[WIP]Dark Brotherhood: Continued

Post » Wed Mar 30, 2011 3:04 am

Strange.. I don't recall I had to use AddTopic. But I'll look into it for sure.
If anyone else has the problem, just open the console and type:
AddTopic PlukeDarkAnsweringPrayers
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Justin Hankins
 
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Post » Wed Mar 30, 2011 11:44 am

PlukeDark20AnsweringPrayers is the quest, PlukeDarkAnsweringPrayers is the topic.

One thing I don't like is the quest marker linked to the target. Immersion thing ;) . Dunno if it's possible to make the marker the location (cell) instead, unless they're moving around of course. Maybe make evil NPC targets ambush the player if in same cell. Just throwing out ideas, I know it's not as customizable with the random/infinite target generation script.
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Cat
 
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Post » Wed Mar 30, 2011 5:32 am

Thanks for your feedback, you're one of the very few people who actually check back here after d/ling the mod!
True's I've thought about this as well, but as you said, it's just almost undoable with the random script. Perhaps if I only had 1 type of contract it'd be alright, but with more then one contract it's really difficult.

Did you play long enough to do all 7 types of contracts? (note: you might have to take more then 7 contracts to play all of them, as contract selection is ALSO random.) I was wondering which contract you like most, and which you like least. :)

The evil NPCs do actually attack you if they detect you. But they don't know you're coming, and they're all placed as deep into the mines/caves/forts as possible.
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Terry
 
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Post » Wed Mar 30, 2011 4:46 am

I plan on checking it out tomorrow after I release the Crimson Scar armor mod and get some voice acting work done on Stoker.
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Sian Ennis
 
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Post » Wed Mar 30, 2011 4:45 am

Well, unfortunately, I only got through 3 contract types before I had to stop playing my previous toon: for some reason I could not determine, the game just started crashing at a certain point, no matter where I was; I tried reverting to old saves, but it would happen eventually regardless. So I have to start a new game and cannot test this until I finish the DB questline.
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Spencey!
 
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Post » Wed Mar 30, 2011 9:07 am

Oh nice, this this actually a really great way to implement an infinite quest, im definitly keeping an eye on this
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Alister Scott
 
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Post » Wed Mar 30, 2011 1:12 pm

This sounds amazing, and I can't wait to try it!


I heard there was a group of spot-on voiceactors out there, but I've never seen their work, and I can't seem to navigate the website to any outcome, but I hear they're good.

So far the best I've heard is from Ruined-Tail's Tale. If only he'd included every line with voiceacting, it would have been a perfect mod.


I'm getting off track though.


Actually, I'm working on a companion mod myself which will allow players to recruit followers to their guilds (including custom guilds), which would likely bolster this mod a lot. After all, we do need to replace the three "fingers" and the rest of Cheydinhal Sanctuary.
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NAkeshIa BENNETT
 
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Post » Wed Mar 30, 2011 3:59 am

Alright, version 0.7 is up. I had built a very complex background system, giving every target a random birthcity, background story, favorite food, favorite hero, favorite book, advise for the player, and more. But, when I reached 4000 lines of dialogue, I suddenly realised that there was NO WAY that that would ever be voice-acted. So instead I just focussed on fixing bugs and adding a few more reward types.

So please, go to the first post, as usual, and download version 0.7.
If you say it's alright, I can release it a 1.0 and then I'll go begging the voice-acting guild to voice for me :)
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Monika
 
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Post » Wed Mar 30, 2011 10:05 am

DBC's voice actors are also readily available to you.
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Maria Leon
 
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Post » Wed Mar 30, 2011 1:49 am

Oh great, that might actually be a much better choice - you can take my grandmother as payment :P
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Ashley Hill
 
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Post » Wed Mar 30, 2011 7:52 am

Now you have to change your forum name to Francois Motierre.
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Ray
 
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Post » Wed Mar 30, 2011 3:10 pm

Glad to see version .7 is out. This mod is the perfect thing for assassination addicts.

'Dark Brotherhood: Continued', and 'Dark Brotherhood: Chronicles, Awakening' Will be the perfect companions for each other. :biglaugh:

About removing the quest markers, Wrye Bash can disable the compass quest marker with the bashed patch. And DarNified UI has easy in-game options to disable both the compass quest marker and quest marker on the map whenever you want either one on or off.
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Chenae Butler
 
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Post » Wed Mar 30, 2011 2:23 am

Duuuuuuude!

