[WIPz] Achievements and Statistics

Post » Sun Aug 08, 2010 3:17 pm

Hey,

So I have a feeling a lot of people might hate this, but I'm thinking of making a mod that basically keeps a record of various statistics that can be viewed in-game (a bit like those in Oblivion), and maybe even a bunch of achievements that the player can unlock by doing various things.

Here are some vague examples, just so you get the idea (I know some of these might be impossible but please don't comment on that for now):

ACHIEVEMENTSAtronach Attack			Kill all 3 types of AtronachDaedric Roll			Enter a Daedric shrineDweme On			Enter a Dwemer ruinDIE-bunal			Kill VivecHeartless			Kill FargothLook Out Below			Save TarhielNo Place Like Home		Visit Balmora in a thunderstormSplat				Don’t save TarhielTicket to Ride			Ride a Silt Strider


STATISTICSCrimes committedHighest bountySkill totalAttribute totalBiggest distance fallenDistance travelledGames loaded1-Health recoveriesSouls trappedRepair hammers usedLockpicks usedNPCs killedTeleport spells castSilt Strider ridesBoat tripsLongest jumpMoon sugar consumedSkooma consumedAccuracy ratingLongest time without... getting a bountyLongest time without... sleepingLongest time without... getting hitLongest time without... killing an NPCLongest time spent... underwater


When you unlock an achievement a message box will pop up and it will play a sound.
A quest entry will be available in your journal, titled " * ACHIEVEMENTS * " with a list of all the ones you have found.

As far as I know this hasn't been done before, with the exception of http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3168.

Just wanted to see what everyone thinks before I start some proper work on this?

- Danjb
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Rusty Billiot
 
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Post » Sun Aug 08, 2010 11:19 am

Not my priority-list mod, but sounds like fun!
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vicki kitterman
 
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Post » Sun Aug 08, 2010 10:04 pm

I could swear this has already been done.

I just remember a thread I read a wile back that brought a whole bunch of random achievements.
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Dylan Markese
 
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Post » Sun Aug 08, 2010 10:17 pm

I could swear this has already been done.

I just remember a thread I read a wile back that brought a whole bunch of random achievements.


You might be thinking about the http://www.fliggerty.com/phpBB3/cne/cne_main.php at GHF.
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Captian Caveman
 
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Post » Sun Aug 08, 2010 8:37 pm

You might be thinking about the http://www.fliggerty.com/phpBB3/cne/cne_main.php at GHF.


Ooh, I suppose that is a bit similar. I hope that's ok?
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brandon frier
 
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Post » Sun Aug 08, 2010 8:41 pm

You can save Tarhiel?!
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Zoe Ratcliffe
 
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Post » Sun Aug 08, 2010 6:24 pm

You can save Tarhiel?!


You most certainly can!

http://www.fliggerty.com/phpBB3/viewtopic.php?f=28&t=2374 :whistling:





KF
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Jason Wolf
 
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Post » Sun Aug 08, 2010 5:22 pm

Sounds pretty sweet. Perhaps the achievements should require a little more work, like entering every Daedric shrine or Dwemer ruin. Oh, and there should definitely be one (perhaps a progressive one) for killing cliff racers.
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James Wilson
 
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Post » Sun Aug 08, 2010 12:55 pm

Ooh, I suppose that is a bit similar. I hope that's ok?


Of course it is! Remember, we all stand on the shoulders of others in one way or another. Just because there's something similar is no reason to not make something else.
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Gemma Archer
 
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Post » Sun Aug 08, 2010 8:42 am

You most certainly can!

http://www.fliggerty.com/phpBB3/viewtopic.php?f=28&t=2374 :whistling:

Aww, for some reason I can't see the video on that page :(
Surely there's only really one way to save him though? Slowfall, or, I suppose, levitate.
I definitely agree that someone should make a mod related to saving him!


Sounds pretty sweet. Perhaps the achievements should require a little more work, like entering every Daedric shrine or Dwemer ruin. Oh, and there should definitely be one (perhaps a progressive one) for killing cliff racers.

Hmm... perhaps - I think there should definitely be some that reflect a real accomplishement - but I don't want them to seem too much like a chore. For the most part I just want them to seamlessly blend in with the game, so in a way it's a nice surprise when you get an achievement, rather than being something to laboriously work for.


Of course it is! Remember, we all stand on the shoulders of others in one way or another. Just because there's something similar is no reason to not make something else.

