[Relz/Update] 28 Days and a Bit 2 - ZOMBIES!

Post » Sat Mar 12, 2011 12:06 pm

I think I've seen those zombies before, is it from another mod/modders Resources?

Hel Borne's zombie resource, he did originally make them with the intention of them going straight into this mod as well as general release but I vanished from the oblivion scene for ages ^^;
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mishionary
 
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Post » Sat Mar 12, 2011 12:28 am

Do you guys think it'd be wise to give some of the zombies random powers too, like "explode when slain", "can snare and slow targets", "spits poison"?


Lol, are you into Left 4 Dead? Because you've just mentioned a http://left4dead.wikia.com/wiki/The_Boomer, a http://left4dead.wikia.com/wiki/The_Smoker and a http://left4dead.wikia.com/wiki/The_Spitter :D

And yes, it'd be very cool to have some "Special Infected" :)
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Mandi Norton
 
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Post » Sat Mar 12, 2011 8:38 am

Lol, are you into Left 4 Dead? Because you've just mentiones a http://left4dead.wikia.com/wiki/The_Boomer, a http://left4dead.wikia.com/wiki/The_Smoker and a http://left4dead.wikia.com/wiki/The_Spitter :D


Never played or seen it believe it or not xD
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lauraa
 
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Post » Sat Mar 12, 2011 11:01 am

Another thing that should be added is when it's sunny out or daytime; the zombies stay in hiding. You could try to add that to another game mode setting, if you can get that to work....
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Melanie
 
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Post » Sat Mar 12, 2011 7:12 am

Another thing that should be added is when it's sunny out or daytime; the zombies stay in hiding. You could try to add that to another game mode setting, if you can get that to work....


I had an idea like this early in. However in practice the NPCs don't come out during the day. Zombies can only actively eat NPCs in the same area as the player, so it ended up with a rediculous scenario where by night the city swarms with zombies, then by day the zombies scurry away and the citizens go about their buisness like nothing happen. Hilarious, but completely misses the point ;)

Anyway, update on what's left to do/has been done for next release:

Done
- Player is now infectable/transforms
- Zombies consider zombified player an ally
- Player can command the zombies to follow him andlead his own horde


To Do:
- Polish up options panel to reflect changes
- Add a mechanism for eatting corpses/hunger weakness
- Add a passive detection effect so player's unarmed attacks spread the infection to NPCs
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Rowena
 
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Post » Sat Mar 12, 2011 4:50 am

To Do:
- Polish up options panel to reflect changes
- Add a mechanism for eatting corpses/hunger weakness
- Add a passive detection effect so player's unarmed attacks spread the infection to NPCs

Make it so hand to hand has a spell effect of give disease at a percent. I'm not really good at scripting, so i have no clue how to do that
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Richard Thompson
 
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Post » Sat Mar 12, 2011 3:31 am

Make it so hand to hand has a spell effect of give disease at a percent. I'm not really good at scripting, so i have no clue how to do that


Unfortunatly Oblivion has no direct hook for picking up when you hit someone. So instead the best you can do is create an invisible AoE effect that covers a large area every so often. It checks each effected NPC's health, if their health dropped it checks to see if they're in the players forward arc and the player is unarmed. Unfortunatly it's not foolproof (ie. if the player is unarmed and has damage reflection up, or an ally hits the victim while they're stood in front of you it can cause a false-positive). Anyway it'll work well enough, you'll see ;)
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Iain Lamb
 
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Post » Sat Mar 12, 2011 10:59 am

I can't wait to try out this mod! Once I'm done with The Lost Spires and maybe Kragenirs Death Quest I'm definately going to use this mod. While playing lately I have been stocking up on resist desease rings, would these protect me from getting zombified?
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LADONA
 
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Post » Sat Mar 12, 2011 10:07 am

Daaaaimn this mod will sure be a lot of fun to use! I really can't wait for it to finish :goodjob:

But I have one little question. Will it be causing big problems while used together with FCOM? I wouldn't really mind, I would just deactivate FCOM to play this mod, but I'd still like to know :P
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Josh Dagreat
 
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Post » Sat Mar 12, 2011 8:37 am

Daaaaimn this mod will sure be a lot of fun to use! I really can't wait for it to finish :goodjob:

