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Ivza
Acolyte

Reged: 01/05/03
Posts: 156
Loc: Finland
[WIP] Haunted Tombs
      #2711701 - 06/20/04 08:24 PM

Here's the first(?) (and hopefully not the last) spinoff of the "funner tombs" thread. This mod basically adds poltergeists throwing items at you in tombs. Before you know it, you got skulls, spears, swords, bottles, ash urns, whatnot coming at you.

You can see screenies at the mod's homepage. Unfortunately, screenies are just stillshots.

The final mod will not just add some new items in tombs that fly at you: there'll be a small quest where you'll have to collect a set of armor from various extended tombs. The quest and tomb expansion is far from complete and the armor set, well, so far I don't even know how to retexture objects It'll be just a recolored adamantium armor set, I think.

I will not modify each and every tomb there is - I think that would diminish the effect of flying stuff too much.

If you want to have a sneak peek at what kind of objects will be flying around (and how), you can try the alpha-1 which adds some flying projectiles to a number of tombs. This does not expand any tombs (which is why it's so small). Affected tombs in Alpha-1: Arano, Arethan, Aryon, Dareleth, Helas, Indaren, Llando, Omaren, Rethandus, Salothan, Samarys, Sarys, Tharys, Thiralas, Velas, Veloth Ancestral Tomb, of which I suggest you take a look at Tharys Ancestral Tomb. This version does not allow the player to avoid being hit by the items with high acrobatics skill, something that the newer versions do (but you can always step aside ).

Requires Tribunal.

Any comments, suggestions?

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My mods and utils: Icatos; Markov Name Generator; Amulet of Scrye; Haunted Tombs; Blight Bounties

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Ronin49
Disciple

Reged: 03/08/04
Posts: 1722
Loc: Canada
Re: [WIP] Haunted Tombs [Re: Ivza]
      #2711810 - 06/20/04 08:57 PM

Ivza - sounds good! One of the disadvantages of adding difficulty features to tombs not discussed in the previous "funner tombs" thread is that these features could possibly make the early game quests too demanding for an inexperienced character.
The tomb expansions that you are planning to include are a welcome addition, in my opinion. One great advantage they offer is that they could be very difficult and hence challenging for advanced characters while not getting in the way of the prudent inexperienced PC who could complete the quest task in the original part of the tomb and then leave, alive. Just a thought . . .

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

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

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Hellbishop
Master

Reged: 05/30/02
Posts: 6028
Re: [WIP] Haunted Tombs [Re: Ivza]
      #2711866 - 06/20/04 09:13 PM

One suggestion is making some of the flying objects have poison tips.Another is making some of the objects Ninja Stars or small hand axes aswell as razor blades.

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Zappara
Adept

Reged: 08/15/03
Posts: 257
Loc: Lost Dwemer city
Re: [WIP] Haunted Tombs [Re: Ronin49]
      #2711905 - 06/20/04 09:25 PM

Tested (thanks Ivza for letting me test unreleased version ) and found that this mod will make tombs freakin' scary! Even when I knew that there are those flying objects I still jumped in my chair when it actually happened because you don't know which objects will fly towards your character. At the same it felt like being in Indiana Jones movie dodging flying urns and sharp weapons. That was awesome!

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[WIP] Tombs Expanded
Disturb the Dead 3.3
Isle of Thumzand: Nerevarine's Castle 0.9beta
+ other mods
My Morrowind plugin pages

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AcidBasick
Curate

Reged: 04/21/04
Posts: 416
Loc: Illinois, United States
Re: [WIP] Haunted Tombs [Re: Ivza]
      #2712003 - 06/20/04 10:04 PM

This is a great idea!

While you're at it, though, I have some ideas to make tombs more frightful. I wanted to do them myself, but I don't know if I have the patience.

The first thing I would like to see improved inside tombs are sound effects. There are very few tomb sounds that make me nervous about what may be around the corner. Sounds could include the whirl of wind near the entrance, faint and soft crying, faint but powerful screams, low level whispers and barely audiable voices, creaking of the structure, footsteps when there is nothing around, soft laughter, creaking of opening doors, and knocking on doors and walls.

Also, monsters inside tombs are not scary. They are standard skeletons and bonewalkers that simply attack on sight. I would like to see some creatures that would actually scare the player. Some could include dark outlines of human forms that run across entrances to rooms, shadows that can be seen coming from an entrance but when the player gets close they disappear, undead that run fast and pop out from behind doorways and large objects, creatures made of orbs of light that escape from the player when they get close, and other creatures that may not directly attack a player but are scripted to do frightening things such as torches that go out when the player gets near.

