/12/04 02:36 PM

alexandrian_librarian - I think your funerals idea is a good one. And yes, there are people still reading this thread and the related others it spawned. So . . . no offence intended but could we just leave the rants elsewhere please so this useful thread stays intact, thanks for the consideration.

--------------------
"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Mythic Mods ----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.

Edited by Ronin49 (07/12/04 02:39 PM)

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Ronin49
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Re: FUNERALS! [Re: alexandrian_librarian]
      #2880984 - 08/02/04 10:20 PM

[Thanks, alexandrian_librarian - appreciated. ]

This thread initiated by Arsonide seems to have spawned a lot of improvements to game play in tombs. Some of it has appeared in other WIP and release threads and has been fairly easy to follow.

I wondered if there was any upgrade to ManUser's Grave Goods in the works and if Arsonide was doing any more work on tomb-related matters?

--------------------
"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Mythic Mods ----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.

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