But I have one little question. Will it be causing big problems while used together with FCOM? I wouldn't really mind, I would just deactivate FCOM to play this mod, but I'd still like to know :P


Shouldn't be a problem. The only compatibility issue that could arise is if a mod drasticlly edits the zombies base stats (for example using set AV to simulate a crippling injury on one zombie could leave that zombie permanently crippled so when it is re-used later it'll retain it's damaged attribute), but only a total hack would do such a thing so it's unlikely any mainstream mods could be a problem. Furthermore the mod goes to great lengths to preserve NPCs, so while a quest related NPC may "die" and prevent you completing a quest for the duration of the zombie invasion, once you disable the zombie mod in the mod list, all the zombified NPC's will reappear in tamriel and return to their posts asif nothing happened.
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Stephanie Valentine
 
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Post » Sat Mar 12, 2011 6:11 am

You should really try out Left 4 Dead (best if it's L4D 2). I'm sure you'd get some ideas for this mod.

(Hope it's not spam) http://www.youtube.com/watch?v=HgqtV64H7kA a little video in-game.
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Philip Lyon
 
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Post » Sat Mar 12, 2011 10:35 am

Shouldn't be a problem. The only compatibility issue that could arise is if a mod drasticlly edits the zombies base stats (for example using set AV to simulate a crippling injury on one zombie could leave that zombie permanently crippled so when it is re-used later it'll retain it's damaged attribute), but only a total hack would do such a thing so it's unlikely any mainstream mods could be a problem. Furthermore the mod goes to great lengths to preserve NPCs, so while a quest related NPC may "die" and prevent you completing a quest for the duration of the zombie invasion, once you disable the zombie mod in the mod list, all the zombified NPC's will reappear in tamriel and return to their posts asif nothing happened.


Cool mod bro. I'm re-re-re-reinstalling Oblivion., definitely going to put this in, how does it work with fcom?
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Dan Wright
 
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Post » Sat Mar 12, 2011 4:39 am

Cool mod bro. I'm re-re-re-reinstalling Oblivion., definitely going to put this in, how does it work with fcom?

I know from experience it works with OOO and MMM, so I can't see why it wouldn't.
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lolly13
 
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Post » Sat Mar 12, 2011 12:34 pm

Image removed. PM sent.
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Matthew Barrows
 
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Post » Sat Mar 12, 2011 12:41 am

This work as a http://www.tesnexus.com/imageshare/image.php?id=49683 head?

The incision around the face looks a bit clean but I can mess it about with blood and gore and fine tune the texture if you want, otherwise looks fine ^^


Another update:

- Options menu now have a confirmation when picking new scenarios
- 2 New scenarios added: "Vector" and "Necromancer"


Vector:
Similar to patient zero, in that somewhere in tamriel someone has contracted the zombie plague virus and unless stopped quickly, there is a very real threat that it could spread out of control. The difference in this scenario however is that you are that infected person.

Necromancer:
Whether the powers were handed to you by manimarco himself, found in a dread tome of forgotten lore, or created yourself - it matters little. You have concoted a dread disease; the zombie plague. The zombies are bound to your will and you have the power in your hands to infect the citizens of tamriel and command the shambling legion

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Craig Martin
 
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Post » Sat Mar 12, 2011 10:06 am

:thumbsup: Sounds awesome.
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Bereket Fekadu
 
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Post » Sat Mar 12, 2011 6:54 am

Spent the last few days bashing my head on working out a way to let the player shred corpses into giblets to eat as a zombie, only to find OBSE 18 has a kick-ass feature that made just that extremely easy. So loandbehold, players can now shred corpses and eat them... but wait, it gets better ;p

I packaged off the "shred corpse" function in an activator friendly way, which means I can monitor a zombie's hitpoints and if they take "overkill" damage they get gibbed =D

http://img10.imageshack.us/img10/2258/overkilll.jpg
http://img199.imageshack.us/img199/2339/kvatchfriedkibbles.jpg

And don't worry, this is completely safe, no savegame bloatting on MY watch thankyouverymuch.

http://img413.imageshack.us/img413/711/chillingwithmyhomies.jpg
http://img188.imageshack.us/img188/7387/rallye.jpg

Also, some of TalkieToaster's sterling work with skeletal replacement promises great things... watch this space.
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carrie roche
 