Finally, lighting needs to be drastically improved. Some places inside tombs should be pitch black while others should be lighted only by small torches. The player should be afraid to move about in the dark areas so you should put spawn points in them. There should be more flickering and pulsating lights as well as some dark blues. Tombs should be much darker and the player should be forced to either deal with whatever lies around the next dark corner or carry a lightsource.

Anyway, those are the three things that are lacking in tombs that otherwise would make them a scary place. It would be great if you would consider improving upon them.

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AcidBasick Morrowind
3d Max Animation Guide
Concept Critters

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TSBasilisk
Diviner

Reged: 06/09/03
Posts: 2850
Loc: Durango, CO
Re: [WIP] Haunted Tombs [Re: AcidBasick]
      #2712075 - 06/20/04 10:29 PM

There are some creatures like you mentioned added by PumaMan in Giants, such as the phantasm, which can teleport itself during combat, disappearing from in fornt of your sword to hit you in the back. The Disturb the Dead plug-in also helps, because investigating urns in tombs eventually gets you cursed, and undead start attacking you without warning.

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Member of the Forum Scholars Guild

Member of Greater Dwemer Ruins, Modder in charge of Nchuleft

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ManaUser
Master

Reged: 05/31/00
Posts: 6083
Loc: Long Beach, CA, USA
Re: [WIP] Haunted Tombs [Re: TSBasilisk]
      #2712095 - 06/20/04 10:36 PM

It all kind of makes you wish the turn undead effect worked properly, doesn't it? (Downloaded)

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LightningFlik
Curate

Reged: 03/14/04
Posts: 534
Re: [WIP] Haunted Tombs [Re: ManaUser]
      #2712197 - 06/20/04 11:05 PM

A lot of that stuff shows up in my Horror mod.

There are quite a few places on the internet to get creepy sound effects, I suggest looking around a lot. There are some good sites around.

If you must, retexture some skeletons or other monsters and have them show up in unexpected parts of the dungeon. You might also want to add a quest.

Flik

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Horror Mod Complete...but for what?
http://www.cuneo.us/tesmw/browse.php?dir=LightningFlik

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Bruttilus
Acolyte

Reged: 07/24/03
Posts: 155
Re: [WIP] Haunted Tombs [Re: Ivza]
      #2712429 - 06/21/04 12:17 AM

Um, am I mistaken, or is your character's weapon a banana in those screen shots?

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"That is not dead which can eternal lie,
And in strange aeons even death may die."
H.P. Lovecraft

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grond
Curate

Reged: 06/24/03
Posts: 413
Loc: prone
Re: [WIP] Haunted Tombs [Re: AcidBasick]
      #2712530 - 06/21/04 12:57 AM

Quote:

is your character's weapon a banana in those screen shots?



Oh, it's one hell of a banana...

Ivza, great ideas, and I'll definitely download! AcidBasick, you've hit three nails on their heads. Those additions would make me creep, creeped out, through tombs again.

EDIT - Did I miss a release thread for Icatos?



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Stonewood Hall Version 1.2 (INN Friendly)
Stonewood Hall Version 1.1
Stonewood Hall screens




Edited by grond (06/21/04 12:58 AM)

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Ivza
Acolyte

Reged: 01/05/03
Posts: 156
Loc: Finland
Re: [WIP] Haunted Tombs [Re: AcidBasick]
      #2712751 - 06/21/04 02:47 AM

I'd like to make one thing known. I will not change or remove any content from the tombs in the original game. I will only add things - I hope this should keep the mod compatible with most (if not all) mods.

Ronin49: A good point. The damage dealt by the projectiles will then be leveled to some extent. So far, apart from maybe adding some scripted enemies, the projectiles are the only new stuff in original tombs that can hurt the player.

Hellbishop: I have thought of having potions hitting the player to have some (negative or positive) effects... but I haven't checked if I can do this. The thing about arrows and such flying towards the player is that they're small, and it would be quite difficult to spot a volley of arrows flying at you. Then again, the player can listen to the sounds of things being thrown.

AcidBasick: Thanks for the suggestions, but... (doesn't this sound depressing enough already )

If I were to edit any sound samples myself, the results would be abysmal. But if I were to use only the samples in Morrowind's sound library, the door sounds (creaking doors, someone tugging a locked door, footsteps) would already be there. But dynamic placement of sound sources sounds like a good idea

The second part would mean that I'd have to quite heavily script the AI of the creatures. When I heard of the DtD plugin by Zappara, I thought: why does the player have to open the urns? I have a few ideas now relating to this, but don't expect much new from the AI

The expanded sections will have fewer lights than the often used sections. One of the things I really didn't like in NOLF2 was the respawning guards at Siberia. So I'm a bit skeptic about adding respawning creatures.

