Ivza |
Acolyte |
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Reged: 01/05/03 |
Posts: 156 |
Loc: Finland | |
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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?
-------------------- My mods
and utils: Icatos; Markov Name Generator; Amulet of Scrye;
Haunted Tombs; Blight Bounties
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Ronin49 |
Disciple |
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Reged: 03/08/04 |
Posts: 1722 |
Loc: Canada | |
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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 . . .
-------------------- "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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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 |
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Reged: 08/15/03 |
Posts: 257 |
Loc: Lost Dwemer city | |
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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!
-------------------- [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 |
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Reged: 04/21/04 |
Posts: 416 |
Loc: Illinois, United States
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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.
-------------------- AcidBasick Morrowind 3d Max Animation Guide Concept Critters
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TSBasilisk |
Diviner |
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Reged: 06/09/03 |
Posts: 2850 |
Loc: Durango, CO | |
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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.
-------------------- Member of the Forum Scholars Guild
Member of Greater Dwemer Ruins, Modder in charge of Nchuleft
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ManaUser |
Master |
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Reged: 05/31/00 |
Posts: 6083 |
Loc: Long Beach, CA, USA
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It all kind of
makes you wish the turn undead effect worked properly, doesn't it?
(Downloaded)
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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
-------------------- Horror Mod Complete...but for what?
http://www.cuneo.us/tesmw/browse.php?dir=LightningFlik
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Um, am I
mistaken, or is your character's weapon a banana in those screen
shots?
-------------------- "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 |
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Reged: 06/24/03 |
Posts: 413 |
Loc: prone | |
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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?
-------------------- 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 |
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Reged: 01/05/03 |
Posts: 156 |
Loc: Finland | |
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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 :/.
-------------------- My mods
and utils: Icatos; Markov Name Generator; Amulet of Scrye;
Haunted Tombs; Blight Bounties
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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 |
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Reged: 10/07/03 |
Posts: 189 |
Loc: Terra, Sol System | |
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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.
-------------------- Piratelordx MODs
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Ivza |
Acolyte |
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Reged: 01/05/03 |
Posts: 156 |
Loc: Finland | |
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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.)
-------------------- My mods
and utils: Icatos; Markov Name Generator; Amulet of Scrye;
Haunted Tombs; Blight Bounties
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PirateLord |
Acolyte |
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Reged: 10/07/03 |
Posts: 189 |
Loc: Terra, Sol System | |
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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.
-------------------- Piratelordx MODs
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Ivza |
Acolyte |
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Reged: 01/05/03 |
Posts: 156 |
Loc: Finland | |
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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
-------------------- My mods
and utils: Icatos; Markov Name Generator; Amulet of Scrye;
Haunted Tombs; Blight Bounties
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Ivza |
Acolyte |
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Reged: 01/05/03 |
Posts: 156 |
Loc: Finland | |
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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.
-------------------- My mods
and utils: Icatos; Markov Name Generator; Amulet of Scrye;
Haunted Tombs; Blight Bounties
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Ivza |
Acolyte |
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Reged: 01/05/03 |
Posts: 156 |
Loc: Finland | |
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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.
-------------------- My mods
and utils: Icatos; Markov Name Generator; Amulet of Scrye;
Haunted Tombs; Blight Bounties
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Pseron Wyrd |
Diviner |
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Reged: 05/13/02 |
Posts: 4277 |
Loc: Paradise | |
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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."
-------------------- MW4Kids: the new
cure for Flesh-Eating Disease!
Cait's charity War Child
"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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