Arsonide |
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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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Reged: 11/14/03 |
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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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Slightly on
topic, search for the disturb the death on the summit
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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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Reged: 11/14/03 |
Posts: 392 |
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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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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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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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Reged: 12/30/02 |
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Loc: Qeynos Hills | |
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what kind of
program is this? I'm curious now, I love how diablo 2 handled
weapons
-------------------- -only a fool fights fire with fire,
you should fight it with water
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shannon_ |
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It would make
things even more fun if you could smash the urns to get the
stuff out of them.
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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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I can't wait
for those tombs to get funnosified
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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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Posts: 6115 |
Loc: Long Beach, CA, USA
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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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Reged: 04/16/03 |
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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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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.
-------------------- -qarl @}-----;---- My
mods WIP: The Underground Tutorials
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WHo is you
caling "gek" kwarl? Im' just smat!
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qarl |
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Loc: Michigan | |
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He-he
-------------------- -qarl @}-----;---- My
mods WIP: The Underground Tutorials
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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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Loc: Washington | |
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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
-------------------- -Jon
________________________________________________ Humans.
Top of the food chain. Meat=Protein for building strong muscles,
plus damn tastey.
Hey, who's gonna stand up for plants?
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Ivza |
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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>
-------------------- "Ago, ergo sum." -- Not me
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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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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.
-------------------- Rigid, unbending: Law's dominion
eternal - Order triumphant!
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Tatriya |
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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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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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Posts: 95 |
Loc: Washington | |
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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.
-------------------- -Jon
________________________________________________ Humans.
Top of the food chain. Meat=Protein for building strong muscles,
plus damn tastey.
Hey, who's gonna stand up for plants?
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Varana |
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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*
-------------------- Rigid, unbending: Law's dominion
eternal - Order triumphant!
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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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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.
-------------------- "Ago, ergo sum." -- Not me
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jonrd463 |
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Loc: Washington | |
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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.
-------------------- -Jon
________________________________________________ Humans.
Top of the food chain. Meat=Protein for building strong muscles,
plus damn tastey.
Hey, who's gonna stand up for plants?
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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.
-------------------- People always wonder about these
little questions, like, "What's the meaning of life?" But I don't
have time for such small things, there are more important things,
like, "What would I look like if I was blue?" and, "Who are all
these people? What's that funny aqua-marine swirley thingy?"
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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.
-------------------- Quoting my favorite madman: "
All these forests shall be lumber for my throne..."
Quoting
my favorite barbarian: "I am the bigger and the stronger, than
all these girly monsters"
Some pictures of my latest
mod/mods:
http://www.cuneo.us/tesmw/images/Olaf/
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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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"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.
-------------------- "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 (06/17/04 01:57 PM)
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Arsonide |
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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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Posts: 272 |
Loc: Lost Dwemer city | |
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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 My Morrowind plugin pages
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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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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 |
Adept |
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Posts: 272 |
Loc: Lost Dwemer city | |
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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.
-------------------- [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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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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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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Loc: Canada | |
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(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?
-------------------- "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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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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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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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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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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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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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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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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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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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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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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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.
-------------------- "Silly Orc! Swords Are For Nords!"
Sadistic Gravity Mage Research
Tegger, Reloaded.
Edited by JayProgrammer (06/17/04
11:42 PM)
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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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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.
-------------------- "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 (06/17/04 11:58 PM)
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Arsonide |
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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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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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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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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.
-------------------- [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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Ivza |
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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.
-------------------- "Ago, ergo sum." -- Not
me
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ManaUser |
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Loc: Long Beach, CA, USA
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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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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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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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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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Loc: Lost Dwemer city | |
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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
).
-------------------- [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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Ivza |
Acolyte |
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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...?
-------------------- "Ago, ergo sum." -- Not me
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Ronin49 |
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Loc: Canada | |
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Quote:
Somehow I've got the idea there might be demand for a "Life to
Tombs" mod compilation/merging...?
Ivza - good idea!
-------------------- "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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Loc: Long Beach, CA, USA
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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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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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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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Loc: Long Beach, CA, USA
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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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Loc: Canada | |
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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 |
Adept |
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Reged: 08/15/03 |
Posts: 272 |
Loc: Lost Dwemer city | |
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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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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 |
Acolyte |
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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 |
Disciple |
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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 |
Master |
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Posts: 6115 |
Loc: Long Beach, CA, USA
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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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Nice Ivza!Good
luck on Haunted Tombs.
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ManaUser |
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Loc: Long Beach, CA, USA
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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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Loc: Long Beach, CA, USA
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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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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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Loc: Long Beach, CA, USA
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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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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.
-------------------- "Ago, ergo sum." -- Not me
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Zappara |
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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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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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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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[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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