LightningFlik: I doubt I'm much of a retexturer, so I'll just skip that part. I'll have to see about the free sound samples on the net, though. And there will be this one small quest I mentioned - just an incentive to really go through at least some tombs.

Grond: You didn't miss it, there wasn't a release thread apart from the beta thread :/.

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My mods and utils: Icatos; Markov Name Generator; Amulet of Scrye; Haunted Tombs; Blight Bounties

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Hellbishop
Master

Reged: 05/30/02
Posts: 6028
Re: [WIP] Haunted Tombs [Re: Ivza]
      #2712835 - 06/21/04 03:56 AM

Quote:

Hellbishop: I have thought of having potions hitting the player to have some (negative or positive) effects... but I haven't checked if I can do this. The thing about arrows and such flying towards the player is that they're small, and it would be quite difficult to spot a volley of arrows flying at you. Then again, the player can listen to the sounds of things being thrown.




Right.Too bad they didnt bring over the Acute Hearing Skill from Daggerfall into Morrowind it would definitely be cool to use in this type of situation.Kind of like a Shoalin Monk from a martial arts movie .

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PirateLord
Acolyte

Reged: 10/07/03
Posts: 189
Loc: Terra, Sol System
Re: [WIP] Haunted Tombs [Re: Hellbishop]
      #2713857 - 06/21/04 02:35 PM

One big improvement would be better skeletons. I'm working on an house mod, where first you need to remove the undead in it to make it safe. The undead are skeleton imperial guard. Skeletons wearing armour! They look great.
They are skeleton NPCs (so that they can wear armour). But it would be quite a task to replace a lot of the skeletons with these ones.
With random levelled lists for weapons and armour, they look great. Where do they get the gear from? Other dead adventurers.

I also agree about lighting. I downloaded "The Lighting Mod", which addresses some of these issues. The cave near Seyda Neen is a lot more "releastic". I need to make some changes to the TLM, since some areas are now a bit pyshco with pulsing light affects.
It always amazes me how there are so many places with no windows, and just the odd lightsource, that it's almost like being outdoors. Darkness!!!
Best thing to do is make the ambient sunlight colour really dark.
I've found that I've never needed torches and lanterns to explore anywhere.




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Piratelordx MODs

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Ivza
Acolyte

Reged: 01/05/03
Posts: 156
Loc: Finland
Re: [WIP] Haunted Tombs [Re: PirateLord]
      #2716566 - 06/22/04 11:23 AM

Your suggestions are good. I will consider them, but at the moment I see no real reason to inflate this mod with models (I'm already having second thoughts of the quest, too) to make something that has already been done, and most likely better than what I could do. The same applies for lighting: if you want better lighting, download TLM.

I have added some new tricks for the creatures as suggested above... there are now ghosts who appear when you come closer and disappear when you're too close (a pity there's not a simple script command to fade a creature in/out, for Azura it's an animation); possum playing skeletons (they look dead-dead, except that when you get closer, they might be undead-dead, bounce up and attack you); ancestor ghosts who do not like you to come too close to their urns. I've also added the dynamic random sounds (they use only Morrowind stock sounds for now) to just about every tomb and skullstakes that have the habit of always facing the player. In plans: traps that trigger involuntary teleports (FadeOut->FadeIn->"Huh? What is this place? How am I going to get out of here?")

Well, it seems like adding all these things to the tombs will be enough for v1.0 at least in my eyes. Already now I wish to give a big thank-you for all the suggestions to all of you who gave suggestions (This doesn't mean that the release is just around the corner - far from it. I'm just no longer this intensively trying to come up with new tricks for the first real public version.)

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My mods and utils: Icatos; Markov Name Generator; Amulet of Scrye; Haunted Tombs; Blight Bounties

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PirateLord
Acolyte

Reged: 10/07/03
Posts: 189
Loc: Terra, Sol System
Re: [WIP] Haunted Tombs [Re: Ivza]
      #2716996 - 06/22/04 02:28 PM

I'm currently doing a bit of investigative work on lights. Even though I have TLM, there are still some things that still look wrong, or in my opinion are worse.

A simple suggestion would be just to darken the default ambient light colours of all the tombs so that light sources play a better role.

One effect that I'm trying to do is make a series of lights "come on" when a certain NPC is killed. You could do the opposite. Imagine opening a chest at the end of the tomb, the lights go out, then discovering that on the way back, some undead have respawned...
Just need to work out the script, which I have next to no knowledge off.