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Post » Sat Mar 12, 2011 3:48 pm

Now I think of it, the very feature that has made the masses of gibs possible also makes it possible for me to create portable barricades =D

Spoiler
Stealth bump

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CHANONE
 
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Post » Sat Mar 12, 2011 2:43 am

Now I think of it, the very feature that has made the masses of gibs possible also makes it possible for me to create portable barricades =D

Spoiler
Stealth bump


lol sneaky,
But yeah, so does that mean you'll be able to make barriers like the previous mod (the lost german one) or is this more like a prefabricated kind of thing that ya can spwn? Or am I getting ahead of myself :P
Btw when you become a zombie do they all (zombies) automatically follow ya? Or do you have to tell 'em to?
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sally R
 
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Post » Sat Mar 12, 2011 8:57 am

When will you release these updates? I can't remember the last time when I unleashed the zombie apocalypse on the Tamriel, now I maybe can even myself to be the one who leads that invasion. Sounds interesting experience to me :P.
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Saul C
 
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Post » Sat Mar 12, 2011 5:13 pm

lol sneaky,
But yeah, so does that mean you'll be able to make barriers like the previous mod (the lost german one) or is this more like a prefabricated kind of thing that ya can spwn? Or am I getting ahead of myself :P
Btw when you become a zombie do they all (zombies) automatically follow ya? Or do you have to tell 'em to?


Prefabricated ones that you can carry with you in your inventory... not sure how I'll keep that balanced though, any foreseeable barricade is gonna weigh a tonne and arn't easy to just "make" on the spot, and the household junk is good for making trap kits but not somethign hefty as a barricade. Might just whip up a revised (seperate) trap kit mod instead after the zombie stuff so you can set tripwires and attach traps to them and make it all from household materials. I made a similar mod but it suffered the same issue the old zombie mod gibs did but with the new system it's viable finally.


When will you release these updates?
I've gotten most the stuff I want in there done now. I need to polish it up and i just got somenew toys from TalkieToaster that I want to experiment with tommorow,I don't really have time tonight though; got stuff to study first... "Equilibrium of acid dissassociation", what a lovely topic. So I'm anticipating a day or two at most. Then I expect I'll have to make a few fixes the day after, there's always SOMETHING that slips the net =p
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Ryan Lutz
 
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Post » Sat Mar 12, 2011 6:43 pm

Nice to hear it's becoming closer! */me prepares to do a new mod recopilation DVD backup...*
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Marlo Stanfield
 
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Post » Sat Mar 12, 2011 12:49 pm

Cool, looks awesome! :) I do like zombies!

Good old Ka = [H+(aq)][A-(aq)]/[HA(aq)]

..eesh
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Stephanie I
 
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Post » Sat Mar 12, 2011 7:20 am

Thanks to TalkieToaster's crazy ideas relating to rescaling the skeleton we now have even more varied zombies =D (ie. missing bits, fat zombies, thin zombies) - Plus I'll probably be able to link these with the gibbing damage monitor so you can hack bits off the zombies, that'd be pretty easy to do. I intend to add "archetypes" similar to Left 4 Dead's special zombies, but that'll wait til the next version I want to get this out the door sooner rather than later.

http://img641.imageshack.us/img641/175/bitsofzombie.jpg
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Celestine Stardust
 
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Post » Sat Mar 12, 2011 6:31 pm

Extremely cool features :D

I intend to add "archetypes" similar to Left 4 Dead's special zombies, but that'll wait til the next version I want to get this out the door sooner rather than later.


If you want a challenge, you can try to recreate http://left4dead.wikia.com/wiki/The_Witch in Oblivion. Basically is a type of zombie that is passive (i.e, doesn't attack the player), unless you get too close to or hit her, which is called to "startle" her. Once startled, she runs (fast!) to the player and kills him in one hit. You'll need to script some sort of "attack-on-proximity if you're close to her more than 2/3 seconds" (as "attack on hit" on passive NPC's is already avaliable), and some sort of script like "GetPlayerHealth ---> SetNPCMeleeAttack", in order to assure one-hit kills. (P.D: I'm a noob at scripting, and I've invented the names, but I think you understand me :D).

Only cons I see is that she must be placed mostly indoors, or inside cities, as it'd be too easy to avoid her in the outdoors.
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Multi Multi
 
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