Hehehe, good, cause I was going to do it anyway :D
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HARDHEAD
 
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Post » Sun Aug 08, 2010 4:42 pm

Some screenshots of what I've got working so far:

http://img.photobucket.com/albums/v247/dragon_trident/Morrowind/1RecordBook.jpg
http://img.photobucket.com/albums/v247/dragon_trident/Morrowind/2ReadingIt.jpg
http://img.photobucket.com/albums/v247/dragon_trident/Morrowind/3AchivementUnlocked.jpg
http://img.photobucket.com/albums/v247/dragon_trident/Morrowind/4JournalEntry.jpg
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Joe Alvarado
 
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Post » Sun Aug 08, 2010 10:12 pm

I really like those. So will it be similar to the bank mod where your book will update retroactively?
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CORY
 
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Post » Sun Aug 08, 2010 8:53 am

That's really interesting... I wasn't aware you could change the text of books. This demands research! :user:

I agree on achievements not being a chore. It just doesn't feel rewarding to collect fifty kwama cuttle... But having one of each type of gem, or earning X gold from Fighter's Guild jobs is something I can strive for.
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Jay Baby
 
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Post » Sun Aug 08, 2010 8:42 am

I really like those. So will it be similar to the bank mod where your book will update retroactively?

Thanks!
Hmm... I haven't thought about that until now.

Some of the stats will require new scripts (i.e. Games Loaded), so it won't be possible to update them retroactively, but things like Skill Total will update automatically, and Slaves Freed should work fine as it uses a global that already exists in the game.

As for the achievements, I think it'll defeat the fun of finding them if half of them become automatically completed the first time you load the mod - but perhaps some of them will need to, i.e. saving Tarhiel, as that can only be done once.

That's really interesting... I wasn't aware you could change the text of books. This demands research! :user:

I agree on achievements not being a chore. It just doesn't feel rewarding to collect fifty kwama cuttle... But having one of each type of gem, or earning X gold from Fighter's Guild jobs is something I can strive for.

Hehe, yeah, any global variable can be used in a book if you just write: ^variable_name
However, according to MWSFD, if any variable changes while the book is open the game can crash.
Also, some good ideas there ;)
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Pumpkin
 
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Post » Sun Aug 08, 2010 6:38 pm

Hmmmm... well, there could be an achievement for initially entering a Daedric Shrine, with something like 1/40 (or however many there are) and a second one for visiting them all. Heck, it could even have three or four tiers, each with different names relecting the level of achievement. Future expansion of the idea perhaps. *shrugs*
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Anthony Rand
 
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Post » Sun Aug 08, 2010 9:01 am

I love this concept. Achievements can add a whole additional "layer" to the fun of the game. Heck in many players minds the pretty much are equivalent to (or even more important than) quest themselves. I also love the "anti-achievements" and the ones that counter traditional gameplay and encourage players to "step out" of their comfort zone.

Here a few suggestions...

Clam Chowder (Kill the Mudcrab Merchant)
I don't mind if I do (Steal the soul gems from the Balmora Mages Guild)
Silence of the Lambs (Live in Fargoths house for a week)
The price of love (Kill the Taxpayers girlfriend ..the one in the lighthouse)
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Andrew Tarango
 
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Post » Sun Aug 08, 2010 8:29 am

Here's some

Naked Nords Killed: x
Witches Killed: x
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Richus Dude
 
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Post » Sun Aug 08, 2010 8:40 pm

Can't edit for some reason:

How about:

Break the threads of destiny (Kill an essential NPC)
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Dalia
 
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Post » Sun Aug 08, 2010 10:17 pm

Hey Danjb, a lot of what you are doing are things that I've wanted to do with Census and Excise and haven't been able to get to. I wonder how you would feel about me making a patch and utilizing this mod of yours once it's complete? I wouldn't just take your work of course, it would actually require your mod and simply interface with it to publish the achievements online.
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Charles Weber
 
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Post » Sun Aug 08, 2010 10:15 pm

Heh, thanks for the ideas guys, and by all means keep 'em coming! I probably won't use them all, and some of them might just not be possible to implement, but I'll see what I can do and I'll include a "Credits" section in the readme.

Here are some ideas for achievements I've come up with. Some of them have yet to be named, while others have some pretty terrible names, so here's a little challenge to come up with some names! Ideally I want a lot of them to contain a pun or some kind of humour.

					Join a Great House					Enter an Egg Mine					Break a Glass weapon					Equip a Daedric weapon					Sleep in a bedroll					Carry a musical instrument					Get someone of the opposite six to max disp.					Talk to someone when naked					Encounter a vampire					Catch a common disease					Get arrested					Go to jail					Equip a miner’s pick					Find the Dwemer puzzle box					Go invisible					Kill a cliff racer					Visit Mournhold					Visit Solstheim					Adorn expensive jewellery					Make 100k					Go pearl diving					1-hit-kill a mudcrab					Meet Divayth Fyr					Levitate					Visit an Ashlander camp	Atronackattack			Kill all 3 types of Atronach	Butler				Carry redware, silverware and limeware at once	Canton Hopping			Stand on the top of a canton of Vivec	Cheater				Sell something to the Mudcrab merchant	Creepy				Buy something from Creeper	Daedric Roll			Enter a Daedric shrine	Dueller				Carry 3 types of gem	Jack-of-All-Trades		Join the 3 major guilds	Jeweller			Enter the Vivec Arena	Dweme On			Enter a Dwemer ruin	Diebunal			Kill Vivec	Heartless			Kill Fargoth	Look Out Below			Save Tarhiel	No Place Like Home		Visit Balmora in a thunderstorm	Psycho				Wield an axe	Record Breaker			View your record book	Splat				Don’t save Tarhiel	Super Morrowind World		Enter a Telvanni tower	The Pilgrim’s Bath		Take a swim in the river  in Balmora	Ticket to Ride			Ride a Silt Strider


Hey Danjb, a lot of what you are doing are things that I've wanted to do with Census and Excise and haven't been able to get to. I wonder how you would feel about me making a patch and utilizing this mod of yours once it's complete? I wouldn't just take your work of course, it would actually require your mod and simply interface with it to publish the achievements online.