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Piratelordx MODs

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Ivza
Acolyte

Reged: 01/05/03
Posts: 156
Loc: Finland
Re: [WIP] Haunted Tombs [Re: PirateLord]
      #2717572 - 06/22/04 05:32 PM

Frankly, I like the current lighting level in tombs well enough. In any case, I will have a version of the mod with original lighting levels untouched available. The most likely way I will tweak the lighting levels will be a small additional .esp file for that.

The torches going out... first I'd need a model for a lightsource without the flame. I think all the torch models in Morrowind have the flame, and that is a problem: a torch that gives no light but appears to be lit nonetheless?

I did have some thoughts of ambushes (where there are a number of possum-players around you, and when you trigger one, the rest will simultaneously wake up). But the player could loot the corpses beforehand, and when the skeletons were resurrected, they would carry the same items again. Removing the items from them when they are playing dead would make them seem unarmed - and there's no way they could hide their swords beneath their ribcages

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My mods and utils: Icatos; Markov Name Generator; Amulet of Scrye; Haunted Tombs; Blight Bounties

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Ivza
Acolyte

Reged: 01/05/03
Posts: 156
Loc: Finland
Re: [WIP] Haunted Tombs [Re: Ivza]
      #2741190 - 06/28/04 06:36 PM

Okay, my holiday is over and the progress with my mods is slowing to a crawl. But alas, that won't prevent me from showing what I've done so far. At the mod homepage you can now download Haunted Tombs v0.7. The screenies are still there. And here's the readme.

So, what is the difference between v0.7 and v1.0? v1.0 will have the collect-the-set-quest with six expanded tombs. v0.7 has three somewhat expanded tombs, but not the armor parts. Because of this, the tombs may seem like they don't have anything of value. I'll fix this as well for v1.0. If I get no feedback on v0.7, those will be the only differences.

If you chose to try this out, I'd like know what you think of the following questions. Were enough tombs altered? What changes did you find useless or just plain annoying? Something else, what? (Or just tell me if you liked the mod.) Or just that this mod has been a complete waste of time and not worth further development.

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My mods and utils: Icatos; Markov Name Generator; Amulet of Scrye; Haunted Tombs; Blight Bounties

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Ivza
Acolyte

Reged: 01/05/03
Posts: 156
Loc: Finland
Haunted Tombs v1.05 in making [Re: Ivza]
      #2920540 - 08/12/04 01:44 PM

So I scrapped the idea of a quest integrated into the mod. Anyway, I've been making a minor update of a kind to this mod (v1.05). There is a possibility that Haunted Tombs and Tombs Expanded will not be merged, as HT covers the original game tombs and TE might cover only the tomb expansions.

The update will set the sounds less frequent and add quite a few more of them. They're still all stock Morrowind + Tribunal sounds, though. Now you'll also hear Dunmer curses (the usual "You will suffer greatly!", "Your life's end is approaching." etc) when you're in the tombs. I've also added a small random factor to the possum-playing skeletons; the distance at which they awaken is now selected at random.

There are some ghosts that appear/disappear based on your distance to them.

I've also disabled the respawning of the objects by default, but that can be easily fixed by removing two semicolons in certain scripts.

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My mods and utils: Icatos; Markov Name Generator; Amulet of Scrye; Haunted Tombs; Blight Bounties

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Pseron Wyrd
Diviner

Reged: 05/13/02
Posts: 4277
Loc: Paradise
Re: [WIP] Haunted Tombs [Re: PirateLord]
      #2920659 - 08/12/04 02:33 PM

Quote:

I'm currently doing a bit of investigative work on lights. Even though I have TLM, there are still some things that still look wrong


I've been using Byblos' Lights 300 mod for quite awhile now. It does a fantastic job making MW a better-lit place.

The 'True Lights and Darkness' and 'Light Based Sneaking' mods have been incorporated into 'Lights 300' too.

From the readme -
"Reworks all lights in the game to be more, colorfull, dynamic, magical and realistic.

Red Candlesticks now have red flames and are called Ruby Candles, Green have Green flames and are called Emreald, same with all other colors. Plus there are now a few new types of candles, Black candles with red flames are Called Daedric Candles, White Candles with WHite Flames are Aedric Candles. To see a difference, go to Riv-var in Balmora, All of his Purple (Amythist) Candles will now give his shop a magical feel instead of there old orange glow.

All interiors are slightly darkened to make source lights more dominant over the ambient light, Dungeons are now mostly pitch black with the exception of the source lights, Torches have longer experation times and bigger and brighter radius so that they are actually useful.

Makes any lights that arnt too heavy to carry, pickup-able with working icons, such as the small candles that are on nobles tables, 6th house candles and quite a few others."




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"I have been imagining you are exquisitely unattractive" - brash, 10.05.03
"You look very much like I thought you would" - brash, 10.06.03

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