You just made my assassin's day. This is, like, the most simple and awesome mod ever. You MUST finish this - I'll provide voice acting for every frickin character myself if I have to.
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Sakura Haruno
 
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Post » Wed Mar 30, 2011 6:30 am

Hey, thanks for the kind words, a bit disappointed that I havent got even ONE single serious mod review, or bug report, or something like that, but oh well, I know you just want pictures and explosions without doing anything for it, so that's okay :P

I've actually been very ill lately. For about two weeks I was unable to do anything, incredible fevers and several inflammations (not sure about that word though, im dutch). I'm better now but I'm kinda tired. The doctors think it's pfeiffer ("the kissing disease"), so I might have to take a slower pace. Luckily for this mod, it's almost finished anyway. Unfortunately the outstanding crew at Awakening are packed with their own work, so I'll have to find a good Arquen immitator elsewhere.
I think I'll know where to find her though. Don't worry, I didn't "leave" this project, I've just been "away" for a while.
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renee Duhamel
 
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Post » Wed Mar 30, 2011 6:10 am

Well I just found this mod and will be installing it to use with my newest simulacrum. One suggestion though if you have not done it. Instead of "daily" contract availability, I would suggest once per game week. After all, the other members of the brotherhood have to have something to do.
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Ownie Zuliana
 
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Post » Wed Mar 30, 2011 5:00 am

O.o this mod looks very nice :D

en BETERSCHAP!
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marina
 
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Post » Wed Mar 30, 2011 3:01 pm

Hey, thanks for the kind words, a bit disappointed that I havent got even ONE single serious mod review, or bug report, or something like that, but oh well, I know you just want pictures and explosions without doing anything for it, so that's okay :P

I've actually been very ill lately. For about two weeks I was unable to do anything, incredible fevers and several inflammations (not sure about that word though, im dutch). I'm better now but I'm kinda tired. The doctors think it's pfeiffer ("the kissing disease"), so I might have to take a slower pace. Luckily for this mod, it's almost finished anyway. Unfortunately the outstanding crew at Awakening are packed with their own work, so I'll have to find a good Arquen immitator elsewhere.
I think I'll know where to find her though. Don't worry, I didn't "leave" this project, I've just been "away" for a while.


PLuke... This weekend I will be getting you some voice samples for Arquen.
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Nick Swan
 
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Post » Wed Mar 30, 2011 6:30 am

*bows* We do have our own Arquen, I just don't know how busy she is at the moment. PM thechickwhopwn3dyou.
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josh evans
 
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Post » Wed Mar 30, 2011 8:06 am

Good news, the voice acting is near completion. Modders "near", that is :P I'm sure I'll have some lame excuse later to move the deadline, but oh well, everything looking good right now, anyway ;)
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Marcus Jordan
 
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Post » Wed Mar 30, 2011 6:49 am

Hows it coming?
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Fiori Pra
 
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Post » Wed Mar 30, 2011 2:37 pm

I'm almost done, besides a few voices for females. but i've decided to release it as an addon to DB:"Chronicles. so you'll have to wait for them to release.
im typing with my halloween mask on, so forgive me any spelling errors :P
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Ellie English
 
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Post » Wed Mar 30, 2011 1:48 am

is it almost done?
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Bones47
 
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Post » Wed Mar 30, 2011 1:42 pm

did you even care to read my post?
Maybe I should just ask a mod to lock this.. you'll see the [REL] soon enough.
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Myles
 
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Post » Wed Mar 30, 2011 3:57 am

is this dead?
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teeny
 
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Post » Wed Mar 30, 2011 1:12 am

"Running from Bravil to Cheydinhal", the Listener briefing the Speakers, is actually the most important job in the Brotherhood. So really your mod seeks to demote the player and make them a lowly Murderer again. Why not just run around killing people at random, then? That's basically what your mod claims to do, and I can do that without waiting for your mod.

"Random" does not mean "good". You know what would be even better than an "infinite amount" of procedurally generated content? A couple well-made missions that are not random at all. I think they're usually known as quests.
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Nick Jase Mason
 
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