Fliggerty, I'd be honoured ;)
See what you think when it's finished though, I might not be able to implement a lot of these, but I'll do my best!
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Chad Holloway
 
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Post » Sun Aug 08, 2010 11:44 am

I now have 4 working achievements. I know it's still not a lot, but I've had to do a bit of work to make a global script that checks if the conditions of certain achievements (or stat increases) have been met. I've tried to make the script as FPS-friendly as possible, so the bulk of it only runs every X seconds (default 15 but can be changed according to preference).

What's even cooler is the stats that are now working:
AchievementsPlaytime (in days, hours, minutes and seconds)Skill totalAttribute totalGames loadedCells enteredCreatures killedHours sleptSlaves freed


More to come! And I was serious about ideas for the names of those achievements ;)
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Hilm Music
 
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Post » Sun Aug 08, 2010 11:17 am

This mod sounds like an awesome idea! :)
I actually wanted to do something like this myself awhile back, but I never got around to it...

I have an idea, if you'd like to use it.
Here it goes:

Perhaps instead of giving the player a book to keep track of, you could make this a scripted spell.
When the spell is cast, a script adds the book to the player's inventory, then force-equips it.
After they are done reading, the script removes the book from the player's inventory.

If you set the spell to cost zero magicka, the player will be able to check their stats at any time.
Alternatively, you could set it as a power, and then they could only check it once a day.
Regardless, this way the player can check their stats whenever they want, without fumbling with a physical book.
(Or you could have the script display a messagebox, with buttons to show different messagebox "pages" if necessary.)

This would integrate the stat display as a feature of the player's character, rather than a seperate item.
For an example of scripted spells, and such spells interacting with books, you can look at my mod "A Forgotten Heresy".
You can feel free to use my mod's scripts as an example for your scripting, if you like.

My mod can be found here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8006
Hopefully, this may be useful to you. ^_^
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Jordyn Youngman
 
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Post » Sun Aug 08, 2010 4:48 pm

This is a really neat idea. Good stuff!
And like Fliggerty suggested, it would be cool to see these stats also reflected on the CnE office. (once you get it all finished, etc.)
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priscillaaa
 
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Post » Sun Aug 08, 2010 3:15 pm

Perhaps instead of giving the player a book to keep track of, you could make this a scripted spell.
When the spell is cast, a script adds the book to the player's inventory, then force-equips it.
After they are done reading, the script removes the book from the player's inventory.
...
Regardless, this way the player can check their stats whenever they want, without fumbling with a physical book.
...
This would integrate the stat display as a feature of the player's character, rather than a seperate item.


I guess that's a possibility, but fumbling with a spell doesn't sound any more convenient than fumbling with a book to me... I think having a book makes it a little more realistic (when you read the book, a message pops up to say that you "take some time to update your records") and a little less long-winded. I see what you mean about the stat display being more integrated though.
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Rob Smith
 
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Post » Sun Aug 08, 2010 6:37 pm

The following stats are now all working, without adding a script to a single object:

PlaytimeAchievementsSkill TotalAttribute TotalGames LoadedInteriors VisitedExteriors VisitedCreatures KilledHours SleptHighest BountyTimes JailedTravelsTeleportsConversationsDiseases CaughtSlaves FreedLockpicks Used <-- I'm a genius :D


The only problems are:

  • Interiors and exteriors visited can be a bit unreliable as they use CellChanged, which isn't too reliable.
  • To keep track of conversations, I've had to make a new greeting, which will always appear at the top of the dialogue window (the greeting says: "[You make a mental note of this conversation for your Record Book]", and don't worry, it doesn't appear the first time you talk to someone so as not to break any quests), which could be annoying... what do you think - is it worth it?


Also there are a couple of things I could do to stretch out a few more statistics, but I think it might be overkill. What do you think to the following:

  • Sleeps (number of times slept - as well as hours slept)
  • Split "diseases caught" into common and blight diseases caught
  • Split "creatures killed" into categories (undead, daedra, etc. - but I don't want to do it by creature as that would take up too many pages and would be exactly the same as the mod "Hunters Achievements")
  • Bounties cleared
  • Nights in jail
  • Split "teleports" into "Almsivi Interventions", "Divine Interventions" and "Recalls"


Also, one more question: should I make it so that updating the Record Book requires a quill and inkwell, or would that be too inconvenient / unnecessary?
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Kevin S
 
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