W.I.P. Player Ghosts (name subject to change)

Post » Fri Jan 08, 2010 2:43 pm

Hello all! This is my first post here. I just recently started playing Morrowind for the first time. I haven't even finished the game and I've already started modding it. :) lol That's how I am. When I start to really like something, I start to think of ways I can make it better, or at least expand upon it. I am not new to modding, but neither am I a true veteran. Most of my experience comes from modding http://s1.zetaboards.com/Road_To_Nowhere/forum/1202606/ and to a much smaller extent, Neverwinter Nights and http://www.unrealsoftware.de/forum_posts.php?post=53443&start=60#post165965.

This will be my first mod for Morrowind. For the time being I am calling it simply Player Ghosts. I will be calling it Undead Of Morrowind. The intention is to allow the player to play as a variety of undead such as a vampire, a ghost, or a skeleton (and hopefully a zombie). This mod will be the "stepping stone" for a full-conversion mod I will eventually be making called The Horde Lands Of Morrowind (based off of my Horde Lands mod for Mount & Blade). So here's some details on the project so far.....

Requirements
Scripted Spells, Vampire Embrace 2.4, Vampire Hunger 3, Children Of Morrowind 2, Clean CharGen Revamped v2.3. Better Bodies is recommended, but not required.

Current Features
  • New race: Skeleton. Skeletons are not finished yet, but they are playable.
  • Playable child and teen versions of each race. Their strength and endurance are weaker than their advlt counterparts, but their agility and speed are higher. This keeps their total attribute points at 310, the same total for the advlts. Likewise, their skills, abilities, resists, and weaknesses are similar to their advlt counterparts but altered slightly to reflect the fact that they are not fully grown.
  • Start the game as a ghost (by choosing Custom Beginning and "Awakened from the grave") of ANY race, including the child/teen versions and the Skeleton. Ghosts are restless spirits. Therefore, anytime you rest longer than 16 hours, your body will fade just a little more. Higher Chameleon makes Sneak more effective but will also affect the way people react to you. The more ghostly you become, the more fearful they will become. Chameleon starts out at 5 (vaguely transparent) and increases in increments of 5 up to 100 (invisible). Eventually, you will start taking Sun Damage (though you will not catch on fire the way vampires do in Vampire Hunger 3), but this will be offset by gradual health, fatigue, and Magika regeneration. By the time Chameleon is at 50, you will have gained the ability to levitate and Drain your targets. Draining is done exactly the same way as for vampires in Embrace 2.4 except you can't Embrace or Enthrall your victims.


Plans For The Future
  • As your Chameleon increases beyond 50, you will eventually gain other ghostly powers such as the ability (or curse) to Frenzy animals (this may be something the player will have no control over), the ability to charm or command humanoids, and of course that most infamous of Poltergeist abilities...Telekinesis (but of course that won't come until you are almost completely invisible).
  • I will eventually modify it so that when a player of any race dies, they can choose to become a ghost instead of reloading from a saved game.
  • One option I am considering is for the possibility of randomly spawning an Ancestor Ghost (as though you had cast the spell) when you drain a victim dry.
  • I'll also eventually make custom greetings and dialogue options for how people react to you at different levels of Chameleon.
  • I'd like to limit what ghosts can wear, possibly having their armor choices reduced to lighter and lighter armor as their Chameleon increases, though I am not sure if this is possible yet.
  • Possibly make stronger versions of abilities AND weaknesses gained at certain player levels.
  • I'd like to eventually allow players to be zombies that feed in a similar manner to vampires and can create other zombies out of npcs that can either become zombie companions or simply frenzied humanoids that will attack other npcs, with the possibilities of starting a "Zombie Apocalypse". This would involve the creation of a new disease as well as zombie body parts.


Everything listed under Current Features seems to be working, except for the way people respond to your ghostly nature. I've only done minimal playtesting to ensure those features are working. I still need to do some testing for game balance. I will try to get some screenshots posted soon, but it might be a while before I have a downloadable version ready for player testing.
User avatar
Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Fri Jan 08, 2010 7:31 am

Wow, impressive stuff. http://www.i-mockery.com/shorts/altered-beast/. Oh and bonus points for a zombie apocalypse, it sounds tricky to implement. But awesome.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am


Return to III - Morrowind